#avatar-general
351 messages · Page 9 of 1
I'm going to move all my avatars to avatar 3 today
What should I expect going into this mess?
especially with my project being over 5gbs at this point
New project is highly suggested
Expect sdk2 project to break
Break how?
@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
Break as in the sdk and references to it won't work
I expect the SDK to break
Make a new project, add sdk3 to that, then import your avatar assets
The alternative is more time
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
I mean I did reimport everything into the SDK 2 version, that was around 20 minutes
Should I expect it to be similar?
The import time, yes, if you reimport everything
I'd only import what I need for avatars I'm working on though
I know that's the smart idea
But I jump around a lot between project
Or use assets from one to another
I'm not even considering porting my last commission since it uses the button menu from VRLABS
can't be bothered to port 87 particle systems with its materials and textures
My one commission sits at 6 GB now due to Ultimate VFX sheets being biggo
@flint elk with 3.0 you can reduce a button menu to just a few particles. The materials don't really count
My problem is, I barely got my way around 3.0 and just got confident with the buttonmenu
Can I have a bunch of scenes that share stuff?
And the person I'm making it for wants the button menu specifically
They're a cool person
This is concerning..
I think I should make a test blu to figure out this new menu system
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
See what nightmares I can produce on accident 😰
Even swappe the numbers for the games skill icons
I do think the inventory system with the 3.0 is much cleaner
VRLABS really got me back into making stuff, you doing amazing work
And the upcoming stuff for 3.0 from the preview is exciting
And the upcoming stuff for 3.0 from the preview is exciting
Welp
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
Sry for double, me net broke
I just want my human model with fully animated mech parts coming in from different directions
I'm genuinely really concerned about av3 because I don't even know what the menus look like
I've seen the new anims viewing menu
But not much of the whole suite
Have you tried using it yourself in vr?
oof guys everything is a bit more difficult now
I've been in vr, yes
um trying to remake my avatar into av3
I know what is possible, I've been following the show off and whatnot from open beta
I just haven't actually seen the menu layout
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)
Do you need toggles on your avatar? If yes I'd look for M.O.O.N's tutorials on YouTube
and thats only on my avatar btw, my right hand is detected when I switch to other avatars
Wait, there's no longer a need for xiexie's inventory system?
ye
ye
If your right controller isn't detected, force close all vr related programs
blue
and it's beautiful
Finally
ill do that but that's really the least of my worries
I actually can see the implementation of my big commission being way easier since states can be chained
30k? Wut?
It's just me being a really terrible avatar creator :P
But the final product is usually good enough
i had a concept for a separate application for creating avatars that is easier than unity, but eh
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
@molten goblet did you import into an existing project that had sdk2 or a fresh one?
would the anchor override be the problem when it comes to how the skirt follows my avatar?
existing
Then it's gonna break
i did everything from scratch
It's not recommended to import over sdk2, too many new components
Make a new project, import sdk3 and then your avatar files
what if its a prefab
Remove all vrc components from it before making a prefab of it
Tried that before and only had some missing textures which can be manually added after
ahh i see thank you
guys
Mmh?
Are there any example avatars that I can import to learn from?
Check out Demo Plays or M.O.O.N on YouTube, good tutorials to get a grasp of basic 3.0 creation
thank you
You can also check the official documentation from the vrc wiki
Might help to having something to read into
thank you for the """wonderful""" avatar 3.0 update, all of my avatars got totally ruined!!!
Ah shit, here we go again
Thank you for your constructive criticism, the devs definetely haven't heard that one before

I can't believe av3 killed my family
Well. You could call it a 3.0 plague and grow a new family.
They can be 3.0 zombies.
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
Wdym by "broke"? In-game or your project?
in game
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.
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?
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
And I totally get the being angry at stuff being broken again
It's annoying to deal with, especially with that number
i not used workarounds because i never had any reason to do it
fixed 120 of my avatars yesterday, once you get the workflow right it goes fast
What exactly broke and what kinda avatars do you make?
i make fullbody avatars for lot of friends.
the moveing is broke
for example:
the hip is goes crazy, leg the same and head the same
Okay, when it comes to FBT, I can't really talk cuz I'm vr only
They are working on fixes tho as stated above
to clarify, by workarounds they mean the neckfix or the older fullbody fixes that cats used to do
yes i know its because of the fullybody fix. i mean a lot of people said it to me
but like..
