#avatar-general

351 messages · Page 15 of 1

radiant flare
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so i think i will be a-ok

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i think the only way to see it in game is to use one of those full body area changers

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and i think people only use that to sit

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and float

fluid grotto
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Recommended texture resolution for menu icons?

merry swan
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Mostly used 256x256 , texture crunch <2kb ,

radiant flare
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uh oh

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i may have just screwed myself

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how do i get out of the rig editor when unity crashes

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oh thank god

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unity saved the scene

sand wren
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@fluid grotto doesnt really matter except changes file size

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also vrchat complains if theyre too big and automatically scales them down

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also i think the limit is like 512

robust orchid
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In Unity when doing rotation states for eye tracking only one of my eyes move

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is that normal

woven pecan
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yes and no

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yes if you unlock it, no if you don't

obsidian ferry
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Does anyone know if there's any quest comp shaders besides the one's vrchat supplies

brisk lark
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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

solemn glacier
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I believe you can already do that with OVRAdvanced Settings on VR, but idk about Avatars 3.0 if it is possible..

prime talon
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you can have an animation lift it but, your viewpoint wouldnt follow

fluid grotto
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It’s not possible to move your character with avatar 3. It’s “cosmetic” animation only 

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There is temporary pose space, but that is janky for using it outside what it was meant for

brisk lark
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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`?

radiant flare
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just spam space bar against a wall

fluid grotto
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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

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But it can’t be built into the avatar, no

brisk lark
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Ok, thank you

fluid grotto
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Hopefully avatars will get udon some day 

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Don’t know if that’s realistic to expect

sand wren
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maybe in 2-3 years minimum

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vrchats not even ready for putting triggers on avatars yet

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but they were talking about avatar-avatar interaction and avatar-world interaction too

tranquil sparrow
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Can anyone recommend a good free bright anime shader? I see some on some Kon avatars but Im not sure what shader they use.

sand wren
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i wonder why vrchat doesnt do component based animation

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so instead of doing something like eye tracking with a specific bones and blend shapes

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they can make it just drive values and make it modular

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so u could link eye rotation to something like menu selection

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of course that would be when actual eye tracking enabled but still

wintry glade
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eye tracking is done via a third party software that probably needs those specific inputs

narrow void
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Hmm, I have a question: where do I ask how I can find a avatar world that has werewolf/anthro wolf playermodels?

rough girder
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Start your search in furhub for anything anthro, @narrow void

neon finch
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can i remove grounded parameter

elfin seal
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does anyone know how to quickly upload a model to vrchat

neon finch
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can i stop vrchat from playing a locomotion animation when grounded is set to false

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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

sand wren
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some sort of idle pose

neon finch
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but what pose does nothng

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one that does no transforms at all

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vs base

narrow void
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Alrighty! Have done so in the past, will check again

stray gyro
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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?

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not in the mood to remake the project again after it stopped detecting dynamic bones

late tartan
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Reset the expression layer section

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Fixes it everytime

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@stray gyro

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Payable layers*

stray gyro
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i have

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and the console doesn't have any red errors

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oh

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wait

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I tried it again and it worked

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¯_(ツ)_/¯

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ty @late tartan :D

merry swan
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if you have 2 fx, you didnt set the mesh to humanoid before after you added descriptor

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just a visual bug

slim bay
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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

merry swan
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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

untold geode
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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?

wintry glade
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You cant add post processing to an avatar. You might be able to fake some of the effects via specific shaders.

daring spade
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i cant find an avatar for a base that doesnt have cat ears 😣

lapis sand
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What's the general limit on audio sources?

sand wren
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delete the ears

fallow sequoia
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@slim bay Disable auto footsteps for 3pt and desktop. Then you can customize the locomotion animations or just have a floating idle.

slim bay
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Thank you!

dapper bluff
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okay super weird question:

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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?

young wasp
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in the most basic sense yeah, it's largely the same

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some things are in slightly different locations but the upload process is the same

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if you weren't doing any animation overrides or anything it's nearly identical except for a few interface differences

dapper bluff
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gotcha

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tbf i didn't rtfd yet :p

arctic depot
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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?

queen palm
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yes please

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that would be awesome

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i had some other AV3.0 ideas but they weren't possible cuz you can't change the parameters from external programs

fluid grotto
robust orchid
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Does anyone know how to do gesture based facial animations in 3.0 with shapekeys

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i just need a working example

woven pecan
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@robust orchid i've literally answered to you on this question in #avatar-help
if something is unclearly for you - you free for ask

obtuse nacelle
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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 :)

neon finch
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Hello i looking for a dragon avatar plz help

woven pecan
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Humanoid one, or real dragon?

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real, ha ha

dusk karma
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real dragon body tracking support coming soon

neon finch
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Real dragon in gold white a 13 number

eager horizon
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how would that work with vr tho?

woven pecan
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a real dragon wouldn't ask that

eager horizon
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shh

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dont tell them

woven pecan
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Oh, sorry, my mistake

arctic depot
sand wren
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u can use rotation constraints to a invisible skeleton if want do fullbody feral dragon

limpid hamlet
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is the performance less limited on the quest 2?

