#avatar-general

351 messages · Page 6 of 1

fluid grotto
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They can use two, or if they want to use three, it requires so much extra skill that they definitely know how to merge a shape key

strong whale
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Modifying FBX data is much more complicated than you think. I'd like to keep my changes to Unity's configuration as much as possible

fluid grotto
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I don’t know man if you used SDK3 I think that’s way tiers above merging a shapekey lol

versed hill
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Ok, just say its for v2 or v3 when you make it for em

deft lodge
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You could say the same about something like inventory toggles on sdk2 but hey we had prefabs and it's just that much easier to use
Isn't it the same thing that's gonna happen with sdk3 where everyone will want to use it and people will be watching tutorials and following those despite barely knowing what they are doing

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doesn't mean they know how to work with blender though, they might have just bought a model from somewhere else or whatever

fluid grotto
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Yeah going forward would be best to include all three, left, right, and both. That way you can use it for SDK2 or 3. Most models, unless made from scratch, already have a “both eyes closed” shape key.

strong whale
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I think just adding one more menu items would keep it compatible with the AV2.
Did I say something wrong?

fluid grotto
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Could make a canny for it

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But canny dead

strong whale
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lol

deft lodge
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unless you can login with that sweet @vrchat.com email

fluid grotto
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I’m on the “please just release this” stage lol

versed hill
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Canny right not cannot =p

deft lodge
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i mean hey, it's pretty soon - can't wait though, to go back to live i have to go back to AV2 and create the avatar again for it

neon finch
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does anyone have like a gesture with only the thumb and pinky out that they can give me?

deft lodge
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wrong channel though

fluid grotto
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I’ve already converted most of my stuff so I’m stuck on beta

deft lodge
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yeah, same.

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going back and not having all the stuff you made with av3 is just kinda awkward haha

strong whale
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Sigh, I'll play with Blender when I feel like it, and I'll post a few things on canny.

fluid grotto
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It’s 10 seconds in blender tops you don’t even need to enter edit mode I promise

deft lodge
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it's much more to send it to everyone who bought it though haha

fluid grotto
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What platform is it being sold on? Most people I see just let the new version be available for download

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I know Gumroad just uploads a new version and it handles sending out emails saying there’s a new version

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Unless you are doing it all yourself god help you

strong whale
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I could edit it and re-distribute new versions, but, just want to keep the difference as small as possible.

silver mango
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can i ask a simple playable layer question here or should i go to av3 help?

deft lodge
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if it's a short simple question you could probably ask here, since i would expect help to be more of actually trying to solve an entire problem that's existing

fluid grotto
strong whale
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thx, of course i know that

silver mango
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i hope it is. got a question about the responsibility of each layer (did read the doc, just need a bit of confirmation)

I placed the animations affecting my blend shapes and gameobject toggles (like clothing toggles) on the FX layer
Emotes like dances, backflips cheer yadayada on the action layer
Finger gestures anims on the gesture layer. (In addition got a 2nd question, say I want to toggle a gameobject on a gesture, would I then put that logic in the fx layer and not in the gesture layer? or is it fine to just put it in the gesture layer)

I started today with av3 so I'm pretty new and still learning

upper remnant
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you are pretty much correct. for your second question, yes use the fx layer for game object toggles

fluid grotto
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Locomotion: Stuff that should either always play or react to movement or the state of your avatar (running, crouching, falling, etc)
Additive: Stuff that locomotion is already using, but you want to add to it (like breathing animations)
Gestures: Things triggered by hand OR expression menus. you can also use this for anythig you want to add to locomotion (custom wings, tails, ears, etc) Position, rotation, or scale only.
FX: Same as gestures, but everything that isn't a position, rotation, or scale.
Action: Full override, similar to 2.0 style menu emotes

silver mango
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that is so helpful, thank you both of you. that really deserves a pin if u ask me ^

upper remnant
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there is one time that you want to use the FX layer for transform animations, which is if you are animating the transform of something at the base of avatar and not part of armature

fluid grotto
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Ah, I've been giving the root game object multiple children and animating them on gesture. is that not as good?

upper remnant
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on gesture layer?

fluid grotto
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just like
Armature
└Hip
└ExtraThing

upper remnant
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Avatar
└Armature
└ExtraThing

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extra thing transform animations have to be done in FX layer

fluid grotto
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Ah got you. I always just make them their own floating bones

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keeps it all one mesh

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but i didn't know that, thanks for letting me avoid future headaches

upper remnant
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yeah there was some masking issue after the build meant to fix material changes not persisting, and the result was that the action layer could not animate transform animations on objects outside of the armature any longer

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so the FX layer is the only place you can do that now

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which works fine, even though the mirror is doing some things and syncing FX layer

fluid grotto
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oh and then there's 3 more playable layers
Sitting: Obvious
T-pose: anything you want to happen while your avatar is T-posed during full body calibration
IK-Pose: Use this to bend the knees so the game knows which way your knees bend, you don't have to do it on your actual model anymore, they can stay straight

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you usually don't need to override those though

deft lodge
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Now instead of Full-body calibration TPose you will be seeing Jojo poses, isn't it great

silver mango
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oh thank you so much for the extra info, screenshotted ur answer for whenever I forget. thanks!

fluid grotto
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Jojo pose..?

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Oh.

restive rivet
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Now instead of Full-body calibration TPose you will be seeing Jojo poses, isn't it great
Oh shit, this + isLocal will be fun

sonic spade
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hope isLocal stays a thing

lost niche
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It could be great for showing a preview of where you'll go in an animation so you can aim it locally before showing it to others
like the jumping into a wall emote, or vaulting over objects

fluid grotto
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My only issue with IsLocal is syncing things back up after a local/remote fork

lost niche
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Well, as long as both ends of the split have a transition back to a shared point by the same means, it should work fine

rigid turret
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Would love to see when this finally gets put into VRC to have someone collect all the cool prefabs into a collection

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Having the color changing, scaling, etc having ease of accessibility would be cool

merry swan
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making one with random stuff in it for myself so i can remember how/what i did , but never know if ill ever actually finish (attention span?)

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would help to have one in the sdk for exsamples,

cobalt yew
merry swan
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No U drunk , yeh i gotten that too

neon finch
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babble babble bitch bitch

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rebel rebel party party

woeful ruin
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@fluid grotto I'm stealing and rewording your tl;dr of the layers above 🙃

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very well put

restive rivet
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Having the color changing, scaling, etc having ease of accessibility would be cool
I think we will mostly be seeing tutorials, most cool av3 stuff is hard to share but fairly easy to replicate

hollow tangle
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I have spent so much time today breaking down all my AV2 knowledge and re-learning AV3 to get back up to the level I was at. Grueling.... but finally I'm back up where I used to be and I can start building cool stuff!

grim mirage
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Hey, does anyone have any sort of idea or approximation of when AV3 will go live?

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Like, no longer a beta, available to Quest users?

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I can't get Virtual Desktop to work anymore all of a sudden, so no PC for me.

wintry glade
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They plan to release it this week

grim mirage
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!

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thank you so much! where did you find this info, id like to know where to look next time!

wintry glade
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Give me a second, it was in their weekly update IIRC

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"The team is heads-down fixing the last few bugs in our upcoming release, VRChat 2020.3.2. We expect to ship this week if all goes well!"

grim mirage
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alright! thank you so much!

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im so excited!

wintry glade
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I just hope the right bugs get fixed 😅

grim mirage
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yee

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im most excited for rescaling because my main avatar is antman

restive rivet
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Oh shit av3 will be a blessing for that avatar

grim mirage
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yes

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right now, i have to switch avatars everytime someone cant reach something

simple maple
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So AV3 coming out ?

sand wren
simple maple
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Yeah, read that but i am just in disbelief 😂

sand wren
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im waiting for my project to finish duplicating just in case the sdk breaks something

strong bear
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so reading through the info page.
you can just click a button and quickly create a local version of your avatar which basically just bypasses public upload so you can tweak without the 3-5 minute publishing process?

