#avatar-general
351 messages · Page 10 of 1
Please and thank you
@crystal bison not the right channel
but that video is for index
im having problems with vive
The default bindings are there buuut, i wanna change the "action menu" binding but its not there
It’s just called stick press I believe
I've noticed that with vive wands, the GestureLeftWeight and GestureRightWeight reflect how pressed in the trigger is until it gets to 1 when slowly letting go of the trigger will snap it back to 0 and not reflect how much the trigger is pulled
Is this a bug or is this supposed to happen?
Not the case in oculus perhaps it’s a bug
I will test with index controllers and share my results
Wait you say 1.0 locks it
I haven’t tested that specifically
Sorry
So if you get close to 1.0 and release it still slowly decreases?
If you get close or up to 1.0 then slowly release, it will go fast to 0
Ok to be honest I never looked that closely on oculus my bad
so i dont understand why i cant change the "action menu" on vive controllers.
still have no clue how to operate the new sdk
Has anyone used the midi/osc features yet
Like, are they midi signals sent out by everyone who renders the avatar, or are they sent out by the vrc servers themselves, or are they sent out by just the client whos using the avatar
Or are they not sent at all
@fluid grotto Here's what i've found https://youtu.be/Zx-qhVLrXq8
man it would be nice if some of the documentation was updated to show the release state of things such as expressions menu and parameters. it's a bit confusing when I am told to do things that apparently no longer need to be done in the release version
I can hold my fists and thumbs up, but... To others, it's just an open hand. This is a weird patch........
This Avatar 3.0 patch makes it uncomfortable for people who use sign language. If you look at this, you need to give feedback quickly.
i have specified all my finger animations. Among them, thumbs are invisible to the other person.
Can I know why? It's like a bug.
Are you using a 3.0 avatar and did you put your hand gestures in the wrong layer e.g. FX layer?
trying to have an emote that spawns a sound a sphear that turns the camera black and white a particle that shoots out and a material change and a hat toggle on the same gesture but when i made the gesture it didnt work was told that the material change has to be on the fx layer did this still dont fire how to i program a fx layer change and a gesture layer change at the same time
or can i put the whole animation on the fx layer
if this cannot be resolved i will not be using avatar 3.0 for meme avatars
as this only resrticts what i could do before making it totaly ussless for what i do in vrchat
I'm not sure there's anything you could do with avatars 2.0 that you can't do with avatars 3.0
I have an avatar with a cape that I am trying to get dynamic bones on, but I can't find the right settings and the bottom of the cape is sticking to the feet of my avatar, or more the base. Why is that?
well it dont work
i made the animation like i always do
and it didnt change the material
or remove the hat everything else worked
so its probbley lack of info on how to program an avatar and seeing as this is a hobby im not sure how much of my life i want to sink into this while i try to work out why its been made more complex than it needed to be
there is no info out there on how to do this either
so
What are you trying to do
in order to use 3.0 i have to have a working knowlefge on how to program in unity which i do not have as i did not need this to get to were i am
trying to have an emote that spawns a sound a sphear that turns the camera black and white a particle that shoots out and a material change and a hat toggle on the same gesture but when i made the gesture it didnt work was told that the material change has to be on the fx layer did this still dont fire how to i program a fx layer change and a gesture layer change at the same time
SDK3 doesn’t involve or require any programming knowledge
in 2.0 this was a simple thing to do simple as making an animation to fire
i have a basic knoweldge of layers and transistions
That’s all it is
yeah but when i go into unity and fire the gesture the material dont change and the hat stays on
Material change and object enable animations go on FX layer
i put a gesture on the fx as well as the gesture layer
fx to change the material
and normal gesture layer to do everfything else
but the gesture does not fire botrh animations
Make sure fX layer does not include animations with rotation, translation, or scale
it dont
i dont know how to sync
between 2 layers
when i make the gesture on my hand
it dont fire both animations
its was to complicated for me
did you make sure the weight of your layers in each animation controller are set to 1 instead of 0? The default value is 0
hmm ill check
you may get more assistance in #avatar-help btw
i shall also check that im 46 years old and have a high IQ but i feel so overwelmed by all of this
uh...
👍
I keep forgetting to set the weights of my new layers so I think other people may too
lol im testing it was 0
defualt off
dam it
<<<< dumb
😛 um
it worked
lol
grrrrrrrrr
ok im going to have change weight to 1 tattoed on my hand
weight 1 reaaally need a better color, ive done that a few times,
hi in the descriptor, i know what FX and Gesture bases are. but what are the the Base and Additive ones for...?
thank you!
is it safe to assume
if i put none on base
it just wont play the jumping falling etc animations?
If you remove Locomotion blend trees, you will slide around, if its empty you get the default setting from vrchat
I've completely forgotten, does the 3.0 sdk still use 2018.4.20? I just need to make sure ;;
Yeah
Alright, thank you!
I thought that was the case but got split since 3.0 is super new
uhhh- is there like any reason to port 2.0 avatars to 3.0?
@dusky scaffold Yes, they all work properly. But in VRchat, it works well on my screen. But it doesn't work for the other person.
@valid goblet If the hand gestures are in the FX layer I think they may still display for you but not others? There's been some talk about something like that or maybe it was about your avatar animating correctly in the mirror. Either way, make sure the animations which move your fingers/thumbs are in the Gesture layer. If they are in the Gesture layer already, do you perhaps have the same animations controlling face gestures in the FX layer (for avatars 2.0 we would use a single animation that did both face and hand gestures after all)? I don't use any hand gestures myself since I'm an index user so this isn't something I've tried out. I would ask again in #avatar-help
Im looking to do eye tracking with the eye surface being flat.
Is that something that can be done "reasonably"?
Or would I have to just limit the rotation alot and hope the illusion doesnt break
It is a setup of rotation constraints so the eyes still rotate but a child of the eye can not rotate and only moves down with the rotation
You can also approximate it by having the eye bones far in back of the avatar and making the rotation limit very small. This effectively flattens the arc
I don’t recommend that though
Yeah.
I didnt realize constriants like that were avaliable in unity, Ill have to give it a shot to see how it works
I was thinking of doing something crazy, and using a shader and vertex colors to flatten the eye
If you are more comfortable setting it up in blender, fbx import in unity has an option to create unity versions of the constraints for you from the fbx
Might be more straight forward to make them in unity though since Blender can do things unity can’t
Google hasn't shown me any results about this
but is it possible to have liquid simulations on an avatar?
I would make it as low poly as possible but honestly no idea where to start
and if it's not possible what would be the best way to get something close to low poly without the animation
Going to do a Hue Shift radial button demo in a couple minutes via screenshare, DM if you want to hop in
any new av 3.0 avatars/avatar worlds that anyone knows of that I can check out? or maybe just some nice avatars in general that I might not have seen before?
