#avatar-general

351 messages Β· Page 7 of 1

neon finch
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My buddy made a new avatar that worked perfectly fine a few days ago. Now his legs crisscross when he crouches

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the ik is broken

zinc sparrow
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Desktop?

shy rose
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Oh, the leg crisscross problem? Odds are their knee bones aren't bent enough.

neon finch
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Yep I have a couple avatars with crisscrossed legs as well

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yes in desktop

zinc sparrow
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ye known issue, but not IK

neon finch
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VR here

naive sedge
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I take it there are no solutions for my problem yet then?

sturdy smelt
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avatars are set to male rn which makes em jank

neon finch
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Ooof

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Great all my avatars are female

sturdy smelt
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fix shouldnt take too long, its just that they set things wrong

neon finch
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Lol tbh I smell a roleback coming in soon on this update

prisma glade
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^

sturdy smelt
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its your upper lip

neon finch
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Perhaps

zinc sparrow
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Theres like 1 or 2 actual issues, why would they rollback πŸ€”

neon finch
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The memory leak problem needs to be answered once and for all. It's getting seriously out of hand

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Still VRC stops memory leaking at a point

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23-25GBs of ram usage

shy rose
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It can't be helped. People just don't optimize their avatars.

neon finch
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No it ca

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Can*

shy rose
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So you get people with like 20 materials that are 4k x 4k resolution each.

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On the albedos, I mean.

neon finch
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The game needs to off load what is no longer needed

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Like if someone changes avatars...off load the previous avatar instead of keeping it in memory

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Not that hard actually

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its kinda dumb we need 32gb for the game to run good

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Ikr

deft lodge
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well at least now you can gatekeep avatars using size limit

cobalt yew
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I've got 16gb and i never experienced memory issues with vrc before?

deft lodge
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^ same

neon finch
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I had to buy another 16GBs so I don't crash anymore

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VRC + VR is a memory hog monster

cobalt yew
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Vrc never even got over like 50% of my ram anytime i actively monitored it.

neon finch
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Desktop users only need 16GBs

cobalt yew
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I use vr tho

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Vive.

cerulean wave
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same cactus (index)

deft lodge
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i only had issues with CPU not ram tho, but cpu is like very weak

cobalt yew
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My cpu is 9years old and i'm still pulling 45fps in crowded rooms lol

deft lodge
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saame haha

neon finch
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Hmm what gfx setting are you all using?

deft lodge
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i5-3450 - gtx960 2gb vram - 16gb ram

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lol

neon finch
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I'm running VR High but have tessellation manually capped to 4x

deft lodge
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settings depends on what i'm doing - sometimes i set vrhigh and when in a quite a bit crowded places vrlow

cobalt yew
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I'm at whatevers the default.

shy rose
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Yeah, I'm on the default too.

deft lodge
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but considering my rig that should be fine, and that doesn't really affect ram usage as much

neon finch
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My vram usage is pretty much always at 8GBs

craggy stump
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the default is actually pretty decent

cobalt yew
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I never bothered eith the settings as i always assumed they didn't actually do anything since the content itself would need to support those kinda of things which to my knowledge we can't even support if we wanted to.

deft lodge
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7.5 usually for me or something like that

neon finch
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Is default VRLow?

craggy stump
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idk what you mean cactus

meager prairie
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@neon finch VRhigh

neon finch
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Gotcha

meager prairie
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8x mssaa

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Vrlow has 4xMsaa

neon finch
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Ooof that much AA

meager prairie
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yea its a bit high

neon finch
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I'll have to force that off then

meager prairie
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you can play on VRLOW and supersample

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in VR

cobalt yew
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I mean the fuck do the graphics settings actually change? I tried all different settings before and never noticed a difference in my performance so i thought it didn't actually do anything and it was just a placebo effect for most people.

neon finch
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At least AMD has nice overrides

deft lodge
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msaa changes quite a bit, almost breaks my eyes at times with those sharp edges

neon finch
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If we could TSAA that would be nice but FXAA is much lighter

meager prairie
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@cobalt yew @neon finch #development-advanced

See the Pinged messeges should show you vrc settings indepth

neon finch
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Kk I'll take a look

urban dew
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May wanna wait on the avatars until next update

meager prairie
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Fxaa i dont like it much as it blurs same with TSAA

deft lodge
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yeah, tsaa from every game i played that had it was really bad, sooo blurry fxaa is better in fact

craggy stump
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msaa is fine with me

grizzled acorn
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Rip remeasure avatar state behaviour, I hope to see you again soon vrcCrying

meager prairie
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SSAA is best by far but the most expensive

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then MSAA

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Then FXAA

neon finch
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So I just need to override msaa and pick what I want

meager prairie
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Then TXAA

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@neon finch Never tested overides

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Would be amazing to know your results

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its hard to till in VR

neon finch
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AMD has nice overrides

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Nvidia not so much

meager prairie
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Nvida ones should work too but not sure

neon finch
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AMD software offers much better control

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Especially tessellation it can get seriously out of control in vrc

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64x is stupid high

cobalt yew
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On the other hand AMD Drivers seem to break every other major game release based on what i heard from my buddy.

neon finch
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I haven't seen that

meager prairie
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Hmmm so AMD got there Software Solid Nice to see i will adjust the settings and see didnt know vrc had it 64x tho

neon finch
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I have tessellation manually capped at 4x

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Can't do that in Nvidias software

cobalt yew
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Worst case i remember was back when gtav came out. Litterally had to install a special driver to play gtav but no other games would work with it so he he had to keep installing back and forth until that was fixed. He'd been having issued like that for years. He finally gave up and went to nvidia since earlier this year and have heard nothing from him since. Then again he is known in our friend group as the unluckiest person on the planet so might just be him

neon finch
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Ah GTA5

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Yeah that game is still broken

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LoL

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It's just held together with duck tape

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Although this game is just a bunch of unity plugins mushed together

meager prairie
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GTA V i remember too was pretty bugy on driver at the first day had to DDU

neon finch
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Still the memory leaking is a huge pain. At least it does stop in the mid 20GB range

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I don't crash from that anymore

meager prairie
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Didnt pay attention to gta v memory i know that vrc has a really bad leak that to clear load into 2 empty worlds then go on your way

sand wren
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dynamic bones surprisingly eats a lot of cpu overall

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so disabling it usually garners frames back

meager prairie
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Yea True thinking of having a 100 limt so far i play on no limter but sometimes people put 1k on there ass

sand wren
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although it cant be disabled as a safety setting

neon finch
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Shouldn't have to be that way. It's just never been addressed

sand wren
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well theres also assholes that put like 300 colliders on every hand

meager prairie
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Why does my CPU have to work for your ugly ass to move

deft lodge
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i noticed the opposite for some reason, the more my pc works to block things the more it lags, so i sometimes even disable safety entirely with dynamic bones limit

sand wren
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because "it needs to be accurate"

meager prairie
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@deft lodge Playing with None just beware of high bone users they will cut your fps

cobalt yew
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Its 8am and i havn't slept yet cuz i've been reading up on all the whining in general.. Fuck..

deft lodge
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same haha vrcAevSip

sand wren
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u should see their canny

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most of it is spam but its not from bots anymore

meager prairie
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@cobalt yew @deft lodge xD Time Rest i guess Night night

deft lodge
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it's great really, just please log-in

sand wren
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its from enthralled users

meager prairie
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Canny is dead

cobalt yew
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I still like how general was like "the majority of the community is complaining" then you check canny and theres like 30 people there.. Out of like what 10000 people?

visual dagger
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yeah, the 'majority' of the community being the 20 people that didn't read the instructions and broke their avatars for no reason

meager prairie
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ohhh did they clear the requests

deft lodge
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i'm honestly a bit tired of the whole complaining thing i can't go to a single game today where people don't complain about every update released, and it's like that in every game i feel like now, and every game is "Dying" haha

visual dagger
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everyone else is just using what they have because they work fine

cobalt yew
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I had some perfect timing today myself. I started working in a full rework of my avatar in prep for 3.0 3 hours in suddenly 3.0 drops. So i got to set it up in release 3.0 and get it all ingame in one sitting. Was nice.

shy rose
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Reading is hard. So is following instructions. So is motivating yourself to do something. Especially when you have to start over because of a mistake you made. I've always said that the process of avatar making is a lot like playing Getting Over It With Bennet Foddy, except it doesn't have an "end". Just a place you're satisfied with and will stop for a while.