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damn tho just looking through the walkthroughs and i can already see the sdk is so much easier to use and tweak

opaque sequoia
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So... They removed Remeasure Avatar. Unfortunately this means that scaling will have to wait until they re-add it.

sly spear
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rip

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Was looking forward to playing with that

sonic spade
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😔

strong bear
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seriously though i love this.
it renders the pain of setting up animation after animation just for more emote slots and any desyncs that can cause gone

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i am looking at an interesting thing
whats the specifics of the afk parameter?
since im just reading through the walkthroughs to get the overview before i render like 2 months of on off unity messing done in like 2 hours.

sand wren
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u either press End on desktop or take off ur headset in VR

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and the bool is True if so, and False if not

strong bear
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like how does that work, is it looking for a specific thing?

sand wren
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??

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u either press End on desktop or take off ur headset in VR

strong bear
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how does it know you take headset off?

sand wren
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well doy

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most headsets have a sensor or something

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usually it has a tiny light next to it

strong bear
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you learn every day-

sand wren
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if it detects something in front of it it changes color or turns off

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on oculus its a white light that turns off

strong bear
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man the vr hardware builders really were thinking about this stuff

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so we have some inbuilt variables we can detect which is always a bonus

wet portal
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rip remeasure avatar

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right when it was to be realeased too

strong bear
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probably safe to say the index has one of these because im pretty sure valve would get jealous that their headsets dont have a spotlight built in to detect if somebody is actually using their tech

opaque sequoia
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I knew that it was buggy and may not have made it in, but at least they've promised it'll come back eventually.

pulsar lagoon
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Ugh, that sucks. That was one of my favorite features with avatars 3.0. Hopefully it doesn't stay gone for too long

wet portal
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I hope the version we get in the future supports running constantly

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Would be nice to see your own size change

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I doubt it though

ivory grail
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Want to make sure I read this right. If all goes well then this is the official release build of 3.0

wet portal
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Yes

red jackal
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yay, that means i need to learn the new stuff i guess

sand wren
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@strong bear afaik almost any headset has that

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its something very cheap and simple to add bc most of the time its literally just shooting infrared

cobalt yew
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except for a bunch of WMR headsets.

sand wren
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the majority of the high quality ones like hp reverb, vive, valve, oculus, pimax, etc

strong bear
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its something so simple to think of too that im pretty sure any mainstream headset has one

cobalt yew
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which was noted by the people complaining about being stuck in AFK mode because these headsets never reported being worn :P

sand wren
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never happened to me and my cv1 is old as hell

cobalt yew
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pretty sure most headsets have this purely so they can turn off the headset if it's not worn. to save the hardware as much as possible.

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and wulfe i'm talking about a few of the cruddy WMR headsets

sand wren
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oh

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well its kinda obvious why it exists aside from not using hardware

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if ur not wearing it why would it need to render anything

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its kinda like auto shutoff/sleep for laptops and phones

cobalt yew
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yeah exactly

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which makes me wonder why a few headsets don't have it.

sand wren
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probably because theyre one step off from being google cardboard

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except theyre made of plastic instead

hollow tangle
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WMR Headsets likely have an automatic screen shutoff which would be triggered by the headset not moving for a while

Logic like that would be extremely easy to implement

Higher end headsets do have a proximity sensor though

sand wren
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ive seen some chinese produced headsets that were literally old and cheap phones repurposed and stashed into a plastic container

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with lenses on it

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also theres a few problems with that

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one of them is that some people sleep in vr or play in bed and thus dont really move their head at all, or could be watching a movie

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and another is inaccurate / shitty tracking systems where the headset is constantly moving anyway so it would be impossible to detect

hollow tangle
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Yeah but if it's a cheap system, I doubt they would take sleepers or playing in bed into account

left parcel
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is it just me or vrc station doesn't work on avatar 3.0 anymore?

sand wren
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i havent tested those but im assuming they worked

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ive seen some users spawn portals with stations to teleport users

left parcel
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i know

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i'm talking about this

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i just updated the sdk

sand wren
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thats odd...

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does it still work ingame?

left parcel
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i don't know yet

sand wren
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u would have to have a version that was upload with the older sdk to test

strong bear
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unity wise ive probably figured out most of the things i need to make an avatar.
guess i should finally haul my ass and figure out how to 3d model beyond the basics of blender.

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but its nearly midnight, thats tomorrow stuff

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back in 20 minutes

left parcel
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the chairs work fine from the older version

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this updated sdk blocks my vrc station on avatar

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i'll make a new project

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yep

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it's the updated sdk av3

lime plume
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is remeasure avatar the avatar scale change thing

cobalt yew
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yes

opaque sequoia
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Yes

cobalt yew
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sad days

lime plume
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sad

opaque sequoia
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I'm not gonna stop working on it though. They said it'll come back eventually. When it does, I'll be ready.

lime plume
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I've been playing a bit of neos vr, it's interesting to see how it compares to vrc

cobalt yew
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... can you work on it though if you can't test or use it? :thonk:

opaque sequoia
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Well, the part used in game was already sorta finished and any changes I made to it were because of bugs an update may have caused. Nothing's stopping me from working on the UI for setting it up and making that part easier and more intuitive for creators.

cobalt yew
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awesome

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best of luck!

opaque sequoia
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I already had plans for improving it anyway that this technically doesn't change. So for now I'll just continue working on them for a big "revival" update.

cobalt yew
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let's hope it's soon!

opaque sequoia
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Plus if they end up taking too long and I run out of things to do I'll just start working on some other tools for the AV3 community to use while I wait.

cobalt yew
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you great man

opaque sequoia
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Honestly I could probably make a small tool for replacing Animations in Animators using the code I already have fairly easily.

sand wren
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they can also make it so that u can just put in animation overrides

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or make an animation override applier

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that creates a duplicate animator with the new animations

opaque sequoia
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They won't do the override support. They've kind of made that apparently clear in a canny response.

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I can see how it would cause issues when layering the Overrides so it makes sense.

whole venture
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whoops

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Was actually going to ask, is there a possibility with this version to have more expressions?

neon finch
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from open beta channel, deleting some things that gave console errors, fixed it.

wet portal
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My 3.0 avatars are errors in the non open beta

fluid grotto
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It just got pushed to live. Use the newest SDK

wet portal
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Ah

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3 sdk updates in one day

neon mortar
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yeah

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and i just got a few avatars updated ;_;

violet field
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Do I need to do anything special with my avatar or do I simply need to make a new project in unity and reimport everything?

wet portal
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How do I update my sdk without losing all my stuff again?

lime plume
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live hype

woeful ruin
silver adder
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How do I update my sdk without losing all my stuff again?
@wet portal Check changelog in #open-beta-announcements, they told how to update without losing your state behaviors.

lime plume
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time to update my meme animations

wet portal
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I've already done that update

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Right now I'm updating so I can go to live

quiet zodiac
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noooo you cant just update the game without optimizing it-
vrchat 3.0 avatars go brrrrrrr

vestal gazelle
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Vrchaterrorsoundeffect

wet portal
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@vestal gazelle you and your sound effects

vestal gazelle
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memes

vapid hornet
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Oooo this is exciting huh? I’ll mess around with it tomorrow

wet portal
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Oh I'm big dumb, vrchat didn't update yet

lime plume
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i just got the update

tropic lava
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do the old avatars still work?

unborn lava
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Yeah

sharp fjord
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is the 3.0 world still up?

woeful ruin
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yes

sharp fjord
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what was the name again?

neon finch
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definitely looking forward to this

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it sounds incredibly fun

deft lodge
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@sharp fjord Avatar 3.0 Beta Hub, you can also just type Tupper into search haha

mossy crown
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Oh boy

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I just updated and my hands are wrong

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I don'

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t know why but my hands are in the wrong place

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on oculus

polar mirage
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So is it true that Villar eyes are broken? Heard rumors that they will be. ...And I don't know any alternatives.

short pawn
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can we get a settings toggle to turn off the 3.0 hand menu? i prefer just using index hands and the main menu

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the hand menu is more steps than necessary

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click on click off is much better

snow geyser
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did they remove the steps to update to the new sdk?

short pawn
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sdk is not needed for it its on all avatars

snow geyser
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I'm talking about installing the sdk, I have a open beta project what are the steps to update it? I thought it was different then normal

silver adder
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Yay, update broke all of my AudioSource's due to how they changed the scripts...

short pawn
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oof

keen nacelle
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why in the hell every avatar without idle animation have it now?

