#avatar-general

351 messages · Page 9 of 1

neon finch
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one thing i havent tried yet is the trigger weight based stuff that index can do now in 3.0, anyone have some tips on how to set that up?

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like if i wanted to, say, blink slowly on fist now

sour dove
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I'm going to move all my avatars to avatar 3 today

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What should I expect going into this mess?

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especially with my project being over 5gbs at this point

weak laurel
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New project is highly suggested

upper remnant
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Expect sdk2 project to break

sour dove
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Break how?

sturdy smelt
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@neon finch You should be able to find your vrca in your cache folder when you upload, they make a folder named avatar in there

upper remnant
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Break as in the sdk and references to it won't work

sour dove
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I expect the SDK to break

upper remnant
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Make a new project, add sdk3 to that, then import your avatar assets

sour dove
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O.o

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That'll take at least a few hours

upper remnant
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The alternative is more time

sturdy smelt
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unless youre actually going to add things from av3 to your old avatars, i dont think theres a point to just redo them, not 5gb worth at least

sour dove
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I mean I did reimport everything into the SDK 2 version, that was around 20 minutes

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Should I expect it to be similar?

upper remnant
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The import time, yes, if you reimport everything

sour dove
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Okay

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@sturdy smelt I'm going to update a my blues

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With new anims and stuff

upper remnant
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I'd only import what I need for avatars I'm working on though

sour dove
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I know that's the smart idea

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But I jump around a lot between project

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Or use assets from one to another

flint elk
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I'm not even considering porting my last commission since it uses the button menu from VRLABS

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can't be bothered to port 87 particle systems with its materials and textures

sour dove
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I know someone who has a 20+ GB u project

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Probably not going to update his

flint elk
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My one commission sits at 6 GB now due to Ultimate VFX sheets being biggo

upper remnant
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@flint elk with 3.0 you can reduce a button menu to just a few particles. The materials don't really count

flint elk
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My problem is, I barely got my way around 3.0 and just got confident with the buttonmenu

sour dove
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Can I have a bunch of scenes that share stuff?

flint elk
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And the person I'm making it for wants the button menu specifically

upper remnant
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They're a cool person

sour dove
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This is concerning..

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I think I should make a test blu to figure out this new menu system

flint elk
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I could either use the inventory system through 2.0 emotes, which I'm not sure will work anymore or the button menu which was super easy to follow

sour dove
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See what nightmares I can produce on accident 😰

flint elk
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Even swappe the numbers for the games skill icons

visual mulch
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I do think the inventory system with the 3.0 is much cleaner

flint elk
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VRLABS really got me back into making stuff, you doing amazing work

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And the upcoming stuff for 3.0 from the preview is exciting

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And the upcoming stuff for 3.0 from the preview is exciting

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Welp

upper remnant
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It's going get even better, we've not even scratched the surface. We're not so much limited by the technology anymore, and after we hit full replacement on 2.0 stuff, we're going to have to focus even more on artistry

flint elk
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Sry for double, me net broke

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I just want my human model with fully animated mech parts coming in from different directions

sour dove
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I'm genuinely really concerned about av3 because I don't even know what the menus look like

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I've seen the new anims viewing menu

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But not much of the whole suite

flint elk
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Have you tried using it yourself in vr?

kindred ice
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oof guys everything is a bit more difficult now

sour dove
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I've been in vr, yes

kindred ice
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um trying to remake my avatar into av3

flint elk
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I'd recommend going to the 3.0 hub to see what is possible

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Then follow documentation

sour dove
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I know what is possible, I've been following the show off and whatnot from open beta

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I just haven't actually seen the menu layout

random flare
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3.0 broke my avatar and it's very sad :( I changed absolutely nothing from my 2.0, because it's a very simple process (just putting dynbones and cloth sim) but now, compared to my 2.0, the skirt doesnt follow my avatar at all and vrchat wont detect my right controller (it works in steamvr and oculus home menu)

flint elk
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Do you need toggles on your avatar? If yes I'd look for M.O.O.N's tutorials on YouTube

random flare
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and thats only on my avatar btw, my right hand is detected when I switch to other avatars

sour dove
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Wait, there's no longer a need for xiexie's inventory system?

kindred ice
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ye

toxic kraken
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ye

flint elk
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If your right controller isn't detected, force close all vr related programs

kindred ice
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blue

toxic kraken
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and it's beautiful

sour dove
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Finally

random flare
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ill do that but that's really the least of my worries

sour dove
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Every time I added glasses or something

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I'd just add a 0

flint elk
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I actually can see the implementation of my big commission being way easier since states can be chained

sour dove
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When you get to glasses 30,000

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It's really annoying to keep track of

flint elk
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30k? Wut?

sour dove
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It's just me being a really terrible avatar creator :P

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But the final product is usually good enough

kindred ice
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i had a concept for a separate application for creating avatars that is easier than unity, but eh

molten goblet
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when i click on VrChat SDK I only get the option Utilities > Clear Cache and Playerprefs, Im using the av3 sdk , how can i solve this problem

sour dove
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Reinstall

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I think, that's usually the problem

flint elk
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@molten goblet did you import into an existing project that had sdk2 or a fresh one?

random flare
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would the anchor override be the problem when it comes to how the skirt follows my avatar?

molten goblet
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existing

flint elk
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Then it's gonna break

kindred ice
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i did everything from scratch

flint elk
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It's not recommended to import over sdk2, too many new components

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Make a new project, import sdk3 and then your avatar files

molten goblet
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what if its a prefab

flint elk
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Remove all vrc components from it before making a prefab of it

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Tried that before and only had some missing textures which can be manually added after

molten goblet
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ahh i see thank you

kindred ice
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guys

flint elk
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Mmh?

leaden crest
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Are there any example avatars that I can import to learn from?

flint elk
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Check out Demo Plays or M.O.O.N on YouTube, good tutorials to get a grasp of basic 3.0 creation

leaden crest
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thank you

flint elk
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You can also check the official documentation from the vrc wiki

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Might help to having something to read into

normal peak
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thank you for the """wonderful""" avatar 3.0 update, all of my avatars got totally ruined!!!

restive rivet
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Ah shit, here we go again

flint elk
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Thank you for your constructive criticism, the devs definetely haven't heard that one before

alpine willow
restive rivet
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I can't believe av3 killed my family

alpine willow
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Well. You could call it a 3.0 plague and grow a new family.

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They can be 3.0 zombies.

normal peak
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Thank you for your constructive criticism, the devs definetely haven't heard that one before
@flint elk i understand it kinda BUT i have 150 avatars uploaded!!! im not stupid to start to fix them one by one

silver adder
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Wdym by "broke"? In-game or your project?

normal peak
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in game

silver adder
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There are a LOT of known issues rn, it may not be the avatars themselves that are broken, just the game. Devs are working on it.

flint elk
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That's a bummer, really, but lemme ask this, did you use workarounds to get your avatars running in ways that weren't intended by the previous sdk?

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I have roughly 20 avatars I could port right away as I made sure they'd be convertable to 3.0 without causing issues on the rig side

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And I totally get the being angry at stuff being broken again

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It's annoying to deal with, especially with that number

normal peak
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i not used workarounds because i never had any reason to do it

flint elk
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But, once you learned it, it clicks and is easy to repeat

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Then you should be fine

merry swan
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vrcThinking fixed 120 of my avatars yesterday, once you get the workflow right it goes fast

flint elk
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What exactly broke and what kinda avatars do you make?

normal peak
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i make fullbody avatars for lot of friends.

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the moveing is broke

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for example:

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the hip is goes crazy, leg the same and head the same

flint elk
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Okay, when it comes to FBT, I can't really talk cuz I'm vr only

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They are working on fixes tho as stated above

sturdy smelt
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to clarify, by workarounds they mean the neckfix or the older fullbody fixes that cats used to do

normal peak
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yes i know its because of the fullybody fix. i mean a lot of people said it to me

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but like..

