#avatar-general
351 messages · Page 12 of 1
Ah, so for 3.0 avatars...
I mean loading multiple avatars at once still makes the avatar large 
But yeah agreed on what you said
Not really
My avatars filesize is smaller than most peoples avatars
for the simple reason that i crunch compress my textures
That's download size / storage size. Not how much space it takes when loaded into RAM or VRAM
I dont see how youd ever exceed anyones ram nor VRam in one world
Like unless you are actively trying
Say you and many other users in the world have high resolution textures and maybe some users have quite a few of them then consider the fact that when somebody's avatar changes it's not unloaded completely from memory due to how Unity handles memory management.
Well clearly not in one world. The idea of the performance rating isn't that 1 person in a lobby would ruin it for everyone, more so that if multiple people didn't follow it.
So that being said, if more people followed your example it may become a problem
I just collect a bunch of models and just put them together, it’s worked well so far and I can pull off standard comedy acts for my friends but I should really get into modeling to be 100% original
I doubt it would ever be an issue
i've been in worlds with 90+ people without problem
Work your way up Star, it's a long process to improve but it feels so good when you do
Not the point we're saying Dragon
For now I’m just focusing on the technical bits
Your point is that if everyone in a lobby was doing the same as me youd get there, id get it for things like particles, lights etc, but when it comes to loaded size thats a big doubt from me
not to mention you can limit download size now in the performance settings
I never said you did
You do you fam
The download size is mostly irrelevant with Crunch compression.
you could have a avatar with a download size of like 5 MB take up 40 MB or more of space in memory with crunch compression
I wonder... in large maps maybe I could make a sort of roller coaster prop... but isn’t there a size limit?
Yes but i doubt youd fill up ram nor VRAM with 40MB nor 500 for that matter
@frozen fable There's actually a freddie mercury model that does that
Really?
Yep its a public
Damn
Yeah ive seen that one
I stated earlier the main issue arises as a combination of multiple factors.
I.E. switching avatars and remaining in the world won't unload the previous avatar again due to Unity's poor memory management, combine that with multiple users and there's very clearly a problem.
^
The point of combining multiple avatars onto 1 is to reduce the need to swap in the first place
Just... load them as you need to? Why make one model that multiple when you def won't use all of them in one lobby?
why would you think i wont?
Well also with that you run into issues like having multiple meshes / materials on your avatar.
Because you just said you did exactly that?
The point of combining multiple avatars onto 1 is to reduce the need to swap in the first place
if a mesh isn't visible it shouldnt have any impact
Still being loaded
That's ideally, as stated for the 3rd time Unity's memory management is fairly poor so stuff like that while it makes more sense for it to be unloaded, it won't be.
I understand that, I don't see it spiralling into a problem even with multiple people
And swapping avatar repeatedly would seem to be more of an issue in that case than simply using one
Now if you made multiples like that and swapped in between those then i can see how youd run into a problem eventually
Yeah it is. Getting back on the main topic though. Very poor avatars aren't bad by themselves they're bad when combined with multiple very poor avatars. It's basically an avatar that's using more resources then it likely actually needs.
Well yeah real time lights can be very poor for performance
Yes but a short not important black light shouldnt instantly tank peformance score
it should check more parameters than just if it is a light
Like I said real time lights can be very poor.
Flash that light on players or a world and the amount of draw calls can increase quite a bit, sure it's likely better if it checked more parameters about the light, but generally you shouldn't even have it on your avatar.
I'd say it definitely should have a limited range and be on a toggle but i think saying people shouldnt use them at all is a bit harsh
Well I mean, theoretically you could use it as a lag bomb. I.E. purposefully put quite a lot of draw calls on your avatar then use the light to drive that up even higher or go up to a bunch of people and activate it.
Yes which is why particles have a limited amount as well
but 1 is a very strict amount
actually
0
Should I make an anti-rule breaking prop should the need arise (basically something that draws a bunch of attention to a specific point)
You mean something that forces peoples view to zoom in?
No something more passive
such as?
Basically like alarms, stuff that can passively get someone’s attention
As long as it's not global i don't see a problem with that
I guess that word was censored
oof
Not sure what you said but there's a blacklisted website that you may have said
But yeah if you’ve heard of this one old joke involving people shaming people doing something specific that involves touching
It’s at the same passiveness as that, doing action that brings attention that two people are doing naughty thing
And that it should be stopped
So long as it's not horrible obnoxious I don't see an issue with it
Well more or less a togglable prop
Oh I think I know what they said that got the message deleted.
Anyway, basically make it so people close by can only hear it and that it's not like really loud or anything of the sort.
I usually go
5 Near
10 Far
2 that other thing
Far being barelly audible in most cases
the 2 part only if you want it to come form your avatar directionally instead of from the prop itself
Also make sure spatial blend is set to 3D, if it's set to 2D then not only can people not tell where it's coming from but it will also act more like world audio making it easier to hear from further distances.
Ah
So make it as easy to identify
Yeah its a bit annoying when you just hear audio from god knows where
You mean an actual glowing beacon or?
Think of it like a minecraft beacon
Hey ohm, i was wondering, how heavy would a shader be that simply overlays a transparent color as a substitute for a light.
Just a skyward beam
I dont see anything wrong with that
Also any idea on the performance of a flat unity cube vs a unity plane when it comes to rendering
I'm minorly actually curious, if you use a lot of them i'd assume cubes would be better since they are lower poly (in a world)
Ah, I had assumed that you were trolling me
Nah I'm actually wondering on this for the purpose of art displays
Yeah looking at it, a flat unity cube would likely be more efficient unless I'm missing something.
The tri count of the cube is quite a bit lower then a 2D plane.
Yeah that's what i was thinking as well, i guess one could make a custom plane with a much lower poly count though for even higher performance when it really comes down to it
guys my expresion menus on all my avatars wont work
is there any reason for this
it happend last night and now it just wont work at all
and im streaming
have you tried restarting vrc yet?
Hi
guys my expresion menus on all my avatars wont work
@neon finch do you have gestures disabled?
its ok i sorted it out but i had to reinstall vrchat
and restart steam vr to fix the problem
it was that i couldnt even get to gestures beucase the menu woulndt let me get out of the top menu on
but reinstall sorted it out
uhh no but i do have an anti furry avatar i think i have two actually

i mean unless you are trying to crash them and shit then nah but if its for memes then sure
i guess not then
Does anyone know of any 1uest 3.0 avatar worlds

My god I'm tired of looking through fking deviant art. All I get are badly shaped furries and half baked futa avatars, where can I find some damn quality, with an EXTREMELY wide variety? (unity)

Does converting my avatars from V2 to V3 will fix the legs issue on the avatar? It appears all my custom Idle on the avatars I've made all get their legs together girlishly and my Avatars are all gundams
so i wonder. after av3 dropped on live for a short time, the root of the avatar seemed to be the head which was pretty awesome in my opinion, but shortly after they seem to have went back to making the hip bone the root again. any idea if the head root will come back?
i loved being able to tell where my avatars eyes are at any moment because they were actually tracking my head and not moved into my body :^)
@neon finch Been using booth for months now and haven't looked back
What do people with disabled shaders see? Is there a defaulted shader?