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by that I mean, did they adjust the model performance requirements for the quest 2 yet?

eager horizon
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no

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and they wont

merry swan
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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

eager horizon
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^^

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most of the improved hardware is used to run the higher res displays. so in game detail cant actually be improved that much

merry swan
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2 is more like quest 1.2 we fixed some of the oddities

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(also hey pay us for new accessories)

eager horizon
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*and made the strap intentionally as shit as the last one so you have to buy an accessory

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headset dlc

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I swear to god

merry swan
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One of the elite straps have extra battery on it, they know its low

robust orchid
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@arctic depot this guy already has animations ready to be imported

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If I could get to THAT point I would be set for life

merry swan
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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 🤷‍♂️

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(Also bones if you want to move those around, like ears/tails/ect)

robust orchid
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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)

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there aren't any channels rip

robust orchid
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finally got it to work

fluid grotto
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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

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Not crapping on Quest 2 though, it’s a great price of hardware

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Piece* but also price I guess

noble marsh
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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.

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All Oculus needs to do in order to increase the FOV is to reduce the distance between the screen, the lenses & your eyes.

eager horizon
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not that easy when you only have a single panel

noble marsh
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Why would that make a difference?

eager horizon
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harder to move lenses around

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and if they arent in a "one size fits all" position you will need to move them for some people

noble marsh
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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.

eager horizon
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they did it because single panel

noble marsh
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💵 💵 💵

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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).

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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).

neon finch
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How uhm, long till I can upload an avatar??

silver adder
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It varies, being a good person helps.

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Certain actions like adding friends (even more so if someone sends you a friend request) also helps bring your trust score up.

eager horizon
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@neon finch whats your budget?

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ye

woven pecan
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@eager horizon *angry communist noises*

eager horizon
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well its just, it takes time. So people usually compensate for that time with money

red pilot
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If you really want a full-custom avatar, you should consider learning how to 3D model in Blender

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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

neon finch
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And make a shit ton of money

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Legit people buy 200 bucks for an avatar they could literally make in a couple hours

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It’s such a good business I don’t blame avatar commissioners for hopping on that

neon finch
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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.

neon finch
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o

fluid grotto
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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

red pilot
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You could make an avatar in a couple hours... IF all of your parts come pre-made

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I can make avatars from scratch in 1 day but that's because I purposefully make them look like abominations

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Ones that I actually put effort into usually take between 2-5 days, without interruptions

fluid grotto
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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.

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If it’s not a personal interest there’s nothing wrong with paying someone else for their time to do it for you.

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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.

flat marlin
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what are the avatar worlds with hypebeast sorta boy avatars like the ones with off whites n sort

nocturne creek
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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.

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On my own stuff I'm not fussed, but if being paid, any imperfection or skill gap would kill me.

neon finch
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Yeah but once you learn it it takes a good couple hours

velvet pilot
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Speaking about people buying avatars were is the best place to look for people doing commissions? I'm interested in getting one done.

loud arrow
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When remeasure avatar

eager swift
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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?

frail bluff
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well yeah but I don't think it would be even able to be used after that

neon finch
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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

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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.

fluid grotto
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I’m not having any sort of issue with sub menus within sub menus

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Don’t use exit parameters for sub menus and you are fine

neon finch
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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?

signal kindle
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hey guys, anybody know if there's an easier way to animate bones besides looking at every single value and modifying them manually?

floral rock
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Someday I'll do a choose-your-own-adventure using submenus

shrewd berry
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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?

neon finch
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Are the old VRChat animations publicly available somewhere so I can put them on my 3.0 models?

somber turtle
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hello

proven cargo
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Can anyone simplify what the difference between the FX and Gesture layer are?

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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

neon finch
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You have the wrong idea about what they do

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Read on the documentation of the walkthrough

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In most cases FX is where you do all your blendshapes and facial expressions

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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.

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You can put idle animations and such for wings and tails on a gesture layer too

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All layers except FX are for transform animations for bones. FX is for everything that is not a transform

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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

floral rock
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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

cobalt yew
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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!

neon finch
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Ah, that's awesome. Thanks @cobalt yew

fluid grotto
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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

signal kindle
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:0

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That's uh

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A lot to take in

fluid grotto
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Yeah I used to do things like a caveman as well

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Whatever you edit gets added as a parameter to wherever you currently have the timeline set to

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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

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Then uncheck record when you want to stop doing that

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in some cases it's the only sane way to add things to animations, like changing materials

signal kindle
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That's how I change materials, wow

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On the topic, is there a way I could move the UV map in animation?

sonic spade
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W-wait, how were you doing it before 😨

signal kindle
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So I could, say, do 2D visemes?

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I uh...

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Just kinda wasn't tbh...