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
correct me if im wrong about its because of the fullbody fix. but lot people said its because of it
it is, it sucks it really does, but thats just the nature of this kind of thing
Properly developing for vr isnt easy
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
oof
and you can understand the neckfix too, because it essentially made your neck non existent
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
they said they did avatars for friends too, so they might have to fix it for more than themselves
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)
Only fix the ones that people actually use
^
80% of my avatars are in daily use
So about 120
yes
Eh then it's gonna be taking some time
That is a lower number. Nice. Progress already
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
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
i believe there is a way to fix it in the game. this fullbody update ruined too much stuff
You can revert back to the old FBT behavior using a launch option (forgot what it was called, give me a few minutes).
Try inputting this into the games launch options in Steam and see if it improves things. --legacy-fbt-calibrate
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.
but if it works, then only i will be able to see my avatars working normally?
Hopefully.
so like other people around me will see my avatar glytchy then if im correct
Your FBT settings there should sync.
so if i will see it work normally, then other have to see the same way as well
sorry for asking a lot. i not know anything about this launch option things
Right click on the game in your Steam library, hit properties, then set launch options and paste that command in the text box.
what's the issue robostus exactly?
neckfixed/hipfix/0 length bones causing fbt issues?
yes
yeah that's sadly unavoidable rn
having rig hacks in your armature are just bound to fuck up now
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
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
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.
And then there's me with one giant single 19 GB project
it felt good finally letting go of an old project really
ive been telling people to treat projects as disposable for years 😩 . use them only to edit, upload, and make packages of your avatars
you should be able to throw away any project at any time, ideally
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
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
Prolly saved like 200 Gigs over the last 3 years
that is a nice workflow
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
you can just make a unity package, but yes please version and archive in order to succeed
Usually I sort them by version and month, same for my downloaded recources
based
Whenever my gf works on unity I die little
I watch her pull every single thing into asset andeave it there

Im using auto synch to nas/gdrive(encrypted before uploading)
@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
89gb of avatars 

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
Probably would be easier with multi-monitor setups
I usually have blender on 1 screen and unity on the other xD
Blender, Unity, Gimp and 1-2 vrchat up usually
Reexporting my fbx files into unity like 5 times per model cuz of mesh fixes
I have only one monitor. I have fallen from grace and now live as a mortal
RIP Adeon.
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?
Time to watch tutorials, its paramter = Y , then you make a button and a parameter on the expressionmenu+parameters
tlrd: its on off toggle button
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
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
that was written with the knowledge u have some idea how this all works tho ^
if ur really new, watch some tutorials or read the doc
@rain marlin I did something like that, i made an image of each clothing item. https://cdn.discordapp.com/attachments/634400495707881502/741702903747706991/unknown.png
I use a small script that lets you save the current image on a render texture as a .png in your project
Couldn't figure out how to generate a png with a transparent background so i have to erase them manually
Maybe you could with a camera set to not render the skybox and only the object?
Or are you just saying that you don't know how to generate an alpha channel for the image?
I had it set to solid color and magenta to make it easier to key out.
but yeah i really wanted it to just clip to transparent, couldn't make it happen
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
goes in Assets/Editor
thx
I still don't remember the reason why we shouldn't put transforms on FX layer 🤪
Because the docs say not to
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
I can speculate it’s because they take the FX Layer and play it on your mirror clone, and it doesn’t need transforms
ok so is there any failsafes in vrchat
my model is so messed up the viewpoint is like. third person and i can't access the menu
so i can't change models
I believe / will turn you into default robot
in vr?
LOL ok
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
she moves just fine
If it’s when you uploaded the position might be set wrong otherwise it could be your room calibration is off
room calibration?
the problem only happens with model's i've uploaded, but to my knowledge i set them all at 0,0,0
so is there a way to update my avatars for 3.0 or am i just going to have to remake them?
create a new project, put sdk3 in there, drag the old avatar over, remove old descriptor, and set it up
it will still have all the settings, only descriptor wont work
some one please please please help me
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?
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
@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
vrc_AvatarV3SittingLayer
oh, lord.
