#avatar-general
351 messages · Page 16 of 1
and if it IS ticked, which you must tick it to avoid the wrong values, you must design the state machine differently to persist values
@late sable did you update all of your animations to disable write defaults? Also are you sure you dont have it transitioning to itself over and over? Because of the new change i had some AnyState transitions that would repeat without me thinking about it. They now are constantly updating the value that was previously being written as default. So the animation played over and over.
(there are things still broken unrelated to that change even if you fix your animations for write defaults)
now, since they don't write defaults, you can use write defaults, as long as your layer order is fine and you animate stuff correctly
are you using animator states to write values/data?
always saw it as a kind of read only sort of thing
the prior behavior was the choice-restricting one though. this current behavior, minus the apparent bug, allows you to use either option
@pearl moat All my animations were working before the update. After it they seem to restart over and over at the first frame. I haven't reuploaded anything since the update, only done "Build & Test" and with those ones I have tested removing "Write Default" from every single FX layer animation and the issue still persists.
Also I generally default to an empty state
Well if they fix the bugs and I can keep using the way Ive been making things then I am fine
and then toggle to a variable that moves to the animation I'm wanting
yeah. it reads values and sets animation blends and so on accordingly
no, you have both options
you are free to write defaults
you are free to not write defaults
so surely write defaults doesn't matter - leaving an animation 'paused' but not in it's state of playing
if you choose to write defaults it will affect layers in a subsequent order
that's your choice now
unless i guess you're using animators to toggle things on and off
OK I’m think I’m confused about all of this does vrchat use write defaults for their own stuff currently
i guess now you have to explicitly toggle objects off instead of like, assuming it'll go back to being off when you leave the state with the toggle-on anim?
neither did i
perhaps that is now the case? Either way in time all will be revealed
It's being worked on, as a guy said in #vrchat-general-2
@fringe leaf if you choose to not write defaults, yes you need to explicitly write property values. if you choose to write defaults, no, but you also need to animate with that in mind.
yeah @upper remnant i've been doing the latter.
Thanks for the answers that works backwards than I would’ve expected based on the name “write defaults”
same, because up until now, i've been forced to
it would be kind of nice if they gave us a script to manipulate other components instead of having to rely on animations
like the other animators scripts
Unity is all animations. They’d just be giving you scripts that ultimately need to drive animators anyway. Might as well make the animators directly
well i mean animations at their core are for driving rigs. Setting boolean states of objects on you can be done elsewhere
i guess it's valid for continuous values of components e.g. a dissolve posistion
yeah you want to curve all sorts of properties
hmmm... actually yeah i backtrack on what i said
i'll jus have a lil' break until they sort it all out
im just gonna make avatars like i normally do and if something doesnt work ill assume its the broken update and move on to another avatar
So is the problem with their toggle thing constantly restarting animations just a straight up bug then? It isn't a part of this default write business?
yes
yeah no way it's related
yeah, its broken in many different and random ways
Yeah the animation curves for blending between two values is OP. If your animations are mostly checking and unchecking checkboxes, yeah it probably all feels a little overkill
Well I got my answers :P
nah we're discussing like the differences in driving logical states of objects with an animator system DW on vs DW off
the broken shit is mostly unrelated
I still think they should have tested this instead of pushing it to live
i got a friend that does a bunch of unity development for VR too, and for him they'll test and test and test to hell and back and when it's perfect
merge to master
My confusion for write default is it does the opposite of what you think it does. Not writing defaults does what I assumed writing defaults does
Broken.
how many time the vrchat sdk will notify me after auth
it just happens sometimes
Classic software development, I guess it is just wishful thinking from me
If WD writes the state of your animator to each frame, doesn't that mean as a temporary fix if the only thing I do is toggle appear stuff through fx layer it would rectify the current issues by toggling every single WD off?
So while WD isn't the issue, because it should do as it does, it's something else they do with it?
so.. did they atleast fix the host chair bug thats been in the game for 4 months now? 
i heard something about the sdk now being flipped to how it normally worked
its a bug
S,,s
How the hell did they not catch this in bugtesting
still waiting for some word on the parameters not working. like should I be removing my custom parameters? 🙁
How the hell did they not catch this in bugtesting
@red pilot probably something to do with them advertising their need of a QA position.
So i've tested with my 3.0 avatars that i've uploaded, and all of them seem to work correctly on my end except for the most recent one that i've made
I only noticed the issues after the update, but some of the avatars I've made prior are broken as well.
one thing i noticed was my avatar descriptor in the latest SDK seemed a bit messed up
i made a new one and manually copied stuff
It seems like this bug might be throwing a ton of errors aswell, everytime I use my 3.0 avatar my fps drops significantly.
there was like an empty entry in the playable layers section
and the layers were organised wrong
there's also two Tpose slots
Double domination
halo music intensifies
yeah, i'm gonna do some testing with my sister once she has time and see how our avatars were affected on each other's ends
yeah the desync is spoopy
So i've tested with my 3.0 avatars that i've uploaded, and all of them seem to work correctly on my end except for the most recent one that i've made
@red pilot I find that all of the issues lately are due to how other people see you. my avatars all work perfectly for myself. Annoyingly, I also see them work perfectly for others.
where do I go to look up avatar bases, I am still looking for a v e r y specific base
that I really wanna use etc
alright, thanks
do you have alot of bases? maybe you know which one im looking for? I have an image of it
gumroad for more western content
what adeon said yes
looking for a specific anime boy uwu
i only really know furry ones 😉
Mood
what specifcally do I search?
VRChat eboy avatar
uhhh idk, only you know what you want
"VRchat" is a good start
just scroll through and look
This is the most VRchat conversation I've witnessed on here
I would wear more anime avatars if they weren’t all female 🤔
You know what I hate the most
so no like "VRchat base" or anything just VRchat?
base isn’t really a word people advertise with
Looking in avatar worlds for, let's say... a cartoon character. You find the pedestal of the character you want, the thumbnail is just a screenshot of the character. You click on it and... it's an anime girl.
oop
As hilarious as the concept of Marvin The Martian as an anime girl is, it's not what i'm lookin for
Ah yes clickbait blueprints
Oops, all anime!
clickbait blueprints 😂
Nah the worst is when you go to click on an avatar and a sign comes up saying "Reserved for _______"
like, why put it in the world then???
They set it to private and forgot it was in a World probably
I still have yet to find my baase
its just a hooded anime boi with ears and a tail and hood over its hands
That's like 70% of the anime boys i find
we gave you websites, go look
Go on a wild, magical quest for the basic anime boy avatar
catboy though?
ive been doing research for the past 3 days
I put them in #avatar-help
"On all levels except physical, I am a wolf."