🥺 👉 👈
I'd be happy to share a 3.0 avatar if you want, tag me in game sometime, same name
sent friend req ^-^
hi please upvote, thank you https://vrchat.canny.io/avatar-30/p/bug-objects-at-root-move-drastically-during-locomotion
add a legacy mode for some control scemes. I dont like the new jump button re-allocation or the really not good fbt calibration :(
@pearl rune you can use the old FBT calibration method though
you just add --legacy-fbt-calibrate to your launch options
excellent will add
surprises me a bit how this made it through a beta test if there was any
wait so avatars 3.0 is Online for everyone?
sadly yes
so i can go show off my new stuff finally
yeah, I'm enjoying it
i mean i like the customization but this excuse of testing rolled out to release build instead of a beta build seems wrong.. i like the added control but so far its at a huge convenience and speed cost in terms of selection
i heard there were many people saying "the calibration isnt right"
but it still got rolled out
that aint right
most calibration issues are from badly made avatars, not the system being broken
it's not in all cases, but most
doubtfull. because some peoples legs go through floor if an avatar has long legs
additionally the new idle animations lowered alot of peoples shoulders
thats not a badly made avatar
the shoulders thing was a bug setting all avatars as male, that's been fixed
the calibration is okish
i never had to use play space mover
the biggest issue people have are things that can be fixed by using the legacy FBT launch command
even with long legs
- playspace mover was and is great for people sleeping
so they do a lot of hacky stuff with playspace and height
but i honestly dont care
as long as it tracks my legs and hips without looking funny im fine
i just worry like for now you can use that legacy mode
Welp now that its online im gonna get on, see yall later
but i fear they will remove it quite fast
the fact that there is a legacy mode suggests they have no plan to remove it
or even moving a jump button away from a thumb stick aka which you use to move seems a weird move
why not put this avatar menu on a button instead?
but they'd prefer you make avatars properly so they work with the new system
i guess but if they do ill probably quit playing
because it becomes literally a burden to do it in the current method
the button remaps are a different thing, on oculus i think it's better since clicking the thumbstick was annoying for jump and the current jump button wasn't actually used
but other systems seem to been more crowded button wise
i think they need to just let us remap all the buttons to whatever we want and be done with it
a thumbstick for selection never proved to be great.. thats why nobody liked the vive controllers
or its touchpad at least
wait 6 point tracking in vrchat ? (reading changelog)
fullbody
yeah true
bit crazy and niche.. and i cant imagine how cumbersome that is too (imagine charging all that)
but i guess its cool
id love it if they have some kind of skeletal gesture reckognition for custom solutions over trying to go for that crazyness
just to put some potential development gaps down for the vr industry
ive seen someone dance with 10 point tracking, it's super cool
(if you wanna use this then you can make something that works for this)
but im not about to spend that much on trackers lol
wanted to note something about joysticks
i kinda like the rebinding sorta
its a bit atypical but when u spam click on a joystick it can wear it down more
whether it be index or oculus or whatever
and ive noticed my right controller having a bit of drift, probably from the original jump bind
probably need a dev to answer this, but what are the maximum/minimum values the velocity parameters can be?
like if I just hold W on the keyboard, what is my velocity Z?
oh nvm that's on the debug menu
ignore me
it depends also
i believe u walk slower when strafing and also when walking backwards
but only when at walk or run speeds
ah crap
also seems to depend on the world...
would be nice if the values were normalized somehow
also seems to depend on the world...
@cold jacinth Yep, worlds can have movement speed modifiers.
Oh sorry, didn't mean to ping you... Forgot to remove the mention from the quote.
no it's okay
I just figured they'd have normalized the values, makes it really hard to create a good locomotion blend tree otherwise
Too bad animating parameters isn't a thing.
Animation speed based on velocity.
Well, hold up.
@cold jacinth Could always take a note from short/long fall and have higher speed animations based on velocity, right?
Depends on how many steps you'd want.
I could take my own advice for my flying avatars and have a locomotion blendtree my models flip into when I reach a higher velocity while in the air.
Neat... potentially.
does anyone know were i can get the god king and god queen models
Anyone have a good site to find models? Im looking for a few
Pretty sure you could do animation based on velocity? Set the speed multiplier in a state to one of the velocity paramters
unless i misunderstand how that works
https://docs.vrchat.com/docs/animator-parameters , VelocityXYZ
not really used it for anything yet myself
Just an instant transition into another blendtree once velocity crosses a certain value. All of the animations in that blendtree would be animations for the higher velocity.
So, I have several Pre-Avatar 3.0 Avatars that I can't Calibrate to Full Body Properly ebcuase of this stupid Update. How do I reset it back to the Original Calibration Method?
i forget the exact command but i remember it was in the patch release notes
command line you launch the game with
wish it were an in game toggle option
The code is pinned in #full-body-tracking
would it be complicated to set up a gesture that summons a mesh and does a facial expression. more specifically, a mesh that provides effects for teh facial expression
in avatar 3.0 that is
its pretty simple to have an expression to toggle a game object and change blendshapes
be careful guys. some sections might have been invaded
like there's avatars that have been changed
in the avatar 3.0 world
ever since this update i havent been able to see my face change w/ gestures etc. in mirrors or cameras, lol
cazzy, in steam VRC launch settings put --legacy-fbt-calibrate, i did that as soon as i heard how bad it was lol, never even tried the new way
Fluffy, are you putting your face-changes in the right layer?
: ) deviant art i so shit with the eclipse them that i cant even find what i want anymore i be spending half the day looking for one thing

how do you guys find stuff or do you make them yourself ?
how do you guys find stuff or do you make them yourself ?
@waxen siren if you mean objects or avatars you can make them or improve some that alredy exist, mixing them or doing tons of stuff like changing the thexture and etc, bo oth deviant art and other pages have some good mmd archives were you could get some interesting items
oh ya ik how to do it, its just i cant seam to find the stuff i want. but iv seen stuff on others that have the specify style i want and i dont know it they got that item like if it was a free download, maid it them self or got i commissioned
you just have to keep going, a lot of times people dont get what they want, so you can think, eh this works, or make it yourself
well i mean i do know how to 3D model its just makeing high quality clothes and avatars is hard if you dont have the right equipment. like a graphics pad or what not, but what i mean is i go on deviant try to find male cloths and stuff but 90% are female items so i was just woundering if anyone had like a method of finding what they needed but i appreciate the help anyway
booth have tons of male things
<.< the only male stuff i find is like boring jeans and basic t-shirts
I’m just curious, do I have to make my avatars just like the 3.0? Or can I continue to make them like I always have.