But then animator override on stations becomes useless, is there a canny for it by now or?
they know of it
okay, thanks that's good to know
I have a avatar thats litterally a bed, with sleep poses, cant update it to 3.0 until its fixed 😛
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 
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
yeaah, right they have a new behavior now while we just were used to have few keypoints that would disable all of the ik
that layer is very like the new chair setting would be i guess
disable ik , change viewpoint, animate
yeah, i tried to edit this layer to get it to work with stations, but i didn't get anywhere really
i know how it works on it's own for avatars and stuff but, stations solution so everyone can do it would be nice
why is 3.0 10 times harder setting stuff up?
New things usually are, at first
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
< converted 100+ avatar to 3.0 now
where am i suposed to put my animation there is not costumoverride
make a duplicate of needed layer and replace motion in the animator state
Its abit wierd, But FX layer is where you put anything thats not moving your bones, thats on Gesture layer
wich naming is confusing
the should have kept how we placed our animations like before
yeah layer names are a bit weird, but once you understand the purpose of each it's not that big of a deal
Too limited, you can do so much more now
cus it have some stuff in it wich i cant do in 2.0 like costum afk animation
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
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
why do playables sync every 0.2 to 1 seconds
why isnt it instant
it's not really .2 to 1, it's more like 100-200ms
oh ok
because in one section of the docs it says 0.2 to 1 seconds and in another section it just says "seconds"
yeah the 1 second thing is from earlier versions, where there was some issue with the playable syncing mechanism
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
so the average is 100 to 200 ms or less
but its not that much data
you'd have to talk to the network guy to reason about it
there are probably good reasons for their constraints
the bare minimum is 4 bits for the parameter index and 32 bits for the float or int
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
it doesnt have to be sent 90 times a second
it only has to be sent when its toggled or pressed
right now it's only sent on parameter change
yeah, parameter change or like, avatar load I guess for late joiners
yeah those events trigger a sync too
An animation state can change parameters as well ("VRCAvatarParameterDriver" behaviour)
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
@raven heart yee. the most OP state behavior
I can’t figure out how to toggle props
Just make an animation that enables the prop and assign it to the animator
Which animator? The fx layer?
yeah
Okay, ill try to get it to work
Do i need to make a second animation for despawning the prop?
nope, just use it as a toggle, when its not toggled, it goes away if enabled by animation
so are the default crouch animation broken?
You mean how it shoots the knees through your chest?
Define broken
mine its like doing a weird ass fuck / position
Yes, default crouch is broken.
could try mixamo, they could have animations you could use
never knew how tf mixamo worked, like, when you download the animation, its like an fbx avatar, not an animation
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
OH
now I just remember it as D for detach
I googled for a while, because theres no way I could find to do it besides that shortcut, haha
tho if you guys have any kind of default crouch you found would be nice to have it
would also be nice to have a default non broken one
lol
I've just been putting up with the in-game crouch
though I guess I'll just animate one by hand eventually
i think ill make one
i just want the old basic crouch
simple, and its pretty fast to make on unity
it need to ve a moving animation? or just one a 2 exact same frame one
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
the thing that bugs me is, if its just a basic animation, if your head goes up or down, the animation moves correctly?
I have no idea, I haven't touched locomotion yet
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
anyone who wants to play VRChat with me??
https://www.youtube.com/channel/UCjmDHuhHH5ntRjqECGLONFQ/videos There's some tutorials
ty
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)
anyone who wants to play VRChat with me??
@meager slate sad
@rain marlin sure whts your name
ok ill add you
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
@rain marlin can you add me i forgot how you add ppl😅 my name is Gabbeduzz and the numbers are 7924
numbers?
@rain marlin wait, you mean if you swap out the crouching blend tree with the standing?
@rain marlin wait, you mean if you swap out the crouching blend tree with the standing?
@lost niche yep
the numbers after your name
thats hilarious
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
Yeah, that'll work for now until I replace the animations
´´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.´´
but @rain marlin can you add me i have forgot how to do it lol
hey uh, does anyone here know where i might be able to download a premade 3.0 avatar?
idk
no idea buddy
Theres the preview world they showed off a bit ago
huh? @lost niche
i mean like, i need files.
Oh, that makes more sense, haha
i want to reverse engineer and figure out how they work
Not a clue, I guess it hasn't been out long enough for there to be a lot of pre-built
yea
the supported Unity version is still 2018 right?
