#avatar-general
351 messages · Page 14 of 1
in VRCSDK I have a folder Examples3, but inside it has no customoverwrite
...do I have the wrong thing installed?
no no, there's no customoverwrite anymore
goodness
check examples3>Animation>Controllers
there are several animation files in there, 10 to be exact
i just have a question about having a "inventory system" 3.0, if ive changed clothing before im loaded for someone do they still see what i see?
friendship with inventory system is no more! use FX animator instead
there is no gesture animation file in here, though I found two hands files
the other three are here
yeah i know, thats what i mean
yes, you both will see same
even if i changed in a different world?
what? no, when you're move to next world, your avatar will reset
@brisk meadow not gesture but idle
OH in that case I have all four
it doesnt reset for me tho?
locomotion is base, idle is additive, hands is gesture, action is action and FX... well, you need to create FX layer
@brisk meadow the way avatar expressions are done now is a bit different from avatars 2.0
it's more intuitive when you get the hang of it
when you change world, your avatar is re-loading, ain't you mention that?
I sure hope so, I have lots of ideas but no know-how to make it happen xD
just to give a quick explanation, you'll basically just create an animation that will enable a gameobject with an audio source attached to it
that animation will be placed inside a copy of one of the templates provided by the SDK for the Hands layer
that template controller contains different "animation states" that get triggered when you do specific gestures
@brisk meadow try to find "Takato and beast" tutorials in google
and you can just drop in your animation in one of them
you will also need to make sure that you place the controller into the correct slot in the "Playable layers" section of the Avatar descriptor
in this case, it will be in the Gestures layer
I strongly recommend reading a couple pages of the official avatars 3.0 documentation, very helpful
alright, imma try and work my way through this
thanks fellas
@woven pecan Takato and Beast came up with no related results so far I'm afraid
np
if you need help, just DM me
I've already done exactly what you're trying to do
but learning by yourself is always good
@brisk meadow vrcudon.com
i mean, when i change world all my clothing changes are still the same
i just have clothing on toggle in the FX
How tf
sounds interesting, I'll check it later
A friend wants to do a gun with proper ammo count, reload etc., so I wondered if there is a more efficient way than a very complex state machine with like 30 shoot states in a row. Parameter driver can't do incrementing and such so it can't be a loop that such decreases a local parameter by 1 and forks off to an empty gun state when at 0.
How do i make a custom avatar?
@forest pagoda they have to make a layer that does the incrementing manually
thought so. Means making some huge state machine. Would be nice if we had options for simpler state machines.
ya it would be great if we had a math script
so what's the actual fix for viewball sinking when you lay down? it seems to happen no matter what avatar i've tried
@neon finch there is none
welcome to vrc 🕺
surely there's some sort of strange method someone has tried
i was thinking something like a constraint for hips/chest/spine to the head
do constraints work on the humanoid bones?
i'll try a few dumb things and report results
position constraining hips to head even a little bit causes the avatar to not show up at all, so there's that
i wish it didnt have to recompile the shaders every time i tried to upload. anyone know how to skip that?
things feel weird if you do things like constrain the spine or chest rotation to the head, you'd be better off using a fake chest/spine bone when doing this. gonna try constraining head to hips next
i wish it didnt have to recompile the shaders every time i tried to upload. anyone know how to skip that?
I wish so too ;-;
Local Cache server?
Mine do it but they take 2 seconds. Not sure if it’s because I’m using a local cache server or not. I know it makes switching between windows and android take only 5 seconds or so
Did they break constraints or something? Suddenly mine dont work anymore
When was the last time they were working?
idk havent been on for the past week
does anyone have an emote pack of memes?
Please let me know if you have a meme emote pack too
Anyone know some genuinely good Naruto avatars? I'm hopping world to world, but can't find any...
Not the channel to ask where to find specific avatars, go to #vrchat-general-2.
Thank you
so what's the actual fix for viewball sinking when you lay down? it seems to happen no matter what avatar i've tried
@neon finch
Wag hip tracker a bit. It happens because your tracker getting too much tilt and there is not enough ik chain length
So your hmd is misplaced
Because your avatar head cannot reach it
You wisited me when i tested this stuff
Actually you can glue tracker to butt where is tailbone
Will work better
Its question of tracking and mechanical implementation of position. Closer your tracker to actual joint - better it works
I suppose buttplug with tracker mount will be just perfect
But you cant sit if you use a buttplug
You can drill chair and put one base station on floor
Iactually for almost perfect tracking you should fix tracker where is a last spine joint.
So tailbone and glue or biomechanical tracker fixing device(buttplug with mount and enough good ribs so tracker cannot turn)
I think you should not think stereothypical in era of vr and get used to this
any ideas for special effects i can put on my avatar except sparkles/emission on hair?
Horse
With ik legs
So you like knight among people
final ik legs, i see you are a man of culture as well 
shoe
avatars 3.0 is great, but I'm finding hard to stay bellow very poor, even thought my stuff enabled at one point is actually optimized. I'm mostly hitting the polygon count limit.
Is there a plans to address this? Or should I just separate features between multiple avatars?
@main wraith your 3.0 avatars aren't worse performing than your 2.0's, the difference is that now, more things are counted towards the rating
it's also possible that you're adding a lot to the avatar which is tanking the rating lol
if poly count is an issue, go to blender and reduce poly count using CATS blender plugin
or, better yet, reduce it manually using the decimation tool
you can seperate the model into different meshes by material, that way you can decimate each part seperately
just don't touch anything that has shape keys
I know 3.0 doesn't make performance worse, I meant when I'm using it to toggle between alternatives.
When I'm adding stuff to my avatar with 3.0, I can put lets say 3 different outfits. Only one is displayed at a time. So counting them all for the performance stats doesn't really reflect the reality.
As I said, I can separate in multiple avatars, but any time I change avatar my friends go berserk because of the lag spikes, so I try to avoid it.
I already do a lot of retopology on my stuff to fit into the poly limit. But there is only so far you can go before it starts to look blocky and bending weirdly.
they still need to be loaded in even if they arent rendered at the same time
Yeah the system is the same, you could do multiple outfits with AV2 it was just more hacky
out of curiosity, why are you concerned about performance stats?
so long as you're not automatically performance blocked because you've done something insane it shouldn't matter much
i suppose there are two people out there that set that one performance setting in safety to poor or medium
but other than those two people everyone should be able to see you fine
Honestly I just hide everyone at this point since I dont world hop enough to get the garbage collection running
Usually just crash after a couple hours due to lack of ram
see? there's one of the two
@main wraith are you using seperate meshes or shape keys for the different outfits
because if you make shape keys for all of the different outfits instead of having them be seperate, it would help your rating a little bit
because less meshes
you could also combine materials into an atlas
out of curiosity, why are you concerned about performance stats?
