#avatar-general
351 messages · Page 11 of 1
man
youre gonna get fucked
youre going to put your vr and see that all your avatars have fucked up arms
i actually have more fun making and testing avatars than actually playing the game
that might be the reason for spending more time in unity then vrchat
i actually have more fun making and testing avatars than actually playing the game
@visual dagger yeah
youre going to put your vr and see that all your avatars have fucked up arms
@rain marlin oh boy, cant wait to fix all my avatars
i tend to run into more annoying kids screaming on vrchat than anything else anyway, not exactly what i call fun
need to rip some of my avatars from the game, lost some og files
i tend to run into more annoying kids screaming on vrchat than anything else anyway, not exactly what i call fun
@visual dagger friends +
i tend to run into more annoying kids screaming on vrchat than anything else anyway, not exactly what i call fun
@visual dagger I totaly hate that, I'm usually with the Japanese community, always respectful and fun, no crash avatars and no fucked up animations, just talk and fun
how do you join a japanese com?
yeah, i've found a few cool people but my schedule is pretty random too so i'm not always on at the same times
yea cuz the people who crash cant go there 😂
They don't

not yet
Looks like they just don't find it funny
Yeah not yet
Yeah not yet
I used to go to public worlds a lot when I started... Now that I managed to have a consistent group of friends, I just go to Friends + worlds.
me want that
I hate that majority of the friends I got are in friends+ worlds
I actually like public worlds
Meet new people, dab on people trying to portal you
Make fun with your avatars
I just want to fart on them as soon as I get my vr. Am I the only one? FBT here
I have one avatar that spawns a bed and put a sexy jazz song
What
Everyone laughs
I got fbt but I don't want to fart on people tf
need to make a fart particle with sound 🙂
What the fuck


I'm like XQC who likes to fart
I mostly use FBT to dance xd
i mean
to each their own i guess

I have an avatar with a pop sound because I love popping in people's noses with my finger

The animation with the bed sounds great, lol
I just want to bend over and give them a little sniff
ehm
What?
What?
you're still in real life there
I was joking lol
sure 
OK 
So... For me, most of the times I go to public worlds, things get awkward...
Not saying always. I've met loads of nice people out there.
The trick is a Japanese people dude, they're like God itself
except that I can't speak jap
Yeah that's the only problem
It's random with people, kinda like real life
Well, I think there will be a few willing to speak english.
You can always learn!
I mean... My native language is Spanish and here you have me writting on English to interact with more ppl
Well, I think there will be a few willing to speak english.
@hybrid canopy they will probably say things like, oh oh eigo? No no, no engurishu, japaneeesee
I'm also a Spanish native speaker
mine is german, but we have to learn english in school, isnt that everywhere?
Yup
Yeah, so that's the point, I'm sure there'll some willing to speak English :3
Tho in Spanish English teaching it's horrible
So you kinda have to learn by yourself or get private schooling
It's working for me using FX layer
Any other Kon squad members
Open debug console and make sure that things are not getting stuck
is the audio source on your model?
Good quesiton
Are the light and sound enabling on the same animation?
go to help
is it normal to have 2 FX slots with the new update??
it's a bug
there's only one, it's showing it twice
ah okay
okay is it just me or has vrchat messed up the legs for desktop users?
bendy legs ?
constantly crouched and then pretty much feet in the stomach when crouched
had a look around and its not just my avatars
its like when the height settings for vr users is set too low
Yup, desktop knees seem to be a bit buggy after latest update.
also for some reason the animations stopped controlling the head movements after the last update, already checked that the action layer is taking control of head movements before playing an emote but still no luck, I am hoping this is another thing that will get ironed out after fixing the knees
honestly when i first saw it i thought it was something i needed to fix my end after a fair few hours of trail and error seeing if i can fix it this actually comforts me maybe i should have checked other avatars and realise the issue wasnt my end before instantly trying to fix mine 😐
yea I spent a lot of time troubleshooting problems after the last update and it was all for nothing since it seems to be broken overall for now. Thankfully we have now both figured this out, I was getting so annoyed trying to get it fixed
want me dm you a picture on how broke my avatar is? xD
lol sure, mine is probably the same, view even got destroyed and multiple functions as well
Would Bolt work with the 3.0 SDK?
bolt?
yes ? the dog from the move ?
Are avatars 3.0 on quest
yes
anyone else noticing the classic avatars need an update? Like cookie monster is way to simplified and classic kermit is the least detailed kermit now.
Av3 works fine on quest, it’s still limited. By shaders, triangles, no audio, etc. but if you can do it with bone animations or shape keys, av3.0 has full custom animators and wheel menus, yes
No new limits
Is avatar scaling still broke
it's removed until further notice
Rippp
I doubt it was supposed to be used that way to begin with, then people liked it so they supported it, but then it caused a lot of problems so they had to disable it
Probably my favorite potential feature and would motivate people to start updating
I wonder if I should make an scp-173 avatar? I could make it an object that I spawn and stays in place until i retoggle it, while moving around myself to give the illusion of the statue just moving about when not looked at
Does the debug menu have a collider on it, sometimes when i open it all the objects near me fly off 
i seem to remember there being a bug that made it collide with stuff, but that was supposed to have been fixed
Some shaders will collide with it no matter what
interesting
probably better off exploring avatar worlds and using those instead
Even if you end up using your own avatar eventually, it’s nice to get a sense of what’s out there and what kind of avatar you want
Definitely worth it to bounce around avatar worlds for a while before you even start planning your own
Pumkin tools support 3.0 now ,thats gonna save me from switching between 2-3 to get the bones copied
would a puppet system that moves a tail around be better in the action layer or gesture layer?
I have mine set up in the action layer and it works fine, but i just wanna make sure
Does anyone here know a 3D artist that might be up to making an Avatar for VRchat? Of course paid for that.
would it be fine without an avatar mask?
What is an Avatar mask exactly?
im aware its required in the base layer but not sure about others
@gaunt gate try the VRCtraders discord
Yes gesture layers need a mask with the transforms you are editing
Do you have an invite link potentially?
You also need to enable them on the top layer
What’s the protocol for putting chairs on 3.0 avatars?
top layer?
do i use 3.0 chairs or 2.0 chairs?