The avatar in their rank color
yep
Interesting
I do see colored people but not everyone has that hue. Are the standard shaders not disabled?
I'm confused on what you guys talk about.
afaik shaders disabled mean that you only see the texture and the shaders propeties are off. like emissions or the glitter effect. AFAIK
So it's just raw textures? I have seen the weird green and blue people with shaders off
Been awhile , but i seen people are just colors wich shows their rank, so purple/orange/blue entire avatar
So i pressed the build and test button. but the client didnt open up. How do I test my avatar?
So it does have precompiled shaders it defaults to
Been months since i seen it, dont really take pics
It's in game now campo
maybe i didnt check the right section
nvm i found it
oh my gosssh the eyes MOVE PROPERLY!
ok

@old lintel what is booth?
Japanese website that has 3d models on it
https://booth.pm/en/browse/3D Models
An attempt is made to transfer parameters named "_MainTex" and "_Color" to the fallback shader. If neither parameter is matched, a Matcap shader is provided with the color set to the user's rank color.
it will try render you as standard using _MainTex and _Color, but if you didn't have parameters with those names you just become solid white/blue/green/orange/purple depending on rank
no
lol no
Wow okay, very cool
Eh? Come on Moon, no need to be like that. It's strange to get used to at first, but soon as you've figured out setting up your first animator you can re-use or duplicate that for all your other avatars. It's not that big a deal, and for someone like you especially, should give so much more freedom for fresh stuff you couldn't do before.
Before you were limited to only 7 gestures per avatar, needing to swap all the time or miss the chance for gags.
Now you get a default of 14, and can have multiple sets of gestures that you can toggle between as you please.
AV3 should be amazing for your kind of content.
does anyone know how people do the thing where they can freeze their avatar?
I believe there is an internal parameter called LocomotionMode but it’s not in the documentation anymore
(@!R)
@old lintel Booth?
He answered just at the top of the page. It's a Japanese website that sells avatars/3D models and other assets.
@fluid grotto hm okay. is there a tutorial or something that explains that? for example: lolathon is able to place copy's of himself and can work around his copy's <- that is what I'm aiming for
and feel free to tag me. I just randomly checked general
I don't think there is. The parameter is undocuemented, I think it might have been removed as an internal parameter.
hm
So @safe mirage just so I'm clear, you want to stop the avatar from being able to walk around with the Joystick, right? If so There's a behavior you can add for that, VRC Animator Locomotion Control
yea like, lets say im doing an angel on the ground and I want to pause my avatar completely and being able to move around while my avatar is stuck in that position
yeah on the animation state click add behavoir and add VRC Animator Locomotion Control. Then set it to disable
you'll need to add it to another state with it set to enable or you'll be stuck forever
so I need an animation do enable that parameter on and off?
it can just be a state - the state does not need to have an animation clip assigned to it
do I need float for that loco? @fluid grotto
oh that thing. I'll try
no that's not it. I just lose controll of my avatar. otherwise im doing it wrong
I guess I don’t understand what you are trying for
I think they're talking about spawning clones that are frozen in whatever position the avatar was currently in
yes
does anyone know any 3.0 avatar worlds? other than the showcase hub
or, atleast where i can find some public ones
Just slap a texture on a plane with an unlit shader and put it in front of the camera.
@safe mirage it's done using duplicate avatar copies and Rotation Constraints to copy each bone
I just found a avatar that has a controllable ac plane has a tracking camera xD
When you want a clone to freeze in place simply disable the constraint
@modest sun yea later I found a video explaining it, I got it too work too. but wished it wouldnt be done with a duplicate. tried to somehow do it without a dub, but failed. tho I think it's possible maybe who knows
why is it that whenever I modify my duplicate vrc_AvatarV3HandsLayer my vismes stop working?
probably lack of masking and "write defaults" bullshittery
Don't worry, anything you do in an animator is kept even if you're in playmode! Except for layer weight sliders for some strange reason
All I'm doing is adding a layer, I'm not even changing the base mask
What kind of Visemes is your avatar set up for?
If you are using blendshape visemes, your animator cannot touch any of those shape keys manually
they're blendshapes yeah
i just want lipsync
i'm not touching the base layer at all
good
i click the plus button to add a new layer and upload, vismes work
i drag my animation in and upload, vismes break
I want to try make avatars
But im new does anyone have any links or anything to help with beginers
no bc thats way too general
cant tell if u mean from complete scratch (nothing), fixing up random asset, adding to someones avatar, or just straight up reuploading someone elses avatar
Anyone know some 3.0 avatar worlds?
has anybody noticed full body IK acting very different/strange when in full body and low down/ close to the floor?
seems to be just an av3.0 thing
if i hold a certain pose and slowly playspace-move down, i can actually see the IK switch over at a certain height point and start behaving very badly
:0
@stiff tangle its the default locomotion layer. You really should remove the crouch and prone sections of your animation for FBT, the 6pt ik doesn't work that well with it.
Removing the additive layer could help too. Adding idle movement to full body ik can make it twitchy
@fallow sequoia it would be nice if there was switches implemented or a tracking handling layer in the default loco animator that listened for a tracking point count int parameter so if it was 6 it would enable tracking of everything and disable crouch/prone automatically
would solve the problem for public avatars too (when supporting multiple/all users)
and i guess will also allow to check if someones on desktop, half-body, or full-body to adjust the avatar for things like pens, keyboards, so on
Can i make my avatar spawn an object that other players can grab?
not that i know of but you can make one you can grab
but it won't necessarily sync
theres no way for your avatar to spawn some sort of VRC_Pickup entity so
u can also sometimes use colliders to interact with it but the other person would need physics colliders on their hands to be able to push it
Hey, was wondering if anybody makes avatars for people, without a charge ;D
Its not rocket science and it doesn't take too much time to learn, I've basically figured it out in a week or so to the point of swapping clothes, using the hand motions as toggles and facial blends.
It is way to difficult for me, ive tried to 6 hours making a avatar and ended up deleting
First ones never work out as planned
My first humanoid one probably had 30-40 revisions in two days just trying to get basic stuff working
Thats why ive asked others, they can make it so much better and itll be fun for most
Then get some money and commission one, people aren't often able to just do things that take a decent amount of work for free.