@vivid snow Excellent question thank you for asking.
I just like having that green star. It makes me feel like I did a good job.
And other people will thank you for not eating their frames.
I usually just shoot for good or medium. But yeah, if you're the guy with multiple outfits, particles, you know the drill, you can't have your cake and eat it too
I reuse body verts as part of the clothing via shape keys. and then color variations are just material swaps. Still “Good” overall
Only need new verts for the extra clothing details
No use wasting those body verts that can’t be seen when covered up by clothing
Same for alternate outfits. Can’t wear both at once? Reuse the topology
I wish topological connections were layered like UV’s are
That way topology wouldn’t need to stay the same
reusing body verts as clothing using shape keys is GENIUS good lord
I bet all that texturing for the alt materials takes a while though
and you'd need a really versatile UV map
but still
performance wise that's really clever
I guess only problem is active blendshapes aren't the best, a disabled skinned mesh does practically nothing. But if you're near the poly limit it's probably a good idea
Low poly avatar + 30 dynamic bones only puts me at medium, and honestly separate avatars for separate outfits works well enough
especially with detailed outfits that have varying counts of effects, dynamic bones, etc
While having everything in one avatar is a neat thing SDK3 allows, it's not a good idea in terms of performance.
If you want some complex setup for something that you know is going to tank your performance rating, make a duplicate of the avatar on put it on that so you don't drag the main version down with it.
Can you use a custom avatar on the quest if so cna somone make one for me for free it will be much appretiated.
"free" lmao
maybe this is just me, but ive noticed it across several models, in 3.0 ik specifically, viewball position seems oddly off by default. ok. no problem, i simply change the default pose, and adjust viewball accordingly. now it is properly where it should be.
yet, when i lay down in fullbody, I notice it is offset again, to the side, something I notice by my chest being slightly turned, as if i had moved my head
hi
im looking for a commission it would be great ill pay well just ping me and ill share the details!
this isnt a help channel
So I am looking to start making my first Avatar. Where do I start?
Which SDK do you plan on using?
Does anyone know were i can get the god king and god queen avatar unity packages
hey guys could you point me in the direction of someone who could either help my friend with weight painting or commission to do weight painting on a model he has been working on for 3 months now, and he really wants to get it done.
@me or DM me please if you know someone who knows weight-painting
I just learned about Parent constraints and WOW
@timid minnow tell your friend to buy Auto-Rig Pro and (optionally) Voxel Heat Diffuse Skinning on BlenderMarket website
those automate the tediousness of weight painting models quite a bit
@silver adder I dont know even know where to start
Heyhey! I'm new to the game. Literally just installed it.
Wanted to know if there's a specific way to find certain Avatars, y'know
Welcome @craggy plinth. I started last night, and from what I can tell, you have to go look for them in avatar worlds unless you upload them yourself.
What's with 3.0 avatars now suddenly not having walking animations? They're just sliding around.
Just another VRChat bug it seems
Which did not recur after restart
@plush lance > It's a feature that was added with the SDK for people who want to emulate the walking / movements themselves instead of using a pre-done animation. there should be something in the layers to enable / disable it. (thats the extent of what i know currently though, sorry.)
I've had locomotion fail on me as well, but it seems to be random when it happens?
i doubt it's intentional behavior, and it seems like it's not avatar dependant
I had something similar just now @ walking animation. The avatar was T-posing, but the legs were moving slightly. It was very weird to watch.
it was like pure not doing anything
I think I want to commission an avatar... any advice on where to go for that? I'd like something that is Avatar 3.0 (latest and greatest!), and at worst Poor performance quality... besides that I'd like to look at a selection or something
"worst poor performance quality"?
hey
do you guys know any worlds with gaster avatars?
if you do DM me please cause i may not be online
Well there's the Undertale Snowdin avatar world
ok so, when disabling "gestures" ingame, does that disable only the gesture layer?
im trying to get a similar set up to what index has when disabling gestures, just disabling the facial ones, leaving the hand animations in a separate layer that doesn't get disabled
yo! can someone help me i just got a few questions if you could dm me that'd be amazing!
@strong gulch "Disable gesture" in the action menu does that at the controls processing level, so the Parameters are no longer updated. To do what you want, you could use a parameter to switch off the animations your Gesture controller that processes the hands, but keep other layers active (like FX for face blendshapes)
Ah that’s how they do that
All right I’ll be back with more questions when I start working on it. Thanks hackspanner
Hi all, I'm conducting some research in how effectively people can control bodies different to their own and will be creating various examples for people to demo. Currently the examples I'm planning to implement are an opposable tail and a third hand, both controlled by the rotation of the wrists.
If anyone has any advice or thoughts on this please do give me a message
If rotation constraints are allowed, these could work, under extremely limited circumstances
different question; what's exactly the impact of the avatar performance score?
in theory lag and cpu/gpu burden on others and safety settings
While nothing has a net 0 loss, constraints are very optimized
You would need a whole hell of a lot and even then it would still probably be negligible
they work very well but theyre not allowed on quest for whatever reason
Yes, b&u
Would it be silly to create a choose your own adventure experience through nested sub-menus
make the ai dungeon using nested menus 🕺

if you upload a test avatar and then change VChat accounts, the second account will have access to the test avatars as well. Not really an issue just not sure if intentional.
They are just on your computer as vrca files, it's not an account thing
Yupp, you're not really uploading them anywhere.
it checks local vrchat files
and its not under any name or anything its just in the files
C:\Users\username\AppData\LocalLow\VRChat\VRChat\Avatars , There's the lcoal avatars, it wont go to custom cache folder
im here to ask if a gumball avatar exist in vrchat? if not how could i get someone to make one for me
What should the average height for VRC avatars be?
My avatar is a little short but my viewball sits at 1.38 height I believe if I remember correctly
Ok! Thanks!!
No prob~!
When I sized the avatar to 1.12 (I think its 1.23 but yeah) it automatically made avatar performance really poor and it said it has to be 5M size height but when I do it its just VERY small and it glitches me out the map.
hey @cosmic girder there might be one on that old avatar halls map, that one has some CN characters. If not, try searching around in some avatar worlds. If you can't find one you like, you could commission an avatar creator to make one or try your hand at making one yourself with Blender and Unity
@brisk harbor if you have the blender file, try scaling the mesh down in blender and re-exporting to unity. 3.0 has issues sometimes with avatars scaled in unity (or so I've heard)
@pallid fable ok but for a starter is it gonna be a bit difficult? and is that CN avatar world for pc? im planning to get a pc soon and a oculus link
yeah, the avatar halls world is PC. They may have made a quest version, but it's kind of old so maybe not.
