#avatar-general
351 messages · Page 17 of 1
idk how id fix that, is that in blender or in unity?
aight g, i didn't rig it xD is all, just stitched it together, aight g ty
as a lot of avatars are, and most of them are terrible, not only performance wise
yeah dude
im also getting a weird visual bug when i use this avatar in some worlds where i can see my hands outside the map through the mirror and see weird little squares in my eyes,
Hi, I have a question, they fixed the avatar 3.0 yesterday, but I wonder what led to the fact that these models did not work properly?
@iron niche they fixed SOME of the bugs, not all
but what kind of bug was that ? I'm just curious
my avatar 3.0's inventory is still broken
I can see my inventory is working good, but other people can not see my inventory is working
official 3.0 avatar's inventory and animation is broken too
how can I fix this?
you wait
dev said they fixed this
but not everything
its only been 3 days mukou
give it a full week and it just might be fixed
well 4 days by tonight
either way
@strong tree I have gotten all animation based issues resolved - what bugs are you still seeing?
well, I didn't look in to it today...
today is the same build as this yesterday evening.
I did need to add a mask to my FX layers but that made my gesture layers continue working again
what I meant was, I didn't really test
but someone here actually made a post in canny about it
it works on desktop, but for example not in full body
Will test
that's one that I still experience
Yeah have to admit i have everything working in desktop, no vr or fullbody testing yet
and I'm talking about everything, like lip sync, gestures, facial expressions
I assume you are referring to the one where animations don't show up for others right?
Right.
well, with fbt it doesn't work at all, not for me, nor for others
the client dev team should really look in to that...
No, Refer to the canny link above.
bugged with VR, desktops seem ok?
then i would probably be fine, issue is i have no clue what i'm doing when i make an avatar and i don't want to repeat my previous mistakes
Does anyone have the link avatar when you press a certain f button it plays the spirit train theme song and spawns a train?
If you do please dm me
Its nice that people actually use the canny here
I put the canny link on my server - all I can do without ramming it down peoples throats to go vote.
@strong tree It wont be fixed until monday as the team doesnt work on weekends and some other things have priority aswell, but the more people find things and add them to that canny and the more people upvote it, the quicker it should be fixed. I was at an event earlier and confirmed pretty much all of the things I listed there multiple times, only confused why sometimes avatars work in fullbody for some people remote but not others seemingly randomly.
maybe a sync issue?
Its generally a sync related issue with the animation tracking control I assume
I'm guessing this might be a duplicate https://vrchat.canny.io/bug-reports/p/1008-vrc-animator-tracking-control-updates-are-delayed
i would try to make an avatar again but i don't want to relive my past mistakes
the fact i have zero experience with blender would not help me even though i have a model
Hey I came into VRChat in May 2018, I never saw blender or unity, ever. It just takes using it you slowly get better
and use current blender not the old one everyone recommends
i would maybe try it if there was a tutorial for the kind of avatar i would want to make, but i know there isn't
Im much faster in 2.79 then 2.8+ 🤷♂️ most what i do is simple things anyway
like the model i have is similar to the kind of blocky minecraft style you would see in some places, but it strays away from that slightly as well
could probably load it into blender and screenshot it if i were able to
@fluid grotto yeah that seems related
or i could if i knew how to import the model centered at 0 0 0
ok so i jsut tested with a friend. made a new layer for a gesture animation that just toggle some particles. write defaults off, no exit time, manually transition between off and on state. He was in non fbt and i could see him using the gesture. I was in FBT and he could not see me using the gesture
so basically FBT 3.0 anims are messed up
also turning write default off for an action toggle anim did not fix it either
neither of us could see that
2.79b has carried me this far
one day I'll move to .8 or 9, but for now, long live blender 2.79b
all of thsi was working fine before the 10/27 update
Moving from dead blender to current blender took me 2 weeks of impacted slowness before i recovered and I've been better off ever since
new shader system and modifier stack is so much better
if i was a digital artist that used blender for mroe than vrchat id migrate to the newet version
and just... you know... working like a normal windows program instead of doing everything bass ackwards.