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just look at the avatars. if im right, the avatars's 90-80% have fullbody fix. its not a small work to fix millions of avatars if we talk globaly

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correct me if im wrong about its because of the fullbody fix. but lot people said its because of it

sturdy smelt
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it is, it sucks it really does, but thats just the nature of this kind of thing

flint elk
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Properly developing for vr isnt easy

sturdy smelt
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its because the fullbody fix did things like turn the hip upside down and make extra leg bones, now the game can properly use a normal humanoid rig

normal peak
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oof

sturdy smelt
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and you can understand the neckfix too, because it essentially made your neck non existent

flint elk
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How many of your models are used on a daily bases tho? Might wanna remake the popular ones in 3.0 and leave the unused ones out

sturdy smelt
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they said they did avatars for friends too, so they might have to fix it for more than themselves

normal peak
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How many of your models are used on a daily bases tho? Might wanna remake the popular ones in 3.0 and leave the unused ones out
@flint elk what you exactly mean? (sorry im still learning in english)

upper remnant
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Only fix the ones that people actually use

flint elk
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^

normal peak
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80% of my avatars are in daily use

flint elk
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So about 120

normal peak
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yes

flint elk
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Eh then it's gonna be taking some time

upper remnant
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That is a lower number. Nice. Progress already

normal peak
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even if we talkting about lover number. i dont ever want to fix that much avatars because of an update. i allready did it with all of my 150 avatars 2 times and i dont ever want to do it anymore again

upper remnant
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I don't know if there is any possible recourse. The FBT stuff has been on notice for a while. There likely isn't anything to do but change the rigs and reupload, though that sounds like too much, I agree

normal peak
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i believe there is a way to fix it in the game. this fullbody update ruined too much stuff

silver adder
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You can revert back to the old FBT behavior using a launch option (forgot what it was called, give me a few minutes).

normal peak
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oh?

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i didnt know about it

silver adder
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Try inputting this into the games launch options in Steam and see if it improves things. --legacy-fbt-calibrate

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Not sure if the name for that launch option changed or not tho, if it did, that means the docs haven't been updated with it yet.

normal peak
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but if it works, then only i will be able to see my avatars working normally?

silver adder
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Hopefully.

normal peak
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so like other people around me will see my avatar glytchy then if im correct

silver adder
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Your FBT settings there should sync.

normal peak
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so if i will see it work normally, then other have to see the same way as well

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sorry for asking a lot. i not know anything about this launch option things

silver adder
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Right click on the game in your Steam library, hit properties, then set launch options and paste that command in the text box.

normal peak
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okay

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@silver adder not seems to be working

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i tested it now in vrchat

silver mango
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what's the issue robostus exactly?

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neckfixed/hipfix/0 length bones causing fbt issues?

normal peak
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yes

silver mango
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yeah that's sadly unavoidable rn

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having rig hacks in your armature are just bound to fuck up now

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rip all the people who have a lot of models with rig hacks out there. even 2.0 fbt rig hacked armatures avy's are bricked

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undoing a neckfix or hipfix is possible but the process can take some time and well, if you've got over 100 models that have righacks then.. well yikes

fluid grotto
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I don't recommend people update their projects to 3.0 unless they want to use a 3.0-exclusive feature or they got broken somehow. You're just doing a lot of hard work for no real benefit. For new projects, yeah, use 3.0.

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And then there's me with one giant single 19 GB project

silver mango
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it felt good finally letting go of an old project really

upper remnant
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ive been telling people to treat projects as disposable for years 😩 . use them only to edit, upload, and make packages of your avatars

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you should be able to throw away any project at any time, ideally

silver mango
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like all my assets were in one big giant project and it became an unorganized pile of crap and now I finally have the chance to start over fresh

wet anvil
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Lol, I've had the same project since late 2017

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It's hefty

flint elk
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I make projects for every single avatar, pull my most used recources in, then the avatar, once I'm done I'll put a zip of the project on my external and delete it from my pc

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Prolly saved like 200 Gigs over the last 3 years

silver mango
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that is a nice workflow

fluid grotto
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Upgrading SDK2 to SDK3 is absolutely NOT supported. Don't do it! It doesn't work, you MUST create a new project, it is the ONLY way to use SDK3.

So anyway, I upgraded my project

upper remnant
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you can just make a unity package, but yes please version and archive in order to succeed

flint elk
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Usually I sort them by version and month, same for my downloaded recources

upper remnant
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based

flint elk
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Whenever my gf works on unity I die little

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I watch her pull every single thing into asset andeave it there

alpine willow
merry swan
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Im using auto synch to nas/gdrive(encrypted before uploading)

fluid grotto
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@flint elk Honestly I'm very much the same. I have a folder for every avatar, with a scene file, but otherwise all the assets are in there unsorted

merry swan
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89gb of avatars vrcThinking

alpine willow
fluid grotto
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I don't mix assets from one avatar to another, but I don't organize within the avatar folder, navigating folders in Unity is more annoying than just piling everything in the same directory

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Probably would be easier with multi-monitor setups

flint elk
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I usually have blender on 1 screen and unity on the other xD

merry swan
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Blender, Unity, Gimp and 1-2 vrchat up usually

flint elk
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Reexporting my fbx files into unity like 5 times per model cuz of mesh fixes

fluid grotto
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I have only one monitor. I have fallen from grace and now live as a mortal

alpine willow
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RIP Adeon.

rain marlin
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hey guys, how do you make like your toggles or things like that, i saw a lot of avatars with like you wanna turn on a shirt, and they see the shirt well done on the emote menu, how do you do that?

merry swan
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Time to watch tutorials, its paramter = Y , then you make a button and a parameter on the expressionmenu+parameters

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tlrd: its on off toggle button

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its not as complicated as it sound, just try making a box you can turn on/off with a toggle first with 3.0 , you get it fast

silver mango
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Set up a parameter, int, 'ToggleClothing', add it to your FX layer parameters, set up a toggle in expressionmenu, then in your FX layer make it transition into your toggle animation with a value of 1 and transition out when not equal or less than 1

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that was written with the knowledge u have some idea how this all works tho ^

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if ur really new, watch some tutorials or read the doc

fluid grotto
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I use a small script that lets you save the current image on a render texture as a .png in your project

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Couldn't figure out how to generate a png with a transparent background so i have to erase them manually

silver adder
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Maybe you could with a camera set to not render the skybox and only the object?

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Or are you just saying that you don't know how to generate an alpha channel for the image?

fluid grotto
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I had it set to solid color and magenta to make it easier to key out.

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but yeah i really wanted it to just clip to transparent, couldn't make it happen

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that script puts it under Assets -> Save RenderTexture to PNG whenever you have a rendertexture selected, feel free to edit, i didn't make it

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goes in Assets/Editor

rain marlin
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thx

lapis sand
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I still don't remember the reason why we shouldn't put transforms on FX layer 🤪

fluid grotto
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Because the docs say not to

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If you make the avatar wrong and it breaks later and you didn’t follow the docs, it’s not a bug and it’s not getting fixed

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I can speculate it’s because they take the FX Layer and play it on your mirror clone, and it doesn’t need transforms

bold jewel
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ok so is there any failsafes in vrchat

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my model is so messed up the viewpoint is like. third person and i can't access the menu

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so i can't change models

fluid grotto
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I believe / will turn you into default robot

bold jewel
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in vr?

fluid grotto
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Might be Ctrl /

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doesn’t matter vr or not

bold jewel
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LOL ok

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also my model is fucked up. thats problem 2. it like. forces me into a third person perspective like hundreds of feet away from the model

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she moves just fine

fluid grotto
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If it’s when you uploaded the position might be set wrong otherwise it could be your room calibration is off

bold jewel
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room calibration?