Has anyone managed to trigger the default two-axis puppet that uses VRCFaceBlendH and VRCFaceBlendV? When I upload without any overrides, it doesn't show up
what was the temporary fix
for all these leg issues
anyone know where to find the default ik?
ik pose
my index is coming on sunday, is there anything I need to do to my model to prepare ?
just make sure your fingers work properly in the humanoid configuration menu
if you get FBT, you need to make sure to check the FBT guide, and sometimes hip flips may have to be used (rig hack) but it fixes most issues currently
ah
i still have to use one of them
hip flip is my best friend because i honestly dont understand why most of my avatars have this weird side tilted hip
There's a couple things that still cause fbt wonkiness
the hip side tilt happens seemingly randomly on some rigs by chance
Some weird stuff like when the hip bone isn't aligned with the upper legs or if the chest bone is too big
even if the rig is perfectly symmetrical
so the hip flip is something i still do on some of my avatars
sometimes not required but hopefully it doesnt break with updates
because its literally the only way i can make my avatars fbt compatible
even if i follow the guide exactly
holy christ that animator though
i feel like it'd be better if they just gave us boolean parameters that they automatically optimize into bitflags, since the motive of SDK3 was moreorless so we didn't have to do hacks like this
Same concept my own toggles have been using is good
automatic and native would be nice
I heard it's possible to swap textures in 3.0.
Can anyone confirm this?
Actually its a bit different
Im using 2 ints for 255 toggles and have ability to toggle syncing them for late joiners or not
if not a boolean parameter type, at least a more advanced menu callback would be nice
so instead of just "set to x and then to 0" have something like "add 4 and then subtract 4" or something like that, and then emulating bitflags would be at least easier
they fixed the problems, I am so happy right now :)
literally all my problems are resolved after the last update after the one that broke everything
@brave steeple swap materials, not textures
just make the clip, click the record button, manually drag the new material on
then end recording
that's what I did
then just check they keyframes, and then delete any extra stuff
@zinc sparrow what are you toggling
camera stuff
my model in game stands on the tip of the toes no matter what i do- how can i fix this? i made the model myself
is there a night vision shader thats only client side
with 3.0 if i understand correctly you can use an islocal to activate things only on your end
Ooooo, cool idea, maybe have a giant sphere that covers everything with a sort of green layer that you can just toggle on and off locally. Client-sided nightvision.
Good question. I'm not quite sure of any shaders that would do that. Really you'd just need a sphere that either encompasses everything and has a high af render que, or, you'd need a sphere over your viewport that just discolors things seen through it. I'd ask around in #shaders though, as that's really what's going to make it possible or not
Should be though, I think I've seen stuff done like that before. Both ways even
Ive had public avatars that have their own flash light built into their hud
So its definitely possible
Oh yeah that's easy. I have a ball of light in my avatar's hands. Super nice on those extra dark maps.
Couldnt u just put that over ur viewpoint
Yeah but I do it differently. I actually just have a lightsource attached to it. Really loving the expression system because made it possible to have one in either hand
But if you wanted some sort of visual effect, like something that recolors everything, then you'd need the orb and shader
the update fix the 3.0 as well. avatar dont crouches
mine looked like he shit himself
It was if the descriptor was positionning itself on where was the head head bone. Then the character was crouching a little since head lower
What's some kind of average sizes of avatars 😄 ? (Mb)
mine are always like 10 MB large and upload really fast
you might think thats impossible but crunch compression is amazing
some of my textures start out at 5 MB
and crunch compress to like 1
so make sure to use that
Mine is always about 10 minutes of uploading + processing or whatever (got 10Mbps upload)
increases load times significantly
it takes a bit to crunch compress your textures but
check out the size before and after in the little inspector window
u can set the compressor quality to 100 but don't use high quality crunch compress mode
i usually do normal with 50-100 quality level
another way to save on space is use .mp3 or .ogg for sounds
.wav is larger
another is don't use high poly or vert counts
the more polys the more space needed to store them all
idk how to check avatar size but u can check world size
its not the same as adding up all the numbers
I optimized my avatar soo ill see the size soon after i upload.. but before opti it was 70Mb
because it makes a gzip compressed asset bundle afaik
Is there any easy way to add new gestures without erasing the default ones? because atm its a bit annoying trying to add ur own gesture and then it goes "lmao u lose all the og"
copy the example gesture file from the sdk folder and edit that
instead of starting a new one
hi, I'm still fairly new to vrchat and I want to get into avatar commissions. Does anyone know where I could start? I'm pretty much okay with the modelling pipeline but the entire putting it into vrchat is daunting^^ any help is really appreciated
youtube tutorials is probably your best bet
myself and @neon finch have been posting 3.0 specific tutorials but also alot of 2.0 stuff available
its easy to get a model into vrchat as an avatar
what is difficult is making it special
protip: dont add custom menus and props for the love of god do not
save yourself
lol
protip: dont add custom menus and props for the love of god do not
@toxic arch I don't agree with that
I kind of want to make myself learn that as well ^^|| but in terms of commissions will it be worth it learning the avatar 3.0 update?
most people are going to want 3.0 features, so i'd say yes
not to mention in the long run, 3.0 is easier and more flexible than 2.0 for almost everything so i'd start there
Can you hit me up with a link to your tutorials?
myself I quite pleased with some of the new features like now I have analog tail wagging
most of them were made during the beta so there maybe a few bits here and there that are outdated, but i've been working on new versions
@neon finch nobody deserves to go through this pain
custom menus are dirt easy, and props aren't too bad either
hah
pretty much
sorry if this is kind of a noob question, what's the difference between the avatar 3.0 and the 2.0 one?
i made a 20 year career of "wait, that worked? how?"
I cant seem to find any documentation on the 2.0 update
2.0 is much more simple, but also has less "flexibility"
Direct animator controller access, instead of just 7 gestures that trigger certain things
3.0 is more advanced but also has far far more options
16 synced variables, unlimited layers, infinite possibilities
@lofty shale 3.0 was recently released, 2.0 is the old version
im just
waiting for someone to make a fully playable pacman game with the menus
actually- fuck it, straight up doom
Thanks for the help guys! Do any of you have any socials where I could see your works? @neon finch @visual dagger
I don't, just my youtube videos
"i dont know how i fixed it, but it works"
@toxic arch yeah thats pretty much it
hello, i have a small question, how big can the icons be inside of the avatar 3.0 menu?
not sure if there's a max size, but the example ones are 256x256
ok thanks
there is
if you make them big enough vrchat just resizes it for you anyways
giving you a warning that you need to auto fix
i know but they look stretched and bad xD
what does
if you make them small enough they get scaled up and look disgusting
shrinking isnt too bad tho
hmhm
you need to make same size icons
like if your pic its 235x300 is gonna get squished
it needs to be 300x300 or 500x500 or 50000000x500000000
good luck
it's gonna be easy x3
same size icons aka square aspect ratio
Anyone's 3.0 Action animations break as well?
Hmm, Anyone know some ways to use blender? I'm trying to make a model.
I have a picture of them, And i'm having an issue sculpting them.
You should try #3d-modeling
But if you won't retopo afterwards I don't recommend sculpting
The animation won't play.
Check the official blender youtube channel for Blender tutorials and search "modeling a character in blender" for a playlist about modeling characters
The animation won't play.