If you can't find one, making one yourself would be hard, but if you're determined you'll learn and then you'll be able to make anything you want. I will say the much faster option would just be commissioning someone though.
The character design is quite simple looking, though making any kind of character model for the first time is hard
Also, if there have been any games with him in them, you could find a model that already exists
@pallid fable how should i commission someone
@valid patrol your talking about gumball right
Yeah
hm ight one sec
You commission someone by finding an avatar creator and paying them to make it for you. Not sure who I would recommend for your case but there's plenty on this discord and on the vrc forums who you could ask
Sorry for the late reply @cosmic girder, but it really depends on who you ask. Different artists offer different rates.
ah ok bro ty
Anyone know where i might find some DanMachi avis?
Nobody here would happen to have a helicopter avatar that flys and has chairs on it that they would be willing too share would they?
Aren't avatars that can fly against the rules?
While most people just hack the game for that (also against the rules), it is possible to abuse Unity physics with some weird setups on the avatar itself without any mods.
Just wondering, because i found an avatar that has a functional jetpack without any client mods.
If i had to guess, it's just some kind of invisible platform under the avatars feet that forces it to move up and "float".
At least, assuming it's possible to put colliders on avatar objects normally.
Yeah thats more or less how its done
People have been able to float with janky collider setups for years
It's pretty harmless
yo, quick question. if I wanna convert an avatar from 2.0 to 3.0, is it fine if I just remove the vrchat components from it, export a unity package with all the stuff in except the vrchat sdk, re-open it in a fresh project and re-import the sdk?
yes
ty, thought it would be but just wanted to check
does anyone have the htc vive? I just bought one with eu plugs and i was wondering how many plug cnverters i need to purchase? is it 3 or 4?
ok cool!! thanks 🙂
i added a pic in random chat, can u please confirm im purchasing the right thing?? i really am unsure about tech stuff!
yes
so im not sure what this might be but it is kind of annoying, ive noticed lately, with 3.0 specifically, that when I lay down in fullbody, it seems like my chest is pointing in the wrong direction. if i'm lying back, my chest does not follow the direction of my hips or head, which would be straight, but is slightly turned to the side. as if i had turned my head. I'm not too sure what that's about. There's no bone roll, and it worked fine on 2.0
:/
@compact pasture Check the skeleton of your model, if it has any sort of rig hacks you'll have to fix that.
I don't have any rig hacks. haven't used the fbt fix for ages, and i never used the neckfix
dose using avatars 3 involve understanding how to code and stuff with unity or is it a entirely different thing
You just need to know how to use Animator controllers. You create "states" with animations on them and can transition from one "state" to the next using "parameters"
ah
any like guides for like starting to learn avatars 3?
because i really wanna try it out
there are a few on youtube
For avatars 3 specifically? or Animators? i would start learning a bit about animators so you dont get confused on what is going on when you see/watch guides. And yes, there are many youtube videos about it, but if you find any issue or dont understand anything, ask the issue on #avatar-help
k thanks
hey folk's
is it possible in future for VR-CHAT UDON's AV-3 avatar's
to save avatar custom configuration
so when the user go to another world the custom configuration will stay as is ?
because for example when you change hair style and many other things
and go to another world everything will be auto reseted
so that's kind off annoying to set all those thins again and again
It has been suggested multiple times. Could be a thing in the future https://feedback.vrchat.com/avatar-30/p/feedback-store-avatars-states-when-changing-worlds-or-leaving
@solemn glacier
oh i didn't know that
well that is good
thanks for notice
This guy has some pretty good tutorials for getting started with avatars3.0 https://youtu.be/AxnjgvWyqQI @valid panther
thanks!'
anyone have a 3.0 protogen they wouldnt min sedning me? i already bout the 2.0 version :/
can anyone help me with uploading an avatar? I have an occluas acount so I can't do it and I made a vr chat but now I guess I still need to wait to upload?
pee pee
can anyone help me with uploading an avatar? I have an occluas acount so I can't do it and I made a vr chat but now I guess I still need to wait to upload?
@vast tundra yup
Why aren't all of my animations being imported?
The animations might have missing references is Blender, that will prevent them from exporting.
You'll have to manually delete any keyframes that are trying to alter anything that's been renamed for example.
Keyframes that are colored with red text are what your looking for.
Is there a free software to make your own avatar? Or is there a simple way?
Is there a free software to make your own avatar? Or is there a simple way?
@rose eagle vorid i belive is free and here is a playlist so it might help to get avitars
@silver adder Yeah that was a problem I ran into before and that was the solution, but I don't see that this time
Okay, the same bones I deleted the first time have resurfaced - I have to remember to get them in the older version of my blender project that I keep restoring from
I'm sure this has probs been answered but I used cats for the first time after having a million issues with the armature and now only the neck is facing the wrong way but all the individual bones are still at rotated an angle in the transform so I guess they aren't at their default values
I've tried exporting with fbx units and apply transform and translate on cats but it doesn't seem to have fixed it fully
TLDR: armature wrong way how fix pls
The cats plugin hasn't been updated yet for av3, so theres things that don't work properly.
Ahhh I see well in that case do you guys have any quick solutions for fixing the orientation of the armature for unity export? I've tried the x-90 thing but it doesn't seem to fix it
Unless there's a magical amazing plugin that puts blender in y up because my god would that save so much hassle
Have you made sure to reset the pose and enforce t-pose in the rig import section in unity after reimporting the fbx?
@scarlet kayak
Gotta do that everytime you make changes to the armature else you get funky results
I haven't I'll double check that in a bit, thank you!
anyone have a 3.0 protogen they wouldnt min sedning me? i already bout the 2.0 version :/
@hollow lagoon no need, they give free updates. Also asking for paid models is against the rules here, saying you own it does not change that, anyone could claim that.
Yhea protogens are paid base to edit but can be put on pedistals to copy
Huh, thought that only primagens are paid
Imagine a 3.0 that let's you play tennis with other tennis avatars lol that'd be so sick
literally googling 10 seconds and u can find it on gumroad
also if only syncing worked in your favor
anyone know a good avatar base that doesn't have the stilt effect for fbt?
I use Vbot but want to try something different for another avatar
and I'm waaay too trash at blender to model something from scratch
preferably some kind of human
@wind nymph you can just scale it in blender, Kung made a really great tutorial for that
here it is: https://www.youtube.com/watch?v=2sfTEBAl8sA
I did that for my base that I'm using for my avatar, and it works really well
Thanks! I'll check that out
"VRChat SDK 2 and SDK 3 are not compatible and should never be used in the same project.
We do not support migrating between these two SDK versions."
