#avatar-general
351 messages Β· Page 7 of 1
Desktop?
Oh, the leg crisscross problem? Odds are their knee bones aren't bent enough.
ye known issue, but not IK
VR here
I take it there are no solutions for my problem yet then?
fix shouldnt take too long, its just that they set things wrong
Lol tbh I smell a roleback coming in soon on this update
^
its your upper lip
Perhaps
Theres like 1 or 2 actual issues, why would they rollback π€
The memory leak problem needs to be answered once and for all. It's getting seriously out of hand
Still VRC stops memory leaking at a point
23-25GBs of ram usage
It can't be helped. People just don't optimize their avatars.
So you get people with like 20 materials that are 4k x 4k resolution each.
On the albedos, I mean.
The game needs to off load what is no longer needed
Like if someone changes avatars...off load the previous avatar instead of keeping it in memory
Not that hard actually
its kinda dumb we need 32gb for the game to run good
Ikr
well at least now you can gatekeep avatars using size limit
I've got 16gb and i never experienced memory issues with vrc before?
^ same
Vrc never even got over like 50% of my ram anytime i actively monitored it.
Desktop users only need 16GBs
same cactus (index)
i only had issues with CPU not ram tho, but cpu is like very weak
My cpu is 9years old and i'm still pulling 45fps in crowded rooms lol
saame haha
Hmm what gfx setting are you all using?
I'm running VR High but have tessellation manually capped to 4x
settings depends on what i'm doing - sometimes i set vrhigh and when in a quite a bit crowded places vrlow
I'm at whatevers the default.
Yeah, I'm on the default too.
but considering my rig that should be fine, and that doesn't really affect ram usage as much
My vram usage is pretty much always at 8GBs
the default is actually pretty decent
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.
7.5 usually for me or something like that
Is default VRLow?
idk what you mean cactus
@neon finch VRhigh
Gotcha
Ooof that much AA
yea its a bit high
I'll have to force that off then
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.
At least AMD has nice overrides
msaa changes quite a bit, almost breaks my eyes at times with those sharp edges
If we could TSAA that would be nice but FXAA is much lighter
@cobalt yew @neon finch #development-advanced
See the Pinged messeges should show you vrc settings indepth
Kk I'll take a look
May wanna wait on the avatars until next update
Fxaa i dont like it much as it blurs same with TSAA
yeah, tsaa from every game i played that had it was really bad, sooo blurry fxaa is better in fact
msaa is fine with me
Rip remeasure avatar state behaviour, I hope to see you again soon 
So I just need to override msaa and pick what I want
Then TXAA
@neon finch Never tested overides
Would be amazing to know your results
its hard to till in VR
Nvida ones should work too but not sure
AMD software offers much better control
Especially tessellation it can get seriously out of control in vrc
64x is stupid high
On the other hand AMD Drivers seem to break every other major game release based on what i heard from my buddy.
I haven't seen that
Hmmm so AMD got there Software Solid Nice to see i will adjust the settings and see didnt know vrc had it 64x tho
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
Ah GTA5
Yeah that game is still broken
LoL
It's just held together with duck tape
Although this game is just a bunch of unity plugins mushed together
GTA V i remember too was pretty bugy on driver at the first day had to DDU
Still the memory leaking is a huge pain. At least it does stop in the mid 20GB range
I don't crash from that anymore
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
dynamic bones surprisingly eats a lot of cpu overall
so disabling it usually garners frames back
Yea True thinking of having a 100 limt so far i play on no limter but sometimes people put 1k on there ass
although it cant be disabled as a safety setting
Shouldn't have to be that way. It's just never been addressed
well theres also assholes that put like 300 colliders on every hand
Why does my CPU have to work for your ugly ass to move
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
because "it needs to be accurate"
@deft lodge Playing with None just beware of high bone users they will cut your fps
Its 8am and i havn't slept yet cuz i've been reading up on all the whining in general.. Fuck..
same haha 
@cobalt yew @deft lodge xD Time Rest i guess Night night
it's great really, just please log-in
its from enthralled users
Canny is dead
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?
yeah, the 'majority' of the community being the 20 people that didn't read the instructions and broke their avatars for no reason
ohhh did they clear the requests
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
everyone else is just using what they have because they work fine
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.
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.
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
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
well its probably because vrchat might not be doing a good job of warning people but honestly
most people are clueless and just upload content they downloaded off random websites
or hardly know how to use unity in the first place
I mean they been telling us about this for how long now?