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the problem only happens with model's i've uploaded, but to my knowledge i set them all at 0,0,0

frosty cosmos
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so is there a way to update my avatars for 3.0 or am i just going to have to remake them?

merry swan
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create a new project, put sdk3 in there, drag the old avatar over, remove old descriptor, and set it up

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it will still have all the settings, only descriptor wont work

neon finch
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some one please please please help me

deft lodge
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uhm, so does anyone have any ideas about chairs(stations) that override animations on AV3.0 and disable IK since i can't really find a way to get those to work with AV3 avatars?

neon finch
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when i go to my sdk in my project to upload it hte sdk just says utilites an then says clear catch an player prefabs

merry swan
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@deft lodge No way to make chair animations work currently on 3.0, they try to use the sit animation thats buildt in your avatar right now

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vrc_AvatarV3SittingLayer

deft lodge
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oh, lord.
But then animator override on stations becomes useless, is there a canny for it by now or?

merry swan
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they know of it

deft lodge
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okay, thanks that's good to know

merry swan
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I have a avatar thats litterally a bed, with sleep poses, cant update it to 3.0 until its fixed 😛

deft lodge
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i was sitting here and trying to use Animation layers names, Making blendtress with same names and stuff like that for like a few hours haha vrcAevSip

merry swan
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vrc_AvatarV3SittingLayer check that, and can see its also not disabling all the ik, wich is needed for any custom animation on the chair ,unless you want to flail around

deft lodge
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yeaah, right they have a new behavior now while we just were used to have few keypoints that would disable all of the ik

merry swan
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that layer is very like the new chair setting would be i guess

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disable ik , change viewpoint, animate

deft lodge
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yeah, i tried to edit this layer to get it to work with stations, but i didn't get anywhere really

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i know how it works on it's own for avatars and stuff but, stations solution so everyone can do it would be nice

edgy sentinel
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why is 3.0 10 times harder setting stuff up?

merry swan
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New things usually are, at first

deft lodge
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you are exaggerating by "10 times harder" since it's not that much harder, it's just much more advanced in things you can do

merry swan
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< converted 100+ avatar to 3.0 now

edgy sentinel
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where am i suposed to put my animation there is not costumoverride

deft lodge
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make a duplicate of needed layer and replace motion in the animator state

merry swan
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Its abit wierd, But FX layer is where you put anything thats not moving your bones, thats on Gesture layer

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vrcThinking wich naming is confusing

edgy sentinel
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the should have kept how we placed our animations like before

deft lodge
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yeah layer names are a bit weird, but once you understand the purpose of each it's not that big of a deal

merry swan
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Too limited, you can do so much more now

deft lodge
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why are you using av3.0 then

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if you want previous system use SDK2

edgy sentinel
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cus it have some stuff in it wich i cant do in 2.0 like costum afk animation

deft lodge
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All AV2 avatars have AFK animation you just can't replace it i think yet (not sure, didn't try SDK2 ever since)
And animators allow for much more advanced stuff you can do with animations like more states rather than just simple on/off

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New systems require learning because they bring new stuff and are more advanced, get used to it - you had to learn how overrides work too at the time and unity and blender when you had no idea what those are

queen palm
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why do playables sync every 0.2 to 1 seconds

upper remnant
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what

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what do you mean by why?

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why is that the rate?

queen palm
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why isnt it instant

upper remnant
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it's not really .2 to 1, it's more like 100-200ms

queen palm
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oh ok

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because in one section of the docs it says 0.2 to 1 seconds and in another section it just says "seconds"

upper remnant
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yeah the 1 second thing is from earlier versions, where there was some issue with the playable syncing mechanism

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the issue was resolved a couple builds ago, the real sync is basically as fast as the network can send while not eating into data budget for realtime IK stuff

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so the average is 100 to 200 ms or less

queen palm
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but its not that much data

upper remnant
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you'd have to talk to the network guy to reason about it

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there are probably good reasons for their constraints

queen palm
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the bare minimum is 4 bits for the parameter index and 32 bits for the float or int

lost niche
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well yeah, but it's still a lot of data if your sending it 90 times a second
can't be sent every frame, haha
most of that could be just general latency too I guess and how far players are from the server

queen palm
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it doesnt have to be sent 90 times a second

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it only has to be sent when its toggled or pressed

upper remnant
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right now it's only sent on parameter change

lost niche
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yeah, parameter change or like, avatar load I guess for late joiners

upper remnant
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yeah those events trigger a sync too

raven heart
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An animation state can change parameters as well ("VRCAvatarParameterDriver" behaviour)

lost niche
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So, AV3 still has the problem where if you have an animation that uses mouth visemes it breaks the built in lip-sync?
I was under the impression that if it wasn't triggering the animation, it wouldn't have happened
and I ended up breaking my animations, haha

upper remnant
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@raven heart yee. the most OP state behavior

unborn lava
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I can’t figure out how to toggle props

deft lodge
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Just make an animation that enables the prop and assign it to the animator

unborn lava
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Which animator? The fx layer?

deft lodge
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yeah

unborn lava
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Okay, ill try to get it to work

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Do i need to make a second animation for despawning the prop?

merry swan
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nope, just use it as a toggle, when its not toggled, it goes away if enabled by animation

neat geyser
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guys

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I neesd some help

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someone good at avatar making? just dm me

rain marlin
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so are the default crouch animation broken?

lost niche
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You mean how it shoots the knees through your chest?
Define broken

rain marlin
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mine its like doing a weird ass fuck / position

silver adder
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Yes, default crouch is broken.

rain marlin
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there is any popular normal crouch animation?

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or any you would recomend

lost niche
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could try mixamo, they could have animations you could use

rain marlin
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never knew how tf mixamo worked, like, when you download the animation, its like an fbx avatar, not an animation

lost niche
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Yeah, that bugged me for a bit, then found out you can click the animation inside the FBX and hit Ctrl-D to make a copy outside the FBX

rain marlin
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OH

lost niche
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now I just remember it as D for detach

rain marlin
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didnt kew that

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damm thanks

lost niche
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I googled for a while, because theres no way I could find to do it besides that shortcut, haha

rain marlin
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tho if you guys have any kind of default crouch you found would be nice to have it

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would also be nice to have a default non broken one

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lol

lost niche
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I've just been putting up with the in-game crouch
though I guess I'll just animate one by hand eventually

rain marlin
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i think ill make one

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i just want the old basic crouch

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simple, and its pretty fast to make on unity

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it need to ve a moving animation? or just one a 2 exact same frame one

lost niche
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I don't think you really need to do the 2 frame animations anymore, I've been using single frame animations
but its easy enough to just copy the frame 1 if I need to

rain marlin
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the thing that bugs me is, if its just a basic animation, if your head goes up or down, the animation moves correctly?

lost niche
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I have no idea, I haven't touched locomotion yet

static path
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any good video tutorials for just basic stuff, im having trouble understanding the relationship between the default animator and the playable layers and i think if just watched someone set something simple up it would click

meager slate
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anyone who wants to play VRChat with me??

merry swan
static path
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ty

merry swan
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some of it might have changed, before you had to add a menu to another menu to make it work, dont need that now (forgot the name)

rain marlin
#

anyone who wants to play VRChat with me??
@meager slate sad

meager slate
#

@rain marlin sure whts your name

rain marlin
#

XD

#

01zorro1

meager slate
#

ok ill add you

rain marlin
#

I have no idea, I haven't touched locomotion yet
@lost niche ok this is pure gem, a dude on help zone said that if you change the default animation of crouching to the default standing animation it changes to the old way of sitting, works like a charm

#

tho im not gonna play now, making avatars

meager slate
#

@rain marlin can you add me i forgot how you add ppl😅 my name is Gabbeduzz and the numbers are 7924

rain marlin
#

numbers?

lost niche
#

@rain marlin wait, you mean if you swap out the crouching blend tree with the standing?

rain marlin
#

@rain marlin wait, you mean if you swap out the crouching blend tree with the standing?
@lost niche yep

meager slate
#

the numbers after your name

lost niche
#

thats hilarious

rain marlin
#

the normal standing animation

#

so when you move down it acts like the old one

#

basicaly just moving your hip down

#

so it works like a charm

lost niche
#

Yeah, that'll work for now until I replace the animations

rain marlin
#

´´Also. to everyone that has the wierd ass crouching pose bug. if you just set crouch_still to the proxy_stand_still in the example locomotion your crouching will look exactly like a 2.0 avatar crouching again instead of having your legs fly off.´´

meager slate
#

but @rain marlin can you add me i have forgot how to do it lol

thorny delta
#

hey uh, does anyone here know where i might be able to download a premade 3.0 avatar?

meager slate
#

idk

rain marlin
#

no idea buddy

lost niche
#

Theres the preview world they showed off a bit ago

thorny delta
#

huh? @lost niche

lost niche
#

if that still works

thorny delta
#

i mean like, i need files.

lost niche
#

Oh, that makes more sense, haha

thorny delta
#

i want to reverse engineer and figure out how they work

lost niche
#

Not a clue, I guess it hasn't been out long enough for there to be a lot of pre-built

thorny delta
#

i guess so.