I understand first sentence, I don't understand second sentence. It's not saying we can't delete our SDK2 and install SDK3 right? Would mean all avatar is lost? That makes no sense
I will upgrade to SDK3. or avatar 3.0 someday. there has to be a way to transition to it. Make a plugin to scrub all SDK2 ickiness from the unity, i don't know. but the avatar files themselves and such aren't corrupt and need to be able to be used.
please @ or DM me with answer
@slow dune make a package of your avatar and migrate it to an sdk 3 project
@upper remnant What would that do?
It would allow you to move your avatars from one project to another
Remove the old sdk 2 descriptor
if that works, then why doesnt just uninstalling the old SDK2 work?
i have 300 or more avatars. never made a package in my life.
Because there are project level settings that persist after sdk2 is deleted
I see. so SDK altered things that can't be undone
I have to do avatar by avatar? or.. anyway to do many avatars? or? and this will save the scene? or?
I recommend just migrating the avatars that you plan on animating with 3.0 features. There isn't going to be a whole lot of value in migrating every single avatar if it works fine already
SDK2 is basically being discarded and remade into SDK3 right?
I don't wanna have avatars on old data
Also I have an avatar world
I need to be upgrading my stuff
Pretty sure VRChat is doing the same with SDK 2 as they do for SDK2 worlds.
They keep both
i know but i don't imagine development for SDK2 is gonna be as progressive..
It's not going to be developed any further
Pretty much only bug fixes right?
I'm no stranger to hard work. I just wanted to know what had to be done to upgrade my models.
if i have to work 40 hour weeks and my normal job. i will
Tbh, It's not hard at all to like migrate to 3.0
Yeah but are you actually going to animate those sdk 2 avatars with sdk 3 features
Basic avatars wouldn't really require to be upgraded unless they have specific things that 3.0 would be able to do better.
i require all to be upgraded.
for my personal choice.
You said its nor hard to migrate. is there an easier way than making a package for each avatar?
Then take 1 avatar, create a global system Gestures, facial expressions etc etc (Essentials) so you can apply those default layers to every single avatar
and make specific features on top of each avatar that has their own unique things.
heck I mean for some updates in vrchat I had to reprocess models all togeather from blender soooooo this is MUCH easier than that -.-;
the hardest part with AV3.0 is to get started
no i don't mean how to work A3.0
i mean how to get my avatar files to the new SDK3 avatar 3.0
so package 1 by 1 my only choice here? or?
Well you could technically delete the entire SDK2. and import the SDK3 after a unity restart (I have never had issues doing it that way ever since the beta) but others do have some issues with doing it that way.
@slow dune this person made an asset organizing tool that might help
"Dreadrith#3238"
oh yeah that also pretty useful to have.
Because when A3.0 is off beta and on full blast. i did imagine there could be some add-on to help miragtion.
like pumpkins plugin for example.
not same thing. obviously. but its an example
https://discordapp.com/channels/189511567539306508/730948197517885532/758185546240884786 to what @upper remnant is referring
There are a few tools on booth for migrating but it's not too difficult on it's own, the problem is the amount of assets you're dealing with and their organization
Probably would just be safe to create a copy of the project and full on delete SDK2 and import SDK3
You could copy the entire asset folder and move it into a new project, minus the sdk folder and meta files
how do i export my unity model to the vrchat site?
Scenes remain.
Just the scripts that relied on 2.0 will be broken
which is pretty much only the descriptor
Scenes too if that's how you store your prefabs. But they will probably contain broken scripts ^
and Third party tools that still also relying on it.
Not too hard to fix
Like pumpkin untill you update it 😄
can anyone help me pls ? im new and i have no clue how to use unity
@teal ledge you use the sdk to publish it, within unity. That's not a 3.0 specific issue though
ik but where do i click
on the sdk
im so dumb i just realised i need to have permision to publish it on the site
@upper remnant How do i store a prefab outside a scene? and what is a prefab?
you create a prefab for your avatar by dragging the avatar into your project, from the scene hierarchy
@slow dune
it will save the state of those game objects and their components
Meaning it saves how the textures were attached and stuff? but does it also keep conponants like descriptor and SDK?
you can package a prefab with the required assets like meshes/materials/textures/shaders/etc and move that around between unity projects easily
yes
I'm doing what you said and copying my asset folder over to a new project.
minus some assets
yeah that will probably be fine
I hope so
do you have a good understanding of this? What would conflict with the new SDK3?
Unless they are just afraid a fresh fresh install is really super needed to be safe.. and are being cautious maybe?
but not totally nesisarry?
you should just need to avoid the vrcsdk folder and the vrcsdk meta file, and a blank project will be fine
i dont see the meta file x:
that's good, you do not need it
It's not in beta, it's stable
it's stable but some people run into a few animation edge cases
what does that mean?
some things are still weird like going into crouch or prone, and some people sink into the floor non-locally when using the action layer
if its not in beta, what is in beta? @late tartan 😦
there's litterally a beta tab
oh i see
#open-beta-info and #open-beta-announcements Pretty much shows whats in the beta.
yeah i know. its not avatar 3.0??
It is
then its beta ;o
No xD
xD
It's out of the beta
Is it safe to redo my 300+ avatar on avatar 3.0, right now. or will my work be ruined?
the avatar 3.0 features aren't in beta, but the open beta is another branch and ahead of the live 3.0 features
and have to reupload or something? ;/
it's safe
I would focus on making new avatars for 3.0, your old 2.0 ones should still be fine
i agree
I wanna update all my models.
i don't want old software
i have an avatar world
The masses will rage if i have 2.0 forever.
((we want 3.0 avatar Lily! right meow!))
Well you could, but you'd basically have to remake all of them in unity
iveee done that before 😦
do your avatars have a lot of animations?
not a lot.
that's the big difference. you animate differently
id just wanna add a finger pen, somehow. basic facial expressions. and a sword in my hand..
All of those are done differently in 3.0
i know
that's very doable
Those are going to be very similar in the sense of animating it
i previewed how. breifely. will have to look more indepth to do it.