2.0 is still supported and you can keep making avatars through that iirc
Though you’ll have to access a 2.0 avatar’s emotes through the action menu now instead of the original button
It’ll probably get deprecated eventually though (and the new system is really good), so you should try to learn it at some point
How are people setting their idle pose for vrc images attatched to avatars now?
where doth one put such an idle animation
vrc images? what do you mean by that
Hey, does anyone happen to know a shader that acts like blender's global/camera texture coordinate? Ie, no matter the angle the model acts like a "cutout" for the texture
A similar request was already posted here https://vrchat.canny.io/avatar-30/p/feedback-add-even-more-animation-properties
"We've got a lot of requests for various Animation Parameters, but each one of them incurs a non-zero cost for updating each frame. This also includes the alias-able Expression parameters.
Obviously, we understand the desire for more (I've got a couple I want myself), but we've got to be careful not to make AV3 avatars inherently less performant."
Just gonna end up being a lag fest imo
You can do alot with 16 
@gray gorge The image people see when they look at you in their friends list, the one you save when publishing the avatar
Ah
I never actually use the unity model for that image, I take a picture & put it into the scene as a 2D image and then point the camera at that plane
I just duplicate model , pose it and use that for the profile picture for avatar , every one of my scenes have a template so they are in the same spot for background image
Or yeah, have a duplicate model in scene with no components on it
make an animation clip that’s just 1 frame of the pose you want
then make a controller for the duped model whose only state is that animation clip
can someone help me with an avatar
Aight
im trying to find military avatrs
does anyone
have any idea
where i can find those
Every time I get in VRC in full body it marks me as AFK unless I turn it off in the hand menu? Is really annoying as I makes it so I can’t bind into avatars, anyone have any idea why?
Doesn’t matter what avatar
The change log mentioned there was some sort of bug where SteamVR was inaccurately marking as AFK in some cases
has anyone documented any fixes yet on the Elongated avatar issue? (new fullbody setup stretching parts of your avatar like neck)
That’s a new one
Do you have a copy of the avatar on your computer or is it someone else’s upload
I would make sure it didn’t have any bones resized in unity - those are known to reset themselves in game and look really weird
Apparently, someone hacked the Avatars 3.0 hub and replaced all the avatars with (I'm going to assume) NSFW avatars.
its my own avatar i made
What's the rig look like?
uhh where can i post pic?
i mean it looks fairly standard
i had the neck fix but i had removed it, increased neck bone size and weight painted properly
Uh I guess we can move to #avatar-rigging
You can upload pictures in #avatar-help as well
oki
posted it there
i also noticed
it wasnt only the neck
but also the waist
and it was very easy to notice since when i moved around, it would actually change back into the "normal" position aka not stretched
but when i stopped it would go back
so im not sure if its a proportion issue...or my bones are off somehow
really no clue
It sounds to me like your avatar was edited in unity like it was squished a little bit in unity instead of blender
So as soon as an animation plays that doesn’t have the squish, it gets unsquished
Did you apply and reset the tpose in unity after you fixed the neck?
but im not sure how that would stretch it beyond its usual limits?
It tends to have the reverse effect of whatever you changed
If you change bones in blender you need to redo the rig config
hmm? i mean its a new model i didnt use old anything
and i see adeon..
i guess it could be that
thank you for the help, i now have a bit more to go off on
💓
Is there any hope for the vr chat team to add a way to adjust camera settings more than just the eye height?
Some smaller avatars (even within sdk limits) still have clipping issues on their near field camera
if we could adjust that on an avatar-by-avatar basis I would be very thankful ;-;
I understand that
so on some wordls I cant see my torso
I think there should be an option to make the avatar control the settings
since for some smaller avatars you cant see torso or arms
hello guys i just move to sdk 3 and i dont knwo how can i change the prone animation
can someone help me pls
U change it in the example locomotion animator in the sdk
Or make ur own setup for ur locomotion layer
anyone know how to not blink with facial gestures that have eyes already closed
can anyone get me any castle crashers avatars other than the green knight? Please help me out or dm me!
do i still need to configure my avatar's rig in unity ?
on that same note, which eyebones do i select this time around? RightEye and LeftEye, or Eye_R and Eye_L?
Is there any hope for the vr chat team to add a way to adjust camera settings more than just the eye height?
Some smaller avatars (even within sdk limits) still have clipping issues on their near field camera
@haughty juniper add a camera to the avatar’s head with a custom nearclip distance it will be used
Downside is it only works for private uploads
Two copies of blueprint in same world will break it
yo where do you download the avatar 3.0 sdk i cant seem to find it anywhere
How do you cancel CATS Blink when ur doing gestures or emotes
Add a behavior to the animation state called VRC Animator Tracking Control and set eyes/eyelids to “Animation”
It will stick, so in the state that plays when it’s done add another setting it back to Tracking
Also recommend the animation open the eyes in case you catch it mid-blink cuz they’ll pause like that
Anyone know if there's a good method to do parameter addition or subtraction?
I honestly just wish the parameter drives had a drop down for some basic math functions
@haughty juniper add a camera to the avatar’s head with a custom nearclip distance it will be used
@fluid grotto are you serious? My hero
😍
Yes. That’s also how you do third person avatar
When you use an avatar thats small but use a local avatar thats larger, i look like im floating around for others
is it possible to create multiple sub-menus using duplicates of the examples provided? for example i want to add submenus which contain differnt types of emotes, can i just duplicate what VRC provided in the sdk?
You will have to recreate it, as the example is not in the SDK, but yes it would just be a submenu
Can someone explain what might be happening, Avatar 3.0 i have a 2 axis puppet controlling my tail on my avatar, other people including friends cannot see me move it when i use it. I have the animations on the gesture layer with a mask since it transforms the tail bones. but still people cannot see me move it
Dose anyone have a shark face avatar from red vs blue that works with full body tracking?
Like the Halo shark face avatar? I use a red shark face avatar as my main avatar but I don’t have full body tracking
@restive rivet I saw you talking about it, was even said like a date about the implementation of the avatar resize? As I'm really interested but didn't followed the project that much. If you want, you can dm me the answer as I'll probably lose it in the amount of messages here
@surreal sedge yes that avatar. I found one but it did not work with full body. Then I found one that did but the avatar world that it came from got deleted and I don’t have it anymore. : (
@swift sun Not for now, all they said is that it was too buggy for their liking and that they will add it again when it's stable enough
lul, ok
Wrong channel.