unborn lava
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That’s weird, audiosources are a part of unity

short pawn
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i dislike this update

keen nacelle
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and even worse, it's male animation set

unborn lava
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It’s a rough transition it seems, but I’m excited for the new features

brisk light
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I noticed they changed the way the hand motions work on vive. Hopefully it goes back to the old way it worked

silver adder
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VRChat uses a custom script to control the AudioSource's. And that script got changed, which removed the script from all of my AudioSource's...

tropic lava
short pawn
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i hope they add a settings toggle

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to diable this bs

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disable

neon finch
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We'll get it. Hopefully, anyways.

silver adder
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Can't wait for there to actually be people to show stuff off to now in-game!

long oasis
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lol calibration nd playspace

junior relic
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please just allow us to disable the menus

unborn lava
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Are the menus retroactively added to 2.0 avatars??

junior relic
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or at least remap them easier

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yes

unborn lava
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Huh

restive rivet
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Yep, all av2 avatars get the action menu

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F

junior relic
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it ruins my jump/playspace mover, and constantly turns on

restive rivet
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Oh you're complaining about the remap, not the menus, then

snow geyser
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yes

junior relic
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have a setting to just go disable the menu

unborn lava
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The new one is on the website

restive rivet
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Yep, the SDK3 is split between worlds (Udon) and avatars (av3)

drowsy ember
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It's to ensure that your avatar's head is properly aligned with your HMD when you calibrate

dreamy spade
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please let us customize controlls

drowsy ember
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It helps avoid the head pulling issue where your head would get pulled away from your camera

dreamy spade
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pls lol

long oasis
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uh

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some avis arent portioned correctly

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id rather mess my calibration up lol

fringe cobalt
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yooooooooo It is out pog

lime plume
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i havent use av3 since it was first in beta time to relearn all of it lol

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did you follow the update instructions

zinc sparrow
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x

vale bobcat
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d

neon finch
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does 3.0 not come with a tutorial avatar? i cant rescale my avatar correctly without it

restive rivet
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Tupper: please don't do this
Everyone: haha sdk2 to sdk3 goes brrrrr

teal path
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Bruh it deadass released on the day I went on vacation

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Well it is possible to update from sdk2 to sdk3

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if you know how lol

visual dagger
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you mean like the huge warning when you click the download link that says it's not compatible?

odd zinc
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Sigh

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In need a tutorial

silver adder
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Man, Build & Test is SO useful for troubleshooting.

neon finch
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it's pretty good, faster than uploading yeah

unborn lava
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you mean like the huge warning when you click the download link that says it's not compatible?
@visual dagger that means you can’t have both in the same project.

visual dagger
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correct

vernal rain
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pain

neon finch
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where can i find the tutorial/example avatar in the new sdk?

odd zinc
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Well at least I focused entirely on blender till now

neon finch
unborn lava
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@visual dagger but you can convert to 3.0 following the correct steps.

odd zinc
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So it's not a an absolute loss

plush marten
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why are all my female avatars using the damn male idle animations after this 3.0 update?

visual dagger
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@unborn lava yes, thanks, i've been using the beta since it came out

odd zinc
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Alway had been

visual dagger
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I was talking to someone that is complaining about their 'upgrade' to 3 not working

desert latch
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guys you dont get, all 7 of the super private beta tester 100% thing the fbt changes are perfect

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u guys sillllyyy

odd zinc
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Astronaut: gun

teal path
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The fbt changes do work

sturdy smelt
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it was in open beta for everyone

neon finch
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i never beta tested anything and here i am under an hour after release and can toggle items and have my descriptor set up, i think it's fine

visual dagger
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I guess now that it's officially out, I should update my youtube tutorials since a few things changed

odd zinc
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Well speak to my Internet

desert latch
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just play recroom if u salty

restive rivet
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Why is everyone so salty about things as small as default animations

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Jesus, chill, you'll get used to it

harsh brook
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Please don't ruin this experience for the full body users, it just pops up a fucking menu every time you actually try to move

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well at least in playspace mover

restive rivet
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Rebind the controls

neon finch
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crouching in vr is bugged as shit

fast basalt
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my pc doesnt want to update

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xD

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i get a message that my firewall if blocking it

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but... i have it set to allow it

alpine willow
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Lawl.

fast basalt
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could be maybe the steam version

teal path
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restart your steam

past python
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no more custom overrides how do we do gestures?

fast basalt
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i launch it tho from occulus

deft lodge
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@past python Using Animators or staying back on SDK2

past python
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tutorials?

restive rivet
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Gestures are still a thing, you can set up an animator that triggers stuff when a certain gesture is on

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But don't try to do everything through gestures, there's better ways now

past python
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2.0 was so simple this is beyond confusing

unborn lava
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I have no idea how to make this work, prob just gonna keep working through av2 lol

hexed mica
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You should make things customizable like other games, where you can choose what your buttons do and such, keeping the menus like the old ones but having an option with the new one.

restive rivet
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Ngl 2.0 was shit and we just swallowed it up

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We just stacked hack after hack to do stuff

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Learning 3.0 is worth it

wintry glade
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Jokes on you I need more hacks to get my old hacks to work lol

teal path
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Yeah sdk 3 is great

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im a bit eh about controls but thats nothing I cant fix rebinding

restive rivet
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You don't need hacks to make 3.0 do stuff pls don't rehack your hacked hacker hacks

past python
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could we have some sort of tutorial, i'm so confused

unborn lava
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It seems good, just a lot harder for me to set up honestly

restive rivet
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There's a few on youtube even if slightly outdated

unborn lava
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It would be nice if there was an example fx controller

fickle jewel
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Hey, quick question, is Avatars 3/The action menu retroactive? Will you be able to control actions and expressions on old avatars, or will they need to be set up?

restive rivet
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There can't be an example FX

shy rose
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I think there's just going to be a lot of complaining until the beta people make tutorials on how to use the new features and how to calibrate full body properly.

restive rivet
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There's no FX by default

unborn lava
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Ik but a lot of people have facial expressions

restive rivet
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Just put anything outside of avatar animations there

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Those are easy, just go from parameters

deft lodge
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@fickle jewel Avatars must be done with AV3SDK in order to have new functionality

shy rose
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Biggest hint to full body calibrating properly is to get to a mirror asap.

fickle jewel
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alright, thanks

restive rivet
#

If gesture X is on, do this

hexed mica
#

Its okay in some parts, but in other areas it's not so great. You(The Devs) could take all the negative feedback and take it into contrastive criticism. But really making things more customizable could help

visual mulch
#

So wait avatar overrides can't be used anymore?

restive rivet
#

They don't exist in 3.0 but 2.0 still works

visual mulch
#

which means you'd have to set up gestures on a different way

#

really?

#

damm

teal path
#

Dear god cant ever look at the docs or yknow test betas

unborn lava
#

I just don’t have experience with animators, which is why I’m having such a hard time lol

deft lodge
#

a lot of people who got into av3 haven't had experience with animators at first and learned in a matter of like a day or so

teal path
#

Cant wait to come home in 2 weeks and then ill have to update all my avatars

#

Cuz my brains like: bro u gotta

unborn lava
#

How do you add the parameters to the animator

restive rivet
#

I had zero experience with it and learned how this works in a day, just chill and actually read the docs and watch tutorials

#

The animator tab has a section on the left with the layers, at the top you can switch between layers and parameters

unborn lava
#

I added the ones it said i needed to but i cant get them into the graph area

restive rivet
#

Add a parameter with the same name and type as the one in your parameters script

#

You don't put them in the graph area, you put them in the transitions

#

Transitions between states can have conditions

unborn lava
#

Then how do I set something to happen with said parameters

sand wren
#

transitions

#

if shirt == 0

#

go to this animation

#

that takes off shirt

#

if shirt == 1

unborn lava
#

How do you add transitions???

sand wren
#

go to the shirt on animation

#

u click

restive rivet
#

In FX it usually goes like
any state --( if parameter equals 1)--> animation_1

past python
#

where do we add gestures if theres no more custom overrides?

simple basin
#

This update fuckin sucks

unborn lava
#

I’m so confused

restive rivet
#

What the fuck lmao

odd zinc
#

Chill

restive rivet
#

Just learn don't go saying it sucks

#

Or stick to 2.0

#

This is one of the best things to happen to VRC

unborn lava
#

Do i need to create an empty state or something?

