#avatar-general
351 messages · Page 13 of 1
Is there something like Blender's Limit Constraint system for VRChat?
I have a mechanical avatar that I need to limit rotations on or it starts doing funky stuff.
Lets say I have a dance on a toggle button. Is there anyway I can like change this to a radial slider thing and speed up/slow down the dance animation? or is that not a thing
@proven cargo in the state in the animator under speed is a 'multiplier' parameter. hook that up to a float and then use a slider to change that float to speed up/down the animation :)
the only thing I would say you might want to be careful of is that if there is music associated with it, it will be out of sync
and why is everyone obsessed over drones all of a sudden, its just parent constraints and movement animations with root motion on a 4 axis isn't it
@rigid bronze ive made avatars that have clones of themselves using constraints on every bone on the body
im sure if there is a limit its really high, but its likely that there isnt
i
@rigid bronze the component is just called Rotation Constraint
is it possible to get controller position/velocity in any way?
oh
would've been cool to make like a playable accordion with controller velocity for audio volume
damn thats a good idea
the values are there
we just need access to it
that would allow us to do a lot of cool things
locational triggers, like reaching to your back to draw a weapon, instruments, probably even touchscreens without any shader madness
is avatar size scaling fixed or not yet?
not yet
Hey anyone know how to get danganronpa avatars on quest?
Can a skinned mesh that is toggled on have separate hand gestures?
Like lets say you toggle on shoes and you can use a shapekey and apply it via hand gestures to make the shoes bigger?
if you set it up correctly
so it is possible yes?
sure
awesome ty
.
I donno if a hand gesture is the best method to resizing shoes
but
if thats how you wanna do it
That question is a little vauge. What do you mean?
i have no clue why server side my emotes make me float but on my screen they dont
can you animate the viewpoint yet?
tm meaning tomorrow? @signal sigil
no I mean trademark
its always "coming soon"
4 months later
???
they haven't given a time frame, just they are working on it
thats all we know atm
is anyone else experiencing a floating glitch with emotes
Could someone help me find an avatar?
I had it but I somehow unfavourited by accident and now I don’t know where I could find it
@cobalt yew @signal sigil thanks! I'll try this.
Nah I have seperate toggles for the music. I was going to add separate animations at different speeds but thought sureley there's a better way to do this
@neon finch I can answer this, it's a yes. Tried to do that with my makers old model and into 3.0 and got some questionable results
hey quick question is there any reason that my avi wont upload to 3.0?
I can upload it with 2.0 but there are some issues with it
hi
For thoes of you who know how the mirrior works i gotta ask - how does it render objects? is it 1:1 which the in game models, or am i just doing something wrong
(in a mirrior im constantly clipping through the clothing i parented to my model, but in plain view im not)
mirrors are basically duplicates of your avatar
so is the third person model you may see if your head gets far enough away from your viewpoint
some things like constraints and joints may seem to lag/stutter in mirror
also why parent clothes? Just rig it to the character and then enable or disable the mesh
rigging in blender is a bit messy for me, and has the possibiblity of corrupting the vicemes so badly the FBX file will crash unity if i try to import it into the assets folder. plus if i wanted to add new clothes to my model i would basically have to recreate it all over again, so i simply took this approach to test how it would work.
works fine in plain view, but slightly lags behind in mirriors -- any way to fix this ? if any
(in a mirrior im constantly clipping through the clothing i parented to my model, but in plain view im not)
@real topaz go into the clothes mesh in unity, then go to edit "edit bound " or something like that, then a white box over the mesh should pop up, augment the mesh box to the size of the avatar or a little bigger ( don't over exagerate ).
This occurs because mirrors occlude most things "out of your sight" if the bound of the mesh is small, then the camera+ mirror "think" that the object is out of sight and then dissappear the mesh for performance.
This is mostly solve is the avatar is only 1 mesh, clothes+skin+accesories (and should be like this for performance). But if the mesh is separate from the "Body" you will require a little bit of tunning in the bounds.
@mild lake the bounds in unity right?
yes
@mild lake would i simply need to make the bounds THICCER? is is there some special trick i should know?
Do some worlds break 3.0 avatars? Everytime I enter Tunnel (Music Visualizer) my avatar breaks and does not play any animations. No walk animation, no toggles, no emotes, only facial gestures that don't toggle audio sources.
Well I guess after sitting in the world for a bit my avatar magically started working.. 
Not really sure what caused it but it always happens when I join the world. Friend that was with me experienced the same issue.
@mild lake so i did increase the bound size (its even a bit bigger than the character model itself) but there seems to be no change in the mirriors. My model still clips through the parented (coat)
you should re-rig your model
is there something wrong with the rig that could be causing that?
if you adding clothes the clothes and the skin should be rig together
Its a VRChat thing pretty sure. Constraints just dont update as fast in mirrors. You can see it as well with world constrained objects jumping around as you walk only in the mirror.
oh, so its a "normal" problem?
Guess so. Only workaround is to just add the clothing in blender.
I'd look into pumpkin tools as well if you need to transfer things like gameobjects, materials, dynamic bones ect from an older version of a model to a new one. Makes it very easy.
alrighty, ill check it, thx guys
Also, kinda found a stupid way to parent the clothing to the model, and it has no mirrior lag with this tecnique. (it kinda dumb thou)
can i get avatars off the internet
yea but you will have to edit them most likely to make them work in vrchat
ok
Is it possible to find any A certain Magical Index/Scientific Railgun/Accelerator avatars?
What are the refresh rates or refresh tiers for each playable layer?
Are “hitboxes” just the shape of ur model
Unless I'm misunderstanding the question, it's exactly once per frame. @dapper hearth
In terms of checking if exit time has been met, and checking if conditionals have been met for transitions that don't have an exit time
But there were some playable layers that get synced more frequently, I remember reading
its on the docs what syncs the most quickly
if its actively in ur action menu it syncs with IK
otherwise it syncs with the under a second sync
and the average time is pretty much with ping
100-200ms
even sub 100ms is apparently possible
well kinda
ping is time it takes to send and recieve a request
i assume with IK its just sending it as fast as possible
so half the time of ping
i mean the playable sync rate, not IK
ah
is there still no way to get chairs/seats on avatars yet?
3.0 no
thanks for the update Thulen
also does anyone know how hitboxes work
does every avatar have the same hitbox size
or does it vary
What do you mean by hitbox? You mean the player collider?
It shrinks depending on height
Shrinks on x y and z
No vrc adds it’s own to your upload
You don’t get to see it but I beleive it’s a capsule
Games like murder don’t use it they just make their own collider’s and follow people
So im trying to do something weird and i cant make it happen. I want to copy/multiply body parts of an avatar and make it so it has 2 extra of body parts, 4 arms, 4 ears, 2 tails etc how would i go about this? Trying to copy and paste doesnt make extra body parts show up
You need to make the extra bones and arms in blender
Ah, shoot
Why is Duplicate and Delete right next to each other in Unnity -> Edit. And no undelete.
undelete
Does anyone know where I find this avatar? I spend a whole day and still have no clue
i might be wrong but i think thast the code/setting that tells vr chat that is an avatar
i need it
like
the download for it
i cant upload models without it
i need help finding it
it's part of the sdk in unity
you've been told wrong
if you have the sdk installed in unity, it's there
course i cant send pics here
i had a screen shot
cause
i have sdk
but not the avatar thing
i have sdk, i did every rule and thing, but the avatar thign was NOT included with the sdk
https://www.youtube.com/playlist?list=PL8KgUGVwBd_HjEGo6_5UriffNxLzyZeX- this might help you out
let me try this
good luck
this is my first time messing with this stuff more intensly XD
so i've got overll many questions that'll arise along the way XD
atm trying ot learn how to merge skin meshes, mine has 20 which is over the max of 16
so far the only vid i've tried is too old and uses something called a mesh baker which i dont se o3o
Importing packages into an av3 project that have sdk2 scripts won't break things permanently right? As long as you remove the offending components it's fine?
sooooo....limiting avatar arm movement
is that something I'd need to look into the base animation for
or something I should be solving with constraints
I just want a character's arms to rest in a much higher position to avoid clipping
You'd probably want to solve that with custom animations.
