#avatar-general

351 messages · Page 4 of 1

upper remnant
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wydm isn't that what the state behavior does?

modest sun
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But it is... that's what the VRCAnimatorRemeasureAvatar and VRCAnimatorTemporaryPoseSpace are for

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Hmm laying down normally without sitting in a station?

neon finch
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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

modest sun
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that was supposed to have been fixed some time ago...

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it's worse in av 3.0?

neon finch
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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

wintry glade
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The view point drifting when lowering is usually caused by the rig

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Doesnt match up with you IRL, not much the devs can do to fix it as you need rigidity somewhere

fluid grotto
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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.

wintry glade
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I think another bone can only do good there, wasnt the only problem with the upper chest the eye tracking problem?

fluid grotto
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Yep, it stopped internal blink and eye tracking, and as of 3.0, it doesn't

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Will be a while before people get over the "upper chest bad" mindset

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Even in regular non-FBT VR, it curves the spine a bit smoother when you lean to the side

sturdy smelt
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yea eye tracking now is gud, will just work with any bone you put in there, whether its parented to the head or not

wintry glade
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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

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"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."

fluid grotto
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It doesn’t bend a lot, but those discs there aren’t useless. Each bone bends very little. But together they arc

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That’s why you have ribs, so they can bend

wintry glade
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I'll have to look into where I can put the bones then, just trying to keep it realistic looking with only 3 bones

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with 2 it was just up to the rib cage and then the cage was static

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Easiest is probably the chest up to the true ribs?

fluid grotto
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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

wintry glade
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I just feel like that will result in weird stretching is all

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The model in question has an exposed rib cage, I'd assume that a skinned model wouldnt suffer as much at all

teal path
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Soo how does one update the sdk?

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I dont quite understand

deft lodge
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think if you are upgrading just put it on top of the one you already have without removing it

wintry glade
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With unity open just import yeah

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itll replace or update what it needs to

fluid grotto
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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

teal path
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Ill back up the previous version just in case I guess

deft lodge
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always should just in case haha

fluid grotto
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@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

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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

teal path
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Sooo full body ik better?

wintry glade
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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

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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

fluid grotto
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I only see more accurate tracking

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Head loses target less

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Probably because the backbone can curve with you when you are hunched over

wintry glade
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Yeah to be honest I havent even booted the beta in VR, only desktop to bug test

fluid grotto
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No new change with 3.0 in terms of upper chest IK. It’s the same as live just blinking works

teal path
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yeah same only did desktop

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making all the avatars I actively use 3.0 ready

neon finch
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the booth avatar i use doesn't have an upper chest bone, that'll be rough to add...

fluid grotto
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I think it’ll mostly show up in new avatars. There differences aren’t important enough to re-weight paint stuff, I think.

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It’s not just splitting the chest bone you kind of want them sized equally

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So it’s a lot of work for little gain

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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

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Beta SDK will potentially change a lot before release, no use updating everything early

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That’s a lot of animators to fix if they do anything major

sand wren
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almost all avatars ive seen people use in 3.0 have this spine bending issue in fullbody which is very annoying lol

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also i need to replace my afk animations bc the default is annoying

teal path
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So when updating the sdk

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do I make sure everything is checked

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or do I just leave everything thats unchecked the way it is

sand wren
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what is unchecked

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if u mean updating to the new av3 sdk just leave it as is

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and hit import

teal path
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kk

sand wren
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if coming from an older sdk like sdk2 use the old process, but not for sdk3 avatars3

teal path
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is the version number supposed to still be the same

sand wren
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idk i havent updated mine

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or at least i didnt use it afterward

gilded delta
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So to be able to use Avatar 3.0, do I just download the up to date VRCSDK2 and VRCSDK3 or something?

merry swan
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neither, check the info in here

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in announcment there is the 3.0 avatar sdk

silver crow
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can someone help me I have a sdk error?

modest sun
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show screenshot of console window with errors

austere rose
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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.

real patrol
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concept: i make my avatars explode whenver I say boomer

silver adder
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So Upper Chest isn't bugged anymore in AV3?

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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.

real patrol
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I didn't even think we could use upper chest

modest sun
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Upper chest has been fine for a whike

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The only thing was that using upper chest prevented the automatic eye rotation from working

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And that's all redone in av3

fluid grotto
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Yes, there's no longer any downside to using upper chest in SDK3

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I've been using it a while on live since I use shader eyetracking anyway

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it slightly improves your head in sync with your view position

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when doing weird poses

silver adder
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Dang, i removed the upper chest bone from the model i imported. Guess I'll have to redo it to take advantage of that.

visual dagger
silver adder
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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.

visual dagger
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never a dull moment

silver adder
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Wasn't nothing too crazy this time tho, just my AFK animation causing me to sink into the floor. I got that fixed tho.

austere rose
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hello

visual dagger
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hi

prisma atlas
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question, are the new vive wand gestures whats gonna be permanent for the future?

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like how thumbs up just doesnt exist anymore

silver adder
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Pretty sure thumbs up being unusable is not intended.

prisma atlas
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ok thats good to know

neon finch
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whats the difference between av2 and av3, we get more animations now?

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Avatar descriptor is full changed

visual dagger
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basically the entire animation system is replaced

sonic spade
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really wished they would have added self sitting chairs

visual dagger
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like, fixed sitting height for short characters?

sonic spade
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no i mean, being able to sit on your own avatar chairs

wintry glade
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God forbid 😔

restive rivet
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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.