Just setting up the base system for it will require small work
then i can reuse stuff over n over?
yeah basically, as long as the clips animate the same things
is the muscle animator viable in avatar 3.0?
doesn't that just make an animation clip
muscle animator moves the fingers so it can grip a sword.
its a dial you run to extend a finger
yeah relatively sure there is a version of that which works in 2018
3.0 shouldn't care about it
my stuffs alrdy in 2018 unity. just not uploaded
moving to 2018 made me.. sad
i was soo cautious. so anxious doing it xD
they had this huge thing on step by step to do it xD
All those tools/scripts don't rely on anything related to the SDK
They'll always work.
oh i know xD
i mean in general
but i mean making animation is different?
so idk how it fits into.. the new animation stuffs
in 2.0 you played your animation clips using an override controller, which is like a preset animator controller
omg i see what your saying making an animation has nothing to do with the SDK
in 3.0 the descriptor lets you list several custom animator controllers which are for different purposes
i thought making an animation now had to be done with those.. path way bubble things though..
nah there is no extra graph from the sdk
just the normal unity animator graph for making your state machines
basically 3.0 lets you control parameters which you use in a normal animator controller
and i assume with the issue of 3.0 ppl walking in the floor. when they fix that, wont require me to upload my model again. i assume.. so i suppose theres no issue.
yeah it should be a fix that doesn't require any major change for you
then i guess i can start working o:
i stopped working about. a year ago on anything massive
because they said "one month before we release 2018 unity"
bullshit
was waiting WAY beyond that
and by that rolled around
i was waiting on 3.0 (i think)
so ive been waiting on updates for over a year till they got everything settled
to redo my models :C
i redid most of my models when i had to undo the FBT fix >_> wth
and then before that when they had mat limit and such manditory if you wanted to update your world. and by the time i had redone all my models and optimized them. they took away the mandation lmao.
honestly i deleted 1/2 my world when that happened
was too much work to redo them all
and i never finished all the FBT fix undos.. so.. i will have to make sure to keep an eye out on that for things to do while transitioning to 3.0
you really going to migrate and test 300 avatars.
what i have to test them?..
all?
300 could be a stretch, prolly only upload 150 maybe 200.
but i have over 300 in my files. retired many.
I would assume the upload would just work fine. assuming my methods work for the first model, that would be the same for the ones that followed.
you might have to test all of them in fbt unless you are confident about their rig. you might not need to test the animations for each one if you do it very correctly
why would i needa test them in FBT?
im litterally going into blender. clicking a button to remove the old fix and reuploading them.
i mean you don't have to test them after doing that, i assume cats is doing the right thing, but if you're doing it on a bunch of different rigs i wouldn't be confident enough to not check
Tbh those fixes they stray you away from are the kind of hacky things CATS doesn't even do for you.
Unless you specifically used the Full-body fix button in the older versions of CATS
no i know that
we are talking about when that change was released
and they added the remove FBT button
Pretty sure that was 1 update after the initial 3.0 release.
3.0 was released like.. 2 months ago
fbt undo was over a year ago
i know because thats when i redid my models
mostly
Hey would anyone know how to Rip a material from a game? Im trying to make a model of my favorite character but i cant get the materials i need exported :(
#avatars-2-general Not really a 3.0 issue and What game are we talking about?
lol it's going to be off topic there too xD
Is there anywhere i can ask?
they may have mentioned it 2 months ago but it didn't start 2 months ago @marsh haven
ive been trying to export it for 2 hours lol
not really on this discord, you're not supposed to ask about ripping things from other games uh
you'd have better luck finding a community discord, or even better one related to the game
Fair @upper remnant xD but ye idk
Thanks guys
maybe you can ask the devs of the game and they'll be really cool about it
@slow dune The actual FBT update was 2 months ago.
"Tupper09/18/2019
Hello @everyone ! We've just released VRChat 2019.3.2, build number 860. You should restart Steam to get the latest update, and ensure you're not on any beta branches.
Here's some highlights from our patch notes. Check out the full list here: https://docs.vrchat.com/v2019.3.2/docs/latest-release)
- Lots of Full-Body Tracking updates!
- Improved the behavior and fidelity of Full-Body Tracking in many situations"
no it was last yr 9-18-2019
Yeah but those are 2 different updates.
there was some relatively recent update that required fbt rig changes for a large amount of people
basically a removal of "rig hacks"
The update from last year is not the update we're talking about @slow dune
The update i mentioned from 2 months ago is the one which encourage and require you to undo any hacky rig changes you did
oh i get it
If you didn't use any of those old stuff on your recent avatars
maybe last year they said coming updates will cause the models to break if not removed
and i was being preemptive
You won't have to worry about changing your avatar in blender
and 2 months ago is the actual release of the breaking of the models
Yup
omg
WELP
needa fix the rest of my models XD!
i fixed the newest to oldest on my list. didnt finish but i assume most of the good ones are fixed. but aparently i should fix em all. soon
Well did you use that old fix button in CATS?
when it was a good thing. i did back years ago
its why in older models i needa click the undo fix button
Ah
I'd advice using this video this has all the good fixes you can do for your avatar to make them better for FBT https://www.youtube.com/watch?v=2sfTEBAl8sA
These don't have any of the hacky things in them.
He's in here too
cant recall
but yea i dont wanna mess with my models beyond the undo button lol
this has been very informative.
looks like I can start working en masse, after i get an avatar working in 3.0 and get the basics down of what i wanna do animation wise.
Do you know any good 3.0 tutorials? like basic avatar set up?
For eyes, idk if its eye_L or left eye
and eyelids, idk if i put none, blend or bones
Well there's quite a lot of tutorials to get started in 3.0 + Official Docs
Most known Vids are from M.O.O.N and Sippbox
Do you know the answer to my question tho o: r u able to do a basic 3.0 set up?
https://www.youtube.com/watch?v=AxnjgvWyqQI (Sippbox) https://www.youtube.com/channel/UC6pqxF0s6FSu6oVm-70lzqQ/videos (Moon) and You have your own avatar's eyes which you use.
You should make or have a shapekey for blink and lower/upper lid.
Example SDK settings https://i.imgur.com/w8ZYbx5.png
no thats not what im saying
this
just this simple thing. i need know what to select or click
Should be LeftEye and RightEye
woops
Can always test by moving the bone in Unity to see if it's working properly aswell
your picture shows you dragged "face" in there
when normally you drag in body?
does body work too? or?
Thats my setup since my avatars have more complex features
Like transforming and other stuff
Which requires me to have multiple meshes.
Face is the mesh that holds all the base shapekeys thus that being the one being in there.
so body works?
In any normal case of having 1 mesh body it's always going to be that one
Preference
If you want your eyes to move a lot you can give them more towards the excitement, or if you want them to be more focused on people you can make them more confident.
Ye it'll work just f ine.
I have to say. not only have i been told 3.0 is stable. and i need to fix FBT, now. and i have a basic hopefully successful understanding of how to migrate to 3.0 and a basic understanding of the base descriptor. I am very happy.
Yeah when it comes to the descriptor alone it should be very similar to the old one.
All the tools and knowlege to be able to start and learn to succeed. ohh yeahh~
Just the main key points being there is no override and the usage of layers and expression menu's
i know. but a few details i wasnt sure on.
yeah ill learn about that soon
but its not a manditory thing to upload a model, which I wanted to at least be able to do.
True
@marsh haven VRC doesnt have a standing pose i like, as in 2.0. do you have a neutural interesting-ish standing animation I can have?