Wow, this channel went 12 hours without a single message? Dang.
meanwhile #avatar-help is practically a constant stream lol
This is crazy 🤯
Does anyone have a link to that package for offline testing of 3.0 stuff?
how much would it be to get someone to make a model into an avatar? ive been trying nonstop and i stayed up till 4 am this morning trying to figure out how to get this avatar to work. Would it be expensive to pay?
how do i use this to get more avatars
@cobalt yew this one? https://github.com/lyuma/Av3Emulator
how do i remove a avatar from the vrchat servers? it wasnt uploaded fully the first time and i cant use it in game.
There's a tab in unity to see your uploaded content
yea but it only gives me the option to make it private or public
There's an option to delete it as well
Any ETA on when "Build Local" is gonna be fixed? Have they mentioned anything?
@neon finch https://imgur.com/v9U8PXX
You delete in unity , not the webpage
in unity there is no way for me to find it. for me it only shows on the webpage
you just search for the name
ok hang on im gonna try something then will get back to you. i just reseted my computer so i have to get unity back.
Open the panel like you were about to upload, but go into "Content Manager" instead of "Builder"
that imgur photo was of the model uploaded using odds sdk and the latest verison of unity. not the supported version and the vrchat sdk. so i think those are the reasons why it didnt work.
ill try that then get back to you if that works then hopefully i can get it uploaded fully and righ this time
yay thanks now lets see if i can upload it right
if this work i thank you from the bottom of my heart guys i have been trying to upload this avatar for almost 2 months now with no success.
umm when using the vrchat sdk is it supposed to say vrchat odds sdk?
is the dragging objects under the higherarchey, and using parent constraints the ONLY way to parent 1 object to another in unity?
@neon finch you’re using a modified unsupported SDK, use the SDK from the VRChat website
is the dragging objects under the higherarchey, and using parent constraints the ONLY way to parent 1 object to another in unity?
@real topaz No, but it is the only way it will work correctly in mirrors in VRC.
frick nuggets
im having a bit of trouble deciding the best way to do toggleable clothing (shirts and jackets and what not). the way im thinking it need to be done is i create a peice of clothing in blender, and give it it OWN skeleton, and then when put into unity i parent each respective bone of the skeleton to my base model... The problem with this is that if i use parent constraints the mirror lags behind and show my model clipping through his clothing, and if i simply drag each of the individual the bones into the higherarchy in my armature, it works well and has no problem in the mirrors, but for EACH peice of clothing i would have to drage each individial bone into the higherarchy (clothing wrist to model wrist, clothing arm bone to model arm bone ect), before long cluttering up the higherarchy for my model, and that would suck. i dont know a better way to do this, any help?
@frigid sun the sdk i was using was the sdk2 version for avatars. When i open then SDK control panel it said odds sdk and vrchat odds SDK.
Got from the vrchat site itself
I promise you that the VRChat website would not provide Odds SDK
Delete your VRCSDK folder and reimport the SDK
Furthermore this is the 3.0 channel so it'd be under #avatars-2-general if you needed further help with anything you're doing
Oh ok well i got rid of the sdk2 and got the 3.0 to see if that would fix the issues ive bern having.
And i assure you the sdk2 i got from the vrchat site had odds on it.
Is there already a tutorial on how to convert avatars 2.0 to 3.0 correctly?
not much to convert, you only need to remove old descriptor if has a scene
There is a lot to convert if you are not using a brush or robot avatar
anyone got a better solution to my question up there?
merge in blender, have its own material, swap that out instead
i need a method i can add onto. if i have clothing that is fused to the model, every time i wanted to add new clothing i would essentially have to make a sperate model and reimport the model into unity (set up all the everything)
thats what pumkin tools are handy for, copy all the settings to another
[noted]
Remind me what happens to animation controllers in the normal unity game object slot in VRChat?
if i have avatar files that i need to delete and they are not on my computer nor in the vrchat servers, where would i find said files?
fyi im using 3.0
i have no clue but it is interfering with the process of uploading everytime i try
have yet to successfully upload the avatar even once
always running into issues
i have it up if youd wish to watch a screenshare ?
trust rank? and when im importing it to unity i get errors yea.
if you mean trust rank in vrchat im the green one
Anyone know how to create gun shot animations
Easiest way would be using particle effects and a gun model with bones or blend shapes
Does the Action Menu work offscreen now? Somehow my avatar breaks whenever I go out of view of others and chnage values.
They don't see changes and sometimes my head even dissapears for them o.o
But somehow more and more avatars pop up with a normal bounding box and still update offscreen and somehow even some update - changed values - when someone joined afterwards.
What is this magic?
Changing the animator settings to force disable the off-screen animation culling.
Should be obvious but, that's a bad idea for performance.
Change the culling mode on your avatars animator to "Always Animate".
Hmm maybe thats why I never touched that function. Thanks!
it's so annoying how parameters are reset whenever you join a different world or even change safety settings
Any idea why my avatars hair started spazzing out? I added two empty game objects to hold different sounds it uses, one being the normal set it starts active with, and the other being a kind of joke set. I made it so you can switch between them with a toggle in a submenu, and everything works fine, just for some reason the hair now spazzes
I had this issue before on a 2.0 avatar, except it happened after making a gesture move the ears, turned out one of my dances was causing it somehow and had to remove said dance
Never seen this happen from only adding audio though
Hello does anyone have any, or know an avatar world with, danganronpa avatars?
yo lookin for madness combat series avatars
i tried doing the SFM model --> blender --> unity with vrchat SDK Technique
but it seems that my vrchat account is not old enough to do the build and upload thing from unity 😂
So there is no way to build and test local avatars with SDK3 right now?
@fossil flame @silver adder ideally, use animator designs that transition correctly even after someone occasionally culls your animations
@brittle siren From what I understand, no. It's currently broken, and I haven't seen an ETA on when it'll be working again
Woah why did that send so many times, sorry
Thank you @upper remnant for your help in DMs!
For anyone in the future, here is the conversation summed up:
Q: Transition correctly means?
A: Synced parameters should be used so that people who missed your previous state changes will transition to the same state you are in. You can transition from any state using the synced parameter value as a condition.
Sidenote:
"any parameter listed in the parameter asset will sync when changed"
Q: Less buttons, more toggles then?
A: Buttons will change a synced parameter value as long as you hold the button. If you release the button, the value does not persist. For this reason, it is slightly trickier to make fully in-sync state machines using the button control. For many purposes you will likely prefer to toggle.
Q: 16 parameters is limiting then, isn't it?
A: Depends on the design of your state machine. One parameter can handle 255 unique values/states.
Important note:
"as long as you know exactly what state an int value should put you in, you can use the int to represent many boolean values, as if the int were a container for a set of on/off combinations"
Thats wut I made use of here
https://github.com/ImLeXz/2-for-2-Toggle-System-VRC-Avatars-3.0-
Thanks @uneven yew do you know any other way to export .avatars from Unity other than using VRCSDK?