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Oh also eye tracking doesn't require you to perform witchcraft anymore

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Because what the fuck was the previous method

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really wished they would have added self sitting chairs
What would be the purpose tho? It would just anchor you to... yourself?

wintry glade
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It would allow you to manipulate your position. Which allows smooth flight and things like flipping yourself upside down

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Merlin did a ironman jetpack system with springs IIRC

modest sun
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combined with control over the avatar animator, it might allow fairly complex flight systems

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imagine using a puppet in each hand to fly an airplane

wintry glade
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I just wanna stick to the ceiling

modest sun
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Though you can still build this stuff, but someone else has to sit on you

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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

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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

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All that said, Udon allows these systems to be built

restive rivet
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Oh yeah it makes sense now

wintry glade
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Udon is world specific though, would obviously be better to just have it on the avatar

fluid grotto
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@wintry glade I’m making a monument valley world I’m just super lazy with art

wintry glade
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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

fluid grotto
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Add the word game lol

wintry glade
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That's a lot more topical

sturdy smelt
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just type game after

wintry glade
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Still, I don't think that being able to do something with Udon is good enough to not want it on avatars

fluid grotto
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True. Though raycasting from avatars to the world would also be real nice

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I still can’t wrap my head around avatars that sit on themselves. Wouldn’t you just feedback loop into the sky?

wintry glade
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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

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Also what do you mean by raycasting from avatars to worlds? You can do that with Grounders

fluid grotto
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From an avatar?

wintry glade
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What are you trying to raycast?

fluid grotto
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The floor and space in front of me to detect a wall

dapper hearth
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Generally sitting on your own seats would enable mounts

fluid grotto
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Basically I’m trying to know when I’m about to walk off an edge or run into a wall

wintry glade
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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

fluid grotto
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This probably isn’t an avatar 3 topic

wintry glade
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Not anymore lol

fluid grotto
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I wish we could set the value of stage parameters to arbitrary things like the result of a component like that

wintry glade
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You might be able to with AV3 but I havent played with it yet. Can always do particle trigger death

sonic spade
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to know if you are about to run off an ledge/hit a wall?
are you trying to make a Roomba?

burnt flax
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it ok. i building a tiger from part 🙂

fluid grotto
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I think the stage parameters only get values set from the expressions menu or the system.

burnt flax
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however, i think menu got broken in the update

fluid grotto
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If a random animation sets the value of a stage parameter, is it still syched?

burnt whale
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@burnt flax wait are you the guy that made the tiger avatar

burnt flax
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no. it is free to use and he let people custom

chrome obsidian
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is there any av3.0 avatar worlds?

fluid grotto
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Just the one linked in Tupper's info channel

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public avatar 3.0 woulds would just confuse people why all of them are error bots

upper remnant
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technically all worlds are avatar 3.0 worlds

neon finch
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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.

fluid grotto
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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..

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I'm not doing any mass conversions yet

neon finch
upper remnant
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@neon finch this is a quote from hackspanner

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"this is a beta. I can tell you right now that we are very likely to break every current av3 avatar before release."

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so maybe avoid converting many, many avatars, unless you are confident in your workflow

teal path
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ooooooops

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oh well most things are animators so

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cant be that hard to fix

upper remnant
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yeah

teal path
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Only fixes I really need are safety and animations

upper remnant
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it's coming. also, your video was shared with hackspanner re: the animations and net IK scuff

teal path
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yeah

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thanks!

rotund harness
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h*ck yes

teal path
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igbar lmao

rotund harness
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the network IK scuff is awful, I was concerned it was gonna go to live. Here's hoping it gets fixed

teal path
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Btw im working on the facials for my kon now, got any suggestions?

rotund harness
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Kon comes with pretty much all the expressions you need tho, I can't imagine you need anything more

teal path
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Yeahh

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its a shame it didnt come with a few more options tho

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for example the >.< eyes

fluid grotto
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Does anyone else seem to be seeing more crashes when you are idling without the headset being worn, compared to live?

teal path
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I have not even tried 3.0 in vr yet

fluid grotto
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okay thanks :-)

teal path
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yeah im sorry that was a retarded reply

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->

fluid grotto
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But yeah I don't crash in VR. It seems exclusive to being afk

teal path
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Oh you mean on desktop?

fluid grotto
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In VR, but not wearing headset

teal path
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ah

fluid grotto
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Come back and VRC gone

teal path
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Thats odd

fluid grotto
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Maybe just me, 5 times now though

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Never at my PC when it happens

teal path
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Tried recording it?

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or checking the logs?

fluid grotto
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About to, was just seeing if it was heard of first

sturdy smelt
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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

verbal forum
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what are avatars 3.0

neon finch
silver adder
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Existing avatars will work as-is in the new system. They just won't have any of the new features.

verbal forum
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how do u tell what avatars are 3.0

silver adder
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Easiest way to tell is the new animation set.

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But their is no direct way to tell.

visual dagger
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easiest way to tell right now, if you aren't using the av3 beta branch of the game, you can't see them 😉

burnt whale
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can you play with friend av3

pulsar lagoon
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As long as you're both in the beta branch, yeah.

silver adder
pulsar lagoon
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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

oak mason
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@teal path I actually think I remember seeing an additonal emotes pack for Kon on Booth at some point, and it had ><

teal path
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yeah

soft crown
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@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

opaque sequoia
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It seems specific to using FBT. It isn't by much either but it is definitely caused by using Animator Remeasure Avatar.

