#avatar-general

351 messages · Page 8 of 1

fluid grotto
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That is the correct method if you need hand emotes that use both transforms and non transforms

neon finch
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i'll make another tutorial about transforms soon(TM)

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Gotta work on Commissions for some people first

silver mango
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Nice okay. I look forward to ur next vid. Seriously good info, keep it up ^^

neon finch
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Allthough i think 26 mins is a bit long >__>

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But hey, its all in one

silver mango
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Ehh it's fine really, no worries. You're explaining it very well

lime plume
stiff zealot
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FX is for facial expressions

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A+

silver mango
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Lol it took me quite long to figure out that FX stands for facial expressions

stiff zealot
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I was about to put my facial expressions on the gesture layer, but I figure you know more about that shit than I do, Moon

odd plaza
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K so that fist gesture issue was that now I gotta squeeze trigger on my index where before I didn't have to

stiff zealot
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so I'll do it on fx layer like you said

visual dagger
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pretty sure FX stands for effects, as in Special FX

stiff zealot
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^

visual dagger
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but most avatars will probably only use it for facial expressions, so that works too

stiff zealot
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looking at the docs, I thought facial expressions should be on gestures, and dances should be on actions, but there's probably a reason for putting everything on fx that y'all figured out already

visual dagger
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well, the docs specifically say what each layer is for, and non-transforms (like blendshapes) only go on FX

stiff zealot
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ah, right, transforms vs blendshapes, how annoying

sand wren
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well like i mentioned before

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you can be lazy and put the same animator in both slots

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but evenually you need to split them up

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if you wish to do more than gestures

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I'll show you why

magic sleet
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Does avatar 3 allow for an upper chest bone?

sand wren
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yea

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but u will need a chest underneath it still

rain marlin
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hey guys, hand gestures enable/disable anymations on the new 3.0 or not? or you can put it like that

sand wren
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??

stiff zealot
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I see

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so it'd be better to make menus with facial gestures that completely ignore your hand gestures

rain marlin
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like for example in the past i had that when i put the victory hand emote, a hat would spawn

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i can keep doing that?

stiff zealot
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from your examples, Wunder, that looks like an option now?

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neat

upper remnant
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yes you can still animate using gesture inputs

rain marlin
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nice, and can you put the old movement animations?

upper remnant
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you can do left and right now

rain marlin
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because theyre super horrible with my avatar now

upper remnant
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if you have them, yeah

sand wren
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i have an avatar that opens the wing based on which hand does the gesture

rain marlin
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i do not

upper remnant
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you can do any custom animation with locomotion

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find some on mixamo

rain marlin
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and you cant just, use the default old ones?

sand wren
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also you will have to override the hand gestures anyways

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or at least the animator layer

full sedge
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man, params are getting filled up fast.

stiff zealot
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override

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oh, so you are limited to 16 gestures no matter what then?

sand wren
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yea

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but

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theres cool stuff u can do

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like swap out gesture sets with the menu

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or have gestures that change based on the weight value

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for example a Fist closing

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could go from O shape to fist shape

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so its an actual animation not just transition

stiff zealot
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I mean, it's got programmatic values now, so you could do meme shit like an 8x8 array for 64 gestures

sand wren
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sure

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also Gesture is usually used for transform animation

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so if u wanna make ur tail rotate, ears move, or wings open

stiff zealot
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I was just hoping I could make a menu for facial gestures that completely ignores anything related to the old hands system

sand wren
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thats the goto animator

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i mean u can

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just drive parameters with buttons and shit

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don't need to use gestures

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but i still do because its way more convenient

stiff zealot
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okay, great, that's basically what I was getting at lol

jade forge
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  • We have added a "Mute" button to the bottom button on the left hand ("X") what is on odyssey?
stiff zealot
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time to sketch out how I want this to work on paper

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then get to work, lol, pseudocode for avatars

rain marlin
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and its posible to change the button of the emote menu?

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because i hate pressing A

unborn lava
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I'm finally starting to understand the new SDK and i've never felt smarter in my entire life lmao

stiff zealot
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it reminds me of labview

sand wren
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i mean

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technically you can make a programming language on an avatar

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i already did that before

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you use toggles to create a binary instruction

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and then you execute it

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its not like a full on C# hack or anything

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its animator driven

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so on opcode 0b01 i can print characters

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just shows the character i use in a text box

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0b02 i can move things

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so on

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@stiff zealot

stiff zealot
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it REALLY reminds me of labview

sand wren
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its kinda like remember someone that made powerpoint turing complete

stiff zealot
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yeah, that makes sense

sand wren
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by making a programming language on it

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thats basically what i did

stiff zealot
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nice

bold jewel
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LOL i got too crazy with the dynamic bones and made my model drop down from a medium rating to a poor rating

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oh well

sand wren
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if ur collisions are > 0 it is already low rating

bold jewel
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ye

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i'll take poor. i wouldn't make a very poor model but i will take poor

stiff zealot
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yeah, even if you just make it so a ponytail bounces off the back of your head, you are at low

bold jewel
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yeah i'm uploading a miku so she's got giant ass ponytails LOL

visual dagger
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most people use way more dynamic bones than they actually need though

bold jewel
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i think i ended up using 11? i probably could have done without the bang bones

visual dagger
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there's some videos showing redoing a skirt with like 2 bones instead of 300

bold jewel
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ooh

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yeah my model's skirt has like 5000 bones and i didnt even touch it with dynamic bones

rich snow
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the dynamic bones thing doesn't really make it easy to remove extra bones though 😛

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in order to make my ears work properly, I have to add two seperate dynamic bone components for each ear root, and copy the settings across

toxic kraken
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I wish I could see how the avatars in the ava3.0 demo world work

rich snow
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I can't use the common root bone of both, because there's no way to exclude it, and it makes them slew incorrectly if I use it.

bright pendant
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a couple avatars i had broke, and a few i uploaded the other day broke. for some reason some avatars now are not showing a neck bone and counts the torso as the entire neck in how it moves heh

valid patrol
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Are there any good tutorials on expressions menu stuff yet? kinda sorta dont know what to do after learning how to make a blendshape activate.

rich snow
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what do you mean?

valid patrol
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Youtube tutorials

rich snow
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on doing what?

valid patrol
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on anything to do with expressions menu

rich snow
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er...

silver mango
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woop woop some updates on the new fullbody calibration coming soon ™️
hopefully something about the hmd placement while calibrating

rich snow
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perhaps having a specific intent will help you find videos

visual dagger
rich snow
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"how to make good expression menu"

valid patrol
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ooo thanks

visual dagger
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at some point I'll make updated videos if it cools off enough here I can turn off my AC to record more 😛

toxic kraken
naive kestrel
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Yo

rich snow
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-sigh-

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perhaps they should make the documentation on av3 a mandatory popup when installing the av3 sdk

toxic kraken
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The documentaion doesn't help much when you're a noob dude

strong gulch
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He do be got a point though

rich snow
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during the beta, the documentation walked you through everything

valid patrol
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no

visual dagger
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not really

valid patrol
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no they didnt

visual dagger
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that's why i made videos

rich snow
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man, I must have had a fever dream then lmao

stiff zealot
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moon just updated his tutorial as well and pasted it here 15 minutes ago

strong gulch
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@visual dagger link needs

stiff zealot
rich snow
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having never used animators before, and only referencing the documentation 🤔

visual dagger
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@rich snow yes, obviously some of us figured it out