#

either way, if anyone has one, feel free to message me

rain marlin
#

youll need to w8

#

untill people make public theyre avatars to donwload

thorny delta
#

yea

limpid hamlet
#

the supported Unity version is still 2018 right?

lean flax
#

Anyone mind sparing some time to help me with an avatar

lost niche
#

Yeah, it's the same Unity version, mine says 2018.4.20f1

frosty cosmos
#

is there a new version of cubed unity shaders or is there a better one idk

sand wren
#

i never use cubed personally

#

Xiexes and Poiyomi have more options and better lighting effects imo

mossy jacinth
#

Feel like I am missing something obvious

sand wren
#

read the documentation or ask the creator

#

Its not an official plugin

jovial pendant
#

im surprised theres no sample avatar in the sdk, like 2.0 has

sand wren
#

i am working on a few

#

maybe available before september

#

they have a ton of template controllers though

mossy jacinth
#

Not trying to ask the devs to help. Just poking in here to see if someone uses it and can help me..

lilac hatch
#

Does anyone know good 3.0 avatar worlds?

sand wren
#

mine has 2 avatars

restive rivet
#

Does anyone know good 3.0 avatar worlds?
It's been one day idk if there's many

silver mango
#

Is there a way to simulate a Joystick press while in desktop?

#

for this piece of text, I cba to go into VR to test lmao "If you use Joystick press to exit, then the parameters being puppeted will remain as their value until you change them again-- either by re-entering a puppet menu that uses those params, or using them elsewhere."

hushed siren
#

isnt that just like pressing r without clicking on an option

silver mango
#

going to try that

#

my god you're right, pog

#

you just saved my lazy ass

#

It doesn't allow you to go back to a different radial menu with this method while in VR, does it?

#

To keep the float values, and be able to change a different puppet menu?

hushed siren
#

from what i know each hand is separate

silver mango
#

Ahh hmm maybe like that then

hushed siren
#

cuz i remember one was in a submenu and the other was in the main one

silver mango
#

for this il actually boot up my VR and test it xD this is interesting to know

#

could be handy for re-using two floats over all of the puppet menu's, saving custom parameters

#

so you exit out of one with the joystick press, two floats keep their value. u enter a different puppet menu and according to the docs, entering a puppet menu that uses the same parameters turns them back to 0

#

idk if there is an easier way to save parameter slots but this is what makes sense to me? idk

hushed siren
#

no idea

jolly oxide
#

I'm on the most updated sdk but still get the error for having VRC Spatial Audio Source attached when trying to publish.

silver mango
#

Have u started in a new project @jolly oxide

jolly oxide
#

No updated an old one, uploaded an avid just fine without the audio sources just earlier too

#

With sdk3

#

So old project but new avatar, new descriptor, and new sdk

#

Made gestures got it working

silver mango
#

I'm afraid that's your problem. Normally it would be okay, but 3.0 strictly requires you to make a new project

#

It will 100%, no doubt, not work and cause issues

jolly oxide
#

Darn it was working otherwise

#

Even made a new gesture override on the fx controller

#

But better now then later

#

I can still just package this one up

silver mango
#

I've heard a lot of different weird things, some having different issues when upgrading in the same project than others

#

Like when I tried it for luls, I actually didn't have a base and additive layer slot in my playable layers hehe

fluid grotto
#

ok it turns out fingers are still required for VRIK and blinkin

#

Thought it was removed

#

SDK doesn't warn you about it anymore

silver adder
#

Wdym? My avatar blinks without fully configured fingers.

#

And IK seems to be working.

#

(My avatar only has fingers on one hand)

echo arch
#

hi! does anyone know how to disable the new jumping and sitting animations?

valid patrol
#

I think I remembered ik only working on desktop if it didnt have fingers

hazy timber
#

How on earth are people able to even make 3.0 avatars without everything falling to pieces

sand wren
#

logic and animators

#

i havent had a single problem with anything in avatar 3.0 after about 2 days of tinkering

#

well since beta that is

#

and ignoring issues they already fixed

hazy timber
#

I be trying to upgrade one avatar into a 3.0 one, but everything is goin wrong

#

I did start a completely new unity project too

#

and stuff like THE DYNAMIC BONE SCRIPT is just deciding "Nah, screw you."

sand wren
#

well u cant really "upgrade" per se

#

because everything that is vrchat related had to be redone

#

bc its an entirely new avatar system

#

its more like youre remaking the avatar or setting it up again

#

rather than upgrading or porting

hazy timber
#

Wait so I also have to change the model in Blender to fit with 3.0 as well?

sand wren
#

it depends

#

if your blinking blend shapes are separate only (no single blink blend shape) and you use rig hacks to fix IK issues, yes probably

sour dove
#

Were you using some shifty blender stuff for rig hacks?

hazy timber
#

oh, then i'm fine in that regard

#

It's unity

sour dove
#

And you don't need to do av3

#

You can still do av2

sand wren
#

SDK3-AVATARS is if you want to make custom hand menus and syncing stuff like clothing toggles

#

and more things like individual hand gestures

sour dove
#

If you're not making use of av3 features, why do it?

hazy timber
#

To be cool and upto date

sour dove
#

Fair enough I guess

hazy timber
#

also some parts got my attention

sand wren
#

SDK3-AVATARS is full of amazing and powerful features but it is still an entirely new avatar system, and if you want to use it then you have to learn from the ground up

#

although not required to make avatars, just to be able to make A3.0 avatars

sour dove
#

I'm moving my stuff over right now as well

sand wren
#

a lot of tutorials suck tho imo

#

like a lot of them teach really bad practices and god awful setups

sour dove
#

But I plan to really make use of av3

sand wren
#

makes me cringe whenever i look at them and see people copying that awful garbage

#

but some of them are pretty good

sour dove
#

I learned everything by myself

#

Blender, unity everything

sand wren
#

same but ive already made games before so i already had extensive animator and blender knowledge

#

and ive been making avatars since like 2016

sour dove
#

But I'm genuinely concerned about av3

#

So it'll be a hurtle

sand wren
#

its actually a super easy and flexible system

sour dove
#

Seems like it comes really really easy to some though

sand wren
#

the hard part is figuring out how animators work

#

but really animators are literally just state machines

sour dove
#

I hope it's me included

sand wren
#

u have states and u go from one state to another with transitions

#

eventually u can think things logically and wont even need to test it for it to work

#

like selectors, toggles, and sequences are second nature for me

sour dove
#

I just hope they don't go and change unity versions again

sand wren
sour dove
#

Or something probably will break on my already scuffed unity package

#

Pumpkin has broken everything a number of times

#

My other concern is that I'll be in the dark for help if I need it

hazy timber
#

there's also the possiblity that, like most companies, they'll stop supporting av2 and gradually force people to upgrade to AV3

sour dove
#

Av2 is long term supported

inland sage
#

Do you still need a Skinned Mesh Renderer per Object that needs to move with your body, that should be able to be toggled? Or is there some other/better way now?

silver mango
#

I'm assuming yes, because otherwise there would be nothing to toggle on/off in an animation

inland sage
#

Well you could also use a BlendShape. But I think there was a problem with that

#

maybe that problem doesnt exist anymore now

silver mango
#

That's actually very true

#

If u make a blendshape that hides whatever u want then u could definitely make a toggle for it

#

I do wonder how you actually make a blendshape that hides a mesh though? I've only made simpler ones like just moving some stuff around in edit/sculpt mode while being in the blend shape I was making

inland sage
#

You just scale all the vertices to 0 collapsing whatever they are making

silver mango
#

ahhhh

inland sage
#

However that wont save you any drawcalls because the polygons still exist. They are just not "visible"

#

But I guess thats better than a whole nother SMR

silver mango
#

Hmmm it does solve the issue of having so many skinned mesh renderers, I saw someone talking in the other channel about having 50 of 'em

#

But yea that aside, it could definitely work then and is probably best practice if u really want performance friendly toggles

inland sage
#

Well as long as theyre not all active at the same time it wont be a problem. But their performance detection has to assume that they are so that will definitely put you straight into very poor

silver mango
#

I understand them having to assume they're always active, wish that the detection was different somehow

#

they'd probably have to calculate per avatar how many of them can be active at the same time, looking at each avatar's parameters etc, what they toggle and when, what combinations are possible with those animations. that's just too much

inland sage
#

Plus it wouldnt work

#

When an animator gets disabled its last state remains active

#

You can do a lot of shenanigans with animators

silver mango
#

Oh yeah and then there's that too o.o

#

A lot of people talk bad about the performance detection on certain things, but I guess there is just no better way until they find one

sand wren
#

Don't use blend shapes to toggle clothes

#

you don't need to have all 300k polygons active at the same time

visual dagger
#

the frame lag would be horrendous

#

my goal would be to just toggle off any mesh not being used, the rating of your avatar maybe crap but it would perform fine in reality

queen palm
#

what if you used a plane, tessellation and a vertex shader using a geometry texture for clothing

upbeat crescent
#

you can put an entire mesh visibility toggle into an animation though right?

