#avatar-general
351 messages · Page 15 of 1
i think the only way to see it in game is to use one of those full body area changers
and i think people only use that to sit
and float
Recommended texture resolution for menu icons?
Mostly used 256x256 , texture crunch <2kb ,
uh oh
i may have just screwed myself
how do i get out of the rig editor when unity crashes
oh thank god
unity saved the scene
@fluid grotto doesnt really matter except changes file size
also vrchat complains if theyre too big and automatically scales them down
also i think the limit is like 512
In Unity when doing rotation states for eye tracking only one of my eyes move
is that normal
Does anyone know if there's any quest comp shaders besides the one's vrchat supplies
Is it possible to make my character able to climb stuff? For example, if I hold a button and move my hand down it'd lift the character the same amount on the Z axis
I believe you can already do that with OVRAdvanced Settings on VR, but idk about Avatars 3.0 if it is possible..
you can have an animation lift it but, your viewpoint wouldnt follow
It’s not possible to move your character with avatar 3. It’s “cosmetic” animation only 
There is temporary pose space, but that is janky for using it outside what it was meant for
Alright, I'm very new at this still, does that mean that it simply isn't possible to make an avatar where I can go anywhere and just climb around - other than it being some type of prerecorded animation`?
just spam space bar against a wall
Alright, I’m very new at this still, does that mean that it simply isn’t possible to make an avatar where I can go anywhere and just climb around - other than it being some type of prerecorded animation`?
@brisk lark you can climb anywhere if you use a steamVR add on
But it can’t be built into the avatar, no
Ok, thank you
Hopefully avatars will get udon some day 
Don’t know if that’s realistic to expect
maybe in 2-3 years minimum
vrchats not even ready for putting triggers on avatars yet
but they were talking about avatar-avatar interaction and avatar-world interaction too
Can anyone recommend a good free bright anime shader? I see some on some Kon avatars but Im not sure what shader they use.
i wonder why vrchat doesnt do component based animation
so instead of doing something like eye tracking with a specific bones and blend shapes
they can make it just drive values and make it modular
so u could link eye rotation to something like menu selection
of course that would be when actual eye tracking enabled but still
eye tracking is done via a third party software that probably needs those specific inputs
Hmm, I have a question: where do I ask how I can find a avatar world that has werewolf/anthro wolf playermodels?
Start your search in furhub for anything anthro, @narrow void
can i remove grounded parameter
does anyone know how to quickly upload a model to vrchat
can i stop vrchat from playing a locomotion animation when grounded is set to false
or rather, what locomotion animation should i use if i want nothing to happen. a blank one doesnt work, it maeks you do that crunched up pose
some sort of idle pose
Alrighty! Have done so in the past, will check again
been getting a weird bug with the SDK where it'll either show Base Gesture and FX layers only in the top section of layers or i'd get 2 FX layers instead of an action layer and FX layer, anyone know what that could be?
not in the mood to remake the project again after it stopped detecting dynamic bones
Reset the expression layer section
Fixes it everytime
@stray gyro
Payable layers*
i have
and the console doesn't have any red errors
oh
wait
I tried it again and it worked
¯_(ツ)_/¯
ty @late tartan :D
if you have 2 fx, you didnt set the mesh to humanoid before after you added descriptor
just a visual bug
Before I end up frustrating myself: is it possible to create an avatar that is always floating? If so what's the best way to go about that, I'm assuming the locomotion layer will just allow me to have the legs not touch the ground without me needing to do anything extra but I wanna be sure
Yeh, but remember in 3.0 you want you avatar to be scaled 1.1.1 in unity or it doesnt show up right for anyone else , if you need to scale it do it in import fbx / scale factor
Is adding post process (either just to me or everyone on the map) as easy to add post processing object to the avatar, or is it more complex? Any recommendations for specific post processing plugins?
You cant add post processing to an avatar. You might be able to fake some of the effects via specific shaders.
i cant find an avatar for a base that doesnt have cat ears 😣
What's the general limit on audio sources?
delete the ears
@slim bay Disable auto footsteps for 3pt and desktop. Then you can customize the locomotion animations or just have a floating idle.
Thank you!
okay super weird question:
i know it'd probably be best to import with SDK2 if im not doing anything special, but if i were to import an avatar with SDK3, is the process mainly the same?
in the most basic sense yeah, it's largely the same
some things are in slightly different locations but the upload process is the same
if you weren't doing any animation overrides or anything it's nearly identical except for a few interface differences
If the devs would merge these?
https://vrchat.canny.io/feature-requests/p/option-for-shape-key-based-eye-tracking
Wouldn't it be nice if we could send Avatar 3.0 parameters updates over MIDI/OSC/any other sensible API, so we could implement eyetracking, mouthtracking, heartrate tracking etc on our own?
yes please
that would be awesome
i had some other AV3.0 ideas but they weren't possible cuz you can't change the parameters from external programs
If the devs would merge these?
https://vrchat.canny.io/feature-requests/p/option-for-shape-key-based-eye-tracking
@steel iron I forgot I made that one. Yeah, merge please. Don’t matter which
Does anyone know how to do gesture based facial animations in 3.0 with shapekeys
i just need a working example
@robust orchid i've literally answered to you on this question in #avatar-help :Р
if something is unclearly for you - you free for ask
Hey guys, (just saw the avatars general after posting in general so sorry for the spamming) im dying to get hold of some super mario avatars, ive found mario but can't find anyone else, im after peach, yoshi, etc, does anyone know of anywhere i could find them? Im playing on quest too so they'd have to be low poly, but i kinda prefer the n64 looking models, any help would be appreciated, thanks :)
Hello i looking for a dragon avatar plz help
real dragon body tracking support coming soon
Real dragon in gold white a 13 number
how would that work with vr tho?
a real dragon wouldn't ask that
Oh, sorry, my mistake
@robust orchid https://www.youtube.com/watch?v=5DrbUg94tcs
u can use rotation constraints to a invisible skeleton if want do fullbody feral dragon
is the performance less limited on the quest 2?
by that I mean, did they adjust the model performance requirements for the quest 2 yet?
Not much difference from 1-2 since its just using the new power for the higher resolution, dont expect it to be much of a difference
^^
most of the improved hardware is used to run the higher res displays. so in game detail cant actually be improved that much
2 is more like quest 1.2 we fixed some of the oddities
(also hey pay us for new accessories)
*and made the strap intentionally as shit as the last one so you have to buy an accessory
headset dlc
I swear to god
One of the elite straps have extra battery on it, they know its low
@arctic depot this guy already has animations ready to be imported
If I could get to THAT point I would be set for life
create animations, duplicate avatar, drag animations on duplicate, animation tab, hit red record button, find body on duplicate, move the blendshapes around to make a gesture , repeat on each 🤷♂️
(Also bones if you want to move those around, like ears/tails/ect)
Any chance I could jump in a channel with you and stream my unity so you can walk me through it if it's that simple (Just for a single gesture)
there aren't any channels rip
finally got it to work
I’ll wait for the Quest 3 with wider FoV to be comparable to index, whenever that happens. And then I’ll wait even longer for it to get jailbroken
Not crapping on Quest 2 though, it’s a great price of hardware
Piece* but also price I guess
Way back, people would pop out their Rift S lenses & replace them with PlayStation VR ones. They swore up and down that this increased their FOV & eliminated god-rays.