deft lodge
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i guess all three came to me because i'm just overall was very excited about it and wanted to know how it works and stuff

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i don't know why but everyone just feels forced for some reason to install that AV3 without knowing anything about it and then complaining that something broke after installing it on top of their SDK2 project

sand wren
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well its probably because vrchat might not be doing a good job of warning people but honestly

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most people are clueless and just upload content they downloaded off random websites

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or hardly know how to use unity in the first place

cobalt yew
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I mean they been telling us about this for how long now?

visual dagger
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i clicked the download link for the sdk and it goes to the download page with a giant warning in the middle of the screen, no excuses πŸ˜›

meager prairie
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They didnt test the last beta update and rolled it out in 5 hours of its release .

sand wren
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so some info in the SDK when it installs would probably be great

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with big red flags and describing the new sdk

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but most people would still prob just click past it and be like

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"no one told me"

cobalt yew
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Digital equivelant of natural selection at this point

shy rose
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"That warning won't stop me, because I can't read!"

sand wren
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whats worse is theres people going like this:

visual dagger
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ah, if only we allowed natural selection to be a thing we'd have fewer problems like this

sand wren
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bruh! avatar3.0 is broken and my avatar won't work anymore when i switched sdk

meager prairie
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xD

sand wren
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pretending like sdk2 doesnt exist and was unsupported

icy pelican
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"We included instructions above the SDK links to help you migrate, so follow those."
Where? I don't see that help links :c

sand wren
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and a lot of people just ignore every single announcement channel on this server

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and go "what is this round thing"

cobalt yew
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Scroll a little more in thst same post @icy pelican

shy rose
icy pelican
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Let's see...

hasty hemlock
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honestly wish vrchat had a use a vrm straight without touching Unity option so that's all the amateur users can go use one of those Anime Avatar generators

sand wren
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na i hate that

icy pelican
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Nope, there's no tutorial for migrate

sand wren
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using something away from unity is a horrible idea unless you do a very very very good job

cobalt yew
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We'd get even more generic avatars

meager prairie
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Cant you convert vrm models easily converting vrc models to vrm takes 1 min

sand wren
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thats because you cant migrate

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you have to set up the avatar in a completely new way

shy rose
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Yeah, you just make a new Unity Project.

sand wren
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the descriptor is basically the same

icy pelican
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I talk about change from SDK 2 to 3 in unity deleting the older sdk

hasty hemlock
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yeah but that requires reading SAADHERO

sand wren
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u don't delete it

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u mkae a duplicate project

shy rose
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The only thing you'll be migrating is your old .fbxes and textures, most likely.

sand wren
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then u install sdk3-avatars

deft lodge
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honestly i wish we had whatever way dynamics work in VRM and MMD because it's so reliable and doesn't clip through the mesh like dynamic bones does

sand wren
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because they use good physics systems

icy pelican
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Pfff~ πŸ€·β€β™€οΈ

sand wren
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dynamic bones made by some random dude

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idek why vrchat uses it

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theres many other systems like it

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and more performant ones

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but its a bit too late to change it now...

hasty hemlock
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probably cuz vrm didn't exist at the time

cobalt yew
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They don't use it. They allow it. Big difference

meager prairie
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@hasty hemlock At that point you should not be lazy and expect to work on the model and the feeling of finishing a model and using it is a reword

sand wren
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no they do use it

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the developers themselves have avatars with it

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and they did modify the scripts a little

visual dagger
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from what i saw it was the best option at the time, if used in moderation

shy rose
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At this point? It's probably there because it's been there since before 5.6 and they don't want to have people buy something again.

sand wren
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some people do illegal things tho

iron niche
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hey, thewre is some way to disable taht the avatar is moving in calibrate move ? Atm when i click calibrate and trying to use place mover to place tre leg trackes in proper way the model is also moving : (

hasty hemlock
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yeah but there should be more room for low-skill having something somewhat distinctive considering video games have character creators all the time

visual dagger
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problem is, people are adding 600 bones ina skirt instead of the 2 they need

cobalt yew
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So 300 hairbones right @visual dagger

sand wren
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like including dynamicbone and muscle animation editor and finalik in their unitypackages for their avatars

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technically illegal

meager prairie
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--legacy-fbt-calibrate @iron niche

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Have this in the Steam run option thing

sand wren
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assholes be like:
200 skirt bones
50 colliders per hand
haha frames go brrrr i need every centimeter to be accurate

meager prairie
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Should make it like before the update

icy pelican
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The biggest impact on performance in VRChat is dynamic bone collisions.
A default wolf-girl avatar uses between 1,500 and 4,000 collisions. I encourage you to block these avatars.

iron niche
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@meager prairie ty

sand wren
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the problem is that

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there is no way to block DB in safety settings

meager prairie
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@iron niche Your welcomed happy to help

sand wren
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theres the limit option sure

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but thats not like Shader for example

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u can turn off Shaders on an avatar

icy pelican
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Just press the "hide avatar" button, hahaha

deft lodge
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the problem is that even with this crazy amount of bones you sometimes have those clipping issues

sand wren
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i cant

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some people use sign language

meager prairie
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@sand wren There is a file to edit the limits of the bones with limter

sand wren
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and the hidden bot doesnt adapt to their proportions

meager prairie
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@deft lodge Weight painting

visual dagger
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its a give and take, you hide the avatars or deal with their crappy avatars

sand wren
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weight painting was very easy on my mint mobile fox

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very surprised

shy rose
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When I go into publics, there are performance blocked robots everywhere. I rarely bother showing them.

deft lodge
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i was talking about dynamic bones just to let you know but weight painting just makes thing more stiff

sand wren
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I'm very mad at vrchat

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my avatar with all the clothing options enabled is like 20k polygons

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but thats Very Poor on quest

visual dagger
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I rarely have issues with avatars so I don't care, but i'd just hide ones that cause issues

wary iris
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Mate everything is very poor on quest lol

sand wren
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^^^

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if ur avatar breathes it is Very Poor

visual dagger
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wait, you're mad at vrchat because the quest is crap?

wary iris
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xD

sand wren
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kinda yea

wary iris
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Bruh

sand wren
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some programs don't limit quest like that

shy rose
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Can't be helped. You're running a VR headset on the equivalent of cell phone hardware.

meager prairie
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@shy rose Sadly very poor is awarded for going over poly limit by a small number and sometimes people with truly trash models get very poor while some are over the limit by a small value i hope they add a new rank.

sand wren
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^^^

visual dagger
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well i'm mad at Chevy because it doesn't drive like a bugatti

sand wren
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quest poly limit for Very Poor is literally 10k triangles i cant exaggerate this

wary iris
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Just get a better headset. Like don't get me wrong I criticize the VRC Devs for fucking up alot of shit but they don't deserve flack for the quest being shit.

sand wren
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10k triangles is like PS2 era models

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i don't use quest

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some of my friends do

hasty hemlock
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a fighting game PS2 character

visual dagger
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not that bad, overwatch is something like ~20K poly

sand wren
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the quest game shaders suck tho

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like there isnt even cutout

arctic reef
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yo how am I supposed to calibrate weirdly proportioned avatars for fbt with the new calibration? The old method using OVR advanced settings doesnt work with it

meager prairie
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Quest is by far the best HMD for the price you get wireless PC support and abilty to play without PC

wary iris
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Then tell them to get a better headset! There's nothing the VRC Devs can do just because their headset is shit

meager prairie
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@arctic reef
--legacy-fbt-calibrate
Have this in the Steam run option

sand wren
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i don't ever move my playspace to calibrate

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i always calibrate normaly

arctic reef
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thanks

sand wren
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idk why people complain

meager prairie
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will revert it to old Cali

sand wren
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i think its bc people cant touch their toes or something

meager prairie
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@arctic reef Glad to help you

sand wren
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but i don't care about that

hasty hemlock
sand wren
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also

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a lot of people hate this

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me on the other hand i love it so much

visual dagger
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lol, i'd like to see the demographics on how many vrchat users can actually touch their toes

sand wren
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everything is working perfectly

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i can go into public lobbies

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and sing in my full body compatible animal crossing avatar without even using my mic

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excellent experience

hasty hemlock
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yeah KK Slider looks like a lot of fun

sand wren
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im going to start porting over all my avatars