If someone offers to do it for you great but its unlikely
Its just the nature of it
Also think people made the time to make tutorials and post them on yt and other places so its easier for people to make models
Yeah just do some searching around for tools and tutorials if you don't understand something
And if you get stuck you can always ask for help in #avatar-help
its never easy at first. I went from taking a week to do one to throwing them out in an hour or 2. i think i have something like 100 public and probably 30 or so commissions running around. Been at it just short of a year. Just takes time
I mean recently I took a Vrm file cleaned it up in blender and had it running in Vr chat in like 5 minutes with the bare minimum of configuration in the descriptor
for 3.0 i started with Moons tutorials on youtube like a month ago. now he is redoing them for the final release
Though I still keep getting bugs with different layers being duplicated or not existing
The other day I had one that only had an FX layer on a humanoid
Found out its something about the FBX models just getting fucky after reimporting
you mean like exporting to blender BACK into unity and the original model just not updating correctly?
i guess so
cause i have had stuff as dumb as adjusting a little weight paint just break everything on export and i gotta drag in a new model and use pumpkins to copy everything over. a bit annoying
Uhh basically I have a FBX which was the starting version, I realize a problem and fix it in Blender from the base blend file built from the VRM. After importing this and importing it into the scene and reconfiguring it with a new descriptor it sometimes just randomly loses animation controller slots
Basically I found I had to delete the first one from the scene before importing the new one even if they are named and instanced as separate things otherwise it would happen
Even in completely fresh SDKs
@alpine willow I think you were curious about this problem the other day?
never had it happen like that. Only if i imported over an fbx that was already part of a scene. Normally this works fine as long as no armature changes was made. however iv had strange cases where random things just go missing or wonky for no reason on import
I was curious "how" it was happening to some other people. I will keep that in mind when seeign it again in the help channel.
Its kinda like when the jaw option just won't let you change anything and then you tab in and change settings and do some random stuff in the descriptor and it just starts working again
I basically found that basic randomness just sometimes fixes things when they break
for example i setup and uploaded a complete avatar the other day. Noticed a 0 weight vertice in the hair. import, paint, export and boom blown out shader glitch
Ded.
not sure what its called or how else to describe it
Yeah I had that with the bolt on my recent personal Avatars head
or the always fun materials swapped around on import for no reason. even if you didnt touch them in blender
Posted pics of the final (for now) avatar in #avatar-showcase if interested
Oh god
Materials
The only other things worse then re applying them is the amount of configuring needed for animation controller transitions when you get above 4 facial animations
Also is it possible to have a layer have more then one block active at a time or nah?
Cause I basically have too many layers at this point
On for changing shirts
On for pants
one for shoes
one for each hands gun and one for facial animations
I have friends asking if I'll do commissions for this now and at first I was tempted too but goddamn its actually going to require a decent chunk of simple typing the same parameters in again and again work
Wait so you wanna have it so that you can have different shoes and different pants on?
so on and so forth
I've done it
yea its not too hard
Each "slot" has its own layer though cause I can't seem to have multiple things active at a time in one layer on its own
Basically Unitys animation controllers annoy me
You can I think as long as you have different parameters set to the different animations
they should be able to be in the same layer
Nope tried it
just make another layer then
Basically either gets stuck on one or freaks out and switches between them
That's what I did
Its just annoying
I mean not really, keeps stuff organised
Yeah organized isn't my style at all
I have codes for stuff I wrote in HS and I don't know how they worked and I have a couple TB of storage filled and barely know what's where
I just delete a bunch of shit and then wonder where something went
Yeah same probably at this point
Also that I don't call variables or objects anything logical
Shoes? Foot protectors
Base body? Substance
face? human core
Yea thats not a good idea
Skirt? Not pants
If pants != skirt >= no pants.
Its a horrible idea and I love it
Ah yes logic
Also calling things the opposite of what they do
clip that takes shirt off? call it shirt
Clip that adds gun to left hand? no gun L
Basically I've concluded that I'm probably not fully sane
Hence why my Avatar has a literal screw/bolt loose in a facial expression
So what does 3.0 offer for avatars exactly?
The other 90% of unity.
I'm still a relative newb to both unity and making avatars so not sure what that entails exactly.
Basically it unlocks the limits that 2.0 had.
Anyone here have a lucario avatar (I’m looking to port it over to neosVR. So I need the fbx file from unity.)
anyone know how to access the Use / Interact input as a transition variable under FX?
You mean stuff set up in worlds? World-avatar script interaction is planned but you can’t access that stuff yet
#KillAvatar3.0
But y
#KillAvatar3.0
@neon finch you already said that yesterday
people still on about "av3 bad"?
Fav part about it is that they are copying a streamer lol
I think that is considered spam.
You'll get banned from this server before they even consider removing it.
@neon finch Why though? I enjoy your content, and it's unfortunate to see you with that kind of mindset.
It's strange to get used to at first, but soon as you've figured out setting up your first animator you can re-use or duplicate that for all your other avatars. It's not that big a deal.
Sure it's always a pain to adapt and learn a new way of doing things, but AV3 gives so much more freedom for fresh stuff you couldn't do before.
Before you were limited to only 7 gestures per avatar, needing to swap all the time or miss the chance for gags.
Now you get a default of 14, and can even have multiple sets of gestures that you can toggle between as you please.
AV3 should be amazing for your kind of content.
It's also not going to get removed, so you're only hurting yourself by repeating this.
😦
Just a copycat, it's best to ignore it and sweep it under a old hags rug.
tldr adapt or die?
Hurts a little. I expected better from you.
oki troll
@neon finch I get it, you don't develop your own stuff. It's best you start from scratch.
if you gonna ape someone atleast keep up with their latest profile picture
low effort
try again with another youtuber to ape maybe
♥️
Who is a Troll
damn, can't take someone with a different opinion than you
I am not GreatMoonAroma_
Thanks for pointing that out Kally. Totally missed it.
Oh that's not really Moon? Phew.
nah its just someone aping him and reuploading all their content
If you hate 3.0 just use 2.0 and quit complaining
I'm curious, how do you know they are re-uploading content?
their youtube is literally on their discord.
Literally just check their linked yt
Best part about is that the korean part of their name when googled results in the originals videos popping up
Why are some people like this. >_>
I said that months agooo
"avatar 3.0 bad, too confusing" like 2.0 doesnt exist
While I personally prefer 2.0, I don't think that warrants the removal of 3.0
Also, I'm still not convinced bad is re-uploading
if he was, using avatar 3.0 instead of 2.0 is just dumbb
He's playing on desktop, compared to Great's VR footage. Also, there is a difference in mic quality
I'm not referring to him re-uploading avatars, rather his YouTube content
o
Since earlier he was accused of re-uploading content from the Youtuber GreatMoonAroma
The thing is, I honestly think 3.0 is easier than 2.0, unless you are already used to 2.0.