All Oculus needs to do in order to increase the FOV is to reduce the distance between the screen, the lenses & your eyes.
not that easy when you only have a single panel
Why would that make a difference?
harder to move lenses around
and if they arent in a "one size fits all" position you will need to move them for some people
IPD adjustment definitely affects FoV, but it’s own problem. Personally not a fan of the Quest 2’s locked 🔒 IPD adjustment, but I understand why they did it.
they did it because single panel
💵 💵 💵
I read somewhere that the empty space between the lenses & the screens on Quest 1 is actually a really important part of the cooling system. A fan pushes hot air away from the over-clocked components and into that pocket where it dissipates. They could increase the FoV by bringing the lenses & the screens closer together but the headset would over-heat more often (which is already their number one problem).
PCVR headsets don’t have to factor this in (they can bring all of the components closer) which is why the FoV is only 90deg on the Quest and 135deg on the Index; in spite of the fact that they’re running identical displays (1440*1600).
How uhm, long till I can upload an avatar??
It varies, being a good person helps.
Certain actions like adding friends (even more so if someone sends you a friend request) also helps bring your trust score up.
@eager horizon *angry communist noises*
well its just, it takes time. So people usually compensate for that time with money
If you really want a full-custom avatar, you should consider learning how to 3D model in Blender
It's kinda hard, but there are lots of tutorials on the internet for blender, plus once you start getting good at it you can start selling commissions
And make a shit ton of money
Legit people buy 200 bucks for an avatar they could literally make in a couple hours
It’s such a good business I don’t blame avatar commissioners for hopping on that
Thing is, I don't really feel like doing much as some other avatar, I want to create my own to roleplay under my name. Seems kind of pointless to form relationships or explore/interact under the name with some pre-made avatar.
o
Legit people buy 200 bucks for an avatar they could literally make in a couple hours
@neon finch I think it takes more than a couple hours to learn blender and unity
You could make an avatar in a couple hours... IF all of your parts come pre-made
I can make avatars from scratch in 1 day but that's because I purposefully make them look like abominations
Ones that I actually put effort into usually take between 2-5 days, without interruptions
I think it would take more than a few hours to even learn the basic blender tools to merge different models together in both blender. And the entire optimization side will take a good deal of learning about very basic blender and rendering principles, if you want to do it right, which you should.
If it’s not a personal interest there’s nothing wrong with paying someone else for their time to do it for you.
In the time it takes to learn all this, most minimum wage jobs would’ve earned way more than the price you were paying them to do the work. Time is money. Money is time.
what are the avatar worlds with hypebeast sorta boy avatars like the ones with off whites n sort
People often tell me I should do commissions, but I have this tendency to feel that I can't justify charging for anything unless already an expert in every field.
On my own stuff I'm not fussed, but if being paid, any imperfection or skill gap would kill me.
Yeah but once you learn it it takes a good couple hours
Speaking about people buying avatars were is the best place to look for people doing commissions? I'm interested in getting one done.
When remeasure avatar
Hey guys avatar 3.0 thought here, is there a limit to how many sub menus in submenus can you have? Like I know obviously there's a limit to how many perimeters you can have but could you literally have 65,000 emotes?
well yeah but I don't think it would be even able to be used after that
Here's an unfortunate thing, while sub menus in sub menus is something that is supposed to work and was intended, at the moment it does not actually work and just kicks you back into your previous menu. Thus there is a limit to how many expressions you can have at the moment
But you'll rarely meet that limit because for one, every single expression has a way to modify it easily, for example using each of the gesture left/right parameters will open a whole new world of possibility.
I’m not having any sort of issue with sub menus within sub menus
Don’t use exit parameters for sub menus and you are fine
Hm, I'll have to do more testing then, I've had two people and myself run into the issue. Instead of exiting then do we have to just go back to a primer state?
hey guys, anybody know if there's an easier way to animate bones besides looking at every single value and modifying them manually?
Someday I'll do a choose-your-own-adventure using submenus
yesterday someone told me about a 2d shader to make eyetracking in toon eyes but i cant remember the name, does anyone knows which one is it?
Are the old VRChat animations publicly available somewhere so I can put them on my 3.0 models?
hello
Can anyone simplify what the difference between the FX and Gesture layer are?
I thought gesture implied facial gestures, but When I added facial gestures to a peace sign animation the facial gesture didnt play but the fingers moved
You have the wrong idea about what they do
Read on the documentation of the walkthrough
In most cases FX is where you do all your blendshapes and facial expressions
Gesture is where you’d do like custom hand shapes and such, it’s like 2.0, but it’s just for moving bones that are on the rig, usually nothing else.
You can put idle animations and such for wings and tails on a gesture layer too
All layers except FX are for transform animations for bones. FX is for everything that is not a transform
If you want to have a facial expression on an in game hand gesture, that’s easy to do, just look at using the GestureLeft/Right parameters
I wish we could change the expression menu icons by states. I'd love to change the icons when toggled on/off instead of the rotating arrows
Are the old VRChat animations publicly available somewhere so I can put them on my 3.0 models?
@neon finch there are animations called proxy_(old name) these are the first few frames of those animations in unity and if you use them (don't rename them!) vrchat will replace them with the full animations once you use it in-game!
Ah, that's awesome. Thanks @cobalt yew
hey guys, anybody know if there’s an easier way to animate bones besides looking at every single value and modifying them manually?
@signal kindle Buddy I’m about to blow your mind when I tell you there’s a little record button above the parameter names that lets you just move or edit anything in unity and it automatically makes it all the current key frame
Yeah I used to do things like a caveman as well
Whatever you edit gets added as a parameter to wherever you currently have the timeline set to
So you just move to the time in the animation you want and then edit what you want it to look like at that time
Then uncheck record when you want to stop doing that
in some cases it's the only sane way to add things to animations, like changing materials
That's how I change materials, wow
On the topic, is there a way I could move the UV map in animation?
W-wait, how were you doing it before 😨
So I could, say, do 2D visemes?
I uh...
Just kinda wasn't tbh...
Don't even think about it
The best way to do 2D viseemes is regular material swap: make a second material with a different offset, and swap to it
you could just animate to the offset directly, but that will require unique shader names (since editing a paramter name edits every shader that uses that parameter name)
for example if you animate _color on a shader to be red, any material with a shader that has a parameter called _color will also get changed to red - annoying unity behavoir
Would be epic if it transfered to other avatars too 
to be honest, i don't know why it doesn't.
it does in any other game.
oh, i guess other avatars always have uniquely compiled shaders
what do you mean a different material with a different offset?
not a whole new image right?
also trying to cut down mat count for quest, but i get that's probably the only way
and, like, how would that work for eyes since they're visemes?
animating swapping materials doesn't create extra materials as far as VRChat cares
it's all about how many are visible at the same time
so swapping them with animations doesn't count as more materials
what shader are you using
im new to Uvmaps, but aren't they tied to the model?
ah
on quest i use matcap lit
pc i use silent's cell shading
let me see if matcap lit has offset parameters
in units of 1.0 being the entire width/height of the texture
it'll be a process, but shouldn't be too hard
However, instead of animating the offsets
I'd make separate materials
and entire set of pre-done materials with each offset
and then animate just swapping the material
avoid animating shader parameters directly - they have a lot of hangups
good thing is you only need to make the set of materials and animator states once - you can reuse them for any time you want material swap visemes
your FX layer ends up looking like this, each one is a material swap animation
let me ask- I know there's plenty of fancy clock shaders- which will keep track of how long youve been in a world, etc.
generally, they will keep accurate time even if you switch out of the model and back to it.
but, is there any way- to do something similar, with an audio source? tie it to instance time?