blender is pretty much the most unintuitive piece of software i've ever used, but i'm through most of the mess now so every new user needs to suffer as i have suffered
Blender is a flawless masterpiece wdym /s
i'm not sure how they miss something as basic as showing hotkeys on mouse over buttons
blender is pretty much the most unintuitive piece of software i've ever used, but i'm through most of the mess now so every new user needs to suffer as i have suffered
@small crescent Spotted the 2.79b user (maybe)
Fair enough xD
lmao
that is how i felt about 2.79 though
so essentially FBT users are screwd out of 3.0 anims until the devs fix it Paci?
my test confirms what you found
Then current cleaned up it's act with you know... shift left selecting multiple verts and right click context menus like a normal sane program
A temporary fix for the FBT 3.0 bug. Go to safety, performance options, hit tab for avatar performance, then dynamic bones. Without doing anything else, the avatar refreshes and other people start seeing your gestures, props, and animations again. Must be repeated often, especially upon loading a new instance or avatar swap.
Its big oof
Ill still play
temporary fix for FBT 3.0 users: don't turn on body trackers
Its not like its unusable
ill jsut use sdk2 avtars
still got a bunch of those
and maybe use sdk2 for new ones if i dont really need toggles that badly
Just use 2.0 is the real fix
I just dont have facial expressions or toggles and thats fine by me as I have gesture lock on anyways
2.0 can't do anything I need
There's still some 3.0 bugs in nonFBT VR
my avatar is invisible without (functional)animations for some reason
and i don't have toggles
odd
Biggest noticable issue in regular vr mode is root motion
which according to tupper is a really difficult topic
2.0 can do a lot, currently for me 3.0 cant do anything
easy choice
ill go abck to 3.0 when they fx it
i like to have toggles and 15 facial expressions so
so a week or two
I need FX parameters that react to locomotion - can't do that on 2.0
i need my gestures to actually play, cnt do taht in 3.0
i have a model that i managed to put into blender, just no clue how i would go about rigging it since i've never done anything with blender before
I use index so I dont have gesture issues
i need my gestures to actually play, cnt do taht in 3.0
@jolly oxide Mask out your FX layer. gestures work fine
my avatars are all 3.0 and i don't really care to use others
same
not in FBT they dont
Even with the FX layer mask?
nothing works in FBT
Some things do
Suppose I have to go grab my trackers and verify
only plays stuff locally
Rotation still gets used
Is this the root motion issue? https://streamable.com/cn6q8e
Yes
here we have fbt animations
so basically nothing but generic rotation was applied
and then I reset the avatar and play it again
something in the 10/27 update
Afaik none of the fixes that were supposed to fix it did anything
i suppose i have a blender file now which i'll proceed to never use
so 1004?
That's the default "get up from dying" animation, so it should be reproduceable on any default avatar while in VR
just FYI
i just mean in terms of reproduce steps, you can just say check the get up from dying animation
as I usually get launched forward
i think we dont need to reproduce it more and more
ive seen 10+ different people with the exact issues now
everything in the canny applies
I'm just looking at your canny report, it's well documented but they do ask for step by step reproduce
They already are aware
I was at an event earlier and tupper asked me and a friend (both av3 fbt) to perform a reset and play an anim and also was aware of the root motion issue
Super good sign
Cool. I hope Animator Tracking Control being on a network delay gets addressed as well
sync was perfectly timed locally and remotely before
That component is the main problem
It fails to sync I assume
As that explains most issues
I'm wondering if the locally syched visemes was an accident or intentional. hope it stays
Also explains why desktop is fine
feels so much better seeing visemes move to your own microphone
i think thats a much smaller issue seeing as i cant see my own mouth when im talking to people.
gestures and toggles for fbt should be much higher on the list
Thats tracking control related
Mouth and Hands are also affected by tracking control afaik
toggles on the other side seem to indicate that not only that component fails to sync
made a breakthrough testing stuff
found whats causing the issue for 3.0 gestures and toggles
i load and calibrate an avatar
it finished loading for friend, my anims dont work
i re-calibrate it works
so its a sync issue with FBT calibration
as long as you recalibrate after you are loaded all 3.0 fx anims works as they used to
its not
FX layer oens specifically
hitting reload on the actino toggle will make it not play for others
The issue is why it doesnt work on the initial load
hitting calibrate fixes it
reload and then calibrate does
no i jsut tested it ingame, just hitting calibrate again works
reload breaks it again
honestly not sure im not a software guy
We, at this point, have basically done everything we can
on the bright side i can go back to all my 30 stuff
and just recalibrate real quick for friends
so my anims work
Now we gotta wait for the devs to start fixing on monday
thanks for the earlier help and bug testing btw Paci
np
id give yah a nitro month if you dindt already have it
I'm impressed you're still this interested into VRchat @teal path
I wonder - what if we make all VRC tracking control updates local only
and never update them remotely
@marsh haven why?
let network IK handle everything
caps oooops
I mean it's a long time ago where we even used to vibe a lot and overall with time passing.