The avatar channels are for discussing avatar development. Not finding avatars.
just realized you can totally do an avatar creation avatar, and have all the body/scaling/color options within one avatar with hundreds of options, high polygons tho
Is it normal that my Build and Test avatars can't be used? ;o;
When you click it in game, it doesn't show preview I think
You kinda just have to click it and hit change anyway
I'm curious, are dynamic bones even still a thing?? I cannot seem to find them anywhere o.o
Yes ? asset store unity
Wait you have to get dynamic bones in the asset store? What wizardry is this..
yes its an actually paid asset
You're supposed to buy them. That way you also always have the updated version
I guarantee 90% of people who have the dynamic bones files didn't pay for them
They're absolutely everywhere lol
'duh'
Bought them on sale ages ago ,10 is less then i use on food a day
Goes on humblebundle sales sometimes too
I had absolutely no idea! Huh
I can see why people pirate it, nobody wants to pay $20 for something they won't be using very often, unless they are a VRChat enthusiast.
I'll probably pick it up around my birthday just to have it, even though i don't really have any avatars that have parts meant to be dynamic/physics driven.
There was a tool in blender that was auto rig your stuff
what was the name again?
cats tools or something like that
Cats blender plugin
yea thats what it is
thanks boss
I know that there is good documentation on the Avatars 3.0 and other builds, but what is a good tutorial video(s) on creating an avatar in and adding all of the 3.0 features?
3.0 upsets me
i just want my emotes back in my emote menu
is that too much to ask for?
also with 3.0 getting an avatar made now is going to cost extra
i hate this
You can still use the 2.0 sdk if you want to
lol having emotes in the new menu is pretty damn easy imo
does anyone know if the new action menu is also available to SDK2 avatars? I have a WIP SDK2 avatar that I'd rather not have to flush down the drain 😭
For SDK2, the action menu is more just added on top. But sdk2 avatars all work like normal. You can keep using sk2 the same as always, you just won't be able to do a lot of the new stuff that 3.0 allows
yay thanks
only reason I'm using SDK2 is simplicity - I poked SDK3 and was pretty quickly turned off by the lack of cohesive docs or tutorials, as I'm pretty bad at all this 3d stuff
Yeah, SDK3 requires a LOT more general knowledge about Unity itself and not just the VRChat SDK exclusive functions.
But in turn, is WAY more powerful in terms of what you can do with it.
using Avatar 3 technology would it be possible to build like, a working phone that can message people, for example? o:
We haven't gotten THAT far yet, but you could easily fake it.
I found a kinda, weird and funny thing yesterday 😄 Laying down in fullbody with my 3.0 avatar raises the toes on my left foot. When I standing up it goes back to normal. I know the solution is to remove the toes in the humanoid rig... but this is a kinda funny bug 😛
so like dumb question: can you still do gestures without using the new menu? I haven't been able to try out ingame yet due to school and stuff^^ It just sounds a bit clunky and immersion breaking if you can't change your facial expressions on a whim anymore 👀
yes if you use the built in parameter for gestures
you don't have to use the built in stuff to make it work, but yes it can be done
unless you mean triggering blendshapes based on current VRCEmote parameter, then that would be the best way to do it
hmm, i have it based on GestureLeft. blendshapes on FX
oh right, hand gestures
sorry, I'm watching something else 😛 you're right, the GestureLeft/Right is correct
so is it still possible to add chairs to avatar 3.0?
After looking at people's messages, I've come to ask the question: should I start on SDK2 and slowly migrate to SDK3, or should I dive right into SDK3, as it offers more unique possibilities?
For reference, I've never tried making an avatar in either SDK, so I want people's opinions on the matter
setting up an avatar is different in each so id suggest go for 3 from the get go to avoid any confusion
ok, thanks
thank god your not FORCED to use sdk3... still can use sdk2
its bit more advanced for advanced users, because if parameters and stuff, i will still use sdk2 because it works just fine, only exception u cant use action menu with it, which im fine with because I dont like it
Honestly the action menu has such good potential but i wish they would allow us to close it and stay in the menu last opened
Although eve n so it is... eh
lots of potential but it is just too complex, particularly for your average joe
If you're not planning anything complex I'd actually recommend to stick with 2.0. it's quicker to throw animations on. If youre actually planning on using some of the more advanced features of the new sdk, you can get the new sdk
Yeah it really depends on what you want to do
SDK2 is good to start with but the second you go "damnit why can't i--" it's time to check out Av3.0
Personally I never used animations or gestures on the avatars anyways, but I'm still playing with 3.0 out of curiosity
Not really, you can do essentially everything you could do in 2.0, you just can do more of that stuff with the sub menus and stuff
AV3 has specific things that are impossible in AV2, thats what he means by "dammit why cant i"
Like?
Blend trees, disabling animation/locomotion, different gestures per hand, using given parameters like visemes or gestures to enable different things
hmmmm
You can already manipulate the visemes and etc with 2.0, but I will admit the the locomotion and separate gestures per hand
i might try to learn 3.0, even tho i prob wont use any new features
Which is a definitely nice addition
Yeah it can't hurt it'll just hurt more at firsr
just in case i ever find a need for it
No no, you can have something happen when you make a sound is what I mean, not changing the visemes. Reacting to them
It is
Have you worked with animators before?
And the documentation provided is lackluster
I've been using this: https://vrcudon.com/tutorials/avatars/avatars-3-0-setup/
It mostly has to do with things looking confusing. In reality it's not that bad.
It's definitely worse imo
ok
And the official documentation: https://docs.vrchat.com/docs/avatars-30
But it has the ability to unlock I guess certain advanced features
do you have to know sdk 2.0 for sdk 3.0?
Ones I unfortunately never will use
Not really, they're essentially completely different
And Lyuma's testing plugin is really nice: https://github.com/lyuma/Av3Emulator/releases
ok
i just need to learn how to make an avatar in the first place and then see all of the new features
Ok, apparently that's not allowed to be said
yeah dont dive too deep if you dont need to, making a basic avatar in AV3 isnt really that different than AV2 IMO
alright
Mention a website?