The source of the time magic comes from shader code's internal parameter, _Time. If you want audio based on this, you're going to need somehow need to trigger audio sources based on shader logic. I have no idea if that's possible, or if it is, how to do it, but that would be the general goal.
Also unless I'm mistaken, shaders can only get time based on when the level loaded, they can't get global time like worlds can with Udon
@fluid grotto , just trying to wrap my head around this since i've never quite done something like it
so usually i put visemes in the viseme slot for the mouth animations
now that i have these materials with offsets
how do i edit the animation to use them instead?
i appreciate the help btw
select the avatar, go to the animation tab, and click create new animation. hit record, and then drag the material onto the face you want to change. then uncheck record. that animation now contains the material swap
then uncheck "preview" so the avatar stops being all weird
i created the animations already
ah
how do i apply them to talking and blinking respectively?
Well blinking all goes on the avatar descriptor
er wait
material swap blinking, right?
yeah you'll be making a custom FX layer
no clue what that is
sent on #avatar-help
for blinking i only have a layer to turn eye tracking on and off for stuff like eye close gestures
but for blinking and speaking with spritesheets its a bit complicated
because the mouth and eyes need to be separate meshes
If you are very sure about it maybe make a canny recommending the docs be changed
I personally don't know what the devs plan to do in the future and if they say make a mask for every layer i'mma do it
no, theres a ton of useless and strange stuff in the docs that i cant bother to tell them to fix
and lots of stuff that isnt really explained or given examples for so many people do things incorrectly or dont understand why
if you want you can look through this and tell me where it says you always need masking
if its something they will break in the future thats their own fault from trying to apply a mask over all layers that doesnt properly work
yea only thing in the docs that says masking is for Base layer (if you want) and for each hand in Gesture
mah i wish we had the equivelant of the "normalized time" in animations for sound sources.. or a way to swap out sounds from sources so i could just put all my teeny tiny .5 - 1 second effect sounds that all come from the same object in one place and just through the part of the audio that i need instead of needing 13 audio sources and getting my avatar flagged as very poor for too much audio sources despite using less data then a 10th of a common song. and only 1 of them is active at a time anyway.
same honestly, my kk slider avatar can only play one sound at any given time
and i already use normalized time for pitch control
anyone else unable to upload avatars atm?
I reuploaded 1 avatar, and somehow both my new and old animations are on one avatar now
idk how cuz i deleted the old files so locally I cant even access the old anims cuz they're literally gone
now im trying to upload it as a fresh model, but it won't upload at all.
I just uploaded my avatar as offline testing
Can someone explain me how my avatar is accessing animation files that don't exist anymore
Can people make other people avatars
Do people do it for free??
I'm trying to find a roomba avatar where you can sit on it and ride
i finished the basic bits of my avatar today and i'm a bit happy cause this is the first time i've ever done something model intensive
tomorrow i'll work on interactions and stuff
there's a model that was public and i copied it and it does a thing where you create a particle and can spin it around, and that's kinda cool so i'll probably use it. maybe also a gun but i really wanna do that particle thing first
kinda looking forward to it since i don't like making the models but rather making them work
Maybe if you are good friends for a while yeah
oh my god no
if you say that then a lot of people will take it as "go become friends with an artist and get free commissions"
that's not how it works at all usually and leads to the worst friendships because the person is only friends with them to use the artist
I REALIZED SOMETHING
You can do sub devide values
You can use 2 values to separate valeus for multiple things!
you use one value that you trigger on entering to a menu
id 1 for category 1
id 2 for category 2 and so on
now you add second value to differ the value for the animation!
Anybody got a FNAF 3 Springtrap Avatar they will let me clone?
3.0 makes me wanna quit making avatars
why 🤔
To hard😭
i believe in you
I even follow totorial and it still not work
can somone help me? i had used the sdk 2 alot and had decied rather then try and import everthing from the old one to the new one just start fresh only with the fbx and mats, but i cant see the armature in the higerarky. i know it is there becuse i was able to configure it
Question, if someone made an avatar with character customization built into it, does that save between worlds/logins, or would it just reset back to default?
just curious; what program should i use for making a vrchat avatar?
For making the model itself?
any parameter you change will not 'survive' when you go to another map, there is canny's about having it local saved and reload next time you go to a new map
oh, bummer
also anyone know the answer too #user-support-old i just cant log in :/
@nova ether did you try password insted of username?
i ment email not pasword sorryu i am brain dead rn
Ah ok I’ll try that
ok good luck
^w^ glad to help
in a bit of a pickle rn but i'm hoping i'll be able to rig this avatar myself
i'm just waiting for the unity editor to install
and i'm starting to think i might not be able to actually structure the model whie i'm waiting
i think it'd be a little much asking someone else to rig the model for me
yeah no this is uh
hm
nevermind it's already hurting my head
as much as i want to make an ultrakill avatar, i think it's better to wait. i hope people put a couple V1/V2 avatars somewhere.
can someone help me? i am trying to figer out how to get props that work on hand gestures and what i know in sdk2 dint transfer and i cant seem to find vids to help
Hey dose anyone know how to get that anime skin with like a bong and like a black hoodie
@woven ice I don’t believe what you didn’t find, bet that you rather just not looking.
If you write "vrchat avatar 3.0" on YouTube, you can easily find the video you need (even three)
@woven pecan I did most of the vids are for togling with the menu thing
owo
i serced hand gesters and all i got was ones talking bout animating the hands
i am trying to do like this https://www.youtube.com/watch?v=GkVJSd3Js8o&list=PL8KgUGVwBd_HjEGo6_5UriffNxLzyZeX-&index=13
yes, because it's the same way: you just change your parameters to gestureRight or gestureLeft depends of your arm
also, again, it's wrong channel, use #avatar-help instead (i cant attach screenshots here)
OOooh wait i see, and actualy you dint say anything about wrong channel and maybe if it botherd you maybe you could have @ me there where i asked for help befor
sorry that came off as ruid
i did not meen to afend you if i did
if you didn't know, there's a rules on this server. one of them are:
- No posting the same question or statement across multiple channels
so I thought that you only posted your question here and did not check another channel
ooh i dint relisze that was a rule but i mean , i tried that but it taks hours somtimees to get a responce
Hey Has Anyone Seen This Avatar anywhere or does anyone have it i have been searching for it For a whole Year Now Please can someone help me Its Leonardo Watch From Blood blockade Battlefront https://i.redd.it/t729z978kmy11.png
i want to start make my own model, what is the best way to start?
best way to start is basically start making model :/
download any program that's allow you make 3d model, and begin to create
please stop spamming in multiple channels, it's against #rules №15
thx @woven pecan
bruh i took hours making an avatar and it says that i havent been using the application long enough to fucking use it
its ~10 hours of gameplay if you're not getting blocked by everyone
vrc doesnt want spam uploaded .-.