Anyone know where I can find a downloadable "laying on back" animation for avatars? The only prone animations I can find are face down
what's different about making gestures for index controllers vs vive? i made an open hand animation but obviously with index open hand should just be idle/no expression. but it defaults to the gesture. how do i fix that so the model isn't constantly making that gesture?
open hand is when you make an open hand on index
like u open ur hand up
so its not the idle gesture at all
if ur holding the controller it should be on Idle
oh just realized i put this in the wrong spot xD and i realize it's when you make an open hand. but a lot of people just let their knuckles sit on their hands without holding them.
i never do that personally cuz i sign and its more comfortable
@uneven yew you can't, because its for Full body users, just placeholder preventing from "prone" position
@woven pecan So I can't even do a laying on back animation as an emote action?
@uneven yew oh, in this way, you can. try to find it here https://www.mixamo.com/#/?page=1&query=lay
I tried to use a mixamo animation but it didn't work. Is there something I need to do to convert it?
Didn't work as in, no animation occurred. I think the bones are slightly different, I'm not too sure how Mixamo names things.
press "Upload Character" button and upload your own .fbx file with avatar
also there's a #avatar-help channel for questions, not this one
hi
You’ll probably need to set tracking control, to animation if you want to lie on your back in desktop, the default IK wants your legs in back of you when low to the ground
anyone know a good way to prevent (hackers) from ripping avatars?
No, if you don't want something to be ripped, don't upload it.
not a solution
There isn't a solution.
This game doesn't have any way to prevent that from happening.
thats.....dumb, i take it the dev teams said nothing as well?
This is a Unity engine game, it's trivial to rip assets from them. No matter what the devs do to modify things in an attempt to make it more secure.
Need to simplify that a bit
This is a video game, it’s trivial to rip assets from them
If it can be rendered on your computer, it’s already on your computer. it can be saved
I made an avatar thats local/uploaded, the local is much better detailed the one people see have really low textures scaled in gimp to 256x256 , not a solution just i find it fun to test , sure rip that its horrible low poly / low texture
ok, with that being said, when they RIP ya assets, are they then able to edit thoes assets themselves?
Most you can do is report someone if you see them using one of your private avatars.
Yes, they can edit them.
Yes of course you see that the VRChat has a lot of content from other video games right? Because models are insanely easy to obtain and when you have them you can edit them and do whatever you want with them. VRChat is no different.
That doesn’t make it right, it’s against the rules. it just means it’s something you should expect
unpack your local avatar and you can see the menus in 3.0 are a complete mess and animations break all their blendshapes
There is absolutely no avoiding it
is it possible in untiy to lock objects or assets from being deleted? so even on the ripped PCs unity the asset wont be able to be deleted/messed with?
No.
TL;DR, if you are paranoid about something getting ripped, don't upload it. Simple as that.
then theres, whats the point of making it if im not going to upload it
¯_(ツ)_/¯
thats on you
You relate to what you make, others who get will not at all , how i look at it.
Like uploading art to a art website, anyone is free to download it and post it elsewhere. Even if the website tries to make it hard for the browser to download, it’s always going to be possible no matter what. Games are the same.
Avatar stealing is not a very common thing. You shouldn't worry about it unless you know someone is specifically targeting you.
i see.....hmmm, question, are most rippers pc (not vr) users?
PC.
Once your avatar finishes downloading and is added to their cache, it's on their system. It's just a matter of whether or not they want to rip the assets from the cache files.
One thing I will say though is the more publicly paranoid you are about your content being ripped, The more measures you do to try and stop it, all you will do is make yourself a target to people who may do it just to get a reaction who otherwise wouldn’t even be interested in your content.
hmm, so if i were to add a mechanical restriction to my avatar that PC users arent able to access, it would "deter" ppl? (just an idea)
There a name for it
lol wut
The Streisand effect, I believe
Like i said earlier, avatar ripping isn't common. It's usually done to troll people.
fair enough
The reason it's not common is because if the person uses those ripped assets in-game, they are basically putting a "hey mods, please ban me!" sign on their back.
so thoes kinds of people getting banned is fairly common?
Ripping isn’t common in general
There aren't many people that do it to begin with for that reason.
, i see
My advice if you’re going to be one of the ultra rare people who actually make original content in VR chat and not just kitbashing, watermark your textures and wireframes. In ways that are hard to notice.
If stolen, the copy is unlikely to see and remove it
fun fact
a lot of models you see were derivatives of ripped assets
its a sad fact
and its not limited to vrc
video games, second life, sims, imvu are also ripped from
but like everyone said, the only way to make your model unrippable is to not upload it
so uploading is accepting that it can happen*
Way to revive to a conversation that ended 2 hours ago...
XD
if it ended differently I wouldn't have
but the last thing said was on subject
people don't like it when I point out those types of things - is your conscience clear?
i have no issue 😄
you know who I was referring to
The closest you can get to an un-rippable model, is to build a local only test version.
I know one streamer who's done this, using the build test version option in AV3, to have an avatar that only them and their steam can see, whilst everyone else in game only sees the previous uploaded avatar they used.
It's 100% immune to being ripped since it never leaves your own PC, and no one else ever sees or downloads it.
Obviously fairly worthless unless you're doing something like that streamer though.
There's the solution. We should just make it so you can only see your own avatar! Now everyone is safe
does anyone have a tutorial on how to add custom walk/sit/crouch/prone animations onto an avatar? all tuppers "walkthrough" said was "it's complicated" but explained nothing.
also to add what Maro is saying. anyone knows how to remove fall animition and make it track your body instead of flaile animation without breaking the avatar.
I know I said this in help but I really need help
Everyone sees the last avatar they were using
It's currently broken though
Local test avatars don't load right now
If you go online, only you can see it, everyone else sees your last real avatar
Local avatar is also alot faster then uploading so its very handy to test things with
Can anyone make me an avatar as a commission
hey whould anyone be able to make mean inspector gadget avatar with some stuff to avatar im willing to pay up to 40
@crimson bane just sayin, if the inspector gadget avatar has the ability to do ANYTHING inspector gadget can do, ppl are going to expect you to cough up a lot more than a 40.
especially if it is a personal avatar
@real topaz no its like a video that covers the people in the worlds screen
That's what I meant @real topaz
@crimson bane o, lol, even then ...well put it like this -- a base avatar with no special animatios, emotes or expressions is gonna run ya a 40
or were you talking about a moving BOX with a video animation slapped onto it?
@real topaz o cuz some one did an avatar with a weapon and 3 voice files for 15 dollars
guy must have been a friend, kuz making avatars is kinda time consuming , and difficult if you dont know how the system of it works. To have somone do an avatar like that for 15 dollars....well ya probly wont see that twice (like i said, you avarage, baseic avatar will run ya 30-40 dollars)
@real topaz that is a scam piece everyone I know has changed 20 for basic and 40 with extra features
Just saying @real topaz
well then you should go ask them to do all of the complex 3.0 stuff then
seems its a better deal
@signal sigil no its just a few creators I talked to in vrc not friends
lol, im able to make avatars (so im technically one?)
@real topaz hey may I ask something
I don't charge at all when I make stuff for other people
askaway
There's a avatar I wanted uploaded from a site it just needs rigging and uploading is that possible or I'd have to pay 40@real topaz
if all you care about is basic uploading just learn to do it yourself
its pretty simple
No it needs to e exported @signal sigil
yeah...
Off a site to unity to vrc@signal sigil @signal sigil
import, fix with cats, export to unity, add a descriptor and upload
lots of videos can walk you through it in minutes
A guy did it for free
yeah, things like rigging and uploading are fairly simple.