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Don't even think about it

fluid grotto
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The best way to do 2D viseemes is regular material swap: make a second material with a different offset, and swap to it

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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)

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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

sonic spade
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Would be epic if it transfered to other avatars too tanabae

fluid grotto
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to be honest, i don't know why it doesn't.

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it does in any other game.

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oh, i guess other avatars always have uniquely compiled shaders

signal kindle
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what do you mean a different material with a different offset?

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not a whole new image right?

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also trying to cut down mat count for quest, but i get that's probably the only way

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and, like, how would that work for eyes since they're visemes?

fluid grotto
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animating swapping materials doesn't create extra materials as far as VRChat cares

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it's all about how many are visible at the same time

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so swapping them with animations doesn't count as more materials

signal kindle
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oh, cool!

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In that case, how do you offset a material?

fluid grotto
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what shader are you using

signal kindle
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im new to Uvmaps, but aren't they tied to the model?

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ah

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on quest i use matcap lit

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pc i use silent's cell shading

fluid grotto
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let me see if matcap lit has offset parameters

signal kindle
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yup

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i cant post the picture here

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but it does

fluid grotto
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yeah offset slides the UV's up and down

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and left and right

signal kindle
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ah, i see

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make the mouth a separate material, edit the offset

fluid grotto
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in units of 1.0 being the entire width/height of the texture

signal kindle
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it'll be a process, but shouldn't be too hard

fluid grotto
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However, instead of animating the offsets

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I'd make separate materials

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and entire set of pre-done materials with each offset

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and then animate just swapping the material

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avoid animating shader parameters directly - they have a lot of hangups

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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

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your FX layer ends up looking like this, each one is a material swap animation

compact pasture
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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?

fluid grotto
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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.

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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

signal kindle
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@fluid grotto , just trying to wrap my head around this since i've never quite done something like it

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so usually i put visemes in the viseme slot for the mouth animations

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now that i have these materials with offsets

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how do i edit the animation to use them instead?

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i appreciate the help btw

fluid grotto
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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

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then uncheck "preview" so the avatar stops being all weird

signal kindle
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i created the animations already

fluid grotto
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ah

signal kindle
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how do i apply them to talking and blinking respectively?

fluid grotto
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Well blinking all goes on the avatar descriptor

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er wait

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material swap blinking, right?

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yeah you'll be making a custom FX layer

signal kindle
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no clue what that is

fluid grotto
sand wren
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for blinking i only have a layer to turn eye tracking on and off for stuff like eye close gestures

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but for blinking and speaking with spritesheets its a bit complicated

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because the mouth and eyes need to be separate meshes

fluid grotto
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If you are very sure about it maybe make a canny recommending the docs be changed

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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

sand wren
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no, theres a ton of useless and strange stuff in the docs that i cant bother to tell them to fix

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and lots of stuff that isnt really explained or given examples for so many people do things incorrectly or dont understand why

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if you want you can look through this and tell me where it says you always need masking

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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

fluid grotto
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Good question. I think the docs may have changed.

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So you're probably right

sand wren
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yea only thing in the docs that says masking is for Base layer (if you want) and for each hand in Gesture

cobalt yew
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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.

sand wren
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same honestly, my kk slider avatar can only play one sound at any given time

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and i already use normalized time for pitch control

last badger
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anyone else unable to upload avatars atm?

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I reuploaded 1 avatar, and somehow both my new and old animations are on one avatar now

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idk how cuz i deleted the old files so locally I cant even access the old anims cuz they're literally gone

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now im trying to upload it as a fresh model, but it won't upload at all.

last badger
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I just uploaded my avatar as offline testing

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Can someone explain me how my avatar is accessing animation files that don't exist anymore

neon finch
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Can people make other people avatars

sonic spade
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Yes

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It actually has a name too

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It's called commissioning

neon finch
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Do people do it for free??

sonic spade
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Not really

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Maybe if you are good friends for a while yeah

neon finch
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Oh ok

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Thank you for the info

somber hearth
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I'm trying to find a roomba avatar where you can sit on it and ride

shell shell
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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

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tomorrow i'll work on interactions and stuff

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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

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kinda looking forward to it since i don't like making the models but rather making them work

queen palm
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Maybe if you are good friends for a while yeah
oh my god no

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if you say that then a lot of people will take it as "go become friends with an artist and get free commissions"

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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

muted prawn
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I REALIZED SOMETHING

You can do sub devide values

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You can use 2 values to separate valeus for multiple things!

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you use one value that you trigger on entering to a menu

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id 1 for category 1

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id 2 for category 2 and so on

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now you add second value to differ the value for the animation!

neon finch
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Anybody got a FNAF 3 Springtrap Avatar they will let me clone?

worldly sage
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3.0 makes me wanna quit making avatars

sonic spade
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why 🤔

worldly sage
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To hard😭

little matrix
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i believe in you

worldly sage
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I even follow totorial and it still not work

woven ice
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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

woven ice
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never mind , i got it

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i figerd out what i needed

thorny canopy
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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?

dreamy leaf
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just curious; what program should i use for making a vrchat avatar?

thorny canopy
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For making the model itself?

nova ether
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i used vroid :/

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for my first

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its nice and easy

dreamy leaf
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mmm, not making the model, just hooking up a skeleton

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to a pre-existing model

merry swan
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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

thorny canopy
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oh, bummer

nova ether
woven ice
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@nova ether did you try password insted of username?

nova ether
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?