I’d seen it happen in less than 2 hours actually
Depends on what you’re doing and who you’re with I think
Hey, does anyone know, what's the accepted method of putting VRChat avatars up for other people to use? Do I bundle the SDK in there myself so the person getting the avatar doesn't have to?
@neon finch The public avatars are made by users and VRChat uses them with permission. They are not Free example avatars, it would be best to contact the creator and ask about it.
i think he is referencing a legacy avatar, those were made by the tafi people
Answer stands - if it’s made by Tafi, ask the creator - Tafi
no nikei wasnt made by tafi tho
He was.
morph 3d not tafi
I think they are
Tafi claimed they made Nikei.
Ya, morph3D made tafi
theres a software made from it
Ah, I didn’t know their company name was different than the product
but i use quest
tis, i just couldnt remember the company name 🥴
Either way they don’t distribute their models directly in any public way - if you want to ask for a model you’d need to ask them yourself. Can’t ask copyrighted content here.
? no you can make it on the software morph 3d tho
go ahead
but i have a quest with no link
there are no available computers in your vicinity?
i think the software to make them is defunct now anyway
All references to the software have effectively been expunged
well i know theres a chris model some where
Well deduced watson
Is anyone seeing the AFK parameter flicker a few times when they open the Steam menu? It messes up my animation because it makes the whole sequence play twice
Hi , can someone recommend me an Avatar creator? Looking to commission one.
Try perusing https://ask.vrchat.com/c/commissions/40
why people can't see move tail and ear. me i can see tail and ear
Wich layer is it on, wrong one and only you see it
yes?

where can i pay somebody to make a model for vrchat?
Twitter, Deviantart, Pateron, they will usually advertise themselves as currently having open commissions, which is the word you want to look for
You want to commission an avatar
VRC Traders in the community server section is all about vrchat commissions
what does it mean for an avatar to be in a station? Reading through patch notes.
on a chair
Vrc traders is 30% cursed :в
can some import a model for me it might need rigging
pay someone or DIY
Depends what it is and the difficulty
hm... I have a question, but it's probably more unity/general game engine related, so I don't know where to paste it:
which one is the lesser performance impact: no backculling, or a mesh on the other side (therefor increase the polygon count by 2x or more)?
Depends on what the shader does to render the back faces. But if the answer is “nothing particularly special”, it’s potentially marginally more optimized to just rely on backface rendering.
But they are basically the same
I would note by double sided mesh where you needed you can still do backface culling on all of the parts you can't see inside of
Use it to get away with free triangles since the performance rank ignores them. But they are just as laggy as being real
well, I don't know that much about shader programming, so I don't know what the shader does :/
I always try to make decently optimized avatars, but because I use dynamic bone colliders, I always end up poor anyways, but users have control over that themself (they can limit/disable them) so I'm only concerned about all the other things
There is no real difference. Removing backface culling in a shader effectively doubles the amount of triangles that need to be drawn.
hm... so if I want to draw them anyways, backface culling off is probably the better option?
Use only when there’s a practical reason to, since it is doubling the triangles (render wise)
sure, I anyway do it only if necessary
If your avatar already has two materials, it would be worth assigning the triangles that can be culled to the material that is culled 
Through if the avatar is already only one material it is not worth a second draw call
and I said make sure they check to see if you have triangle budget to use real triangles where you need to double stuff
as that's cheaper from the rendering standpoint then doubling all of the triangles in the Shader
An entire second material is more taxing than just shading the entire avatar without culling
But if you’re already doing the second material anyway....
so... draw calls are more costly than more polygons rendered?
yes
good to know
that's why everyone goes on and on about texture Atlas
Yeah polygons are very cheap compared to material slots. 1 material slot = 1 draw call
that's why the standard Shader has a emissive texture slot so you're not having to use another material just to have glowing eyes
I just recently learned how to properly use masks in shaders and started combining more and more materials, and I'm now starting to reduce them more and more
If you have to ask the question is it better to have X, or an extra material” the answer is, have X.
well, I reduced my main Avatar some days ago from 17 materials to 8 (still needs some work :P)
definitely needs more work but that is an improvement
yes it is, especially because visually nothing changed
but I think I need atleast 4 or 5 materials, because of different shaders/shader options
outline and transparency in particular
If your avatar has any materials that have identical parameters, except for having different textures, the textures should be joined and made the same material
I already do that, some parts have even metallic and/or clear coat stuff on them, but as mentioned before, I use masks for those options so I can still combine it
Yeah my avatars tend to boil down to about four materials, cutout, blended, single, and double sided.
All with the exact same atlas though
I mean, it depends on the avatar and style tho
myself I basically only have one material as I tend to use Quest compatible bases
Oh my quest version is always like that but... my pc version is prettier
still need to make a proper version for quest...
There’s a lot of quest users going around lately they really appreciate it
I have my one polygon avatar which is quest compatible, but that's more like a joke (but still high performance :P)
I’m usually excellent on PC and medium on quest lol
I actually wanted to start my first Avatar completly from scratch, and because it's just easier to weightpaint, I wanted to make a robot, that one should be much easier to get quest compatible
but yeah... I'm getting highly annoyed of those 400-bone-hair-falling-to-the-ground-with-thousands-of-collision-checks-and-60+-material avatars
yeah those are definitely in annoying also folks who complain that it's impossible to get their avatars bequest compatible because they only know how do you decimate button
well... I know how to retopology something, but it's quite a lot of work >.>
this one I got purely from a Edge loop dissolving
and I just started learning about texturing my self >.>
(and also doing stuff from scratch)
but I'm improving as I'm going, and almost all my avatars would be medium on PC, if you disable the dynamic bone collider
excellent
but if I need to decide between a bit more performance and jiggle physics... jiggles win
of course just see if you can get it to work with less Dynamic bones like you don't need your dress to look like a spider with how many bones are put in it
Oh are we showing off dissolve edge loops https://media.discordapp.net/attachments/442444657428004866/755859409795809319/image0.png
excellent
welp... those are both a different style than mine, and much easier to improve ;)
You should re-triangulate before importing to unity anyhow
Unity won’t do as nice a job as you
thats true
Looks like a good candidate for dissolving edge loops to me
The big thing is blenders more powerful tools operate on quads rather than triangles
Unity converts quads to tris on model import last I checked.
It does, but the direction it splits them isn’t in your control if you allow unity to do it
And for rigged models it does make a difference
Especially well optimized ones, can get funky if you split a quad along the wrong diagonal
are there any time efficient ways to fix a model with funky topology? I'd like to fix up a base I'm using that I imported as tris without completely retopologizing
but searching for every left over tri among the quads is real slow lol
Blenders Tris to Quads not working for you?