Anyone mind sparing some time to help me with an avatar
Yeah, it's the same Unity version, mine says 2018.4.20f1
is there a new version of cubed unity shaders or is there a better one idk
i never use cubed personally
Xiexes and Poiyomi have more options and better lighting effects imo
Is there someone here that can explain me how to get this working?
https://github.com/lyuma/Av3Emulator
Feel like I am missing something obvious
im surprised theres no sample avatar in the sdk, like 2.0 has
i am working on a few
maybe available before september
they have a ton of template controllers though
Not trying to ask the devs to help. Just poking in here to see if someone uses it and can help me..
Does anyone know good 3.0 avatar worlds?
mine has 2 avatars
Does anyone know good 3.0 avatar worlds?
It's been one day idk if there's many
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."
isnt that just like pressing r without clicking on an option
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?
from what i know each hand is separate
Ahh hmm maybe like that then
cuz i remember one was in a submenu and the other was in the main one
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
no idea
I'm on the most updated sdk but still get the error for having VRC Spatial Audio Source attached when trying to publish.
Have u started in a new project @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
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
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
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
ok it turns out fingers are still required for VRIK and blinkin
Thought it was removed
SDK doesn't warn you about it anymore
Wdym? My avatar blinks without fully configured fingers.
And IK seems to be working.
(My avatar only has fingers on one hand)
hi! does anyone know how to disable the new jumping and sitting animations?
I think I remembered ik only working on desktop if it didnt have fingers
How on earth are people able to even make 3.0 avatars without everything falling to pieces
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
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."
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
Wait so I also have to change the model in Blender to fit with 3.0 as well?
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
Were you using some shifty blender stuff for rig hacks?
SDK3-AVATARS is if you want to make custom hand menus and syncing stuff like clothing toggles
and more things like individual hand gestures
If you're not making use of av3 features, why do it?
To be cool and upto date
Fair enough I guess
also some parts got my attention
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
I'm moving my stuff over right now as well
a lot of tutorials suck tho imo
like a lot of them teach really bad practices and god awful setups
But I plan to really make use of av3
makes me cringe whenever i look at them and see people copying that awful garbage
but some of them are pretty good
same but ive already made games before so i already had extensive animator and blender knowledge
and ive been making avatars since like 2016
its actually a super easy and flexible system
Seems like it comes really really easy to some though
the hard part is figuring out how animators work
but really animators are literally just state machines
I hope it's me included
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
I just hope they don't go and change unity versions again
ill send a funny one in #avatar-showcase
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
there's also the possiblity that, like most companies, they'll stop supporting av2 and gradually force people to upgrade to AV3
Av2 is long term supported
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?
I'm assuming yes, because otherwise there would be nothing to toggle on/off in an animation
Well you could also use a BlendShape. But I think there was a problem with that
maybe that problem doesnt exist anymore now
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
You just scale all the vertices to 0 collapsing whatever they are making
ahhhh
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
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
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
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
Plus it wouldnt work
When an animator gets disabled its last state remains active
You can do a lot of shenanigans with animators
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
Don't use blend shapes to toggle clothes
you don't need to have all 300k polygons active at the same time
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
what if you used a plane, tessellation and a vertex shader using a geometry texture for clothing
you can put an entire mesh visibility toggle into an animation though right?
http://hhoppe.com/proj/gim/ maybe it could be used to achieve excellent performance rating
I notice VRC_Stations now have an "VRC_Object_API" slot, what's that for/do exactly?
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.
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?
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
send parameters from syncing*
so aare there plans to have puppets in sync? I kinda feel cheated
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!
@eager horizon what do you mean?
for example radial menus arent synced
yeah they are
no they arent
yes, they are. the radial menu changes a parameter. you list the parameter in your parameters asset. anything in there is synced
if someone join after I change my radial value to lets say 80 they wont see the change uunless I update the number again
that shouldn't be the case. parameters sync on avatar load
not from my experience
parameters changed by a puppet control sync with IK. there is a call to sync on avatar load and avatar reset
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
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
debug menu is just so you can see the synced param value and the state you enter
well yeah
you will still need someone remote to help you, or have another client
i don't right now, if you don't have time to find someone i will probably test it later
well I can do it with someone else. should they be hiding my avatar or should I be hiding theirs?