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bc i was smart and

hasty hemlock
sand wren
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i already made a lot of my avatars in sdk2 customizable

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but i ignored any customization

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like actually implementing it

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but its set up to be very easy to integrate into av3.0

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so all i have to do is copy and upgrade

hasty hemlock
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cool myself I need to get around to learning 3.0 now that it's out

sand wren
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i will make a space for them in my avatar world soon

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so everyone can go around the world singing as kk slider

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in any lobby they choose

hasty hemlock
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cool

rich snow
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haha, I love how VRC's solution to a connection timeout is to just crash.

sand wren
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^^^^^^^^

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sometimes my internet goes off and i check my router and i come back like

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"wheres vrchat..??"

sturdy smelt
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Game closes better when timeout than hitting X on the window

meager prairie
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@rich snow Modern problems require Modern solutions

deft lodge
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new meta of closing the game, unplug the cable

rich snow
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tfw games made in 1993 have better network design

meager prairie
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@deft lodge Cut it

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xD

deft lodge
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the first variant works too haha

meager prairie
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True

hasty hemlock
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the game in 1993 probably wasn't a student project

rich snow
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true

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someone's made a clone of it that was a student project though πŸ˜›

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with mostly identical network code

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(and it's in no way sophisticated design either)

craggy stump
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i do like the features of 3.0

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cuz it opens the possibility for having one avtar that can do it all

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new outfits

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tons of emotes and gestures

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etc

wintry glade
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Then you get hidden due to file size limits lol

deft lodge
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i don't even know what you need to do to somehow get over 200mb limit

sturdy smelt
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yea the default limit is wild

deft lodge
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i already reduced it to 60 or something but i'm still experimenting with it, not sure if it's a good value yet

sturdy smelt
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im at like 50mb

drowsy sigil
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most avatars should be at about 20 maybe 30 max

deft lodge
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the problem is "should be" vrcAevSip

wintry glade
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My worst is 80mb because of recorded anims and texture sheets, average less that 10

drowsy sigil
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check ur import settings for ur blendshape normals and texture size

sturdy smelt
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yea like a normal model with nothing on it, its vrca will be like 1-5 mb

drowsy sigil
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mine with many different meshes and 50 materials is at 20mb

deft lodge
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My av3 avatar is 5.22
But i'm still planning to add a bunch of stuff

drowsy sigil
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but thats just cause i have inventory system with bunch of clothes options

maiden mesa
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really hate the action menu.. ;C

mental river
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Anyone else have an issue where calling "Reset Avatar" from the expressions menu breaks wrists/hand tracking?

Hands move but they don't seem to rotate at the joint properly. Extremely snappy.

cobalt yew
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@maiden mesa headpat

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@mental river local testing avatar or published avatar?

mental river
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Local testing.

cobalt yew
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Reset avatar doesn't work properly on local avatars. Try walking after resetting its hilarious.

mental river
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avatard
πŸ˜‚

cobalt yew
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I mean that describes the result nicely.

mental river
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It does haha. Thanks, appreciate it. <3

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AV3 sure is convoluted when diving into it but daaayum is it powerful. Big game changer.

cobalt yew
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But yeah. To reset a test avatar gotta use the avatar menu again

dapper hearth
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I was reading the comments in one of @hasty hemlock 's links and saw this:
If you build a 20k mesh that need 20 materials, it will probably cost more than a 100k mesh with a single material using atlases.

cobalt yew
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It looks a lot more difficult then it is at first glance really

hasty hemlock
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draw calls get expensive quick

sand wren
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its probably due to texture resolution

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a lot of people end up with like 16k resolution textures

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bc they dont care about actually optimizing

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just clicking a button

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that and if it has transparent parts it might be more computationally intensive

dapper hearth
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Just the parts rendered transparent or the entire texture the transparent render comes from?

hasty hemlock
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well if you enable transparency it has to consider transparency for the whole texture

sand wren
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yea thats why its best to separate transparent materials from solid ones

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and things like double sided materials should really never be used when u can make double sided polygons

icy pelican
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It's good use eyelids shape key for eye tracking? It's the same system than 2.0?

sand wren
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almost

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they merged things like lowerlid and blink together

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so its not one per eye

icy pelican
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mmmm...

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Ok i was wrong i thought it was lowerlid.

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What is "looking up" and "looking down" options in eyelid for?

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We have 3 blendshapes for that. I understand the "Blink" one, but the other two?

rich snow
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I'd imagine it does what it says πŸ˜›

icy pelican
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🀨

rich snow
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when you look up/down irl, your eyelids change position

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record yourself looking up and down and watch it :3

icy pelican
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true

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It will be fine in an anime avatar? hahaha

rich snow
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it's actually quite drastic πŸ˜›

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probably XD

icy pelican
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I want to test it but I don't now if the result will be fine

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Weekend of testing, yaay

humble wadi
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is it intentional now to cancel gesture animations while moving now or will that be resolved and fixed

modest sun
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what do you mean?

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motion and gestures shouldn't affect each other if they are on different playables.

humble wadi
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turning with the right disables any gestures/animations you do, moving with the left disables them until you stop moving even if you have the gesture locked

thick root
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Is the 3.0 avatar world on quest??

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I really want that chicken lol

glad kayak
thick root
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i need it

rigid turret
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bHaptic Support be brook again I cri

glad kayak
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If you use SteamVR, a binding for that is returning.

severe glen
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@merry tangle have u actually fixed like 10+ models so far? im curious to what the issue with a lot of a few has been, just wanting to see what kind of problems are going to be common so i can point people in the right direction when they ask around :p

soft crown
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its good that the binding is coming back

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i enjoyed being able to hit that on the fly

merry tangle
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most of them the dynamic bones have been really messed up some werent even connecting with the hair strands ez fixs but i had one where i put the fbx in and everything is where it shouldnt be all at once

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animations and stuff like that are fcked as well

neon finch
#

Gonna need to find a way to try and revert this, the one click option was way, way better. Also, the rig changes did nothing. Still need rig-fixes for full body.

pale cargo
#

My opinion of the 3.0 avatars is mixed. Navigating the menu without either holding "open hand" to override everything or turning off gestures every time you open the menu results in your face spasming expressions as you go around the menu

#

(at least with vive controls)

eager horizon
#

can we just talk about how the new default animations are complete garbage?

#

for example

#

your hip doesnt even revert to the right position when you crouch and than stand up

#

it stays tilted down

mossy kite
#

Bruh cant even calibrate properly

meager prairie
#

@mossy kite
Paste this into Steam run options for vrchat

--legacy-fbt-calibrate

mossy kite
#

Already did

meager prairie
#

Ohh

#

Still bad

#

?

mossy kite
#

No

meager prairie
#

It fixed my issue

mossy kite
#

I just cant get my gestures to work

#

The ears move

#

But my face is still o - o

meager prairie
#

Huh weird

#

It should work if set correctly in unity

mossy kite
#

Should anything in the animation clips be different than in avatar2?

#

I just reused them

rain light
#

what are some good world recemondations?

latent girder
#

You don't have the power of udon on avatars 3.0?

neon finch
#

no

latent girder
#

So no code for me i see

opaque forge
#

Does anyone know if they plan to make the parameters that you mess with for like, toggling outfits or changing colors of things, persistent across worlds in the future? Or if theres a way to do that? It would be great to have customizable skin colors on avatars but it would really suck to have to customize it every time you change worlds

opaque forge
#

Thanks!

severe glen
#

Kinda related to Store avatars states when changing worlds, Does the AFK Toggle stay saved or not between swapping world, I forgot to check for myself when I was poking around and was told it does not

tired sequoia
#

What does the gestures button do?

restive rivet
#

I think the config stays the same across worlds

severe glen
#

Hopefully!

restive rivet
#

What does the gestures button do?
Turns on and off animations toggled with gestures

#

It's the gesture toggle that used to be exclusive for Index controllers

tired sequoia
#

Ah

#

I don't have those, thx

restive rivet
#

It can be useful for other controllers as when turned off it locks the state of the gestures, so you don't have to hold them

#

I think they did that at the end but I didn't check

tired sequoia
#

Yeah well, I'm on pc

real tusk
#

is it litterally possible to import a sdk2 model into sdk3?

restive rivet
#

You can use the same model but not configuration

#

What would you lose by starting over with the model file?

severe glen
#

^ you can use the same model and such you just have to redo the descriptor/animations, thats really the only huge thing to change.