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doesn't mean the documentation works well enough for everyone

rich snow
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sorry, I'm just a bit frustrated

visual dagger
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most of the documentation just tells you what things do, not how to actually make them work

rich snow
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They provide a sample, though, for the actions layer, which is what most people seem to be trying to use

visual dagger
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which is true of pretty much anything like this, some people learn better with examples

strong gulch
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@rich snow who isn’t? Lol this is a difficult update for the majority of current users 3:

rich snow
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Honestly, I like the update 😛

toxic kraken
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I like it too but I'm bad at learning stuff

visual dagger
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yeah, there are some examples, but it takes some digging to even find that those exist since the documentation doesn't reference it last i checked

rich snow
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It seems like most people look at it, and see that their weird animation shim hacks don't work anymore, and say the update is garbage and should be rolled back

visual dagger
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haven't read through all of the docs recently though, it maybe better now

toxic kraken
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So far I've mostly managed to get my facials from my 2.0 avatar to a menu on my 3.0 but I'm now trying to figure out how the face blending stuff works

strong gulch
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I also like it. But I wish they had made the av3 avatars able to download so we could get a look under the hood

toxic kraken
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^^^^^^

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YES

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THIS

strong gulch
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The test ones that is

visual dagger
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true enough, most of the 'broken' avatars were hacked together and not done right to begin with

rich snow
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a lot of this stuff applies to unity to though :3

sand wren
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i am working on public avatars for avatar 3.0

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that can be downloaded

strong gulch
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Oh nice!

toxic kraken
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It would be so helpful if I knew what it was supposed to look like in a finished avatar

rich snow
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since it's now properly using the animation system in unity, instead of that weird hacky shit

visual dagger
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If I had a distributable avatar I would use it for the tutorials and then make the download available

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but I don't have the time to make a model from scratch

rich snow
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so look up examples of doing this stuff for unity, but keep in mind the limitations of the layer you're working in, as specified in the documentation

valid patrol
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Whats a good size for images that you put on the expression menu?

rich snow
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the stock ones are 256x256

visual dagger
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@valid patrol there are icons in the sdk for examples

strong gulch
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Uh 500x500 is the biggest I’d use

rich snow
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512*

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you generally want things to be power of two 😛

strong gulch
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Ok you know what I meant

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😆

rich snow
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256x256 seems adequate, or 512x512 as Alkumist said :3

valid patrol
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Epic

rich snow
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make sure it has a transparent background

valid patrol
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I know that

rich snow
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preferably full alpha, so the compression actually works properly on it

vernal timber
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Why isn't the documentation properly done?

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All it says is stuff about avatars 3.0, but not details on anything like how 2.0 is.

silver mango
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Whatcha looking at?

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The documentation is pretty well done but requires you to know a thing or two about the other 90% of unity that 2.0 didn't use

visual dagger
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it's like the difference between something that's been around for awhile and something that came out yesterday..

dim geode
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Do you need to remove the old SDK before you import the 3.0 SDK?

silver mango
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New project Zeo

dim geode
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mkay

vernal timber
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@visual dagger the open beta was out for a while with 3.0

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That should've been enough time.

rigid bronze
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That's the thing, it didn't come out just yesterday. It has been out a while

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I'm trying to set up a wiki

dim geode
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Can you still upload 2.0 avatars or will they stop working?

agile basalt
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i have a question, currently my flick select is turned off, and im on vive, what is my select button? trigger / presing in the touch pad, both doesnt work

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and if i go on desktop i cant even turn flick select back on

visual dagger
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lol, you should have seen the docs at the begining of the beta

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if you think its bad now..

silver mango
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You can still use 2.0 avatars. The only thing that has changed for them is the way FBT calibration works and even that u can revert back to how it was

dim geode
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Alright

rigid bronze
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I'm just trying to find a simple tutorial, the current docs/ URL suggests coming here, and the Discord suggests going to the docs site.

silver mango
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They cover a lot of of the stuff mentioned in the docs

silver mango
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I urge you to read the docs though, there are some really, really important bits mentioned here and there that will come and bite you in the ass

visual dagger
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just keep in mind, both have some info from the beta and aren't fully updated yet

rigid bronze
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The problem is, the beta docs are 404ing.

silver mango
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I watched ur video's Demo. really good

rigid bronze
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So only the release docs are available.

visual dagger
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thanks

rigid bronze
visual dagger
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hasn't been updated yet

vernal timber
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Docs were not updated for public release

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How?

rigid bronze
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So, is there a link to the current av3 SDK?

silver mango
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On the website

visual dagger
vernal timber
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You log into the website and go to the download section.

rigid bronze
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Thanks

fluid grotto
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So, is there a link to the current av3 SDK?
@rigid bronze vrchat.com then downloads

rigid bronze
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Thanks.

vernal timber
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@rigid bronze vrchat.com then downloads
@fluid grotto He's gotta login first.

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Then he goes to the downloads.

rigid bronze
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Yeah, I got it.

vernal timber
fluid grotto
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You log in automatcially for me at least lol

vernal timber
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Well cookies expire.

rigid bronze
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(Requires login)

silver mango
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I'm giving up on the new calibration for now. I just can't get the HMD placement right for avatars smaller than me really

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swapped back to old calibration and no problems

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Like making the height proportional in addition to the limbs would fix it but yea giant loli's isn't really nice

neon finch
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how the hell do i go back to the old menu, i hate this peice of shit new menu, thumpstick and A to jump

fluid grotto
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You can rebind your Controls if you don’t like them.

novel saddle
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Pretty sure that only works in SteamVR for rebinding

fluid grotto
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That is true

neon finch
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the action fuckin menu needs to go its sooo badly placed into the game and i really dont like it i want the old version back

hasty marsh
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bruh we need a avatars 3.0 playlist xD for all the basics lol

fluid grotto
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The old menu is probably going away entirely

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UI overhull

neon finch
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then fuck this game if it does no body wants it

novel saddle
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yeah they teased that ui on a dev stream

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I want it

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¯_(ツ)_/¯

merry swan
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vrcThinking same

hasty marsh
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what i dont like is that the exit button its up, it should be down like when you press "Back"

thorn dove
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they just gotta fix their shit

hasty marsh
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makes mopre sense

fluid grotto
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I can understand you are angry but come on man lol

neon finch
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ruin the game yeah for a lot of people

fluid grotto
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It’s just a menu

neon finch
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thats not the point everytime im in game it pops up becoz its set to thumpsticks

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so fuckin anoyin

novel saddle
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then rebind it in SteamVR

stiff zealot
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man, there's a couple of avatars in the 3.0 beta hub that would be perfect examples if their menus were available as sample downloads

visual dagger
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unlimited animation potential and its ruined by a menu that works better than the original! oh no...

merry swan
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vrcThinking rebind is hard

novel saddle
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True

stiff zealot
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specifically one that has a bunch of nested menus with all the original animations within them

fluid grotto
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You can change all of your VRChat Controls in the steam menu

tepid perch
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Is avatar 3.0 for the quest? If so what do the parameters look like or are they changed

thorn dove
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it shouldnt have to be rebound for it to work properly lol

fluid grotto
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Is avatar 3.0 for the quest? If so what do the parameters look like or are they changed
@tepid perch yes it works on quest just fine

neon finch
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thats like me buying a car taking it to get fix and they change everything!

novel saddle
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in #announcements "We plan on adding some additional solutions to Oculus binding methods in future releases. If you are running into major issues with Oculus bindings on PC, please try running through SteamVR as a temporary workaround."

tepid perch
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Ok cool, but all the restraints are still the same?

neon finch
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i want my car how i want it

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u get me

stiff zealot
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except in this case, the car is something you get for free with millions of other drivers

merry swan
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IF you were new , you wouldnt know it changed , cause it changed now 'i hate it' , well back in my days!

fluid grotto
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Quest limits are the same as always. But they can use parameters and stuff

visual dagger
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it's more like getting a new car and you're mad it's not the old one

thorn dove
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they should just make it so u can use the old or new version (if thats possible)

stiff zealot
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speaking as a programmer, that's anathema

merry swan
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Theres just to much new to be usable on old