3.0 deffo sparked my interest again but idk
3.0 finally let me do avatar crap i've been wanting to do since the beginning
I agree with Adeon
I just wanna vibe with people so
yeah, ill be on w/e social vr game has the people i wanna be with
Bruh when we gonna update eachother @teal path
dont really mind if av3 is broken for a bit as I am usually stuck on one face anyways
It's been a solid year 👀
Actually forgot me FeelsBadMan
Or when we were at that convention center
Or with the 10+ people with the Rainbow Minigun Loli.
Oh btw they finally put it up again
I had it favd but it was listed as unavailable for months
came back a few weeks ago
still doesnt collide but
I've had it the entire time so far
Always worked for me but I haven't noticed the downtime then.
It was unavailable for a half a year tf
But yeah ive been testing the av3 issues since a while
wtf I've used it and my friends used it on some occasions.
odd
I'm just waiting for stuff to be stable again
So I can completely restart on my 1 year project (Which I am not looking forward too)
wdym
Well 3.0's current state.
Is just having some rough issues that are making some things really unclear
I just use basic av3 features
The reason I want it fixed so bad is because it causes a lot of bad mood around
This 1 year project I finished it's alpha state off was done and I was working on the rework
So I really wanna help getting this fixed
and right around the corner this situation starts alongside the WD change.
Which renders my entire project useless xD
And understandable I haven't really be on VRchat recently since I've been wanting to wait to finally figure out what steps I'll have to take.
I made all my avatars 3.0 compatible
the 1 year project is 3.0
It was insanely sped up because of 3.0's arrival.
But redoing over 30 layers won't be fun to do
Really wish the WD change wasn't really made.
nothing changes for you if you fill in all your layers
It does change all my animations
especially with having to make multi layered complicated reset states
Which really really relied on WD
you can still have WD on
Does anyone know why my gestures don't work properly anymore?
they just added the ability to turn it off
Wouldn't it cause issues ingame tho?
they worked well before the 1004 update
I'm pretty sure they turn it off ingame
and made that the default for default animations
they turned it off for the default layers
so if you don't fill in your layers, it will be off
you can still have it on in all your stuff and nothing changes
I'm actually confused.
just plug in your sdk example layers in your default avatar layers
assuming you havent updated sdk
The only change was that the default layers, the ones auto-assigned if you don't assign a controller to a layer in your avatar descriptor, don't have write defaults enabled on their nodes.
So just use All of your animator slots?
That would cause it to be identical to before the change, yes
and the client will not interfere or mess with it in any shape or form?
Not as clean or performant as the new standard, but identical
What is different then?
Exactly what I said
The auto-assigned default layers have write defaults disabled on all nodes
No i meant regarding Not as clean or performant as the new standard, but identical
So, I might be dumb but this issue only seems to happen with some avatars I've made but not all. So, basically, when standing normally, my character goes on their tippy toes, except when walking. If I bend my head down, my knees bend, and they go flat. My origin point is at 0,0,0. Its like the avatar is bring lifted up. How do I fix this?
Write Defaults always has had performance overhead, so making your animators built to NOT use it could make your avatar more performant
But that's your prerogative, if you have all layers assigned, nothing changes for you
Thanks for explaining btw.
Is there any detailed information regarding how much the performance hit really is?
csun, that's usually because your avatar has different proportions to your real-life body
If you place your real life hand on the real life ground, you will most likely not touch the VRChat ground
You can prevent tiptoes by giving yourself a negative vertical offset using something like OVR settings, which will push you down a bit and make sure the feet have solid contact with the VR ground
Meliodas, I'm not sure - that's why I didn't want to say if it's a big deal to use it or not, I genuinely don't know yet haha
I wondered if it was that
And yea, I use OVR. I'll test that later and see if this fixes it; ty!