odd zinc
#

Wither be pleab and stick to 2.0 or suck it up and learn 3.0

restive rivet
#

Ye create empty states for every animation

#

Then transitions and put conditions in them

odd zinc
#

3.0 is the future like it or not

unborn lava
#

I dont know how to add either or those

odd zinc
#

I'm prepared

simple basin
#

No im not talking about the sdk im talking about the entire update in general

odd zinc
#

Since I didn't learn much in 3.0

restive rivet
#

where do we add gestures if theres no more custom overrides?
You have to create animators in the Action layer for hand poses and FX layer for anything else, check the documentation

#

The only thing I dislike about the update are the control changes but you can remap them

simple basin
#

The quest hands are misaligned

unborn lava
#

I can’t figure out how to change Entry or Any State

visual dagger
#

at the very least it should help get around the new concepts

restive rivet
#

These cannot be changed, it will go from Entry to the orange box first ans then start going through transitions

unborn lava
#

How do i make transitions?

restive rivet
#

You can use any state to start from there at any point when a condition is met

#

Right click a node, add transition, click destination

#

Then click on the arrow that you created to see its properties

deft lodge
#

@unborn lava right click the state

unborn lava
#

Ah i think i see now

restive rivet
#

If exit time is checked it will wait until that % of the animation is done, transition time is the time it takes to change between animations

unborn lava
#

There’s already a transition from entry, is that supposed to be there?

restive rivet
#

It's weird at first but you'll get it soon

#

Yeah there has to be a default state

#

You can change it anytime though

unborn lava
#

Does there need to be a transition to exit?

grim mirage
#

are threre any av3.0 avatars with scaling for quest yet?

teal path
#

Scaling is currently not possible

#

as it requires a rework

grim mirage
#

oof

restive rivet
#

Does there need to be a transition to exit?
Exit goes back to Entry, you can either go back manually or use Exit. Or, if you are using Any State, it's not needed at all since it can move from any point

grim mirage
#

are there any things i can try on quest?

restive rivet
#

Not many I bet, it came out right now

#

I don't think any of the people in the beta has done quest stuff so far

#

We focused on trying the system out

blazing timber
#

@grim mirage Paci is right. The devs temporarily removed the ability to remeasure avatar, which "breaks" what was developed during the beta. However, according to the patch notes it'll be fixed up in the future. No ETA as of yet.

neon finch
#

hmm, i can't seem to be able to get my gestures working

teal path
#

I hope most issues are able to be fixed in the next week or so

#

So I can update my avatars when im home lol

#

They are still on a very old sdk3 version

neon finch
#

Oh i see

restive rivet
#

I bet many will be fixed soon

alpine willow
#

I hope.

neon finch
#

confusing, looks like gestures go on the action layer rather than gesture layer?

teal path
#

Nono

#

Facial expressions go on FX

neon finch
#

@restive rivet what do you mean by using any state? does this mean i don't need transitions from the gestures to the exit? how do i 'use' the any state in that sense?

teal path
#

changes to the hand animation go to the gesture layer

#

and to shapekeys in the fx layer

#

so old sdk2 animations wont work

versed hill
#

FX is for any non-transform (toggling active, shape keys, ect)

potent pebble
#

any full body 3.0 samples out there already?

neon finch
#

oh, i have those animations on the FX layer already, but i dont seem to be able to see any of my facial expressions when using a gesture

teal path
#

do you have transitions and such to them and is the layee weighted?

neon finch
#

layer weight is 1 and i set the transitions up using that GestureRight param

noble patrol
#

Uploaded my first avatar today, did a few edits then attempted to upload again, right at 5:23 (my time) right as they were doing the client update lol 😆 my luck be like~

shell crane
#

Avater build and test does not build. It simply opens a window thats says "built". And nothing else.

restive rivet
#

@restive rivet what do you mean by using any state? does this mean i don't need transitions from the gestures to the exit? how do i 'use' the any state in that sense?
@neon finch conditions from "any state" will trigger anytime from anywhere when the condition is met

muted gazelle
#

Did you actually check in game under avatars afterwards @shell crane ?

teal path
#

Yeah test and build creates an avatar in your avatar menu you can switch to

#

it doesnt launch the game or anything

maiden mango
#

This has probably been asked 50 times, but does anyone know of any Avatar 3.0 worlds? I wouldn't mind testing one out despite being on desktop >.>

teal path
#

The avatars 3.0 hub should if its still up

#

But idk if those can even be used anymore

past rover
#

Depends if the avatar authors have updated them with a fairly recent SDK

restive rivet
#

This has probably been asked 50 times, but does anyone know of any Avatar 3.0 worlds? I wouldn't mind testing one out despite being on desktop >.>
@maiden mango there's one by Tupper

raven ruin
#

so since avatar 3.0 is out will avatars 2.0 be depricated? or will people who choose to use the old sdk beable to continue making avatars more simplistically?

restive rivet
#

2.0 still work

#

They just have the new menu

teal path
#

yeah 2.0 is still supported

#

and recommended if you dont need complex stuff

maiden mango
#

Well shoot.. @restive rivet Thanks for the suggestion, though sadly all of the avatars are female sadly

#

the good ones anyways

restive rivet
#

Yeah but it works as a demo

#

The update just came out, wait s few days and amazing stuff will be out

#

The potential is just so big

jolly oxide
#

is there a way to revert index controller gesture toggle behaviour?

maiden mango
#

Gotcha

clever venture
#

these buttons in this sdk hurt my thinky sponge

deft lodge
#

@desert latch wait, how long ago they started doing new eye-tracking? That's always that one is the one i received from cats long time ago and got used to doing it myself all the time

desert latch
#

idk, since beta? the new eye tracking is good, our avatars just arent made, we basically need cats to revert the fix somehow and make it better then its dope

deft lodge
#

I remember long time ago i got it and learned that eye setup from cats and was doing it on most of the avatars, so i was a bit confused as to why you were saying it's not when it is, but apparently it got changed and i had no idea

neon finch
#

anyone know if this is a bug when u calibrate the avatar ur avatar moves with u? and also the Proportion? all my avatars proportion are so scuffed now

#

in fbt

desert latch
#

thats normal

unborn lava
#

Idk, maybe it says in the new full-body docs

neon finch
#

whats normal

#

have u link? im blind

raven ruin
#

ah alright thx @restive rivet and @teal path i dont have any complex stuff right now so good that i can still use v2

teal path
#

@neon finch the avatar now follows your head but the armature stuff either means you used a CATS fix or the rig is bad

neon finch
#

my avatars were ALL full body ready and had perfect proportion, and since now they are really really bad proportion

#

so rig is completly fine

#

maybe should try Fix Model again in blender REEE

teal path
#

Not if they used any CATS fix

zinc sparrow
#

Mine are still fine

#

so ye

desert latch
#

same

#

mine are super nice now with the viewball

neon finch
#

idk

teal path
#

Any type of fullbody rig "hacks" can break the model

neon finch
#

and whats the point that u cant align your b alls anymore correct without a mirror?

lofty prism
#

Sorry to jump into the convo so abruptly, but I have a question. Are we being forced into the 3.0 format or can we still setup and upload avatars in the same way we have?

desert latch
#

thats a feature lul

#

its dtupid, but thats how they fix your viewball, naybe it will change maybe not no idea

neon finch
#

someone said tupper already confirmed its a bug

#

idk if he was lying xd

desert latch
#

im 5050 on it, its good, but i still want to move my balls

#

its not a bug lol

neon finch
#

we dont know

#

u know vrchat breaks many things on every update

#

so who knows

#

🤷‍♂️

desert latch
#

we know

neon finch
#

does it says in the doc somewhere?

desert latch
#

itsbbeen in beta and marked as anfeautrur

neon finch
#

i cant find it maybe im blind

desert latch
#

yes

#

its not a bug lmao

neon finch
#

gimme link

desert latch
#

idk, ask tupper

neon finch
#

then the person lied if its not a bug

desert latch
#

obviously

neon finch
#

i HOPE its a bug or something because this new calibration in my oppinion is shit