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Wdym

woven ice
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i ment email not pasword sorryu i am brain dead rn

nova ether
#

Ah ok I’ll try that

woven ice
#

ok good luck

nova ether
#

Omg

#

It worked

#

Thanks so mUCCHHH

#

AAAAAAAAAA

woven ice
#

^w^ glad to help

dreamy leaf
#

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.

woven ice
#

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

buoyant finch
#

Hey dose anyone know how to get that anime skin with like a bong and like a black hoodie

woven pecan
#

@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 ice
#

@woven pecan I did most of the vids are for togling with the menu thing

woven pecan
#

owo

woven pecan
#

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)

woven ice
#

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

woven pecan
#

if you didn't know, there's a rules on this server. one of them are:

  1. 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
woven ice
#

ooh i dint relisze that was a rule but i mean , i tried that but it taks hours somtimees to get a responce

sour flare
#

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

cinder perch
#

i want to start make my own model, what is the best way to start?

woven pecan
#

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

cinder perch
#

thx @woven pecan

neon finch
#

bruh i took hours making an avatar and it says that i havent been using the application long enough to fucking use it

small crescent
#

its ~10 hours of gameplay if you're not getting blocked by everyone

sand wren
#

vrc doesnt want spam uploaded .-.

fluid grotto
#

I’d seen it happen in less than 2 hours actually

#

Depends on what you’re doing and who you’re with I think

neon finch
#

does anyone have the chris starter avatar

#

send it to me in dms if you do

hard halo
#

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?

fluid grotto
#

@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.

little matrix
#

i think he is referencing a legacy avatar, those were made by the tafi people

neon finch
#

the chris model was made by some unity software

#

like the nikei one

fluid grotto
#

Answer stands - if it’s made by Tafi, ask the creator - Tafi

neon finch
#

no nikei wasnt made by tafi tho

fluid grotto
#

He was.

neon finch
#

morph 3d not tafi

little matrix
#

I think they are

fluid grotto
#

Tafi claimed they made Nikei.

little matrix
#

Ya, morph3D made tafi

neon finch
#

theres a software made from it

fluid grotto
#

Ah, I didn’t know their company name was different than the product

neon finch
#

but i use quest

little matrix
#

tis, i just couldnt remember the company name 🥴

fluid grotto
#

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.

neon finch
#

? no you can make it on the software morph 3d tho

little matrix
#

go ahead

neon finch
#

but i have a quest with no link

little matrix
#

there are no available computers in your vicinity?

neon finch
#

no my laptop is just really old

#

its a windows seven

little matrix
#

i think the software to make them is defunct now anyway

#

All references to the software have effectively been expunged

neon finch
#

well i know theres a chris model some where

little matrix
#

Well deduced watson

fluid grotto
#

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

mellow sun
#

Hi , can someone recommend me an Avatar creator? Looking to commission one.

neon finch
kindred steppe
#

why people can't see move tail and ear. me i can see tail and ear

merry swan
#

Wich layer is it on, wrong one and only you see it

kindred steppe
#

no

#

on vr chat

merry swan
#

yes?

proper flower
civic pasture
#

where can i pay somebody to make a model for vrchat?

fluid grotto
#

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

hasty hemlock
#

VRC Traders in the community server section is all about vrchat commissions

tender spear
#

what does it mean for an avatar to be in a station? Reading through patch notes.

austere rose
#

on a chair

late tartan
#

Chair = station

#

Though a station doesn't necessarily have to be a chair

woven pecan
#

Vrc traders is 30% cursed :в

crimson bane
#

can some import a model for me it might need rigging

sand wren
#

pay someone or DIY

remote echo
#

Depends what it is and the difficulty

strong tree
#

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)?

fluid grotto
#

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

hasty hemlock
#

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

fluid grotto
#

Use it to get away with free triangles since the performance rank ignores them. But they are just as laggy as being real

strong tree
#

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

fluid grotto
#

There is no real difference. Removing backface culling in a shader effectively doubles the amount of triangles that need to be drawn.

strong tree
#

hm... so if I want to draw them anyways, backface culling off is probably the better option?

fluid grotto
#

Use only when there’s a practical reason to, since it is doubling the triangles (render wise)

strong tree
#

sure, I anyway do it only if necessary

fluid grotto
#

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

hasty hemlock
#

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

fluid grotto
#

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....

strong tree
#

so... draw calls are more costly than more polygons rendered?

hasty hemlock
#

yes

strong tree
#

good to know

hasty hemlock
#

that's why everyone goes on and on about texture Atlas

fluid grotto
#

Yeah polygons are very cheap compared to material slots. 1 material slot = 1 draw call

hasty hemlock
#

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

strong tree
#

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

fluid grotto
#

If you have to ask the question is it better to have X, or an extra material” the answer is, have X.

strong tree
#

well, I reduced my main Avatar some days ago from 17 materials to 8 (still needs some work :P)

hasty hemlock
#

definitely needs more work but that is an improvement

strong tree
#

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

fluid grotto
#

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

strong tree
#

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

fluid grotto
#

Yeah my avatars tend to boil down to about four materials, cutout, blended, single, and double sided.