"ʸⁱᵖ"

They used be be called nekos but that might be me being a boomer
Honestly, i don't really care what they're called
It's a girl that's half cat, call it whatever you wanna call it
LOL
Ooooh thanks for the terrible idea
I should make that right away
I'll put it in my bucket of terrible ideas, in-between Toad with human proportions and Saberspark's Moses lion
👌
anyone want to play I play on pc
what happened to them
all 3.0 avatars are extremely buggy since the recent update
animations being nearly completely unusable if they use sounds and particle systems
so the only things that broke on my avatar was ~~my marker and ~~the gravity on my dynamic bones is different now
atleast locally, not sure if its different over network
They used be be called nekos but that might be me being a boomer
@fluid grotto the catch-all term is "Kemonomimi" (Animal-ears), Kitsune (Fox), Nekomimi (cat-ears) are more specific terms ;)
yep, I thought most of my avatars are not affected, but some are, sadly :/
rude bot
@small crescent most likely any expression parameters you use are broken. 🙂
@pearl moat https://imgur.com/a/483G7gb looks fine to me, at least locally
We can install the new sdk on top of the old one, right?
@small crescent locally is the key word there. Most likely others won't see the same things.
ye true
toggles are just broken in general
I swear these updates are always 1 step forward 2 steps back
What toggles? I checked my avatars and my toggles are fine. Can you give more detail and if you can reproduce the issue please post it on the canny for investigation.
when i ported my pc avatar to be quest compatable (using some video tutorials i found online) when i selected it on quest it was only the model and none of the textures, am i dumb or what did i do wrong?
Does the model have textures in unity in the android platform mode?
I have heard of a few 3.0 avatars having weird things with materials, textures and stuff with the recent update. But I haven't confirmed it at all. That could be the problem or it could be something else
can i post a screenshot somewhere and can you let me know if IM doing anything wrong? just at a glance
i think im actually slow
im good
i figured it out i think
Toggles, rig animations, material animations, and transform animations seem to work correctly at least for me. Particle and audio animations are often bugged up. (apart from the other bug where animations and voice can completely break for others)
truly one of the wackiest updates in history
My toggles seem to work fine, rig animations work fine, material animations work fine, particles seem to work fine, I can confirm an audio trigger I have on a gesture for a toggleable prop doesn't work, haven't been with people so I don't know about the voice issue but I have heard of it. Visemes are definitely fucked and prone and crouch animations have no transitions.
There is a good chance that it's just because there's something about our avatars that is a bad practice habit causing issues, I've seen that a couple times for the "problem" avatars people have uploaded to the canny
well i got the avatar to work now the only issue is that like.. it doesnt extend the arms to where it is, it just feels off overall
it looks correct but
its just off
any ideas?
Like arms are bent even though your arms are fully extended you mean?
yeah
ur arms are 2 long
That could be a height setting issue tbh
i have it set to my irl height? like in game you mean?
Changing your height changes your world space and changes your proportions
yea ingame
should i just mess around with the height until it works?
make the arms shorter or lower your View point in unity
That, or just adjust the lengths of your arms
^
oh.
@neon finch this new sdk/update just made my toggles not work even though the parameters are working when testing the FX layer
the debug menu indicates the parameters toggling and everything
this is a material change toggle btw
Hm. What kind of toggles? Prop/gameobject toggles, blendshape toggles, material toggles?
Oh I see. Mine seems to work fine though
Can you recreate what you've done and run into the same issue?
have you uploaded/updated the avatar within yesterday or after that?
because avatars from before seem to work fine
I have but I'll double check it again
would this have to do something with write defaults
all of them are off
I've made sure
the toggles still work when testing the FX layer in play mode
in game it's just broke
I don't think write defaults has anything to do with this, but probably needs more testing
Just uploaded a new version, material swaps work fine.
I did see on the canny that they changed how they deal with write defaults but I don't imagine that's the problem
it was working fine before this update
should I just restart my FX layer from scratch or something?
I'd wait for them to fix it first if it's working in the unity editor
I'd try a test case with a similar setup to what you have, if you run into the problem again upload the test case to the canny so the devs can investigate it. Add to the amount of information they have to work with
i just attempted to use my avatar again and theres a few issues i noticed, it felt like i was in front of my avatar and when i looked down my avatar seemed to go up (looking in a mirror)
That's normal, when you look in a mirror your avatar usually looks at "you" in the mirror. And eyes now have a bit of delay depending on where you're moving/looking now so they linger a bit like real eyes
Though if you mean your avatar's head/body went up or backwards when looking down then that's definitely an issue
It seems like your viewpoint may be too far forwards
Or if you mean looking down drags your whole root up, that's also an interesting issue.
wait
Putting my avatar through avatar 3.0 emulator seems like my old version of my avatar is working but my new one isn't
strange
so it might be an issue on my side then
If your viewpoint is really forward, then the head will pivot at a point in front of the head - making it so that looking down will push your avatar into the air
Have the issues with the latest update been fixed yet?
They're still working on it and trying to figure out where the issues really are.
soo I guess copy and pasting the descriptor from the old avatar worked
k then
vrchat pulling a vrchat on me
That's really interesting. Huh.
It could be related to this issue then that Lyuma brought up.
https://vrchat.canny.io/avatar-30/p/1003-playable-layers-mixed-up-in-sdk-in-new-update
I'd definitely mention this somewhere so somebody can take a look at what you did
other people don't even see my clothing even though its just basic poiyomi without any toggles 
Ah yes, the emperor's clothes
Do they have your shaders hidden or not Ocirne?
theyre friended
That's really interesting. Do they see straight through, or can they see the backfaces?
the material is completely gone
its pretty much what i would see when i calibrate
Can I get comparison pictures to look at?
What you would see when you calibrate? Do you toggle on your clothes?
When you calibrate? Does your avatar look different when calibrating?
well, when i calibrate and look down, mirror/others is fine
I'm not getting a good picture of what you mean
sec
Are your clothes on a seperate mesh? If so try increasing the size of your bounds
Odd, is the shader you're using set to opaque and not some transparent/fade version?
Yes, I know that model. Indeed.
So that's what your friend sees?
yes
Something is rendering at least, otherwise you would see through the clothing - otherwise I'm not sure atm (scratch that you can see right through)
people that do not have me shown see me fine
so with default shaders it renders clothes
its pretty much just a poiyomi shader and i have animations that adjust color
It seems like your viewpoint may be too far forwards
@ionic forum
Or if you mean looking down drags your whole root up, that's also an interesting issue.
@neon finch in the original PC version of the model everything works how it should though, could it be a issue with changing the stuff to android? or idk im new to this sort of stuff
Did you make any changes when you made it quest compatible? Or was it already quest ready
it was not originally intended for quest but it seems to work mostly fine, i did what the video said which was removing some sound stuff and fixing shaders and now its only that one issue
Check if the viewpoint is in the correct position, it may have accidentally changed
You know when you position that Gray circle thing on the avatar descriptor?
There's a nice edit button to make moving it easy in the avatar descriptor
hm
That should be eye level, slightly inside the head
im kinda impressed that the update* broke an avatar as simple as mine 
I think it definitely needs to get looked at and analyzed.