queen palm
topaz moss
#

I notice VRC_Stations now have an "VRC_Object_API" slot, what's that for/do exactly?

loud sail
#

As a desktop player and avatar maker since 2017 i gotta say i am loving the 3.0 avatars so far. Cant wait for the bugs to get ironed out and even more possibilites to come.

verbal silo
#

what is the difference between the normal sdk and ava3 sdk? does it still use the same controller for the anims incase i plan to add ava3 stuff?

upbeat crescent
#

controllers are used in a totally different way in SDK3

#

SDK2 = controller overrides, gestures and emotes in-world control things, hacking and overriding is required

AV3 = animation layering system using vanilla Unity animation controllers - gestures and emotes/actions are implemented in completely separate animation controllers, and the new expression menu system lets players send control data straight into the animation controllers from in-world

sand wren
#

send parameters from syncing*

eager horizon
#

so aare there plans to have puppets in sync? I kinda feel cheated

rain marlin
#

As a desktop player and avatar maker since 2017 i gotta say i am loving the 3.0 avatars so far. Cant wait for the bugs to get ironed out and even more possibilites to come.
@loud sail You can move your hands after all!

upper remnant
#

@eager horizon what do you mean?

eager horizon
#

for example radial menus arent synced

upper remnant
#

yeah they are

eager horizon
#

no they arent

upper remnant
#

yes, they are. the radial menu changes a parameter. you list the parameter in your parameters asset. anything in there is synced

eager horizon
#

if someone join after I change my radial value to lets say 80 they wont see the change uunless I update the number again

upper remnant
#

that shouldn't be the case. parameters sync on avatar load

eager horizon
#

not from my experience

upper remnant
#

parameters changed by a puppet control sync with IK. there is a call to sync on avatar load and avatar reset

eager horizon
#

you wanna test it out right now?

#

from what I was told, anyone that joined after or enabled my avatar after didnt see the changes uunless I changed the value again

upper remnant
#

you can just record it and have debug menu open so can confirm it's a problem with syncing

#

if you can reproduce on video to document it, i'll let someone know about the issue. show/hide avatar itself should trigger a resync, avatar load should trigger a resync

eager horizon
#

where would that show in the debug menu

#

?

upper remnant
#

debug menu is just so you can see the synced param value and the state you enter

eager horizon
#

well yeah

upper remnant
#

you will still need someone remote to help you, or have another client

eager horizon
#

that happens

#

do you have time?

upper remnant
#

i don't right now, if you don't have time to find someone i will probably test it later

eager horizon
#

well I can do it with someone else. should they be hiding my avatar or should I be hiding theirs?

upper remnant
#

they should hide you

#

if you can, try to test both a late join and a safety system hide

#

those were the two areas that the call to sync was added

eager horizon
#

well I dont see a call sync parameter or anything like that in the debug menu, what should I be looking for?

upper remnant
#

no the debug menu is just to have an objective view of your state and changes to it

eager horizon
#

okay so I have proof that my parameters are synced?

upper remnant
#

just so we can see all info, such as parameter name, value, and the state you enter with the change

restive rivet
#

The only reason I can think of for such a desync would be a long chain of conditions that cannot be reproduced by syncing the parameters

eager horizon
#

its just a single float value

restive rivet
#

No other conditions? Straight from enter/any state to the blend tree?

eager horizon
#

theres an idle in between

restive rivet
#

This Colors parameter goes from 0 to 1 when you open the radial?

eager horizon
#

when I click the button in my menu the parameter goes from 0 to 1

restive rivet
#

Found the potential issue

eager horizon
#

and thaan the float parameter on the blend tree alters the animation

restive rivet
#

In your end, the parameter goes to 1 and you get to use the blend tree

#

Then you close it, goes to 0

eager horizon
#

ye

restive rivet
#

When someone else joins after that, the parameter is 0

#

So the blend tree is not activated in their end

#

This is the only cause I can think of

eager horizon
#

well I thought I need an idle in there

#

how should I structure it?

restive rivet
#

When you turn it off an iddle triggers?

raven heart
#

Try to set the blendtree as the default state?

restive rivet
#

I do something similar, but my blend tree has no conditions. I control the idles apart from the blend tree

#

In one layer my tail puppet is the default state, and in another my tail idle goes to "none" when my puppet menu is open

#

Try doing something similar and see if it works

#

Always keep in mind that animators are not synced, the parameters are sent over and the other clients just see the animator adapting to the parameters they receive

eager horizon
#

well I dont have an idle animation or anything

#

I thought its necessary

restive rivet
#

Oh then it's even easier, just make it the default state. It will always be on but only change when you change the radial value

eager horizon
#

that seemed to fix it

#

so I apparently wasted a few parameters for nothing lol

#

how would I go about making a toggle than?

restive rivet
#

Noice

#

What kind of toggle would it be?

#

Most of my toggles just go from "any state" and that's it, the only complex layer I have is the action one

eager horizon
#

so you have two animations

#

?

#

lets say you have one where yoyu have a shirt and one where you dont

#

The wayy I have it set up is that its one animation, frame 0 is shirt off and frame 1 is shirt on. this works but IDK if it syncs

hybrid ether
#

hey guys

#

should i use sdk

#

or not

restive rivet
#

Do you want to make avatars? If you do, you need the sdk. SDK2 is simpler, SDK3 is more polished and powerful but harder

hybrid ether
#

yes

#

i want make gordon from half life

restive rivet
#

Also @eager horizon I made a clothes changing menu and all I did was put all the animations that swapped my clothes come from "any state" and it worked

#

I used a int parameter, every suit was a different number

hybrid ether
#

but im not a good developer or a coder

eager horizon
#

nvm my method does sync

restive rivet
#

Oh alright

hybrid ether
#

but is it easy to make avatars

restive rivet
#

You don't have to code to use any sdk, for sdk3 you need to understand basic logic (conditionals, parameters, etc) but there's no coding involved

hybrid ether
#

but are the models from the store already have anything(like animations and bones) with them when we get it

restive rivet
#

If the models have bones they're practically set up to use

hybrid ether
#

but i dont knkow much about bones

#

or even know nothing

#

are they structures for the character?

restive rivet
#

is there an AV3 tutorial avatar? I'm trying to do a radial to change a shader option but not sure how to actually achieve that
You would need to make a blend tree (add state > from new blend tree, I think) and put an animation with, let's say, the value at 0% and another at the end with the value at 100%, then assign a variable to the blend tree. Assign the same variable to a radial and it will blend from 0 to 1

#

If that property allows that, of course

#

You should check a basic sdk2 tutorial @hybrid ether, just search "how to make a vrchat avatar" and you will find many

hybrid ether
#

ok

restive rivet
#

If they don't mention a number it's most likely sdk2

hybrid ether
#

but installing it will need unity right

restive rivet
#

Yep, check the VRChat documentation, it tells you how to install Unity Hub and then how to add the Unity version you need

hybrid ether
#

ok

#

2018.4.20 version is new right

#

or 2019

restive rivet
hybrid ether
#

i know

#

i will install it

arctic seal
#

Heya!!! Could someone gimme a dummies guide to avatars creation? Please 😊😊

hybrid ether
#

no

#

im new to sdk

restive rivet
#

Check the sdk3 documentation, it explains all the basics @ Foxxyy

#

if you didn't come especifically for 3.0 avatars, keep in mind that they are way more powerful but harder to use than 2.0

hybrid ether
#

i sold my soul just to make my avatar

arctic seal
#

Ah okay, thanks 😊 @restive rivet

pale cargo
#

I'm guessing we need to redownload the SDK3 and reupload our avatar(s) using said SDK to get the fixes? Not a VR Chat client update thing, right?

hybrid ether
#

nah i will give up

floral rock
#

Thanks for the help Demirramon, made a blend shape, float value 0.01 (for radial 1% - 100%), animation starts 0 then to 1, in game when I go to the radial puppet I try to move it around but it instantly snaps out, it sets the value. LIke I can flick to 40% but it sets and immediately exits, it's wierd

#

gonna watch moon's video again, the radial settings may be off a bit, the arm control they do may tell me what may be off

restive rivet
#

Weird, what property are you trying to animate?

floral rock
#

hue shader setting

#

goes from 0 to 1

#

that's why i was asking if they had a example av3 avatar, don't see one in the sdk, I could look at how they do a radial/shader manipulator

pale cargo
#

It is strange they included no example avatar

#

I'm sure looking at those can fix a lot of people's problems

floral rock
#

I got the new inventory to work, I can add and remove glasses just fine, so my menuign is set up ok at least for toggles

pale cargo
#

There are default animation controllers that you can look at though

floral rock
#

maybe it's the layer? I have both the inventory toggle and shader radial on the fx layer

#

I have a gesture layer for a pen and that's working fine with the inventory on the fx

jagged marsh
#

how do i rebind things?

warped dust
#

do we need to reedit all old avis with facial gestures then or should they adjust slightly for 3.0?

merry swan
#

nope they work

warped dust
#

ok XD

#

was worried i would have to do some weird junk to get an older avi to work with the new system

merry swan
#

But if you use custom blink/tail ect , it need the full path if it was animator on different part of the body

warped dust
#

now im just afraid of some blender models im getting made XD

burnt flax
#

lol. i think i found my error on emote. i got submenu set to 1. it should be 0. 😛

#

i hope it work now.