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Even if you don't change scale and just reset it bumps you up ever so slightly.

silver adder
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Heh, i can tell someone liked my avatar. Got a thumbs up of approval.

soft crown
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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

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did try it on a diff avatar and had a similar issue, ill try with some others

opaque sequoia
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Although I am getting the problem with the feet lifting up, I'm not seeing the viewpoint rising up at all.

soft crown
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feet rising up seems to happen if i scale up too

opaque sequoia
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wait your knees are bending?

soft crown
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from the feet lifting up, i presume

opaque sequoia
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Ok I am seeing that a small bit

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All seems to be caused by something with Animator Remeasure Avatar though.

soft crown
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ye

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ill post some examples of my holding my hand right below my headset

candid forum
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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?

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and how long do you think it would take for someone with a very low iq (also me) to get this stuff setup XD

silver adder
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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.

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Maybe people are in the world on the wrong build?

atomic blade
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@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

candid forum
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o i see

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well once i'm done with this new avatar i'm trying out then i'll attempt stuff

silver adder
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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...

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The UI will say it's favorited, but the favorites list doesn't update.

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Relogging didn't fix it either.

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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.

silver adder
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What's up with all the Animal Crossing avatars all of a sudden?

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Nothing against it of course, just curious. Seen an increase in them since Wunder's K.K Slider.

sand wren
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ppl prob trying to make them sing like mine

tardy solstice
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I can't figure out where the Avatars 3.0 SDK is...

solemn glacier
tardy solstice
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Ah, thank you. I was started halfway down, so I didn't see those

silver adder
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@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).

valid patrol
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Yeah, its one of the many villagers in the game you can get, makes sense to not know their names. (almost 400)

silver adder
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Was that full-body you were using? That tracking was impressive considering the models proportions.

valid patrol
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No, im too poor for fbt, im using a wmr and its actually quite poor tracking

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its been really jitter recently

silver adder
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Yeah, i noticed your arms spazzing out every once in a while. But the legs moved really smoothly.

valid patrol
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thats just how vrchat works

silver adder
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Meanwhile, i don't even have VR. I'm just a desktop player...

valid patrol
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Cant run VR or cant afford?

silver adder
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Both.

valid patrol
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F

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my setup struggles with the game

silver adder
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My Radeon RX 570 would cry if i ran anything in VR. And i can't afford it anyways.

valid patrol
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VR is too expensive right now

silver adder
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But i get a (mostly) locked 90fps in desktop mode depending on the world and how many players are nearby.

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I don't see myself going down the WMR route, i would rather get a used Rift S.

valid patrol
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Yeah, wmr has pretty bad tracking, I only got one because it was 200$

silver adder
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But yeah, seeing those thumbs up emoji coming my way put a smile on my face.

valid patrol
silver adder
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I'm just using Dark Samus as a test dummy for AV3 stuff.

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Speaking of which, did the shaders look right on your end? The model has custom shaders.

valid patrol
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I might have turned them off

silver adder
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I haven't gotten to test if they fall back correctly yet.

valid patrol
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what did they look like?

silver adder
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Was the model at least textured without the shaders?

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That's all i care about.

valid patrol
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Yes, it had dark samus' textures

silver adder
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Phew. That's a relief, hadn't gotten to test if the shaders were falling back correctly for people that have shaders disabled.

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The shaders were supposed to replicate her appearance from Metroid Prime 3.

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So, lots of scrolling emissive effects.

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I noticed you didn't seem to like Excalibur Umbra tho.

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I didn't make that one tho, found it in a Warframe themed world.

teal path
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Man I hope they fix fullbody soon

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Meanwhile im working on putting more life into my models faces!

teal path
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I love the amount of freedom I now have with 3.0

tardy solstice
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I just wish I knew how to do any of that animation stuff. I can't even figure out Avatar Masks

woven goblet
tardy solstice
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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

woven goblet
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Click the cog wheel on the layer you want to have it on

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There you’ll see a mask field

upper remnant
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@tardy solstice I think the example gesture controller already has a mask

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You could also generate your gestures and look at the animator afterwards

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With hai's gesture setup script

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@tardy solstice also the mask itself goes in the layer options

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I'm surprised the docs don't show exactly where to put a mask

tardy solstice
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Yeah, they seem to be for people who already know their stuff or something...

visual dagger
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the docs fully assume you know how to use unity for animation

rotund harness
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there's already a lot of documentation on unity's side of things at least, so it's not too bad

tardy solstice
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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

teal path
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3 base models ready for 3.0 now

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4th day of nonstop unity

tardy solstice
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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

teal path
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people have been using voice control

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so I assume theres a way to convert visemes to values

tardy solstice
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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

teal path
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which could then be used to for example shift a texture

tardy solstice
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Voice control?

teal path
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basically

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a few people I know made it so if a specific viseme follows anpther and then another

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it plays an animation

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so using visemes for changing a 2d texture or a mesh would work

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but tbh have no clue how

sand wren
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i shifted textures using that

upper remnant
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@tardy solstice you make an animator that uses the viseme parameter values to transition

sand wren
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thats how i do visemes on my animal crossing avatar