I'm not sure why it shows up differently locally btw, but the only thing I can think of right now is to check the stencil settings on the shader, or you're using cut out and the animation is messing with the alpha channel
But those issues should also show locally
my animations do touch the .a channel, but it never changes it from 1.0
all animations change one color channel either 0 or 1 and have .a as 1 always
Well I'm at a loss
thats because theres nothing wrong with my avatar 
Hmmmm, final ditch effort alright?
It could be that there's some remnant of a shader on your material that you applied that is fucking with shit. You know how Master shader leaves a bunch of weird keywords and stuff, something like that.
So create a new material and apply the shader and all the textures and stuff back on it and use that instead on the model and see how that works.
Otherwise, if we ever figure out what this could be it will be a great learning experience.
well i can update poiyomi, but i didnt change the avatar and it broke after update
and theres no parameters driving the updates at all? it seems none of the player aliased expression parameters are synced across the network rn (or at least they are synced very inconsistently)
If you're still using master shader, you need to update to their latest toon shader and clear all keywords from your material
i have parameters driving animations on my clothing
but even if the parameters were garbage or not triggering, it shouldn't cause it to be invisible
i'll try do the update and keywords
ya thats fair
Yeah, fuck Master lmao. It was just an example of a really common one
ya. thats the issue i have currently. my parameters are not being synced to other players. so that breaks basically all my layers to some extent
Poiyomi Master shader is bugged in many cases
well ive been using poiyomi toon always
slightly modified to rename the _Color variable
but that never caused issues
Does the sdk warn you of keywords on your materials?
it does not
Did the update just now break uploading models to VRC from the older version?
I've been uploading avatars, and just now it broke
What broke specifically? Well there's many issues with this update
@ionic forum It does, actually. It also has a tool for clearing shader keywords from materials under VRChat SDK > Utilities
whats broken specifically
they have a list of known issues with avatars that are still being worked on
might be faster to make a list of functional features
yeah dont think that was one of the things listed as fixed so probably one of the things they are working on
My mouth animations are now not working on newly updated models
how would you do facial animation by gestures now after the new write default change
just make resets or something?
don't know what that is
it says they may not localy work @frail heron for new models in the announcement
they are working on the fixes still
yeah do resets, thankfully thats how i was doing it from the start lol
@neon finch
ouch
is there a quicker way
this just seems like the work load is just worse now after this write default change
i just have an entry to idle that has everything set to what i want it by default
Anyone know where to find a blue sweater wearing avatar with long blonde hair and wolf or fox ears
yeah my animations are resetting every time i do a separate animation like jump or crouch
We need harry103 back
What happened to him?
i wish 3.0 wasnt fucked 👍
Probably best not to touch anything until VRC decides what is and isn't a bug
@neon finch just transition all your faces back to a default state
You can just have a single reset state that sets your blendshapes to 0 and transition all your faces to that
which would look like what
could you send an example of what that would look like in the animator tab atleast? @late tartan
Nah I'm on my phone lol
What exactly did the update fix? I tested my 3.0 avatars and they're still broken 🤔
They're still working on fixing the major bugs
still broken for me too, all my animations and audio stutter and reset
yeah, animations loop for me as well. And crouching is broken :(
I've actually had the opposite problem with animations, they don't loop at all
My walking animation is just a floor-glide
My 3.0 expression parameter aliases dont seem to be working consistently still lol. Locally everything works but most people cant see my avatar animations because the params arent updating it seems.
I got the floor-glide bug yesterday but it wore off within about 30 minutes
anyone else test generic avatars on 3.0 since the recent update
my flowerpot generic avatar's locomotion system and emotes are borked
like do not work at all anymore
most AV3 avatars are broken atm
change my emote wheel i know the avatar i downloaded has more emotes but im just getting the basic ones
whenever i transition to a state with a parameter driver i get a small lag spike. is that normal ? any way to prevent this ?
I got something worse :/ Everytime I equip my avatar fps either gets reduced to 11 for everyone around me and if I reset my avatar I get the same effect but everyone else gets their fps back, albeit not completly since 3.0 avatars seems to reduce fps by about 20-30 frames...
Atm I would suggest using 2.0 avatars since they dont reduce fps.
@spare fox Might be shaders too
I have the same shaders on my 2.0 avatar as I have on my 3.0, that could not be it.
@spare fox i have the same issue, whenever i pick different set of clothes on my ava. Fps instantly drops to extremely low values for reason unknown. As if 2 different layers with same priority were setting a conflicting values at the same time, looping...
What the hell was changed in this patch to cause such a disaster on av3. Why and why cannot be reverted?
Why the heck even change write defaults in detault animators after such time after release...ffs
good time to just level alts in shadowland since avi 3s are borked.
What exactly was the point of getting rid of write defaults?
Was some explenation but i didnt understand a single thing of it
^ waay up there somewhere
It was supposed to give people the option of turning off write defaults if they wanted to I think
must be off now, dont know why but ,okey
still work fine in the old 3.0 sdk , but it has to do with ??? ,
You're not forced to, you could take all the example controllers and turn write defaults back on
Just mirrors bugging up, otherwise you look fine for other, just not yourself
That sounds like a bug outside of the write defaults thing
talking about disaster recovery, why don't they just rollback, and investigate it on a dev-instance instead?
Ugh I think some of my Avatar 3.0 broke. some have repeating animations whenever I do other empty gestures.
@strong tree cause for the majority of people in the game, nothing is really broken (other than audio) We're a lil biased as av3 creators, which got hit the worst
Model A3 having ton of anomalies and issues now
this feels like beta went to live
yeah, but I mean, it's not 2-3 people complaining, the backlash is a bit more than that
Yeh, anomalies.
It just happened this update.
Like repeating audio, and when toggling an animation via action menu.
Then do a random hand gesture repeats your animation that you toggled even though they're not set to your gestures.
The hue shift for one of my avatars is changing changing the skin color as well for some reason lmao
Didn't even put hue shift on that mesh
yeah, hue shift stopped working some update ago for me...
but I wasn't bothered to fix it, it was just a gimmick for me
Anywho just hope this fix by this week.
atleast they didn't pushed that update like they regulary do on a friday evening...
so, just for understanding: even with write defaults off in all animation states, and reset animations, it's not working correctly?
I'm so glad I'm not the only one having issues with animations and sounds. Honestly was about to rip my hair out 🙃 Trying to get an avatar uploaded for halloween, And this really threw a spanner in the works. Mad is an understatement.
👍
So even if we set everything up right, there's nothing we can do until they fix this madness?
-
- Newly-created AV3 avatars may not have visemes show up properly in the mirror.
id say just wait, we all get it
But it's not just vismes. Animations and sounds are broken too 🙃
Something some freinds and I noticed is that it seems, as least as of last night, toggles don't work in fullbody, but are fine in 3-point.