#

nope, still broken

soft crown
#

tfw always forget to set the weight

restive rivet
#

Models won't need fixing unless they use weird righacks

#

Well, they will need a new shapekey with both eyes blinking if they have them separate, but that's it

burnt flax
#

my avatar come with custom. so ya, it need to be custom -.-

warped dust
#

should i be aable to move with my thumbsticks still

subtle falcon
#

Why this avatar 3.0 gotta be so complicated for customisation 😭

distant raptor
#

I miss the override controller already

golden field
#

Is it possible to make hand-independent gestures now? I had an idea for an avatar but each hand gesture would require its own mesh.

silver mango
#

yup

#

well you'd be able to listen on right hand gestures and left hand gestures

errant echo
#

does the new FBT tracking stuff work if you're still using a 2.0 model? or only when you're on a 3.0

sand wren
#

both

lost niche
#

There's no example sub menu of the default emotes right?
I was adding a swap outfit to an avatar, but wanted to keep the default emotes on it for now
I guess I'd just look at the example actions animator and build a menu from that?

pearl dust
#

im assuming the way action menu controls are ordered on the inspector corresponds to them being ordered clockwise starting at the top on the actual menu?

restive rivet
#

Yep

white osprey
#

sooo MMD dance worlds dont work with avatar 3.0 :p interesting

glad kayak
#

Worlds that rely on stations like dance worlds will not work on 3.0s, but will still work on 2.0s.

viral spruce
#

hi i need help im trying to find a commissioner or even a requester for my avatar i have 120 saved up if anyone can help ^^; sorry if im bothering

neon finch
#

Looking for someone who can take requests cause I broke

#

Anyone?

sand wren
#

go to the vrc traders discord and the free comission channel

neon finch
#

Thanks

#

i regret everything i said about sdk 3 being bad

#

they finally let avatars with less than 3 fingers crouch

sand wren
#

lol

rigid pulsar
#

is there any avatar 3.0 worlds yet besides the hub

#

i wood love to know

gritty epoch
#

I haven't delved deep into the new Avatar 3.0 stuff yet, but is it theoretically possible to be able to switch control of limbs (for instance, having two+ sets of arms that can be control toggled on and off)?

restive rivet
#

You may need to do some tricks like having your actual limbs be invisible and parent the fake ones on demand but yeah you should be able to

rigid pulsar
#

does anyone here have any cute loli avatars that run off avatar 3.0 for public

gritty epoch
#

sweet, that gives me the motivation I need to at least prototype what I'm thinking of

restive rivet
#

The only thing I see that could be a problem is that if you leave arms in a certain position late joiners may see them in the default position until you move them again, given how the parameter (but not animator state) sync works

#

But I don't think this is bad enough to stop you

wind scarab
#

i have a robot with 4 arms that dose this havnt ported it yet to 3.0 but yes its possible just have to set it up properly with activations and idle back to position animations.

#

which im excited to make it so if i dont use my arms they go back to original positions o3o

restive rivet
#

Oh yeah that would skip that problem entirely

sour dove
#

I'm making my first av3 avatar

#

I'm scared to start, wish me luck!

silver adder
#

It's a bit more involved than SDK2, but not really much harder (until you get into custom animations anyways...).

sour dove
#

Alright I'm already confused

silver adder
#

You'll need more general knowledge about how Unity works for Avatars 3.0.

#

SDK2 didn't require much knowledge about the Unity editor.

sour dove
#

Yeah I've noticed >~<

#

I'm going to ask a friend for a complete setup

#

So I can tinker and break it down

#

Learn

distant egret
#

any avatar 3.0 worlds I can explore?

sand wren
#

mine @distant egret

#

3 avatars with interesting things

distant egret
#

I actually already checked urs out 🥺 👉 👈

sand wren
#

ah lol

#

have you checked the flower pot one

#

i forget its name

distant egret
#

I did

#

I've been scouring around

#

trying to find more avatars to look at

#

I have a little bit of an obsession

sand wren
#

yea theyre pretty fun to play with

distant egret
#

and by little bit I mean 80% of my time is spend in avatar worlds

sand wren
#

i have a few more but theyre private

#

also yea theres a lot of exploring to do when you go to one

#

but its epic when you find something cool or funny to show your friends

oblique ravine
#

what's the best place to put the viewball for 3.0 fbt ? inside the head or out

balmy prism
#

Just a quick question, is the process pretty much the same to make avatar v3s?

#

Or should I like, keep stuff in mind\

sand wren
#

@oblique ravine try putting like halfway between 0 Z and the Z in between the eyes

balmy prism
#

I make simple avatars. Nothing too special

sand wren
#

@balmy prism nope

#

its completely different

balmy prism
#

Soooo, I have to look up a guide then

sand wren
#

definitely

balmy prism
#

What's the best guide rn? x)

sand wren
#

that or just keep using sdk2

#

the official documentation

#

that and youtube tutorials

#

(up-to-date ones)

oblique ravine
#

gotcha. i know pumpkins tools used to put it at 0.06, which was the z between the eyes

sand wren
#

yea but this time the viewball is actually accurate

#

like no longer is it thrown up or down randomly

#

so if u put it between ur eyes it stays between ur eyes

#

but the reason why i tell you to put it closer to 0 Z is because

#

if you rotate your head it might exaggerate with how hard your neck and chest are supposed to turn

#

the closer it is to 0 Z the less that happens

#

but for some avatars like furries it may be uncomfortable to have it so far into the head

#

so somewhere in the middle is great for most

oblique ravine
#

👍

#

i'll throw it at .3, thanks for the advice

sour dove
#

I feel pressured to learn av3 by the whole community but this is just different

jagged vale
#

is it still possible to use sdk2 to make avatars or does that just not work anymore

sour dove
#

It's complicated.

merry swan
#

2.0 not going away for awhile,

neon finch
#

for a long while

balmy prism
#

I'm not going to ask how or even try to do it rn, cause I'm tired, but I'm just curious. Is it difficult to learn everything? Like for example, I would like to add a toggle flashlight on my character, is that going to be easy to learn?

#

I wanna know how prepped I gotta be, or how much free time I gotta set aside to learn this stuff. x)

neon finch
#

@balmy prism you can use the sdk2 for that, its simple but with the new update, they complicated everything

balmy prism
#

But at the same time, it's more convenient to use, no? At some point I am going to learn everything as I go, I would like to have a menu where I can just toggle things on and off or easily mess around

#

Flashlight is just an example I used to start

#

Like learning how to even add stuff to the menu

neon finch
#

tbh, its way more complicated than it looks, im just sad they bro there game

distant egret
#

the game isn't broken tho..?

neon finch
#

sorry youre right, the game isnt broken. but the models in the game are

distant egret
#

only a few

#

and that's due to a 'sneaky roundabout' to fix the avatars

#

which they then fixed the bug which broke the avatars due to the workaround

#

if you need help finding nice avis, I spend a lot of time in avatar worlds and can help u find replacements

neon finch
#

im sorry do you call every popular avatar creators', "a few"?

distant egret
#

I have not seen a single broken avatar

#

and I go thru anywhere from 10-80 avatar worlds

#

in a day

neon finch
#

what do you define as broken

distant egret
#

so I'm sorry if that's all you come across

#

broken; the avatar is wack, massive clipping, poor to no tracking

#

etc.