It isn't, the base is the same
Yeah apparently
Whatever
Just get one from mix a mo
And throw that into unity and futz with it
ok
Since ybot is epic
i have no earthly idea what this means
Lol
No matter the learning curve there's no time limit, take your time, take it slow, figure it out
Don't worry about it, half the avatar creators are just winging it
Yeah fair
im in a meeting
lmao
Meeting gang 💪
nothing interesting is happening
school < AV3 😔
its the first day of school for me
so its all just icebreakers
nothing fun
or rather, nothing interesting
school isnt fun
unless you take the right electives
and classes
i wish i could play vrchat rn
but my parents would prob like yell at me or something
also i have another meeting in 9 mins
what could i do in 9 mins?
go to a world, say hi, then leave
Read the AV3 documentation
It only seems lackluster if you dont understand, once things start clicking it gets more and more useful
But reading without understanding still has its uses
To a degree lol
Life is a balance, dont overwork yourself on a game like VRC when you have actual work to do
why are we getting so deep over avatar creation and school
we're like starting to discuss the meaning of life and happiness at this point
🤷♂️
Anyone else having problems with pelvis and thigh bones not being on a 180 degree angle alignment from each other, even on my old avatars that were fine before the update I get this error and it breaks animations is this the new norm or.....
they posted in latest patch that there was an "Emoji Missing" for some people in the action menu, very important to fix instead of the other 100 bugs it has, despite talking about performance/optimization of the game... pushing updates without testing it longer then 1month doesnt make the game better, i feel like they rushed it.. i might be wrong
yo
dont have any issues with bones currently
oh weird I was using the old sdk i just realized ill try with the new one 😂
they posted in latest patch that there was an "Emoji Missing" for some people in the action menu, very important to fix instead of the other 100 bugs it has, despite talking about performance/optimization of the game... pushing updates without testing it longer then 1month doesnt make the game better, i feel like they rushed it.. i might be wrong
@neon finch it was a joke. Laugh a little it’s a free game
hm
Anyone making comprehensive video tutorial yet
thats what i was wondering too... just find a regular tutorial and ask people in the discord for help
once i get an oculus quest ima get some index controllers and vive trackers
that's my whole idea for my idea of a full immersement of my new avatar idea
i wish i could get a valve index
or the controllers at least
and some random headset
like the rift s or something
and then full body tracking
https://youtu.be/lpekqN4_4xg
Going to go through the example controllers and tidy those bad boys up.
i like it for the original rift
My tutorial was a mess because I refused to write a script so I didn’t upload it lol
What is needed, from the perspective of someone that already knows how to do a 2.0 avatar?
Problem is that won’t age well since eventually most people will just be coming in fresh
hii i made a tutorial for anyone that is extrremly new to upload AND sdk3 hope it helps!
https://youtu.be/LrWhqLBf4sQ
Good stuff
Please look up models if you want them. We are not sure if those models are open source or not.
This is also a channel for SDK3 help. Not avatar requests
Quick question...to update my avatars to 3.0 (or to start using 3.0 stuff) i have have to replace the SDK in unity right?
Delete the old assest and then put in the new one as it were right?
or is it more complex thtne that?
use a new project
got ya
anyone got the clancy from the midnight gospel avatar?
anyone think the sdk 3 walking animation while sitting irl is weird? its pushing my character up when i walk so my real head is actually at my characters chest height, either that or my character goes into a weird swimming pose as i crouch irl
Under what conditions is the default mood two axis added to an avatar upload? I have yet to see it happen
Added them as shape keys and uploaded an avatar with no overridden parameters or menu, but I just get the eight default emotes.
once i get an oculus quest ima get some index controllers and vive trackers
Everything but the headset will have steamvr tracking and that can be messy, idk if it would be a better idea to get a steamvr headset instead
Can confirm Quest with vive trackers was a drift fest, and you will spend even more money than just going full index
Moved to full index, much happier, should have done it in the first place
Quest is lovely just not for full body
Wmr 😔
what is this not yet allowed status I get in Unity for creating avatar.
Your account is still considered a visitor in VRchat. You have to play for a bit so it changes from Visitor to New User. Cuts down on spam and trolling.
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
Are there prefabs for avatar 3.0
If there aren’t already I’m sure there will be. It’s still somewhat new
there are some 3.0 booth models but those cost money
O is it hard to just make them myself?
is there any notification that tells you when you level up to new user?
like can you go to your profile on vrchat.com and find out what rank you are
so while trying to fix my radial puppet to close eyes, i ended up disabling both eyes as i thought that might be a workaround as the default state. and then in second anim blink goes to 100 and both eyes still disables still. Interestingly it still works in unity fine, and while it does not initially work in VRC, if i hit reset avatar under expressions it starts to work... however reset also seems to break hand tracking horribly and they just snap to random locations after that
is there any notification that tells you when you level up to new user?
@glacial forge you get it in game and I think you get an email a few minutes later. But you’ll know in game becasue your nametag and boarder around your quick menu profile becomes blue and your in game profile says New User instead of Visitor
White, blue, green, orange, then purple
You only get the email for blue tho
The others are cosmetic
so now that hands are independent does this mean we can have 14 different gestures?
more if you take extra steps
after 57120 you will start having to use 2 paramters to add more
ok thanks
is there any way to have a marker on your avatar ?
was that a yes to the marker and i dont know to how make avatars fly
U can do markers in 2.0 so I don't see why u can't in 3.0
when i add a marker to my avatar it keeps making my delete it or it wont upload
It might be different
so my afk animations just arent playing on any avatar anyone know why that might be?
Might have turned it off, thats a setting now
where is that setting i dont see it plz and thank u
open menu afk toggle there ,somewhere
It's in config
Where can I find lipsync example images / descriptions for the blendshapes
google visemes
wasnt there a thing on the vrchat site that had the names of lipsync visemes
https://developer.oculus.com/documentation/unity/audio-ovrlipsync-viseme-reference/?locale=en_US i think these ones specifically are used for visemes in vrchat
because they use the oculus sdk
epic thanks
Question. Getting started with making my own avatars, is there anything i would be missing if i used the VRCSDK3 to make avatars, over what the blog suggests that use VRCSDK2 for avatar making?
I would use VRCSDK2 first before you start Avatars 3.0 @foggy cloak
im just concerned with the incompatibly the docs mentioned.
does any one now shaders i can download and can u help
im just starting to learn, so i figured id start with the newer stuff, since it will be better supported moving forward, i just dont know if there is some functional differences between the two versions that i would loose that arnt in the new SDK3.
i just need a shader
SDK3 is a bit easier to implement some stuff but you gotta know a bit about unity
how to manage the animator controllers and such
ok. Crash course in unity animations on the checklist. Thanks 🙂
should be simple to find a demo video on youtube to setup an avatar in each sdk to compare
ooo ill look that up thanks
someone help sleepybunny get their shader. im good now. thanks
thx prime
So does anybody know why we are limited to 16 parameters?
.....
16 parameters should be plenty considering their value can go up to 255.
Optimization reasons probably.