#

u need a mirror everytime to calibrate correctly if u switch avatars

desert latch
#

nah

neon finch
#

whats the point

#

i dont get it

#

u can stand still and look forward

#

then apply

#

it works

desert latch
#

it sucks ye but its not that bad

neon finch
#

but sometimes it doesnt and ur in the floor

desert latch
#

lol what

neon finch
#

weird stuff

#

if u look down and apply Calibration, ur avatar is scuffed

#

u have to look straight forwarde

desert latch
#

ye

neon finch
#

because if the viewpoint or so idk

shy rose
#

You need a mirror if your settings aren't right yet. But once they are right, you just stand up straight, look straight ahead, and pull the triggers.

neon finch
#

i dont like that

teal path
#

Just wait and be patient, the bug report website is botted rn but things will get fixed

neon finch
#

but the proportion is broken on many avatars

#

idk what happened <.<

#

i want old thing back

teal path
#

With a big update stuff breaks and beta testers cant find all of them

#

Mind sending an image of your armature?

desert latch
#

fix ur avatars

#

lul

sturdy smelt
#

yea new fbt calibration is pretty alright

shy rose
#

The proportions are broken because of "fixes" people use, and you have to find the right combination of height and playspace moving. This is not a new thing.

neon finch
#

they were full body ready before the update lul

#

maybe yeah#

teal path
#

I cant test if they changed anythinf in terms of fbt between now and the last bet because im on vacation

#

@neon finch can I see the armature

shy rose
#

You just have been doing it in 2.0 for so long that it's become second nature.

neon finch
#

yeah one sec

deft lodge
#

what does it mean "Full body ready" fixes will now break everything, they told a lot of times to not use those anymore

sturdy smelt
#

the old cats fbt fixes

bitter escarp
#

did viewpoint height change get removed?

#

I cant seem to find the behaviour anymore

sturdy smelt
#

yea, they needed to rework it

teal path
#

Yeah its broken

desert latch
#

ye

bitter escarp
#

and I cannot read the announcements in above channel

#

oh ok thx

neon finch
#

idk lul

sturdy smelt
#

sad to hear since one of the main things shared was that guy doing his rescaling

neon finch
#

my avatar doesnt work anymore properly

#

with fbt

native warren
#

half my avi world is broken

craggy stump
#

I await some epic afk animations

bitter escarp
#

await?

#

people already did cool stuff with it

#

like yash

desert latch
#

ye

teal path
#

Yeah but people never try betas lmao

bitter escarp
#

he had one where his avatar walks on a "link between world" tile, and the sound played and his avatar wobbled away into the other world

teal path
#

So they wouldnt know

#

He made a remote controlled miniature plane with av3 already

bitter escarp
#

yeh he showed me

#

is pretty cool

teal path
#

I saw on twitter when the beta released

odd zinc
#

@neon finch yo sup man

#

Didn't expect you to also he in here

craggy stump
#

That’s awesome

neon finch
#

yup

#

just asking around if its a bug or not

#

but apperently its not

teal path
#

If you encounter issues, please make a post on the canny!

desert latch
#

it works perfectly

neon finch
#

who wanted a screenshot?

teal path
#

Me

neon finch
#

ah

desert latch
#

just proved it ingame pepega

odd zinc
#

I just got 2.0 working now comes a 3.0

white osprey
#

sooooo is there not gonna be support for migrating a project from 2.0 to 3.0?

teal path
#

Please use the canny website to report any issues you might have and think they are actual bugs okay?

#

@white osprey okay it is possible but its a bit more complicated

upper remnant
#

lol

neon finch
#

dm Pac

#

also emote toggles doesnt work anymore

#

fuck man xd

eager horizon
#

I think I encountered a bug, not sure if anyone can help me out with this it would be appreciated

white osprey
#

my emote toggles that I manually made (never liked the inv system prefab) still work so yay

primal sand
#

looks like i have to be civil: I am HERE to voice my DISPLEASURE at the removal of the avatar remeasure parameter, please add it back asap thank you

eager horizon
#

emote toggles work just fine

candid forum
#

drek i think they changed the name of it to something else

#

if i remember correctly it may have been the other way around

desert latch
#

no its gone

#

read changelog

primal sand
#

yea the changelog in the beta before the release

candid forum
#

o rip

sturdy smelt
#

it was jank so theyre trying to remake it

teal path
#

Yeah its not removed its just being fixed

sturdy smelt
#

hopefully it wont turn into avatar chairs #2

shy lantern
#

Give people the ability to change controller settings in game, cant be that I mute and unmute myself while using spacedrag with ovr advanced settings thats probably the most annoying thing in sdk3 for avatars right now

sweet pollen
#

so can you use vrcsdk3 to create avatars in the game or no? because the website says you can still only use vrcsdk2

teal path
#

Only with Avatar SDK3

#

not udon SDK3

#

afaik theyre seperate

bitter escarp
#

^ they are

junior relic
#

Anyone using oculus try and use these settings for Controller Keybindings, I shared it publicly, "Like Legacy Controls, With new menu On X" It changes the Right thumbstick back to jump, makes the new menu only on the X button, it sacrifices the ability to use the menu on the right hand, worth a shot On steam

bitter escarp
#

SDK2 World/Avatar
SDK3 Avatar
SDK3 World

grim mirage
#

@grim mirage Paci is right. The devs temporarily removed the ability to remeasure avatar, which "breaks" what was developed during the beta. However, according to the patch notes it'll be fixed up in the future. No ETA as of yet.
@blazing timber oof.

teal path
#

Hearing "Paci is right" somehow makes me very happy

#

lmao

blazing timber
#

😉

neon finch
#

huh? so calibrating is a bug?

#

or the cats blender plugin working still?

#

im confused

#

where's the avatar 3.0 documentation

desert latch
#

please give index usersna dedicated gesture lock binding again, goinng through the menu is just annoying, give is the option to bind it

teal path
#

In fbt the model is supposed to move with your head yes

soft tundra
#

"If you prefer the old calibration method for some reason, launch VRChat with the --legacy-fbt-calibrate launch option."

weary orbit
#

Yeah "Let's get rid of all streamlining and bind THREE buttons to the same useless menu because for some reason debug options are in such demand we need them on three of the same radial menus"...bruh

soft tundra
#

via Steam Launch options*

desert latch
#

#bringBackGestureToggleBinding

weary orbit
#

only thing that's been improved is your viewpoint clipping into your chest when leaning back in full body...which is great...but it was already fixed just by playspacing below the floor in any map

soft tundra
#

Please add a lockout for this new menu so i can playspace drag without getting forced into it or having to change my bindings i've had for 2k hours.

also reimplement the ability to close hands for fist slowly via the triggers' again without having to force vive advanced control off please. tow big things that're annoying as hell with this new update.

neon finch
#

Please add an option to disable this new menu. It keeps popping up and I accidentally keep clicking stuff so I have to constantly go back and undo the stuff I clicked.

weary orbit
#

literally just go back in every UI/calibration change

junior relic
#

Allow us to use Emotes in menu too, why remove that feature?

#

I don't care to use the new menu

pulsar lagoon
#

Emotes only exist in the context of AV2. In AV3, they're more varied and the old menu won't really work for the newer emote system.

#

Additionally, the UI in general is due for an overhaul. The old menu probably wont be around in a few months, which is why it's being moved to the new one.

weary orbit
#

nobody in vr uses emotes regularly enough to justify unbinding gestures

sand wren
#

unbinding gestures..?

weary orbit
#

gesture toggling

sand wren
#

i still have facial gestures bound to my face

weary orbit
#

it's important for Index

pulsar lagoon
#

gesture toggling is still there though.

weary orbit
#

in a three step process

#

yes

#

there's literally already two other buttons bound for the radial menu...don't take away gesture toggling for a third button

zenith epoch
#

How to i join stae mbeat branch

junior relic
#

This whole menu just makes everything so much more complicated then making it easier

pulsar lagoon
#

I thought they added a SteamVR binding input to directly control gesture toggle.