#

also some emotes not working

#

contributes

neon finch
#

then you just defined every model

distant egret
#

nope

neon finch
#

do you have index?

distant egret
#

index?

neon finch
#

index controllers

distant egret
#

nope

#

however-

#

and hear me out

neon finch
#

then of course you dont know the bugs

distant egret
#

I drag my friends who do have those around

#

to avatar worlds

#

so I do know the bugs

#

but thank you for ✨a s s u m i n g

neon finch
#

basically all the models on index have shit tracking for the controllers

distant egret
#

again, due to the fix for the bug that got fixed, breaking the fix, and hence freaking the avatars that used said fix

#

if that makes sense

neon finch
#

its every model have tried

#

its the not the model

#

its vrc

distant egret
#

try Akai`Avatar World

neon finch
#

okay

distant egret
#

nice quality avis, worked for my friend

#

if it doesn't work for you I have like a solid 80 avatar worlds favourited

neon finch
#

actually now that i think about it, on desktop the models are fucked too now

distant egret
#

what creators have you seen that avatars have broken?

errant echo
#

anyone have a hand idle animation that I can use? the default 3.0 is too closed imo

neon finch
#

stupid baby, ruki rei, google, far from home, and yukine (just to name a few)

distant egret
#

stupid baby's avis have been working though...?

neon finch
#

view point is off and arms are weird when in desktop

visual mulch
#

As much as I love Av3.0 there’s still a lot of things I need to learn

#

I’m trying to get the a custom sitting animation to work without my body sinking into the ground on desktop

neon finch
#

honeslty just use av2.0 man

visual mulch
#

On VR it’s fine

#

It would be a lot easier to do that but I’m willing to learn then to give up completely

distant egret
#

I just checked; arms aren't weird; they've always been a little back

merry swan
#

Check the IK setting before starting sitting animation, it usually only turn off hip/legs now

errant echo
#

(hi thulen)

merry swan
#

haai , before you could set that in the animation itself to disable it

lime plume
#

dont listen to puppi, av3 is amazing

visual mulch
#

@lime plume I know it is. It just takes time to learn a completely new system

#

so I have to constantly ask questions

lime plume
#

yeah lil learning curve

distant egret
#

it bothers me when people have no clue how to adapt to change then complain and tell others off when they want to adapt

lime plume
#

yeah same, especially when the changes are amazing af

merry swan
#

Its new, they will always do that, 'back in my days'

visual mulch
#

We only really have two options.
Wait for more tutorials to be uploaded
Or
Try fiddling around with the current knowledge out there

merry swan
eager horizon
#

if any devs are reading this, PLEASE add the feature to sync between worlds. I know you have been thinking about it, It would be mazing

merry swan
#

would have to store the states locally, could be possible

lime plume
#

@eager horizon have you voted on that on the canny?

eager horizon
#

yeah it wouldnt be that hard

merry swan
#

my output logs in vrchat probably 1 million % bigger then state save would be

visual mulch
#

If I’m not mistaken do avatars now sync up whenever someone joins in late?

eager horizon
#

I dont have a canny account. All I know is that the devs want to do it because my friend is a beta tester

lime plume
#

thats a question

visual mulch
#

At least if you use Av3.0 inventory system

eager horizon
#

yxes

merry swan
#

yes they do, people noticed i had changed, they entered world

eager horizon
#

they sync up

lime plume
#

the canny uses your vrchat account now

visual mulch
#

Sick

eager horizon
#

oh?

#

cool I will get on hatt

merry swan
#

ah good they are using vrchat login now

visual mulch
#

Yea but either way I’ve also got to learn how to clean up my parameters and layers as well, because I have so many layers and parameters on my current Av3.0 test

lime plume
#

i have no clue how to fill them up

visual mulch
#

To me, it looks quite messy

#

And the more that I think about it, I could probably combine a lot of layers

merry swan
#

im making a wolf that has simple exsamples how to do stuff, some of my friends might want it , but eh wip

lime plume
#

i mean like, 1 param for emotes, 3 for gestures, 3 for tops, bottoms, and outfits, idk what else to do really lmao

merry swan
#

toggle skin , hair colors,, ect

#

scale parts of avatars (height wont really work without remeasure back)

#

and no more duplicating avatar to dance animations

lime plume
#

even then, you could use the same param for multiple things in theory

pearl dust
#

is it possible in the action layer to make your character stay put in an animation rather than moving with you, like how it does in av2 emotes?

eager horizon
#

I got 1 for outfits, 1 for color scrolling, 2 for ear control and 7 for one other part

distant egret
#

does anyone know if theres a prefab for an avatar size change? like on github or something?

lime plume
#

7 for what now lol

merry swan
#

yes, disable locomotion before starting animation

eager horizon
#

avatar scale change is disabled now it doesnt work

pearl dust
#

how do i disable loconotion

eager horizon
#

@lime plume for a thing

merry swan
#

cant log in on unity right now, but its a component you add

#

vrc_locomotionsomething

pearl dust
#

ok

balmy prism
#

Oh is there actually a way to change our hitbox now? Or does every avatar still have the same hitbox

lime plume
#

hmm... its lewd isnt it

balmy prism
#

I mean like, height. If you're a tiny avatar being able to go in a tiny hole

eager horizon
#

due to the rules of the server I am required to say "no"

merry swan
#

no clue about that, kinda waiting for remeasure

void swift
#

16 parameters? not enough 😄 😄 😄

pearl dust
#

that sounds like it would be abusable

lime plume
#

nanachi pfp
yeah i see where this is going

pearl dust
#

like someone uses a modded sdk to set their hitbox to 0 and then they noclip through something or something like that

visual mulch
#

Pfftt

eager horizon
#

I mean, they already to that

visual mulch
#

Casually scales a bone in the avatar

eager horizon
#

changing the hitbox would be neat

balmy prism
#

It's just been a mildly bothering thing to see that I'm a tiny avatar and I can't walk under a table

pearl dust
#

it would screw up some game worlds

#

like murder 3 if your hitbox is really fucking tiny and nobody can kill you

visual mulch
#

I mean it could be because of how the collider was setup on the table

#

You can have a collider thats just a box around the table

eager horizon
#

also something like a table could have a hitbox that will prevent you from going under it no matter the size of your hitbox

balmy prism
#

I'll have to do some testing then

pearl dust
#

i guess you could also locally disable the collider as a world maker if your avatar is under some height

balmy prism
#

Was gonna say that

#

But idk if stuff like that is asking too much for the devs at that point. x)

pearl dust
#

you know what would be nice tho

#

the ability to make custom non-standard gestures for index controllers

lime plume
#

cant you?

eager horizon
#

you cant

#

since theres only 8 states for gestures

#

and all are pre determined

pearl dust
#

yeah i mean having more than 8 states for different hand positions

merry swan
#

remember left and right gestures now, so 8+8

#

well 0 doesnt really do much

lime plume
#

well, you could wanna do like, rock on with thumb up and another with thumb down

visual mulch
#

0 would be your wait state wouldn’t it?

merry swan
#

yeh default hand, neutral

pearl dust
#

0 is idle

visual mulch
#

Wait idle close enough

pearl dust
#

or on index 0 is anything other than the standard 7 gestures

eager horizon
#

you see that no matter the states

#

you cant make a middle finger trigger an animation

#

you cant make custom finger combos

pearl dust
#

yeah

merry swan
#

you can add more trigger on different hands same time, but eeh im already never using more then 7

#

lefthand = fist + righthand = fist = do different gesture then actual fist , get confusing

pearl dust
#

the ability to do more on each hand would be nice tho

visual mulch
#

Well yea

merry swan
#

was going to try to put a icon in my face when i do a gesture, so i know what im doing

visual mulch
#

For right now I enjoy having separate hand gestures

pearl dust
#

because peace+thumb out comes so naturally i wanna be able to trigger something with it

#

but peace with thumb out does absolutely nothing and is still state 0

visual mulch
#

You could always try to use screen space shader and have texture layer with a UI on it

merry swan
#

gotto add them, GestureLeft = 4 then have that go to GestureRight = 7 =X

visual mulch
#

And especially using the animator you can switch out each texture

merry swan
#

yup its on my idea list

visual mulch
#

I’ve seen it done before on a public avatar

merry swan
#

since you have isLocal too now its easier

visual mulch
#

this update gives me both serotonin and confusion

#

but it’s rewarding when I figure something out

candid forum
#

random question, i see the custom icons people are making for the wheel in 3.0 and all of the custom icons i've seen are all white, is that just player choice? are other colors not allowed in it? or are they there and i've just somehow missed them

glad kayak
#

It's a style choice. The icons are just small image files, you can have them however you please.

fluid grotto
silver adder
#

Max resolution for the icons is 256x256 btw. But the SDK will allow you to automatically crunch the textures down to that resolution if they exceed the size limit.