Did you check the state of the animator and the values of the parameters involved in the debug menu?
Ahhhhhh it works now once I reset VRChat. Thank you for telling me about Debug menu.
No problem! The debug menu is really useful when trying to fix stuff, it usually tells you all you need to know
I'm getting a vr headset soon and i really want an avatar that noone else has, so is there a way to pay someone to make you one?
Im not even sure if this is the right place to ask questions like this :/
Yeah many people make avatar comissions, not sure what's the appropiate channel to ask though
question, how can i make an object on my avatar that is only visible to me? change it's layer to playerlocal?
Well you could always use Transparent shader
I want to still be able to see it. Just noone else really needs to. it's a camera, for use with an avatar that I frequently playspace move underground with.
but I dont just want a plane sitting there under my avatar for the world to comment on
Disable it by default, then make a layer in the FX controller that goes to an animation that enables it only if isLocal is true
It will only get enabled for you, isLocal is really useful
🤔
hmm
mite be neet.
would also make it not need to be on all the time...
pretty sure that wouldnt be great for performance
Oh yeah you can mix it with a toggle
Just add both conditions in one transition and another one to go back
yeah thats probably a better idea tbh
how do i assign islocal?
should that be another parameter?
You only have to add it in the animator, don't add it in the expressionoarameters
It's an internal parameter
is it just me
I could swear before the recent two updates, when i had say, a toggle on a radial menu, i could exit out of the menu and have the animation keep going, until i went back into the menu and toggled it back off, but now that no longer works, the moment you leave the radial menu it turns off
@compact pasture A toggle should remain active until something else edits the exact same parameter that the toggle is controlling. Does it stop when you leave the radial menu entirely, or when you exit that specific sub menu?
The moment I exit the radial menu.
I have an animation on a speed dial. If I leave the speed dial the animation ends. If I exit the radial altogether, it ends
I haven't touched the avatar
Meanwhile plain ol toggles stay active just fine
If you have a parameter set to change when a radial puppet is open, it will only stay on for as long as that radial puppet remains open. This is different from the value the radial itself changes.
The Parameter will reset to zero when the radial puppet is closed. The Parameter Rotation will remain at whatever you set it to.
Is the way of uploading an avatar still the same as 2.0?
Okay. Time do lots of research.
My whole model has been trial and error the whole way through.
na @quaint harbor
use sdk2 if you want to use old system, cuz its still supported
but sdk3 if u wanna use new system
its a lot different from sdk2 and none of the vrchat related stuff can be carried over not even animation overrides
anyone have the mexi-kon avatar ive looked for it about a week
mexi-kon is made by Unie, if you find it from anyone else it's stolen (please report the uploader) and Unie violated the low-poly-kon public avatar ToS so his kon world got taken down.
Tbf the process to get allowance to make your kon public is a pain in the ass
hey y'all i'm looking in to making my first avatar, do you have any tips for that?
how much do you know about Unity first?
are you looking to make a 3.0 or a 2.0 avatar, or are you still unsure?
i'm unsure
i don't really know the difference between them
although i suppose whichever is easier to make
well, id say 2.0 is easier to make, at least for me, we can move this to dms if you want me to guide you through it
sure
Does anyone know in general what's allowed / not allowed when it comes to putting scripts on an avatar?
nothing
no scripts are allowed on avatars
u cant put any scripts on your avatar
aside from the very specifically whitelisted ones in the documentation
like FinalIK scripts, dynamicbones, vrc spatial audio component, and the like
and those are just placeholders for security reasons when uploaded
so that users cant inject code into malicious copy of the tool
I see 👍
Can someone help me, when I try to upload an avatar it says no asset has been set for This build
did you add an avatar descriptor?
I have a bit of a problem. I set an animator to my avatar and all of the sudden now it's spitting out that I don't have certain bones set.
Oh oops, thought I was there.
Hey I’m using blender how come when I put a avatar in the sculpting option goes away?
So, this is not exactly help but is it actually possible to obtain the velocity of certain bones to trigger animations?
I saw someone showcasing them and I was like " :0 that's so cool, you can trigger slash sfxs and spells by moving a thing in a particular way"
Im brain storming and planning some stuff, what are some toys you guys would want to see in VRC? We have spring joints obviously but I want to branch out and bring new things to the community!
is it possible to copy layers from one controller to another?
Can probably do it with a script
Flexuh I want a toy hammer that make the sound when u squeeze a rubber duck 🔨
Goddamnit ten ten I KNOW
That’s literally so easy ten ten just use a gesture combination
Or use Reros jiggle FX I feel like you could configure that to be what you need
The best part is that your toggle could spawn the hammer and sound device and just enable the sound device with the hand gesture 🤩
I think toggle is always gonna be my favorite thing
oh i couldnt find a good hammer model and am too dumb to make
So, on a scale of 1-10 how broken is 3.0 in all your guy's opinions? 1 being stable, 5 being decent and manage, and 10 being unstable and broken as heck
5
Ok, I've dipped my toes into making avatars awhile before 3.0 but stopped ever since 3.0 was in beta. I've been checking up on the updates about it and have been waiting for it to get some tweaks, I just didn't want to start making avatars again and it just blows up in my face
2, most problems I've had have been mistakes on my part
hey anyone here own virtual lens 2 and successfully set it up?
3.0 isn't broken, but the entry level to do things has sky-rocketed. I genuinely prefer the ease of use of 2.0 rather than 3.0 no matter how much more customizebility it offers. If I can't use it, the potential is wasted afteral.
While I agree that the ease of use of 2.0 was nice, the fact that you simply couldn't do even simple things because of the limitations was a huge downer. I'd much rather have unlimited potential than be lazy and have a crappy system
Plus looking at it objectively, people only think 2.0 is easier because that's what they're used to
Starting from nothing for the first time, it's actually easier to setup an avatar in 3.0 without relying on broken ass cats in blender that rarely actually worked, and making animations is the same
Eh, disagree. 2.0 fit my needs perfectly, 3.0 seems overly complicated for the point of being overly complicated. Never had issues setting up a basic avatar in 2.0 and that hasn't changed in 3.0, still basically the same, doing anything original, custom animations and stuff, no idea where to start and don't have the time or patience for it either.
Well, if being lazy is the problem, how'd you do animations in 2.0? And if you didn't, then you obviously don't need to in 3.0 either
As for where to start, there are tutorials around
Not as many pre-made stuff for avatars or tutorials yet since it's new, but it'll happen
Being lazy is not the problem, not having a lot of time is. Animations in 2.0 were easy enough, at least for the little things I did. I watched one of those tutorials, sounded like space magic to me and was assininengly long. As for the lack of tutorials at the moment, it'd be helpful if the documentations actually explained stuff 
Animations are animations, it's still unity and the same version to boot
how to activate the animations is a little different
All in all though, if you prefer 2.0, then use it instead
It still works fine
Until they force us to use 3.0, like they probably will.