Yeah if it's not a big deal I'd continue with my project as I want to
Hopefully that is the case cuz honestly I'm not really like wanting to change WD
also it might depend on how far and high up the viewball is
Also your height setting in game
If you don't want to reproportion your model, I discovered that you can actually scale your view using avatar 3.0 by scaling your model on the X axis during the TPose animation
Useful in some cases, I would still recommend proper proportions for full body though, but it can be used if you really want to dial in the proper arm length or really just want to touch the floor
A3 Broken completely no sync
I have 2 issues on 3.0 now
1: my face gestures are not reverting back to zero.
2:my hip is angled backward in FB
I'm using the second FX layer cause there seems to be a missing Action layer
Updated SDK recently? There was an issue with the indexing of the Animator layers that bumped things down one more than they needed to be
well.... there was 2 FX layer...
i tried one , didnt work . i tried the other and my facial gesture remain stuck
I tried with an older SDK and everything unstuck....
the facial animations are fine with an older controller too... that has write default ON .
are they sure that it was fixed?
The new SDK update (came out two days ago I think) should resolve the layer labeling issue - if you're still seeing it, you might have updated incorrectly
There is nothing (well, not much anyway) bugged with regard to the write default change. If you have default controllers in any slot, you have to rework your current custom controllers without using write defaults. Mostly this will mean having deliberate reset animations after the nodes of your existing trees, if you don't have reset animations for each already.
What about just regular facial animations. Since they interact with the same face on 2 different controller. If i set a reset on both hands and only one hand does a gesture it will cancel all of it out.
The problem is also only on full body.
The facial animation dont reset properly on those models
I can't really speak for full body, I know there's currently animation issues with 6 point tracking but I don't have the setup to test
And the default state of your controllers doesn't have to be the reset, if you find one is overwriting the other. You can have each facial animation exit to a reset, then exit the reset to an empty default state.
Is the 3.0 SDK fixed yet?
Like just the SDK, if I update to it it won't massively break my avatar in-unity right, I heard there was some issues but I'm not fully sure if they are fixed yet
Until all of this 3.0 shit is sorted out I'm just going to start stockpiling models to import to VRchat
I haven't read a single thing here
but i have the feeling that im not the only one who's 3.0 avatar's animations aren't showing to other people
@steel shuttle the 2 FX layer was a bug from one of the of the latest SDKs, you should redo the avatar descriptor
I have 2 issues on 3.0 now
1: my face gestures are not reverting back to zero.
2:my hip is angled backward in FB
@steel shuttle
1: with write defaults off, you need a reset animation
2: that sounds like a rigging issue
hey i need some help, i dont know how to explain this error so ill just send this
i cant send videos
can i dm someone?
@ me if i can <3
Seeing some IK weirdness when I set feet and hips to animation. knees pointing in the wrong direction. didn't before the last few updates
My knees, as of I believe two patches ago, tend to bend inward toward each other slightly. Maybe it was an adjusted IK pose, I'll have a look tomorrow
We found a very concerning 3.0 issue
For my friend each 3.0 avatar near him speaking would cause his own viseme parameter to change values, but only locally. (He has a visor that glows on speech and it glowed for him even when I talked). He was the only one who had that happen tho.
Id like to add that this wasnt only happening on one of his avatars.
That seems like something you should record and post to Canny
did
having the same issue. all my gestures are local. I deleted the sdk files and removed the avatar descriptor, reimported and readded the descriptor. someone said that fixes it. yet to test it though
Is there a known bug where, while using a 3.0 avatar, no one can see anything your avatar does? No gestures, no external effects, no shaders, nothing? Not even see your fingers moving?
Is there a particular reason why the Gain on my Spatial Audio Source wouldn't affect the volume of my audio?
Ah ha
"In fullbody facial expressions and toggles dont appear to the spectator anymore and all dances turn to T-Pose, yet generic transforms like rotation of the entire avatar still work fine"
describes me perfectly.
Well, here's hoping the fix is sooner than later
Yes, it's a known bug, not specifically 3.0. Sometimes clients forget to load other people in a way that their IK exists
recalibrate fixes it for most (maybe all?) in the same instance
like av2 toggles it fixes for everyone who witnesses
@teal path mhm
Voted I don't get why this was not sorted yet its a issue thats breaking all A3 models atm.