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i just move the UVs on the texture

upper remnant
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If you've made any animator that transitions with parameter conditions, it's the same thing

tardy solstice
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... I'm an absolute complete and utter noob at everything Unity except for slapping a model into a scene and hitting "Build and Publish"

sand wren
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then u need to do some studying

upper remnant
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You should probably watch state machine tutorials

sand wren
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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

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i had no idea what to do with av3.0 either but after 2 days i mastered it

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took like 50 test uploads tho

teal path
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same mostly

upper remnant
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Yeah it's not a lot on top of a prior existing base of unity knowledge

tardy solstice
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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

sand wren
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there is no lines of code

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u cant even script in vrchat let alone use udon in avatars

teal path
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only animators... a lot of animators

sand wren
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theres shaders but those dont count

upper remnant
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Well, sometimes unity tutorials include scripting

tardy solstice
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Everything I find that's directly from Unity has long lines of code in it

teal path
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not for vrc

upper remnant
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As they're not all made for vrc

teal path
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unless udon

sand wren
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well yea but u need to learn about animators and animations

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stuff like transitions

teal path
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udon has scripting

sand wren
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gets pretty basic after a while

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like this for example

tardy solstice
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Even the link the AV3.0 tutorial links to for talking about parameters is very short and ends in lines of code

sand wren
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bc

teal path
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why... the any state?

upper remnant
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honestly we should find a video to link people about unity animators, that suffices

sand wren
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if u ever read the top of the document

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it literally says it expects u 2 know about how those components work already

teal path
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Why did you use the any state

sand wren
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so u need to read about the components separately

tardy solstice
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Yes, videos would work so much better than text

sand wren
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because Any State is good

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and better than making 200+ transitions between every possible state

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u will learn this quickly when doing gestures

teal path
#

but for a toggle?

sand wren
#

if i want to add more i dont have to change anything

#

simple

tardy solstice
#

The text doesn't help me visualize what I need to be doing in the slightest

sand wren
#

then wait for av3 to come out of beta

teal path
#

why would you... add more to a toggle?

sand wren
#

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

teal path
#

ahhhh

sand wren
#

also av3 is still in very early beta

#

so there will likely not be any tutorials

#

until av3 finally releases on the live build

teal path
#

well there is

sand wren
#

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

upper remnant
#

@teal path the one dislike on that video 😠

teal path
#

i doubt it will be in beta for that long

#

also what

sand wren
#

maybe 2 months

#

thats being generous though

#

they had a pretty long closed testing phase

teal path
#

who knows

#

i hope its quick

#

I want to have my 15 facials

sand wren
#

theres a lot of bugs right now that need to be fixed beforehand

upper remnant
#

Phrasing

sand wren
#

mostly issues with fullbody

teal path
#

tru

#

that viewpoint issue

#

is terrible

sand wren
#

and some shader problems too

#

a lot of people including me are extremely confused as to why our shaders are breaking

teal path
#

the ik animations

sand wren
#

even the standard shader is misbehaving in the beta build

#

its insane

teal path
#

hope you made a canny then

sand wren
#

i will see about it

upper remnant
#

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

sand wren
#

example image of shader issues

#

on my avatar shaders same color

teal path
#

reminder that that could also be the map

sand wren
#

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

teal path
#

yeah but maybe i hope theyll at least pull an udon and integrate it into live while its not yet completely done

sand wren
#

chances are they will once they fix fbt bugs

teal path
#

well its basically one fbt bug

sand wren
#

fbt is hardly usable in 3.0

#

no

teal path
#

causing tons of issues

#

viewpoint misbehaving

sand wren
#

there are issues with FBT bending the spine for no reason at all making the character look like theyre thrusting the air

teal path
#

same

sand wren
#

scaling the avatar causes FBT drift

teal path
#

thats likely the viewpoint

#

all of that

sand wren
#

animations in FBT are awful and the hip swings side to side so much

#

etc etc

teal path
#

also likely a viewpoint and ik issue

#

but yeah

#

hope its fixed soon

sand wren
#

ye the update they made for viewpoints was one of the last ones they did before going public

#

or at least ive heard

teal path
#

i swear if theyll make us redo our armatures instead of fixing the issue

#

im not fixing 50 models

sand wren
#

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

teal path
#

well the person doing the scaling

#

didnt appear to have said issue

#

they were in fullbody

sand wren
#

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

teal path
#

yeah I hope they fix it

sand wren
#

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

teal path
#

i think I have one more model to update

sand wren
#

the further ahead the more spine tilting there is

teal path
#

then im done with the ones I use

molten ore
#

Added a suggestion in the canny on having a downloadable 3.0 avatar

#

This avatar 3.0 is fucking up my brain

visual dagger
#

i have some video tutorials if that would help

molten ore
#

I can't just always ask people whats this or that. I would love a demonstration on an Avatar with it.

sand wren
#

im working on one of those @molten ore but i cant download a good model to demonstrate on

visual dagger
#

yeah, i tried to find a good model but they all say not to share even if they're free

sand wren
#

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

molten ore
#

Can't even do a nikkei

#

???

sand wren
#

i dont have nikkeis model

visual dagger
#

could maybe generate a quickie out of vroid or something and use that

sand wren
#

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

molten ore
#

Download the dummy avatar from Mixamo then

#

Mixamo has a characters tab with rigged avatar

#

@sand wren

sand wren
#

no

#

need one capable of having facial expressions

molten ore
#

oh

sand wren
#

and i want to do one example of an animated
O〰O💧 face

molten ore
#

This one is free and even was showcased on the avatar 3.0 world

sand wren
#

yea ik

molten ore
#
【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)
sand wren
#

i was trying to download a Len but it wasnt working for me

molten ore
#

I think this one's a start. Thank you if you do try to make one.