#

All with the exact same atlas though

strong tree
#

I mean, it depends on the avatar and style tho

hasty hemlock
#

myself I basically only have one material as I tend to use Quest compatible bases

fluid grotto
#

Oh my quest version is always like that but... my pc version is prettier

strong tree
#

still need to make a proper version for quest...

fluid grotto
#

There’s a lot of quest users going around lately they really appreciate it

strong tree
#

I have my one polygon avatar which is quest compatible, but that's more like a joke (but still high performance :P)

fluid grotto
#

I’m usually excellent on PC and medium on quest lol

strong tree
#

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

hasty hemlock
#

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

strong tree
#

well... I know how to retopology something, but it's quite a lot of work >.>

hasty hemlock
#

this one I got purely from a Edge loop dissolving

strong tree
#

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

hasty hemlock
#

excellent

strong tree
#

but if I need to decide between a bit more performance and jiggle physics... jiggles win

hasty hemlock
#

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

fluid grotto
hasty hemlock
#

excellent

strong tree
#

welp... those are both a different style than mine, and much easier to improve ;)

fluid grotto
#

It’s the same technique

#

Convert to quads, dissolve edge loops

strong tree
#

well, IIRC unity does convert quads to tris anyways at some point

fluid grotto
#

You should re-triangulate before importing to unity anyhow

#

Unity won’t do as nice a job as you

strong tree
#

thats true

fluid grotto
#

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

tranquil pulsar
#

Unity converts quads to tris on model import last I checked.

fluid grotto
#

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

pallid fable
#

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

fluid grotto
#

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

wintry glade
#

If you are just looking for tris you can do Select->Select All by Trait->Select Faces by Sides and do 3

pallid fable
#

oh wow I never knew that

#

thanks!

wintry glade
#

Its mainly used for finding Ngons but it can do any number

pallid fable
#

and yeah there aren't that many tris left but I'd still like to reduce the number if I can

fluid grotto
#

It’s usually mathematically impossible to completely turn the model into quads

wintry glade
#

Yeah some tris are usually needed for turns a such

fluid grotto
#

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

wintry glade
#

I just learn from game rips really

fluid grotto
#

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

wintry glade
#

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

slim pelican
#

anyone know how to do a gif on an avatar?

sharp ferry
#

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+

merry ice
#

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

hasty hemlock
#

which Avatar Creator tool are you talking about

merry ice
#

i'm... not sure? the one that people use for VRChat avatars? the SDK thing?

hasty hemlock
#

question do you have a model for the oc's

merry ice
#

uuuuuuuh... nope XD

hasty hemlock
#

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/

merry ice
#

i'll have a looksee at it

hasty hemlock
#

here's a beginning to end tutorial from vroid Studio to uploading to vrchat

merry ice
#

thanks :3

hasty hemlock
merry ice
#

oooooh! okie dokie thank you!

hasty hemlock
#

so that should be everything you need as far as what can be accomplished without having to go into modeling software

merry ice
#

alright!

hasty hemlock
#

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

timid kraken
#

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

plush light
#

@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,

timid kraken
#

ok thank you alot

#

uhh

#

whats your cashapp?

plush light
#

you dont need to pay me?

slim pelican
#

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??

pallid fable
#

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

fluid grotto
#

Not gifs no but you can use the shader and a slide show image

merry swan
#

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

muted gazelle
#

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

turbid finch
#

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.

fluid grotto
#

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

valid patrol
#

Marshal

fluid grotto
#

Soon.

turbid finch
#

Yea, I've seen that, too.

#

I just don't see anything in the ToS about it.

fluid grotto
#

It wouldn’t be in the TOS, actually. It would be in the Community Guidelines

#

And it’s not, so it’s fine.

turbid finch
#

Yea, I meant that, too

#

I read both just to be sure

#

Ty

sand wren
#

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

neat cairn
#

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

safe mirage
#

will get fixed soon, hopefully. and they are listening

sand wren
#

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

safe mirage
#

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:

fluid grotto
#

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

sand wren
#

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

hasty marsh
#

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

red pilot
#

I know that visemes added to emote and animations and things like that tend to bug out

fiery igloo
#

were can i get cool goku avatar on the quest

austere rose
#

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

small crescent
#

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?

snow narwhal
#

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

small crescent
#

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

indigo forum
#

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 ?

late tartan
#

There's no longer different female/male default animations in 3.0

woven pecan
#

They are still here, but now it called 1 or 2

sand wren
#

im sure u could find one around deviantart or for sfm or something

fallow geode
#

Can someone pass me a dark souls avatar please?

red pilot
#

You could probably find dark souls models on Models Resource

#

As for completed avatars, i don'tthink most people would just give youone

inland sage
#

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... 🙄

small crescent
#

triggers the instant you start the transition from my experience

inland sage
#

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?

cedar flare
#

What is ok as a thing to post in showoff?