And lol my bad throwing tomatoes at you xD
If they tested like us on beta 1007
then it makes sense
because when 1007 hit beta me and a few others tested... in desktop
The beta didn't remain it got pushed to live so fast
yeah
we were on desktop so had no issues, confirmed it worked and then only after it went live I went on in fbt
yet my friend in desktop still had working anims
so I started testing
Sadly there are too many variables to test issues
hey, atleast they fixed most of the problems, for a quick hotfix just before the weekend, that's quite good
But at this time switching to 3T mode then to 6T fixes it for current people in your world I read in your post
But at this time switching to 3T mode then to 6T fixes it for current people in your world I read in your post
@meager prairie calibrating a second (sometimes a third) time works as well as a workaround
and is faster than disable and enable the trackers
I'll try that next time am on its not ideal but its something.
@strong tree
You actually can just open the advanced safety and switch tabs and open steamvr menu to break Fbt then do it without opening the menu.
This removes the need to calibrate
that is local
Are you sure?
Huh so when steamvr breaks the 6T mode its local only?
also thats all written in the canny
make sure to also read my comments
canny didnt let me edit the post
so I made like 5 comments
Noted
I can confirm that recalibrating works for others, I tested it yesterday with some friends and one friend also with fbt could fix it like that as well
I'm talking about 1007, not 1008
1004 broke it and all the fixes after didnt affect the issue one bit
1007 also didnt do anything
well, for me it did
as I observed working desktop and broken fbt before 1007
1004 broke almost all of my 3.0 avatars, after 1007 they worked again
huh
still, the problem with fbt persists, but apart from that, everything works, I also didn't had sync problems yesterday, all my animations worked as expected (after recalibrating of course)
The first update broke sync.
The fix after that broke my animations.
Then this last one broke sync again
Lol
well, most of my avatars aren't really complex with animations, but they work >.>
Now it's just a matter of it getting fixed
yeah, so expect some updates next week
Hopefully
@teal path I didn't tested animations which play around with the tracking options (like dancing animations or what not), you mentioned that those are a big problem...
those generally only lack root motion in vr mode
in fbt they are tpose with generic rotation
well, I don't have any animations in the actionlayer setup for that...
it kinda sounds like that the avatar doesn't correctly initialize after loading, but calibrating does it...
Right now the avatars that I made in 3.0 don't have any facial animations.
hey doo you knwow where i can find the bigest avatar?
Is there a known bug where, while using a 3.0 avatar, no one can see anything your avatar does? No gestures, no external effects, no shaders, nothing? Not even see your fingers moving?
@wooden drum yeah I am getting this too
it has been that way for several days now, none of my AV3 controls work anymore
fbt + 3.0 gestures will fail when using fbt , unless you disable it
however for me I think it is just the controls in the expression menu? I wasn't aware of shaders, fingers, etc not working
thanks to the devs for working for a fix!
If you flash your safety settings, it allows others to see you till they change theirs. Kind of a temporary solution if you really want someone to see you
flash, as in fully reset?
I guess my main issue is that I have expression menu controls tied to blendshapes that are not showing to others
Works well, let’s people see my facial anims and clothing toggles (:
ah I see, okay
Hopefully this helps?
I will give it a shot, thank you!
Let the world see your beautiful avatar ! 🙏
Expressions menu not working to others when using FBT?
Thats a bug right now , once they turn it off it works
I see, just want to confirm because everything looks fine local
@neon finch @versed vapor @neon plaza https://vrchat.canny.io/bug-reports/p/1007-identified-the-root-of-the-av3-related-issues
If you flash your safety settings, it allows others to see you till they change theirs. Kind of a temporary solution if you really want someone to see you
what a great work around
@sterile pollen Tf you sending random dumbass links in here for xD
Because people need to know Thanksgiving exists lol
Do it in your own discord. This ain't related to VRchat at all.
- sending links like that is deffo againts the rules as it could be something malicious aswell.
Sorry y'all
Everything worked last night, but today anything that I trigger through the menu or gesture is not working. If a vfx is there without the need of being triggered, it works. It's SDK3
Is it expected for not updated SDK3?
Oh, everything looks fine on my machine, it's other people that can't see it
We all have updated game
https://vrchat.canny.io/bug-reports/p/1007-identified-the-root-of-the-av3-related-issues
I believe your problem might be related to this canny post. Are you in FBT?
I hear disabling FBT fixes the issue and "refreshing" your safety settings does it too by changing one option and changing it back.
disabling fbt helped
refreshing safety settings doesn't help
could it have anything to do with "use auto-footsteps for 3 and 4 point tracking" or "force locomotion animations for 6point tracking"?