sand wren
#

i will, i already have a couple of animators set up for some interesting things

molten ore
#

Oh i see

#

where will you upload it tho

sand wren
#

probably here and vrc----

tardy solstice
#

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

sand wren
#

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

tardy solstice
#

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

tardy solstice
#

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

sand wren
#

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

hasty hemlock
#

that does sound like an improvement not having to use lots of materials

sand wren
#

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

visual dagger
#

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

merry swan
#

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 🤷‍♀️

restive rivet
#

I'd like to use "sprite sheets" instead of tons of materials, how do you move the UVs inside of an animation?

merry swan
#

You could use that , offset the texture on material, not sure how you would tell it to move when you swap to another outfit

visual dagger
#

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

restive rivet
#

Can you change the offset in any shader or is it something that it must be added by the developer?

visual dagger
#

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

restive rivet
#

I'll look into it, thanks for the tip!

visual dagger
upbeat crescent
#

thanks @visual dagger

visual dagger
#

np

merry swan
#

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

low brook
#

Is there a way to change the bindings in VR mode to include keyboard shortcuts?

#

beyond the core 8 with macros and shortcuts

woven goblet
#

You’ll need something like OVR Advanced Settings to do that

neon finch
#

is there a limit on submenus

visual dagger
#

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

fluid grotto
#

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

burnt flax
#

well. i got 2 out 4 face to work. seem purr and fear dont work two axis puppet.

bitter escarp
past rover
#

You might want to redo that post in the Avatar 3.0 section on canny, not in feature requests

dapper hearth
#

Can I disable tracking for a specific animation in a blend tree?

pulsar lagoon
#

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.

dapper hearth
#

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

burnt flax
#

i guess people need start building Expression Menu Icon package. LOL!

sand wren
#

someone needs to release the gradient they use for the menu

#

and what kind of dropshadow

burnt flax
#

dont get me wrong. def is great. i feel we can do better 🙂

fluid grotto
#

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

visual dagger
#

I wonder what the best way would be to setup textures/materials for color shifting with radials

cedar pumice
#

With Avatars 3.0, can we use UDON to make custom behaviors yet?

fluid grotto
#

No

cedar pumice
#

Is that planned for the future?

fluid grotto
#

People say the devs want to. I have not seen a direct quote of a Dev saying so.

cedar pumice
#

Interesting. Hopefully this becomes a reality in the future.

#

I could only imagine how much more depth we'd have with UDON and avatars.

pulsar lagoon
#

@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

visual dagger
#

yeah, I know how to do the blending

pulsar lagoon
#

That being said, avatar 3.0 has been giving me grief about certain parts of poiyomi syncing with other users, sadly.

visual dagger
#

I'm more wondering the best way to setup the textures themselves to best support any color

pulsar lagoon
#

I imagine it'd be easier on toon avatars that don't rely on specific shading

visual dagger
#

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

fluid grotto
#

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

pulsar lagoon
#

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.

visual dagger
#

right, that's what i'm saying

fluid grotto
#

Shaders should be free from banding; it’s all floats operating on a greyscale mask

pulsar lagoon
#

Didn't mean specifically banding, but that is good to know about.

visual dagger
#

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

real mist
#

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

visual dagger
#

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

real mist
#

cant tell i dont use hue shift o use RBG mask and details masks

visual dagger
#

same difference

real mist
#

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

visual dagger
#

yeah, that's basically what I was asking for

real mist
#

i cant post pictures here but let me show you and example in av3 help

pulsar lagoon
#

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.

visual dagger
#

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

pulsar lagoon
#

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

regal swan
#

R there anyother avatar3 worlds

sleek tartan
#

how to use spiderman web shooter

fluid grotto
#

No one really makes avatar 3.0 worlds since it's a beta only feature

sand wren
#

i will make an avatar 3.0 world with animal crossing avi and some other ones

#

including the example one i will make public

lime plume
#

every world is compatible with AV3, but i doubt theres many other worlds with AV3 pedestals if thats what you mean

silver adder
#

I wouldn't say EVERY world is compatible. Some use custom sitting animations for their chairs, and those will probably break with AV3 avatars.

silver adder
#

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...

tulip scroll
#

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

silver adder
#

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.

sand wren
#

@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

silver adder
#

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.

upper remnant
#

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.

neon mortar
#

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

upper remnant
#

the website is a different client even if it consumes the same api, which it might not

woven goblet
#

They both use the same api. It’s just that the website is updated more reliably via the websocket than the client is

upper remnant
#

i assume they're going to do something about that with the new ui

woven goblet
#

Most likely yeah

azure scaffold
#

i don't have vr but im so excited for avatar3.0, it looks likes it will unlock a lot of potential

grim mirage
#

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.

neon finch
#

You can switch back and forth if you want to just try it out

wintry glade
#

Yeah gotta fix the bugs before it gets pushed to live

fluid grotto
#

Does anyone know the eye rotation values that best approximate 2.0 behavoir? I'm trying to automate this

pulsar lagoon
#

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

fluid grotto
#

Was hoping someone knew the internal values

past rover
#

Open beta periods usually last 2 weeks give or take, unless things happen and release gets delayed

fluid grotto
#

Expression menu assets won't let me duplicate their file aaaa

fallow sequoia
#

That should work with Ctrl-D

silver adder
#

Duplicating files in Unity can be a bit finicky sometimes.