You don’t need it to be 100% quads, even among quad modeling you use triangles where they make sense
If you are just looking for tris you can do Select->Select All by Trait->Select Faces by Sides and do 3
Its mainly used for finding Ngons but it can do any number
and yeah there aren't that many tris left but I'd still like to reduce the number if I can
It’s usually mathematically impossible to completely turn the model into quads
Yeah some tris are usually needed for turns a such
Is there someplace everyone is learning about topology theory, because I wish I was in on it, I feel like I’m just winging everything
I just learn from game rips really
I guess that’s where I missing I don’t know how to rip anything lol
People always know these nice tricks about how to top knees and stuff
I've seen videos, but I havent watched em: https://www.youtube.com/watch?v=5G9ziFbJJmM&ab_channel=DewDiehard
I got some other info and tricks from looking up box modeling tutorials since topology is really important there. Also the ending of a sculpting tutorial when they start retopologizing since they start talking about what should be where
anyone know how to do a gif on an avatar?
Hello, emm, could you help me please? The voice option does not appear in steam parameters, it works for me in all applications except steam and then I would like you to help me because I cannot speak in the vr chat+
so um... how does one make this avatar creator thing work? my friend and i can't figure it out and i wanted to try and make one of my OCs in VRChat
which Avatar Creator tool are you talking about
i'm... not sure? the one that people use for VRChat avatars? the SDK thing?
question do you have a model for the oc's
uuuuuuuh... nope XD
then the first step you need to generate a model here's a decent program that generates anime style avatars without having to do modeling https://vroid.com/en/studio/
i'll have a looksee at it
thanks :3
https://booth.pm/en/items/2240003 also a set of blank clothing textures if you wanted to paint on your own clothing with shading already on it
oooooh! okie dokie thank you!
so that should be everything you need as far as what can be accomplished without having to go into modeling software
alright!
okay technically you could parent accessories you find on to bones to avoid weight painting if you want to stick like ears and tail on it
uhh, okay for starters i want to learn to make an avatar i dont know what programs to use how to model how to render im a complete newbie if anyone could hlep teach me i can pay i dont have much though i only have 20 bucks so i guess i could pay you 20 for a lesson in the basics if you have the time thanks for reading
@timid kraken Here, I took the time to give you good videos that helped me learn how to make models. There are a lot of videos, but this covers up A LOT of basic/advanced things that will be very easy for you.
Getting Started: https://youtu.be/VBZu_wNzERw
Face Animations: https://youtu.be/td3JXwlnww0
Dynamic Bones: https://youtu.be/I7sAPfGrHns https://youtu.be/hqobredT-sc
Decimation: https://youtu.be/rP4KboALEHE
Visemes: this is where lip sync and different types of gesture helps a lot for your models https://youtu.be/_gjQZjUN7EY this video is for making them by scratch if the model doesn’t have the bones to work as a normal model.
https://youtu.be/A3VAvNlU7H8 this is a very good video as she explains it very well in under 6 minutes.
I recommend just watching Getting Started first to give you a bit of a walkthrough and important things to make sure your avatar is good to go,
you dont need to pay me?
To get chairs working on a 3.0 avatar you just need to toggle them on with an animation, right?
i did so, but then the chairs were accessible from really bizarre locations
should i just toggle the component in the animation for the vrc station instead of the on/off altogether, that way their location doesn't somehow change?
nevermind, you can't toggle that component...
how do i address the chairs all being accessible from far away??
I would also like to know if there is an easy way to slap a gif on an avatar
unity doesn't seem to play nice with them
Not gifs no but you can use the shader and a slide show image
gif > sprite sheet > sprite sheet shader, poi can do it too but those files are massive 41mb+ for one i can do with sprite sheet at 2-5mb
Recent patch to the gif to flipbook script has made the final file be much smaller
It should match much better with a manually created one now
I was kind of wondering about something. I made an avatar---a wicker pumpkin. It has red paint I put on it in Substance. Its just paint but it kind of turned out more blood-looking. I was kind of wondering what the limit is for blood, if someone mistook it for something else.
I’m pretty sure there’s nothing wrong with blood.
I’ve seen rooms filled with blood on featured maps
We’ve all played video games before
Marshal
Soon.
It wouldn’t be in the TOS, actually. It would be in the Community Guidelines
And it’s not, so it’s fine.
what..?
u can do all that with dynamic bones only
and basically look almost exactly the same
and no very poor rank
in fact u can do gravity with the Force setting (0 or very low elasticity needed) and u can limit the amount of folding with Stiffness
just popping in to say again idle animations still not fixed, auto leg spread sucks , 3.0 IK still worse then 2.0 and generally still feeling a worse experience over all, sad but I go on running no idle as the only slight solution
I joined here in the hopes the issues would be addressed, I submitted bug reports, but sadly I guess no one is listening
will get fixed soon, hopefully. and they are listening
i havent had any issues relating to any of that on any of my 3.0 avatars including public ones i cloned
then again i use fullbody tracking
although i kinda like the halfbody IK now
this time you can actually jump irl and playspace move to the sky
without needing fullbody to detect it
well if you have a normal avatar and u upload it as 3.0 normal without any custom settings or anything. I mean Idk but the the new crouch is not my thing same with laying
but I don't have to care cuz I'm full-body too :lulw:
Half body is still a bit weird when you turn around fast. Hip faces the wrong direction for quite some time, even if walking around
yea it also messes with FBT calibrations
usually i need to to move forward and backwards a bit or calibrate twice
otherwise it calibrates my hips a bit rotated
but other than that i like it better bc i can move to adjust the avatar
Hi! does anyone here have trouble with the avatar visems, when i add the action layer to the setup, the visemes bug out and stop working
I know that visemes added to emote and animations and things like that tend to bug out
were can i get cool goku avatar on the quest
Viseme go in fx
So you will have a layer in both controller for your emote. Copy past it
Dont forget to add the parameter
has anyone had any luck with adding a non-kinematic rigidbody+collider object on avatar and not have it fly off in one direction all the time?
Make sure the collider is marked as Trigger (there's a check box for it on the component)
Have all your colliders marked as trigger and it should fix it
I'm not using it as trigger but want to use it as actual physical objects on avatars (like a bouncy ball) with collision with world
as far as i can tell there is no way to have this functional on avatars
I remembered that avatars in 2.0 "female set" mostly where like clipping slightly into the floor, what wasnt the case with the male set.
Is this still a thing in 3.0 ?
There's no longer different female/male default animations in 3.0
They are still here, but now it called 1 or 2
im sure u could find one around deviantart or for sfm or something
Can someone pass me a dark souls avatar please?
You could probably find dark souls models on Models Resource
As for completed avatars, i don'tthink most people would just give youone
Does the VRCAvatarParameterDriver State Behaviour execute when entering the state? You can only tell from the code, which is hidden inside the DLL and its not documented as far as I can tell... 🙄
triggers the instant you start the transition from my experience
So if you have a transition that has a conditional parameter and that parameter is reset in the state youre transitioning to, would it "cancel" the transition?
What is ok as a thing to post in showoff?
Does it have to be in game, or can it be a turntable render?
anyone have any wario avatars??
Just revert it back to idle in a loop
You can also make it easier if you transition in from "any state"
out of curiosity Does anyone know where to get a personalized avatar or know anyone who makes them?
but half of it is cursed
anybody has a ryu hayabusa avatar i could copy/ a world that has one?