@real topaz whould I have to pay or what I'm guessing yes
and i dont thinnk ur going to get anyone here to do it for free
Just exporting jesus spamming
does the model already have a skeleton and stuff?
Should but might be a little broken here il link it to in dm
i dmed u it@real topaz
Anyone made a 3.0 tutorial?
man so many things to do in 3.0 and im out of ideas
What might cause an animation to appear different on different people's instances of the game? I have my second computer set up now to test stations, and I still get different results doing certain animations on the player performing the action and someone else observing
@uneven yew the one instance i know of is this https://vrchat.canny.io/avatar-30/p/bug-avatars-that-arnt-scale-111-get-shifted-when-playing-an-animation-such-as-wa
Yeah do all overall scaling via model import scale (inspect fbx, rig tab)
Never scale the root game object directly it always has various bugs
Animations can often reset you back to 1 1 1 which will look silly
i get around it by just scaling the armature object instead
Hey! I have an avatar I would really love to make but I don’t quite know how to do it... DM me if you could help me out, please I need someone to make me this avatar!!
With regards to the face, when should one use normal shapekeys and when should animators be used?
Shapekeys are best for facial expressions as the edits you can do with them aren't limited by your rig, animators should really only be used for stuff like 2D faces.
I see. Thanks for the clarification
@supple idol What's your budget? Are you providing a model or will one need to be created?
So uh.. My friend and I were talking about the 3.0 avatars. We were wondering at what worlds you guys find nice 3.0 avatars? ^-^ For one that doesn't know where to look, where do you find them? ^-^ ❤️
I don’t think anyone really advertises the fact that they are 3.0, most worlds I see are just a random mix as things get updated
So uh.. My friend and I were talking about the 3.0 avatars. We were wondering at what worlds you guys find nice 3.0 avatars? ^-^ For one that doesn't know where to look, where do you find them? ^-^ ❤️
@neon finch i know a world with some quality 3.0 avatars its called the shrinecone pinecone it has great avatars like pinecone, pine kon(but it's actually luigi), sprite coneberry, stick bug lol, golden stick bug lol, sike pinecon and a jpeg of herbert midgleys cover art for the song pinecone
If a remote observer reaches a parameter driver behavior for a stage parameter, do they set the parameter themselves, or do they wait for my client to sync the new value?
Out of pure curiosity, are variables (Parameters) like VelocityX and VelocityY read only?
I was thinking about lowering the max speed of an avatar while it is carrying a heavy object.
(And not have to roleplay that speed with very sensitive Oculus controllers)
I believe all of the internal parameters are read only
As I thought
Man, I was hoping for a way to botch speeds
I assume that would lead to speedy bois tho lol.
I don’t think they are controlled by those parameters I think they are just data for the animators
That was what I was thinking too
They just read the current value, and spit them to that Parameter
So nobody gains a link to speed
To later be exploited
Well your speed is ultimately controlled by your place space... if SteamVR says you moved 50 meters in a second, VRChat just has to trust it
Yee
I heard of people abusing that in playspace mover
By linking movement to their stick
But then you need to reset, and well
Reset location = (actual movement + vrchat movement) - offset created in playspace mover
is the process of updating the sdk still drop-in replacement? im currently on sdk version 2020.05.06.12.14
dont think so
does anyone know why my character's legs are so close together? and how can i fix it?
no, their legs are by default close together, and even after walking the snap back close together
@real topaz if you make a custom tpose, the distance of the feet will be used as the "stance" distance.
Huh, i always just used the "feet spacing" slider in the humanoid muscle configuration for that.
it sounds like the custom pose controllers can be used to override IK issues with certain idle poses....
which might cause problems for people in full body
I have a lot of wide stanced idle animations that never work right because of the issue p0werk1d is describing
@silver adder most of the sliders in the humanoid config actually go completely unused and have no bearing on how it moves
i.e. the eye range controls, the feet spacing, arm spacing...
ik bc ive tried them plenty of times before and they didnt help any
Actually, feet spacing has helped on quite a few avatars I've tested.
ive never seen it do anything at all since it uses final ik
I can test hackspanner's solution later
I have a lot of rpg character animation sets that never worked before because it would squish the feet inwards
Is there an icon pack or something for menu icons?
pngrepo have tons of free icons
Ah thanks
Can anyone tell me why my SHOULDERS start off rotated in game? my tpose is straight both in blender and in unity, but the moment i get in game my shoulders are slightly rotated forward, and this causes some weight paint issues. anyone got an idea?
Anyone know some worlds where I can get some good loli avatars??
Is there a way to take a model from my favorites list on vrchat?
@neon finch does the quest have a desktop mode (with like windows 10 installed or something)? If so, install unity onto it and yeah use tutorials.
You can't make content on the Quest.
It runs Android.
You'll need a PC to make content.
It connects to a PC via it's charging cable.
All that does is let you play PC VR games though, the game will run on the PC's hardware instead of the Quest itself.
oh ok
Streaming is possible too via virtual desktop
Due to the low power of the quest, the most it could handle running smoothly of Windows 10 would probably be Windows 10 IoT
And that is very limiting and condensing on itself
Imagine... Windows 10 IoT running Unity
Oh god... I can’t really see it supporting Unity
It has most of the call functions needed, it would just be Windows allowing you to run something that includes C++ calls on that distro
If I am correct, it is similar to the Windows Go thing where it just prevents non C# (Windows Store) apps
I would not imagine the UI being very intuitive being stuck in VR tho
Yeah
@real topaz that s how the default pose is. You have to make your OWN animation if you dont want this rotation. The ik play a role probably as well.
i have made my on for this , but when i turn certain things on my character standins in the pose i made, but when i move my head around he slides ithout moving his feet
Can somebody let me clone the nutter avatar
That doesn't really have anything to do with Avatars 3.0, so you're not really going to find help here. 🤷
Can someone help me make the avatar 3.0 menu so i can move my hands with keyboard and mouse i can pay.
I guess I ask here
My character's nose is too big, and it blocks my vision when I stick the camera in his head. Any ideas how to hide it clientside?
Its Louie from Pikmin btw
Avatar 3.0 is like a super sports car. It is incredible but few have it and none of them want to share with you the way to get there.
There's some good tutorials out there
you just gotta experiment for an hour or two to really get your head around parameters and the animator
now time for my own question
has anybody found a reliable way to turn off dynamic bone colliders (I just want to be able to toggle the ones on the hands on and off), I very quickly found turning off the game object they're on doesn't work, I see there's a disable component keyframe you can mess around with but the toggle didn't seem to work on those it just made it so they never worked.
cant use dynamic bones in this version of unity, help?
What's the best way to setup chairs on an avatar with Avatar 3.0? I seem to have mixed results with chairs working.
is there a way to get the default vrchat animations so I can add them back to my avatar 3.0 alongside my custom animations
@barren pier chairs are broken for 3.0 avatars currently
I'm looking for a riddler avatar?
I think the chairs are working on 3.0 avatars, as long as it's a 2.0 avatar that's actually sitting in one
But you have to have them disabled by default and flipped on with a toggle
Any stations on your avatar at start up get broken
@neon finch I mean thats a weird comparison. Would you just share your expensive ass sports car with someone irl? I sure as hell wouldnt.