Not any time soon with the amount of avatars already out there
By the time it does actually happen, if it happens at all, there will be fully fleshed out documentation and plenty of tutorials and examples to choose from
Plus looking at it objectively, people only think 2.0 is easier because that's what they're used to
@visual dagger yeah, 3.0 looks imposible but if youre used to unity using the 2.0 you get it in like 30 minutes with a couple of tutorials
Yeah, as a developer I'm used to learning new things, new versions, new processes, etc so it doesn't bother me much. It also makes it pretty easy to compare things a bit objectively despite personal preference.
I think anyone just getting into it should go with 3.0 since it makes spawning props and particle systems so much simpler and menu driven
once you learned it its waay better, its just superior
2.0 bugged me a lot because unity 'can' do that thing you want, but the sdk wouldn't allow it
now it does, so much easier
yeah
is just amazing
you can do tons of things
before i had an animation that only activated with a closed hand, but it worked on boths so it was anoying, now it doesnt happend
and now that they have most (if not all) layers as examples in the sdk, it's really easy to start with the basic defaults and edit from there
during the beta it was more of a trial and error, which is why i started making youtube tutorials 😛
wanna crouch? go to crouch
wanna afk? go afk
wanna do hand gestures? go to hand gestures
thx dude, tutorials helps a lot arround here XD
currently working on replacing my beta tutorials with new ones for the current version
@twilit oracle 3.0 lacks override controllers for some reason. that's the biggest hurdle i see which complicates things for users that don't need animator controllers. the addition of full capacity animator controllers and syncing is a game changer for animators which cannot be understated. toy vs real tool
Is there a reason not to use the same controller for both Gesture and FX? If they are each masked out, the transforms will have no effect in FX, and the non transforms don't matter in Gesture right?
Just wondering since it's frustrating to have to make two parallel state machines for gestures to do slightly different stuff
All because one rotates bones and the other does something else
I ran into a similar problem since certain controller types require hand gestures for fingers to move while others use some sort of procedural system. Didn't even consider it when I was doing a commission
no, you don't need to make 2 different
I just wanted confirmation that people make one controller and use it in both slots
the documentation makes it kind of unclear, and I'm having trouble thinking of a reason why having the same thing twice wouldn't work
I almost wish VRChat was like here's the GestureFX controller. put your hand gestures and all your blend shapes and FX in here, and VRChat just automatically put it in both playable layer slots internally
its a performance thing
it would make things so much simpler to think about... Locomotion, Additive and Action (affect all humanoid bones), and GestureFX (affects hands, non-humanoid transforms and FX stuff like blendshapes, materials)
no it's not?
why run all the logic connected to hand movements when all you want to do is wink
- unity always calculates the mecanim bone weights on all animator layers, but then they get masked out.
- there are only like 50 or so mecanim muscles, so it's not a big deal
and the documentation is pretty clear, non-transform animations only go on FX and transform animations do not go on FX
the excuse for why vrchat didn't do X isn't performance. it's because the implementation does need two separate Playable Layers
yes, it is
that's why there is confusion
but during prerelease a lot of people were putting the same controller in both, and I just recommended that to a friend because it saves a lot of time to reuse animators
and that's why I'm asking
it has to do with syncing and mirrors, if your non-transforms are not on fx, mirros won't work right
specifically, i'm not sure about the other way around
but the layers are set to override, and you do it again on FX
ok, so there is possible desync in mirrors related to FX stuff you touch in the gesture controller. That sounds like a reasonable explanation
ok, but if you have 2 animations changing the same blendshape, which one is shown?
the one that overrides the other
which is?
that's well defined, and the FX layer comes after so the FX layer will override the earlier stuff
if you have both layers playing the same script, which one is it?
they are applied in order
if FX always overrides, then why use anything else?
because FX can't control bone transforms
so we need to do some things that do bone transforms in the Gesture layer
that was what brought me here
so now you have 2 layers playing the same 2 sets of 'animation' but despite it running 4 animations you can only see 2 because it overrides
something like that I think
sounds like wasted performance to me
now you're back to performance
well yeah
this isn't about performance, and quite frankly I don't care about performance because my time is more important
the layers are divided for mirror and sync reasons
if performance was an issue, VRChat would have taken it into account in performance rank
the reason you dont duplicate everything is performance
but they're letting these things run even on Quest, so it's not performance
NO!
And if it is performance, then that's validation that the method works
so you don't think running 4 animations instead of 2 has a performance impact?
maybe? but performance isn't about optimizing randomly
it's a tradeoff of developer time and overall performance
I'm not going to waste hours of my time duplicating a whole state machine so that I can save 0.01ms per frame
they don't restrict people from having 16kx16k textures either, doesn't mean it doesnt have a performance hit
that has a tangible, measurable impact on performance
I have seen no data showing that 2x animator layers has a tangible, non-negligable impact on performance. Care to do science before making stuff up?
I made up that number as an example
and generally, VRChat worlds are capped at 80, not 10000
so did i, i don't know if there's 10k players
hint: there are no worlds which permit more than 80 players
ok, let's move on from this. this convo is spamming the chat and is completely unproductive
if you're passionate about avatar animator performance, come back with some actaul data
No it’s fun to watch
Yes, I have made a 1.4GB animator controller and seen unity take over 1 second per update tick. I know it's possible to make bad performing animators
so keep going please
lol, yeah ok, i'll go do 'science' to win an argument on the internet
you don't need to convince me that animators have an impact on performance. The question is: is it non-negligible]
you're the one that wants proof, go talk to developers
LoL
I'm not putting a 1.4GB animator controller on my avatar
no, but YOU are not the problem
no, I want to talk about if it's functionally acceptable
it's everyone doing it at the same time
Premise: I'm willing to make my avatar 2x slower if it saves me hours of development time
that seems reasonable to me
and it's 2x animator evaulation time, not 2x mesh or 2x material or 2x particle systems
and then they finally update the safety system and no one can see your avatars because you were lazy
so it's not actaully 2x slower, for sure
🙂
and then they finally update the safety system and no one can see your avatars because you were lazy
@visual dagger indeed
no, because then someone will have done research and said what the problem is and I will have an actual tangible target
and then I will fix it
because now there's data
or i'm wrong and it doesn't actually matter
but i'm just basing what i've seen the devs talking about
I haven't seen a single dev talk about animator controller performance, nor is there a single tip about it on the whole Avatar 3.0 docs
again - I'm happy to optimize, but I need something hard to optimize against
not for performance reasons. they said due to something about mirrors
your opinion on it doesn't factor in
no, having non-transforms on the fx layer was for mirrors
that has nothing to do with duplicating everything onto layers where it's not supposed to be
I don't care about negligible performance impact
it says specifically to NOT put transforms on fx
and NOT put non-transforms anywhere else
so by duplicating, you've ignored their instructions
for whatever reason
there are two ways to interpret that:
- Do not put transforms on FX because they
won't workhave no effect and you're wasting your time. - Do not put transforms on FX because it will break things and cause problems.