#

Besides, the new menu is a necessity for the newer features of 3.0

supple oak
#

if there is one I can't find it

deft lodge
#

it's making it more advanced while keeping it relatively simple, i'm not sure what you are on about

weary orbit
#

yeah and only needs ONE button to use

#

not three

zenith epoch
#

The men usimplyfies thinsg for me

teal path
#

Hahaaaaa early access game made a change

pulsar lagoon
#

Not only that, frankly, this was in beta for more than a month. If it was an issue, it should've been brought up before release.

teal path
#

Yeah

#

If it was like that originally I bet yall wouldnt complain either

supple oak
#

wasn't that what the number 1 canny post was asking about?
at the time

teal path
#

Id check but

#

The canny is wiped

#

Because of a bot attack

pulsar lagoon
#

Most frustrating thing to me is both that the canny is down, and also that I can't find the AV3 announcements.

teal path
#

Well the old posts are currently archived

#

Oh canny is back

pulsar lagoon
#

Because I'm pretty sure there was something they did using steamvr binding and I wanna find it again.

supple oak
#

please let me know if you do!

#

gesturing without it is so much more clunky

jolly oxide
#

any reason why some of my older avtars now have some of their auxilery bones bending in different directions randomely

pulsar lagoon
#

Is it possibly due to the new idle animations?

jolly oxide
#

and by older i mean yesterday

#

no, thats tied to the IK bones

#

these are not Ik bones

#

extra bones in the wrist for wings

#

but only some of them are being effected so it isnt due to the wrist idle

#

and i have index so wrist idles arent a factor

sand wren
#

are they in the correct order

jolly oxide
#

yes

sand wren
#

Any extra bones have to follow after the IK bones

jolly oxide
#

and were working before the new update just fine

sand wren
#

so u cant have

#

awing
wristright

#

it has to be

jolly oxide
#

i know, i have it ordered correctly

sand wren
#

o

jolly oxide
#

2 of the 3 avatars i recently made all following the same style and order for the wwings

#

have this issues

dusty gulch
#

Idk if it's just me but this update doesn't seem very oculus friendly

Why has one of my gestures been assigned to microphone toggle? And on the other controller, jump

:(

odd zinc
#

Reeeeee how do I convert sdk 2 animation into sdk 3?

jolly oxide
#

additionally some friends saw it scuffed while for others it looked fine

neon finch
#

i love how vrchat tested stuff before to find bugs and errors xddd not, was the open beta not enough?

#

WeirdChamp

proper salmon
#

Is there a way to get the default gesture toggle back on the index controllers?

desert latch
jolly oxide
#

also i really hope i dont have to reupload all my final IK leg avatars

teal path
#

It appears that the update came with some issues that were not existant in the beta

jolly oxide
#

but scions still testing that out

teal path
#

If you encounter any issues, please post on the canny

pulsar lagoon
#

Not gonna lie, I'm lowkey a little annoyed they just released to live with a different SDK, but oh well.

deft lodge
#

oh lord, no way how did that happen, never happened before haha vrcAevSip

jolly oxide
#

currently final IK based legs have super high step speed and super low step distance

supple oak
#

i made a canny post about the gesture toggle change
now i guess we wait

proper salmon
#

Gestures on index are annoying enough, an actual feat that they managed to make it even more so.

neon finch
#

This menu kinda ruined it for me, if they make a toggle button for the new menu or something like that then I’ll be fine. But it’s just annoying.

sand wren
#

can an admin please pin somewhere that people should use SDK2 if they want to make avatars and only use SDK3-AVI if they wish to use the features of the new av3 system? And that it is entirely different from the old setup?

soft tundra
#

wait i just realized; there's two bindings for this new gesture / overlay menu for Vive; can we have the ability to take it off the regular menu buttons; or better yet; allow us to select what key / gesture etc to set this to? it can be filed in under something like advanced settings.

rich snow
#

It's not so bad once you've gotten it set up 😛

neon finch
#

^ people are scared of change

#

you wait for the ui change people will loose there shit lol

#

--legacy-fbt-calibrate if someone wants the old calibration for fbt back

visual dagger
#

inb4 the solution is to just do it right to begin with

neon finch
#

and people cba learning too most people expect prefabs handed to them xd

rich snow
#

honestly, I think this will end up being easier

#

you get to use unity animation controllers properly

#

instead of hacking everything together

visual dagger
#

for the most basic of things, not as easy but for the more advanced things it's super easy

#

and way more expansive

rich snow
#

they have examples of the controllers, just copy those and work from there :3

visual dagger
#

pretty much

#

i ended up making youtube tutorials because even the people adventurous enough to do the beta had issues figuring it out

#

now that it's public, there'll be no end to the same stupid questions

rich snow
#

I didn't do much in the beta, it's not very useful if I can't just normally use the avatars and still interact with people 😛

#

I did break the avatar preview with my old AV3 avatar though

#

it gets stuck in the loading animation forever

#

(even when selecting other avatars, or closing the menu)

#

super edge case issue though

waxen briar
#

Definitely wish I could change the new 3.0 menu to a different keybind.

#

'R' is pretty annoying.

tropic lava
#

is 2.0 still supported

proud veldt
#

yeah, if you just wanna do simple stuff @tropic lava

cold jacinth
#

LOL the ik

sly fulcrum
#

any avatar 3.0 worlds other than the beta world

spiral valve
#

one of the avatars came up as an error for me and idk how to fix that tried reloading but didn't really work anyone got advice?

craggy stump
#

is making dance emotes like in avatar 2.0 possible? like where the animation still plays even after you exit the menu and/or until the animation finishes?

deft lodge
#

Yes

quick cedar
#

can someone give me a link to dowload the 3.0 i cant find the dowload

#

thank you

deft lodge
quick cedar
#

can you even use that in blender?

fluid grotto
#

So I've made an avatar 3.0 for someone. If I zip it up, not including the SDK (as per guidelines), will the menus and stuff still work when they re-import SDK3 themselves?

visual dagger
#

it should

#

would probably be better to create a unity package that they can import into a sdk3 project

fluid grotto
#

Yeah, I meant to say that. I still think of .unitypackages as zips, lol

visual dagger
#

yeah, as long as they have sdk3 in the project before importing the avatar it should be fine

thorny wing
#

Is setting up Avatar 3.0 the same as 2.0?

visual dagger
#

no

thorny wing
#

So it's different

craggy stump
#

is the setup for eye movement in the new sdk for eyetracking?

visual dagger
#

yes

fluid grotto
#

It's the same old eyetracking system, but now you can define rotation limits

topaz moss
#

Just to make sure I understand this, is the Gestures layer functionally the same as the existing avatar controller in SDK2? (Eg; using sections of the vive touchpad for Rock-and-roll, Handgun, etc)

pulsar lagoon
#

Well, yes, but actually no.

fluid grotto
#

The example hand controller is the same as SDK2. but, now you are free to edit it or supply your own. add extra layers, create new nodes, edit it however you like.

#

if you just want to replace the animations, you can do so

#

additionally ,since you have left and right layers, you can put different animations on each

craggy stump
#

do i still need to set up the rig for the avatar by clicking on the avatar itself?

#

outside of the sdk

pulsar lagoon
#

Gestures layer is for hand movements. If you only want hand movements, that's fine.

However, if you wanted to do something like turn a prop on with a gesture override in SDK3, you need to use the gesture parameter for your animation.

topaz moss
#

Oh of course, I'm just making sure I grasp the basics and to see if the existing hand-gesture stuff works still.

craggy stump
#

oh okay, so now you can just do hand gestures without them being tied to emotes and such?

topaz moss
#

I guess what I'm asking here is is if I just dump an existing 2.0 avatar animation controller into the Gesture layer and upload, will it behave exactly the same as it did in its Avatar 2.0 form?

fluid grotto
#

if you want, yes, you can separate hand gestures from the animations they trigger

#

that will save you baking the hand pose into your animations

craggy stump
#

oh i see what you mean

#

thats good

visual dagger
#

@topaz moss likely any existing animation controller you have won't work in 3.0

quick cedar
#

Can you use the 3.0 in blender??

craggy stump
#

its not for blender

quick cedar
#

well that sucks

visual dagger
#

blender isn't related to the sdk

fluid grotto
#

Models made in blender continue to work with the new SDK, if that's what you are asking

quick cedar
#

they should at least make an OBJ for it

visual dagger
#

for what?

fluid grotto
#

I feel you might be a little confused

visual dagger
#

it's not a model

quick cedar
#

yeah most likly Adeon

craggy stump
#

so when i set up eyetracking in the new SDK, which eye bones do i need to use?

fluid grotto
#

SDK3 is just a new version of the SDK. the process of setting models (no matter where they came from) up in untiy is a little different now, but you've got way more open-ended features.

visual dagger
#

@craggy stump the ones that move the eyes

craggy stump
#

whats usually the difference between Eye_R and RightEye?