restive rivet
#

If you worry about losing inventory systems and such, yeet that out the window you don't need it anymore lol

#

You can make it yourself without weird hacks in av3

real tusk
#

nothing much

#

some dynamic bones mostly.

restive rivet
#

It's a bit tedious but you can screenshot them and remake them

real tusk
#

I have a document saved with the settings i use for all my models πŸ˜›

drowsy gazelle
#

So i see that they changed the way that players activate gesture overrides for toggling things like weapons, but did they change the process for settings up those animation overrides in the SDK? I've always hated having to makes those weird 1 frame animations that make my avatar rides a motorbike.

real tusk
#

is there any set up that is required for the fancy stuff that was shown in the video like the size and stuff?

restive rivet
#

So i see that they changed the way that players activate gesture overrides for toggling things like weapons, but did they change the process for settings up those animation overrides in the SDK? I've always hated having to makes those weird 1 frame animations that make my avatar rides a motorbike.
It changed completely, now you set parameters and use them in Unity animators

#

Insanely powerful and no need for weird tricks

#

is there any set up that is required for the fancy stuff that was shown in the video like the size and stuff?
Not for resizing yet, it's currently disabled

real tusk
#

ok

#

also i noticed hands are more cupped on avatars now is that normal.

drowsy gazelle
#

Its a Christmas Miracle!

real tusk
#

ok

restive rivet
#

Yeah hand poses changed but you can revert it I think

real tusk
#

okay

valid jackal
#

pad

real tusk
#

what stuff is required to set up?

valid jackal
#

hey

#

pepper

restive rivet
#

The avatar descriptor is different now, it lets you set up blinking and eye movement properly

#

Also the viewpoint can be manually moved

real tusk
#

oh cool

restive rivet
#

At the bottom there's the slots for the custom animators and expression menus, make sure to check the documentation to use that

real tusk
#

ok

#

documentation's in the info bit yeah?

valid jackal
#

hey lets plays dota 2 @real tusk

real tusk
#

no

restive rivet
#

Ye it's there I think

real tusk
#

okay so avatar creation is weird now.

#

wait you can have multiple expression sets!

marsh haven
#

No

restive rivet
#

You could do that I guess but idk how viable it would be

glad cloak
#

With these emotes, I can still make one prop disappear with a dupe appearing in my hand in 1 emote right

marsh haven
#

@restive rivet Wouldn't make sense any person who Rips can just revert those shapekeys

restive rivet
#

Depends on how it's made but yeah

marsh haven
#

Really not.

restive rivet
#

With these emotes, I can still make one prop disappear with a dupe appearing in my hand in 1 emote right
Don't use duplicates, use parent constraints

marsh haven
#

With the current system you cannot prevent ripping.

restive rivet
#

Yeah trying to prevent it is just more work for nothing tbh

glad cloak
#

Oh? Just move it from my hip to my hand, seems i got some learning to do cheers

restive rivet
#

The parent constraint is really cool, it lets you change to what object it's attatched to. You don't even have to put it inside of the armature, just parent it to the hip with the script and then reparent it to the hand with an animation

#

I have an empty object with all my items outside of the armature and I parent them when I want them to show

glad cloak
#

Alright, you said script, does that mean i dont use an animation

restive rivet
#

Oh no I meant that you have to add the script to the object

#

Then you can animate its properties

glad cloak
#

Okay

#

Ill look into it cheers

restive rivet
#

Good luck!

blazing raven
#

how do i get rid of the pop up thats on my screen

#

says im using a sdk avatar

soft crown
#

god, tfw you keep "huh why isn't this working." 10 mins later "goddam i forgot to set the layer weight to 1 AGAIN"

real tusk
#

I Have A very simple question!

strong bear
#

welp off to port an avatar

#

guess once i figure out the basics of sdk3 ill wait for the pro guys to pull off some real stuff with the sdk3's abilities

#

making your own emote wheels are cool but how far can the sdk3 go

#

nothing better than reading through your unity files and having a mini stroke because something doesnt make sense

rose siren
#

i dont understand the new avatar stuff

pallid fable
#

Have you read the reference docs by tupper

rose siren
#

reference docs?

pallid fable
#

If you go into the avatars 3 info channel there are links to reference documentation that explains the new avatar sdk

rose siren
#

oh ok

split bronze
#

bruh why did you need to move the emote in R menu

restive rivet
#

It's weird for av2 avatars but faster to access and use

safe mirage
#

I don't get why people would do their facial expression via a menu, those facial expressions are basically reactions to fit into situations and with that menu, it will take a few seconds to give the other person your expression or reaction. we have facial expressions just like sdk2 and in av3 now with even more combinations. Imo the menu is a little bit useless compared to the old version. not a huge difference, you could say that this is just an UI change with more than 8 options. But I'd like to know why many put their blendshapes on the menu? I see a lot of these in showoff.( obviously)

restive rivet
#

Well you can close the menu while on the expressions menu and it will stay there, it's as easy as pressing a button and moving the joystick. As everything in av3 it's personal prefference but it's more organized

#

Also for public avatars they won't go insane trying to figure it out

split bronze
#

why cant just put both emotes in both menu

#

old hud and new hud

#

bruh

restive rivet
#

πŸ€·β€β™‚οΈ

safe mirage
#

but then you may forget it that you have it on after you closed the menu

split bronze
#

bruh

mossy jacinth
#

You can still do it the old way

restive rivet
#

But you can open the menu and see what expression is on

fluid grotto
#

I don't get why people would do their facial expression via a menu, those facial expressions are basically reactions to fit into situations and with that menu, it will take a few seconds to give the other person your expression or reaction. we have facial expressions just like sdk2 and in av3 now with even more combinations. Imo the menu is a little bit useless compared to the old version. not a huge difference, you could say that this is just an UI change with more than 8 options. But I'd like to know why many put their blendshapes on the menu? I see a lot of these in showoff.( obviously)
@safe mirage You can still tie them to hands. the difference is now you can open up your menu and use that to switch to an entirely different set of hand gestures, in fact, you can have unlimited amount of sets to switch to.

safe mirage
#

yes I know now(edit not now I knew that. don't know where that now came)

#

I just don't get why ppl do it on the menu rly

mossy jacinth
#

πŸ€·β€β™‚οΈ

fluid grotto
#

It will take some time for people to learn the new system and what is easiest

mossy jacinth
#

If they like is so be it

fluid grotto
#

people are using the menu for everything, because the menu is new

#

I find it's better for inventory toggles or puppeting

split bronze
#

the emotes not facial expressions

safe mirage
#

I also don't get why many put their facial expressions as a "showoff"

#

the inventory toggle is a big plus I'll give them that but nobody really uses that tbh

fluid grotto
#

It will take time for more impressive things to be done with it. It hasn't even been out a day yet

safe mirage
#

and if you have 10 guns or 2-3 glasses or 5 outfits it takes a lot of polys

#

It will take time for more impressive things to be done with it. It hasn't even been out a day yet
@fluid grotto beta was the same.

fluid grotto
#

No one uses beta tho

safe mirage
#

wdym

fluid grotto
#

Probably less than 0.05% of users use beta

safe mirage
#

moving a tail is also meant

fluid grotto
#

people need time to learn

safe mirage
#

guess you're right

silver mango
#

Just wiped the beta sdk and picked up the sdk from the site, and I don't see the gesture and additive layers anymore? where did they go?

upper remnant
#

@silver mango random cancer. try re-adding your descriptor possibly. not sure what causes this but ive seen it a few times

silver mango
#

heh. I'll try that. I literally went as far right now as to wipe vrc registery keys with regedit and they're still not there

#

starting to wonder if the vrc sdk on the website has issues

wintry glade
#

Nah I got mine from there and it was fine, made a new project for it though

edgy grotto
#

hey i just wanna ask how can i get into the beta from the SDK3.0 ? sorry im not really found something !

silver mango
#

I guess I'll make a new project, so weird because I converted a 2.0 project to 3.0 when it was in beta and it worked perfectly fine

#

new project seems to work ok

fast crane
#

even though i'm uploading with the avatar SDK3, i keep getting error avatars and the debug log says "Found SDK2 avatar descriptor."

upper remnant
#

well, there is probably an sdk2 avatar descriptor somewhere

#

is this a new project or did you upgrade an sdk 2 project?