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you can still use 2.0 for now

opaque forge
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Sorry for the basic question but as someone who uses index, question about oculus rift. When you toggle the gesture lock, do a rift user's hands stop moving? Or does it just disable the other animations that go with hands, like facial stuff, like it does for index users?

neon finch
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yes have to menu layouts the old and the new its that fuckin simple

visual dagger
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disabling gestures on a rift disables the hands moving

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since that's what it's for

opaque forge
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Okay, thanks

stiff zealot
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eventually the old menu would break because something under the hood would change to continue improving the new version

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so the devs would have to actively support both versions

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that's where things stop being "simple"

neon finch
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wwll they gonna have to change somthing to make it work for everybody

glass plinth
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The index hand controls overide hand gestures in game. thats why locking the gesture allows you to keep using your hands. this is not the same for other controllers

visual dagger
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plus the old menu doesn't support blending and radials and such that make new animation setups actually function

neon finch
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its in a state right now and to me i cba playin when i cant play it

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pointless untill the change it

stiff zealot
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or you could just rebind it and you wouldn't even notice?

fluid grotto
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Everyone on beta loved the changes. I didn’t hear any of this hate until it went live. Their feedback would have been more helpful in beta.

thorn dove
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i heard from some of the beta testers that they didnt even listen to them tho but idk I feel like some of this stuff had to have been brought up before it went live right?

fluid grotto
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The channel is still available as read only

thorn dove
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then do new bugs appear once they release it or something?

gentle stump
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lots more people using and finding new wasy to break stuff lol

visual dagger
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if you have 100 people testing you find some bugs, if you have 10,000 people using it you find more bugs

fluid grotto
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Nope. Just don’t have many testers I suppose. Or people who don’t mind reuploading content that gets broken

visual dagger
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plus a lot of complaints I've seen aren't bugs, it's people that don't like the new menu, or they have hacky broken avatars that don't work anymore

fluid grotto
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Hm. Ironically not liking the new menu is the only legitimate criticism I’ve seen so far. Can’t say that’s not legitimate feedback. Just that no one in Beta said they didn’t like it

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That and oculus can’t rebind I suppose

stiff zealot
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better examples would be nice

fluid grotto
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Index gesture lock already has a canny so they are aware of it

visual dagger
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i have a rift and don't care to rebind, i think the new bindings are better from a usability point of view

narrow dune
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well the people who went out of their way to test are probably going to be biased

stiff zealot
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the avatar 3.0 demo hub has some really fleshed out menu examples that would be nice to have as menu files

visual dagger
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but i'm not stuck in a certain way of doing things

restive rivet
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i heard from some of the beta testers that they didnt even listen to them tho but idk I feel like some of this stuff had to have been brought up before it went live right?
Devs were pretty active in the beta chats, so... not exactly true

fluid grotto
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They are user made so you’d need their permission

stiff zealot
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yeah, I don't mean those specifically, I mean the devs making one and putting it out there

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since all the examples we have are single layer menus

restive rivet
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Tbh I do think there should be example menus

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Not having any is... strange

stiff zealot
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^

restive rivet
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They are easy to do yeah but examples don't hurt

indigo forum
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its kinda annyoing all oculus binds are kinda taken by this update. When i use playspace mover i either jump or toggle my mic

fluid grotto
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You can rebind your Controls

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If you are using playspace mover you are using SteamVr already. Rebind them.

restive rivet
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Tbh I preffer not using the thumbstick click at all (you know how index controllers en up for Pavlov players) but it's unfortunate that you cannot change it yet if you don't use steamvr

stiff zealot
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I like one of the avatars in the demo map, they have a nested menu for all the default gestures, a nested menu for every default emote, a sample menu for up/down/left/right puppet motion, and a sample menu for toggling an item on and off and toggling afk on and off

fluid grotto
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I can send you examples of that if you want

stiff zealot
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if the devs put out a sample menu like that in the sdk, it'd be stellar

indigo forum
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yeh i probably will, but the thumbstick clikc is also a bit special. Maybe its just my controller, but sometimes when i turn and i suddenly press it it opens up the menu and i cant turn. I know that is maybe a bit harsh.

fluid grotto
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Yeah I moved jump back to stick and made menu A instead

indigo forum
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but right now i would love to change all my binds.

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^^

restive rivet
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I may keep the menu just as the B long press and just bind the gesture toggle to A vrcThinking

stiff zealot
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also yeah, Adeon, sorry, had to step away, but I'd appreciate an example expression menu if you have one you are willing to share

gloomy stirrup
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It broke most of my models IK's that i dont have access to anymore D:

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I hope it fixes later on but idk what happened

queen comet
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ive tested avatar3.0, i can import avatar3.0 and dynamicbone script. but everything else will destroy the dynamicbone script and the sdk. rly good programmed i must say, now i cant update my over 40 avatars

bitter escarp
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did you just import the new AV3SDK into the old sdk2 project, oof

queen comet
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no i made new project

bitter escarp
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hum

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check the .net framework version

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it gets set false often by unity

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dynamic bones work fine in my av3 project

queen comet
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cleany new project with nothing inside, then imported the new sdk. restarded project. then importet dynamicbone script. then restarded project. then imoortet 1 avatar, and everything proken. btw just importet justice wolf

bitter escarp
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yeh

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check the .net framework

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also I keep reading "retarded" but u say "restarded"

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😵

gloomy stirrup
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i cant do any work on the broken ik models because no more files sadly but it all happened with the update

bitter escarp
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wait for an update, they just made an announcement that stuff will get fixed

gloomy stirrup
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i hope so i will thanks lol

hasty hemlock
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and not that it solves our problem but definitely work on the future keeping better backups

real tusk
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Imagine releasing an update that’s basically splitting peoples hairs and opinions

queen comet
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i fuking hope they fix the sdk, otherwise im considering moving to cvr

bitter escarp
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the sdk works fine

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👍

queen comet
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not for me

bitter escarp
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then read the errors and fix it

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lol

queen comet
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cant

bitter escarp
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you cant read?

visual dagger
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I think my next tutorial video is going to start with "if you want to update your avatar to 3.0 for no reason, dont"

queen comet
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if just the sdk is inside and the dynamic bone script with only the fbx from the justicewolf it will still kill itsself

bitter escarp
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3.0 is amazing, so many cool new things, update!!! I highly suggest it

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Karin, did u check .net framework? I asked 3 times now

visual dagger
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only update if you actually plan on learning the new sdk and using new features

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not 'just because'

bitter escarp
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its worth it

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the new features are limitless

bitter escarp
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karin

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check the .net framework

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ffs

queen comet
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yeah cuz u cant upload shit

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were?

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were tf can i find the setting for it?

bitter escarp
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should be in the player settings

queen comet
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??

bitter escarp
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unity player settings

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where you setup your ifdefs and graphic options

queen comet
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cant find shit

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im not a programma

bitter escarp
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its in the build settings

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has nothing to do with programming

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its just the unity setup lol

stiff zealot
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screenshot to show you where to find it, Karin

pseudo geyser
#

if anyone can show me how to set up there new menu like leviant did i will give headpats

jolly oxide
neon finch
#

Idk why when I make something and upload it to my account it wont show up in game, but it shows up on the websitwe

jolly oxide
#

i know some people were asking about index gesture toggle

#

you can make it like the old way with that

neon finch
#

can someone please tell me why that happens?

jolly oxide
#

infact you can edit the bindings to w/e you wnt for eveyr button

queen comet
#

so what .net version?

#

i give up

stiff zealot
#

should be 4.0 equivalent, mono, and .net 4.x, just like the screenshot

queen comet
#

it is

stiff zealot
#

if .net is correct and you have unity 2018.4.20f1, then unity and .net shouldn't be the cause of the errors

queen comet
#

the old 2.0 sdk works i can upload shit with it. with all my stuff

stiff zealot
#

yeah, 2.0 works

queen comet
#

only 3.0 sdk destroys everything

#

i can now hope that they roleback to 2.0 cuz 3.0 9s bulshit

stiff zealot
#

by process of elimination if you have the right unity and .net versions, the issue has to be the sdk itself, dynamic bone, or your avatar, just to be sure, your avatar is an fbx and not a unitypackage, right?