#

same with left

#

idk which matters

fluid grotto
#

so when i set up eyetracking in the new SDK, which eye bones do i need to use?
@craggy stump any that you want, though if you are coming from CATS plugin, it's LeftEye and RightEye. Cats will probably be changed in the future since doubled eye bones is no longer needed, now that we have rotation limits.

topaz moss
#

@visual dagger so are the old "finger gestures" still used/usable (eg; touching areas on a trackpad, index finger positions, etc), or is it ALL through the action menu for Avatar 3.0? Not saying I want to avoid that, but I'm just trying to get a feel for the baseline before I start rebuilding a whole lot of existing avatars.

visual dagger
#

@topaz moss by default, if you do not use a custom gesture controller, the avatar will have normal hand gestures

fluid grotto
#

Yes, hand emotes still are there and work fine - add the example hand layer to your avatar descriptor on the gesture layer, it's set up with all the old hand emotes if that's the system you'd like to use. but you are free to edit it or change it.

craggy stump
#

how come its LeftEye and RightEye even though the CATS plugin uses Eye_R and Eye_L for eyetracking?

fluid grotto
#

That's a system that cats made. It's not part of VRChat

craggy stump
#

oh ok

visual dagger
#

right, what @fluid grotto said, you have to use the example controller

craggy stump
#

btw, i asked earlier, but do i still need to configure my models rig in unity?

topaz moss
#

Cool. I'm just trying to make sure I understand, because my fuzzy toy avatars use the gestures for quick expression changes, plus a second gesture to squeak.

fluid grotto
#

Yes. the only real thing that changes with SDK3 comes in after adding the avatar descriptor. all steps beforehand are the same

craggy stump
#

oh okay

visual dagger
#

expressions will have to be setup separately in the FX layer, they're no longer tied to hand gestures

craggy stump
#

so even though i use LeftEye and RightEye for the new eyetracking, i still should select Eye_R and Eye_L when i configure the model?

fluid grotto
#

expressions can be controlled or control any of the layers, it's not tied to FX specifically

craggy stump
#

for the rig

visual dagger
#

expression animations are FX specific

fluid grotto
#

they aren't - FX is just for non-transforms. you can make expression menus effect any playable layer

visual dagger
#

ok, let me rephrase

#

you 'can' use other layers

#

however you aren't supposed to

fluid grotto
#

not true - FX is for non-transforms, like changing materials or shape keys

visual dagger
#

yes

#

AND

fluid grotto
#

there's nothing wrong with using expression menus on transforms, which would be on gesture layer, or for triggering actions, which would be action layer. for example, you can make a menu wag a tail, or trigger an old-style emote, or change your walking animation

visual dagger
#

the documentation says not to use non-transforms

#

anywhere else

fluid grotto
#

It doesn't, you misread

visual dagger
#

unless something changed in the last beta update

quick cedar
#

can someone send me a link for what i need to use to use 3.0?

fluid grotto
#

most Non-transform animations go on FX layer, but expression menus can control anything

visual dagger
#

i'm not talking about menus

fluid grotto
quick cedar
#

thanks

visual dagger
#

I literally said expression animations

#

as in facial expressions

fluid grotto
#

ok that's a different thing.

#

depends on how the face expressions are made. if they are made of bones, it goes on gesture

visual dagger
#

and also, the documentation DOES say "Transform animations only' for all layers besides FX

topaz moss
#

Yeah, I'm looking at the right now and it specifically says "everything that isn't a transform/muscle animation should go into the FX layer."

fluid grotto
#

Yes, but facial expressions aren't always non-tranasforms

visual dagger
#

generally they're blendshapes, especially with 2.0 conversion

topaz moss
#

This includes (but is not limited to) things like enabling/disabling GameObjects, components, material swaps, shader animations, particle system animating, etc.

visual dagger
#

blendshapes are not transforms

topaz moss
#

On mine they're meshes turned on/off, so it's relevant to me.

fluid grotto
#

Yes, I'm just being overly pandentic I suppose. best to say transforms and non-transaforms, facial animations aren't always blendshapes

visual dagger
#

yeah, same thing, transforms are specifically anything that moves a tracked joint/muscle

craggy stump
#

such as dancing emotes?

visual dagger
#

if your facial animation moves tracked joints then it needs to be separated

fluid grotto
#

There is cases where transforms do go on FX, if you are animating something outside of the armature, it goes on FX, even if it's a transform.

visual dagger
#

that wouldn't be a tracked joint/muscle then

#

so yeah, it goes on fx

fluid grotto
#

For starting out I recommend just putting all 5 example playable layers on all 5 slots. so you can actually see what they're all doing, then you're free to edit

topaz moss
#

So, if I understand this right, hand gestures (for a general "2.0-input" blanket term) can still be used to trigger an animation in the new layer system? I just set something using, say, rock-and-roll and anything turning on/off into the FX layer related to that?

visual dagger
#

yeah

topaz moss
#

Now I think I get it, thanks.

fluid grotto
#

@topaz moss That's correct. Add the example hand gesture layer to the hand playable layer on your avatar descriptor, and you will be able to edit the slots in there the same way as 2.0

#

The difference is now there will be two layers, one for left and right, so, you can put different animations on each

topaz moss
#

Cool. I'm assuming it's possible to do something like have an animation play ONLY while the trigger is held down and not just sit in the GRIP animation like in SDK2.0?

fluid grotto
#

Here's a visual example of how to set animations on a hand pose using the example hand gesture layer

deft lodge
#

I like the name of your project haha vrcAevSip

strong gulch
#

did the unity version change? its not showing me a control panel anymore :(

topaz moss
#

Cheers. And I just stick that on the FX layer?

#

@strong gulch Did you try to update your SDK to Avatar 3.0 in an existing project? Because that doesn't work.

strong gulch
#

no, new project

deft lodge
#

check console log for errors, we are still 2018.4.20f1

cedar pumice
#

Wait, can you not just update avatars from 2.0 to 3?

topaz moss
#

Nope.

deft lodge
#

possible but risky, not recommended

cedar pumice
#

Hmm

#

🤔

strong gulch
#

lol it was using the wrong version. lemme update that ill be back

cedar pumice
#

Is it even worth updating an avatar though, that's my question.

fluid grotto
#

It is not worth updating your project unless you are going to use a 3.0-specific feature.

#

If you make a new project, though, use 3.0

cedar pumice
#

Can't I just use the same project but make a new scene?

fluid grotto
#

both SDK's can't exist in the same project. Your old scene will break.

craggy stump
#

what is the process to replace locomotion and idle animations in the new sdk?

#

where can i learn how

cedar pumice
#

oh that's true...

fluid grotto
#

Use the example locomotion controller

cedar pumice
#

damn that's going to be a huge pain to update avatars.

#

specially for people who have dozens of avatars

fluid grotto
#

@craggy stump \VRCSDK\Examples3\Animation\Controllers\vrc_AvatarV3LocomotionLayer.controller, then most of them are hidden inside the Standing node

deft lodge
#

you don't have to update them though unless you need those specific features

craggy stump
#

is it just as simple as replacing the default animations assigned in the example controller?

deft lodge
#

yeah, pretty much

cedar pumice
#

Well having an afk animation would be really neat

fluid grotto
#

yes, drag new ones in. do not edit the animations, it looks for the name "proxy_" and just replaces it with the defaults.

cedar pumice
#

but yeah that's true

fluid grotto
#

Blank, you don't need to update to 3.0 to get the the afk animation. all 2.0 uploads have it retroactively

strong gulch
deft lodge
#

and considering dozens of avatars - a bunch of them for a lot of people are probably just outfit variations which can be merged thanks to the new system

cedar pumice
#

Not from what I've seen.

deft lodge
#

press end key on desktop

fluid grotto
#

You do. it happens when you take off the headset (VR) or press End (Desktop)

cedar pumice
#

Ohh

deft lodge
#

they should have it by default too

cedar pumice
#

I see.

fluid grotto
#

in VR it also happens when you open the steam menu

cedar pumice
#

I heard you can also edit the scale of your avatars using the new system..?