neon finch
#

where can you get herbert?

fluid grotto
#

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

pulsar lagoon
#

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.

fluid grotto
#

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

rotund harness
#

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

restive rivet
#

Just move the eyelid up and down a little bit

#

They didn't exist at all on 2.0 did they?

cyan hound
#

Anyone wanna play vrchat and chill. Dm if interested

deft lodge
#

@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

restive rivet
#

Oh wait lowerlid did anything? I assumed they were unused but still required cause the old system is basically nonsensical witchcraft

upbeat crescent
#

lowerlid lowered the top eyelids when you were looking down

fluid grotto
#

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

fluid grotto
#

@deft lodge thanks much

marsh haven
#

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?

fluid grotto
#

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

marsh haven
#

Yeah fair.

barren garden
#

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?

modest sun
#

@barren garden Never seen this. Can you check your console for errors.

Does it happen every time or just the first

barren garden
#

each time

modest sun
#

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

barren garden
#

well i dled sdk3 for avatars 3.0 😉

#

i didnt touch anything yet... its fresh import

modest sun
#

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

barren garden
#

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?

marsh haven
#

@barren garden Delete anything related to Udon

barren garden
#

just did, had to change some code too

#

it fixed it

marsh haven
#

And change the code and delete all instances of udon

#

Ye

barren garden
#

it seems sdk3 needs a switch for udon

#

because once this hits live, peopel will complain a lot about long scene play startup time

marsh haven
#

Pretty sure the package that goes live will be properly made as a standalone

barren garden
#

there is some #if UDON but i am afraid its rpecompiled in package

marsh haven
#

You can delete all of those

barren garden
#

i didnt try to build yet, afraid it may explode when i hit anythign related to avatar building D:

marsh haven
#

Works just fine for me 👍

barren garden
#

ok

indigo mauve
#

does anyone know how to get the baby brush skin that joshdubs uses

upper remnant
#

pretty sure they're sold on booth, by @little matrix

#

also wrong channel

neon finch
#

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?

next hinge
#

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

neon finch
#

well idk what the right one is

next hinge
neon finch
#

Does anyone have a hisoka avatar compatible with oculus quest? If so dm me please! Thanks!

neon finch
#

Wrong place to ask friend

granite zephyr
#

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

neon finch
#

Where do I ask them

#

Then

rotund harness
#

@granite zephyr The open-beta is only on PC, but when it goes live it should be on Quest as well

granite zephyr
#

okay

#

good to know

near hound
#

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

silver adder
#

The bindings are not final.

fluid grotto
#

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

jaunty ruin
#

hi so where should i start with the vrchat 3.0?

fluid grotto
silver adder
#

Wow, i just realized the amount of possibilities that custom parameters just opened up for me...

wet portal
#

Yep. Fully customizable state logic

silver adder
#

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).

cyan hound
#

Does ANYONE have a giagantic anime girl with chairs on her hands that I can clone?

silver adder
#

You just violated rule 15 by spamming that in every channel bruh.

#
  1. No posting the same question or statement across multiple channels
vapid wren
#

ooooh

#

someone's in trouble

next hinge
#

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.

merry swan
#

he is using material colors

#

go to around 12:40

next hinge
#

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

merry swan
#

Not sure you can change hue , tried to make one and could only get a material swap to work to other colors

next hinge
#

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...

upbeat crescent
#

you can have the HUD going in both hands doing different things at the same time though..

fluid grotto
#

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

next hinge
#

I need to experiment

#

Thanks btw Adeon

simple maple
#

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.

waxen edge
#

That would be great tbh

simple maple
#

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...

waxen edge
#

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)

simple maple
#

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

waxen edge
#

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.

fluid grotto
#

The toggle sub menus are great for inventory.

#

Custom Inventory icons are even a bonus. This update is so extra I love it

sand wren
#

i still do face expressions on fingers bc super easy but i have a button to disable the facials from them

restive rivet
#

The custom icons are such a nice touch

#

It was so unexpected and I welcome it with open arms

timber trench
#

checked out the avatar show case world but they where all errors that supposed to happen or do i need to re load

sand wren
#

you need to be in the beta version of vrchat

deft lodge
#

You need to switch over to a beta client through steam properties of VRChat

sand wren
#

for whatever reason Tupper never included a tutorial

#

or even a warning

timber trench
#

oh yeah forgot about that

neon finch
#

Question i have problems in animations (Particles) where can I ask?

sand wren
neon finch
#

Ok thank you

simple maple
#

We need a petition for beta branches to be standalone VRC installation.

sand wren
#

also for worlds designed for beta to not have public instances in live

#

and instead show an error message

simple maple
#

You mean test worlds of av 3.0 beta ?

sand wren
#

ye

restive rivet
#

Or not show at all

#

Why show something completely broken?