I want a super sports car :(
toggling the dynamic bone component should work as I've done it myself. They may be something wrong with the way you're handling the conditions/states
@kind meadow
yeah I did figure it out eventually, should have posted an update
disabling the empties doesn't work and you need animations for enabling and disabling the hidden parameter on the collider for it to work
I did get there though
Alrighty sweet
yea you don't turn off the object wit the script
that makes it behave strange when it turns back on, especially if it wasnt in the idle state
turn off script itself
Hey guys, so I have an issue where some shape keys are altering an unwanted part of the mesh. I've made this mistake before and it's usually resolved by selecting the shape key, going into edit mode, selecting the vertices I don't want, pressing Ctrl + V and then clicking Blend from shape, which removes those vertices from the shape key
But for some reason this just isn't working, I can clearly see the mesh moving when I test the shape keys, but when going into edit mode while selected on the keys, that same part of the mesh doesn't do anything, even if I Blend from shape it makes no difference. How can I fix this?
Zak it's propagate to shapes, not blend from shape
So it is, thanks 😂 guess it changed in Blender 2.8
nah avatar 3.0 breaak MMD Worlds xd
Eh?
Oh, I see
Yeah, I suppose it is for custom animations, as they do not support overriding
what if I delete sit pose in 3.0 🤔
ok
@rancid light its always beeen that way
blend from shape is to copy shape key data from one to another
shape propogate sends that data across to all blend shapes
Ah okay, I've always used blend from shape and it's worked well, never knew about propagate but it's useful 😄
blend from shape good when u wanna do something like visemes or make only one eye blink in an animation where both do
are pmd files not usable for models
unity only accepts .fbx and .blend and .dae and .obj and ...
.dae has no blend shapes, .obj has no rigging, .blend is usually a bit big
export to fbx
and also make sure the rig and etc are all appropriate
.blend
TIL
TIL that you could save your .blend and slap into unity and it'd work
it's more that internally unity runs blender to autoconvert a blend to a fbx/workable format @long atlas (while importing if you open your task manager you'll actually see it running blender to do this)
That's also one of the reasons why you can't import new blend files if you don't have blender installed on that machine.
For a menu control, for example 2 axis controller, is there a way to set it and leave it on its setting in game? Because when you back out of the menu, the axis goes back to neutral, but i want to set it and leave it there.
How do you stop a dynamic bone from affecting something within the higher archy
Like for example a tail having a dynamic bone but not having the spikes on the tail have one
*hierarchy
what do u mean @sour basin
higher archy -> hierarchy
no idea what you need help with, what you said makes no sense, but at least know the word hierarchy
ehh not being rude, just telling you how i see it
right
i could probably help if i knew what you were trying to say
I am trying to stop a dynamic bone from making all the children in the hierarchy from being dynamic as well
impossible, you need to add a separate dynamic bone script for each one in that case
well actually try the exclusion section
yeah actually you can put the dynamic bone script on the base of the tail, then set the bones that the spikes are weight-painted to to be exclusions
problem solved
Quick question. Is Avatars 3.0 still in beta and can I use it in game to show off an avatar?
pretty sure its been out of beta for a while
if you uploaded a model during the beta, you'll have to reupload it so it shows up correctly on live
Ok. Thank you for lettings me know.
still looking for an answer to my question, it's kind of out of view now: https://discordapp.com/channels/189511567539306508/730948141196509297/754829080041619608
you dont weight-paint them
they should be painted already?
do your tail spikes have bones for each spike?
just beginning to migrate from Avatars 2 to 3
and man am i having a rough time
the basic setup being easier fooled me into thinking the new features would be easy to pick up

look in #avatar-help @gilded mason
I decided to map out eyes and mouth to separate hands for my most recent avatar instead of just doing whole facial animations and it feels like a new world has opened up. With the right choices of each you get like exponentially more expressions. This has been a wonderful discovery for mutes everywhere
My avatar already has a big texture for the eyes+face, but I would like to add a second iris texture. Would I copy the entire face material and just edit the eyes, or somehow isolate the iris and mesh into a different material file?
you can edit the same texture unless its supposed to have a different shader
@sour basin what if you close the menu via the menu button? Does it stay?
@tulip thunder im testing on desktop mode right now, the only way to exit is to click or press escape, but I got a tip that I should disconnect the exit transition on the animation/controller/whatever, haven't tried that yet
doo doo doo added a keyboard from a public resource time to upload the mode-
wait why is the material count 94
Quick Feedback to the Team:
I spent all weekend trying out AV3, and it's been great!
Utilizing the Unity animators is a great step in the right direction and enables a lot of options to express yourself and make your own game character.
I'm a game developer myself, and I had experience with Unity Animation Controllers, so I had no issues there.
The few problems I had are already in the Canny, so I'm sure you guys will get to it eventually. Well... Thanks for your work!
So rare to see people actually commend the devs for the good stuff
Im thinking about getting into making character models for vr chat and taking commissions. is there much of a market for that? I haven't done any models for the game yet but i do specialize in 3D art. https://twitter.com/NWilly_Art
that or creating environments
Theres a good market for it. People are willing to pay pretty fair prices too
@elder meadow but theres a big difference between making renders and making game ready assets. How experienced are you with that
for sure i just dont post realy any game assets on my twitter. i have an understanding just not my main gig
Well other than that just get the hang of some unity stuff and you will be fiiine
Cool cool thanks
May your polycounts be low and your normal bakes clean.
Made my day.
Is build local working yet?
heya looking for a plague doctor avtar? anyone know where to find one? :b
do lolathon hate the 3.0 update ?
anyone know where to find demon/dragon wings models
Does Viseme Blendshape now allow you to use the parameter or do I still have to use only parameter https://i.imgur.com/AihjQfo.png
You shouldn't use any of the blendshapes you "give" to the descriptor for animations or anything.
I animate the eyes with the same blend shape, I just turn off eye tracking first. Otherwise you can freeze it mid blink and your copy will overdrive it
@glad kayak I meant it more as in can i use the that option for the blendshapes and still be able to use the Viseme int = 1 condition
As in will it detect it
I remember in the beta you couldn't but i'm not so sure atm
did vrc did an update? legs on all models dont move at pelvis anymore both on avatar 2.0 and 3.0
anyone know how to flip the normals of a sphere in unity?
maybe i just never noticed because i always use a avatar with skirt, and i just noticed it with a bikini model
anyone know how to do it?
im tying to make a thing where when inside of it (sphere) you see text thats only visible from the inside, is there any simple way to do this?
i think if you scale the sphere -1 on an axis
or you could use a shader that allows you to change 'culling mode'
ok, ill try it, thx
@lean mountain so i did that, and no matter what i do the text is visible from the outiside, but not from the inside, i switch the culling mode and it stays that way, if i turn the culling off i can see it both from the in and outside,
do you have the text separate as a thing
or was it part of the texture
of the sphere
the text is an overlay immage, right now im using a shader
its technically part of the sphere
i think the shader is causing it to show up outside of the sphere then
maybe you can do something about the rendering order
it seems the text is rendered on top of the sphere at all times
do i have to delete something
dunno man, sorry
all guud G, thx for tryin 😄
would you happen to know the best shader for adding screen overlay images or whatnot?
no 😉
i wonder if i got it right, but unity siply just dosent show the same as it is in vrchat
So i tried to just create a sphere in blender, i flipped the normals on it and then exported it into unity. I applied a "cancer" shader so i could only see the texture from the inside.....I STILL can see it from the OUTSIDE!
i cant even with this... I can make the texture invisible from the INSIDE , but NOT the outside...!