I'm assuming the intent was (1) not (2)
there's sure to be an impact of some sort, that's WHY it's stated that way
because that's why there is an Avatar Mask
Avatar Masks prevent curves which affect certain things like muscles or transforms from having an effect, hence not causing problems
at least in theory
damm im eating while watching this, better than telenovelas
well, since people said it works, your assumtion of #1 is wrong
damn I did a classic oops
so it must be #2
I said "won't work" when I meant "no effect"
same thing
others stated it works, thus has effect
because that means nothing breaks, and the other copy of the animator controller will have the effect
which is why the whole system works, despite having no effect
i'm not even talking about duplicates
well I am
it plays the animation either way
since they set weights of all transform layers to 0
that was actually useful info, thanks
don't get me wrong, my avatar has like 140K polys and 21 mesh renderers, i'm not even one to complain about performance or "doing it right" I'm just saying the devs said to do it a certain way and they probably have a reason
yes, they even said what the reason was: it has an effect on mirrors
again, that's ONLY for "why blendshapes on FX"
that's not the whole explination
that has nothing to do with "why non-transforms ONLY on fx"
true, maybe not. so it's helpful to have people say "I tried X and Y happened"
which is explicitly stated in the docs
along with transforms basically anywhere BUT FX
hmmmmm yeah that's a tricky one
so, can you duplicate everything and have it work? sure
did the devs explicitly state certain things MUST go somewhere specific? also yes
I have my hypothesized answer for that though...
When they said non-transforms ONLY on fx, maybe what they meant is non-transforms won't always work if they are on other layers
which I'm fine with because I always override them with the same things on the actual FX layer
now, if you can get everything to work properly for local, others, and the mirror then why not
so my hypothesis is they wrote things the way they did, because they never considered the possibility of using the same animator controller on both Gesture and FX
but if you start having troubles, it's not done right so there's a lot of troubleshooting to do
yep! tha's what I want to find out
I'll also specify, I'm often ok with slight desync in mirrors, since it only affects me (the wearer)
kinda like people with 'broken' avatars because they have the knees backwards to fix a different problem a year ago that they couldn't be bothered to do properly
well, it's a question of am I willing to spend hours duplicating animator layers to "do it right"
now they all whine because it's "broken" after the update
and not just layers, literally duplicating animation clips
true, if you really have that much to duplicate then it may matter
yes, that's my issue
I make complicated stuff because I like complicated stuff
but I don't like doing complicated stuff twice
my clothes switcher has like 24 animations, they were a little tedious to setup since they all have to turn everything off as well as turn something on
does your clothes switcher move transforms?
but, copy/paste make it go faster
no, all those are on a seperate layer, but they may still listen to the same parameter
since i don't like doing things twice, all of my stuff is spread out so it can be used for multiple things
imagine one piece of clothing required moving one of your transforms to make it fit right, or you want to animate some outfit change by moving it around.
now you have the same problem I ran into
and the easy answer is: do the transform and put it into both FX and gesture slots
if an outfit switch has a smile attached, i just use a parameter driver to active the smile, but hand poses can also use smile
i keep it as multi-functional as possible
but it makes it harder to think about things, since you now need a special parameter for things where FX might affect transform movement
and a driver as well as special transitions in another animator
but yeah maybe that is the "correct" way to do it
depends, my hand gestures as an example have a toggle for blendshapes on/off
basically works the opposite as the gesture lock
@rough peak wrong chat. check in #vrchat-general-2 or #vrchat-general-1
so i can move my hands, but the face doesn't change, or toggle it and the face changes too
yeah that's cool
using that toggle, along with other parameter drivers i can manipulate things differently from other actions
you can actually do that with a Layer Weight Driver or whatever it's called
which is kind of a cool tool I've never played with
yeah, you can use layer weights too
the one thing I did try is Direct Blend Tree and the only thing I can say is I never want to touch one again.
hell, you could have 3 layers with the same toggle and transitions but different animations and shift between them
yes this is actually a really cool way to do it
or blend them based on 50/50 weights
I haven't seen anyone showoff a design using the weight system but it's really clever
I'm actually sad I never thought of it when I designed the thing I was making
i haven't used it to much affect so far, but i tinkered a little
mainly with blendshapes since my avatar has like 80+ and i usually only use ~10
when i have the time i plan on making them all blend seamlessly
ooh like a paging memory bank type system
basically the idea is to have a 'frown' but the harder i squeeze the controller the frown becomes angry
because it'll blend through layers, not just another face
then, using a 2-axis control you can have the blending from frown to smile, but the squeezed controller blends from angry to malicious smile
or something along those lines
kind of a 2 way blend
that sounds cool. I wish I was good enough with art to define what a "malicious smile" looks like vs a "normal smile" or "angry".
but I guess the puppet allows you to kind of blend and you can keep moving the joystick around until the smile is perfect
yeah, plus once you figure it out, you can just drive the parameter to that value from your transition and not have to create an additional animation for it
i've thought about going even further and separating out each 'face part' so that combos can be done in the logic instead of the animations
it would take more parameters, but could be fun
yeah, plus once you figure it out, you can just drive the parameter to that value from your transition and not have to create an additional animation for it
@visual dagger blend tree with overlaping animations on the axes the the gesture weigth drives?
basically
I like it, but how would it behave with wands/index hmm?
a 2-axis controller uses 2 parameters to determind a 'location' on the axis, so once you know the right location you can use the parameter driver to set those numbers specifically without actually using the 2-axis controller manually
but the 2-axis controller would still function as normal as well
although translating parameter values to a blendtree isn't something i've actually done directly, so it maybe theoretical in that specific case
at least without duplicating animations
gesture would be a transition condition, and weigth the actual float driving the blend.
yeah, it would mostly depend on if you have any conditions blocking it from getting to the blendtree, it would just take careful planning i think
spaguetty animators here i come :3
lol
that reminds me though, i need to finish recording my videos so I can make tutorials on more advanced stuff
kind of a bummer i need to update/replace the older beta videos since enough changed between then and now
F avatar ipd
the avatar 3.0 prone animation transition from idle to custom movement is so weird that the hip would clips through the back of the avatar
2.0 prone animations are even better than 3.0🙄
but I come to 3.0 because 2.0 has bad crouch animations that I wanna replace
I wish going from animation to tracking via the behavior didn’t have the pop and was smoother
Can’t really blend them and make it unnoticeable when the whole avatar resets for a frame
would it help to transition to the idle pose, then switch to tracking?
pretty sure that's how they do it in the examples for locomotion and such, might help
you have sdk 3 with easy tool
Even the examples have a pretty bad pop when you land from jumping
How does the default action layer change the menu emotes to the sitting actions when sitting? That’s the only thing I can’t figure out
They did not provide an example of that menu so when I override it it’s gone
VRCSDK/Examples3/Animation/Controllers/vrc_AvatarV3ActionLayer.controller has an example
That’s the layer but not the menu
It has 16 actions, 8 for standing and 8 for sitting, and the menu let it control all 16 Depending on if you are sitting or standing
I can’t duplicate that behavior
It’s like the menu automatically changes when you are sitting
yeah no idea.. probably hard coded in the game with the VRCEmote stuff
Im trying to make a 3d plane with an icon above my avatar’s head which is simple and ive done it before way back when but it wont let me upload it it says the mesh renderer will be deleted by the client. Is there a way around this?