#

Does it have to be in game, or can it be a turntable render?

hushed pilot
#

anyone have any wario avatars??

marsh chasm
#

Just revert it back to idle in a loop

#

You can also make it easier if you transition in from "any state"

neon finch
#

out of curiosity Does anyone know where to get a personalized avatar or know anyone who makes them?

valid patrol
#

Yourself with blender

#

Also the commission servers that exist

woven pecan
#

but half of it is cursed

keen wing
#

anybody has a ryu hayabusa avatar i could copy/ a world that has one?

idle epoch
#

Can anyone help me figure out how to seperate textures using blender

neon finch
#

Anyone have any black male avatar worlds, my friend is having trouble finding any

vernal harness
#

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

small crescent
#

there is no legal way to do that

#

you have to ask the author for the files

vernal harness
#

eh

#

well

#

im gonna have to find the author then

rare fractal
#

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

vernal harness
#

i wonder if while the game is running it stores avatars in some sort of cache

#

im too dumb to figure that out anyways

scarlet spindle
#

I’ve heard that you can grow your character. How do you do that?

upper remnant
#

takes a lot of introspection and experience

late tartan
#

@vernal harness ripping avatars from the cache is still not legal

red pilot
#

I thought i told that guy already not to try ripping avatars from other people

hardy vigil
#

Welp, going to try and dive into avatar creation.

vernal harness
#

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

karmic helm
#

What's the current meta for syncing a material float? My current method is unreliable for syncing with late joiners

eager horizon
#

whats your method

#

and what are you using a float for in a material if you dont mind me askin?

manic forge
#

@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

late tartan
#

3rd person view is definitely possible with avatar 3.0

#

It's actually already been done in 2.0

#

@neon finch @manic forge

manic forge
#

Really? I was not aware of that

late tartan
#

Put a camera over the avatars shoulder and a screen renderer on the view point and viola

manic forge
#

wow, something that simple?

late tartan
#

That's the basic idea; I'm sure it's a bit harder in practice lol

manic forge
#

With the very limited steps you gave, I'm gonna try doing that

late tartan
#

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

ashen breach
#

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 ?

late tartan
fluid grotto
#

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.

neon finch
#

houw can i get the brush skin model ??

fluid grotto
neon finch
#

@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

fluid grotto
#

@neon finch you question is answered in #vrchat-general-2 don’t repost the same question across many channels

neon finch
#

Ok now that you know the consequences if you search brush there are tons of worlds

#

Good luck man

fluid grotto
#

Sounds right

neon finch
#

I miss Ugandan knuckles can that shit come back

#

Way better than the brush meme

red pilot
#

How about a new shitty meme avatar

neon finch
#

Oooo I like your thinking mix it up a bit

fluid grotto
#

Ugandan brush chungus

#

-anchi

neon finch
#

Vrchat could use a new meme anyway

red pilot
#

Aight throwing something at the wall here

#

Normal models but with something else's face on it

fluid grotto
#

Ok

#

It was me lol

red pilot
#

Like a furry base avatar but with shaggy's face on it

#

bad example but still

neon finch
#

That would be hilarious

red pilot
#

ooook

#

ok buddy

gaunt star
#

Bruh

vernal harness
#

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

green wraith
#

Screw it I'm going to SDK 3, how do I work this thing?

fluid grotto
#

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

green wraith
#

Oh, cool

#

My only worry is constraints

#

Do they work now? The IK Follower gave me problems

fluid grotto
#

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

green wraith
#

No no, thank you, I needed the parent constraint, I appreciate it

wintry glade
#

Parent constraints are a simpler VRC IK follower

green wraith
#

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

wintry glade
#

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

fluid grotto
#

Your SDK2 might have been out of date, I think constraints were allowed slightly before avatar 3.

wintry glade
#

Yeah they should have been

#

Def used constraints before the spiders broke lmao

green wraith
#

Oh...