What shader are you using
And I would recommend just opening it in blender selecting all the faces and running “flip normals”
@fluid grotto i did exactly that. also im trying to use the "redmage" cancer shader
I don’t know anything about how that shader works, nice name
My guess is the shader is very smart and is flipping the normals for you even when you reverse its scale
im trying to make a prompt to where there is an invisible sphera attatched to my hand, if somone moves there head/amera inside of the shader they see a message/picture, but anyone outside of the sphere wont be able to .
the wayits owrking right now is anyone outside of the sphere can see the message if they are looking in the direction of the sphere,, even if i put back face culling just to font
found some sort of a workaround
Finally got Dynamic Bone, that'll be nice to have for a couple of my avatars.
And i can see the performance ratings on those avatars dropping now...
is their an easy way to remove hair avatar on blender
@karmic halo #3d-modeling
i like Dynamic bone i can play with my whiskers.
i like it when people dont go overboard with colliders and dynamic bones
with the only exception being jiggle toes with colliders
those are fuckin great lmao
furry avatars do a good job on it
They fucking dont lol
Most furry avatars are fucked when it comes to performance because people make literally everythong dynamic
This is just a general issue with the community. It's not really one sub category in specific. A majority of the population are not that technically inclined, I've found (results may vary), so they do not bother with optimization nor do they understand the importance of it and how much certain parts of their avatars cost computationally.
Its the only part I hang around in so I cant make opinions on thenothers
I run into a bunch of different types of users. I get around. I find TDA/MMD models to be a pretty big offender when it comes to dynamic bones/other general poor performance since most users just do a quick port of MMD models which have long bone chains and a lot of materials
I do know the lexichi is pretty poor performance wise which I do see a lot. idk how I'd approach optimizing that since cats likes to do some funky stuff
I hope my models are well optimized haha if not I want people to let me know xp
The SDK tells you if they are or not and what you're doing to worsen it's ranking. I try to shoot for medium or better. Most of my newer avatars are all good performance.
@winged bridge the lexichi is barely used now. Theres the rantichi and zoichi which are 1 material and good performance stock but people slap mmd assets on them and destroy the performance
🥴 rip lexichi I guess
Its outdated and pretty badly made
The design wasn't bad. It looked good and offered a good amount of customization but it wasn't really designed to be put back into blender which is what I'd fault it for
@winged bridge the new bases have the same design. And way more customization. Its all done trough shape keys now though so no need for new meshes
oh cool. That's smart
it would've been better to be able to have the eyemovement be separate from 'Eyes & Eyelids' in the VRC Animator Tracking Control. I just dont want the lookup, lookdown and blink to mess with gestures when they are active, but it still would like to have eyemovement...
When we can get avatar remeasure state?
When local avatar is fixed i guess
I just want an internal parameter for detecting desktop, three, four or six point tracking
Because some animator tracking controls need to behave differently depending
Maybe just int TrackedPoints with a value of 0, 3, 4, or 6
I target at least medium performance on all my avatars, i start removing things if it go's under that.
Nobody likes to be perf-blocked.
mine are all excellent if 32000 or under, otherwise good overall. I can’t seem to ever manage to make it go medium
Except quest. All my quest avatars are medium
I usually some some extra features (or a few materials too many) that always makes mine medium.
Yeah I play UV Tetris a lot to keep mats down heh
There isn't much i can do about the materials sometimes, if i remove too many then it breaks the look.
Manual atlassing and rebake is OP
I purchased Dynamic Bone yesterday, so that's also a factor in my performance rating on a couple avatars now...
I'm trying not to go overboard with them, i start cutting back on the number of bones affected in the chain if the rating starts getting bad.
None of my main avatars are under the medium rating, and I'm trying to keep it that way.
You can also merge bone chains in blender if they are not needed
"umbrella" style bone structures are uncessary and can be merged to a single chain going down their average location
In this case, it's hair bones i was working with, so that's not much of an option if i want it to look at least somewhat natural.
yeah i mostly refer to MMD dresses
I see people slap dynamic bones on those and they kill frames
hair isn't really that bad in comparison
I think the avatar i put them on has like, 16 affected bones? Whatever the number was it wasn't enough to turn it medium, it's the collider i had to put on the upper body to keep the ponytail from clipping that made it medium...
Without seeing the avatar that does sound a little overboard, but it depends on length of the chain i guess
It's Zero Suit Samus.
You would know what I'm talking about if you've seen her huge ponytail.
The ponytail has a chain of like, 8 bones i think.
Then she has some hair on each side of her head with a chain of 5 bones each, but i cut 1 of the bones on each chain off because it was causing bad clipping issues.
Hey can I get some help?
is there a particle tutorial for 3.0
Ok thank you
It will resolve most of vrc perfomance problems
People just think its funny to make 23+ materials on model that has just panties and bra
And its literally what i see every day, no one even tryes to make avatar more optimised
Hitting space and typing "join" is not a pro skill
Its joining meshes in blender
Its a ton you can actually do just spending one more day
Yes it is true. It will be non destructive optimisation
There are enough allowed dynamic bones
I can make ears tail and boobs dynamic, and there will be enough to have some good rigged hairs to have dynamics
also please carefully read my messages, i think optimisation should be measured in average render time automatically
Its not a rocket science too.
This tools are actually exist and they are cheap
Well you know, right now there are only few creators that do care and have interest in optimising, or doing actually good red avatars.
Most mass of red avatars is just tda frankenstein lag dumbsters
With really unnecessary polycount that not affects any quality, or person was just too lazy to re uv model and bake new atlass - model just uses bunch of textures with 90% empty uvs
You know everyone just like "nothing will happen just because of my avatar being critically unoptimised" or "ahaha rofl lol i made nanachi 4x subdivided and its 400k poly now"
And, most important people doing like that just make others pay for new hardware, so instead of 10$ for one slot you pay 1000$ for new pc
And you know there are good avatars. And literally red cubes, vrc safety does no any difference. So just using safety blocks even beautiful avatars. So mabe its good idea to have red avatar worthly of paid slot?
personally, im not lazy when making my avatars, but i also dont know how to do a lot of the advanced stuff. i also dont make mine from scratch, and i choose my avatar parts wisely
so if something has a high poly count
i conciously made that choice
if i knew how to model in blender and do stuff in unity to produce something i consdier to be on par with the current avatar parts i have available, i would do it
then i could make stuff more optimized for sure
having to pay $10 for an avatar slot would personally ruin the whole premise of playing vrchat for me. now, if there was an option to pay $10 to use red avatars, thats another thing
but im still against that
i love being able to make any avatar you want in this game
there are already options to limiit what you show if something is too laggy for you
imo thats enough for now
if people want a different experience with the game, and want to see the red avatars for example, they should prob invest into a better pc for an overall better experience. now i dont disagree that many red avatars can be optimized to be much better, but i personally am not gonna speak for others on this matter.
If you dont want to learn shrinkwarp retop, uv and baking its not a reason for others to pay for your avatar right?
Usually any mesh can be optimized even without retop
You just shift- click and dissolve loops
If you dont want to learn you can afford paid slot if you think your avatar is so cool to wear
Theres also lots of automatic solutions that are one click
At least in past time where was a hard limit people actually tryed to fit their creations to sane numbers
You know its modern time you have really cool blender that makes any insane reverse pipeline non destructive
I could not even imagine i could just edit rigged model 5 yrs ago
Without having my model explode
You can just re uv your meshes, optimise them and hit weight transfer button
And model will be just fine
no one has to pay for anything
ill def try to learn more about what it means to optimize avatars
i understand that optimisation is boring part, but it will make game run alot faster. i clearly see lots of avatars that can be 5 drawcalls instead of 20+ and 70k instead of 300
and i mean no quality loss here
what are drawcalls
Its (jp) dora coru(ll)
Call for a dragon
You should respect dragons and dont annoy them with lots of calls
By reducing number of meshes and materials
ドラコル
Okay draw calls are sent by the CPU to the GPU that basically tells the GPU what it should render on the screen. Having more draw calls stresses the CPU quite a bit.