#

a unitypackaged avatar might have scripts from sdk2

visual dagger
#

just to be clear, you can't just import an avatar into 3.0 and upload it as is

stiff zealot
#

which you would then have to delete and replace with sdk3 scripts

queen comet
#

only fbx as test imported and it destroys itsself

visual dagger
#

you have to actually setup the avatar with the new stuff

queen comet
#

i did, with no shaders, no dynamic bone

#

only the sdk shit

#

i dindt imoort scrips or shaders

#

only sdk 3.0 the 1 fbx and it kills itself

visual dagger
#

you keep saying that, but that's not at all helpful

#

what's actually wrong?

queen comet
#

idk, i cant log 8n sdk sdk anymore, i cant make setting, i cant update at all cuz it dedtroy itself by removing shit from the setting menu

restive rivet
#

Something is really wrong with your project, the sdk3 is not a time bomb

queen comet
#

on top i have the field vrc sdk and when i klik it i have only utilitys and then delete player shit

#

its a clear project

#

all the shit works in my old project

#

only the new destroys itsself, everytime i make new project

bitter escarp
#

as a wise guy once said

#

the problem sits in front of the computer

stiff zealot
#

I've seen that happen before, with the sdk not letting you log in or open the build panel

#

usually making a new project and reimporting the sdk fixes it though

#

it's unity being weird with imports

#

no idea why that isn't working for you

#

you might have a weird edge case and might have to wait for an update for sdk3

visual dagger
#

problems like that happen if you have an animation controller in the default animator, since that can't be there anymore

stiff zealot
#

if they are just importing an fbx on a new project, they technically shouldn't have any controllers

visual dagger
#

also the old descriptor has to be removed and a new one added

bitter escarp
#

eh, I updated, uploaded, dynamic bones and everything, tons of AV3 features used, all works fine

queen comet
#

ive did many times. make new project then import sdk then import fbx then cant upload cuz compiler error then restart unity then sdk destroyd

bitter escarp
#

then read the errors

stiff zealot
#

copy and paste the errors here, yeah

queen comet
#

how im supossed to fix the errors 9f it keeps happening??

stiff zealot
#

you could have very well found a real bug

#

might as well report it

#

paste the error here

bitter escarp
#

by reading them?!

queen comet
#

cant cuz are no longer shown and i dont want to make new project again

bitter escarp
#

if you refuse to read what the system tells you, what your issue is, nobody can help you

queen comet
#

i make call so u can see

upper remnant
#

screenshot uncropped unity 🧠

bitter escarp
#

@queen comet stop calling me on discord

#

im not gonna call with u and help lol

#

im in a call with a friend

stiff zealot
#

don't screenshot

queen comet
#

ok then stop telling me shit

stiff zealot
#

if you click on it

#

you'll see a box below it

bitter escarp
#

pc be like
"yo this is your problem: "

karin be like
"lets not read it"

stiff zealot
#

you can copy and paste it

#

paste that output here

#

instead of screenshotting it

#

example

visual dagger
#

pretty sure at this point karin is just trolling

stiff zealot
#

you click "console" right next to project

queen comet
#

zero be like: lets be an asshole

stiff zealot
#

then you click the error

visual dagger
#

has a problem, won't say what it is

stiff zealot
#

then in the box below you select, copy and paste it here

visual dagger
#

has errors, won't share them

stiff zealot
#

Destroy may not be called from edit mode! Use DestroyImmediate instead.
Also think twice if you really want to destroy something in edit mode. Since this will destroy objects permanently.
UnityEngine.Object:Destroy(Object)
VRC.Core.UpdateDelegator:OnEnable()

bitter escarp
#

im trying to help, not telling you "shit", have some decency @queen comet just give up, if u cant fix this simple stuff u wont be able to make anything anyways, yikes

stiff zealot
#

that's the example error from my screenshot

upper remnant
#

okay lets calm down

stiff zealot
#

do the same with your error

neon finch
#

i downloaded vrchat sdk 3 and went into examples and was immediately overwhelmed

upper remnant
#

try moons new tutorial

stiff zealot
#

said tutorial

#

Tupper also has a text guide on the forum

#

and Demo has some video guides, they are from beta though

#

all 3 are good resources

neon finch
#

Should be pinned but whatevs

stiff zealot
#

ah yes, the info channel, so easily overlooked

#

||I didn't notice it either||

neon finch
#

smh my head

charred lynx
#

The moon tutoriao saved my life

#

*tutorial

stiff zealot
#

yeah it's a good tutorial

neon finch
#

❤️

stiff zealot
#

teaches basic avatar importing, old style gesture overrides, and basic hand overrides, good shit

neon finch
#

Soon i will probably record the toggles and other stuff

wintry breach
#

Would it be good to use moon's tutorial on puppets to figure out how to make my tail move?

neon finch
#

This time without me f'ing up my audio though

#

was a bit rough

stiff zealot
#

Karin, did you manage to find the error log output, lol

queen comet
#

Could not set Runtime Animator Controller. The controller Kitsu L7 AOC is an AnimatorOverrideController with no AnimatorController to override.
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

stiff zealot
#

nice

forest lintel
#

Hey guys, just joined and don't mean to repeat a question that's already been asked but have they addressed VRoid avatars being messed up? Love everything else about the update but my dang legs are all jacked up vrcLaughing

stiff zealot
#

let's see

neon finch
#

I sadly don't have enough experience with VRoid so i can't help sadly

stiff zealot
#

okay, can you select your avatar, and then screenshot the right side panel for me?

#

want to make sure your avatar didn't drag over the override controller

visual dagger
#

problems like that happen if you have an animation controller in the default animator, since that can't be there anymore

stiff zealot
#

yep

forest lintel
#

Gotcha, gimme jusssst a sec

stiff zealot
#

you want to have absolutely nothing from the old setup at all, so we just want to be 1000% sure

forest lintel
#

and no worries! @neon finch

#

let me know if that shows everything you need to see

#

kind of a scuffed screenshot 😅

stiff zealot
#

oh, sorry, I was directing that at Karin to make sure their animation override controller wasn't in the descriptor

#

I unfortunately haven't used VRoid either, so I'd have no idea where to start helping you

#

😔

forest lintel
#

Ahh damn 😭 lol no worries I'll figure it out eventually 😅

stiff zealot
#

oh wait

#

you said vroid avatars are messed up

#

is it an existing sdk2 avatar in game?