fast crane
#

this is a fresh project imported with only sdk3

upper remnant
#

what about the avatar assets

#

did that have a prefab that used an sdk2 descriptor

fast crane
#

i copied over the FBX and the textures, without any meta files (so i had to e.g. redo the humanoid rig)

#

nothing else was copied from any other projects

upper remnant
#

if you click on the error does it highlight anything in your scene

fast crane
#

there's no errors in the unity project, the avatar shows up as the error robot when i choose it in game

#

and the logs vrchat dumps in appdata/locallow say "Found SDK2 avatar descriptor." after i switch into them

#

the avatars in the AV3 test world work fine and say "Found SDK3 avatar descriptor" instead

#

but all the ones i upload seem to be wrongly detected as being SDK2

upper remnant
#

are you sure you're uploading to the right blueprint

fast crane
#

i uploaded the avatars fresh, so their blueprint ID was generated by SDK3 upon uploading

strong bear
echo arch
#

quick question, avatars 3 needs SDK3 right, despite the vrchat homepage saying otherwise?

strong bear
#

needs sdk3 - AVATARS

#

believe

echo arch
#

ah oki

#

thanks

strong bear
#

im probably not the guy to help with updating anything because i nearly borked it

echo arch
strong bear
#

well not majorly, just meant i had to do something a bit more technical also known as read the troubleshooting page

fast crane
#

i'm gonna try deleting my SDK and reimporting to see if that helps

strong bear
#

devon

#
Follow the correct steps on removing your SDK by closing Unity and removing all the SDK related folders and their related .meta files.
Go to your Project Settings and find Scripting Define Symbols under Player > Other Settings.
Remove the symbols that are not associated with the SDK your project was made on. For projects made with SDK2 remove "UDON" and "VRC_SDK_VRCSDK3". For projects made with SDK3 remove "VRC_SDK_VRCSDK2". The symbols are separated by ;. Afterwards save changes by pressing Enter.
Import the correct SDK into the project.```
#

if thats your error

fast crane
#

my project was fresh on SDK3 but once it's done reimporting i'll check to make sure i don't have any symbols too

strong bear
#

basically if you were going from sdk2 to 3. remove anything from sdk2 there

#

if you are updating and still getting spatial audio error

#

delete the sdk3 ones too and reimport

fast crane
#

i'm not getting any errors in the editor, vrchat just seems to detect the avatar as SDK2 in-game

strong bear
#

thats strange

fast crane
#

and this project was fresh on SDK3

strong bear
#

yeah that is weird

#

whats the possibilities this is a vrc error

silver mango
#

does FBX size 1:1 translate to download size in VRC?

#

ofc textures not taking into account ^

topaz moss
#

Is there something in Avatars 3.0 that lets you change which armature you're controlling in an avatar? I swear I might've seen something on this, or maybe my brain's making it up.

restive rivet
#

I don't think you can as the avatar config only refers to one armature

#

But people do crazy stuff so who knows

#

At least not in a simple way

fast crane
#

@upper remnant i'll get back to you if i figure out how to fix this

#

whatever it is, it seems like something about the avatar causes vrchat to detect it as sdk2 instead of sdk3

wintry glade
#

Yeah if you want multiple armatures youll have to do the old thing with multiple armatures interfacing with constraints

#

Then use AV3 for just a nice toggle system

charred lynx
#

Hey has anyone noticed how much better elbows/heads move in 3.0? Also wheb you have a menu screen open and turn your body you don't get all twisted up anymore

#

I'm sure everyone has talked about it already lol but

#

I'm very happy about it
Now all they have to do now is fix the shoulders lol

silver mango
#

They do move so much better. I found out they changed how they move because my rig had some righacks and the results were quite hilarious

#

Like my head went into my stomach when I moved, but after getting rid of the righacks it works perfectly

charred lynx
#

Its got something where the forearms/upper arms don't clip theough each other, like if the bones meet it pushed the elbow point back which is wayyy more natural
Also turning the head doesn't move the entire body quite as much anymore

wicked bramble
#

Man, this update would happen when my power is out and I cant touch it :(

charred lynx
#

At keast without fullbody

#

DANNNG im sorry! If its any consolation, they still gotta fix a lot of bugs so

wicked bramble
#

Lol I've just been watching all the cool things people have been doing πŸ˜‚

stone pilot
#

Are twist bones counted as a rig hack/do they work as normal in the new update?

wintry glade
#

Twist bones are fine

stone pilot
#

Awesome! I’m safe then

wintry glade
#

rig hacks are just stuff like flipping the hip, 0 length neck

#

Twist bones are industry standard in almost any game nowadays

stone pilot
#

Mhm, just wanted to make sure in case I start having issues

fluid grotto
#

If do it in unity it’s probably not a rig hack

safe mirage
#

is there a pumkin tool for 3.0 out yet?

neon finch
#

no

safe mirage
#

yikes

alpine willow
fast crane
#

i put an avatar descriptor on a cube and even that comes up as an error avatar

strong bear
#

wouldn't it shout at you for you know, not having a rig

fast crane
#

yes but that shouldn't matter

strong bear
#

fairs

fast crane
#

you only need a humanoid rig if you want your avatar to animate

#

if a cube is erroring out it indicates something more fundamental is broken

strong bear
#

so with the x and y thing you can do you can just plug it into a blendmap and have more than just 4 emotes-, thats pretty cool

fluid grotto
#

Rig is not required to be an avatar

#

Cube avatar should work fine

fast crane
#

yeah and it isn't in my case

#

so i'm guessing something is broken with my SDK setup

#

gonna try doing a full reimport and clear registry keys and what not

restive rivet
#

What's pumpkin tool?

neon finch
wintry glade
#

Lets you copy dynamic bones and stuff from one avatar to another (assuming they are the same)

restive rivet
#

Oh nice

pale cargo
#

Giving my avatar a dedicated wag wheel

#

I was testing it way longer than I probably should have XD

fast crane
#

@upper remnant i fixed it - i have a remote cache server set up for unity (in edit > preferences > cache server) and evidently it was vending me some bad files, possibly loading some of the files from the beta

#

clearing the cache server, removing the vrchat/etc folders and their metafiles, then deleting Library/Obj/Temp to force unity to reimport, and then loading the scene up and importing the SDK fresh got me a working AV3 upload

strong bear
#

@upper remnant kinda feel bad pinging you but how could one use avatars 3 to toggle For example a cube to appear and dissapear by toggling one button and if possible keeping multiple in one layer

stone pilot
#

@safe mirage

#

Hotfix made by Alucard, be sure to use in a new project and import after the AV3 package

safe mirage
#

@stone pilot thx worked

#

alucard sounds familiar

fluid grotto
#

It’s Dracula spelled backwards from castlevania

safe mirage
#

ouh

#

that show was awesome

fluid grotto
#

It was a game. Wait. Was it a show?

safe mirage
#

netflix?

fluid grotto
#

Binge time

safe mirage
#

hell yes

sturdy smelt
#

yea it was very well received too

safe mirage
#

worth it

sturdy smelt
#

wait wtf, theres 3 seasons lmao

safe mirage
#

wait wut

#

binge time

sturdy smelt
#

renewed for a 4th too where have i been

iron saddle
#

idk if i asking to much

but it would be nice that we have ability to save our avatar settings
without doing avatar configuration every time we join in other worlds

split bronze
#

avtar 3 just gets in the way for leap motion

iron saddle
#

@split bronze
what ?
are you saying that this kind of avatars will support leap motion and finger movement as well
just like NEOS VR ?

shell cedar
#

I really wish there was a toggle for 3.0, so people who don't like it could revert back to 2.0

split bronze
#

yes this

#

^^

sturdy smelt
#

the only gameplay difference is emotes are moved to the wheel, that needs to be done since the UI menus are also changing VRSoon

split bronze
#

@iron saddle see in avatar 3 help

bold jewel
#

can you convert 2.0 models to 3.0?

vale fox
#

yes

#

pretty much every avatar in the game plays nicely with 3.0 stuff

#

its like that by design

#

the actual client component is backwards compatible with stuff from the 5.6 days lol

#

as long as you have your project files youc an just drop your avatars into a project with the new sdk and get to work

naive loom
#

Are there any editor scripts/tools out there that simplifies adding simple emotes for 3.0? I figured out how to do it, and it's easy but somewhat tedious.

vale fox
#

if its possible to make extra tools for it someone will probably do it soon

naive loom
#

Definitely more involved than going to an animation controller and saying "For emote1, use this .anim file"

vale fox
#

we've had a shitload of unity scripts and assets made for av 2.0 for the longest time so

#

inb4 pumkin's avatar tools becomes 3.0

#

that would be amazing lol

naive loom
#

In avatars 3.0 you need a custom action animator copied from examples, you need to let it transition to standing emotes when VRCEmote > 16 so you don't override the default slots, 1-8 being default standing emotes and 9-16 being default sitting emotes (or you use your own param), then you need to set up a new state with that .anim, with a transition equal on one side from standing to VRCEmote == 17, and if looping another transition exiting to VRCEmote != 17, then you need to add a menu item that sets VRCEmote to 17. All to add one .anim to a menu. Is there an easier workflow for this?