#

Well, imma stick with SDK 3 anyways lol

wintry glade
#

You should, there is no point staying with SDK 2 imo

fluid grotto
#

Yeah it’s more of a learn to do it now or later kind of thing. You don’t see SDK1 anywhere 

green wraith
#

I never knew what SDK1 was tbh...😅

fluid grotto
#

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

green wraith
#

Seems fine to me, cause I would like to be a game dev

fluid grotto
#

Which is handy if you’re interested in getting into actual unity game making

small crescent
#

kinda sucks there is no sound randomizer

#

only 8 source components for poor makes it hard to implement it yourself

fallow geode
#

Does someone have a dark souls character?

agile solar
#

I've seen plenty in the Pug. Thonk

green wraith
#

Just wondering, what controller do I use?
And what donI do for a Gesture Override?

fluid grotto
#

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

flint trout
#

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.

inland sage
#

Can you still use Animation Components on Avatars (3/2) or just Animation Controllers?

fallow sequoia
#

No, legacy animation is not allowed.

indigo forum
#

oops wrong channel sorry

loud arrow
#

When remeasure avatar

inland sage
#

Thank you hackspanner. Maybe I had the wrong documentation, or it is outdated.

dapper bronze
#

so why are people not able to see my armor toggles after the new update

old escarp
#

Custom animations just don't work

dapper bronze
#

what broke them now

old escarp
#

idk

#

Seems to be an issue with avatars as a whole

#

not just 3.0

modest sun
eager swift
#

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?

rose panther
#

@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.

eager swift
#

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

merry swan
#

Put FX on action layer, thats the issue, might be fixed tho

exotic apex
#

Super annoyed that this update broke my Animator Parameters to where only i can see them 😩

inland sage
#

@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...

fallow sequoia
#

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.

inland sage
#

Alright sounds promising, will be looking forward to see what the team will come up with!

modest sun
#

@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

rancid kettle
#

Guys I think 3.0 broke

past python
#

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

inland sage
#

Ahh yes this was also in the beta

past python
#

the coffin in the video should not move

#

and the spray bottle audio doubles

real patrol
#

animation machine broke

pearl moat
#

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

void swift
#

Has anybody uploaded with the new SDK and seen if the problems are resolved?

past python
#

yes and it still happening

void swift
#

ok ty for saving me a few hours

#

im just gonna get on and enjoy my local props

past python
#

had some friends help me test and its broken on their end too

alpine meteor
#

Its all broke, bros

rancid kettle
#

Ya

#

I feel like this update is a little worse than the others

#

Just a little

fickle zephyr
#

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

shadow abyss
#

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).

fickle zephyr
#

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)

lethal rivet
#

Ye any hand gesture i do resets the animation of whatever i have toggled out with the exspresson menu lol

flat siren
#

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

pale jay
topaz moss
#

Animations just loop a few frames instead of playing. gestures look fine, but anything longer goes bad.

alpine meteor
#

Animations just t-pose and wobble

#

and avatar sounds contantly stop and restart.

topaz moss
#

Animations are stop-starting instead of holding state.

acoustic thistle
#

smooth

fluid grotto
#

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

lapis sand
#

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

bleak idol
#

all of mine broke as well

dusty gulch
#

expect it to be that way until tomorrow most likely

bleak idol
#

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

copper dawn
#

I feel like i've made a very poor choice in first avatars to try and make...

bleak idol
#

ayaka fun and exciting

harsh brook
#

Can somebody tell me how to make an avatar 3.0

elder carbon
#

Not really worth it right now

#

Wait until VRC fixes a bunch of issues before you try to make a 3.0

woven pecan
#

nah, it's fine

#

most of users don't need broken functions, because they don't know what is it

elder carbon
#

Fair

harsh brook
#

I wanted to add the vrclens to my avatar but I need to have a 3.0 avatar

woven pecan
#

Making 3.0 avatar is easy, first step is stop asking and start making

harsh brook
#

that's why I came here
how

woven pecan
#

download unity, download sdk, install , create project...

#

you know

elder carbon
#

Look it up on YouTube, there’s many people who’ve done in depth tutorials

harsh brook
#

..

elder carbon
#

I’m not really good at explaining stuff like this, my brain stutters too much

woven pecan
#

only thing you need to start is yourself :/

copper dawn
#

I dont think any tutorial in the world is gonna save me from the hell that this Model is going to give me

woven pecan
#

sounds like a mis-phrased "help me with an avatar"

late sable
#

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.

cobalt glen
#

only fix i have seen is not updating to the latest sdk and use a last known working one

primal pond
#

very cool, they completely ruined av3.0

cobalt glen
#

one from september still works, but the animations are a bit of a mess

#

at least the avatar doesnt walk in the ground 🙂

primal pond
#

not in vrc's current condition emoji

river walrus
#

bruh

primal pond
#

b r u h, scroll up

river walrus
#

hello

primal pond
#

pff

river walrus
#

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

primal pond
#

everything we reupload

river walrus
#

Not using 2.0 anymore

primal pond
#

ok fr who are you, I wanna know

river walrus
#

question

#

u said trio. Who is nr 3

#

I do but do u?

#

who is it

sonic spade
#

the one and only

river walrus
#

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

elder silo
#

it's me who dis?

primal pond
#

he has been summoned

river walrus
#

omg....