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 π
They didnt test the last beta update and rolled it out in 5 hours of its release .
so some info in the SDK when it installs would probably be great
with big red flags and describing the new sdk
but most people would still prob just click past it and be like
"no one told me"
Digital equivelant of natural selection at this point
"That warning won't stop me, because I can't read!"
whats worse is theres people going like this:
ah, if only we allowed natural selection to be a thing we'd have fewer problems like this
bruh! avatar3.0 is broken and my avatar won't work anymore when i switched sdk
xD
pretending like sdk2 doesnt exist and was unsupported
"We included instructions above the SDK links to help you migrate, so follow those."
Where? I don't see that help links :c
and a lot of people just ignore every single announcement channel on this server
and go "what is this round thing"
Scroll a little more in thst same post @icy pelican
They're in #avatar-development-links. I can understand it's a lot to read and absorb.
Let's see...
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
na i hate that
Nope, there's no tutorial for migrate
using something away from unity is a horrible idea unless you do a very very very good job
We'd get even more generic avatars
Cant you convert vrm models easily converting vrc models to vrm takes 1 min
Yeah, you just make a new Unity Project.
the descriptor is basically the same
I talk about change from SDK 2 to 3 in unity deleting the older sdk
yeah but that requires reading SAADHERO
The only thing you'll be migrating is your old .fbxes and textures, most likely.
then u install sdk3-avatars
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
because they use good physics systems
Pfff~ π€·ββοΈ
dynamic bones made by some random dude
idek why vrchat uses it
theres many other systems like it
and more performant ones
but its a bit too late to change it now...
probably cuz vrm didn't exist at the time
They don't use it. They allow it. Big difference
@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
no they do use it
the developers themselves have avatars with it
and they did modify the scripts a little
from what i saw it was the best option at the time, if used in moderation
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.
some people do illegal things tho
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 : (
yeah but there should be more room for low-skill having something somewhat distinctive considering video games have character creators all the time
problem is, people are adding 600 bones ina skirt instead of the 2 they need
So 300 hairbones right @visual dagger
like including dynamicbone and muscle animation editor and finalik in their unitypackages for their avatars
technically illegal
assholes be like:
200 skirt bones
50 colliders per hand
haha frames go brrrr i need every centimeter to be accurate
Should make it like before the update
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.
@meager prairie ty
@iron niche Your welcomed happy to help
theres the limit option sure
but thats not like Shader for example
u can turn off Shaders on an avatar
Just press the "hide avatar" button, hahaha
the problem is that even with this crazy amount of bones you sometimes have those clipping issues
@sand wren There is a file to edit the limits of the bones with limter
and the hidden bot doesnt adapt to their proportions
@deft lodge Weight painting
its a give and take, you hide the avatars or deal with their crappy avatars
When I go into publics, there are performance blocked robots everywhere. I rarely bother showing them.
i was talking about dynamic bones just to let you know but weight painting just makes thing more stiff
I'm very mad at vrchat
my avatar with all the clothing options enabled is like 20k polygons
but thats Very Poor on quest
I rarely have issues with avatars so I don't care, but i'd just hide ones that cause issues
Mate everything is very poor on quest lol
wait, you're mad at vrchat because the quest is crap?
xD
kinda yea
Bruh
some programs don't limit quest like that
Can't be helped. You're running a VR headset on the equivalent of cell phone hardware.
@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.
^^^
well i'm mad at Chevy because it doesn't drive like a bugatti
quest poly limit for Very Poor is literally 10k triangles i cant exaggerate this
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.
a fighting game PS2 character
not that bad, overwatch is something like ~20K poly
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
Quest is by far the best HMD for the price you get wireless PC support and abilty to play without PC
Then tell them to get a better headset! There's nothing the VRC Devs can do just because their headset is shit
@arctic reef
--legacy-fbt-calibrate
Have this in the Steam run option
thanks
idk why people complain
will revert it to old Cali
i think its bc people cant touch their toes or something
@arctic reef Glad to help you
but i don't care about that
lol, i'd like to see the demographics on how many vrchat users can actually touch their toes
everything is working perfectly
i can go into public lobbies
and sing in my full body compatible animal crossing avatar without even using my mic
excellent experience
yeah KK Slider looks like a lot of fun
https://polycount.com/discussion/141061/polycounts-in-next-gen-games-thread and here's a pretty good list showing off polygon count in various games
i already made a lot of my avatars in sdk2 customizable
but i ignored any customization
like actually implementing it
but its set up to be very easy to integrate into av3.0
so all i have to do is copy and upgrade
cool myself I need to get around to learning 3.0 now that it's out
i will make a space for them in my avatar world soon
so everyone can go around the world singing as kk slider
in any lobby they choose
cool
haha, I love how VRC's solution to a connection timeout is to just crash.