And dragons
dragons?
Don't believe I've heard it called or referred to as a dragon before.
hmm I don't think that's right.
@foggy pelican ty
hmm I don't think that's right.
@foggy pelican no its relatively correct
The issue is I've never heard of "call for a dragon" used for performance, optimization, or game rendering at all. As dragons are mythical creatures not something related to performance. Unless there's something I don't know about it.
i think they are saying that saying drawcall in katakana sounds like the word dragon
oh I see
Its literally says "call the dragon"
now i dont know what you mean
LOL
Trust me im industry specialist
Particularly materials, meshes are relatively okay but doesn't mean you should go around using a bunch of them.
yeah
ive heard of atlases
but i dont really trust those cuz it removes customizability for the most part imo
You customize than optimize right?
Not vice versa
You can also rebake albedo and normals(if exist) and any other maps
And youll get ONE texture
Love your models torinyan
🍉
Thankyou
Well they are not good example of optimisation)
People demand to leave meshes separated so they can use unity to edit
I just refuse to do that
My only poor performing component are usually dynamic bones. Sadly one of the most performance taxing
can anyone help me understand how to add my idle animations like prone
ya boi wants to sit ;-;
yo momma
Does someone want to make me a avatar?
Too much work to do for someone else.
here you go 𝙻𝚎𝚟𝚒シ
https://booth.pm/en/items/2016328
hey, sorry to ask this here- but does anyone here know if a discord for getting help with VRM files exists? I've been a VRChat avatar creator for a while, and I'm trying to convert my VRC avatar into a VRM file for someone but am having a ton of errors. I can't seem to find many forums in english on getting help with it though..
I don't know much about it @wicked oak but is this what you were looking for? https://styly.cc/tips/unity-fbx2vrm/
ah, unfortunately that's what i've been trying to follow to set it up, but it throws up an error on export that i'm troubleshooting so I can continue the steps- searching the error hasn't provided any solutions so far, so i assumed there might be a discord out there for VRM stuff
i need it so bad
avatar uploaded propertly but some shaders are broken they appear on my end as standard unity shader and on my friend's end they see it as the purple pink error shader
ah, unfortunately that's what i've been trying to follow to set it up, but it throws up an error on export that i'm troubleshooting so I can continue the steps- searching the error hasn't provided any solutions so far, so i assumed there might be a discord out there for VRM stuff
@wicked oak be sure you use exact needed unity version. VRM is not unity 19
hey guys just a quick one... if i have the supreme logo on a hoodie for my avatar is that bad for copywrite.. would my avatar get flagged?
I just realized how easy it is to add 152,587,890,625 animations to an avatar with 3.0, or the more sane amount of 65,636. But you could also work the floats to make it around 33,232,930,569,601 if you hated yourself.
bro half of this games content are copywrite infringements nobody gonna care about a supreme logo
anyone have any good sites for avatar accessories?
Btw the 0= o because it’s censored
why would you talk about the cursed site
the last time someone mentioned it, a goat ate his child the very next day
xD oof
it seemed normal until the goat started complaining that it tasted nothing like a lettuce, peanut butter and miracle whip sandwich
frequent copyright violations
The files also often contain copies the VRCSDK, which, yeah type your VRC password into a random thing you downloaded from some other site that isn’t VRC, what could possibly go wrong
What's the best way to export your avatar for another computer to load it successfully?
Take out the SDK? Include every add-on you used?
also another question.. if my avatar is private and i make it public so my friend can clone it then make it private again.. can somone clone off them ???? or will it also be private on there account????
That won't work, if you make an avatar private it will prevent anyone else from using it even if they have it favorited
Your options would be 1) Sending him the files so he can upload it private for himself 2) Make it public and take care to leave cloning off and trust your friend 3) Make it public and use a password system that you either create yourself or buy
This is also why I'm asking what files to include so they can recreate it on their copy of unity.
I haven't done that myself but I imagine you would export all the assets used and the scene as a unity package (the scene will maintain components added within your hierarchy)
You may find this helpful though https://www.youtube.com/watch?v=pZg91lTSF8s
And yes, definitely don't export it with any VRCSDK assets
Do you leave out the SDK, for example, cause they'll provide their own?
Ohh, wait, read on to the last message.
Yes they should create a project with nothing but the SDK in it, then import your package
Anyone know any good dynamic bones numbers for cloth? Like a skirt? I just want it to flow but not bounce around like it's made of rubber
You can select all the assets and right click and click create unity package
You should watch that video
Or "Export as unity package" I think it's called
Ohh boy. I just tried lots of trial and error to get Dynamic bones that looked right.
Yeah, that's what I'm doing, but I was just wondering if anyone had any wisdom of the ancients
High dampening, low elasticity, high inert
I saw a realistically dangling pendant and was told they just set a 0.8 downward force and left the rest...default?
Didn't try those numbers to see
So, I updated to the latest SDK...why does it still show 2020.05.06.12.14?
Hmm, unable to upload screenshot.
After all, the filename of the sdk is VRCSDK3-AVATAR-2020.09.15.11.25_Public
can somebody check if the avatar i bought is 3.0 or not? i'm having trouble trying to upload, plus i dont even have the permissions to upload the avatar i bought yet, hah
the trouble is also just that when i import, no scene is showing up
If you install the SDK3 in Unity then import the package, if it doesn't have missing scripts it's SDK3
there should be a scene file when you import a package
how long do i have to wait to upload my avatar im new to uploading
No idea, but if you make friends, it goes faster?
:p\
Increase trust
ah
Make more friends and be active to increase trust
i spent 4 hours learing to make a avatar and now dis
i already have a steam and oculus
rift s
from what I’ve been able to gather increasing trust has more to do with friend count than active playtime. Each trust rank might have a minimum playtime on public worlds with no AFKing but considering people who lose / unfriend a lot of friends can get demoted it seems to be more based around total friend count. @lunar hull
DM me your username and I’ll add you, get us both closer to uploading our custom avatars.
I'm looking for some cool Unity scripts to make dealing with avatar 3.0 configuration a bit easier for the complex things. anyone know of any?
im looking for one animation from happy souls, the fast travel animation lol
if a light is added to an avatar, it immediately dips to Red quality, is it based on the light settings or just the existance of the light itself
Just the lights existence
But honestly don't worry too much about reaching a specific performance rank, just try to make your stuff as optimized as you reasonably can and most people won't have an issue
Anyone who knows enough to actually care about your Avatar's performance is likely just going to check its actual stats anyways
Most people don't pay any mind to the ranking it gives especially since it counts disabled stuff as well
Is VRC_station fixed yet?
No :(
I miss MMD dance worlds. None of my uploads can use them anymore
hello. is this where I can ask for help in uploading my own avatar? I am good at 3d modelling and understand how to do rigging in blender but I don't understand what bones are needed for vr chat and what IK bones are needed
What's wrong with VRC Stations?
Avatar 3.0 doesn't work with it
3.0 uses their own sitting instead of chair going HEY use me instead, it will be fixed someday
2 of my world heavy rely on using the chair for sleeping anim / dances , since some people like to sleep in vrchat, but dont have vr i made that
Hey, whenever I import my models from blender to unity, the hair texture looks super weird and the multiply layer goes away
How do I fix that?