For people coming in fresh, 3.0 more closely matches actual unity development. It's less "VRChat-specific" things to learn.
Yea, that makes sense, I've been using 2.0 for awhile so it's weird relearning how to do stuff
And frankly I never got advanced enough for 2.0's limitations to be a problem
i learned how to make touch menus that actually sync cuz avatar 3.0
How do you sign into 3.0 sdk?
Should be the same as 2.0, just import the package into a new unity project, and log in under the build menu
or whatever the menus called
Hmm, is the VRCSDK menu not showing or is it just not logging in?
the latter
yea 20f1 is the one im using
huh, I haven't that problem, sorry I can't be of more help
Can you still log into the 2.0 SDK because it might be an account problem
just a guess though
if u installed sdk3 over sdk2 u need to have completely gotten rid of sdk2 first
and most likely need duplicate of ur project so u dont lose some avatar settings if u need them
whats a good updated guide to get a avatar through blender and unity? My friends want to get into it but the tupper guide i used before has an old version of blender
@foggy blade #3d-modeling
Anyone know if it's possible to have an entirely different model as an emote for an avatar? And could you give me a video/guide on how to do it?
Hey, I'm looking for a creator that could make an avatar of Tuchikure from Okegom for my friend, we know that the price might shoot through the roof, so that is alright! Does anyone know a creator or two that make similar avatars like her? (That take commissions)
so a while ago when we updated to whatever version of unity it was that added constraints someone showed me that using constraints we could have world constraints that where 100% stable no jitter whatsoever. but the only world constraint i can find at the moment still jitters pretty badly when i myself move around. anyone know how to create the stable one?
Hi there, I'm a 3d artist that's getting the hang of vrchat. I see there are plenty of tutorials and many places to get 2.0 avatars ready for unity upload. I was wondering if there is any 3.0 ready to upload. Since I would love to learn by checking the files and how it's done as it's faster than watching a ton of youtube videos that take a lot to deliver it all. Does any one know?
There is one by @merry swan that he posed in #avatar-showcase a bit ago. I've been using it as a reference just in case I get lost somewhere.
https://discordapp.com/channels/189511567539306508/730948197517885532/745315462060965928
click link and it should bring you to his message
The dance emotes he included though are not on the right layer so for others you appear in the ground but everything else works nicely. Make sure when you do emotes with Avatars 3.0 the animation is in the Action layer and not the FX layer.
Includes a hue changer, puppets for the ears and tail, world constrained objects, and a vehicle that moves with velocity.
Thanks so much for letting me know. ❤️ That's quite a good start point even if some layers are wrong, and now that you told me I won't get mislead 😄
I got my avatar to work
it took me like a couple hours
and it turned out pretty great
Anyone know if it's possible to have an entirely different model as an emote for an avatar? And could you give me a video/guide on how to do it?
@raw smelt have the other model be a different material slot on the same model with a invisible mateiral. The animation changes your main material to invisible and sets the other to it’s normal visible material
There are some optimized “no render” shaders you can use. Rating system will probably still call you very poor for excessive triangles but it’s optimized.
How do you get chairs working?
How the fuck do you do it then now?
2.0 only ones that can use animation on chairs / make them
keep in mind everyone
porting to 3.0 is not updating
its upgrading
its not the same setup for configuring avatars
Anyone know where i can find a nurse avatar to freak my nursing classmates?
i am way too late to the avatars 3.0 hyper train
just hopped on for the first time in ages
just importing an avatar in with the vr descriptor is way easier
the gui is much nicer in the scripts
excited to have a go at the more complicated things
How can I package up my avatars files and send them to someone?
Assets > export package. Select all the files you want to bundle into a .unitypackage
Friend does Assets > Import Package > Custom Package and chooses your file
Recommend unchecking VRCSDK folder - it makes the file huge if you include it, and also it’s not allowed
la di da redistributing something they already distribute
I find it annoying when it’s included unexpectedly and trashes my project with an outdated SDK ¯_(ツ)_/¯
But I have a meticulously organized “everything VRC” project
Makes sharing assets between avatars easier
hows the update on parameters values syncing between worlds?
are the devs still thinking about it
?
If they are considering it or have said they are considering it, that’s news to me. There is a feature request for it on Canny but it’s just marked Open.
Well I have heard from Rantis that the devs thought about it when he was talking with them back in beta
I am hoping this is the case
Because I love the idea of that
Oh for sure that’s definitely my top wanted request
Could someone explain what this is getting at, in regards to the "Force Locomotion Animations" option in the avatar descriptor? If you are turning off "Locomotion Animations", do not use the default Base and Additive layers. You're expected to make your own!
shouldn't turning that off just make it ignore the animator entirely?
what would be the purpose of making "our own"?
or is it a joke, in that we're supposed to physically act out our own animations lol?
@raw smelt have the other model be a different material slot on the same model with a invisible mateiral. The animation changes your main material to invisible and sets the other to it’s normal visible material
@fluid grotto Are there any videos on how to do this?
@cold jacinth when that is checked, it forces off lower body tracking and applies the animation. If you disable it, your tracking is always on, but you may want to customize when it turns on and off with TrackingControl behaviours. The simplest thing would be to turn off the Force Locomotion and put a single animation of stand_still there. You'll always have tracking on so you'll slide around in your real life pose (unless you want to mime running, sitting and jumping, which is one of the uses of this option)
ah I see, thanks
Just be zenyatta or something and float around 🧠
Dark Samus works too for floating.
hows the update on parameters values syncing between worlds?
Devs, if youre seeing this can you please just let me know if you are at least considering it? I would absolutely love this and it would only add to the game, I see no downsides.
!rank
What exactly is Avatars 3.0 summarized? I read the thing in the info channel but I'm still not sure.
From what I gather, it's an improved version of the old avatars, essentially? With more expression.
basically its an "extension" of 2.0 where you have a lot of control over all your animators instead of being able to replace only a handful of animations
it's the old avatar system on steroids, but currently not very friendly and can be intimidating for people used to 2.0
I'm willing to learn, even if I already suck at 2.0 haha
so it would be better to learn 3.0 than 2.0 if I don't know either yet, right? or at least wait a bit and see?
2.0 wont be supported forever
you will be forced to switch to 3.0 at one point
so I recommend learning the more powerful 3.0 system even if its overwhelming
support probably won't be dropped any time soon but its still a good idea to learn from 3.0 yeah
while its intimidating, learning to do in 3.0 what 2.0 can do is very simple
once you get used to it
plus it brings a lot more to the table in optimization and features (afk pose, more emote slots, synced toggles, jumping animations, etc)
yea would highly suggest learning 3.0, once you get the hang of it it's actually really intuitive and fairly easy to work with
when things don't work it can be a little annoying, so be sure to use the Debug menu under your radial menu to check if things are working as intended
Do I need a parameter for the open/close state of every single menu?