^^^^^^^^
sometimes my internet goes off and i check my router and i come back like
"wheres vrchat..??"
Game closes better when timeout than hitting X on the window
@rich snow Modern problems require Modern solutions
new meta of closing the game, unplug the cable
tfw games made in 1993 have better network design
the first variant works too haha
True
the game in 1993 probably wasn't a student project
true
someone's made a clone of it that was a student project though π
with mostly identical network code
(and it's in no way sophisticated design either)
i do like the features of 3.0
cuz it opens the possibility for having one avtar that can do it all
new outfits
tons of emotes and gestures
etc
Then you get hidden due to file size limits lol
i don't even know what you need to do to somehow get over 200mb limit
yea the default limit is wild
i already reduced it to 60 or something but i'm still experimenting with it, not sure if it's a good value yet
im at like 50mb
most avatars should be at about 20 maybe 30 max
the problem is "should be" 
My worst is 80mb because of recorded anims and texture sheets, average less that 10
check ur import settings for ur blendshape normals and texture size
yea like a normal model with nothing on it, its vrca will be like 1-5 mb
mine with many different meshes and 50 materials is at 20mb
My av3 avatar is 5.22
But i'm still planning to add a bunch of stuff
but thats just cause i have inventory system with bunch of clothes options
really hate the action menu.. ;C
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.
Local testing.
Reset avatar doesn't work properly on local avatars. Try walking after resetting its hilarious.
avatard
π
I mean that describes the result nicely.
It does haha. Thanks, appreciate it. <3
AV3 sure is convoluted when diving into it but daaayum is it powerful. Big game changer.
But yeah. To reset a test avatar gotta use the avatar menu again
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.
It looks a lot more difficult then it is at first glance really
draw calls get expensive quick
its probably due to texture resolution
a lot of people end up with like 16k resolution textures
bc they dont care about actually optimizing
just clicking a button
that and if it has transparent parts it might be more computationally intensive
Just the parts rendered transparent or the entire texture the transparent render comes from?
well if you enable transparency it has to consider transparency for the whole texture
yea thats why its best to separate transparent materials from solid ones
and things like double sided materials should really never be used when u can make double sided polygons
It's good use eyelids shape key for eye tracking? It's the same system than 2.0?
mmmm...
Ok i was wrong i thought it was lowerlid.
What is "looking up" and "looking down" options in eyelid for?
We have 3 blendshapes for that. I understand the "Blink" one, but the other two?
I'd imagine it does what it says π
π€¨
when you look up/down irl, your eyelids change position
record yourself looking up and down and watch it :3
I want to test it but I don't now if the result will be fine
Weekend of testing, yaay
is it intentional now to cancel gesture animations while moving now or will that be resolved and fixed
what do you mean?
motion and gestures shouldn't affect each other if they are on different playables.
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

i need it
bHaptic Support be brook again I cri
If you use SteamVR, a binding for that is returning.
@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
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
animations and stuff like that are fcked as well
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.
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)
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
Bruh cant even calibrate properly
@mossy kite
Paste this into Steam run options for vrchat
--legacy-fbt-calibrate
Already did
No
It fixed my issue
Should anything in the animation clips be different than in avatar2?
I just reused them
what are some good world recemondations?
You don't have the power of udon on avatars 3.0?
no
So no code for me i see
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
Thanks!
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
What does the gestures button do?
I think the config stays the same across worlds
Hopefully!
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
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
Yeah well, I'm on pc
is it litterally possible to import a sdk2 model into sdk3?
You can use the same model but not configuration
What would you lose by starting over with the model file?
^ you can use the same model and such you just have to redo the descriptor/animations, thats really the only huge thing to change.
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
It's a bit tedious but you can screenshot them and remake them
I have a document saved with the settings i use for all my models π
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.
is there any set up that is required for the fancy stuff that was shown in the video like the size and stuff?
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
Its a Christmas Miracle!
ok
Yeah hand poses changed but you can revert it I think
okay
pad
what stuff is required to set up?