#

It'll give you a warning when you try to upload and one of your custom icons is over 256x256 is resolution, and an "auto fix" button will show. If you click it, it'll automatically configure the texture compression settings to reduce it to the max resolution.

silver knot
#

So ok, my issue is that the new bindings wont show up on vive controllers, what do i do about that??

uncut sable
#

Im not the only one who sees 'FX' instead of 'Action' in 'Base' of Playable Layers right? I have 2 'FX' segments. Using latest SDK3 - Avatars from website

full sorrel
#

Do you have to pay for unity?

lime plume
#

no

#

and yeah a few people have had the 2 FX slots, nobody seems to know what causes it

uncut sable
#

@full sorrel check vrchat's documentation for the right version of unity, its free

full sorrel
#

Yea figured it out

#

Is it unity hub?

#

Posted it in avatar-3-help

lime plume
#

yeah get unity hub and use that to install the right version

silver adder
#

Unity Hub is great.

#

So much easier to manage projects and editor versions.

quiet plover
#

is there a way to use any sort of limited body tracking with generic avatars/

modest karma
#

Has anyone gotten virtual lens 2 yet for 3.0? I got it earlier and I'm having issues setting it up even following the guide from booth

upbeat crescent
#

i have it and i'm about to try to set it up

#

you're getting the error about "component VirtualLensSettings was found and will be removed"? and it won't let you build & test or build & publish?

modest karma
#

No Im able to build and publish fine, the problem is I can't seem to get it to toggle on in game or be able to drop it in place

#

Although I may have broken that avatar conversion to 3.0 so I'm working on a new project to see if thats the case

upbeat crescent
#

i can get it to toggle and drop via the expressions menu.. but it broke other stuff

modest karma
#

I pretty much knew id break it instantly so Im just gonna wait for people with functioning brains to figure it out and dumb it down haha

neon finch
#

Idk if it’s just me the but reset button just messes up my model

restive rivet
#

Yeah that happens in local test models

ashen sedge
#

gesture toggle does nothing in desktop mode

restive rivet
#

It should make gestures not work

#

Not even the fingers should move

ashen sedge
#

am working on my avatar, only reason I'm in desktop and on every avatar if I have gestures toggled off it still does the gesture, on vr it works, not in desktop

neon finch
#

I'm working on my avatar but blender is horrible for me,, I can't sculpt the body at all from box modeling it,, I have no clue what to do honestly but I really want to make my baby girl in there- :')

wheat temple
#

Short question: did the 3.0 Avatars have a better copy protection?

wintry glade
#

There have been no changes to the copy system

restive rivet
#

Sculpted models have to be retopologized before using them in VRChat if you don't want a very poor avatar

wintry glade
#

Rigging a sculpt is a nightmare if your PC isnt a beast IIRC

wheat temple
#

There have been no changes to the copy system
@wintry glade means "hackers" could steal the same way your protected character like before 3.0?

wintry glade
#

Yeah AV3 has nothing to do with security

wheat temple
#

ok, that is sad, but thanks

fluid grotto
#

Short question: did the 3.0 Avatars have a better copy protection?
@wheat temple Short answer: Don't put anything on the internet if you are afraid of it getting stolen. Not just VRChat, anything, ever.

crimson rampart
#

i hate the way FBT is done in VRChat now
It's so hard to get my avatar to look good while sitting down
And it doesn't help that if I turn my head, the entire upper chest snaps with it

#

is there a way I can go back to the hip tracked FBT?

wheat temple
#

@wheat temple Short answer: Don't put anything on the internet if you are afraid of it getting stolen. Not just VRChat, anything, ever.
@fluid grotto Should that be an excuse for a too simple copy protection? I think no.

merry swan
#

If you see it, you can get, goes for anything , even games

wheat temple
#

That was not the point

#

it is a different if you could easily copy it, so everyone can do it or if you need much more work and some knowledge to do so.

fluid grotto
#

@fluid grotto Should that be an excuse for a too simple copy protection? I think no.
@wheat temple this game has content from other games. Ask yourself how that content got out and into here. Do you even think it’s remotely possible to protect this one? What makes this game different? Protecting content is an absolute waste of dev time. It’s impossible. No matter what they do the game is still going to be ripple just like every other game is. Expecting VRChat to be the pioneer and first to ever make a game that isn’t rippable is an unreasonable expectation. It’s futile.

merry swan
#

Wear a local avatar only you can see, then you are safe 🤷‍♀️

#

Have one of them one is muuuch more details then actual ingame (quest one)

#

dont need to care about texture size if its local 😛

fluid grotto
#

Don’t upload content that is so special to you that the thought of someone downloading it is unacceptable.

wheat temple
#

yeah, that others stealing your work without permission is unacceptable.

fluid grotto
#

That’s just the Internet man. I could copy your Discord profile picture if I wanted to.

#

Probably not the channel for this

wheat temple
#

right

silver adder
#

Just to add my two cents, i could care less if someone ripped my stuff. That is, if i ever make my own stuff...

patent juniper
#

yes... cause you don’t make your own stuff

silver adder
#

I'm trying to learn 3D modeling, it's just progress is slow. I've been very busy during these times.

patent juniper
#

for some, avatar stealing also means lost customers

silver adder
#

Yeah, now that sucks... Having someone commission an avatar only for a bunch of others to pirate it.

patent juniper
#

OCs play a major part in this

silver adder
#

That is my first time hearing the term "OC" outside of the Sonic fandom...

patent juniper
#

well

#

sonic, some weebs ig, furries...

silver adder
#

I'm not really a part of that fandom, was just using it as an example.

patent juniper
#

and some people who aren’t in any particular fandom

#

mhm

#

but yes, a lot of people make their ocs in game, and they don’t want it to be stolen

silver adder
#

Sounds like a them problem if you ask me...

patent juniper
#

no?

silver adder
#

Well, this probably isn't the appropriate channel to be discussing this anyways...

patent juniper
#

true, sorry

fluid grotto
#

if someone steals your stuff they were never going to buy it so they aren’t a “lost customer”.

#

When selling digital goods you really need to stop caring about piracy. They aren’t going to buy your stuff no matter what. Focus on the people willing to pay.

#

Piracy does not make honest people unwilling to buy your stuff. They want to own legitimate copies. Those are the people giving you money. Focus on them.

silver adder
#

^

void swift
#

I heard people are using voice to activate animations? What method are they using?

merry swan
#

havnt tried it yet (dont think i will)

silver mango
#

It's pretty cool, definitely put that on a toggle though to avoid triggering it when u accidently say the magic word

burnt flax
#

almost got avatar 3.0 down. there only 2 thing i got to learn. 🙂 other than that. i can master it

fluid grotto
#

Spoken Word triggered gestures are surprisingly accurate. The only hard part is figuring out the Viseme pattern for the word you want.

burnt flax
#

when you get down to it. avatar is really easy to build. just more work. it not like try build button for udon world 🙂

fluid grotto
#

If you don’t want new features it’s honestly a bit faster using SDK3. Just some blender work has moved to unity

silver mango
#

Lmaaoo I couldn't figure out why my sit idle wouldn't work when I copied the sit idle template animator. Turns out I misinterpreted it and it means sitting as in, being in a seat and not like crouching. god i feel dumb lol

fluid grotto
#

I think people saying it’s more work aren’t utilizing the included example controlers and trying to make their own from scratch

burnt flax
#

Adeon never say i didnt want it. i saying i starting to love it 🙂

#

i lol when i find out impim got 1 working bling eye. they forgot do other eye 😛

#

it still look cool 🙂

silver knot
#

So ok im gonna ask again.. my issue is that the new bindings wont show up on vive controllers in the steamvr controllers bindings, cuz i wanna change some stuff around

void swift
#

neat

neon finch
#

tupper made a video

crystal bison
#

So were can i find examples of people doing commissions?