#

If the version number is higher or pertains to a beta just hide it

vestal bloom
#

hi everyone

radiant scroll
#

when is 3.0 gonna come out officialy

fluid grotto
#

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 👀

radiant scroll
#

true

#

ty

grizzled acorn
#

dev, while merging avatars3.0 to live: right now

fluid grotto
#

I think we did get promised that “every 3.0 upload will be broken before it’s live”

dapper hearth
#

"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?

fluid grotto
#

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

merry swan
#

🤷‍♀️ 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

grizzled solar
#

i wonder if its possible to make super saiyan

#

and stay that way

merry swan
#

with persistant toggles, yes, until you change map anyway then reverts

dapper hearth
#

@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?

fluid grotto
#

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

visual dagger
#

there are 2 sliders for eye movement and timing to change in-game behavior

fluid grotto
#

are those parameters network syched

visual dagger
#

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

woeful ruin
#

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 🙂

visual dagger
#

didn't think so, but thanks for the clarification 🙂

woeful ruin
#

sure thing!

tardy solstice
#

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

fluid grotto
#

I think we did get promised that “every 3.0 upload will be broken before it’s live”
Dev team deliverered!

visual dagger
#

lol

#

Looks like I'll have to do some updates to my youtube tutorials once the new update is out 😛

jaunty ruin
#

Dose anyone know if avatar 3.0 will break current vrchats when it's released

#

Like all 2.0 avatars?

tardy solstice
#

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

neon finch
#

@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

jaunty ruin
#

O okay thanks just wondering

#

3.0 looks really cool

neon finch
#

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

near hill
#

Is there a reason that tying the parameters to the descriptor is better than having them in a programmable asset?

jaunty ruin
#

I feel so overwhelmed by the 3.0 like how do I start doing stuff like all the cool things I've seen¿

visual dagger
#

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)

near hill
#

eh it seems like it may reduce the complexity marginally when learning in exchange for making it more difficult to reuse animators across avatars

visual dagger
near hill
#

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

visual dagger
#

actually, i think since they're ultimately just aliases, it should probably make reuse of animators actually easier in some ways

upper remnant
#

yeah but if you change the alias in an animator, on every descriptor you also have to change it

visual dagger
#

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
upper remnant
#

rather than referring to the same asset file

jaunty ruin
#

Oo I just noticed that's u making the tutorials 😂 thanks

upper remnant
#

its not a big deal imo i think people would still be managing their own parameters

visual dagger
#

yeah, it seems more like a consideration for people putting together their 1 avatar from multiple pieces other people have posted

jaunty ruin
#

Yeah

visual dagger
#

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

near hill
#

¯_(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

visual dagger
#

you don't though

silver adder
#

I can see it making things easier for people just getting into the system. At the cost of making reusing animations harder.

visual dagger
#

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

near hill
#

and what happens when they already have something else in stage1?

visual dagger
#

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

silver adder
#

Luckily, i only have one 3.0 avatar so far. So it'll be a quick and easy fix when the next update releases.

visual dagger
#

the alias can be anywhere

#

sorry, i typoed earlier, when i said "stage1" i meant "stage#"

near hill
#

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

visual dagger
#

but it's not, because we're using aliases which is the entire point

near hill
#

you don't magically get more than 16 stage parameters by using aliases

lime plume
#

The Avatars 3.0 team is working with the Open Beta community to add/fix last minute features and bugs!
AV3 soon™?

visual dagger
#

no, but it doesnt matter what the NAME is

near hill
#

it doesn't matter until it needs to be synced

woven goblet
#

But I am using Stage1 for my Emotes, but this package is using Stage1 for something else

visual dagger
#

^

#

ok, so here's the thing, it doesn't matter what stage# ANYONE is using

#

the animators point at a NAME not a stage#

woven goblet
#

It does though, if I use stage1 with values 1-10 for something, then another also uses stage1 1-10 for something

visual dagger
#

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

near hill
#

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

visual dagger
#

you can only have 16 anyways, i don't get your point

near hill
#

I don't understand how this is better than merging the program assets

#

now you need to merge avatar descriptors and the parameters

visual dagger
#

I never said merging 2 full sets of 16 aliases

#

I said merging bits and pieces from different creators

near hill
#

yes and how is that better than merging program assets?

visual dagger
#

Like, some dance emotes from guy1 and some facial blends from guy2

near hill
#

now you need to find their avatar descriptor on the prefab and copy the parameters by hand

visual dagger
#

i don't care what stage# they used, i only need the parameter name/type

near hill
#

of course you don't care, but you still need to merge them

visual dagger
#

there's nothing to merge

near hill
#

what do you mean? you still need to merge the parameters???

visual dagger
#

you add "Parameter1" and "Parameter2" to you descriptor and you're done

#

I'm not sure why you think this is complicated

near hill
#

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

visual dagger
#

you keep saying that, but it's not correct

#

the descriptor does not need to be distributed at all

near hill
#

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

woven goblet
#

You are sharing a prefab for drag and drop it has to be shared

near hill
#

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

visual dagger
#

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

near hill
#

no, I'm asking why it's better to not have the program asset, and you've only given reasons why it's worse

visual dagger
#

no, i explained what the feature is for not what you want it to be

near hill
#

okay so I'm using it wrong, why is this easier if I'm using it right and how do I use it right?

visual dagger
#

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

near hill
#

but you can still do that??? You just add the parameters to the parameter list?

visual dagger
#

yes, but that's all it's for

near hill
#

how is this better

#

that's the same, just different

visual dagger
#

so i said most likely they're making the change to make it easier for people to use it right

near hill
#

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?