#

the devs mentioned something about sdk2 avatars using the wrong animation set

#

and that they are working on a patch to fix it and other issues

mossy jacinth
#

Does anyone have a tutorial or can explain/show me how to swap gestures with the new sdk?

stiff zealot
lofty prism
stiff zealot
#

Moon's tutorial covers how to bind gestures to your hands if that's what you are asking about

mossy jacinth
#

nah i got that figured out

#

meant more like euhm

#

have a set of happy emotes

lofty prism
#

@visual dagger I see you LOL

visual dagger
#

🙂

mossy jacinth
#

and be able to toggle to sad ones

stiff zealot
#

yep, Demo's is the only video tutorial for that atm

visual dagger
#

@mossy jacinth part 2 shows facial expressions

visual dagger
#

are you wanting more like a toggle to change which face expressions are attached to hand gestures?

mossy jacinth
#

You able to see this video?

visual dagger
#

yeah, that has a few different things in it though

mossy jacinth
#

at 17sec

silver adder
#

Heh, working on upgrading one of my original SDK2 avatars. I managed to make it so that a parameter causes the model to swap to an entirely different animation set.

visual dagger
#

yeah, so they're using toggles to change which facial expressions activate based on hand gestures

mossy jacinth
#

mmh

#

I think I know how to do it then

visual dagger
#

so say, finger-point does a different expressions based on which toggle is active

mossy jacinth
#

yea

#

I just got a light bulb moment xd

visual dagger
#

no tutorials i know of for that specifically

rigid pulsar
#

does anyone have a avatar 3.0 avatar world yet with cool avatar 3.0 models

mossy jacinth
#

There is a showcase world

#

Dont know if that is "cool" enough

visual dagger
#

heh

rigid pulsar
#

showcase world you mean error bot world xd

mossy jacinth
#

havent been there

#

Maybe because you got the size limit on?

rigid pulsar
#

avatar 3.0 showcase world has all error bots went i change into them

visual dagger
#

are you on quest?

mossy jacinth
#

maybe turn off the size limit

rigid pulsar
#

size limt and no i am a htc vive user

#

i cant wait to s ee ukon / ooka miko avatars in avatar 3.0 stuff

winter ether
#

vrchat devs i love you for making it so that you can animate the viewpoint

#

that was so sexy of you vrchat devs

upper remnant
#

can you still do that?

#

i recall the state behavior for remeasuring was temporarily removed last patch

#

does the uh, pose space or whatever one work well for it?

raw sonnet
#

Any SDK 3 tutorials

upper remnant
royal shadow
#

Anyone have a parameter Custom viseme setup?

#

Want to be able to lower viseme intensity during emotes

upper remnant
#

@royal shadow you can try this as a basis. you will probably need to edit transitions

royal shadow
#

oo?

upper remnant
#

oops left some extra parameters in there but whatever

royal shadow
#

🙏 it's fine, easy to clean
Thank you

late patio
#

does anyone know were i can get the godking/godqueen avatar

eager horizon
#

So a few peoole told me that now we can have virtually infinite amount of gestures and animations

#

But I cant seem understand how that would work

upper remnant
#

every separate parameter value can transition you to a different state

#

you have 16 synced parameters, and as many local parameters as you want

eager horizon
#

Like. Whats even the point of submenus. Wont you pretty much run out of parameters before you can fill more than one? Or am I missing something here?

upper remnant
#

each parameter can hold 255 values

eager horizon
#

Whats the difference between the synced and local

visual dagger
#

local is local, synced is what other people can see

eager horizon
#

So locals can pretty much only be used for logic?

visual dagger
#

yeah

upper remnant
#

yes local logic that only happens for the person and their copy of your animator

#

which doesn't need to be synced

eager horizon
#

Well than I am still confused. So its pretty much imposible to saturate like two whole submenus because youre gonna run out of synced parameters

valid patrol
#

Can you use multiple toggles at once?

#

Or should i be using buttons

visual dagger
#

as long as they have different parameters, yes

valid patrol
#

different parameters...

upper remnant
#

you have 255 values within each parameter. you do not need to use unique parameters to cause a state transition

visual dagger
#

it depends on what you're doing with them

valid patrol
#

I have 3 toggles right now, they all play an animation of just a blendshape set to 100.

eager horizon
#

So lets say I have 3 radial menus that all controll different shape keys. Can I use the same parameter for all of them?

visual dagger
#

not if you want them to work individually

valid patrol
#

I think I understand it

upper remnant
#

not at once, since a parameter can only be driven to one value at a time.

#

all 3 controls would work to cause parameter changes and state transitions

earnest bear
#

hmm me and my freind cannot hear eachtother in vrchat

visual dagger
#

if your parameter is set to 1, all places that look at the parameter will see 1

eager horizon
#

So i guess for something like toggling clothes a single parameter can be used

upper remnant
#

yes for exclusive things

eager horizon
#

But not for blendi g shape keys and such. That will fill up your parameters quickly

#

Didnt every submenu have its own set of parameters in the beta?

visual dagger
#

no

#

it technically had a place to set it's own list, but it didnt work

upper remnant
#

depends on how you drive those shape keys

visual dagger
#

only 1 parameter list is allowed

eager horizon
#

@upper remnant well how can I make it as effective as possible while still allowing me to blend all the shape keys with ine another

upper remnant
#

so with the puppet controls? and you want to use 2 controls at once?

#

and no gestures?

mossy jacinth
#

@visual dagger Thanks for the help I got smth working :D

eager horizon
#

Yeah pretty much.

#

Any way really but puppet controls preferably

upper remnant
#

since you want to have control over 2 values at the same time you need 2 parameters, each a float, maybe more depending on what control you are using. you might also need an int parameter if you are driving something on entry of the control. to maximize what you can do with both of them open at the same time, you should have the transitions be conditional depending on which other control you have open

neon finch
#

I've noticed there is no sleep emoji anymore with this update, feels bad :/

upper remnant
#

so if your first control changes one parameter, you can use that as a condition in your other control

#

so that they transition with the right context

#

also look at this re: gestures

valid patrol
#

what does calm, excited, shy, confident do?

visual dagger
#

its supposed to control how often you blink and how much your eyes move around instead of looking directly at someone near you

valid patrol
#

does one control blink and the other control looking?

visual dagger
#

yeah

#

shy/confident is how much you make eye contact

#

calm/excited is blink frequency

valid patrol
#

is excited more or less

visual dagger
#

more

valid patrol
#

thanks

cursive path
#

is it correct that I should put my avatar descriptor to z=0 for better full body calibration? or (for a human avi) is it ok to just put it between the eyes

silver adder
#

Anyone know if it's possible to play an AudioSource through a particle system in VRChat? I know it's possible with scripts outside of VRChat, but not sure if it's possible within VRChat's limitations.

stiff zealot
#

shy/confident is how much you make eye contact

#

I've noticed after looking at myself in the mirror my eyes look away after a certain amount of time

#

even when sent to confident 100%

#

is there any way to force eye tracking to be 100% on?

mossy jacinth
#

Wait me blind

#

Anyone know if it's possible to play an AudioSource through a particle system in VRChat? I know it's possible with scripts outside of VRChat, but not sure if it's possible within VRChat's limitations.
@silver adder

Sorry for double ping. I am blind. A oartical system is for particals. If you want audio you need to use a animation to turn it on. If you don't want to have the particals on all the time you need a animation anyway

strong gulch
#

no new av3 sdk? ok :3

silver mango
#

" - mood_happy mood_surprised mood_sad mood_angry are in a blend tree using the VRCFaceBlendH and VRCFaceBlendV parameters for a Two-Axis Puppet menu"

Does this mean these two parameters can be used to make a Two axis puppet menu blending facial expressions?

silver adder
#

Tfw you have to restart Steam before the update shows up...

silver mango
#

Cuz i have been using 2 extra custom ones and didn't know these 2 params can be used for that

open fog
#

Does anyone know how AV3 behaves with Quest? Like, if I make my Quest version of my avatar, do I need to use the exact same setup I used for the PC version for things to sync properly?

silver adder
#

I don't have a Quest, but i would assume it would function the same as PC.

open fog
#

That's not what I was asking

#

Obviously the system will work the same way on Quest as it does on PC, but with the entire menu being so customizable, I could have an entirely different setup on the Quest avatar than I have on the PC avatar. How exactly would that behave for Quest players when I do stuff in the menu on PC?

#

Does the setup have to be identical for actions to sync properly with Quest players?

silver adder
#

That's what i meant. You shouldn't need any special configs for Quest.

fallow sequoia
#

@open fog its best to have the layers synced between Quest and PC, but you could reduce the animation keyframes or things like that.

open fog
#

@silver adder The point was that I want to know how it would behave if there's a difference between the setup on PC vs Quest, like, if I set it up slightly different for Quest than how I do it for PC, how will that behave?