Oh, I don't need them at all for that, I feel like a dingus
Doing a custom overide was very simple with 2.0 I spent hours trying to learn this menu system but got no where. Is there an easy way to do a custom animation overide?
watch a tutorial or use one of the many booth scripts
summary: 3.0 has a menu asset and parameters asset. you use the menu asset to assign controls. controls are ways to change parameters listed in the parameter asset. unity animators work via parameter changes. if parameter value > 0 then play this clip etc. it's a graph where you draw lines between animations. there are some gotchas like "set the weight of this layer to 1 or 0 to make it work or not work", or "use the example controller", but that's basically it
lol what
@proven cargo If you are doing a Gesture triggered animation, there's no need for a menu. If its a simple facial blend animation, you can just copy one of the current Hand layers into the FX layer and replace the hand animations with blendshape animations.
Is there a way to temporarily override index finger tracking?
Like when a prop toggle is being held in one hand
TrackingControl set to animation for Fingers should do that
is there a way to access the Use / Interact variable via the FX menu? i'm trying to create a way for someone to draw in any world who uses PC and can't speak
the only way i can think to trigger the marker shader on/off is by using gestures from shift + f keys
but that would be a pain
are vrcstations on avatars still a thing?
Question for people that have replaced the Base Playable Layer, have you ever used more than just one layer for locomotion? If so, what for?
Is remeasure avatar back with this update?
So, I just learned to make 2.0 avatars, literally just learned and I'm still learning... should I stop and start with 3.0 or should I keep with 2.0 and learn 3.0 later on?
Well 3.0 is the newest version that offers the most capabilities. Avatar 2.0 is so simple to learn honestly
I would recommend 3.0 just because you can do so much more
3.0 has a higher initial learning curve as you'll have to learn about Unity animators, but offers a lot more freedom and once you've figured out the basics it's not hard at all.
If you're just intending to do hand gestures and facial animation to start with, then 3.0 honestly isn't much harder at all.
Any simple animations you've made for 2.0 can be easily transferred in most cases.
It's mainly just a case of separating your existing gesture animations into two sets. One set with the finger pose animation, and one set with your facial expression or other effects/prop animations.
Make a copy of the example hands controller, one for gestures and one for "FX" (facial expression goes here too), and apply those animations to each layer in the new avatar descriptor. That's honestly about all there is to switching to AV3 for the majority of avatars, so there's no need to be too afraid of it.
Do of course follow an actual tutorial, since there are parts I've not explained here that you'll want to understand. This is just a quick summary.
Question for people that have replaced the Base Playable Layer, have you ever used more than just one layer for locomotion? If so, what for?
@leaden crest Dedicated tracking control layer - none of the states use animation clips though - they could, layer priority would just come into effect.
Gotcha, thank you
Ohh ok, got it! Thanks
Is it normal that grounded=false when walking down a slope?
And is there a way to distinguish between that and actually being in the air a lot
i need some friends on vrchat that are fun to play with on vr or hang out with
im not fun but im on most of the time ^w^
hey
@fluid grotto I think there is a GroundProximity Parameter that's built-in, might also be able to use VelocityY
Hey just wondering if anyone had the glittery vanish afk effect? also to get rid of the new crouching animation I have to change the proxy_crouch_still to proxy_stand_still in the crouching locomotion blend tree, right?
I created a new world and finished uploading it, but why can't I enter that world? (Create the World for the first time) 😔
Im guessing theres still problems. testing my avatar is getting stuck on 100%
Yeah, I'm only able to use the avatar I was wearing when starting the game currently
did the eyes tracking break?
Think there might be a problem with 3.0 Expressions animations not syncing properly now since the update. 3 friends joined on me, and while toggling items through the expressions menu / changing colors, none of them said they could see anything happening on their ends to my avatar, although things were changing on my end.
switch avatars or rejoin the world, there seems to be sync issues
Gonna probably ask again, was remeasure avatar ever reenabled?
so things are even worse with the new update now the female default idle looks even worse, and instead of fixing the custom overide bug on female avatars now its just been smoothed so the leg spreading continues -.-
Real queens manspread
worth to upgrade unity and start learning 3.0 ?
or should I just keep sticking to the same sdk I been using before
ok
would anyone know why my lips don’t move when i speak?
did you correctly asign the blendshapes in the avatar descriptor?
this is what i put for lipsync after following a tutorial
also, make sure you're not muted in game
oh i cant post a pic
rite ill check
also my hand motions for my face expressions wont work
im pretty sure i didneverything rite too
did you mess with the model in blender at all?
Where can I find a guide how to add gestures to my avatar, like smile and stuff? I knew how to do it in SDK 2, but not in SDK 3 and this guide isn't really helping me solving it https://ask.vrchat.com/t/av3-walkthrough-part-4-animation-parameters/2140/2
// fixed again
Look up a 2 axis puppet tutorial
They should cover facial expressions
And it's really simple
Though you can also just make toggles that activate animations
A little easier but you cant blend between the animations.
yuppp I fixed it ^^
using the GestureLeft or GestureRight parameter as the condition?
2 sanity checks: @open depot make sure you're putting them in your fx controller, and make sure you set the weight of the animation controller layer to 1
@graceful nest Just saying again how great your tool is. Almost had to rework an entire AV3 setup with dozens of constraints and
gameobjects because I decided I needed to add a bone somewhere back in blender. Saved me hours of my life. 🙏
Wow. I was a good number. 😏
Thanks 
Nah, you've put your time in to save many other people's time.
@late tartan i did
Anyone else having a strange problem where your vicemes completely refuse to work in game for no apperent reason?
yeah
Is the supine state and parameter used by vrchat? There's no blend tree or animations being applied to it.
The documentation says it's unused currently
Lip sync not working on 3.0?
Disabling tracking on the hip but not the head tends to make the neck kinda.... weird
not sure if bugged, but yesterday i was testing the sitting animation for 3.0 and noticed that sometimes it works originally. Most of the time it just bugged me out sitting in mid-air.
animation borked somewhere
Is there a legacy of kain raziel avatar laying around anywhere (dm about it if you want)
Anyone have any tank avatars? Dm me if you do
So I downloaded that ComboGesture thing for avitar 3.0 and I can't for the life of me get it to work
how to remove fall animations?
Anyone got a general grievous avatar?