visual dagger
#

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

near hill
#

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

visual dagger
#

It wasn't actually in the docs initially, but yeah, no one reads the docs

near hill
#

if they don't read the docs, this is going to be the least of their issues

visual dagger
#

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

woven goblet
#

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.

near hill
#

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"

visual dagger
#

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

near hill
#

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

visual dagger
#

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

near hill
#

it's making adding a single thing harder, and not improving merging at all

visual dagger
#

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

near hill
#

the level of entry is higher for single additions to your avatar

visual dagger
#

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

near hill
#

yes I addressed that it's the same between the two

#

and that is not the only issue

#

these are just new user issues

visual dagger
#

you said making adding a single thing harder, it's literally the same

near hill
#

no it's not

visual dagger
#

making adding the only thing harder, sure

near hill
#

in one case you drag the asset onto your descriptor which is easy

visual dagger
#

if it's THE ONLY one

#

not ADDING

near hill
#

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

silver adder
#

Bots man... (jk, it was just doing it's job)

near hill
#

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"

visual dagger
#

and you haven't given an argument to why it's something that shouldn't be changed, so we're even

near hill
#

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

silver adder
#

I mean, Merlin has a point. There are more cons than pros.

near hill
#

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"

visual dagger
#

where did i say that?

near hill
#

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

visual dagger
#

no, i said there is a limitation, so it makes sense for them to enforce it

near hill
#

they are enforcing it already

visual dagger
#

i also said that it was likely this is why they were changing it

near hill
#

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

visual dagger
#

no, but you can magically make 300 parameter files and then wonder why they don't work

#

THAT is what it gets rid of

near hill
#

how?

visual dagger
#

if you can't make 2 files, you won't try to use 2 files

#

simple as that, people are dumb

near hill
#

there's 1 slot for files

#

if they took 2 seconds to read the documentation they'd see that

visual dagger
#

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

near hill
#

that sounds like an issue with allowing parameter files on submenus

woven goblet
#

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?

visual dagger
#

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

silver adder
#

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.

visual dagger
#

agreed

#

but again, most people will never have to worry about that, and in cases of distribution of parts it's a mute point

lost niche
#

Well, that example is okay until one animation is a toggle, and the next animation overwrites the param it uses

visual dagger
#

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#

woven goblet
#

It will if they both are using Stage1

visual dagger
#

unless you tell your animation to used stage1, that doesn't happen

woven goblet
#

But then you won't have it sync, because the synced value is now different.

visual dagger
#

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

lost niche
#

Well, locally
pretty sure if you have two aliases set to stage one, both toggle animations
only one gets synced over the network

visual dagger
#

you can't get 2 aliases to stage1

#

the stage parameter file is what sets the aliases, and you can only have 1

lost niche
#

Well, people thought you could use new ones for each sub menu
so they should just put it in the avatar descriptor, haha

near hill
#

🤷 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.

visual dagger
#

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

near hill
#

if they do that then you're even worse off when you're merging stuff

visual dagger
#

exactly

near hill
#

yeah so they shouldn't get rid of aliases

#

that's not a solution

lost niche
#

keep the param file, but have it slot into the descriptor instead?

visual dagger
#

personally, i'd prefer that solution

upper remnant
#

isn't that the current behavior

visual dagger
#

no

woven goblet
#
 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! 
visual dagger
#

it slots into the menu file

upper remnant
#

ah yeah. the problem is that's confusing?

visual dagger
#

which you can have sub menus, so then there are multiples

upper remnant
#

i see

#

so people are trying to use more than 1 parameter asset

visual dagger
#

well, I said I thought that maybe a reason why they're changing it, since it's currently confusing people

#

yeah

silver adder
#

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!?".

upper remnant
#

merging parameters into the file asset is easier, for sure

#

if you are trying to script your setup

visual dagger
#

yeah, i think the best in-between would be just a single file slotted on the descriptor

woven goblet
#

I actually like the one Hira had, keep the parameter asset, but link it in the descriptor instead

visual dagger
#

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

woven goblet
#

Can always @ tupper and ask why

upper remnant
#

there is no way to script merging parameters on the descriptor?

near hill
#

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

woven goblet
#

@upper remnant you can, but then there is that requirement of "Download this"

near hill
#

☝️

#

they might just be expecting someone to make some de-facto script that everyone uses to manage things

upper remnant
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well im just thinking about it for personal reasons tbh

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im solving my own distribution problems

near hill
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though they should make it themselves in that case since it's not hard to do and could be included with the main package

upper remnant
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yeah

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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

woven goblet
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I could actually update mine to do this, though, I would now have to use my own scriptable object to store the parameters.

upper remnant
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so if i could merge those into the descriptor without any manual work it would be nice

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have to use unique parameters because child animators

woven goblet
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Technically you could just read the animation controller and add all the required parameters to the descriptor

near hill
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that depends on the animator, some may have local state parameters that you don't need or don't want to sync

lost niche
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I keep forgetting you can have locally animated features

upper remnant
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i can be selective about it and exclude parameters

lost niche
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Having an aiming reticle for animations that only you can see could be nifty

visual dagger
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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.

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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

woven goblet
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But no one reads it - This real even for readme in shared packages

visual dagger
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Ok, but if they aren't reading at least a little, they won't know to drag that file into the descriptor either

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so it's the same thing

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and in cases where they're merging, it's not that simple anyway

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so they still have to read it and add them manually

opaque sequoia
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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.

opaque sequoia
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Oh I didn't realize one already existed