I'll mess with some settings and retry now
Something some freinds and I noticed is that it seems, as least as of last night, toggles don't work in fullbody, but are fine in 3-point.
@alpine meteor great, even more that broke
They should stop pushing out these updates that have problems that are immediatley obvious.
I second that. This is honestly a bit ridiculous.
If I would do something like that on production servers at work, and wouldn't have a disaster recovery plan and I wouldn't roll back to that, I would get my ass spanked...
Sounds like my kind of work 😏
That night went like
"bro check out my new avi"
"you're t-posing"
"What you cant see my dance?"
"check mine out"
"cant see yours either"
everybody proceeds freak out
don't tell me that they can't rollback like tomorrow if they will not fix that : (
That's literally how I found out the anims were broken. And I've uploaded an avi today, same as my one before with a colour tweak and now all the anims are broke, sounds won't play past the first .2 second so it just repeats and gestures won't work
Honestly we need a petition to roll back, I'm gonna have no hair left by halloween XD
even my other av3s don't work.
So many people I know were gonna enter halloween avi competitions.
Yeah, I was making an avi for halloween. I'm honestly gutted like, so many plans are ruined now. They need to fix this
If the devs want av3 to be a highly visible feature that attracts users, either to learn it or just enjoy seeing it, they should consider this a priority.
Oh yeah, and if they care about the Halloween event, yeah
I honestly love the new av3 and how it works. It's so much more customizable in my opinion and much easier to keep neat and organized. But holy damn I'm mad
I'm attempting the build and upload to see if this fixes one of the issues I was having, we will know in like, 2 minutes XD
Hopefully they'll fix it by tomorrow or rollback. Let's think positively
We should hope for the best.
so, if i'm understanding this correctly... the documentation strongly encourages using write defaults off, and says "If you want to use Write Defaults, you will have to keep track of all the possible properties that may be written by a node with this enabled."... but in reality it's forced to be off? am i understanding this mess right?
I do think they shot themselfs in the leg without knowing it, they mentioned that the unity documentation itself is a bit sparse, could be that the devs didn't fully understand what it does...
These issues are still a load of bull tho
audio need to be told to be OFF if you de-activate it, or it just get stuck now , if you use any state
kinda odd the other one dont do that for me, same sdk
same with clothes, you need a off state (default look)
with all the toggles my avatar has, it heavily relies on write defaults being ON, even a single animation having it off broke stuff in the past... and with how complex it is, I really don't want to have to manually add in resets... so I'm really hoping this mess gets fixed >.>
This is all FX layer mess up
Don't hold your breath on them reverting it. They'll probably just push on with their current mindset. You'll probably have to get used to making more default states.
Or manual reset states I mean.
Slightly irritating ngl, since I have done like 10 3.0 avatars so I'll have to go basic and fix some of their animations.
You've been a busy beaver I'll say that much. I usually do one avatar a week but that's usually most blender work and swapping clothes and etc.
Luckily most of mine would be a somewhat easy fix, but I still would rather not do said fix
Have a template so it goes fast after awhile, redoing it to the new one right now
Ah usually mine are all unique, except the dance menu I add. What do you normally do on these? I'm sorta of trying to think of what 140 different avatars could be.
cant really post a image here, but i tested different 3.0 stuff, ended up making a vehicle that can detection motion and do stuff, one animator have 80+ animations in it that can change speed/transition to another while using it, materials swap on body/hairs/toggling different stuff like world objects/scaling avatar/change viewpoint, ect,ect,ect
custom sitting/prone/running animations, that dont squish your avatar, lock avatar in place so you can walk around yourself (locomotion layer ugh)
template is handy , just add more to it when needed, so dont need to constantly add the parameters for just sitting when i can just change the animations instead
edited the default layer so it supports 255 instead of the current one on gesture that is 1-8 + sitting 9-16 , mine detect 17-255
was working on a RC car you can move around with puppet menu, but eh lazy
That just seems like too much unity for my tastes. I'm mostly interested in minimal amounts of unity.
Toggles and the like.
There i found the audio bug , yeh my old 3.0 definatly have it
seems like its just doing the first 1-2 second on loop
1 of them broke 2 other fine, cause reasons? they are both activated same way
meh a mess, ill wait for an update
I’m actually feeling a bit embarrassed, someone picking up a 3.0 from my pedestal, seeing some features broke and moving on, reflects badly on me when it was working 3 days ago 😦
Not even sure of the intended best practice to future proof this
So whats the current situation? Still wait for some kind of update? Current avatar of mine is too big and complex to fix might aswell start over if thats the case.
I’m not fixing any of my avatars until I get the all clear that the SDK is behaving the way they intended and anything broken has to be changed ourselves
I’m not sure what’s a bug and what is new documentation
Yeah thats what I was wondering
Can I still upload with the previous av3 sdk?
yes, but it's still broken
but I have to give them credit that they FINALLY fixed the SDK version, it displays now the correct version...
main problem is that your avatar can look fine locally but be completely broken for others
i'm not playing until they either fix or revert 
Yeah all of the breakage I’m seeing is remote behavior only
Avatar still working perfectly for me
Didn’t know anything was wrong until people started saying something
Like 2 min ago i uploaded my new av 3.0. On home world, all the gestures, animations worked good, In the same place i change into different av 3.0, same situation, but when I change the world, everything is still broken.
Yes the breakage is somewhat random I don’t know the logic behind it
Makes reproduce steps on Canny pretty much impossible
That and it being that things just don’t work remotely *sometimes, and only for certain people”
Worst kind of bug is one with a random aspect
true
In my case, avatar seems to work perfectly fine on my end, but when I had a friend come to make sure cuz i had doubts, given what I read here... it seemed like none of the variable controls were actually syncing. Not sure if that helps any, but... :/
had one with 3 music toggles, first they worked fine, toggled them a bunch of times and suddenly one stopped working, they are all triggered the same way 0 <any> 1 2 3
In my case, avatar seems to work perfectly fine on my end, but when I had a friend come to make sure cuz i had doubts, given what I read here... it seemed like none of the variable controls were actually syncing. Not sure if that helps any, but... :/
@shadow oxide same my avatar is continue to work perfectly for me only. I suspect the issues are the changes to write defaults though
its mostly sync issues
DId this update fix the problem with others not seeing your av3 animations or is that still an issue?
I thought this update caused it?
I'm referring to the patch update
1004/1005
1005
Both dont really work well
I hear a lot from people having issues, but can't cause any issues. Tested for myself, friend observer, or non-friend observer. I reinstalled the game by switching to beta and back, since then 1004 and 1005 were both normal for me 🤷♂️ hope this info helps
1005 was a fix but didnt really fix much , so waiting for next, 1004 had layers offset all wrong so gesture was action , action was fx
Wasn't that mainly an issue with the SDK? or did that also end up causing issues ingame?
did they just randomly fix animations
So sync issues exist still?
im looking for a orange bird with long legs and a swirl on it help
DId this update fix the problem with others not seeing your av3 animations or is that still an issue?