#

Seems like something that can be automated by an editor tool fairly easily regardless.

vale fox
#

that does sound like a pain at first ^ ^` i havent worked with it yet but im pretty good at coming up with workflows for stuff so when i get around to it later tonight / tomorrow morning ill know for sure what its like

#

i would make automated tools myself but i cant fucking script for shit yet so i mean

naive loom
#

Yeah it's actually pretty easy, but there are definitely a few gotchas, and definitely more involved than "set emote1 to this .anim" lol

#

Like avatar 3.0's improvements are amazing for creating state machines and config settings for animations, but for simple emotes the flow seems more complex than before

#

Just what I've seen from looking up the tutorials and trying it myself

#

Maybe I've been making it complex on myself and there's an easier way?

hasty marsh
#

Im thinking in terms of list what are the possibilities so far with the avatars 3.0:
-unique gestures in each hand and combinations
-item toggles
-color changes
-puppet a limb
-facial blendshapes togles
-change limb size (avatr size?)
-sub menus
-what else am i missing?

naive loom
#

You can make config menus for anything that can be parameterized in an animation

#

So that should include full particle systems as well, volume of sounds, things like that

hasty marsh
#

What else, i know the general but i want specific ideas so i can have them in mind in case i havent think of them

naive loom
#

Also I find it cool that in-game params can also be used as conditions

#

like viseme state, crouch/standing state, velocity values, etc

#

those can all be tied to triggering different animations

#

Like lets say you had a sonic model and wanted to trigger a ball roll when your speed got past a certain point in the forward direction

#

Or let's say you're falling faster, you can make your character do a more wild falling animation to show that

vale fox
#

i fuckin dig little details like that

naive loom
#

just some ideas

vale fox
#

i have plans for all of my avatars to have a massive amount of "default" animation sets that i want to use

#

mostly tho im glad that i can edit individual animations

#

now i can bind that to eyebrow shape

#

so i can alternate between happy full of energy vibes and fuckin dead inside looks

naive loom
#

Another thing is to have avatars with ears/tails that react to those states

#

so they can move in a certain way when you talk or move a certain way

hasty marsh
#

Is it posibble to asign the visems to another mesh for example have two faces with diferent meshes materials and independen but both talk at the same time, so i can toggle the face on and off? Or am i crazy

naive loom
#

you were already able to do that with the old system too actually with combining them into the blend shapes in blender

hasty marsh
#

Yeah buts thats the point i dont eant them to be combined

naive loom
#

I did that to have a pair of floating speakers have viseme animations

hasty marsh
#

I dont want*

naive loom
#

you can probably do that with the new system though, yeah

vale fox
#

oh shit

#

thats right

hasty marsh
#

Or is it an avaatr descriptor limitation?

naive loom
#

all of the viseme params are available to animations now

vale fox
#

i no longer have to do cursed viseme combinations

naive loom
#

Like it's an integer state between like 0 and 15 or something

hasty marsh
#

I need more than 16 param lol

naive loom
#

and each state corressponds to like sil, aa, oo, etc

hasty marsh
#

Like it's an integer state between like 0 and 15 or something
@naive loom ohhh gotchaaa

naive loom
#

like you can have an animator condition that says

#

"if viseme is equal to aa, do this animation"

hasty marsh
#

Yess that makes sense!

naive loom
#

And I'm guessing you could have a "if viseme is greater than 0, do this animation" which would translate to "if the person is talking, animate this"

odd plaza
#

Reeeeee

#

fist gesture broke

#

it works for a split second on activate and release

queen comet
#

legs brocken, visemes brocken, animations brocken and cuttet, view point in fbt brocken. great update, have to fix nearly 30 avatars

#

rly good job

strong bear
#

big f

fluid grotto
#

You can keep separate ones after you combine them

hidden kernel
#

i'm seeing avatars with fbt with broken legs

#

and when using the default vrchat walk

strong bear
#

to be fair ive had problems with fbt for a long time

#

most of it is my sheer laziness

#

i cant be bothered to figure out why my foot is floating.

silver adder
#

legs brocken, visemes brocken, animations brocken and cuttet, view point in fbt brocken. great update, have to fix nearly 30 avatars
And THAT is why you backup your project before upgrading.

strong bear
#

for me ive just decided any problems which i dont really have much of in my sdk2 is just done with.
upload the final thing and update the whole thing mainly because im trying to make excuses for my lazy way of devving.

#

"if it doesnt work. thats tomorrows problems"

#

you ever have one of those days where steamvr is just doing everything you want it not to do

#

such as failing constantly in hot weather where you just want to get it over with so you can go outside and not die of heatstroke

sand wren
#

well funnily enough my hdd failed when i was about to test

#

but now its working fine like nothing happened

strong bear
#

not my hdd just steam vr not booting properly.

#

brits were never supposed to get hot weather

#

we are way too underprepared for anything above like 15 degrees.

stone pilot
#

i just wanna say

#

av3 is AMAZING and thank you devs

fast basalt
#

the only bad things ive heard

#

is the control change

cursive path
#

I wish I could say the same... really not happy with the full body tracking. just reverted back via --legacy-fbt-calibrate

stone pilot
#

I mean as far as the Unity side since thats all I've dealt with

cursive path
#

almost all my avatars are either on stilts off the floor, or underground. yes I followed the documentation to the letter as well

stone pilot
#

Im loving this stuff

cursive path
#

ah, havn't tried that stuff out yet

stone pilot
#

Im sure ill come back here frustrated once i see how many of my avis are broke in game lmao

marsh raft
#

can we still use unity tyo make avatars?

#

i hope so

cursive path
#

it's minor issues, played around for a few hours to get a feel for everything. I Love the fact I just T-pose so quickly, but the accuracy/estimation is just not good for a majority of my humanoids with odd leg lengths

neon finch
#

is it possible to make an int slider system to make it so it can switch through 1-4 numbers and change outfits on each number?

cursive path
#

yeah, unity is all good, just use the new SDK @marsh raft

vale fox
#

yeah were never not gonna use unity for avatars unless one day randomly the dev team was actually galaxy brain and said "were gonna completely change engines"

marsh raft
#

there is a new sdk now?

vale fox
#

which would be lowkey amazing to watch but i digress

neon finch
#

whats wrong with unity engine?

marsh raft
#

i would rather use unity and not work on this new AVATAR 3.0

cursive path
marsh raft
#

ok

#

emme see this

cursive path
#

I mean, besides the new UI and my full body issues, this Avatar 3.0 thing is pretty needed for the game. going to be some learning curves though for me

marsh raft
#

hope my avatars dont break

silver adder
#

yeah were never not gonna use unity for avatars unless one day randomly the dev team was actually galaxy brain and said "were gonna completely change engines"
That won't happen, because VRChat itself is made in Unity, which is why Unity is used for content creation.

cursive path
#

they won't break, you can still use and upload all 2.0 Avatars, just can't convert avatars straight from 2.0 to 3.0

neon finch
#

how do you levitate

#

with vr

fluid grotto
#

Avie 3.0 is a lot to take in at once but you are learning proper unity now instead of filling in a VRChat specific UI, so at least this is useful knowledge if you are interested in unity dev

cursive path
#

Play space mover is probably what you are referring to @neon finch

silver adder
#

Lol at the amount of people complaining in #user-support-old. They are just outright overreacting to change.