Can anyone help me figure out how to seperate textures using blender
Anyone have any black male avatar worlds, my friend is having trouble finding any
anyone know how i can download the model for an avatar i have saved/favorited so i can port it to quest? or just any way i can port one to be quest compatable (i have both PC and quest vrchat but my main avatar is pc only and i want to make it quest compatible aswell)
im pretty sure this is relevant to avatars 3.0
Does anyone know how to make a machine gun fire? I'm making one rn, but I've never made a gun shoot before xD
i wonder if while the game is running it stores avatars in some sort of cache
im too dumb to figure that out anyways
I’ve heard that you can grow your character. How do you do that?
takes a lot of introspection and experience
@vernal harness ripping avatars from the cache is still not legal
I thought i told that guy already not to try ripping avatars from other people
Welp, going to try and dive into avatar creation.
I thought i told that guy already not to try ripping avatars from other people
@red pilot i know i never said im going to
and again, too dumb to know how to anyways
What's the current meta for syncing a material float? My current method is unreliable for syncing with late joiners
whats your method
and what are you using a float for in a material if you dont mind me askin?
@neon finch Without going to specific worlds that allow desktop users to change their camera angle, theres no way for desktop users to have a 3rd person view
Sadly I dont remember the names, but they do exist
3rd person view is definitely possible with avatar 3.0
It's actually already been done in 2.0
@neon finch @manic forge
Really? I was not aware of that
Put a camera over the avatars shoulder and a screen renderer on the view point and viola
wow, something that simple?
That's the basic idea; I'm sure it's a bit harder in practice lol
With the very limited steps you gave, I'm gonna try doing that
Just remove the mesh collider on your object
You don't need it for anything
Then the screen renderer isn't set up properly. Unfortunately I have no experience with that kind of thing, and it's a super niche thing so I doubt there's gonna be any videos on it
Hello! Need help with blender! In edit mode and can't move any meshes... no Axis coming out, and nothing happens when I press G, what could be the cause ?
https://youtu.be/SnqH0hYmzeo @neon finch it's old, but it shows you how to set up a camera for vrc
Is anybody know how can PC users have 3rd person view without any vr stuff?
@neon finch add a camera to the avatar outside the armature with a parent constraint to follow the head
I feel uncomfortable answering that question.
houw can i get the brush skin model ??
@mighty hearth https://hello.vrchat.com/community-guidelines
@neon finch Before I say the answer are you fully aware that having a brush avatar will ruin your social opportunity in vrchat
yes
i am
Are you also aware that the meme is dead
yes
but i dont care
No one uses the brush anymore other than squeaky little kids
And you will then be viewed as a squeaky little kid
i just wanne edit it
@neon finch you question is answered in #vrchat-general-2 don’t repost the same question across many channels
Ok now that you know the consequences if you search brush there are tons of worlds
Good luck man
Sounds right
How about a new shitty meme avatar
Oooo I like your thinking mix it up a bit
Vrchat could use a new meme anyway
Aight throwing something at the wall here
Normal models but with something else's face on it
That would be hilarious
Bruh
anyone know if they plan on making pc avatars compatable with quest? (since from all i know of its just related to shaders and stuff, i could be wrong though)
or if they plan on making pc avatars and shaders compatable with the quest 2 specifically? since the original one has worse hardware
just curious
Screw it I'm going to SDK 3, how do I work this thing?
Step 1 learn the entirety of unity animation controllers
There is no step 2
If you messed with SDK2 world animators and parameters you’ll be right at home
Oh, cool
My only worry is constraints
Do they work now? The IK Follower gave me problems
Depends on which constraint you’re using they are all components that you add to game objects that updates their position/rotation every frame automatically. They are simple.
Look at constraint makes the object always rotate to look at whatever other game object you place in the component.
Parent constraint makes it act like it’s a child of whatever game object you put in the component. Etc.
Rotation constraint copies another objects rotation.. they are all previewable in unity
Unless you meant some other kind of constraint which in that case oops
No no, thank you, I needed the parent constraint, I appreciate it
Parent constraints are a simpler VRC IK follower
Right
Also in SDK 2 it just deletes the constraint because it says it will and I can't publish unless I delete it, so yay
Yeah because SDK 2 still sees constraints on a black list, if you port over to SDK 3 it will automatically delete your VRC IK followers since they dont exist anymore
Your SDK2 might have been out of date, I think constraints were allowed slightly before avatar 3.
You should, there is no point staying with SDK 2 imo
Yeah it’s more of a learn to do it now or later kind of thing. You don’t see SDK1 anywhere 
I never knew what SDK1 was tbh...😅
I don’t either but it kind of sets the expectation
You will have to learn some more actual unity in order to make stuff with SDK3. It’s less VRChat specific and more genuine unity animator skills
Seems fine to me, cause I would like to be a game dev
Which is handy if you’re interested in getting into actual unity game making
kinda sucks there is no sound randomizer
only 8 source components for poor makes it hard to implement it yourself
Does someone have a dark souls character?
I've seen plenty in the Pug. 
Just wondering, what controller do I use?
And what donI do for a Gesture Override?
Which controller depends on what you’re doing. Always start with the examples in the example folder to avoid redoing all the basic behavior
Custom humanoid animations for movement go on locomotion.
Breathing animations and such go on additive
Hand poses and extra limb stuff (wings etc) goes on gesture
Full character actions/emotes go on action
Blend shapes, material swaps, game object enable/disable, audio, and particles go on FX
I think its in the SDK3 documentation where you have a section that explain those 5 controllers with examples and it was really helpful when I started looking into that.
Can you still use Animation Components on Avatars (3/2) or just Animation Controllers?
No, legacy animation is not allowed.
oops wrong channel sorry
When remeasure avatar
Thank you hackspanner. Maybe I had the wrong documentation, or it is outdated.
so why are people not able to see my armor toggles after the new update
Custom animations just don't work
what broke them now
AV3 Emulator "It Compiles" update. Good Luck.
https://github.com/lyuma/Av3Emulator/releases/tag/v1.1.0 Updated emulator to fix compile errors.
I can't test it because I use Write Defaults all over the place and don't have anything I know works ingame to test with.
alright guys, im here again with a quick question, is anyone else's 3.0 avatars like completely broken with the latest update?
all of my 3.0 avatars stop playing audio sources when i change hand gestures while running an emote
and before they worked just fine
if a sound source is being played through the FX layer, however, the audio plays just fine. what's going on here?
@eager swift From what I've seen, a lot of stuff has broken on 3.0 avatars. For example, my world constraint stuff doesn't stay world space, and updates position now, which is not the intended behavior. I think for now, I'll just wait a bit for the devs to address it and hopefully put out another update before I go into my projects and break stuff even more trying to fix things.
okay so it's not just me
i was about to go in and start putting some just hacked together fixes in like putting all sounds in the fx layer or something
Put FX on action layer, thats the issue, might be fixed tho
Super annoyed that this update broke my Animator Parameters to where only i can see them 😩
@fallow sequoia
Is there any plans on being able to move the Avatar? And not just the Armature/Root but the entire Rig. That would allow for some really cool Motion (Catapulting yourself, Swinging around on a Rope, Spiderman like climbing and web shooting etc. etc.) on Avatars themselves and not just in Udon Worlds...