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
well I dont see a call sync parameter or anything like that in the debug menu, what should I be looking for?
no the debug menu is just to have an objective view of your state and changes to it
okay so I have proof that my parameters are synced?
just so we can see all info, such as parameter name, value, and the state you enter with the change
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
its just a single float value
No other conditions? Straight from enter/any state to the blend tree?
theres an idle in between
this is how I set up my radials https://cdn.discordapp.com/attachments/538799579009908745/741979577299238932/unknown.png
This Colors parameter goes from 0 to 1 when you open the radial?
when I click the button in my menu the parameter goes from 0 to 1
Found the potential issue
and thaan the float parameter on the blend tree alters the animation
In your end, the parameter goes to 1 and you get to use the blend tree
Then you close it, goes to 0
ye
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
When you turn it off an iddle triggers?
Try to set the blendtree as the default state?
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
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
that seemed to fix it
so I apparently wasted a few parameters for nothing lol
how would I go about making a toggle than?
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
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
Do you want to make avatars? If you do, you need the sdk. SDK2 is simpler, SDK3 is more polished and powerful but harder
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
but im not a good developer or a coder
nvm my method does sync
Oh alright
but is it easy to make avatars
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
but are the models from the store already have anything(like animations and bones) with them when we get it
If the models have bones they're practically set up to use
but i dont knkow much about bones
or even know nothing
are they structures for the character?
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
ok
If they don't mention a number it's most likely sdk2
but installing it will need unity right
Yep, check the VRChat documentation, it tells you how to install Unity Hub and then how to add the Unity version you need
It says Unity 2018.4.20f1 in here https://docs.vrchat.com/docs/current-unity-version
Heya!!! Could someone gimme a dummies guide to avatars creation? Please 😊😊
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
i sold my soul just to make my avatar
Ah okay, thanks 😊 @restive rivet
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?
nah i will give up
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
Weird, what property are you trying to animate?
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
It is strange they included no example avatar
I'm sure looking at those can fix a lot of people's problems
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
There are default animation controllers that you can look at though
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
how do i rebind things?
do we need to reedit all old avis with facial gestures then or should they adjust slightly for 3.0?
nope they work
ok XD
was worried i would have to do some weird junk to get an older avi to work with the new system
But if you use custom blink/tail ect , it need the full path if it was animator on different part of the body
now im just afraid of some blender models im getting made XD
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
tfw always forget to set the weight
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
my avatar come with custom. so ya, it need to be custom -.-
should i be aable to move with my thumbsticks still
Why this avatar 3.0 gotta be so complicated for customisation 😭
I miss the override controller already
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.
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
both
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?
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?
Yep
sooo MMD dance worlds dont work with avatar 3.0 :p interesting
Worlds that rely on stations like dance worlds will not work on 3.0s, but will still work on 2.0s.
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
go to the vrc traders discord and the free comission channel
Thanks
i regret everything i said about sdk 3 being bad
they finally let avatars with less than 3 fingers crouch
lol
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)?
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
does anyone here have any cute loli avatars that run off avatar 3.0 for public
sweet, that gives me the motivation I need to at least prototype what I'm thinking of
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
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
Oh yeah that would skip that problem entirely
It's a bit more involved than SDK2, but not really much harder (until you get into custom animations anyways...).
Alright I'm already confused
You'll need more general knowledge about how Unity works for Avatars 3.0.
SDK2 didn't require much knowledge about the Unity editor.
Yeah I've noticed >~<
I'm going to ask a friend for a complete setup
So I can tinker and break it down
Learn
any avatar 3.0 worlds I can explore?
I actually already checked urs out 🥺 👉 👈
I did
I've been scouring around
trying to find more avatars to look at
I have a little bit of an obsession
yea theyre pretty fun to play with
and by little bit I mean 80% of my time is spend in avatar worlds
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
what's the best place to put the viewball for 3.0 fbt ? inside the head or out
Just a quick question, is the process pretty much the same to make avatar v3s?