Can you post a screen cap of the error? Mesh renders are allowed.
Well now its letting me upload, it wasnt when i attached the plane to the avatar armature, but now that its off the avatar i dont think it will show up in game
Nope doesnt show up
Oh wait it said mesh collider not renderer
would it be possible to have a separate world space physical object like a balloon that has a dynamic bone + collider, which you can push around with the colliders on your hand?
If you want the menu to change when you sit, its vrcemote greater then 8+ (also have <17 but dont really tneed that) that will swap to the other menu, you can just route that to standing to use the same
Yeah just remove the mesh collider the plane itself is allowed
I removed the collider and it shows up but now the shader is blank its just pink square
Got it! All good
@fluid grotto The default action menu only switches for seated automatically for AV2 avatars (it is hardcoded to simulate what the old Emotes did). For AV3 you need to provide a separate sub-menu for seated emotes or change your Action layer to switch on the Seated parameter (but your menu won't change). You can take the example (which already switches on seated) and remap all the seated emotes to 1-8, as long as you realize that the menu entries will now map to different emotes, depending on your seated state.
ccan anyone help me do an avatar im new and i would really like to learn how to do avatars, animations and stuff
Hi ^^ the position of my avatar leg are really weird now, he seem to stand like a frog or something..
Punt your leg through the floorboards
he spread his leg , i don't know if it's because of the new patch
but, he didn't do that before, so i don't know..
^^; i wanted to send a screen here, but i can't
what should i do , to make it look like before? * ^ *
and when i stop moving, his leg seem to "reset" to his frog position x)
i don't know how to say it, but he spread his leg x)
Use #avatar-help if you need to upload or embed images
ohh.. thanks ^^
does anyone have any avatar 2.0/3.0 worldi suggestions? 🥺 👉 👈
what kind of avatar?
for furries go to FurHub, there is tons of portals to Furry avatar worlds
not for furries; I'm not one
who here can help me with a hand puppet avatar?
vrchat, pls fix analog fist gestures
Is it still broke? Thought newest SDK fixed that
if they did they only made mention of vive/index
im not sure this is an sdk issue so much as a vrchat issue
2.0 analog fist still works fine
and debug for 3.0 shows it registers the analog input, but the game treats it as binary
Even if you override it with your own controller?
It’s possible the default layers are just bad. Will check today, but I can only test with index.
can anyone link a tutorial / screenshot on making a looping animation and making it be toggled by a parameter like velocity?
I know that's kind of specific but really a tutorial or example of any of the involved systems would be appreciated
You need to set it so it detect VelocityZ/Y/X , higher then or lower then , kinda hard to explain , i use Velocity = less 0.5 or greater then 0.5 to trigger certain animations/movements , you need to add your own floats since only locomotion usually have that
how do i make a hand puppet avatar?
ok, how do i make my avatar invisible?
i want it to be like other hand puppet avatars
where the hand is the avatar you know?
Delete the mesh/hide it in Unity
how do it put an image as a prop?
like for an avatar please help me
and how do i make more than 1 object for a dif gesture?
@compact pasture analogue gesture with the example controller provided by the sdk doesn't work from what I tried, you can get it to work by replacing the fist state with a blend tree that uses the weight parameters as inputs
Why are the new default animations atrociously bad
It's a bug with the IK, not the animations.
Is like.... the sdk 2 not letting mirrors see you talk anymore?
I wish i had known about Crunch Compression sooner... Setting it to 100% quality TANKS the file size of my textures, with a minimal impact on quality.
So don't try to build and test an Avatar containing an 1 GB Animator. It doesn't work...
what does it have, some kind of fork bomb of animations? lol
Avatar 3.0 functions are fully available to quest avatars right, or is there functionality limited in some way?
Still havnt tried one, its on the 'list' but they have the same limits as 2.0 i guess
I assume controls can’t allow adjustments to blocked things like other shader material, what about total poly count, hidden meshes still count to total quest poly limit right, so even a toggle between two meshes that stay under the count, the total of the two could still place over the limit ?
It counts everything ,that havnt changed
When using poiyomi shaders on any avatar it will not allow me to upload any body know why?
what error is it giving
@rose zinc description what exactly happens when you try to upload otherwise we can't say much
ill never move to sdk 3 until its been made easyer to port avatars over
Would it be weird if I ask one of you to make me an avatar?
How do I animate my avatar's fingers. When ever I try to, it doesn't record the rotation changes
@opaque sequoia in case you're wondering, the 1GB animator controller in question was a full voxel block selection system, combined with inventory management, hotbar/recents and a crafting system with 9 slots, takes a breath in a single animator.
Crafting done using a transitions matching an exact set of item inputs to produce an output item.
This was the original implementation of inventory management I used for VRMC (made in SDK2, pre-udon). It fell apart for obvious reasons, and was split up into individual animators, one for crafting, two for inventory and one for tracking the currently active block.
That said, I think it would be theoretically possible to port this to avatar 3.0 (lol), using Parameter Drivers to update things like block counts in inventory. It would likely take several thousand states and hundreds of parameters (obviously only a few things like "currently selected block" would actually be synced as an Expression Parameter... the rest would be local)
Emphasis on the theoretically. I can confirm that a complex animator takes literally several milliseconds to update (at least on an old mac laptop), and the 1GB one took the better part of a second for each update.... lol
complex in my case means a thousand states and thousands of outputs.
wait i don't understand why u have thousand of state and output
r u doing 2^ number of item state and output
I thought there's a limit on the amount of states vrchat can handle
uh when i tried to generate like 400 states + my unity start freezing but im sure it will generate evetually
what does "streaming mipmap" does, just curious since everytime uploading new avatar this message would pop up
Makes it so textures are displayed at a lower resolution when they are far away from the camera.
It's an optimization thing, and also helps reduce texture shimmering on distant objects.
but in unity there is nowhere for me to check whether my texture has it enabled?