Would like to get there but we have to do some fundamental work on the Player controller. We do have future ideas for more locomotion modes.
Alright sounds promising, will be looking forward to see what the team will come up with!
@exotic apex if you can figure out what's going on or make a simple avatar that shows it, maybe file a canny
I don't think I have heard of sync issues with avatars 3, but it would be good to be aware of
Guys I think 3.0 broke
gestures are broken
it doubles animations and audio
and resets if you do a different gesture on the other hand etc
here's a video showing it off
pls fix
Ahh yes this was also in the beta
animation machine broke
ya. i see all my animations locally/in mirrors but none of my friends see them 😂
animations themselves also broke because of the write defaults change but doesnt matter if no one can see them
Has anybody uploaded with the new SDK and seen if the problems are resolved?
yes and it still happening
had some friends help me test and its broken on their end too
Its all broke, bros
yup, can confirm tons of 3.0 features did a ded
just tried to upload a 3.0 avy with the new sdk and it broke it beyond recognition
Yup, here are the issues i had found too. XD
-Avatar 3.0 Animations restart if you activate one animation in one hand, then activate the other animations in the other hand(if activate for example, my sword in my left hand, and activate the shield in the right, the animation on the other hand resets and activates again, and if i let go of the animation it resets it again).
-People can't see animations on Avatar 3.0(only AV2.0 they seem to only see).
it does not matter if you used the latest SDK 3.0 and reuploaded the model.
-Blocking does not work, people can still hear you.
-Joining worlds sometimes makes it to where you can't talk and no one can hear you.
-Ping seemed higher than normal.
-IK is broken on a lot of models for avatar 2.0 models(knees bend outward).
Update: New features!
Rest of the game: 💀
lol
but yeah I tried reuploading with the new SDK and my viewpoint is completely broken
None of my fixed joints work on my side, but others see them fine
All outfits are enabled by default with the new SDK and outfit changing expressions dont do anything (on an avatar that has multiple outfits)
Ye any hand gesture i do resets the animation of whatever i have toggled out with the exspresson menu lol
everything, like gestures, view point, avatar points for hands and head broke are off, afk is broke to tracking does not go false.
i just tested both old sdk and new it not the sdks. the broke vrchat avatars
i have the sdk give me vrc avatar descriptor error
https://gyazo.com/d7181c1241e80975ef0f4b0add97c703 what happens to dynamic bones when you toggle them off or on
Animations just loop a few frames instead of playing. gestures look fine, but anything longer goes bad.
Animations are stop-starting instead of holding state.
smooth
Seeing lots of animator tracking control related animations (avatar 3 actions) breaking, for me only. if someone else where's my avatars, it's fine? can't figure out the logic
All feels broken
my grass kon's grass immediately despawn, projectiles spawn multiples instead of one and stuff
MirrorReflection seems to be unaffected
my animations seems to work in mirrors
all of mine broke as well
expect it to be that way until tomorrow most likely
okay, it seems like
avatars that were newly downloaded doesn't have that problem
but if you switch to that avatar again it will repeatedly turn on animated particles and sound
it stops and restarts every time a gesture is triggered for me
and apparently it's caused by write defaults stuff
that was changed in this update
I feel like i've made a very poor choice in first avatars to try and make...
fun and exciting
Can somebody tell me how to make an avatar 3.0
Not really worth it right now
Wait until VRC fixes a bunch of issues before you try to make a 3.0
nah, it's fine
most of users don't need broken functions, because they don't know what is it
Fair
I wanted to add the vrclens to my avatar but I need to have a 3.0 avatar
Making 3.0 avatar is easy, first step is stop asking and start making
that's why I came here
how
Look it up on YouTube, there’s many people who’ve done in depth tutorials
..
I’m not really good at explaining stuff like this, my brain stutters too much
only thing you need to start is yourself :/
I dont think any tutorial in the world is gonna save me from the hell that this Model is going to give me
sounds like a mis-phrased "help me with an avatar"
I don't normally post here, but all my avatars are suffering due to the 3.0 wreckage. Most of the issues stem from the single-frame-animation from toggling within the menu. q,,q
Hopefully it gets resolved soon.
only fix i have seen is not updating to the latest sdk and use a last known working one
very cool, they completely ruined av3.0
one from september still works, but the animations are a bit of a mess
at least the avatar doesnt walk in the ground 🙂
not in vrc's current condition 
bruh
b r u h, scroll up
hello
pff
do you know us perhaps? O.o
who u be tho?
lmao
ok I like me a secret
anyways I am scared to update my archer for now. so I wont
everything we reupload
Not using 2.0 anymore
ok fr who are you, I wanna know
the one and only
but.. whats the mans name?
of course I do but I want u to say it lmao
No I just would be more interested if you could actually tell me the name of the 3rd person lol
he said yes
A
holy shit
it's me who dis?
he has been summoned
dude
LMFAO
its you!
BRUH!!!
bruh wtf happened to you
This was pretty funny ngl. Thanks for revealing tho. Would've driven me nuts
good one mate
ok will do
no u
nein
gå i seng
Nej dig
sleep is for the WEAK!
now you go to bed
i will comply this time
i just did
what do i do from here?
you mean like a plane flying into my house?
Yeah there is no doubt anymore that you are who we think you are lmao
yeah i
i know its hard to remember
the people we used to be
its even harder to picture
that youre not here next to me
they fix 3.0 yet?
nope still fucked
epic
3.0 machine broke
Can anyone describe to me what's broken?
I checked most of my avatars and didn't see anything wrong except for one avatar not playing a song on a gesture.
I do know that there are no longer transitions between states like crouching and proning which bugs some people.
I noticed that only my friends can see what I see, but everyone that isnt my friend doesn't see anything. No animations, no facial expressions, not even hand gestures. Just mouth movements
or something along those lines
It weirdly varries from person to person and situation to situation
Huh, I guess I'll need to grab a volunteer to check that out a some point. That can really interfere with some of my events.
I am aware of a bug that effects some people including my friends where they can't see any of my toggles or blendshape changes and I have to rejoin the world for it to start working again. But that was around before this update
Everything's fucked, in short.
Reading through the updated docs.. from what i can find What vrc states Write defaults does is the exact opposite of what write defaults. does..
Basically, Write Defaults being On will tell the state to write the things it is animating as the new "default state" of that transform, blendshape, etc.
Vs what the unity devs say
When you play a state with WriteDefaults that doesn't animate a value, the default value is written.
leaving write defaults OFF is what makes it not overwrite animated values.. turning it on writes back the default value of everything that is NOT animated.. ? nowhere does it say it makes this the new default values (and from experience its very clear that's not what it does either?)
wouldn't turning off write defaults just fuck up more then it fixes?
bro idk, they gotta know about all this right?
you can spend like 10 minutes in unity and already see that write defaults doesn't set defaults tho. it resets things to their original state. not set a new one..
Hey peeps. So I was visited by the Avatar scammer. A person IN THIS DISCORD who is using another persons portfolio to try and scam folks out of cash. Discord rules here don't seem to supply ANY means of reporting this user so a warning that they are active here. Be sure to thoroughly vet anyone who pings you in relation to this page to try and talk commission. Im glad I did.