I currently have not animated my own version as i'm still using the default ones
But you can find many idle poses everywhere and apply them.
@marsh haven I'm working with the FX for Avatar 3.0 wow it's easy 😄 I like this!!
I feel I like this even MORE than the old systen!!
it is
Any differenxw in eye tracking witb sdk3? Just curious if sdk3 has enabled vive pro eye tracking feature to work properly now
Nope
Eye tracking was messed up in vrchat with sdk2 so. Anyone has tried?
They do
because nothing is activating x:
Nope
@late tartan nothing changed for pro eye?
Vrchat still doesn't support vive pro eye tracking @old remnant
or can i add a sword in the animation as well with the facial expression?
Fx is for pretty much anything that doesn't animate a bone @slow dune that includes toggles yes

but its not a toggle exactly?
because it has to go along with a hand movement?
holding the sword
You would be animating a parent constraint or enabling the sword, both of which you'd put on fx
If you're not messing with bones, it's safe to put it in fx
is there a way to do all that and pair it with a hand grasp?
Yup, you can use GestureLeft and GestureRight
ah i see
i wonder why nothings working in game tho
how do i make it show up in desktop?
is it like shift f1-f10 or something? or?
Yup
nothings working tho
I had a kinda same issue
Fixed
But not sure if thats same reason lol.. we need to see your work
I remember i did something wrong with animation.
how many outfits can an avatar have, is there a limit of things you can make into a toggle
Well, you have 16 parameters with 256 possible values, sooo... alot
But please don't overload your avatar with hundreds of outfits
That's just bad practice
I guess this is a fairly straightforward question... if I have a dance animation, say imported from mmd or wherever, manipulating every single bone and perhaps even blend shapes, what layer should I be putting that sort of thing in? should I be dividing some parts between Action and Gesture?
blend shapes are easy, straight to FX
transforms seem a bit wishy-washy particularly when it comes to which layer to put finger animations on
a flowchart would really help clear this sort of thing up
u need Action and FX layers
because its supposed to override the entire avatar u need to use Action for the dancing part
and FX because thats the only layer where properties actually work
u can even just use the same exact animation
but if u wanted to u could separate blend shapes and movement
but not required
hmm
I thought gestures also overrode action
is it actually the other way around
action layer is something I'm trying to avoid when possible because it's annoying to deal with if you want to keep the state machines tidy
or at least I haven't seen anyone demonstrate a clean, working action controller with more than a trivial setup
and yeah I had noticed that it works if you use the same animation without splitting it
I wondered whether that's supported or whether it just works by accident
i mean its pretty easy to do
Entry -> Idle -(Emote != 0)> Turn Off IK
Turn Off IK -(Emote = whatever)> My Animation
My Animation -(exit time = .95 (if not looping))> Turn On IK
and
My Animation -(Emote != whatever)> Turn On IK
Turn On IK -> Exit
thats pretty clean
u can have all ur emotes in a nice line
and it works because its just ignoring the other values
theres no error from changing values ur not supposed to for that layer
it just doesnt work properly
thats why putting it in both has no issues
oh yea and don't forget also blend action layer in and out when turning IK off and on
FUWK
Yes
a skinned mesh is what you use to toggle objects, right? Skinned mesh for body and another skinned mesh for a gun?
If your gun has bones yeah, otherwise its just a mesh
I guess the proper wording should be "rigged mesh" rather than skinned mesh then, no?
Those are the same thing, basically-- a mesh with a rig is skinned. If a mesh has a rig but isn't skinned, the rig serves no purpose for the mesh
most "props" should be static meshes, not skinned-- skinned meshes are more expensive performance-wise and you shouldn't use them unless you need to use bones
(and even if you need to use bones, something like a gun with a magazine you can remove would be better as two static meshes instead of one skinned mesh with bones)
does a mesh also become skinned if it has blend shapes?
mesh renderers don't have blendshapes afaik
you can replace a skinned mesh renderer with a mesh renderer + mesh filter
I'm trying to add different shaders to different disconnected meshes within the same avatar. How come one of the separate meshes is able to have a different shader, but another isn't? (Possible cause, the two share the same base texture image)
Wait, yep. Found out it's because they shared the same "Material" even though separate meshes.
Nope, still linked together somehow. How do I make two different Meshes, (now with 2 separate materials) use different shaders?
Did you make a new separate material and add it to the separate mesh?
In Blender, it's a different material but still utilising the same albedo texture file
Wait, so you're not talking about meshes in unity?
After separating the materials in blender, going into unity, they are still under the same "material"
Maybe if I create a copy material?
You have to select the vertices in edit mode and assign them to the new material
In blender they are indeed assigned a different Material
but the two materials both use the same image texture
That doesn't matter
yes
All your materials can have the same source image texture and that's OK
In fact, that's more optimized then having separate textures
But in blender, I noticed I did this:
Err...is attaching pictures not allowed?
Found a workaround.
So, the external materials, probably means it doesn't matter what materials I assign in the blend file.
Now, how do you create anew of copy the material file, so that you can make it different for that mesh?
Ok, so the "materials" in blender are actually just slots for materials in unity
You have to make new materials in unity and slot them into the material slots
You can't import the shaders/material settings from blender
How do you create a new, when there's an existing one there?
In the unity file browser, right click -> create -> material
You drop that onto your mesh wherever your materials are
Ahh, drag and drop?
That's what I was trying to figure out. How to assign a different or new material.
It works though. Thanks
Hey guys, do any of you know of a good avatar tutorial for a total beginner? Any help is very much appreciated. Thank you!
where can i download 3.0?
what do you mean by 3.0? if it's SDK 3.0 then you can download it from vrchat.com
does anyone know how to do do a Hand Floater Orb, i see so many avatrs have them, if you do, dm me please
anyone knows a nice 3d program for beginners?
Does anyone got dynabones? I used to have the files before but now I have a new pc 🤦♂️
Also, aquarium, what kind of 3d program do you mean? Sculpting, making models or like what u talkin bout
You can download it form the asset store unless of course, it was an illegal copy 
don't you give me the stinkeye sir
Err...is attaching pictures not allowed?
@reef snow pictures are allowed in #avatar-help
If I am hosting a competition for a Halloween avatars where do you guys think would be the best place to let people know about it
There’s $100 prize money for first place
@dense tree > you can set up a server and post it in the #community-servers-old section; people that are interested can join there perhaps?
Thank you 🙏
does anyone know how to make a sub menu only visible when a specific value is true?
@real topaz you cannot have conditional submenus. they do not respond to parameter changes like that
aight, thx
Is persistent stage parameters on world change planned?