@sly spear still issue
i find it anyway lol
oof
Fun part, i made an avatar for halloween that really depends on mirror to work, now i cant really use it without it breaking 😋 eeh well
havnt made one of those on months
Worst part for me has been the audio bugs with expression based dances. Audio will loop the first milisecond over and over for some people but it's fine for others. trying to find a workaround but it's not lookin great
Had that happen earlier, was fine ,until i toggled it a bunch of times then it started looping 1-2 sec over and over
Exactly, like you said the worst part is that it's only sometimes, and only for certain people at different times...i hate this
Worst part is I play mute so I use my gestures always now everything is messed up
ya the sync issues are pretty obnoxious. nothing like feeling like youre crazy when people tell you things dont work and you see them working (and it works for some other people)
Can someone help me find a dark souls avatar?
Kinda ironic that one of the key features of 3.0 that made 2.0 obsolete is now gone.
We're back to 2.0 atm
@fallow geode there should just be dark souls avatar worlds
I cant find them
That is the problem
I ve literally been an hour and a half trying to find one
So before I go trying to fix stuff I’m assuming the breakages are because I have to go and uncheck write defaults on my stuff and make reset animations, is that correct
Or are there more things going on
Kinda yeh, made a quick test enable 2 different objects, default is both of them off, works fine , but you can activate both same time wich shouldnt happen (any state) might be a local/mirror thing though
even if you fix your animations if you use any expression parameters your stuff likely won't work for other people 🤷
sync isnt really working right, for sure
My avatars are still experiencing the animations playing the first frame repeatedly ;/
By this I mean, one of my avatars has a particle system that does not loop and is played on awake. This particle system is going off REPEATEDLY on the toggle, instead of just the once. That being said, it's not even finishing the particle's effect, only the first moment of the particle before it restarts.
I think your best bet is to wait for the fix they're working on. It'll return everything to how it was hopefully.
Yep, honestly I thought I posted this in the help section where someone asked if there were still issues.
And when I realized I had posted it here I blew up
xD
so... just to understand that correctly, with write defaults of, I need to uncheck write defaults in all states, and for example a toggle, I need an animation which enables it, and an animation which disables it, right?
That is how vrchat would prefer you to design your controllers yes
I'm not gonna fix anything right know because a lot of other things are also not working ;)
Correct
It would be best to wait until vrchat is working as intended and then see what must be changed.
@fluid grotto well, for a long time I thought it would be required to do it like that, so most of my avatars actually already have reset animations, so I guess thats a yeah for me
the recommendation to not use write defaults has come along side a bunch of other bugs that may be unrelated
My understanding is that the call to not use write defaults is a recommendation not a requirement
well, I'm fine with both, if all the other things are also working...
If you use reset animations then your controllers are going to behave the same way one way or the other but if you use write defaults reset animations are not necessary
well, at the moment, most of my avatars use write defaults AND reset animations xD
but anyhow, is it still necessary to make 2 frame long animations?
3.0 dont need that
oh?
1 frame will work
so I just need one keyframe, got it
2 frame (or longer) animations are needed if you are going to use normalize time on the clip, since normalized time flows from start pose to end pose based on a parameter. Example: the default fist pose
If you weren’t going to use normalize time it can just be a single frame animation
yeah... the default fist post didn't work for me since the beginning...
The default fist pose expects normalize time if you take a look at the example hand layer where it’s set up that way
and because I got Index controllers at about the same time, I didn't bother to look in to it, but good to know
None of my finger gestures are 2 frames anymore, wd on/off still work
It’s about the gradient, using GestrueLeftWeight
If you use an index controller you’re kind of blind to it
If normalize time is on a clip that’s only one frame long then the normalize time parameter just becomes irrelevant
Useful for tail/wings/ears i guess, those are all puppet menues for me now
But yeah tldr you don’t need it unless you want to use normalized time on clip (normalized time is showing a specific part of a animation based on a parameter)
Yeah driving a puppet menu with normalize time is simpler than making a blend tree I guess
Never thought about that one
so... it doesn't hurt if the animations consists of 2 keyframes, right?
because I really don't want to go through all animations and fix them...
neh it works fine
good
but good thing they fixed the SDK, the first one they released was bugged, after importing, and restarting unity, the SDK control panel was gone...
Is it possible to run a script to upload a vrchat avatar from python or command line in Unity?
Well tafi figured out fully automated uploads
So regardless of implementation yeah it’s totally possible
So I head something about some 3.0 things getting bugged when uploading avatars like not being able to use the action wheel. Have those been fixed yet? May just be reading old news idk
Currently newly uploaded avatars don’t really have Visemes. There currently still the case. Not sure of anything else
Ah, good to know! Thanks!
Can't they just revert to previous version 😅
i doubt they will, knowing them we will have halloween with broken avatars
they dont have much time to fix it
and might fix with instrucitons that each avatar has to be reuploaded and fixed which is another time requirement on creators (so wont be possible to make it in time often)
i wish they rollbacked ava 3.0 part of changes at least until next week
If I wanna make a new avatar for quest, do I use the vrcsdk 2 or the vrcsdk3
what is the correct way to install a new sdk version
do i just open it like normal ontop of any original one
thanks
Yo is it just me or is it not possible to publish avatars right now?
my build and publish and build and test are greyed out?
you probably have errors in your project
most likely caused by broken/unsupported scripts that may have come with other imported files
nope
i've been publishing from this all day
its suddenly just greyed out
i didnt change anythhing
other than import a normal map
still, do check your logs, that should point you in the right direction
they are indeed doing some server maintenance, but it should not affect uploads
i cant post the image but
only have 1 shader ui yellow error
that's always been there
i legit changed nothing other than drag a different normal map in
make sure you're still logged in on the first tab
ye it logs me in
automatically
restarting unity also doesnt do anything
still greyed out
thats no problem
well, you're just going to be told to make an issue on canny
which nobody cares enough to do, so nothing ever gets fixed
Ellie: if there's an error on one that's active, it won't let you publish even on a working avatar, select 2 and make them inactive, and try one by one
god damn you're right.
🤔
its cause i toggled that empty model on to copy some dynamic bone settings
i used the thing in pumpkins avatar tools to reset the viewpoint to the eyes, now when i look down (using no vr, just pc) i can barely see the shoes when i assume i should be able to see more
i just dont know where the viewpoint usually goes, im new to this kind of stuff
rule of thumb is between avatar eyes, but it can be more accurate if positioned an appropriate eye level above your shoulders. if you have a standard humanoid model then stick just between your eyes
the sdk problems are kinda fixed , at least the layer thing is....but the rest in vrc isn't(toggles and animation repeating with gestures)
anyone got any Halloween avatars like headless horseman or something
made some tests and the giant fps drop thingie is random and not synced... i hope it will get fixed otherwise ppl will not realise they are lagging others (reason still unknown)
Not sure if this has been reported by anyone else, but knowing the state of things it probably has haha
When I load into my main 3.0 avatar with this new update, it has a chance of dropping my frames down to like 10fps or not. It's random from what it seems. I can spam the "Reset Avatar" expression menu button, and sometimes it loads up very laggy and other times totally fine.