The avatar descriptor is different now, it lets you set up blinking and eye movement properly
Also the viewpoint can be manually moved
oh cool
At the bottom there's the slots for the custom animators and expression menus, make sure to check the documentation to use that
hey lets plays dota 2 @real tusk
no
Ye it's there I think
No
You could do that I guess but idk how viable it would be
With these emotes, I can still make one prop disappear with a dupe appearing in my hand in 1 emote right
@restive rivet Wouldn't make sense any person who Rips can just revert those shapekeys
Depends on how it's made but yeah
Really not.
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
With the current system you cannot prevent ripping.
Yeah trying to prevent it is just more work for nothing tbh
Oh? Just move it from my hip to my hand, seems i got some learning to do cheers
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
Alright, you said script, does that mean i dont use an animation
Oh no I meant that you have to add the script to the object
Then you can animate its properties
Good luck!
god, tfw you keep "huh why isn't this working." 10 mins later "goddam i forgot to set the layer weight to 1 AGAIN"
I Have A very simple question!
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
i dont understand the new avatar stuff
Have you read the reference docs by tupper
reference docs?
If you go into the avatars 3 info channel there are links to reference documentation that explains the new avatar sdk
oh ok
bruh why did you need to move the emote in R menu
It's weird for av2 avatars but faster to access and use
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)
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
π€·ββοΈ
but then you may forget it that you have it on after you closed the menu
bruh
You can still do it the old way
But you can open the menu and see what expression is on
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.
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
π€·ββοΈ
It will take some time for people to learn the new system and what is easiest
If they like is so be it
people are using the menu for everything, because the menu is new
I find it's better for inventory toggles or puppeting
the emotes not facial expressions
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
It will take time for more impressive things to be done with it. It hasn't even been out a day yet
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.
No one uses beta tho
wdym
Probably less than 0.05% of users use beta
moving a tail is also meant
people need time to learn
guess you're right
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?
@silver mango random cancer. try re-adding your descriptor possibly. not sure what causes this but ive seen it a few times
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
Nah I got mine from there and it was fine, made a new project for it though
hey i just wanna ask how can i get into the beta from the SDK3.0 ? sorry im not really found something !
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
even though i'm uploading with the avatar SDK3, i keep getting error avatars and the debug log says "Found SDK2 avatar descriptor."
well, there is probably an sdk2 avatar descriptor somewhere
is this a new project or did you upgrade an sdk 2 project?
this is a fresh project imported with only sdk3
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
if you click on the error does it highlight anything in your scene
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
are you sure you're uploading to the right blueprint
i uploaded the avatars fresh, so their blueprint ID was generated by SDK3 upon uploading
well since im having fun figuring out sdk3 and im full of ideas, first one being this gem of an afk animation https://www.youtube.com/watch?v=IVnobauTepg
quick question, avatars 3 needs SDK3 right, despite the vrchat homepage saying otherwise?
im probably not the guy to help with updating anything because i nearly borked it

well not majorly, just meant i had to do something a bit more technical also known as read the troubleshooting page
i'm gonna try deleting my SDK and reimporting to see if that helps
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
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
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
i'm not getting any errors in the editor, vrchat just seems to detect the avatar as SDK2 in-game
thats strange
and this project was fresh on SDK3
does FBX size 1:1 translate to download size in VRC?
ofc textures not taking into account ^
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.
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
@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
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
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
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
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
Man, this update would happen when my power is out and I cant touch it :(
At keast without fullbody
DANNNG im sorry! If its any consolation, they still gotta fix a lot of bugs so
Lol I've just been watching all the cool things people have been doing π
Are twist bones counted as a rig hack/do they work as normal in the new update?
Twist bones are fine
Awesome! Iβm safe then
rig hacks are just stuff like flipping the hip, 0 length neck
Twist bones are industry standard in almost any game nowadays
Mhm, just wanted to make sure in case I start having issues
If do it in unity itβs probably not a rig hack
is there a pumkin tool for 3.0 out yet?
no
yikes

i put an avatar descriptor on a cube and even that comes up as an error avatar
wouldn't it shout at you for you know, not having a rig
yes but that shouldn't matter
fairs
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
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
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
What's pumpkin tool?
Lets you copy dynamic bones and stuff from one avatar to another (assuming they are the same)
Oh nice
Giving my avatar a dedicated wag wheel
I was testing it way longer than I probably should have XD
@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
@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
Pumpkins tool doesnt work with AV3 unless you have this version - https://cdn.discordapp.com/attachments/741330673188732939/741330693195563099/SDK3_Pumpkin_Avatar_Tools_v0.9a_by_Alucard.unitypackage
@safe mirage
Hotfix made by Alucard, be sure to use in a new project and import after the AV3 package
Itβs Dracula spelled backwards from castlevania
It was a game. Wait. Was it a show?
netflix?