Or should I like, keep stuff in mind\
@oblique ravine try putting like halfway between 0 Z and the Z in between the eyes
I make simple avatars. Nothing too special
Soooo, I have to look up a guide then
definitely
What's the best guide rn? x)
that or just keep using sdk2
the official documentation
that and youtube tutorials
(up-to-date ones)
gotcha. i know pumpkins tools used to put it at 0.06, which was the z between the eyes
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
I feel pressured to learn av3 by the whole community but this is just different
is it still possible to use sdk2 to make avatars or does that just not work anymore
It's complicated.
2.0 not going away for awhile,
for a long while
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)
@balmy prism you can use the sdk2 for that, its simple but with the new update, they complicated everything
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
tbh, its way more complicated than it looks, im just sad they bro there game
the game isn't broken tho..?
sorry youre right, the game isnt broken. but the models in the game are
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
im sorry do you call every popular avatar creators', "a few"?
I have not seen a single broken avatar
and I go thru anywhere from 10-80 avatar worlds
in a day
what do you define as broken
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
then you just defined every model
nope
do you have index?
index?
index controllers
then of course you dont know the bugs
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✨
basically all the models on index have shit tracking for the controllers
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
try Akai`Avatar World
okay
nice quality avis, worked for my friend
if it doesn't work for you I have like a solid 80 avatar worlds favourited
actually now that i think about it, on desktop the models are fucked too now
what creators have you seen that avatars have broken?
anyone have a hand idle animation that I can use? the default 3.0 is too closed imo
stupid baby, ruki rei, google, far from home, and yukine (just to name a few)
stupid baby's avis have been working though...?
view point is off and arms are weird when in desktop
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
honeslty just use av2.0 man
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
I just checked; arms aren't weird; they've always been a little back
Check the IK setting before starting sitting animation, it usually only turn off hip/legs now
(hi thulen)
haai , before you could set that in the animation itself to disable it
dont listen to puppi, av3 is amazing
@lime plume I know it is. It just takes time to learn a completely new system
so I have to constantly ask questions
yeah lil learning curve
it bothers me when people have no clue how to adapt to change then complain and tell others off when they want to adapt
yeah same, especially when the changes are amazing af
Its new, they will always do that, 'back in my days'
We only really have two options.
Wait for more tutorials to be uploaded
Or
Try fiddling around with the current knowledge out there
https://docs.vrchat.com/docs/avatars-30 helps if you get stuck, there's also a bunch of tutorials ,
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
would have to store the states locally, could be possible
@eager horizon have you voted on that on the canny?
yeah it wouldnt be that hard
my output logs in vrchat probably 1 million % bigger then state save would be
If I’m not mistaken do avatars now sync up whenever someone joins in late?
I dont have a canny account. All I know is that the devs want to do it because my friend is a beta tester
thats a question
At least if you use Av3.0 inventory system
yxes
yes they do, people noticed i had changed, they entered world
they sync up
the canny uses your vrchat account now
Sick
ah good they are using vrchat login now
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
i have no clue how to fill them up
To me, it looks quite messy
And the more that I think about it, I could probably combine a lot of layers
im making a wolf that has simple exsamples how to do stuff, some of my friends might want it , but eh wip
i mean like, 1 param for emotes, 3 for gestures, 3 for tops, bottoms, and outfits, idk what else to do really lmao
toggle skin , hair colors,, ect
scale parts of avatars (height wont really work without remeasure back)
and no more duplicating avatar to dance animations
even then, you could use the same param for multiple things in theory
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?
I got 1 for outfits, 1 for color scrolling, 2 for ear control and 7 for one other part
does anyone know if theres a prefab for an avatar size change? like on github or something?
7 for what now lol
yes, disable locomotion before starting animation
avatar scale change is disabled now it doesnt work
how do i disable loconotion
@lime plume for a thing
ok
Oh is there actually a way to change our hitbox now? Or does every avatar still have the same hitbox
hmm... its lewd isnt it
I mean like, height. If you're a tiny avatar being able to go in a tiny hole
due to the rules of the server I am required to say "no"
no clue about that, kinda waiting for remeasure
16 parameters? not enough 😄 😄 😄
that sounds like it would be abusable
nanachi pfp
yeah i see where this is going
like someone uses a modded sdk to set their hitbox to 0 and then they noclip through something or something like that
Pfftt
I mean, they already to that
Casually scales a bone in the avatar
changing the hitbox would be neat
It's just been a mildly bothering thing to see that I'm a tiny avatar and I can't walk under a table
it would screw up some game worlds
like murder 3 if your hitbox is really fucking tiny and nobody can kill you
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
also something like a table could have a hitbox that will prevent you from going under it no matter the size of your hitbox
I'll have to do some testing then
i guess you could also locally disable the collider as a world maker if your avatar is under some height
Was gonna say that
But idk if stuff like that is asking too much for the devs at that point. x)
you know what would be nice tho
the ability to make custom non-standard gestures for index controllers
cant you?