Uploading it again with the new SDK does not make a difference.
If you look at the performance tab in task manager when that happens, does it show any one of your components being pinned at 100%?
Lemme go check real quick
visme's still buggered so 🤷♂️
Nope, none of mine are at 100%
Random followup, under Performance, if you select your GPU and look at the "Dedicated GPU memory usage", is it higher than you'd expect?
I've had that particular issue before, but this issue could be something new
Nope, seems fine to me
30% utilized, Dedicated GPU memory at 4.1/8GB
This only ever started happening since the new update
It was totally fine and ran fairly well before
The second the new update dropped, so did my frames haha
Oof lol
yeah, bizarre
I'll see if I can replicate
Ok don't get me wrong i appreciate all the effort on fixing the issues currently ongoing with 3.0 but I have this concern now. Why not revert back in the meantime so that no events are cancelled or disrupted.
Does the viseme fix they mentioned only apply to their internal built-in viseme system, or does it also apply to custom user animators using the "viseme" parameter?
https://vrchat.canny.io/bug-reports/p/1004-performance-drop-when-using-30-avatars please add the info for the performance drop here @barren garden @fickle zephyr
Or point me to another canny if there is one
does anyone know like... where to report bugs.. cuz idk if im the only one having this jump issue after the update where my avatars body just crunches in on itself and twists .
oop nvm
they need to stop updating this game because they keep breaking it
Toggle animations on quick action menu ares till broken and today is Friday, it will be awesome if they will type a info about the current situation.
it's updates through blood, it's painful (metaphorically) but needful
Is it still broken if write default off is used? Or is that unrelated to the sync issue?
still broken, yes
it's not the "write default " sometimes when i use av 3.0 toggels are working on other map not.
remember if you test av 3.0, make sure to change the map and test it once again. Yesterday i tested one avatar on 4 maps. When i change to the 4th map, avatar was broken in previous one, not.
time to learn some 3.0 basics
Bad moment for 4 that tbh ^^
when remeasure avatar
im more just trying to learn to toggle some objects on the model
than doing anything intricate
do you guys know if there exist a list of older sdk3 for av3?
because the latest one is broken i am 100% sure
It's not just the sdk, the game itself is broken atm... I'd say just wait till stuff's fixed
I absolutely love how they broke gestures and animations
We all do.
Even my SDK2 avatar I just uploaded (which was uploaded already before the update, and I changed her eye color after in unity, uploaded again and now all of a sudden.. no visemes in mirrors or on cameras) is broken.
yeah new uploads don't have visemes
even just updating ones that previously worked - no more visemes.
keep old uploads for now if you want them
I hope they fix this.. D;
I’m pretty confident they’ll get it fixed before the day is over.. crunching for holloween event 
well it's been a while since they broke so many things everything at once.. so i admire your positivity 😄
The voice issues are really the only big problem. Visemes not working is an annoying and detracting cosmetic issue. The lowest on the totem pole is the emotes because you can play VRchat just fine without emotes.
as long as you don't count unusable avatars, yeah
I guess I might be lucky- but humanoid Network IK works fine. Only custom animations are broken on my stuff. And if you block custom animations no one even knows there’s a problem
i mean my avatar is mostly invisible for people that have animations on
Cant really do my job without visemes sadly.
Don’t update!
I was doing a halloween version of my avatar. I'm hopeful they'll get this fixed tho.
VRChat keeps all your old versions. Wish they had a blueprint rollback feature
It's just weird they pushed the update when they posted on the 16th saying the visemes and animations issues were known bugs that would "be addressed before the update went live."
wait, visemes don't work either? but with the test avatar i uploaded just yesterday to see the extent of the damage, it worked just fine...
...theeen again, I've been super lazy and haven't updated the sdk for a long time, so maybe i was just lucky i was lazy about that...
the only technical reason i can imagine that makes rollbacks impossible is them having changed their database format and migrated data, and they can't be bothered to write code reversing the sequence
all the sync anims were broke tho so >.>
Lots of people are having the visemes issue. It works for other people but not in mirrors or on the stream cam.
guess i one of the lucky ones then... or that it's related to the sdk, which like i said, i use an outdated one
wait, visemes don't work either? but with the test avatar i uploaded just yesterday to see the extent of the damage, it worked just fine...
...theeen again, I've been super lazy and haven't updated the sdk for a long time, so maybe i was just lucky i was lazy about that...
@shadow oxide the changelog says new uploads won’t have visemes shown in mirrors.
My guess is it’s referring to fx layer based visemes
ohhh maybe... i just use the standard ones with the descriptor still
It's not just the sdk, the game itself is broken atm... I'd say just wait till stuff's fixed
@shadow oxide Using the older sdk fixes the problems for me
If anyone wants the old sdk, DM me and i can send it to you
Its the sdk from end september
mine is from sometime in may
Talking about 3.0
same
Beta?
as in parameter sync
👉👈
it'll be fine for you, but for others it like u not even triggering the animations
odd... just tried that with a friend yesterday, didn't work for me...
Well this is working for me now 
I can send u the sdk and u can try it out if you're down
i'll just wait till it's fixed, i think
aight
and just checked, my sdk version date is listed as "2020.05.06.12.14"... it definitely a rather old one :P
so did they give any actual reason for not just doing a rollback and then fixing it?
so did they give any actual reason for not just doing a rollback and then fixing it?
@jolly oxide yes
what was it?
not trying to attack them, just genuinely curious about the process so i can inform friends
I too would like to know
huh, i figured 3.0 animations would be the biggest concern, but thanks for digging it up for me
Kind of screws up the spookality avatars, or any av3 Halloween avatar (which most likely be more animation heavy than typical avatars)
Figured that being unable to showcase avatars entered for an event that vrc hosted would maybe warrant a rollback
I think at the moment they made that comment they weren't aware of how bad it actually was. It's not a exploding-and-nobody-can-log-in bug but its a I can't use any 3,0 avatar animation without causing a seizure for everything triggering all the time.
opposite issue for me, neither hand gestures nor action toggles play for others after the update.
quick action menu gestures are broken (sound glitch and other)
Today I’ll be personally verifying if messing with write defaults can get an avatar working as expected, but from what people are telling me, it’s not related to the current bugs
Hey👋🏻 I recently uploaded my custom avatar on vrchat but when i try it,his foot is under ground and his position was opposite of regular position and i’m sure set the position right ,is anybody know the reason?
id hate to have to reuplaod everything 3.0 but better than nothing i guess. i can jsut grab the few i really enjoy using
is there a new 3.0 sdk out for avatars that fixes them?
not as of yet
No.
still have to wait
okay, i was misinterpreting
There’s nothing wrong with the current SDK mind you, the bugs are with the client
i thought i broke my avatar initially as i had been having problems trying to get gesture triggered animations to work and had just figured it out, when nothing worked anymore i figure i had broke them again :P
Amazing work mod team!