Binge time
hell yes
yea it was very well received too
worth it
wait wtf, theres 3 seasons lmao
renewed for a 4th too where have i been
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
avtar 3 just gets in the way for leap motion
@split bronze
what ?
are you saying that this kind of avatars will support leap motion and finger movement as well
just like NEOS VR ?
I really wish there was a toggle for 3.0, so people who don't like it could revert back to 2.0
the only gameplay difference is emotes are moved to the wheel, that needs to be done since the UI menus are also changing VRSoon
@iron saddle see in avatar 3 help
can you convert 2.0 models to 3.0?
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
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.
if its possible to make extra tools for it someone will probably do it soon
Definitely more involved than going to an animation controller and saying "For emote1, use this .anim file"
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
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.
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
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?
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?
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
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
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
i fuckin dig little details like that
just some ideas
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
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
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
you were already able to do that with the old system too actually with combining them into the blend shapes in blender
Yeah buts thats the point i dont eant them to be combined
I did that to have a pair of floating speakers have viseme animations
I dont want*
you can probably do that with the new system though, yeah
Or is it an avaatr descriptor limitation?
all of the viseme params are available to animations now
i no longer have to do cursed viseme combinations
Like it's an integer state between like 0 and 15 or something
I need more than 16 param lol
and each state corressponds to like sil, aa, oo, etc
Like it's an integer state between like 0 and 15 or something
@naive loom ohhh gotchaaa
like you can have an animator condition that says
"if viseme is equal to aa, do this animation"
Yess that makes sense!
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"
legs brocken, visemes brocken, animations brocken and cuttet, view point in fbt brocken. great update, have to fix nearly 30 avatars
rly good job
big f
You can keep separate ones after you combine them
i'm seeing avatars with fbt with broken legs
and when using the default vrchat walk
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.
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.
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
well funnily enough my hdd failed when i was about to test
but now its working fine like nothing happened
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.
I wish I could say the same... really not happy with the full body tracking. just reverted back via --legacy-fbt-calibrate
I mean as far as the Unity side since thats all I've dealt with
almost all my avatars are either on stilts off the floor, or underground. yes I followed the documentation to the letter as well
Im loving this stuff
ah, havn't tried that stuff out yet
Im sure ill come back here frustrated once i see how many of my avis are broke in game lmao
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
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?
yeah, unity is all good, just use the new SDK @marsh raft
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"
there is a new sdk now?
which would be lowkey amazing to watch but i digress
whats wrong with unity engine?
i would rather use unity and not work on this new AVATAR 3.0
@marsh raft new SDK here https://docs.vrchat.com/docs/choosing-your-sdk
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
hope my avatars dont break
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.
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
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
Play space mover is probably what you are referring to @neon finch
Lol at the amount of people complaining in #user-support-old. They are just outright overreacting to change.
ah well my friends have vr but ci press end key and it goes afk
I think stuff like that is expected. It will die down, especially when they realize SDK2 still works
@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
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
The only thing people DO have a reason to complain about is the exploit that lets hackers steal your account.
oh jesus, what
I donβt think thatβs a thing
anywhere I can read about any claims of this?
It is, devs made a post clarifying it's a known issue.
Iβll believe it when I see it
welp, private worlds for me it is then just to be safe
Actually, the exploit involves private worlds.
rip
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
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
There are at least three reasons this topic should be ended immedately but the easiest is that this is the wrong channel for it
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
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.
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
you need to make a new avatar totaly for a 3.0?
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?
yeah, I've started dragging my assets over for a new 3.0 project as of today as well.
and i have a question
Vrchat.com download section
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
Y... yes you can still use animations in VRChat
What's the difference between vrc_AvatarV3HandsLayer and vrc_AvatarV3HandsLayer2?
2 represents the animations from SDK2.