HOW do i make the vr view dot visable in unity again
toi make it easyer to see whjere the avater view site is
Playspace mover with 3.0 lets me float now, but when I do my feet are straight as spaghetti, wondering if theres a way to do this but without having spaghetti long legs?
so my avatar is a robot. is it possible to make visemes work with the emission of my head light? 
not sure if anyone has tried something like this before
u set it up like u were to make any sort of selector using Any State
then just use the Viseme parameter
vrchat docs has link to the index
for wat sound is wat viseme value
@sand wren so what do i do exactly inside the animator? 🤔
🤔
yea i never bothered with animators before tbh

so ur gonna have 2 learn how 2 use them bc theyre very fundamental
well fuck
good thing that they are easy to use and understand
really trying to figure out how to make visemes work with emission
since this avatar has no mouth, only a headlight
could have different light state animations and switch between them using the values exposed for viseme, i think it goes from 0 to 13 or 1 to 13, no sure, make sure to start from "any state"
and how do i go about... adding stuff to "any state"? 🤔
i'm new to animators
i'm in the animator but i can't figure out how to build on it to start
you should be able to add an animation and than right clock on any state, select create transition and than drag the line to the animation
aaah
https://youtu.be/tFKq9EvkIcY here you go, this should explain the whole process better than i can
i think i got it now
👌 noice
does anyone have working night vision goggles?
@sonic spade so for the silence viseme, should it look like this? https://i.imgur.com/hHxu7WR.png
🤔
i tried to find the variable for every sound but i can't find it
seems to be 0-14 hm
ok so it should be equals 0
should the viseme parameter on the left be 14 then?
dunno what the order is, but i think 0 is sli, so it should be fine
also if you don't want to make an animation for every value you can have multiple conditions on the same transition, so like animation A will trigger for value 1, 4 and 6, animation B for 2, 7 and 13 for example
i'm assuming it's the order based on the oculus lipsync index thing
top to bottom
which is also the same order on the blendshape thingy
what layer is this btw? FX?
not sure where parameter visemes go into
so i'm assuming it's supposed to be like this? https://i.imgur.com/QIhLmna.png
🤔
now i just need to know where to put this animator once i put everything in
oh wow it worked
For those who are wondering, I am still working on the "85 toggles in a single integer* project. I'm finished with enough of it now that I can confidently say I'll have it out sometime this week. I've been getting some messages from people asking me about it so I thought I'd just let everyone know here.
Reenabling Remeasure Avatar feature would be nice, no pressure.
Pray for me y’all I’m gonna try to make a dude with this much if a hunch to semi-work for fullbody
Oops welp photos don’t work In This chat
I totally forgot LOL
Sir. how can i find this avatar
is it normal that the radiant menu is so laggy?
@rancid sedge its not laggy
its just not changing bc the joystick has to be all the way out
if its not all the way out it will not change but it will still spin
oh i only tested in desktop not vr, thank you
in your video you are pulling the joystick back a little
when using the mouse try to exaggerate and push it outward more
yis you are right just tested thanks
idk why people ive talked to say avatar 3.0 is hard to use, i legit made an avatar within an hour of getting it, and set it up to work with 3.0, so im a tad confused
Anyone know if theres a good place to download / use 3.0 avatars?
for simpler stuff like porting over stuff you could do in 2.0 yeah, it's most of the time very easy. i think it's mostly the intimidation factor from having to learn an "entire" new system
Like a world full of em or something
yeah
Alright, thanks!
you can easily find it by typing avatar 3.0 hub into search
no problem
more people must know the magic that is 3.0
I have 1 3.0 avatar, and its fantastic
I cloned it from someone
And I was like "I need MORE"
its time to learn how to make one and do all the things
For just basic avatars no special features, avatar 3.0 is quicker than avatar 2.0 Don’t need to open blender to set up eye tracking and lipsync anymore either
i have a few in my avatar world
im gonna add one very soon designed for sign language
one of them collapses when you say "OOF" in voice chat (voice activated)
I just want a sick Fullmetal Alchemist avatar with alchemy animations lol
But theres literally only ONE I've seen and its animation-less
Them: “Avatar 3.0 is too complex and confusing”
Me: https://media.discordapp.net/attachments/142531144364195841/749840135838892234/unknown.png
If you just have massive amounts of avatars that don’t really have any special customization, 3.0 really speeds up the process
Just throw the same custom menus and dances on them all
How hard would it be to make an avatar with movement based animations?
This kinda thing
u can even develop ur own avatar setup guide lol
because if u set ur avatars a specific way
with some naming and hierarchy conventions
u can essentially copy paste the same stuff on every avatar
Pose detection is possible right now with particle death triggers but it’s a bit convoluted I think it will be easier in the future
Dang
I mean you can do it if you know how to use particle death triggers
It'd be sick to have a toph avatar that did that
I have NO clue how to even make a basic avatar lol
There’s some quick guides to get you set up with an avatar really easily even just basic ones with default emotes
Start with just custom models don’t worry about adding any unique features
Add to your skill from there
You’ll be surprised how simple it all is you just need the right explanation
If you’ve made any sort of interactive stuff in Gmod it’s kind of a little similar setting up triggers and stuff
I far enjoy 3.0 avatars over 2.0
most people do
i dont have to do janky ass stuff to get it to work how i want
others just dont know how to use it or complain about its complexity
theres some that want to use the advantages of 3.0, but without using 3.0
i really dont get it
idk, my friend said it was too complex cause he couldnt get the knuckles to work with it
and im just like "Bruh"
you can also do cool stuff like in #avatar-showcase
yea i posted stuff in there :P
you can avoid using custom shaders and extremely complicated animator setups
i finished my first 3.0 avatar today
I love the ones that literally complain that they changed the keybinds
changed...what keybinds?
i guess the action menu
like bruh steam vr had the ability to rebind any game since launch, its not our fault that youre too lazy to look
and on controllers it was the jump button rebind
i havent been around for like 5 months mind you, and i picked up 3.0 avatars in literally one night
although i much prefer jump on A
so idk how people are struggling with it
it makes my controllers last 200x longer
because clicking the joystick contributes to joystick drift
ive been lucky
I think binding anything other than jump on the thumb stick is stupid because it impossible to press it down without moving it to the sides
ive never had joycon or joystick drift
a lot of people ask "why does only my right controller have joystick drift :(("
its headset dependant
and i ask them "whats your jump button bound to"
an they say "jump on right joystick click"
but I never jump, and I need my A and B buttons for playspace mover
I have a rift S and ive always used right joystick click, i just clear my joysticks out occasionally with compressed air
never had a problem
i used a CV1 for years
had jump bound to right joystick
guess which controller is drifting
the left one
no
(was a joke)
Neither?