I recall there was a bug with av3 sdk, someone posted that playables were offset
Also how’s in the beta? Are av3s better now?
They look better, not perfect but improved and mostly functional
The new version of the SDK resolves the offset playable layers issue
Do we have to reupload old av3 with the new sdk?
No, but following the next patch/patches, it might be helpful to do so.
Long as you still have WD on the old works fine, once you toggle it off, you need to add a default animation to every layer you have
so if you have one that toggles 3 object on, it must have a -these are all off- as default anim
if you forgot any of the default anim it can affect other things wich i just had happening
Is best practices to use wd off to future proof?
I had a object i toggled and that broke my material swaps (?reason) cause it had no default anim on the object toggle
Maybe for new avatars ill probably switch to it,
its recommended not forced, and we still have ancient avatars still working
5.5/5.6 ones (broken shaders likely)
I updated my template so new ones will have it , but not sure ill redo my old
Nah this was just few hotfixes, was a change that broke it abit
okay so, bug I'm noticing. Want to know if anyone else is seeing this
Old avatars will behave fine , just once you turn WD off, you must make default animations for first state in every controller / layer you have
in 3 point VR, after moving in any direction and then stopping, the model will slide around without the feet doing IK for a couple seconds before starting to perform IK steps
I have a custom locomotion layer, but this was not happening before the updates.
oh so are 3.0 avatar animations working now? action toggle and gesture specifically
Locomotion layer got abit of a update, supine is gone, jump/fall is its own blendtree now
Uploaded one and its behaving so yes, but its still using WD = on
WD off id need to redo the layers, wich i dont really wanna do now
taht were working before that update
and then broke
are thsoe now working in cliuent
or do we have to reupload and fix all of our 3.0 avatars
mirror not showing right? thats fixed
Hmm I'd probably have to see how my avatars work with WD on cuz I really don't want to work on 30+ layers
no not mirro related
if i had a toggle to pull out a sword, or a gesture
will taht avatar now work
as after the update from before they all stopped working for others
That happend with WD off for me,
wait
until i added a default anim
they made changes to the locomotion layer?
so i ahve to update and reupload all my 3.0 avatars still?
Was there an SDK update?
in 3 point VR, after moving in any direction and then stopping, the model will slide around without the feet doing IK for a couple seconds before starting to perform IK steps
I've seen this as of the last 3 days.
Barely in VR so havnt tested that
does mixing and matching write defaults between layers still cause issues or break things?
Sounds like fun to troubleshoot
like hypothetically for people who make prefabs with animator layers that you would have users combine into their animator using some sort of combiner
I'd update my animators to disable write defaults but i'm concerned for people who use my work who aren't as familiar and would probably still work with write defaults on by default on their other layers
Only seen it interefere with other WD off's, when i forgot one default anim it messed up another WD off layer
Really, before when I would have any layer that used write defaults off, even my layers with it on with any-state were affected and I was forced to add default reset animations
I wonder if that's addressed in this SDK change or if i'm just doing something wrong
does mixing and matching write defaults between layers still cause issues or break things?
@wraith granite Unity allows you to set write defaults on a per state bases. You are expected to be able to do that. Just understand what you are doing.
Also designing your avatar to work properly without using write defaults at all, is more optimized
so do i have to go to every 3.0 avatar, turn right defaults off for every animation in every controller and reuplaod all of them for animations to be viewable for others now?
@jolly oxide they should mostly be fine
oh good
jsut tested, toggle animations sill dont work
such as toggleing on a hat or sword
other players dont see it still
@jolly oxide they have to update too
they are
Wack
gestures seam to work
Ya I think that might be an issue they're still chasing down
but action toggles all have to be updated to wrtie defaults off
I don't think that's tied to write defaults
I turned write defaults off on an avatar for me and a friend and we still couldn't see each others toggles
so basically back to shadowlands alts leveling till the devs fix it
shame for the spookality contest guys
It only happens occasionally in my experience
i was just in world witha friend both on build 1007
they could not see my toggles, that worked fine before the 10/27 patch
Yes, and if you join a bunch of people, some of them will see your toggles and some won't
And the same people that couldn't see your toggles might be able to an hour later
It's very inconsistent
And doesn't change if you turn write defaults off
but all sdk2 avatars are fine
at this point might as well go back to just using sdk2
Yes, it's just a 3.0 issue
unless it actually gets fixed
you have no obligation to remove write defaults. If you understand what they do, and design for them, they work fine. but it's better to make your avatar work without them, it's less redundant parameters for the game to animate
So it's just toggles that aren't working anymore? I'm still having issues with the fx layer? But gonna remake the controllers now to see if that helps
to my knowledge there are no bugs "because you didn't remove write defaults"
There are quite a number of remote bugs. People say toggles don't work, various hip movements are incorrect remotely
in general, everything looks fine locally
Right, Cause it's not fine locally for me, So I think I may have made an error but, an avi that I had before works fine and I reupload, doesn't work
Its a fault on my side or emote have a delay to fire some time
I thought this update would fix my avatars performance issue, but it didnt. This wasnt as issue before they changed write defaults...
And I have no idea how to fix it
What is the whole write default thing? What does it cause/do?
it reset all the transform, blend shape,etc. to the the origin value. something like that. Every time you change state. So you didn't need to have the value in an animation to reset it.
Gesture and FX did not play to other players when using full body tracking, but when I turned off the tracker and turned off full body tracking, it worked.
And when I turn on the tracker again and use full body tracking, it played to the user in the same instance.
i believe theres an issue where people won't see your FX unless they're looking at you while your avatar is loaded/reset/calibrated
looking at open beta channel
Tomorrow I will be working on my vrchat avatar so I might need some assistance
give up
That's what I'm trying to figure out too, if it's an issue with how I set things up or if it's vrchat itself breaking my gestures
oh, I'm getting an issue where the gestures don't activate at all
yeah, even 3.0 models where it was working before don't work anymore for me
on the most recent update
What I want to know most of all is if anyone reading this currently has a 3.0 model with working animations with this most recent update
because then I'll at least know it's possible
my old layers just kinda weirdly stand around unless I use the new default SDK layers, trying to figure out what's different with them
but you're able to get custom animations working using the new layers? Or do you mean using the default controllers
yes, modifying the new example layers works fine
I'm just trying to get my old ones working though
ah, alright
For everyone who is having av3 issues on the newest build
Its related to tracking control
Things work completely fine locally
On dektop also from other peoples view
In regular vr root motion in animations seems to fall apart
and in fullbody everything breaks
aswell as people getting stuck in animations or having to play animations to stop being stuck
it all indicates that the main issue is related to tracking control not working as intended
New default FX layer doesn't open avatar's eyes after closing them due to AFK
if it is using the automatic closed_eyes blendshape thing
via proxy anim
avatar 3.0 still broken
read my message above please
oh that kinda sounds like a NetIK thing then maybe?
so yeah my avatar is still completely broken even after todays update
well i am full body so ye
@teal path so when you say nothing works in full body, do you mean just transform animations? or all animations in general?
all of them
damn
only thing that works is generic animation
as in
rotation of whole body
my afk animation throws me on the floor
lmao
in fbt everyone just sees a tpose facing on the floor
meaning part of the animation is still there
a part not affacted by animation control
So toggles and shader property animations don't work?