#

I'm not asking about the setup process itself

#

My Quest avatars for example are not identical to the PC versions. They usually don't have blendshapes due to decimating (am not good enough to preserve those), they usually lack props for performance reasons and those avatars that do have blendshapes usually require slightly different animations

fallow sequoia
#

they'll get out of sync if your animation graphs diverge. its similar to what happens when you use IsLocal.

#

@open fog you'd just want to have duplicate layers, but on the Quest you could have blank animations that are the same length as your pc-only blendshape animations

cinder arrow
#

Really freaking wish they'd reimplement Avi scaling, it worked just fine with Josh's tool.

visual dagger
#

it broke things for a lot of people so they removed it until it works properly

cinder arrow
#

Not sure what all the issues were, I got it to work perfectly fine in all versions, and Josh's and Miss Stabby's versions of the scale feature worked incredibly. Never even noticed any of the tracking issues, not to say that they didn't exist of course

upper remnant
#

@silver adder if you mean play a sound when the particle dies, that is possible

silver adder
#

I mean when one emits.

upper remnant
#

If it's on emit then you just need to enable the audio source at the same time

silver adder
#

Thing is, this is for a rapid-fire weapon. And if i do that the sound will get restart/cut itself off each time it fires, not very good.

upper remnant
#

Ah. Well, how fast is rapid fire?

silver adder
#

Roughly 0.111 seconds between each shot.

burnt tartan
#

if its rapidfire maybe go into audacity and try to change the length so it loops the audio to the same pace??? idk just my guess

upper remnant
#

Yeah pretty much. If you're shooting particles in a loop, your audio source for firing should also be a loop.

burnt tartan
#

so make the audio 0.111 seconds lul

upper remnant
#

You can enable a different audio source when starting and stopping

burnt tartan
#

ye

#

like, put an echoed version of the gunshot so when it ends the audio doesn't abruptly stop, and it sounds more natural

silver adder
#

I'll try that tomorrow, about to go to bed.

neon finch
#

-fucking dies in 3.0-

bold jewel
#

i feel like preparing models for vrchat in unity is like. 30% active work 70% loading screens LOL

#

idk if it's just b/c i'm using a pretty crappy computer

visual dagger
#

probably

tall vine
#

any one find a way 2 disable avatar 3.0 wheel menu?

craggy stump
#

no its not just you, i have an i7 9700k and gtx 1070 and it takes over an hour to import my avatar into unity

#

also an hour for it to set up the rigging process in unity

#

and another hour to apply the rig

#

lol

#

its annoying

tall vine
#

locking gestures is now in a sub menu rather than a one click button is there a reason it cant just be on one hand and not both?

visual dagger
#

wtf

#

you have everything on an ancient HDD or something?

deft lodge
#

his avatar probably just has an insane amount of polys, bones or materials those tend to get processed by unity for a long time

visual dagger
#

i have a pretty heavy avatar and i did a new unity project, imported the sdk, dynamic bones, and the avatar, set it all up for 3.0 and uploaded it in less than 20 minutes

#

this is while recording it all for a tutorial video

deft lodge
#

how many polys tho? i'm just curious

visual dagger
#

i have a pretty good computer, but i'm not buying 1 hour for each thing

#

with everything on, it's 114,000 polys

#

the unity package is 129mb

deft lodge
#

yeah, okay - my pc is pretty bad though but anything that get's almost close to 70,000 causes quite a bit of slowdown in unity up to like a minute or so depending on the amount of materials (Slowdown as in long loading times)

visual dagger
#

yeah, some slow downs are expected.. i'm just saying an hour on a 9700k is a bit far fetched

#

either everything is running on a normal spinning HD, or something else is wrong with that computer

neon finch
novel saddle
#

Thanks 🌙

opaque panther
#

I saw your video earlier for toggles, great stuff

white osprey
#

ummm does anyone know how to do emotes now?

#

I tried using the action layer that came as an example since that one looked like it had the emotes and placed it in the slot for the action layer and well didnt work

neon finch
#

next video on my channel!

#

keep an eye out

#

*one of the next videos

hasty hemlock
digital parcel
#

In the avatars 3.0 update did the default hand position for oculus controllers finally get fixed? It looks like the wrist finally matches the correct oculus pose. Can anyone confirm?
There was nothing in the patch notes about it so Im curious if it did get changed or if I am seeing an issue with my avatar rig.

neon finch
#

yes!

#

If you reupload with the newest version your default hand poisition should be fixed, if not use the locomotion override called "vrc_AvatarV3HandsLayer2"

#

its provided in the examples3 folder within the newest SDK

digital parcel
#

okay thanks. good to know it was fixed finally

neon finch
#

Yea, i kinda yelled at hackspanner a bit to fix it :V
and then he did, hack is amazing!

random flare
#

.-. soo how do I put controllers on my avatar with this new descriptor?

#

nvm

#

its just more hidden now

viral lion
#

I love the max avatar download size limiter. I set it to 75mb max download size.

sharp scroll
#

Did " moods" get removed some where in beta time line? Kinda liked that feature(what they talked bout in preview video). Having hand gesture sets behind overall mood of avatar. Did see the puppet menu in docs.. but thats not the same as what got explained.

strong gulch
#

do we still need two key frames in the animations? i thought i saw one that worked with single keyframe animations

glad kayak
#

I think two is still recommended.

strong gulch
#

k

quaint harbor
#

Quick question with modelling. If I have model that has separate objects for clothing etc, texture them separately, and then merge them onto the body to reduce the poly count. Will the textures stay on their corresponding piece? Blender is what I use.

visual dagger
#

the only way to reduce poly count is to 'merge' vertices by removing parts of the clothes/body/whatever overlaps, if those faces are removed they won't map to a texture anymore so you'd have holes in the clothes

#

simply put, no you can't merge them to save polys

#

if the clothes are exactly the same shape/size you could just use 1 and change the textures using animations

quaint harbor
#

Hmmm I'll play around and see what I can do.

silent pewter
#

Yo this new SDK is wild

#

I have no idea what I'm doing

neon finch
#

Hey guys, I don't know much on programming and stuff, but I used to play another social game that ran off unity called whirled

#

In whirled I was able to make an avatar that included feed of my webcam

#

Do you guys think since this is also based on unity that I could incorporate my webcam into an avatar?

#

I know it would have no use since I'm wearing a vr headset, but I just want to know if I can

rain marlin
#

next video on my channel!
@neon finch hey man, didnt knew you were here, your videos are saving my life, thx!

crude willow
#

Can some one explain me the benefits

queen palm
#

5000x more customisation

crude willow
#

?

#

You mean like animations

rain marlin
#

everything

crude willow
#

Because as far as I know the just make customisation easy for lazy ass people that don't want to learn unity

rain marlin
#

?

#

not at all

crude willow
#

And broke everything in process as allways

queen palm
#

with 2.0 you could have like 8 gestures (without information about which hands are doing which gestures) and 8 dance animations or something like that

rain marlin
#

now you can have diferent animations per hand, tons of emotes and etc etc etc

queen palm
#

with 3.0 depending on your setup you can have like 200

rain marlin
#

way batter in any way basicaly

crude willow
#

Ok that's cool

queen palm
#

like in 2.0 I had a pen on my avatar

crude willow
#

But people don't realize you can't have 200 different animations

rain marlin
#

you can

queen palm
#

and I set it to show the pen and draw when I do point animation

rain marlin
#

thats what we said

crude willow
#

Like sure you can have like 200 blend shape expressions

#

But you can't have 200 props

#

Or like song

queen palm
#

you could

crude willow
#

Or shader effects

rain marlin
#

you could tho

crude willow
#

The avatar would be in gb

#

Everyone would load for ages

rain marlin
#

thats another problem

#

but the thing is, you can do it now

queen palm
#

but my problem with my 2.0 pen is that it would appear whenever i pointed and regardless of which hand I pointed with, it'd always draw with the right one

crude willow
#

This probably gives opportunity for new types of crashers

queen palm
#

there was no way to change it

crude willow
#

XD

rain marlin
#

yeah, but if they wanna crash you

#

they will

#

no matter what

#

1 animation 1 billion

hasty hemlock
#

they also an option to set the max file size it'll attempt to download an Avatar

queen palm
#

with 3.0 i can actually toggle which hand i have my pen on and now i can use the gesture weight parameter to make it so i can draw by pressing the trigger

crude willow
#

Ok that's kinda cool

rain marlin
#

thats fucking amazing

crude willow
#

I mean that should be done a long time ago

#

It's basic stuff

queen palm
#

and if someone really wants to crash you then they can write a vertex shader that's like while(true) { gl_Position.y *= 1.5; }

crude willow
#

They could just expanded the gesture override and make something like fist_L fist_R