If i recall wasnt the CV1 insanely durable
presumeably since it was a prototype i think
See funny you say that
glad i ditched it for index
ive only ever had that issue on one controller
And guess what kind it was
the original Vive
oh its gone
Their touch pad stuff is so god awful
did they get banned
probably
their pfp was kinda cringe
i wasnt payin attention
anywho yea
vive is the worst for VR imo
unless you wanna wave swords around or smtg
if u wanna do anything else
um
Idk, i love my rift S controllers
It was weird having like, touch sensitivity at first, but im used to it
Really not digging the new one handed locomotion. Normally when a controller loses tracking it’s analog stick was still perfectly useable so you didn’t really notice. Now as soon as it loses tracking you can’t use it to turn at all
great
yea
and look where you wanna go
well no
ezpz
u cant turn around
's what i do
That’s what they are doing wolf they turned it into tank controls
I never have a problem with wires
and ur tyring to play a game
me neither bc i literally put a brick on the ground
to that my index wire stops trying to come bug my trackers
I tend to turn in one direction the same rate as the other. If the wire gets a few loops in it I just fix it next time I’m starting up vr
I just know where my wires are, ive only stepped on them once, cause i was playing a rhythm game and accidentally hit my headset and fell backwards
Mine is like, just barely big enough
and i cant turn around bc i will lose tracking
but i have very good spatial awareness so it's no issue
Get a back sensor it’s heaven
i dont want to
anyways
at least its not of importance
Im tryina think of how i can improve my avatar
i like facing my playspace and it captures side to side movement
losing tracking when i turn around is great
Oh also, can you add more parameters, or is 11 the limit
VRChat became so immersive once I could stop caring about facing the right way in reality
because i can know i shouldnt be facing that way
yes but the problem with being immersed is u become an idiot
^mood
so u might think ur facing 6 feet of playspace
Nah that’s what guardian is for
tfw you play with guardian off
u can still damage the ports in your headset or desktop
exactly
I’ve never broken anything while in vr because I have a well-made guardian and I don’t step out of it lol
make sure you adjust yourself every now and then
i do it every like, 15 minutes or so
so i can walk 10 feet ahead and boop someone
without worrying about hitting anything ever
and if i want to dance i go to the center
my distancing is based off where my cords are going
if i wanted to do a handstand i do it sideways
cause i stand in the center of my playspace, so whichever my cords go, means i know what direction that is, so i know where i am
because that way i dont lose tracking from my hip tracker being behind my body
and i dont risk accidentally falling over my wire
so standing in specific areas of my playspace is vital for whatever im doing
which is why i never turn around in VR
only with controls
also i dont have any sort of pulley system
wires just on the floor
are you aware of a few bugs such as not being able to use a test avatar and how we cant delte the content cach on vrchat i mean its taking up room and making it very hard to load anything
i mean at this moment im trying to test my new avatar and its not even loading
Pimp chimpen
does anyone have the halo grunt that spawns in the phantom and other really cool stuff?
@neon finch can you not delete the cache manually? it's in your LocalLow file
I dont have a lot of room in my bedroom for vr so when im using vr i usually just stand with my shins touching my bed so i pretty much never get lost in my play space cause its pretty easy to reorient myself by just kicking and finding my bed again
Anyone know what the solution to this bug is? I've had it happen several times now, no idea how to reproduce https://i.imgur.com/cBlqUl5.png
Hello I'm looking for some consistency on what the doc says vs vrchat.com/home/download says:
Avatars Are Not Yet Supported in VRCSDK3
VRCSDK3 does not support the creation of avatars at this time. Use VRCSDK2 for avatar creation.
If you're making avatars, you must use VRCSDK2. VRCSDK3 does not support the creation of avatars at this time.
VS
VRCHAT SDK3
Use this if you are creating:
— New VRChat worlds powered by Udon, or
— New VRChat avatars powered by Avatars 3.0
Tupper hasn't updated the docs yet.
Use the Avatars 3.0 SDK
Thank you
This one https://i.imgur.com/RMJ16U0.png
is dynamic bones broken for anyone else, everytime I upload an avatar that has it set up it doesn't appear in-game
Don't you need to enable it in Safety IG?
wtf, when was that added, anywho thank you so much
quick question do idles from avatar 2.0 work with avatar 3? like prone idle or normal idle when standing
i think prone idles are a bit broken unlss you animate the head
which breaks the ability to exit prone and stuff
so its a bit weird rn
to my knowledge
ah ok alright thank you
does anyone have the good halo grunt avatar that has the cool animations that spawn in covenant ships? dm me
Is VRC_Station fixed yet
Is there a way to know how many keyframes are in a .anim
anyone here making custom avartars for people?
Anyone here wanne help me test my Layer clone tool?
It lets you clone Layers from one another to another so we can more easily combine multiple aspects of avatars or separate existing parts out of avatars.
why is it not loading my test avatars
looks like were uploading as normal then becuase this shit is broken it seems
you know those example avatars for avatar 3.0 in the hub world
is there somewhere i can download a unity package for them to use as an example i can look through
@somber dew those avatars where made by community members. their names should be on the signs. you could try asking them directly.
ah, i assumed they were made by the devs of the sdk3 to showcase new stuff
actually this brings me to another question. why is it that i've never seen someone upload a fully finished unity project for an avatar on a website. its usually just like the model that you have to configure the rig and all that jazz
surely it wouldn't be that hard to have a full file you download then just build it
with no knowledge of unity required aside from pressing the sdk dropdown menu
though i guess that limits the use of the model to vrchat specifically.
@somber dew this mostly has to do with filesize and distribution rules of certain files. but i've seen plenty of uploads around where there's just a scene included so you import the package open the scene and just hit upload.
actually this brings me to another question. why is it that i've never seen someone upload a fully finished unity project for an avatar on a website. its usually just like the model that you have to configure the rig and all that jazz
@somber dew they are ... those are avatars you get as a .unitypackage file. They are typically all set up and ready for upload - you only need to also import the VRCSDK since that itself isn’t allowed to be distributed (dangerous to trust from other people anyway since it asks for your username and password)
Once you import a unitypackage just open the scene file and the avatar should all be set up already, no need to add it to a scene yourself
Important step not to miss... I’ve seen people set up the avatar and scene themselves when there was already a scene file included but not opened
if i made an avatar how do i upload it to vrchat?
You use Unity to set it up and upload it
When you say you made an avatar, do you mean you modeled it already, or have you already set it up in unity? @neon finch
Ignore this...
@fringe cobalt what if i don't?
First one to boop in DM's me gets a early version of my remote control drone prefab.. :3
Pain
Is VRC_Station fixed in 3.0 yet
no
darn
It would be udon world if they were to fix it, but then they would need to merge 3.0+udon if you wanted it on avatar, dont think they will ever work right on a 2.0 chair
does adding a animation to a avatar that allows you to fly by spamming the space bar break any rules?
https://www.youtube.com/watch?v=w28WejN9MMQ i used this method
i'm trying to make a avatar of a aircraft that can literally fly
@supple star it does not
does not break any rules?