I'm guessing. That's really the only thing that will limit me
Plus those are just sync parameters you can have a lot more parameters locally.
ohhhhh that makes sense
networking
Ok well I can axe some outfits I guess. I just need to free up one parameter
and you need the default ones to do normal gestures and stuff right?
welp i tryed to ask for help
you're in the wrong channel sleepy
lol
ik i asked in help too and i try lol
what do you all recommend for starting to make avatars?
I want to try but I don't know where to start.
Thanks.
@wintry olive http://vrchat.wikidot.com/info:shaders hope this helps.... im not there yet myself so...
so, you can use SDK2 in this new update but you will be limited due to SDK3 has alot more?
yes, if you don't use the new version you don't get the new features
@void swift you don't need VRCEmote if you don't use the default Actions layer and you don't need VRCFaceBlendV/H if you aren't making compatible blendshapes with the default FX layer, so that's 3 more slots.
ok I figured out how to use less parameters to accomplish the same goals as well
literally cant turn around without my avatar doing hand gestures. wtf.
Can we modify the example Animator Controllers and redistribute them with avatars?
I wonder if I can apply the term below (in EULA) for them.
(b) reproduce, modify, and use any sample software provided to you in source code format as part of the SDK in either object code or source code formats solely in connection with your development and use of Virtual Content within the Service;
what are the settings you guys use for recording videos for your showcase? I get like 20 mb per second with my setup
@eager horizon I use a gif recorder
those are quite big too
upload it to YouTube would be my suggestion.
videos aren't really loading on my phone for some reason. I always had to download them to see them
i just use obs to record things, but I've also been using it for streaming and recording youtube videos so I already had it installed
might want to lower your bitrate if it's making videos that large
I wanted to know what setings you people use for quality
mine are set at 2500
so I can get decent quality with a small file size
ok, so for fullscreen (1080p) recordings I'm using 2500 kbps with CBR rate control
using nvenc for encoder, although x264 is about the same size
wouldnt really matter to me, Both run like shit for me lol
so, bitrate is basically your filesize and quality, higher numbers cause bigger files
twitch as an example uses a max of 6000 kbps, so anything 2500-6000 should be more than reasonable
gotcha
well, as an example, when i record at 1440p fullscreen, 2500 kbps gives me a 45mb file for ~21 minutes
How can I sent up so when I say something I toggle a animations I've seen it
I Wana make an Amazon echo
anyone have a place to donwload afk animations?
Yeah I secon that
does udon work on avatars?
udon is for worlds
and have it to where if you fall for too long you start a super hero landing
it takes over your rig as soon as youre not grounded and makes you look like a retard when walking down stairs
hah
like even the smallest fall trigger it which is dumb
it should have a delay
and I know I can set it up myself
but I am not doing this for all of my avatars ffs
if its happening with the default locomotion animations just going down stairs, then i'd consider it a bug since you aren't actually falling
even if you managed to make custom animations to 'delay' the fall, they would probably still play because the parameter value changed
yeah but you can set up logic to wait for the parameter to be on for a certain amount of time
like, you'd have to setup some pretty hacky animation work around to actually stop the animations from playing
i haven't actually tried to setup something to wait until a parameter has maintained a value for X amount of time
I walk around manually everywhere and every ledge has these issues now, I never use the thumbsticks
How do I make a Viseme trigger system
Apparently, for other players, playspace movement changes velocity. This is inconsistent, be careful if you do stuff with velocity in your avatars
Made a canny about it cause this looks like a bug
is SDK3 worth switching to?
Absolutely if you want to use the features it offers
And personally think it's worth it even if you dont intend on making anims and controls because it makes setup pretty easy and nice customizations with eyemovement and such
Even if you dont go crazy with animations, it has the benefits of the new eye tracking system and per hand gestures
is it possible to change avatar size in game with avatar 3.0 i dunno why but my avatars sizes have changed
so my normal sized one is nower smaller and my tall one is now smaller
is it possible to change avatar size in game with avatar 3.0 i dunno why but my avatars sizes have changed
@zenith robin It is a planned future feature for SDK3
ah ok dokey
i love when unity decides to update itself to the latest version 🙄
After the new 3.0 update when i go into vr (HTC VIVE) and move around with the pad it triggers gestures all the time which is very annoying, anyone knows why?
deactivate gestures
There's no other way around it?...
i don't want to deactivate and active them all the time
i think thats the only way
as cool to see more than 1 skin on a body. i now know that is not the best idea see the stat jump up in number
If it’s just a material swap the rating shouldn’t change
ya. i try work on that. it just break. but that ok. people can just go to my world and pick what skin they want. i do have 1 color changing impim and tiger
Is there any way to make a check for when your mic is muted in game? Pls @ with response
There is no parameter for that sorry. You can know when you aren’t speaking but it’s indistinguishable from being muted or unmuted but no audio
In both cases integer Viseme is zero
Not sure if this is the right place to ask but...right about when Avatars 3 rolled out, two of the avatars in my favourites were replaced with symbols indicating they are not available. Both came from the same avatar world where I got them months ago; going back there now, that world has disappeared. Could the avatar maker have deactivated them from my favourites? Or is this related to Avatars 3? Anyone with any ideas? Thanks!
Probably deleted them,
Avatar 3.0 wouldn’t have deleted any blueprints. The creator set them to private, or deleted them.
That's great, thanks so much. I looked for answers on google, should have just come here. I didn't know the creator could do that.
How do I make a Viseme trigger system
I figured it'd be possible to check when visemes are all 0 but I think that'd work wrong for what I want to do damn.
I wanted to create a little system where when I mute my mic a little symbol pops up above my ava but I think if I did it based on visemes it'd pop up anytime I take a break in speaking so that wouldnt be right
Is the Avatars 3.0 on the SDK 2 or SDK 3?
https://vrchat.com/home/download 'download sdk3 - avatars'
ah, many thanks
Dont mix them make a new project, you can just drag the folder in sdk2 avatar to it, (what i did anyway)
I'm lowkey wondering if I should make a "pride" tab and have the ability to show off pride flags lol
So has anyone had any success in animating the view point? Because you can animate it - it just doesn't seem to work on the action layer
doesn't work on the locomotion layer either
that sounds like it would be on FX?
what are you trying to do with it?