The SDK will automatically "fix" any textures that don't have it enabled if you attempt to upload your avatar. Just hit the "auto fix" button next to the error.
It's not something you need to worry about much.
Your texture doesn't show it? Well just let the SDK resolve it for you. This is Unity's description of the option. https://cdn.discordapp.com/attachments/493595762882641933/745593941914550322/unknown.png
thanks!
mipmapping reduces gpu memory usage by alot , but use tiny bit more cpu
it's mipmapping streaming specifically that reduces the gpu memory usage, but uses a tiny bit more cpu
mipmapping itself is using pre-calculated, progressively smaller versions of a full size texture, as you get further away from a surface or look at a more glancing angle, a smaller version of the texture is used, this tends to look better and is faster to render. Standard shader and other shaders with PBR style reflections also use the mip maps of reflection probes to give lower clarity reflections to rougher surfaces.
I have no idea how to make an avatar
Any good avatar makers? That know how to do effects too?
You can check VRCTraders, but it all depends on what you want, budget, etc.
@neon finch Literally just started?
You can go to the VRChat website, login, then go to downloads, it should provide you everything that you need to upload your first avatar.
Making an avatar however requires programs like Blender.
Let us know if you get stuck somewhere, you have an entire community worth of knowledge 👌
I would suggest to start with avatar 2.0 SDK also unless you want to learn a lot about animations and whatnot.
These channels are for Avatars 3.0 which is a lot of animation, animators, all that sort of stuff.
Hey i got an avatar (3.0) that works fine in desktop and fullbody when seen from other people other than the user, but if the user is using fullbody they alone will see one of their calves kinda twisted. It seems like a local problem for fullbody, any ideas what it might be?
Does anyone have a TitanFall avatar I was just wondering because I love TitanFall
You may be able to look online for the assets, I know they've been published on a few sites
This channel is for avatar creation support for SDK3, to be honest I don’t even know the right channel for “does anyone have character x from thing y” :S
^
Hence why I answered the question here.
as I don't think there's a channel for assets tbh
This channel is for avatar creation support for SDK3, to be honest I don’t even know the right channel for “does anyone have character x from thing y” :S
There isn't a channel for that, so #vrchat-general-2 should be considered the "correct" channel.
Ok thanks sorry
so uh
i pushed a local update to my avatar
to enable the point emote
and other people in the instance could see it
is this a bug or what
local isnt viewable for other
so uh
i installed the 3.0 sdk https://cdn.discordapp.com/attachments/721962166890266667/745839775243698186/unknown.png
and it refuses to do anything
it errored on downloading the dll file
pretty sure emotes will be seen over network ik
so that's probably why the testing one sent
Ah I found a bug with the debug menu, probably gonna post it on the canny in a bit. It doesn't show state names for a layer if the layer's state machine is named differently than the layer itself.
and it refuses to do anything
@hot goblet fresh project? unity 2018.4.20f1?
Same unity version, not a new project
I deleted the vrc folder before I loaded the new one
Moving from SDK2 to SDK3 is not supported. Needs to be a new project where SDK2 has not been used
I’ll have to take your word on jt, I wasn’t around for SDK1.
im lookin for a specific avatar and im hoping someone can point me in the right direction
Yes, 16 parameters that can have values 0 to 255, so that’s 3.4^38 possible value states. That’s 34 followed by 37 zeros. A number I can’t even type or the spambot deletes my message.
If you run out of room you are doing it wrong
Slowly been figuring out 3.0 lately and having things work just how I want them to has been immensely satisfying.
So I need to use my parameters variable for more than one thing at a time..
more workarounds, fun
you can use more variables for local logic, but only the 16 in parameters will be synced over network
I guess I would start by trying to create a system where I can combine different combinations of like 15 different toggles into one thing by using some sort of division remainder check
clearly that won't work at 15 but..
I can get about 5 from one variable at the least
that should reduce it by a lot but when it comes to other parameters for things that arn't toggles that's gonna be weird
I can tell my problem solving is limited right now :/
yeah I'm gonna need some help understanding how I'm suppost to do that in the first place
why is it like this
this seems silly
Any avatar makers on?
if so DM me
= )
That edgy, think of the parameters as channels of things that can happen independently of each other
Could anyone rig an avatar for me?
§15. No posting the same question or statement across multiple channels.
I don't recall sdk 1 to 2 needing that
Isn't sdk1 the same as sdk2? iirc they only changed it to 2 and 3 once Udon became a thing.
Also sdk3 has massive changes, nothing from sdk2 can be ported to it. I don't know of any case where you're not better off by making a new project
i had no issues at all with my project when moving from sdk 2 to 3. i deleted the old sdk and cleared the scripting defines for the sdk 2 and then imported the sdk 3
^^
it worked fine
of course tthe descriptor from your old avatars will be broken as its a completely new script now
but you get to keep everything else non VRCSDK related
Just because it can work doesn’t mean it’s supported, there’s so many things that can go wrong that the devs do not want to assist in debugging all the broken projects. Easier to just say “we only support fresh projects”
right
I still advice for a fresh project
but I just didnt want to spend 5 hours migrating my 80gb of a project
i made a duplicate and deleted like 40-50 old models i will never edit
and then stored the original project in a backup
Create a new project I would say is the best practice
New project slowly filling with all the 3.0 versions of my old projects
Much better organized this time around too
Slowly regaining harddrive space from having a million projects with their big size overhead
preach
are there any written guides on doing simple idle animations?
creating them from scratch?
Is there a way to convert an sdk2 avatar to sdk3?
Or do you simple open the project in sdk3?
How do i add “world” audio to an avatar? I have music on some avatars but its quiet unless i up the gain on the track a bunch which causes distortion. How can i make it louder normally?
creating them from scratch?
@craggy stump I just want to add some extra movement, the default idle animations are fine
new sdk gives me smooth brain ✨
How do I prevent offscreen culling of animations in SDK3? It kills any future animations on that layer.
Anyone? This is breaking my Action layer.
@potent harbor how is it breaking? client that culled you can't transition to the right state?
It disappears entirely for them, and in Unity the animations stop rendering.
If I throw the controller into an Animator component with culling disabled, it works fine.
But if I use the default setting of 'Cull Update Transforms', it continues on with nothing animating.
I have some video of the animator in action if that will help explain
Oh, I can't even post them here.
Can you disable culling on your avatar animator component?