I’ve been trying to import a model for days but something always messes up
will it be fixed tho? dunno if that was an intended use for the chairs, just a side effect of their ability to replace animators and community creativity
it will be fixed, just not a high priority, 3.0 / udon need to mature abit more
Hi I was wondering what program should i use to make an avatar
ok
oh and install CATS plugin, it will help alot
what model extensions besides .fbx does vrchat support?
its more of what extension does unity support, fbx is so widely used because it does not require a special program to open and also supports everything required for a fully working model, from mesh to armature to materials and much more
Imagine using anything else really
OBJ allows for objects, but they do not store rigging information
GL is used too, but they seperate the information between the mesh and the skeleton
You see those used a lot in source
Even nintendo prefers fbx
So I suggest sticking with it as it is up to date and globally supported
DAE doesnt support blend shapes
OBJ supports nothing other than the model and uvs
BLEND is usually full of metadata and whatever so its much larger and sometimes buggy
most other formats lack features or arent supported
so thats why almost always its FBX
How well does VRchat support avatars with an Upper Chest bone in their armature?
Last I checked, it only broke eye tracking, but that was before SDK3 avatars.
Hi, I have a question
When I import my .fbx file to unity, the texture isn’t present, so I have to import it in
But unity won’t let me import it as a material.
So does anyone know how to turn a png texture into a unity material?
hey guys i need help in vc
i will be live i just need help adding a model into vrchat
i have unity, a .max file and some .tga textures and vrchat itself
I’m sorry I’m no help, not enough ppl who know smh
@potent harbor VRChat doesn't require you to have an upper chest bone in a model so it shouldn't affect your uploading.
@white vector You create a new material, and add the texture to the albedo/main texture slot and drag the new material onto your model.
in order to edit models can i only use unity or do i need other programs?
im new and know close to nothing about unity
@glass iron What do you mean by "edit models".
How to clone an avatar?
@neon finch If a user has "Allow avatar cloning" on in their settings you would just open your quick menu, click on the user and click "Clone avatar"
Gotcha
Also, I saw a very large avatar. Is it custom made? Or is there somewhere they chose it from
@glass iron If I'm understanding correctly for what you're talking about, you would just do those kinds of edits in Unity with the scaling tool.
@neon finch That depends on a case by case basis, you can check who made an avatar by opening your quick menu, click on the user and click the button that says "Show avatar author".
Alright
I'm guessing you found where the scaling tool is @glass iron?
highly recommend using the import scale instead, figure out the size you want in unity first, then use that as import size, there is issues with animations if you scale avatar other then 1.1.1
now im not completely confused
3.0 gestures / animation might have you appear in ground or way different height then you see
I wanna Plug this in here real quick..
TL;DR More options for eye tracking. Some public float parameters would cover pretty much everything, but blendshapes may be a good start too.
Are you currently unable to add chairs to models?
Anyone know where to get good anime boy avatars?
Hey all
So I don't know what happened but my stations are now magically working. People are sitting in my stations both av3 and av2
My eye tracking doesn’t work😭😭
I optimize using cats and when I select left and right eye transform, the transforms are really close together and both iris are too far apart
wait? you used cats eye tracking?
Lemme guess, doesn’t work on sdk 3 doesn’t it?
you are on av3, that is no longer necessary
The data didn’t update anyways
Mabye it messed it up
Would you reccomend I just don’t touch the eyes in blender?
either way, you can just leave the eye bones as they are and the whole setup is done in unity, very straight forward in there
Mabye it messed it up idk
yeah, just make sure that cats did not generate the second pair of bones for the eyes, it will still work but it might give some weirder results because of the weightpaint
should i separate anything if i'm making a model on blender for an avatar, if so what?
anyone with a sitting animation that is acually working and dosnt look shit after the new update?
Its possible to do. Camera even snaps to the new head height. Sitting animations work a ton better than laying down. The head must also pretty much be just moved on the Y axis down and not offset much. I'd try looking for animations like that. The temporary pose space behavior is what you use to snap the camera in its propper place. It stops the avatar from clipping in the ground when sitting.
Hello everyone I am a relatively new player and was wondering if anyone can suggest some skeleton avatars I’m a fan of skeletons and was wondering if anyone can suggest any to me or suggest a world thank you.
I am not sure if this is the right place to ask though
I am sorry if it is not
I think more #vrchat-general-1 or #vrchat-general-2 would be the place to ask. This channel is more for Avatars 3.0 talk which is the new sdk that avatar creators can use to make even more in-depth avatars. @delicate snow
Ok thx
Does temporary pose space work in vr?
I was under the impression it’s a desktop only thing
Mind if I dm anyone who is willing to share their opinion on my avatar idea?
@fluid grotto I dont see why it wouldnt work. I also disable tracking for some stuff as well though so maybe that breaks things.
It gets the head bones position in the first frame of the animation i think and uses that to set the view height. Shouldnt matter what a VR player is doing with their head beforehand. Could easily be wrong though as I can not test it myself.
It never works in VR for me.
Does anyone know if its possible in vrchat to make an avatar with dynamic armature/skeletal structure. - as in, can I change the dynamic bone coordinates or something via toggling an emote or a guesture.
@merry pendant you can enable/disable dynamic bone components, and you can probably edit the parameters using animations
not sure about changing the root of the dynamic bone tho
Ok, fair.
What i am trynig to achieve is, I have a normal size avatar and i'm getting a scaled down version, I wanted to 'nest' the scaled one by using it in a togglable emote and a little puff of cartoon smoke to miniturize it, but the skeletal structure will be a different size/shape, so yeah.
@loud cape i'm not chasing fancy emotes or anything like that, just want to preserve each avatar's in-game physical/skeletal response and basic guestures (smile, etc). i know how to do the latter.
I believe there is info or a prefab out there to be able to scale your avatar up and down and adjust view with radial menus
Actually looks like they may have taken the component away in a recent update, but heres the video just in case https://www.youtube.com/watch?v=dTrXcij3z8M&ab_channel=Zer0VR
Yeah, avatar scaling is not something that's supported atm, people have made hacky workarounds, but expect those to break when the proper solution is reintroduced.
God I hope it is reintroduced and doesn't get the final ik full body biped ik script treatment D:
scaling will break animation on it for other, so dont see it will ever work right
avatar anything but 1.1.1 and you gesture/animate it will be waay off for other people
I've been speaking with some of my ava friends and they agreed about the scaling thing
however one of them said they have managed to get a retextured avatar by putting 'two avatars in one avatar and leaving one in disabled mode and toggling that mode'
I can see how that might work if its like changing clothing color or something, but im not sure whether that would let me load a seperate armature.
hmm. I have my main avi scaled up a bit in unity, didn't know there were "new" issues with that lol Good to know if i start getting errors
Or i could stop being lazy and do it in blender but 🤷♂️
animate yourself and have a friend look where you for them compared to where you see yourself
is it relative to how much your scaled?
most of mine are very close 1 already so i didnt notice it until some said i was tiny bit in ground, think its worse bigger your avatar is scaled to
we used the same anim to test it and he was where he should be, he was 1.1.1
that'd make sense why i haven't noticed. I'm 1.1 so probably isnt big enough for me to notice myself
Tried to test it with multiple clients, but synch when its on same pc is aweful :p
Guess I'll scale the 13 new RP models before i finish putting all my av3 stuff on them Dx
I should probably see if this is possible before I continue working; does anyone have a guide to making a gesture trigger an audio source? I believe that worked with avatar 2.0, but 3.0 doesn't seem to have the customoverwrite setup that we used to use.
Like using the vive index controllers; I point, it plays a linked sound clip.
derp! Can't even name my own controller...where can I find the equivalent of the customoverwrite file for 3.0 if I may be so bold?