yeah i mean having more than 8 states for different hand positions
well, you could wanna do like, rock on with thumb up and another with thumb down
0 would be your wait state wouldn’t it?
yeh default hand, neutral
0 is idle
Wait idle close enough
or on index 0 is anything other than the standard 7 gestures
you see that no matter the states
you cant make a middle finger trigger an animation
you cant make custom finger combos
yeah
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
the ability to do more on each hand would be nice tho
Well yea
was going to try to put a icon in my face when i do a gesture, so i know what im doing
For right now I enjoy having separate hand gestures
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
You could always try to use screen space shader and have texture layer with a UI on it
gotto add them, GestureLeft = 4 then have that go to GestureRight = 7 =X
And especially using the animator you can switch out each texture
yup its on my idea list
I’ve seen it done before on a public avatar
since you have isLocal too now its easier
this update gives me both serotonin and confusion
but it’s rewarding when I figure something out
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
It's a style choice. The icons are just small image files, you can have them however you please.
they are PNG's. they can be whatever you want. https://i.imgur.com/B5uEeav.png
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.
So ok, my issue is that the new bindings wont show up on vive controllers, what do i do about that??
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
Do you have to pay for unity?
no
and yeah a few people have had the 2 FX slots, nobody seems to know what causes it
@full sorrel check vrchat's documentation for the right version of unity, its free
is there a way to use any sort of limited body tracking with generic avatars/
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
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?
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
i can get it to toggle and drop via the expressions menu.. but it broke other stuff
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
Idk if it’s just me the but reset button just messes up my model
Yeah that happens in local test models
gesture toggle does nothing in desktop mode
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
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- :')
Short question: did the 3.0 Avatars have a better copy protection?
There have been no changes to the copy system
Sculpted models have to be retopologized before using them in VRChat if you don't want a very poor avatar
Rigging a sculpt is a nightmare if your PC isnt a beast IIRC
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?
Yeah AV3 has nothing to do with security
ok, that is sad, but thanks
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.
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 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.
If you see it, you can get, goes for anything , even games
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 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.
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 😛
Don’t upload content that is so special to you that the thought of someone downloading it is unacceptable.
yeah, that others stealing your work without permission is unacceptable.
That’s just the Internet man. I could copy your Discord profile picture if I wanted to.
Probably not the channel for this
right
Just to add my two cents, i could care less if someone ripped my stuff. That is, if i ever make my own stuff...
yes... cause you don’t make your own stuff
I'm trying to learn 3D modeling, it's just progress is slow. I've been very busy during these times.
for some, avatar stealing also means lost customers
Yeah, now that sucks... Having someone commission an avatar only for a bunch of others to pirate it.
OCs play a major part in this
That is my first time hearing the term "OC" outside of the Sonic fandom...
I'm not really a part of that fandom, was just using it as an example.
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
Sounds like a them problem if you ask me...
no?
Well, this probably isn't the appropriate channel to be discussing this anyways...
true, sorry
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.
^
I heard people are using voice to activate animations? What method are they using?
https://docs.vrchat.com/docs/animator-parameters visme int speech
havnt tried it yet (dont think i will)
It's pretty cool, definitely put that on a toggle though to avoid triggering it when u accidently say the magic word
almost got avatar 3.0 down. there only 2 thing i got to learn. 🙂 other than that. i can master it
Spoken Word triggered gestures are surprisingly accurate. The only hard part is figuring out the Viseme pattern for the word you want.
when you get down to it. avatar is really easy to build. just more work. it not like try build button for udon world 🙂
If you don’t want new features it’s honestly a bit faster using SDK3. Just some blender work has moved to unity
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
I think people saying it’s more work aren’t utilizing the included example controlers and trying to make their own from scratch
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 🙂
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
neat
tupper made a video
So were can i find examples of people doing commissions?