#

Long time ago

queen palm
#

that wouldn't be a good system

#

it would be more convoluted and not allow that much more customisation

#

just moves the problem by having 16 gestures instead of 8

crude willow
#

So if I get it right they just made like inventory system

#

It's not even allways left hand right hand

#

It's still 8

#

But you can toggle

queen palm
#

its not 8

#

menus can have max 8 items

#

but those items can be submenus

#

that also have 8 items

crude willow
#

Yea as I said

queen palm
#

and those items can still be submenus

crude willow
#

But is that like emote

#

I mean can you walk while you playing the animation ?

queen palm
#

yes if you set it up to not disable locomotion and didn't open it on your walking hand

#

or at least that's what its like with WMR controllers

crude willow
#

Ok so can you have like gesture animations library

queen palm
#

idk maybe other controllers have a dedicated walking joystick that vrchat supports

crude willow
#

Because of course everywants to just make gesture and make a sound and not look trough menu for like minute before you find it

#

Like before I didn't use emote what so ever

neon finch
#

Wait, no IK Follower?

restive rivet
#

If you organize the menus properly it will end up being muscle memory, not spendong 30 minutes to find something

#

Ok so can you have like gesture animations library
Yeah that's relatively easy

leaden crest
#

I saw a few systems built by VRLabs from a video my friend sent me such as a grab kit and proximity sensor, are they available for the public or somewhere I can get them?

restive rivet
#

I think it's a Patreon thing

neon finch
leaden crest
#

oh it is, thank you

neon finch
eager horizon
#

so I saw someone changing their avaatars height a while back, how was this done? can we just move the viewpoint in real time without problems?

restive rivet
#

Not exactly in real time but we used to be able to resize avatars and at the end move the viewpoint to the correct spot. It's not possible right now, though, it was buggy and it got temporally removed

eager horizon
#

oh

#

I see. I saw a video of someone moving the viewpoint in real time

#

well I will just wait

#

it doesnt matter if the viewpoint adjusts in real time

#

but I am curious how full body would work with that

neon finch
#

can you have over 16 parameters?

eager horizon
#

only for logic

restive rivet
#

If you're smart about it, 16 is a lot

neon finch
#

hm

eager horizon
#

any parameter that the menu doesnt use doesnt have to be written in the expressionparameters

#

but yes you can do a lot with single parmeter

#

exaple, a single parameter can hold up to 255 different clothes

neon finch
#

i was experimenting with using a float to scroll through outfits but this wouldnt sync on the network, well, the param did, but the state of the animator did not

restive rivet
#

A friend managed to control all their puppet blend trees with only two parameters and another that tells what puppet is currently active, there's many cool tricks to save space

neon finch
#

is there a way to sync animator state?

eager horizon
#

I think that will be fixed, hopefully. because they promissed this to be all synced

restive rivet
#

Animator states don't sync I think, but parameters do, so if you base all the transitions on synced parameters you'll be in sync

neon finch
#

right now im considering a button that like force syncs somehow

eager horizon
#

I haave found that a lot of my animations just dont sync to people that get in the world afterwards or enable my avatar mid animation

neon finch
#

well demi not quite

#

like for my thing if the param is over .5 it goes to the next outfit, the param is sync'd, but the current position through my outfit list is not

eager horizon
#

yeah, I have my tail size on a radial puppet and anyone who joins afterwards doesnt have the size synced for example

restive rivet
#

Weird, are you using any unsynced param to get there?

eager horizon
#

even though I am using synced parameters

neon finch
#

the param is sync'd but the position through transitions in the animator isnt

eager horizon
#

I think its a bug but I am also new to the system so IDK

neon finch
#

the reason toggles work best is bc they actively point directly to a specific state regardless of when ppl join

#

but like if you had something based on 2 different toggle orders that might not show up right too

eager horizon
#

what if you just set up a force sync that plays like every 30 seconds or something?

#

would that help?

neon finch
#

but what would the force sync do exactly? if the animator plays locally it'd just sync to whatever ppl see locally anyway

eager horizon
#

IDK how but do something like set all puppets to 0 and than back to the value you had them at in a split second so its unnoticeable

#

thats the only way that I can think of

restive rivet
#

For something like outfit toggles I'd rather just use actual toggles, syncs instantly and is easier to organize

neon finch
#

but the vaue it was at would be equal to whatever the desync'd value was on their end

#

yeah im thinking i basically need to do straight toggles

restive rivet
#

I did it for mine and I had no problems so far

neon finch
#

at 6-7 outfits im pushing 50 MB anyway with everything crunched

#

hmm

restive rivet
#

Holy shit

#

I saved a ton of space by indexing my texture but that's cause I use flat colors mostly

#

How big are your textures' resolutions?

neon finch
#

i have a few 4ks. i use UTS2 so if i wanna use a shade map its basically gotta be as large as the original texture, and i do prefer shade maps to single color or gradient shadows

restive rivet
#

If the base textures don't have a lot of colors (less than 200 for example) I'd try indexing them, or overriding the resolution to one that's lower but not low enough to be noticeable

#

Cause 50MB is not atrocious but it's a bit big

neon finch
#

i think its ok for having as many outfits as i do

candid forum
#

4k textures are almost entirely useless unless you spend a lot of time staring very closely at yourself

#

They're very taxing on performance

neon finch
#

i use negative mipmap bias for quality reasons so the 4k shows through more often

candid forum
#

You could probably cut those resolutions in half and save tons of filesize and frames for people and not notice too big a difference

#

Unless you have an extreme amount of detail in your textures

dapper hearth
#

I love looking closely at extreme texture detail

#

What even is the point of VR otherwise?

candid forum
#

The thing is that once you get a few people in a room with huge textures like that it starts hitting your computer hard

#

If you got like 5 people maybe a few more then you might be fine

dapper hearth
#

@restive rivet Indexing?

candid forum
#

I think he means compressing?

#

Yeah do those methods if you need high quality looking stuff lol

hasty hemlock
#

Detail Maps can be used so it doesn't look blurry when you stick your nose in it

candid forum
#

I have a wooden shed in my map that uses like garbage resolution textures, but it has specular and normal maps and it looks really nice

#

That single shed alone bringing it from all it's textures 4k brought my world from 261mb to its current like 60?

#

But yeah use the tools available to you to make good stuff, doesn't need to be super high resolution textures

#

That just uses lots of vram ;-;

hasty hemlock
#

yes like you don't need to uniquely texture all of your environment assets

neon finch
#

ya all my tex are crunched except 1

hasty hemlock
#

a good Twitter thread on some good ways to cut down on vram for maps

candid forum
#

I figured all that out myself trying to make my map smaller lol I got it tho thank you

restive rivet
#

@restive rivet Indexing?
It makes a list of all the colors and saves wjat pixels have what color, instead of saving the color of every pixel individually. I do it with GIMP, image > mode > indexed.

hasty hemlock
#

excellent that you already figured out a lot of that

restive rivet
#

4k textures are almost entirely useless unless you spend a lot of time staring very closely at yourself
Tbh, I use a single 8K texture. With 16 textures inside

candid forum
#

I tend to do things through trial and error cus I'm stubborn

#

Ah if you atlas and do it like that, then that's understandable

hasty hemlock
candid forum
#

That equates to like 16 1080p Tex's I think?