dynamic resizing with radial puppets
one for size one for view point
just match the % and it will work
but the view point refuses to be tampered with
I think they had a warning that the mover shouldn't be used for avatar scaling
but I have no idea how that works
you can scale it in the fx layer
pretty easily
just the view point doesn't move with it
and you can animate the view point with an animation, just no layer seems to respond to it
donno if this is intentional because they have some kind of disabled component that they removed on release
which frankly - if I can manually adjust my viewpoint I don't need a component
¯_(ツ)_/¯
No clue, I just moved my playspace when I needed to fit a scale change
yeah that is a good solution for vr
because as you scale your model up/down your model will act as if it crouches
donno if you can scale it proper to forward/backwards
maybe
either way - this seems to be a dead end
We actually had the ability in the beta, but the view point rescale calculator was disabled on the live launch because of some bugs that they want to fix before bringing it back
But in the beta, it did work well enough as a proof of concept
https://youtu.be/dTrXcij3z8M
yeah I saw that
which is why I think adjusting the viewpoint is just disabled
I'm all for things making it easier, but I kinda wish they'd allow it to be animated anyway
whats the harm
They only took it out of live to rework it
well here is hoping it will be back soon then
its anyone having a problem with the sdk looking for a prefab of the avatar and it just make tons of clone prefabs and wont upload the avatar
whats the harm
If shaders can make you dizzy imagine animated viewpoints
its anyone having a problem with the sdk looking for a prefab of the avatar and it just make tons of clone prefabs and wont upload the avatar
@uncut pulsar check the full console, there may be another error before the prefab one
Animated viewpoints making people dizzy is a non issue. You can already do that with cameras on the avatar
No point restricting use just due to that
It has a ton of practical applications, and I’m pretty sure it is already planned anyway
Fair, if used properly it may have cool uses
Hi, I figure'd I would drop a neat tool i found
its a bit complex but easy to learn and allows you to easily pose fingers and such
i have 24 hours of play time but i still cant use model i made for my avatar
You need WAY more than 24 hours for New User, took me 72 hours.
avatar rank is not tied to play time
@last shuttle so what is it?
activity
oh taht explains everything i played for while and let the game run in the bcakground while i was doing somthing else
yes u can't do that
took me only 24 hours for new user
Thanks @toxic arch gotta try it out sometime
yw
How do I do Viseme triggers
anyone know y my eyes are fine in unity and gone in vrc?
Please pay attention to the upgrade instructions for SDK3-Avatars when upgrading: https://docs.vrchat.com/docs/updating-the-sdk#sdk3---avatars
Not following these instructions will result in the loss of avatar animator data.
If you need to update your SDK, it is important that you follow these steps to ensure the update proceeds properly and you don't have any old/conflicting files. SDK3 For SDK3, you should be able to update in-place. This is especially important for SDK3-Avatars, as you may lose...
Is it expected the upcoming binding patch would result in an sdk update?
How do I convert a previously SDK2 unity to an SDK3?
lol
Oh my God the crouch "fix" animation is so bad what is going On
I'm permanatley bowlegged
Did they fix the avatar size animation?
i know it's fustrating
Hello! All my VRCSDK3 avatars are now crumpling into balls when going prone. They were crouching and going prone very nicely before the update we just got a few minutes ago, so I am hoping this is not a permanent change and wanted to mention this caused some issues for live, previously good avatars.
They all has custom crouch and prone anims set up ^-^ and tested, and they were very solid until now.
check what tupper is saying in the other channel, might have something to do with it
Even the default robot body is messed up.
- Full-Body Tracking should not track the head during locomotion to avoid leg dragging and other issues
Yeah, I disagree with this one. But I can just change it myself, right?
My locomotions made sense finally. My head would look where I was looking when I moved instead of the animation taking full control and making it awkward.
@torpid prawn a dedicated button is coming back I believe
Well, the announcement said next week they plan to add binding controls so we can choose which buttons activate the action menue. I would assume maybe then
Do binding at the same time
@torpid prawn Yes, next week for an update that allows some bindings in client for oculus and people on index that don't use (or care to use) steam mapping. Right now you can go use steam to map gesture lock to any button
Yes, which is why binding mapper next week. Had to get this patch out now for other fixes. Will take a few more days for binder in client.
Already super aware. I play vrchat too and I don't use the steam mapping 😛
Shocking I know
Pressing the menu button to exit "remembers" the menu you are on so gesture lock should come up immediately if you exit that way
My animations in the radial menu grayed out when I switched to a 2.0 avatar and back to my 3.0 avatar, not sure if that's a bug or me making a mistake. Debug said it was either a v2 or something else
We were aware it was moving down a notch but remembering the menu and simplifying the entry "home" UI plus the fact we're working on a binding thing in client plus the fact people can steam map meant.. let's simplify entry menu and close methods. Which in the long run will be better for everyone
yes, unfortunately
Literally standing in vrchat in the design meeting going "people gonna complain we're moving gesture toggle down a menu" but.. we'll fix soon.
o god do u guys do stand up meeting in vrchat LOL
is that a daily stand up LOL
Never will there be rip protection for any game ever. If we or anyone can invent that tech they will be zillionaires.
Once something is on your graphics card it's rippable
Nope
Not really
I"ve been doing this for 32 years. Never once seen anything work
Age old lock and key thing
There's def ways to try and help but at the end of the day you have the asset on your graphics card.
this mans had the nerve to tell me that another vr game had rip proof avatars
Anyway.. back to avatars 3 general
Howdy, just wondering if the remeasure avatar feature has be enabled in this update, I'd really love to add a scaling feature to my avatar
If you mean scaling controls in the action menu that needs a much deeper dive before we can release.
Yeah, that's a bummer do take your time with it though, I'll just make do with my super bootleg method
@torpid prawn it's a very complex issue. Believe me, we're always working to improve security.
Whats your name before name change moon?
I don't think an ID system would really help, stuff like Ninjaripper or 3DX would just bypass it entirely
Software rippers don't care about any of that, they literally just capture whatever's on screen
It'll always be an issue
Most avatar theft prevention has to be from the person who uploads and involves using some basic tricks that make editing the model so much of a hassel people would rather not deal with it even if they do rip it
These also fall under avatar optimization most of the time
Really i seriously know you are in flow but i dont remember you
o-oh 👀
im playspace moving off of the ground in 3 point...
Yes and no
I'm honestly not too knowledgable when it comes to it, I think adding some form of anti-cheat may be able to detect software rippers but it would only dely them for a bit someone would eventually bypass it
That and the community would probably go batshit
Since alot of anti-cheats can be a bit intrusive
It also makes it a pain in the ass for regular people
Not worth imo
Even if they stopped people from getting the unity package you still need to put work into your models to prevent or make people think wow this looks like a pain in the ass and give up
in general if you make it harder for legit user it is not a good pratice
This channel is supposed to be avatars 3. What you are talking about is talked about constantly. If you want to talk about it can you move this convo to feature requests or vrchat-general.
Otherwise you'll be going around and around all night
thanks
appreciate it
👍
Has anyone figured out how to interact with other players dynamic bones using 3.0?