You mean the action layer? No, there's no option for that.
is it worth updating my avatar to v3
not unless you want to use the features of avatar 3.0
if you don't then don't do anything or upgrade
otherwise sure but its a whole different system without AnimationOverride and with custom menus and syncing capabilities
Is there a database for avatar 3.0 tutorials? I see people creating really cool stuff but not many tutorials to follow on. Unless y'all just really smart with this stuff haha
animators are state machines so as long as u understand animators
and what the different playable layers do / how they work
should be good enough to do basic stuff
@potent harbor no, the animator component on your avatar. nvm though cause i think it gets set to cull completely anyway
So i have a custom idle animation on my avatar and it works fine except the head stays stationary while the body moves doing the animation in vrchat, but in unity it looks fine. Anybody know a solution?
Can parameters be carried over to other animators?
do you mean the head isnt being animated?
Yea
so I have a follower hovering right about over my shoulder. How would I go about making it so I can toggle a constraint to aim it with my hand or something? I figure a rotation constraint, but i have trouble getting it to work right.
can anyone help me
build and test doesn't work
and nor public
even though it tells me i am allowed to
Is the Avatar 3 world still up?
@shut bolt you do realize those are very much against the rules, right
Yeah but my friend jess wants to have 1
asking here is just... not a very wise decision in general
Lol
is it worth me trying to learn AV3? i tried for lik 20 seconds and it just didnt like me xD
lol 20 seconds
And I thought I got demotivated quickly...
I can’t imagine most people would ever learn anything if they gave up when they didn’t understand some thing within 20 seconds
Hey if anyone is looking for an idea for a quarantine Halloween costume in vrchat and are feeling lazy
Just really REALLY mess up the weight painting on your model
I made something horrific in about 5 minutes, it's a riot
Best one is to make the teeth have no weights so they open and close with your mouth but float beside your head
I have a question for anyone that wants to answer. Will someone teach me how to start making avatars? Timezone: EST
Time needs to be at least close to mine cause then I have time in my day to do it
If your willing to help me please dm me
Is there anybody I can commission to make an avatar? I have some models in mind
@raw smelt how much is a commission I have an idea for one that I'd like
hey all what's the difference in eye movement for 3.0?
calm/excited
shy/confident
etc
what does it make the eyes do?
If I'm not mistaken, Calm/Excited determines how often the eyes look around/change targets, and the Shy/Confident determines how long you'll look at someone else. I'm pretty sure about the Calm/Excited, not sure on the specifics of the Shy/Confident
thank you haha
that's important when considering aesthetic haha
im having trouble doing basic gestures
they are enabled
I just recieved knuckles controllers
any ideas?
I'm looking for people to make a vrchat model, i have all the files ready. I cannot upload them though since im a quest player.
if not, i can follow 5 million tutorials on how to make the models into a vrchat skin
whats the export FBX settings from blender setup that you use, i been having probles with animation emotes taht go to trough the floor
Calm/excited is blink rate. Shy/confident is how often you spend looking at other people
I don’t know the actual percentages but full Shy appears to never look at anyone directly
Full confident still looks away sometimes
anyone have any color change presets or such for avatar 3.0?
is there like a website with some presets?
Any news on remeasure yet? Still disabled?
Nah, I've got an Ant-Man avatar I was really looking forward to Avatars 3.0 for. 😞
ran out of params
guess i'm done adding new things
unless i can get rid of these VRCFaceBlendH and VRCFaceBlendV things
those are the default parameters for the default actions and fx layers
if you're not using those defaults then you can remove them
If I create a Prefab of my avatar, will it make a copy of my materials and textures?
I wanna change my avatars "outfit" but i also want a copy of how I used to look, and wanna know if prefabs are the way to go
a prefab saves hierarchy with component properties intact
material settings are part of the material asset
a prefab won't save a material with a certain texture or shader settings
it will just make sure that if a component is making a material reference in a property, it will reference that same material
if you want to save a particular outfit you should create a prefab and save all those materials, and use different materials with a new avatar
or make a prefab and then export it as a package with all the required assets
if you make a unity package out of stuff, then it won't matter if you overwrite anything
@upper remnant do you happen to know the purpose of the "debug string" field? and/or where its output appears?
usually u don't need to make a prefab of your avatars
u can just make copies of them in one scene or their own scenes
Is Rotation States for eyelid bones literally rotations, or can they be any kind of transform you want?
They're just rotations.
Booo
@fervent locust Debug String will print out into your local debug log whenever the state is entered
where is this log located?
AppData/Local Low/VRChat/vrchat
cool thanks
Not sure if this is the right place to ask but
How would I make a pistol fire via holding down the grab trigger? I’ve got the toggling stuff down I just need to figure out how to make it fire
What Gesture do you want to map it to, grabbing for me on the Rift S is "Gun" Which is GestureLeft/GestureRight = 6
Well, I wanted it to use a sort of combination, so I could hold down right pointing (which is what hand I’m holding the gun in) then pulling down the grab trigger
That way it feels like I’m actually using a sort of gun
in that case you want to enable the gun when point is done then transition on thumbsup if its a rift S
oh wait
not thumbsup
Oh, enabling is done via a toggle. Think of the gesture lock as a safety mechanism
I haven't actually tried it myself, but if you're using av3, you should be able to use the built in "GestureLeftWeight" or "GestureRightWeight" floats to get the trigger values, and use that
Then for the grabbing (which is simply holding down a trigger on vive) to shoot
if you want to trigger it with the same hand then you simply need to do the following
Detect the first Gesture, Loop the state until the second gesture is pressed.
Otherwise you'll need to do it two handed, you can also add another gesture to turn the "safety" back on
So the effect is that while you have your hand in the pointing gesture it disables the safety
Ah
So how would I loop it?
it shoudl manually do it if you add conditions to your transitions
Oh, so stuff like lock = 0 and such?
Oh no you don't require special parameters
@neon finch Take away how?
You can delete it in the SDK or on the website iirc
chould you screen shot
DMed it to you
I’m actually curious now since some VRC streamers like Lolathon use avatars that hide name tags, along with other interesting concepts like using chairs that other players can use
Chairs are a normal feature of VRChat
Personally I have no faith that anyone is going to enforce anything against big streamers
But technically they are breaking TOS
Ah, fair enough I guess
I mean he’s not really doing anything harmful, so I guess it’s fine in the long run
Though knowing I can make static props and seats is a pretty interesting combination
I've made seats i can place in the world and then bring to myself, as well as seats that basically act as elevators moving up and down for people to sit on and go to another area
I remember Lolathon using them in a sort of golfing theme, some player would sit on a tee and he’d basically hit them off to god knows where
It was funny watching but when I took the time to think about it I was intrigued you can do such things
You can make a lot of nice things especially now with 3.0, i've already made a simple RNG system
That actually sounds really impressive
it's not that difficult, you just have animations states loop until a parameter changes, whatever state it was on when it changed is the chosen number
I've also made my own viseme setup to add multiple avatars i can swap through onto 1 single avatar and still have working visemes on all of them
Obviously the """""performance""""" rating will look bad but besides that it runs great
The performance rating isn’t all that important is it?