neon finch
#

ah well my friends have vr but ci press end key and it goes afk

fluid grotto
#

I think stuff like that is expected. It will die down, especially when they realize SDK2 still works

cursive path
#

@silver adder that's to be expected. I'll be a boomer and grumble about mute making a 'POP' sound, and full body being a bit new, but people complaining about change is nothing new

fluid grotto
#

Most of them are upgrading to 3.0 but not doing any 3.0 specific stuff they are better off still using 2.0 if it has everything they need

silver adder
#

The only thing people DO have a reason to complain about is the exploit that lets hackers steal your account.

cursive path
#

oh jesus, what

fluid grotto
#

I don’t think that’s a thing

cursive path
#

anywhere I can read about any claims of this?

silver adder
#

It is, devs made a post clarifying it's a known issue.

fluid grotto
#

I’ll believe it when I see it

cursive path
#

welp, private worlds for me it is then just to be safe

silver adder
#

Actually, the exploit involves private worlds.

cursive path
#

rip

silver mango
#

dont misunderstand that I'm affiliated with it, but there are clients out there that had code in it that would hijack your account once its up and running

#

those people complaining might have been using some stupid client like that

rain marlin
#

my avatar 2.0 is fully working, perfectly, there is any way to make it super custom and cool like it show in the video of the 3.0 avatars? or its too soon to ask for help

fluid grotto
#

There are at least three reasons this topic should be ended immedately but the easiest is that this is the wrong channel for it

cursive path
#

yeah, the best you could do I assume is mask your IP, stay with friends and pray. nothing you can do about malicious client use

silver adder
#

The only people complaining are the ones that broke their project trying to "upgrade" to AV3. When the devs clearly said that's not supported.

cursive path
#

true, yeah back to 3.0 topic

#

I mean, I just shake my head at that. like... you converted an entire 2.0 SDK project.. to a 3.0 SDK, and expected it to be all good

rain marlin
#

you need to make a new avatar totaly for a 3.0?

cursive path
#

when it clearly states in the documentation even, not to do so

#

yes

rain marlin
#

mm nice then

#

i was making a new avatar right now, gonna start doing it on the new version

#

were do i donwload the avatar sdk 3.0? like normaly?

cursive path
#

yeah, I've started dragging my assets over for a new 3.0 project as of today as well.

rain marlin
#

and i have a question

fluid grotto
rain marlin
#

animations still work?

#

or i have to remake those again too

silver mango
#

yep i thought u could do that too. I converted a 2.0 project to 3.0 back in beta and it was fine. I thought I could simply wipe the beta sdk and I'd be fine. turns out even that has issues. make a new project

fluid grotto
#

Y... yes you can still use animations in VRChat

final turtle
#

What's the difference between vrc_AvatarV3HandsLayer and vrc_AvatarV3HandsLayer2?

silver adder
#

2 represents the animations from SDK2.

rain marlin
#

Y... yes you can still use animations in VRChat
@fluid grotto i mean if the animations you used on the 2.0 still work for the 3.0, or you need to edit those

fluid grotto
#

Layer is a new idle hand pose. Layer2 is 2.0s if you don’t like the new one

vale fox
#

every avatar stil works as expected

final turtle
#

Alright, thanks c:

vale fox
#

you dont need to touch avatars from the 5.6 days

cursive path
#

ah interesting, they added new idle poses? an significant difference visually?

silver mango
#

a lot more 'reactive' if you ask me

fluid grotto
#

The idle hand is gripped a little more to represent how you hold controlers

vale fox
#

apparently the finger movement thing is more prominent but thats been in the game for a loon gtime. other than that afk idle is now a thing

cursive path
#

heh, that's kind of cool

marsh raft
#

allot of avatars are broken that i have in my fav

rain marlin
#

yeah

#

tho its gonna be great when we get used to it

fluid grotto
#

The default stand is new too you stand a little taller and don’t slouch

rain marlin
#

a huge improvement to avatars

fluid grotto
#

Can use old one if you want

cursive path
#

@fluid grotto omg that might be why my latest 2.0 avi stands on his tip toes

wide thicket
#

my 2.0 ones always did that

rain marlin
#

can install the new SDK over a alredy made SDK2?

wide thicket
#

until height adjust workaround

fluid grotto
#

No

cursive path
#

I'm all worried, I don't have the blender files for this avitar, I'm hoping I can fix some of his calibration issues with 3.0 conversion

rain marlin
#

@fluid grotto omg that might be why my latest 2.0 avi stands on his tip toes
@cursive path you fix that putting your avatar descriptor a little bit on the back

#

not in the eyes but into the spine

fluid grotto
#

You cannot upgrade a SDK2 project to. SDK3 project. If you get it working, cool, but you will probably run into problems and it’s not supported. Make a new project

rain marlin
#

the view its practicaly the same but you dont stand on your tip toes anymore

cursive path
#

wait, really? so for a human, back of the skull almost for the descriptor?

rain marlin
#

yeah

#

i usually put it on 0

#

almost not diference into the view but now its almost imposible to be dancing like a moron

cursive path
#

wow, I'll give that a whirl now, that's interesting. makes a loot of sense for the 'head tracking' aspect of the full body calibration tweak they made

rain marlin
#

yeah like

#

if you have your camera in your eyes, and you look back, youre whole hip is going up

#

if you have the camera in youre spine zone that doesnt happend

fluid grotto
#

You should absolutely 100% always put the avatar descriptor where you want the view position to be. this becomes extremely important in full body because the head is forced to be at the view position now

cursive path
#

riiight, because its like an entire y axis going straight through the model now, am I on the right track in that thinking?

wide thicket
#

...so in the eyes then

fluid grotto
#

Not always in the eyes. Lining up shoulders is more important

wide thicket
#

that isn't 100% then

rain marlin
#

i share my avatars with people with full tracking, and no one had any problem with it being on the spine

fluid grotto
#

I meant your view position will be locked to where you put that ball

rain marlin
#

and again the tippy toes problem is fixed

cursive path
#

my descriptor was beyond the eyes/nose, with tip toes. I'll change it this second and upload and see how it goes

wide thicket
#

I have been putting mine at .05 forever and it has been working for me

silver mango
#

same limabean, putting it on a 0 position is new to me too

wide thicket
#

but it does depend on the model's default stance, right

silver mango
#

so im uploading one at 0 position rn to see if its better

rain marlin
#

it totaly depends on the model

#

my recomendation its putting it on 0, trying it and going 0.1 0.2 if you dont like the view

#

and if you see the tippy toe problem go back to the last one you did

#

but the view 0 its pretty much exaclty the same

silver mango
#

do you keep your toes mapped?

rain marlin
#

so it should not be any bother

#

mmm on some models

#

since i have done this i dont have the issue so i forgot to erase them XD

silver mango
#

i mean if this kinda gets rid of tippy toe'ing., leaving toes mapped is np

wide thicket
#

it's nice to be able to go on tippy-toes when you actually do it though

rain marlin
#

yeah

silver mango
#

gonna try that

rain marlin
#

good luck

silver mango
#

πŸ‘

rain marlin
#

im gonna try now to make a nanachi on the new 3.0 model

cursive path
#

ill try the extreme right now with 0 on the z axis right now just for giggles and see

rain marlin
#

yeah

#

i usually leave all on 0

#

because it looks good and its the one with less issues

silver mango
#

doing that too lima, will report back here too ^^

rain marlin
#

tho in some avatars your position its kinda sitting when you look down, so you have to move them a little bit foward

cursive path
#

uploaded, interesting, all good on desktop. trying vr full body now

rain marlin
#

good luck

robust glen
#

Avatar performance is FUBAR'd theres no Material counter

jolly oxide
#

so i tested it out some more. avatars with extra bones for auxilery parts (wings, tails, etc..) that have gesture toggles to alter their transform seam to be locally in random places at times. this fixes when loading intoa new world and occurs during calibration

#

will test with legacy calibration method later

#

for exmaple, harpy avatar has wings, and a gestur toggle can make then fluff out. afte calibration one wing has bones displaced at odd angles.

silver mango
#

same here, looks pretty good

jolly oxide
#

this happens idly without the gesture being on, and fixes when the gesture is used, but then returns back to the odd misangled state when released

cursive path
#

fun, I use --legacy-fbt-calibrate one time to revert back to the old calibration. now that I removed it from launch options, full body is flat out broken

jolly oxide
#

did it work while you had it set?

silver adder
#

Most people don't read changelogs. So not many people even know about that launch option, or how to use it.

rain marlin
#

im seeing the new changes on the 3.0, i see that the default face expresions of this avatar are now unexistent, same with mouth movement

#

i asume thats normal?