We're gonna work on a proper designed avatar to avatar collider system this year
and some other cool stuff
So it doesn't need to depend on hacks and hacked clients
lol
And bad design
I saw that I the blog post. I was pleasantly surprised to see that!
I mean, what's the one thing everyone wants to do avatar to avatar 😉
And the avatar remeasure component. I know it was disabled for fixes, but still excited for the potential of that
I like really big avatars~ 
same. I like really small avatars too. Will be nice not needing multiple sizes of the same avatar
Yeah being able to use a single avatar for it would be real handy
Clears up the avatar list too
Win win as they say

PIcturing every world with avatars scaling up and down like crazy all the time
imagine if scaling was natively part of the action menu
well scaling with action menu ingame without needing custom controllers
Yes, I understand and I'm telling you that we already had it
o
you had it since 2016?
You've been holding out on us
There's very real design consequences of that
Just like flying
it would be really cool tho if there were some preset components that you can enable in the SDK
Some things you need to consider giving to world creators to filter
like if you enable scale component u can choose min and max and wouldnt need to create the controller yourself
it would just append
also something that would be cool is
animator controller attachments
like where you can package your special menu with an animator
and have the animators apply to your existing animators
Yeah, avatar UI, props, av to av collision, etc all ideas on the roadmap
so if you wanted your avatar to scale and then also wanted it to do some emotes
Needs solid design so it's not a bunch of hacks
u could copy someone elses menu and animators
as much as people wanna do it asap
and apply it over ur existing ones
without needing to copy or configure anything
is the storing stage parameters on world leave gonna be a thing
or in the menu as an "outfit"?
I'm fine with waiting. Just knowing the stuff is coming eventually is enough hype for me. Gotta get everything set up first before you can announce a potential feature I guess
yea without breaking anything else in the process
what im waiting for is savable parameters
best case scenario is that every character has a set of outfits that you can set presets for
and they can overwrite those outfits with your own stage parameters
well yes but i was thinking of much better solution
where u can define preset outfits already
and they can be overwritten
i think current solution is just to save the current stage parameters of the current avatar
which of course uses a lot less space and can be done locally
but outfits would have to be something more complicated to set up
the advantages of it though would be that you can make an avatar that starts from a base but gets fully customized and load that outfit whenever
Welp, time to reconstruct my animator's to get the updates...
(Sigh) So annoying having to go through 2FA every time i need to go to the VRChat website just because it won't automatically sign me in...
idk if u can turn 2FA off
but yea vrchat logs u off even if u close ur browser
its kinda annoying
at least it works on google chrome now
I am using Chrome, and it still logs me out after i close the window.
i know
by working on google chrome i mean its not constantly telling you to log in every 5 seconds rendering the website unusable
Oh.
Was it only the example locomotion controller that got updated?
Change log says "example animation controllers" but the package import UI shows only the locomotion controller was updated.
so when it comes to the new avatars, is there a way to add them to current avatars or do you need to make them from scratch with the new system like Udon?
new unity project
Where would I go to have a character made?
I'm absolutely fine with waiting, and I know there are bigger priorities like the rebinding menu (which I think it's a great idea, thank you) or the new UI. nevertheless, it's not the first time I've seen something like "yeah, we're rolling back something and reimplement in the future", and then it never gets released again. That's my concern. Again, scaling avatars shouldn't be as trivial as that other vr sandbox, just hide it better. People who mess around with that usually it's because it's too easy to play with, literally with a gesture of the controllers
yes finnaly custom binding for buttons
Anyones character break from the recent update?
Had 2 avatars with knees bending together and the rest with slightly bent knees.
based on all the announcements posted, I'd say yes..
where were they posted?
uhh alright, sorry for being ignorent I am new to this discord
can someone make me a avatar or be my avatar maker
for comision?
what is that
money
i dont have money
Okay, quick question. Which version of Unity is recommended for Avatars 3.0?
Unity 2018.4.20f1 (64-bit)
i dont have money
@pseudo lava then you should learn how to do it yourself
i dont know how to and i suck at that type of stuff
there is tutorials and you can always learn slowly and ask
and i dont have money because im not old enough for a job
You're not likely to find someone to spend that much time making you anything for free
darn it
you wouldnt ask a baker or a photographer to do things for free, same with unity/avatar creators
plus with there being hundreds of free avatars in the game, you can probably find something already made
totaly
how i do that
but i can never find avatar worlds that are good
then youll have to make them
especialy really good looking avatars are hard to make, you need to spend a quite good amount of hours on it
then you have to use world avatars
oof
you have no job but stuff to do?
probably a child
yea what is a child doing anything in the summer holidays
he said he wasnt old enough to have a job
stuff to do its probably have fun and stuff like that
maybe cleaning the house or something like that?
nah, he is just lazy, if he really wanted it to learn then he would learn it
Making avatars is a fun hobby 🤔
yup, youre totaly correct
you dont clean a house the entire day
Making avatars is a fun hobby 🤔
@wintry glade i know right? when you finish one you feel just fucking amazing
yeah, even with 30 mins per day you can have a normal avatar im probably a couple of weeks or even days
@wintry glade i know right? when you finish one you feel just fucking amazing
@rain marlin for me it's a little bit the opposite
why?
Most people start with kitbashes or just straight imports, if you follow something like tuppers megatutorial youll be done in a couple hours even if you have no idea what youre doing
i mean when you open vrchat and everything magicaly works, nothing bugs and its perfect
I know I will start a new one, so the one I finished was just learning new stuff and that's it
Most people start with kitbashes or just straight imports, if you follow something like tuppers megatutorial youll be done in a couple hours even if you have no idea what youre doing
@wintry glade totaly
I remember that I followed tuppers tutorial the first time. It took me like 3 hours to finish the 1 hour tutorial because I was pausing or going back xd
Every avatar should be a learning experience, trying new things is always a good idea
oh and during the making progress I loose my mind for every itchy bug that I get ( weight paint, clipping, animations not working, rigging issues, and more
yeah, you always learn a lot with each avatar, i always go back to old avatars to improve them with things that i learned
My first one I just went to booth and found a free model to mess with, it was basically ready to go straight from unity, then i started tweaking it
oh and during the making progress I loose my mind for every itchy bug that I get ( weight paint, clipping, animations not working, rigging issues, and more
@safe mirage totaly
my first one was the john wick from fortnite, i gave him fortnite emotes plus sound
back in june 2019
The whole process can be frustrating, but its usually very rewarding
true
thats why its so addictive
And then the game updates :)
ahh yes
I spent more time in making avatars then playing games
I spent more time in making avatars then playing games
@safe mirage damm true
same
not having VR yet, will get mine sometime next week or so

we understand