Annoying for avatars with lots of customizations
wonder if just giving the character the "Object.DontDestroyOnLoad" tag would make it all work 🤔
just made a new project, it'll do
Hey? Does anyone know way of paging nested menu? Can I call a lower menu inside the higher menu?
I mean
Menu 1
Menu 1.1
Menu 1.2
Menu 2
Menu 2.1
And I call menu 1.2 from menu 1.1 in the vrc expressions menu.
I have a lot of animations and I it's way over 8
So sub menu is needed
But they are the same topic and should be next to each other
It should be simple test I guess.
But currently I'm wondering if someone done such test
I could try to make variable based math and just make animation set toggle with it
Sacrifice one expression as a rotation puppet and in animation have 3 empty animation splitting them and separating
Thanks! I will try first to do cycling menu because it won't use variables which I'm actually running out of
I used sub menus and have over 50 anim. But the variables swapping the color or hue shifting or scaling are mostly float values
I use one universe toggle value and I have a literally documents listing IDs of my animation
I'm making 4th version of my same model from ground up agains
I'm trying to push as far as the engine let me
I will add more
But too many materials so I gotta compact it
One thing that I can say proudly. 15 MB is the version 3.7.29
Gen 3.... 7 remakes and fixes in blender
29 changes and modification in unity
I started that model from the beginning of 3.0 update
I need to fix the core stuff now.
You know what
Hey? Does anyone know way of paging nested menu? Can I call a lower menu inside the higher menu?
@muted prawn yes there is no limit. But you can only have 8 entries per menu
Heck I made a menu that contains it self
It won’t stop you
that limit is only an sdk limit, u can have as many as u want in theory
although eventually it gets too difficult to use
I'd have a (I think) technical question about GestureWeight parameters on other devices. How are they triggered on different controllers than Index ones?
I noticed that on Index all gestures will give value of 1 except Fist gesture which is controlled from 0 to 1 by pulling trigger button. Idle (gesture 0) gives 0 on weight. How does it work for Oculus and Vive controllers?
@fluid grotto i meant multiple calls of the menu like the example in the menu from 1.1 to 1.2 and vise versa... 1.2 to 1.1
Yes there is no issue with that
No clue where to post to ask this but does anyone know where i can get the files for the default frog avatar?
blendshapes still displaying incorrectly :/
Is it worth waiting for a patch from the developers, or can it be fixed somehow?
ive had 0 problems with blend shapes so i dont think itd be an issue with vrchat
for everyone else, they are displayed incorrectly: the eyes are not closed and so on. Haven't you heard about it?
this is a fairly common problem
Man I really gotta revamp my old HollowKnight avatars, I could do them so much justice with 3.0
oops
probably didnt use FX layer? all my blend shapes work
trying to find a lightsaber to add to my avatar, any suggestions?
With or without blade
well, i've already found and made one i like, now im just trying to find a shader to give the blade the right effect
Anybody making big tiddy avatars these days? Asking for a friend. Super big to.
Super big friend or super big tiddy?
Do you want to get banned?
NFSW avatars are against the community guidelines, so if someone reports you, game over.
Any good fullbody reproportioning tutorials? Only one I found is Kung's Fullbody fix tutorial so far
Kung's is the most up to date if I'm not mistaken. Goes over pretty much everything as well so if you have problems then the solution is probably somewhere in the same video. I'm not personally aware of any other good ones but I imagine they're out there.
Is there any way for me to change the material on my avatar's blendshapes? The materials got all messed up after re importing my avatar back into unity, but because the blenshapes hide inside the avatars head I can't drap my materials onto them
NFSW avatars are against the community guidelines
really? I thought they just were not allowed in public instances
^ its a report based system so the basic guidelines is dont troll or harass users with NSFW content without consent, and the main rules state no NSFW in public instances or streamed
although vrc's definition of NSFW is questionable
Anyone taking commissions for a custom avatar? I don't want anything SUPER crazy, just a cool male avatar with an outfit of my choosing, and a little bit of special effects to go on the avatar :D
although, the rules on this server specifically is another story
what is better, to have the avatar viewpoint between the eyes or inside the head?
The viewpoint should be positioned at the location that makes the avatar's shoulder's alined with your own shoulders. The location within the head is entirely incidental
Think of it like the shoulders and arms are your real body, and the head is just like a mascot head. you might be looking out of the mouth if the head is huge. but your shoulders and arms are still where they should be.
put the view way up high where the head's eyes are, and your arms might always be reaching up
You cant use Animation Events on Avatars right? :^)
oh
are there any Eddsworld avatars?
hey does anyone know whre i can find vash from trigun
Looking for JJBA (Jojo's Bizarre Adventure) avatars. Would prefer if they had effects but if they don't it's ok.
@sturdy raven have you seen that customizable avatar?
You can choose any color, and toggle hands on or off in the expression menu
I don't have the world right now, I might be able to pull it up for you...
Mkay
Are you desktop or VR?
Desktop
I found the world
I cant get on VRChat RN
Among Us Avatar World - The Skeld Cafeteria
How do I get there?
Go into worlds tab in the menu by hitting ESC, then click on the search bar in the top right and type in that title
Will do
Stop
anyone doing free avatar commision for a shoutout?
can someone upgrade me lol i cant even test offline
I'll do a commission if redotix does a shout out uwu
yea bro I will shout you out in my school cafeteria

how do i toggle blendshapes using 3.0 ?
Better to look up a tutorial, they explain it better than what can be done with text in here
MOON has some tutorials that show the basics from setting up layers and toggles
actually i figured it out rn
Greith 👍
👌
https://youtu.be/2OkLurN4ntw @sonic leaf moving here since the topic nolonger fits the channel
do you guys have some nice crouching animation for sdk3 ?
Anyone by chance have a nsfw furry avatar or know anyone who would?
I am in a desperate search for one
Is there a Daffy Duck avatar?
Does anyone know if there is a avatar for Benny from FNV
@frail chasm There is a reason why you won't find that stuff in avatar worlds, NFSW is bannable.
Anyone got a Goofy (Mickey Mouse) Avatar?
Since when did #avatar-general turned into #find-avatar-for-me channel?
Why are we permitted to make models that are all like 50k+ in vertices
It's terribly unoptimized to do that
You can make brilliantly detailed models that are sub 20k if you know what you're doing
and what's with everyone and their 50+ materials
poeple pl0x
my friends avatar is 205k and it makes me wanna cry
Props and stuff disabled by default perhaps
i used to have an avatar that had 200k polygons and 15 materials
then again that same avatar is a now defunct 3.0 anime avatar generator
It's cool VRC allows people to flex their creative muscles by creating assets that are high quality but part of creating a high quality product is optimizing it down
not in all cases
its just a bit more difficult considering vrchat is a hub for creations, not a group of creations
so instead of being able to optimize all assets for a specific game and target platform its the users that have to optimize for various worlds and platforms
Just merge doubles and dissolve unnecessary edges
that doesnt do much if the model doesnt use normal and spec/met maps properly or has complex model detail
and if u suggest decimation then the resulting topology is gross
It does if that model is 200k polys and deforming those vertices all over the place
And No I would never suggest decimation
You need to do it manually.