#

Yea it does

restive rivet
#

I think every single section was like 1024px

#

I'd have to check but it was enough quality to be alright at medium distance

#

Half of it was even okay-ish at further distance

candid forum
#

Yeah that's a decent way to keep good resolution and atlasing is super helpful for material costs cus those are a bitch too

restive rivet
#

Ah rip I can't send the pic

neon finch
#

alright i came up with a sync'd way to do all my outfits

#

instead of 2 axis puppet, radial, and just go from any state to an outfit based on float value ranges

#

this is 'sync'd because it will hit the right state from the start

#

H is a float param

restive rivet
#

Oooo

final turtle
#

8k textures oof

restive rivet
#

A single 8k atlas, it's different

candid forum
#

That's pretty well done ✅

hasty hemlock
#

that's a lot of wasted space as you could move 2 textures to the top and cut the texture in half as rectangles are okay

restive rivet
#

Thank you ^^

candid forum
#

Yeah what are the blank ones?

restive rivet
#

Oh yeah I plan on adding more outfits

#

They're blank for now but they won't be

candid forum
#

Ah alright

final turtle
#

I don't know, my old GPU shitted bricks whenever someone with 8k textures joined

candid forum
#

They probably didn't have just 1

#

They probably had 8k on like 16 different materials

#

God that's a nightmare

hasty hemlock
#

and most of them look like you could accomplish it with a color mask

restive rivet
#

If your clothes, body, face, hair and complements all have 8k textures... Big fat megarip

candid forum
#

Yeah you could do that

#

What rain said

restive rivet
#

True, I'll look into it

candid forum
#

Well that would just be color changing

#

You seem to have slightly different lines and things

restive rivet
#

I may make a recolorable one, but some have different things on them so those would have to stay as textures

candid forum
#

It'll be extra work but one thing I always do for the sake of others is have a heavily optimized version of my avatar

#

Meaning no dynamic bones or colliders, no weird gifs or animated clothing, lower resolution textures and it's been pretty helpful in more than one instance

restive rivet
#

With so many unoptimized stuff out there, I try my best to optimize stuff as much as possible. I limited the dynamic bones as much as possible but a tail without dynamic bones looks a lil bit like shit lmao

#

All the clothes share the same mesh and texture for example, when I want a shirt with no arms I just use a shapekey to hide them

candid forum
#

Yeah 😂

final turtle
#

As long as it isn't 500 bone transformations with 300 collisions or something lmao

hasty hemlock
#

then you can just add a wiggle idle animation

restive rivet
#

Yeah the tail has 5 bones

#

I have one, but it would be really stiff when I move

candid forum
#

I worked on a model for so long and forgot to atlas stuff and I still haven't gone back to do it, it's only 13 materials so it isn't garbage but still

neon finch
#

im surprised that as 'unoptimized' as i am (using tesselation, 50 MB, 4k textures, tons of transforms and collision checks) i've yet to drop my own frames ever, and i play on a laptop, and yet, some randos in medium avatars with broken hacky SDKs drop me sometimes

restive rivet
#

People out there with like 60 materials be like
Haha upgrade pc

neon finch
#

i have a feeling you need to do something really bad to cause issues

#

i have something like 50 materials and 40 skinned meshes

candid forum
#

Its always a combination of things

#

That's awful

restive rivet
#

Holy shit why so many

candid forum
#

Oh lord

neon finch
#

i seem to be a combination of things

restive rivet
#

How even-

#

40 skinned meshes?

candid forum
#

What the fuck avatar are you using xD

#

Did you put that together in unity?

neon finch
#

its for all the outfits and to customize them together

restive rivet
#

Oh god but that's A LOT of outfits

#

Some things gotta be sacrificed to not blow computers up

final turtle
#

I mean, it's unoptimized if you were to enable all of those things at the same time, which you probably aren't doing

candid forum
#

Hopefully that wouldn't be possible lol

hasty hemlock
#

like you might want to make your outfits into bigger chunks or have multiple avatars

restive rivet
#

Well that's true, but 40 is a lot agshfhf

neon finch
#

yeah, definitely not

#

i actually did this to avoid redundant uploads for slow net friendos

candid forum
#

Yea just for filesize purposes I'd have different avatars with different sets of outfits

#

I mean I guess yeah

neon finch
#

re-using parts on different uploads means re-downloading them

final turtle
#

50 MB isn't that bad right? If you forget the blendshape normal things you could get stuff over 200MB lmao

restive rivet
#

You have a point ngl

neon finch
#

50 MB is pretty big, i used to be way lower, but it adds up as i add outfits

candid forum
#

I don't understand why the default filesize limiter in 3.0 is 200mb that's so astronomically large, and I feel like it gives some people the impression that that's ok

restive rivet
#

Wait how can blendshapes push it to 200 what

candid forum
#

For Hecks sake turn blendshape normals to legacy

restive rivet
#

We had a big argument yesterday cause someone said this game is shit cause 200 is "TOO LOW"

#

What. The. FUCK

final turtle
#

lmao

#

200 is too high imho

candid forum
#

Calculated makes it basically upload the avatar 1 time for every viceme

restive rivet
#

I don't wanna download 40GB when I enter a public lobby

#

Holy crap what

candid forum
#

So you get an avatar with 10x the filesize in some cases

neon finch
#

i need to audit my FBX filesize because

foggy pelican
#

@restive rivet When unity calculates the blendshape normals (set to that by default) the blendshapes can be absolutely massive because basically a bunch of junk is added to the blendshapes.

restive rivet
#

Oh god

neon finch
#

oh oh, by the way, for people who dont know

candid forum
#

It also fucks with some avatars faces when they speak they might get dark for seemingly no reason

#

Its the blendshape normals doing that

neon finch
#

you can see the filesize contribution for everything on your avatar after uploading by checking the unity editor log

candid forum
#

And that's the filesize that people will download right?

restive rivet
#

Hopefully this will make people be careful about it, I had no idea how much my avatar weighted till now

#

I think so

candid forum
#

Yeah I've told as many people as I could, all my friends about that and it's saved us all a shit ton of time

foggy pelican
#

My avatars are all fairly small in download size. I also set the limit to like 80 MB immediately as much higher is pretty pointless imo

neon finch
restive rivet
#

It's important to note that this is not the size in memory, though

foggy pelican
#

I'm aware

restive rivet
#

Insane shaders and stuff may blow it up

candid forum
#

I don't know why it's not legacy by default, Ive yet to have an issue using legacy, and only issues with calculated

neon finch
#

that 21.3MB body is my only uncompressed 4k tex

#

those sizes are the uncompressed sizes tho

#

uncompressed as in not crunched

candid forum
#

All of my avatars filesizes are below 6mb ayyyy

neon finch
#

is there a way to check size in memory?

foggy pelican
#

Unity profiler

#

Note that crunch compressed textures use the same amount of space on the system RAM / VRAM as they did when they weren't crunched

candid forum
#

Yeah that thing will show you exactly what impact your avatar has in action

foggy pelican
#

Crunch compression just makes download faster

candid forum
#

Yeah so think of it as a zip file

neon finch
#

ya

candid forum
#

In the end it's still a 4k texture with impact

neon finch
#

the profiler accounts for a bunch of stuff though

#

turning the object of my ava on and off only removes "2" textures (obviously not true)

#

VRAM usage changes by about 55MB

candid forum
#

I seeeeee

#

Well good luck y'all I gotta go

neon finch
#

also says 0 draw calls....

candid forum
#

Remember switch blend shape normals to legacy and atlas materials pls thank u

neon finch
#

unity...