Yikes
YEP. Luckily Im no fool so when they linked me "their portfolio" I did some actual digging and learned they were fake. But theyre IN this channel and basically pm'ing folks they see inquiring about avatars
This is all just a ploy to encourage someone to actually apply for the QA position
I have 5 years of C++ QA at a big company but I haven’t worked with Unity so I don’t think I’m qualified.
Hi, I would like to inform you what I have discovered
If the avatar has an audio source in the armature, then when it will change
in the avatar descriptor default locomotion system, they work properly while moving.
However, if the avatar has a rigidbody component in it, particle effect /audio sorce, despite changing the locomotion layer to default or not placing any, the problem still appears
so from my perspective locomotion system for now on dosent work with rigidbody component
I don’t have any rigid bodies, audio sources, or particle effects I have the issue just by using animator tracking control while stationary
to be really fair I don't see why you'd want to use rigidbodies unless you want physics simulation
in otherway, do you have same problem if you put something in contain rotation component ?
yeah, sry
Like I said I’m not using any sort of constraints or special effects. I can trigger the issue just by using animator tracking control in locomotion while not moving 
yea my avatars have constraints though this should not really have an effect on the locomotion or animations
i will try to replace rigidbody with rotation constraints and check it
or maybe they will fix that until Friday
hopefully they will fix the issue soon
lol now i don't understand i just made a test build on the model that have animations like acitvating sound that they are not in rigedbody and also other song that they are in that component, and when i just change the locomotionsystem everything works fine
wtf
Test build is broken rn
ok so i will upload the model normally
it's weird on different map everything works fine on tets build now not also the normal upload dosent work
@cobalt yew If you have write defaults on in some layer, and reach a state with write defaults off in another layer, there will be some behavior side effect related to what should be set as the default value for a property not being animated. at least, this is my experience in merging layers that do not use write defaults into other player's layers. since VRC built-in layers wrote defaults, you would not truly have an option to avoid those side effects by not writing defaults yourself. now you are free to not write defaults and it won't break things
side effects related to write defaults will exclusively belong to what you are doing in layers you control, which is a good thing
@upper remnant i get that. and i know in the long run it's better. my point was more that the documentation states "write defaults" does something completely opposite of what it actually does. (the documentation states it sets new defaults. as opposed to reverting everything to it's default state when not animated by that state which is what it actually does.)
yeah that line is not accurate i think, several people have pointed out a confusion
i believe there are times when it sets the default value as something unexpected, based on current value and value within other motions
that may be what was trying to be conveyed
write defaults and mecanim in general does undocumented things
dont try to "fix" anything right now until the update has been fixed as it may break once they update it
I wonder if they'll keep the write defaults change
has there been any mention of parameters? prior to the patch my custom parameters worked fine. post patch no one sees my animations presumably due to parameters.
its random and it varies, sometimes itll work sometimes it wont for others
before the update you had to use write defaults on, it was completely broken if you tried to animate with write defaults off. after the update, it seems they may have completely flipped this and is now broken if you use write defaults on. this is a very big change as everyone would need to rework their animations to support the new standard, because the current way to do it was completely unsupported before
me and my friends were testing this out with dozens of avatars last night and couldnt find a consistant way. sometimes stuff would work for everyone in the room, sometimes it was just certain people, whether they left the room and came back or not
my guess.... is its a local caching issue?
but perhaps that's not really the issue atm and something else is actually causing the bug, which will let us use either write defaults on or off however we wanted
it does seem to be very inconsistent whether an avatar will break or not
does the vrchat team know about this issue yet?
A3 gestures do not update to other people unless you switch back and forth
Quite the annoying issue
Ok after trying to fix what shouldn't be broke I am really tired of this.
Why was this change needed? Like the explanations Ive heard so far doesnt explain anything about the issue about it being on by default.
Is it because of performance?
A new feature which is being worked on?
Trying to implement a better way of handling animations?
Like just turning it off and saying what it does without any explanation why you needed it off does not really say anything.
I'd really want an answer about this from the devs which doesnt really dodge what I am asking :/
//Rant off
@spare fox there are several things going on right now it seems. the write defaults change was needed because when VRC layers write defaults, it forces animators to do the same. also, it seems there may be a bug somewhere breaking stuff in an unintended manner
it's frankly pretty hard to tell
that still doesnt explain why it had to be changed
just a blanket "this causes some significant issues"
People think the write default thing is the reason their animations are screwing up and it’s probably not the case
it's because you will have wrong property values if VRC layers are writing defaults and you make a layer that isn't writing defaults
Then the question is why does it need to overwrite the defaults in the controllers?
so only apply the VRC layers change to a new SDK version
so it doesnt break old avatars
i think a question that's really being asked is, "who asked for this?"
i think all avatars have to depend on the same set of built-in layers
it's been the answer to a lot of feedback ever since avatars 3 was in testing
"why is this random animation broken etc etc" -> reason: VRC layers were writing defaults
they definitely have the ability to swap out base animations for avatars based on version
I would had rather that they tested this in the open beta instead of pushing it to live, I mean it is like pushing to the master build without making sure it doesnt break anything else..
they do, but it's probably not segmented the way you're wanting it to be, at least right now
keep in mind that the write defaults change probably is not what is breaking your stuff
i mean i don't really care about having to go back to stuff and change it, if this was intentional, they really messed up the messaging
i mean, maybe it is, but others seem to have problems even if they're not writing defaults at all
it's related to the same build, at least
possible
Well if it is breaking then it means they rely on that the feature is on, it is a very handy way of handling animations
either way, #1 it is just a bug unrelated to defaults, -> they should revert the update, 2# it is intentional -> they should have been way more clear in messaging
the updata also has made a lot of people not hering each so plz go back
I mean before if you played an animation you would expect it to stop and reset when it is done playing, but now with this change it means the animations doesnt reset anymore and we have to either add reset states to oneshot animations or adding reset animations which increases the workload and can make it more confusing and rigid
can't you just re-enable write defaults
not for the built-in layers
It gets overidden by vrc
oh so setting it before upload is meaningless
Unless I am wrong
and hypothetically that might not even solve the problem because of a possible bug that was introduced
i mean write defaults is simply the difference between an animation 'resuming' and starting from beginning no?
Which is why I think they should have tested this before pushing it to live
for state based animations (one frame), or anything scaled to parameter normalised time or in a blend tree it shouldn't matter at all
I have a lot of animations on my avatars that are 1 frame. Whether I have write defaults on or off they now glitch and repeatedly play their frame 1 state over and over again as if it is activating and deactivating non-stop.
;/
it also considers the properties in other motions as defaults
@icy pelican Open Beta is for finding bugs and then complaining about them on Discord, where the dev won’t see it, being told you need to make a canny in order for them to acknowledge it, and then saying that’s not your job to make a canny, they don’t fix it, and then you need to complain that they didn’t fix it.
well, how do you suggest they do it with WD enabled?
eh they'll figure it out
Lol
if they enable WD, we also need to enable WD, if you don't you will experience unexpected property values
if they have WD disabled, you can do either depending on your layer order and state machine design
it is not, in many instances
you will have incorrect property values persist
that's not every animation case
maybe they'll throw another animator script in that lets us toggle it.