Are gesture layer transforms working properly? I can't get them to move even though debug says the states are being activated and the gesture layer weight is 1.0
they are masked, and added to the top level mask as well
I was having issues with gesture layer transforms as well, even masked with weight of 1.0 just like you. I can only guess there's some kind of broken interplay between the layers at the moment as Paci noted, and action is having an effect on gesture layer transforms.
@late tartan essentially anything affected by the "Animator Tracking Control" component will break in fbt
but toggles aren't affected by that...?
thats the part that confuses me aswell
Boop* Paci
maybe the new parameters they introduced have something to do with it?
they dont
or more like, what they do internally with those parameters
I'm pretty sure the default animators get applied later but I'm not sure
Found more bugs Paci?
well, some (i didn't tested all) of my older avatars (1+ weeks ago uploaded) work fine now, even in with fbt
but newer ones are still borked
Have you tested them with someone else while you're in fbt?
well locally everything works
no, they also work for others
odd
toggles, facial expressions, etc
if everything works locally but people see you weird its probably renmants of the update that broke every 3.0 thing imagineable
i say dont do anythign and wait a week or 2 and see if it just up and goes away after an update
well, that doesn't help the devs or us, if nobody is testing it
one of my 3.0 avatars had a broken leg that nobody else saw but i did. it went away after the big update that broke everything so it fixed something
oh yeah, see i use full body and my visemes were broken to me locally so i can confirm that
visemes worked
@teal path some of those things I can confirm, the others I didn't test
well broken on some of my avatars, worked on others, couldnt figure out why
Wait til new update comes out
Before starting to test I asked my friend if he could see my toggles or facials (in fbt) and had a no as reply
even out of 6 avatars i uploaded recently 1 worked and they were all made exactlyt he same way, same sdk. totally baffling but i havnt tried t his latest update that says they fixed the mirror issue yet so its probably fixed now
After testing in desktop I returned with the same avatar
he said he now saw toggles and facials on my avatar
facials
Found the issue because someone I was with had working 3.0 while on desktop
heh
Yeah expressions
me and my friends, like 8+ of us had entirely inconsistant results, some avatars would have their 3.0 toggles work for the room for most of the night where as mine would break after the first couple people joined
we had consistent results in our controlled environment
id always see them locally but about 4/10 people could see them change then after a world or two hop nobody could
multiple avatars, different sdk versions, same results
my avatar is still broken even without full body
if its broken locally idk
locally works fine
so id switch to another outfit and maybe one or two would see it change in a room. always worked locally
others just don't see it correctly
did you changed it
did you try desktop?
nop
no i use full body
change avatar and back
no point in testing desktop mode when i dont use it
^
@small crescent if you tested the avatar right after switching out of fbt make sure you reloaded it
i reloaded it
what was the result
people didnt see a difference
interesting
not sure about this latest update but the update before avatar reload did absolutely nothing
Paci we can test with more people in 2 hours in fff
yeah true
so what i suspect is going wrong
uh ill post the crap in -help because for some reason we cant post images here
i think depending on who loaded in first in a world after a hop and also joining in from a fresh start would change the results of who could see my avatar switch but when we world hopped together more and more people would stop seeing my avatar 3.0 work
though sometimes randomly, the whole room would see it work even after an avatar switch
there was like 10 of us, for multiple hours trying to nail it down some with desktop, some in full body some just in vr and honestly it was too random to nail anything down
there was NO way to force something to work or not work given any situation.
Did they push a fix for fx today?
they fixed some cases, not all
They actually didnt
I was having issues with gesture layer transforms as well, even masked with weight of 1.0 just like you. I can only guess there's some kind of broken interplay between the layers at the moment as Paci noted, and action is having an effect on gesture layer transforms.
@neon finch Still happens even with action layer overridden to empty slot, though
I noticed alot of ppl not seeing my animations and whatnot. Is that what is bugged?
Most of the things I found actually alrwady happened before 1007
i'm also happy to go with they fixed nothing, as expected 😄
what's weird is my hand poses on the gesture layer still work fine, but none of my extra stuff
Everything seems local for me
Local always works and remote sometimes
like i'm only receiving my own network IK stream
none of the non-humanoid transforms
i did notice that visemes are perfectly syched locally to your microphone which is nice
I will test at an event imma attend soon
@teal path yeah its fine on desktop
definitely related to being in full body/vr mode
I think the newest SDK broke sitting. 
at least we know that they only tested all the contest characters in desktop mode 😄
If they did something with the new animations that'd be great.
Crouching is busted in regular VR, and jumping while standing does a landing animation that makes my character bolt upwards blocking my camera view.
It does gets a bit annoying after a while.
Please Vote and maybe write some more information about the issue of not synced animation of Avatar 3.0 here?
https://feedback.vrchat.com/avatar-30/p/bug-1005-playable-layers-only-play-for-the-player-no-one-else-can-see-any-of-the
For me its pretty random that i don't see the animation of other people. I think its only with 3.0 avatars, but not 100% sure
SDK2 avatars seem unaffected by that issue
Yes. but would still love to use Avatar 3.0 Avatars again, so i hope the issue will be addressed
Indeed I do too, I was just confirming what you said about you thinking it was 3.0 only
@rustic compass it works on desktop
@teal path do you have the Force Locomotion animations for 6 point tracking option on or off? (if you have FBT), mine is off
may or may not be related
Is there anyway I get someone to dm me and make me an avatar for free? 🥺
I might be able too help
Is there anyway I get someone to dm me and make me an avatar for free? 🥺
i also have a dream avatar, but i know that the only one that can make it is myself
it's just a shame there isn't a step by step tutorial for the kind of thing i would want to make (i have a model already, rigging it would be the issue especially since it has to be rigged in a specific way)
@icy vigil test it yourself, it highly depends on the rig and mesh. Some settings can work good for a certain set of hair, but terrible for another.
:3
a lot of the time I did took the settings from something similar, or a different avatar, and than tweaked it
but most of the time it ended up completly different than the original settings
so I guess it's better to learn what the sliders do :)
Is everything stable yet or should I still wait?