Most likely not to be honest, but if you want to try it to bug test then feel free
is there a guts low poly avatar from berserk
Do you want it to be Quest compatible?
yes
Uhhh, doesn't look like it unfortunately. You might have to make/commission one yourself
f idk how
My facial animations still don't work and I don't run full body.
I've seen my 3.0 avatars T-Pose when trying to play animations from other people's computers
So I'm not sure if this is the right place to ask, but does anyone know if there are/ where to find manga comic or yaoi avatars?
does anyone have a cool avatar world they recommend just in general
would anyone be willing to upload an avatar for me and let me copy it? i have all the files and textures, just need to get it from unity to VRchat and since i'm using unity on a mac I cannot do that. i will pay you for your time!
It seems like resetting and tposing often fails to reload av3 animations in fbt
So is root motion related to index controller use? Can't figure out why my friend's avatars always look fine
How easy would it be to migrate from avatar 2.0 to 3.0? I am still making my avatars with 2.0. I’m also worried about some plugins that might not work with 3.0.
Depends on what your avatar has.
If it's a basic avatar with nothing on it
Piece of cake
Its an avatar using inventory system plugin to toggle props and gestures to fire the guns.
Idk if 3.0 has the inventory system for the avatars by default.
In 3.0 You'd have to make it yourself
There are plugins out there that can generate it for you tho.
But an avatar like that will most likely not be difficult to upgrade
Guess I’ll finish the avatar in 2.0 first then remake it in 3.0 right after then, shouldn’t waste that much time.
Up to you, hope it works out for you tho.
im looking for someone to make me my own personal 3d avatar, i have no skill in 3d modeling nor do i have the software. so im kindly asking if anyone could dm me so i can show you the character i want you to make, i hope you take free requests. ill be accepting the first dm, we could become good friends if we get to know eachother a bit, sooo..... se ya soon. 🙂
#community-servers-old VRCTraders
You keep saying that for no reason.
shh dont tell meliodas, still need those avatars 🤫
lol?
oh, i have plenty of it, but i don't want to publicize them
Not another one
Someone got banned today for continuesly claiming something and having no proof of it.
keep it to yourself then jeez.
if you say so
Hey ya fucks, are avatar animations still local or can I go smack people with a slab of rusted metal now?
they never were local, so sure, go for it
AV3 animations only don’t show for other people in your lobby when you’re in full body as far as I’m aware right now
AV3 animations only don’t show for other people in your lobby when you’re in full body as far as I’m aware right now
@neon finch you can fix that with recalibrating once or twice
Wait really? It's just FBT?
I’ve also been told refreshing your safety settings can help the issue
Silence Daryl
Yeah, people that turn off full body are usually able to have their animations show again
The adults are talking
Ok father
av30 work properly if wearer is desktopping
Well fuck me sideways and call me a grapefruit I gotta try that out when I get home
root motion breaks for 3 point VR
almost everything is broke for FBT
sometimes resetting help
but not for everyone and not every spectator can see them
I’ve also been told refreshing your safety settings can help the issue
@neon finch I heard that as well, but someone tested it and it doesn't work. But don't take my word for it, test it yourself and confirm it.
Wack
Great "VR" developers, who only test their game in desktop we got
Yeah, I’ve also done recalibration a couple times and it didn’t seem help me though
Alright well that's at least an answer, even though it's not really what I was hoping for, so thanks
Yeah, I’ve also done recalibration a couple times and it didn’t seem help me though
@neon finch it helped me, with older and never 3.0 Avatars. Maybe there is something different about your avatars or setup...
Time to write hate mail to Tupper lol
(That's a joke Tuppy boy)
but I also have to say that I don't use animations in the action layer which messes around with the tracking. Apart from that, recalibrating restores toggles, material switches, facial expressions, lip sync etc.
I made a Slave Knight Gael with a bunch of animations on it, so until they fix it I'm gonna just wait
but only for the people who are in the instance at the moment you recalibrate
Aite vrchat
Reuploaded a model with some fixes to the weight painting and now all of the expressions are broken
What the fuck man....