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
Layer is a new idle hand pose. Layer2 is 2.0s if you donβt like the new one
every avatar stil works as expected
Alright, thanks c:
you dont need to touch avatars from the 5.6 days
ah interesting, they added new idle poses? an significant difference visually?
a lot more 'reactive' if you ask me
The idle hand is gripped a little more to represent how you hold controlers
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
heh, that's kind of cool
allot of avatars are broken that i have in my fav
The default stand is new too you stand a little taller and donβt slouch
a huge improvement to avatars
Can use old one if you want
@fluid grotto omg that might be why my latest 2.0 avi stands on his tip toes
my 2.0 ones always did that
can install the new SDK over a alredy made SDK2?
until height adjust workaround
No
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
@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
You cannot upgrade a SDK2 project to. SDK3 project. If you get it working, cool, but you will probably run into problems and itβs not supported. Make a new project
the view its practicaly the same but you dont stand on your tip toes anymore
wait, really? so for a human, back of the skull almost for the descriptor?
yeah
i usually put it on 0
almost not diference into the view but now its almost imposible to be dancing like a moron
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
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
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
riiight, because its like an entire y axis going straight through the model now, am I on the right track in that thinking?
...so in the eyes then
Not always in the eyes. Lining up shoulders is more important
that isn't 100% then
i share my avatars with people with full tracking, and no one had any problem with it being on the spine
I meant your view position will be locked to where you put that ball
and again the tippy toes problem is fixed
my descriptor was beyond the eyes/nose, with tip toes. I'll change it this second and upload and see how it goes
I have been putting mine at .05 forever and it has been working for me
same limabean, putting it on a 0 position is new to me too
but it does depend on the model's default stance, right
so im uploading one at 0 position rn to see if its better
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
do you keep your toes mapped?
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
i mean if this kinda gets rid of tippy toe'ing., leaving toes mapped is np
it's nice to be able to go on tippy-toes when you actually do it though
yeah
gonna try that
good luck
π
im gonna try now to make a nanachi on the new 3.0 model
ill try the extreme right now with 0 on the z axis right now just for giggles and see
yeah
i usually leave all on 0
because it looks good and its the one with less issues
doing that too lima, will report back here too ^^
tho in some avatars your position its kinda sitting when you look down, so you have to move them a little bit foward
uploaded, interesting, all good on desktop. trying vr full body now
good luck
Avatar performance is FUBAR'd theres no Material counter
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.
same here, looks pretty good
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
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
did it work while you had it set?
Most people don't read changelogs. So not many people even know about that launch option, or how to use it.
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?
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
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
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
is there any avatar 3.0 avatar worlds yet
there is barelily any avatars here at the avatar 3.0 hub just wandering is there any more avatar 3.0 worlds
mine only has 2 avatars so
whats the world called
i am looking for a cute loli avatar 3.0 made
@sand wren
nice thx for only bugs
So you can't use sdk 2 anymore?
@sand wren what is your avatar world called
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
Is that a no or
Don't?
only if you want to use an entirely new system
Yeah I tried it
You can't override animations
thats the point
which 1 is 3.0 @sand wren
the whole point of avatar 3.0 is that you can override literally any animation
and make your own animation controllers
then u need to learn and read up docs
I'll get up to that
which avatars are 3.0 @sand wren
lets us know when its live
kk
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
I said most people don't.
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
lima bean, the head thing worked for you?
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)
mines ok
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..
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
Its not height its proportions
yeah exactly unless i'm completely misunderstanding the way fbt now works.. its odd
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
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
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.
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
Any one know why it seems to make prefab for my avatar rather than just uploading it when I click build and publish?
I will agree that it being based on the arms is a bit weird (seems like the head would be the obvious place)
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
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
Scaling the model doesnt seem right. I dunno though the system is really new. I havent played with it at all really
Isnt the hmd position for fbt calibrating based on the viewball now?
Sorry if I'm completely wrong
wew
I'm not sure @opaque forge , I do think that is placed right though
@opaque forge yes In full body your head will always be calibrated to the view ball
Thanks Adeon!
@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".
So yeah Alctrap, try moving the viewball and see if that helps
Hmm so you could move the viewball down/up more to get your HMD into place?
Yep
Basically the hmd stuck to the viewball now so
Guess it wouldn't? eh
Weird so we're looking at viewpointballs that are in the neck xD
any reason local testing avatar wont let me select it?
You are selecting it, just doesnt tell you
is there a way to either configure the new menu or remove it entirely, i really dont like it the way it is?
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?
@cursive path Your head is scaled to 0 locally
I'm hearing eyes and head, so that's where I'm getting the confusion
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
UPDATED tutorial series
https://www.youtube.com/watch?v=aNUHpFFEZzo
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
Thanks Moon
I'll try this out now, thanks Moon
Thank you! Was just watching your old ones last night, appreciate you updating
Thanks for the big support uwu
no, thank you
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
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