#

r u serious

primal pond
#

dude

river walrus
#

LMFAO

primal pond
#

its you!

elder silo
#

BRUH!!!

primal pond
#

bruh wtf happened to you

river walrus
#

This was pretty funny ngl. Thanks for revealing tho. Would've driven me nuts

elder silo
#

good one mate

river walrus
#

ok will do

elder silo
#

no u

primal pond
#

nein

elder silo
#

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?

river walrus
#

Yeah there is no doubt anymore that you are who we think you are lmao

elder silo
#

it's mr potter

#

*A'rry Pot'er

#

From austrailia

#

no it's def the down und'a

fresh egret
#

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

acoustic thistle
#

they fix 3.0 yet?

past python
#

nope still fucked

acoustic thistle
#

epic

real patrol
#

3.0 machine broke

neon finch
#

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.

acoustic thistle
#

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

neon finch
#

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

acoustic thistle
#

Everything's fucked, in short.

cobalt yew
#

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?

acoustic thistle
#

bro idk, they gotta know about all this right?

cobalt yew
#

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..

halcyon siren
#

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.

neon finch
#

Yikes

halcyon siren
#

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

fluid grotto
#

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.

iron niche
#

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

fluid grotto
#

I don’t have any rigid bodies, audio sources, or particle effects I have the issue just by using animator tracking control while stationary

primal pond
#

to be really fair I don't see why you'd want to use rigidbodies unless you want physics simulation

iron niche
#

in otherway, do you have same problem if you put something in contain rotation component ?

#

yeah, sry

fluid grotto
#

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 

primal pond
#

yea my avatars have constraints though this should not really have an effect on the locomotion or animations

iron niche
#

i will try to replace rigidbody with rotation constraints and check it

#

or maybe they will fix that until Friday

primal pond
#

hopefully they will fix the issue soon

iron niche
#

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

red pilot
#

Test build is broken rn

iron niche
#

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

iron niche
#

ok so after tests

#

reupload system is broken, russian roulette

#

gg

upper remnant
#

@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

cobalt yew
#

@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.)

upper remnant
#

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

bright pendant
#

dont try to "fix" anything right now until the update has been fixed as it may break once they update it

neon finch
#

I wonder if they'll keep the write defaults change

pearl moat
#

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.

bright pendant
#

its random and it varies, sometimes itll work sometimes it wont for others

ionic forum
#

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

bright pendant
#

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?

ionic forum
#

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

neon finch
#

does the vrchat team know about this issue yet?

ionic forum
#

it seems so

#

tupper responded to the canny

meager prairie
#

A3 gestures do not update to other people unless you switch back and forth

#

Quite the annoying issue

spare fox
#

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

upper remnant
#

@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

small crescent
#

that still doesnt explain why it had to be changed

#

just a blanket "this causes some significant issues"

fluid grotto
#

People think the write default thing is the reason their animations are screwing up and it’s probably not the case

upper remnant
#

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

spare fox
#

Then the question is why does it need to overwrite the defaults in the controllers?

small crescent
#

so only apply the VRC layers change to a new SDK version

#

so it doesnt break old avatars

graceful surge
#

i think a question that's really being asked is, "who asked for this?"

upper remnant
#

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

small crescent
#

they definitely have the ability to swap out base animations for avatars based on version

spare fox
#

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..

upper remnant
#

they do, but it's probably not segmented the way you're wanting it to be, at least right now

swift lark
#

JCity VRC fucked up and won't say they did

#

all of my 3.0 no longer work at all

upper remnant
#

keep in mind that the write defaults change probably is not what is breaking your stuff

small crescent
#

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

upper remnant
#

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

small crescent
#

possible

spare fox
#

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

small crescent
#

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

swift lark
#

the updata also has made a lot of people not hering each so plz go back

spare fox
#

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

fringe leaf
#

can't you just re-enable write defaults

upper remnant
#

not for the built-in layers

spare fox
#

It gets overidden by vrc

fringe leaf
#

oh so setting it before upload is meaningless

spare fox
#

Unless I am wrong

upper remnant
#

and hypothetically that might not even solve the problem because of a possible bug that was introduced

fringe leaf
#

i mean write defaults is simply the difference between an animation 'resuming' and starting from beginning no?

spare fox
#

Which is why I think they should have tested this before pushing it to live

icy pelican
#

VRChat beta is for...?

fringe leaf
#

for state based animations (one frame), or anything scaled to parameter normalised time or in a blend tree it shouldn't matter at all

late sable
#

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.

#

;/

upper remnant
#

it also considers the properties in other motions as defaults

fringe leaf
#

that'll be unrelated to write defaults

#

something in the state machinery seems dodgy

fluid grotto
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vrpill
@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.

upper remnant
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well, how do you suggest they do it with WD enabled?

fringe leaf
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eh they'll figure it out

fluid grotto
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Lol

upper remnant
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if they enable WD, we also need to enable WD, if you don't you will experience unexpected property values

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if they have WD disabled, you can do either depending on your layer order and state machine design

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it is not, in many instances

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you will have incorrect property values persist

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that's not every animation case

fringe leaf
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maybe they'll throw another animator script in that lets us toggle it.