#

Is that true?

fluid grotto
#

It's a planned feature, it didn't make it to live

cedar pumice
#

ohh okay

topaz moss
#

Damn, I had some fun ideas for that.

cedar pumice
#

Same lol

topaz moss
#

Also you just KNOW there's gonna be a rush to see who turns out the first Antman avatar.

fluid grotto
#

It will happen, they just need it to be less buggy

craggy stump
#

is the potential amount of emotes you avatar can have limitless now?

fluid grotto
#

yes

cedar pumice
#

That's going to warrant crashers, without a doubt.

fluid grotto
#

You have been given maximum avatar file size auto-blocking for a reason! :D

cedar pumice
#

Oh really?!

#

I need to read the patch notes lol

deft lodge
#

ahhh, emotes are infinite as long as you keep them within the max amount of parameters allowed

strong gulch
#

Assets/VRCSDK/Dependencies/VRChat/Editor/ShaderStripping/StripPostProcessing.cs(11,34): error CS1644: Feature `expression bodied members' cannot be used because it is not part of the C# 4.0 language specification nani

topaz moss
#

So how do hand gestures play into the new Action menu, out of curiosity? Can we set up a separate set of gestures for a toggled state? Eg; pulling out a gun and using hand-gestures for firing modes/ammo types.

visual dagger
#

if all emotes use the same parameter then the technical limit is the 255 numerical limit of an int parameter, though you can use multiple parameters and have other conditions to increase the numbers

deft lodge
#

@strong gulch How does your Project settings > Player > Other settings > Configuration > Scripting define symbols and Scripting runtime version look like

fluid grotto
#

If you want to use the menu system, you get a bunch of widgets. there's radial dials (0 to 100 float), toggles (integers that switch between 0 and a set value), two axis menus that are controlled by joystick position, etc

#

each of them can drive an animator however you want

mystic axle
#

is there a new unity version to use now too?

deft lodge
#

no, still 2018.4.20f1

fluid grotto
strong gulch
#

@strong gulch How does your Project settings > Player > Other settings > Configuration > Scripting define symbols and Scripting runtime version look like
@deft lodge
https://i.imgur.com/sDfnEIN.png

deft lodge
#

oh boy...

visual dagger
#

and yes, you could change hand gestures based on a toggle if you wanted

#

for multiple sets

strong gulch
#

i can guess its not correct ...

deft lodge
strong gulch
#

wtf how is it so wrong

cedar pumice
#

do you have to use the menu with 3.0 or can you still just do regular gestures with 3.0?

topaz moss
#

As has just be discussed, yes you can.

visual dagger
#

you don't have to use a menu to do gestures

topaz moss
#

Hand gestures totally still exist, you can even rig them to specific hands now.

cedar pumice
#

huh...that's going to be super interesting then haha.

deft lodge
#

am i the only who's obsessed over making all the custom icons for the new ui to make them look like part of VRChat's default icon pack? like this gray-ish to white gradient color

visual dagger
#

probably 😛

fluid grotto
#

do you have to use the menu with 3.0 or can you still just do regular gestures with 3.0?
@cedar pumice Regular hand-triggered emotes continue to work fine

visual dagger
#

I don't even use icons for most of my stuff

cedar pumice
#

can you blend between gestures using hand emotes though? @fluid grotto

#

that would be cool

#

okay you know, I'm going to actually test this with my avatar instead of asking questions lol.

deft lodge
#

pretty much anything you can make an animation out of can be used by AV3SDK

fluid grotto
#

yes. in fact, a menu icon could change your hand gestures into an entirely different set if you wanted, infinite different sets.

cedar pumice
#

oh damn haha

#

this is going to be fun

fluid grotto
#

yep.

strong gulch
#

@deft lodge thanks for the help

fluid grotto
#

isgud

shy rose
#

The Test Build option is your best friend!

topaz moss
#

Actually a quick question on the hand controllers; Are they flexible enough to rig it to play an animation before transitioning to another gesture or do they need to exist verbatim and only have animations slotted into the existing states?

fluid grotto
#

am i the only who's obsessed over making all the custom icons for the new ui to make them look like part of VRChat's default icon pack? like this gray-ish to white gradient color
@deft lodge I am obsessed with taking render-camera pictures of all my inventory items. I've got a unity script to speed it up lol

deft lodge
#

haha, same i also take picture of stuff in unity and make an icon out of them and then color them through photoshop into vrchat style icon to make it have that little gradient they have

modest sun
#

Hey everyone! I've updated my Avatars 3.0 Emulator tool here: https://github.com/lyuma/Av3Emulator/releases

You can debug your state machine and test the combinations of playable layers, inside the Unity editor itself, and see the operation of the thing in the Unity Animator window.

Uploading is still a great idea too, but this can be helpful for debugging things like Parameter Drivers

#

If you have an older version, you may get an error caused by the removal of the RemeasureAvatar script, so updating will fix that.

neon finch
#

So being able to control gestures with the normal hand controls is no longer a thing?

craggy stump
#

its possible still

#

but not innately linked

#

so if you wanted you could just have gestures

#

that dont do anything

#

and also animations

#

seperately

#

but through a UI window

neon finch
#

I see

#

That's really annoying that I can't just do facial expressions like always before

visual dagger
#

you can, it just doesn't do it for you

neon finch
#

Yeah not sold on this then

visual dagger
#

yeah, the unlimited possibilities is a huge downer for not being lazy :/

neon finch
#

As long as this doesn't break my existing avatars

shy rose
#

You can, you just have to make them again with the new system.

visual dagger
#

existing avatars are not affected

craggy stump
#

what ill prob do is create a lot of gestures that are toggleable and somehow assign Shift+F1 to still be what is is with 2.0 to turn back to the idle state or w/e

neon finch
#

I really don't like the key bindings

#

Using A to jump feels unnatural

#

Holding B already toggles the new menu...I don't see why we need two toggles

sage raft
#

Please tell me Im not the only person whos avatars broke with AV 3.0

neon finch
#

My old avatars seem fine

sage raft
#

Literally all of my avatars can't crouch

#

or its knees will snapback

#

this happened right after AV 3.0 was pushed to main branch

neon finch
#

Wow

#

That's F-ed

sage raft
#

At this point, im just gonna create worlds from now on.

cobalt yew
#

Sound like your avatars legs were fully straight instead of slightly bent like they should be and with the new animations vrc's procedural animation now cant figure out what way your legs are meant to bend @sage raft

sage raft
#

Thats the thing, its the same model, yet others work perfectly fine.

#

Others of my models*

#

The armatures and its position never changed

neon finch
#

They still haven't fixed the system memory usage bug either...needing 23.5GBs to run this game is pretty ridiculous

sage raft
#

I give up lol

slim panther
#

This has probably been asked already but are there any example packages for avatars 3.0?

#

It would be helpful to be able to pick apart something already put together properly and learn from it

deft lodge
#

ah, not really, but there is example animator layers shipped with SDK and stuff as well as documentation on the whole thing

neon finch
#

I understand, having to go through and republish everything using the new SDK is a lot of work

slim panther
#

yeah

#

I messed with it a bit during the beta but there's a lot of stuff to go through

deft lodge
#

you don't have to republish everything using the new SDK

neon finch
#

I don't blame Miller

visual dagger
#

apparently the admins/devs should post something saying people should not 'update' their avatars unless they want to use the new features

#

it's a big task for some setups, and completely not required

gilded slate
#

One of the people I know got so angry they quit vr for vrchat because of almost all of their avatars broke like nearly all of them big rip this update lol

#

This reminds me of when they moved to unity 2017 and so many avatars broke

shy rose
#

I mean, if they want the old way, just use 2.0 avatars and use the old calibration method.

sage raft
#

I don't have the choice now

#

If you looked at my tweet i posted earlier, my legs are raptor legs now.

#

Something in 3.0 broke my 2.0 avatar

neon finch
#

New IK system broke your avatar

ivory grail
#

Is the spider ik broken?

naive sedge
#

Yo, I just tried out the new sdk and the uploaded result doesn't animate. As in gets stuck in the ground and just floats around. Am I doing something wrong here?

neon finch
#

The IK is kinda bad imo

sage raft
#

i don't understandd why does it keep getting changed. It goes from great, to horrible to tolerable to horrible again

craggy stump
#

IK?

shy rose
#

You can always make your own IK in avatars 3.0.