sand wren
#

what

#

visemes and gestures will remain unchanged if its a 2.0 avatar

#

if you are trying to port a 3.0 avatar there is no way to do it without setting it all up in the new system

bold jewel
#

in unity, if you save a scene with packages installed (like shaders/dynamic bones) will it save if you exit out and quit? installing the packages takes forever

sand wren
#

yea

#

i mean it doesnt matter if u save or not

#

unity creates a bunch of binary and metadata files in the background once you import content

rigid pulsar
#

is there any avatar 3.0 avatar worlds yet

sand wren
#

mine

#

and the avatar 3.0 hub

rigid pulsar
#

there is barelily any avatars here at the avatar 3.0 hub just wandering is there any more avatar 3.0 worlds

sand wren
#

mine only has 2 avatars so

sly fulcrum
#

whats the world called

rigid pulsar
#

i am looking for a cute loli avatar 3.0 made

sly fulcrum
#

@sand wren

fallow bobcat
#

nice thx for only bugs

barren sinew
#

So you can't use sdk 2 anymore?

rigid pulsar
#

@sand wren what is your avatar world called

sand wren
#

if u look up my username its literally the only world i have

#

but its not updating my world for some reason

#

so eventually it will have my 3.0 avatars

barren sinew
#

Is that a no or

sand wren
#

you can

#

dont use sdk3

barren sinew
#

Don't?

sand wren
#

only if you want to use an entirely new system

barren sinew
#

Yeah I tried it

sand wren
#

and explore the advantages of avatar 3.0

#

otherwise

barren sinew
#

You can't override animations

rain marlin
#

thats the point

sand wren
#

use sdk2 and dont really complain

#

you actually can

#

but whatever you say..

sly fulcrum
#

which 1 is 3.0 @sand wren

barren sinew
#

Oh

#

How

#

Wait

#

I'll just watch a video on it

sand wren
#

the whole point of avatar 3.0 is that you can override literally any animation

#

and make your own animation controllers

barren sinew
#

Cool

#

I have no idea what that means

sand wren
#

then u need to learn and read up docs

barren sinew
#

I'll get up to that

sly fulcrum
#

which avatars are 3.0 @sand wren

sand wren
#

im updating

#

its not working

#

but they are added right now

#

just not live

sly fulcrum
#

lets us know when its live

sand wren
#

kk

cursive path
#

Most people don't read changelogs. So not many people even know about that launch option, or how to use it.
@silver adder I literally read about the launch option from the changelogs itself though

silver adder
#

I said most people don't.

cursive path
#

gotcha, misinterpreted, my bad

#

Such a strange bug, reverting back to the no launch option, even verifying file integrity and my full body just refuses to act '3.0'-esque again

rain marlin
#

lima bean, the head thing worked for you?

cursive path
#

couldn't try it out due to the mentioned bug sadly

#

my full body is just acting busted. really don't want to have to reinistall if that's the case (rip my cache)

sand wren
#

mines ok

silver mango
#

i seriously have some issues with the new fbt calibrating too but it's a shame, I really want to use it since I like it a lot

#

like my proportions are right on my limbs, but playspace moving my HMD into place is obviously not possible and yea well... I don't really want to be a 6'3" loli to be fair

#

i wonder how you'd go about fixing that though..

cursive path
#

yeeeah... I'm so split, I love the speed and concept of the new t-pose. but it just feels like the devs went "People only calibrate on 1:1 humanoid models to their actual height" here.

#

6 foot loli's could be the new knuckles

wintry glade
#

Its not height its proportions

silver mango
#

yeah exactly unless i'm completely misunderstanding the way fbt now works.. its odd

cursive path
#

not once did I ever do full body and go "damn, I wish the game would break unless my proportions were perfect". My latest human model has longer limbs, so I basically float when tip toeing. 1 day ago, it was fine as it was. I'm a bit frustrated

silver mango
#

I've made sure my limbs proportions are correct. I set my user real height to 1.90 (6'3") and then scaled my limbs to whatever it had to be

#

and now the only problem is the hmd

cursive path
#

I'm hoping the next week or 2 has some tweaks, because I just can't fully support the new calibration as it currently is.

wintry glade
#

I tried it in beta and it was fine for the avatars that I previously had fixed for FBT proportion wise (2-7 feet). Havent gotten in VR since the update as im trying to fix whats broke

#

You can always try using the old calibration

winged vale
#

Any one know why it seems to make prefab for my avatar rather than just uploading it when I click build and publish?

versed hill
#

I will agree that it being based on the arms is a bit weird (seems like the head would be the obvious place)

cursive path
#

I tried using the old calibration, and it broke full body tracking for me. Made it non-full body and the hmd was placed on the neck

silver mango
#

basicaly @wintry glade my proportions on my arms and legs are correct but I just for the love of god cannot get the HMD into place

#

like burn me if im wrong, but the only fix I see is scaling my model to 6'3" rather than just playspacemoving my hmd into place

wintry glade
#

Scaling the model doesnt seem right. I dunno though the system is really new. I havent played with it at all really

opaque forge
#

Isnt the hmd position for fbt calibrating based on the viewball now?

#

Sorry if I'm completely wrong

late token
#

How do y'all get the custom avatars

#

I'm on VeraChat right now

upper remnant
#

wew

silver mango
#

I'm not sure @opaque forge , I do think that is placed right though

fluid grotto
#

@opaque forge yes In full body your head will always be calibrated to the view ball

opaque forge
#

Thanks Adeon!

cursive path
#

@late token it's an answer that is a bit too long to explain in a few comments. Best way to learn is via youtube, with something to start off with like "How to upload a custom avatar".

opaque forge
#

So yeah Alctrap, try moving the viewball and see if that helps

silver mango
#

Hmm so you could move the viewball down/up more to get your HMD into place?

opaque forge
#

Yep

silver mango
#

Wouldn't that frick your view tho

#

Or hm

opaque forge
#

Basically the hmd stuck to the viewball now so

silver mango
#

Guess it wouldn't? eh

opaque forge
#

Wherever you used to put your head

#

Put the ball there

silver mango
#

Weird so we're looking at viewpointballs that are in the neck xD

safe wigeon
#

any reason local testing avatar wont let me select it?

wintry glade
#

You are selecting it, just doesnt tell you

tawdry sand
#

is there a way to either configure the new menu or remove it entirely, i really dont like it the way it is?

cursive path
#

only thing I'm wanting to know, is if I put the descriptor/viewball deep inside a thick head, put it at 0 on the z axis, would I not have materials in my view?

wintry glade
#

@cursive path Your head is scaled to 0 locally

sand wren
#

put it on your eyes exactly

#

UNLESS

#

if your avatar is out of proportion

cursive path
#

I'm hearing eyes and head, so that's where I'm getting the confusion

sand wren
#

you might have to raise or lower it

#

so FBT works

#

@sly fulcrum @rigid pulsar i uploaded it just now, the 3.0 avatars have "3.0" on their pedestals

#

reload the world if necessary

#

the KK Slider avatar is meant to be used with both hand menus open at the same time

neon finch
#

Not specifically on parameters or whatnot, but focused on what you all need(TM) Facial expressions and stuffs

#

Next one will be toggles/different kind of menus and such

silver mango
#

Thanks Moon

cursive path
#

I'll try this out now, thanks Moon

opaque forge
#

Thank you! Was just watching your old ones last night, appreciate you updating

neon finch
#

Thanks for the big support uwu

sturdy smelt
#

no, thank you

neon finch
#

Download the Rad Doll avatar from booth, its free and CUTE!

#

link is in the desc.

#

how do you try out the beta?

#

I went into the world but have no clue how to use the features?

#

Oh it's released now, its not beta anymore

#

ah, okay

sand wren
#

^

#

also my avatar world has 2 3.0 avatars

#

@neon finch send

neon finch
#

Send?

#

o.o

#

The rad doll avatar is here on booth

silver mango
#

That part with auto-footsteps for 3 and 4 point tracking was really useful info Moon

#

Was seriously bummed when I noticed it, and didn't know it was that

#

Also, Instead of using the proxy anims, we shouldn't run into problems if we take our old anims, split transform from blendshapes, so we have 2 different animations for each finger gesture now, one that controls the transform, and the other that controls the blendshapes, and then let the gesture layer handle the transform anim and the fx layer handle the blendshape anim? same conditions in both animators @neon finch