It's more a suggestion for avatar creators and less for newbies
i think biggest issue is with the 90% of "avatar creators"
the ones that say "i know how to use blender"
yep
The first thing you should always do when learning how to make assets for any game engine is less means more
imports model
CATS fix model
visemes
export
dynamic bone collider every finger joint
dynamic bones everywhere with poor setup
"why am i 'very poor' vrchats gay"
I myself am not a character creator I'm really new to this
But I've been making high detail sculpts and assets for non-deforming meshes for a few years now
ever since i got substance painter my lifes been 200000x easier
hopefully i can get zbrush or something too
but now i can draw normal maps and map patterns over my character
Does vrc support metalness/roughness btw
why are u asking if vrc supports it
I also had a question about UDIMS no one answered, can you do it
if unity supports it and its whitelisted by vrchat then yes
IDK The game I work on is only non pbr spec/gloss
and u can use standard unity shader or custom shader
if u ever used unity before even default material have met/spec map
I'm new to unity
and i don't know what a udim is
also unity has an amazing tool called crunch compression
here you go.
see if you like this
assuming it works in unity it could be cool for some people
it takes time to compute but u can compress a 4k texture with mip-maps generated from 10 MB to like 2 MB with little to no quality loss, and it unpacks on GPU so no lag
that's really cool
video doesnt work for me so idk
Dm'd to you
video always give playback error
na
me too
that's weird
there's other videos demonstrating UDIMS.
look them up
it's a cool thing
it doesnt sound too useful to me
fair enough. I think it'd only be useful to insanely detailed meshes
to help optimize those materials
I don't know fully.
I may be talking out of my ass
i don't completely 100% understand udims
all i see is it looks like u put images on a grid and thats it
so instead of one 4k images u use 4 HD images on the grid
You can change the grid to represent different resolutions without having to make different material slots
So one cube on the grid is 4k
and another cube on the same grid is 2k
or 512
whats the purpose when u can just make a standard uv map and export from something like substance with the appropriate resolution
i mean it doesnt really matter if your uv map is optimized
It does because the textures are still the same resolution
yes but smaller things can take up less space on the uv map
and you could use a solid color uv background to make compression better
If udims were useless people wouldn't use them in professional applications, But as I said I might not understand them the way I should be
Your logic is defeating me
I sometimes have issues with getting a lot of things on the same texture
I could fix that with udims
but idrk bc i export my textures anywhere from 2k to 8k (usually 4k), compress, and meh
Because i technically have an infinite amount of space
in that udim
so i could fit an entire city on it if i wanted to
(which i wouldn't do)
sure but sounds like its harder to bake or compute bc it has to compute from several image grids to get one result
so u save file size but at a cost to some extra math and memory
Probably yeah
It sounds interesting and i wanna try it
but as i said idk if it works in unity
i need to make new uv maps for my avatar because it loses detail unless i export 8k but that makes my file size go real high
good news is that some of the textures are for smaller things like the mouth so i can probably export 2k or maybe 4k and it will look ok
o.o
BRUH
You really don't need your textures to go that high
you're gonna melt everyone's gpu
oh if you saw my avatar you would see why
you can literally see every bump and every stain on the surface at close distance
also its streaming mipmapped anyways
so it doesnt always have to be loaded into gpu at max resolution
only if right next to me
Hey I'm a little confused about uploading avatars for Quest I never really knew how to do it for Quest in SDK2
and Avatar 3.0 is here so has the way to do it changed since then? I can't really find any info for uploading Avatars for quest
within the context of Avatar 3.0 where should I begin ?
That moment when you spend 3 hours on your avatar learning lots of new techniques and making real progress then blender crashes and you lose it all
F.
heya, currently trying some stuff with animations for Avatars 3.0.
Is there a way to set/change parameters from the Animator or an animation?
In the Animator, I currently have two animations (show/hide hat) which can be toggled with the avatars 3.0 wheel menu.
(ShowHat int(0/1) )
Now I want to be able to play an animation (one of three) setting a specific parameter using the WheelMenu (ShowAnimation int(0-3))
The ShowAnimation is 0 by default.
When I want to trigger a specific Animation, I use ShowAnimation 1,2 or 3.
The Animator plays the animation.
But how do I set "ShowAnimation" back to 0 after the animation?
Blendstate in your animation state machine.
@hard tree you can set parameters with the parameter driver state behavior
can you set parameters like Grounded?
it says it only sync expression paramaters, so i guess not
Well grounded is automatically changed depending on what's happening in the game, you can reference it but shouldn't try to change it manually
@silver adder NSFW in public worlds is bannable*
Nope, it's bannable in private too according to what one of the mods told me.
Just because you dont get caught doesnt mean its not against the rules, all NSFW anywhere is against TOS
^ If it's reported it's fair game
I imported my model from blender where the weights were perfect and nothing deformed, when ingame I had clipping around the shoulders and stuff. Is this normal for it to not be exactly the same
is there a way to help reduce the clipping issues in unity
NSFW Better Private Not Public
bruh pls bring back remeasuer avatar so i can add playspace movement to my avatars and also scaling size
NSFW is allowed in private worlds to an extent
the goal of those rules is to prevent harassment and exposure to NSFW content without consent
if you get reported for NSFW content you are always liable for a ban no matter where you are
the suggestion that you could be banned in public worlds is because thats where you will be more likely to be reported and also be violating peoples safety and or comfortability, not to mention things like underage users
just be smart and be diligent with NSFW content and make sure all users or participants consent and are likely in a private world if and when that were to occur
the rules are put in place to protect users and individuals, as to respect both creative freedom and the security of other users and their experience, as with all other rules like the ones against harassment and trolling
a whole essay on nsfw avatars
epic
speaking of nsfw avatars
ive always wondered
if it has nsfw parts but its 100% covered up and has a nsfw warning label on it and the parts can never be seen normally, is it ok to use?
u dont really need the tags as they dont do anything but heres something you can do for example
if you have an avatar that can go from SFW to NSFW at the click of a 3.0 menu button
thats totally fine
just dont click the NSFW button when you shouldnt
and dont make it so if they have animations disabled they see NSFW stuff or whatever
and i dont mean something like just covering bare breasts with a bra
hide the breasts entirely when wearing the bra and only then enable it
bc users can still see it if looking into the avatar