They said no
If youve made for Avatar2 is it hard to transition to 3?
im pretty sure you have to remake the avatar from scratch
like the model or
and i mean like, makiing them not just grabbing the files [I lost all of them lol]
heres the better question, if i forgot how to port avatars entirely should i just learn 3? lol
My toggle system for 2 parameters 255 toggles if anyone would like to check it out, it's not too complicated either, but comes with a couple downsides
https://github.com/ImLeXz/2-for-2-Toggle-System-VRC-Avatars-3.0-
If there was some way to determine whether the action menu was fully closed then could probably make it a lot better, but for now enjoy
Feel free to give me any feedback or ask any questions either in my dm's or ping me here
So with VRC Stations having an animator, can we do anything Avatar 3.0-based to seated users? (eg; use the Seated boolean to force a sit-down/stand-up animation when they interact with or leave a seat)
Station animators currently dont do anything to 3.0 avatars so i doubt it does anything to the current 2.0 system
Does SDK3 have the (Utilities only) bug?
Considering remaking my avatars with this SDK
Anyone got weird eye tracking behevior as desync that make them derpy. Only seem not to happen as often localy
To fix it I use a rotation constraint so it copy the other eye. But not ideal since quest cant have that
is anyone willing to edit a avatar for me, ive taken hours and cant even get it right, DM me if youd like to help, ill send the files !
avatar remeasure has to have been re enabled by now, right? was it really that broken??
It still is that broken
When they sey they might revisit it in the future
I expect a year from now
God damn it was such a good feature too
https://gyazo.com/9e246b5a0a2d83c7908936383c5127b6 I know I need vertex paint of the hair from this bone
Except I can't find how
Ok it's CTRL+Tab now..
unnoticed blender update thru steam i assume :p?
lul
@neon finch just use any old screen recorder tbh
unnoticed blender update thru steam i assume :p?
@upbeat echo Blender 2.9 released.
Has anyone tried doing this? https://hai-vr.booth.pm/items/2297991 Just1Int7Toggles for Avatar 3.0
Does SDK3 have the (Utilities only) bug?
@red ferry that’s not a bug that’s just an indication that the SDK was imported incorrectly
Avatar 3.0.......Which brilliant person had the idea to implement that? But it seems like the VRChat philosophy reads........Why should we do it easy for the community, when we can do it hard.
https://i.imgur.com/D3sN5Tr.png
which parts of it do you think is bad? I kind of like it overall because of the level of control over avatar expression
I ignored it during beta, and was reluctant to learn about it on release because I was intimidated by state machines and such
now? I find it hard to sleep because I keep thinking of making new avatars with functions now possible and easier with avatar 3.0
I got motivated once everything clicked together
'hard' no its new, then it seems hard, when you tried it awhile it get 'aha' easy
Currently it is like if you work for years with two arms and after YEARS someone would cut of one of your arms and say to you. Work now go ahead.
No ones telling you to use av3, sdk 2 is still supported.
But how long?
As for what brilliant person had the idea, the community who asked for it.
Long enough that you can learn 3.0 with an expansive amount of time. Tupper already stated they're not taking it down it just won't be supported
If i had to guess, whenever we move to the next unity version
creators are also making video tutorials that are straight to the point and easy to follow
Sippbox in particular makes phenomenal 2 minute tutorials. Been giving those to people just learning
imo, avatars 3.0 is far simpler than 2.0 to accomplish many things.
you just need to do a little bit of learning again and have a little patience.
so easy to follow, in fact, I watched a tutorial in indonesian language and I actually understood it just following the things the tutorial showed to click
so instead of more like working for years with two arms then someone cuts one off, its more like fishing for years with two arms, then someone comes along and hands you a fishing rod.
Honestly thats a lot more accurate
2.0 is having two arms, 3.0 is the option of enhancing your arm with robotics and magic
I remember making an inventory system in 2.0 and honestly being a little upset at how easy it is with 3.0
yeah, i did inventory stuff a few times in 2.0 but ultimately didn't end up doing it very often because it was just too much work for too little reward
now its literally a 5 minute job
of just clicking a few things and done
Yep, i did it once then stopped in my tracks when i saw 3.0 was being worked on
question
is it possible to add more than 11 params
oh more than 16
my b
https://www.youtube.com/watch?v=2OkLurN4ntw also here's the video i followed to learn how to do 3.0
it's pretty snazzy
I think I've seen some workarounds but I didn't delve further because I'm not at the point that I need more than the soft limit
Does anyone know how long SDK1 was supported after SDK2 came out? That was before my time.
3.0 is as simple as you want to make it, and success from no knowledge depends purely on whether you have access to the right information given any questions you might have
some people can read stuff and figure out the rules and steps, some people need video, some people need to do it themselves
but in terms of actual work required to do any given thing, load vs load i'd say 3.0 is more simple than 2.0
like if you didn't already know you needed to use override controllers for everything, you wouldn't succeed at 2.0 either
an override controller is basically just an animator already made with slots to put the motions in
guess what the example controllers are? animators already made with slots to put the motion in
3.0 is as simple as you want to make it
Yeah people are all like “it’s so complicated just to even set up” and I’m just like https://media.discordapp.net/attachments/230485899715018755/750520071192969287/image0.png
br0
if you think that action controller is hard
when you build off of it proper
Have one with 8100 combinations 🤷 but thats a trigger thing , not 3.0
Yeah posting pictures of complex state machines is just a unity thing. SDK3 supports unity state machines, they aren’t part of it.
And if you want to be realistic doing something of that complexity on SDK2 would have been even more complex.
how feasible is it to generate these state machines from code as opposed to making it in the graph ui?
Just tried my hand at some editor scripts recently and it wasn't too bad
Animator State machines are not code... unlike Udon and UdonSharp, a state machine is probably easiest to understand in flow chart format. i don't even know how you'd write it in code
You can generate anything from code as long as you code it
A animator state machine may look similar to udon graph, but it represents something different entirely
it is actually a active state moving around the arrows, in udon it's a forward flowing callstack
Any similarities in appearance are coincidental
@tender spear if you want to get into editor scripting you can have a look at the code of this extension for example
https://github.com/hai-vr/combo-gesture-expressions-av3
that looks really powerful and I'm glad people do this type of thing. Probably not the best reference codebase for starting out though just due to size.
I commend the author for writing this, but I am also terrified at extent people will deal with insanely complex UI and buttons go to avoid anything that remotely looks like programming
Unity in a nutshell, though I guess
I'm fine writing a complicated code and just having a tiny 'apply' button
how feasible is it to generate these state machines from code as opposed to making it in the graph ui?
@tender spear
Not that hard really. unity has built in functions to assist with the creation of states and transitions through code. I had to dig through this quite a bit to make the layer transfer tools i bundled with my drone prefab.