It worked fine before I reuploaded
It works in unity
@hot goblet all 3.0 avatar's are not working atm till they get fixxed
really?\
yeah
wtf
🤦♀️
@gloomy steppe @hot goblet https://vrchat.canny.io/bug-reports/p/1007-identified-the-root-of-the-av3-related-issues
Has to be public to clone.
if i make it private after, will they still have it?
no
They will have it
If they don't change the avatar
They'll always be in that avatar
Doesn't matter
If they're loaded on the avatar
close the game reopen it 20 years later
first thing that'll happen is them loading in the avatar
One of my friends jokes around like that in my private avatar
She just never changes so she always has it
Only way to prevent that is to delete and reupload
My avatars make you wanne stay 👀
Nah I make avatars like Toga
Cool VFX and systems that'll keep you busy and e veryone else interested for along time
Is it rude to ask someone to animate / put the bones on my model? I dont have a good enough PC and not enough space because my PC is old.
Usually you can get these done via commissions from people at a price.
Does anyone here have an example controller for lip sync?
I am trying to figure out what transition speed vrchat used, I cant get anything good looking tbh
I made my own
This is pretty much similar to SDK2 some friends said even better https://i.imgur.com/3DRTmkV.png
respect on VFX stuff. ive been trying to make my own particle systems for a while but its slow progress on makin them look better without going overboard
i threw a recent one in showoff channel if you have any tips for frost/ice stuff
The red and blue ones?
The patreon ones
I remade all of the classes and turned my main avatar into a mini RPG with powerscaling and multiple weapons
Currently waiting for Lin to finish something so i can work on the v2 of it making it from scratch again 😄
nice job
@pastel owl Wrong channel to ask for that. If you want avatar commissions try looking at
https://ask.vrchat.com/c/commissions/40
https://vrcat.club/forums/commissions.23/
And of course VRCTraders which is linked in #community-servers-old
Alright, thanks replaying I'll do that
couls someone make me an avatar?
Hello! Can I get some help? I’m looking for an avatar of the Demoman from tf2 with a bottle hand gesture
couls someone make me an avatar?
Are you willing to either give people money, or spend 5 years becoming friends with someone?
@wind dagger
Or find someone so desperate for attention from others that they do stuff for people they barely met or know, for free.
I'm that person, I need help.
What? Want a friend? :0
How to I create a Avatar
What kind of avatar @neon finch ?
@valid patrol Avatar in vr chat like some other people do I'm a noob
Do you intend to make one entirely by yourself
Like making the model, textures, armature and stuff
@pine yew Some interesting information I got from Adeon that seems to be a more comprehensive fix for your Gesture layer issue! See here: https://i.imgur.com/O7Q974k.png
Is there anyway to get an already existing pc avatar to be quest compatable
If you have the avatar's source files you can make it Quest compatible and follow the Quest Limits to the best of your ability and upload it
ok
then how much would it cost to take a pain avatar, make it smaller, and make it quest compatable, and when i say small i mean like, table height
Do you happen to know where to get the avatar's source files?
nah ill look
the interweb
yes
got it
ok so anyone want a commission for resizing an avatar to be smaller and making it quest compatable. i have the model downlaod
dm me
Is there anyway to get an already existing pc avatar to be quest compatable
@full yacht Someone else's upload, no. If you have it on your computer, yes, anything is possible.
so you couldnt edit the already existing model if u could download it?
If you want commissions these are the best places to look
https://ask.vrchat.com/c/commissions/40
https://vrcat.club/forums/commissions.23/
And of course VRCTraders which is linked in #community-servers-old
I don't know many creators who take Quest avatar commissions though so you might need to make a really good offer.
ok, thanks man
Something I noticed when implementing custom locomotion awhile ago is that the VelocityX and VelocityZ parameters do not fully match the actual movement speed of the player. They seem to be smoothed, perhaps to make animation blending nicer.
This presents a problem when you want to switch to another animation state as soon as the player stops moving. If you're moving fast enough there will be a delay between when you stop moving and when the velocity parameters reach 0.
Rather than changing the default behavior of these parameters, I'm wondering if maybe alternate "raw" velocity parameters could be added that would not be smoothed.
is there no av3 bug report channel?
Generally bug reports are submitted to the canny if you can reproduce them and explain how it happened
ah
because I think that the blendshape chosen in the av3 blink conflicts with animation that use the same blendshape
That seems to make sense in my head because during AV2 days we couldn't generally animate the vrc.blink shapekeys according to most people, if I remember right at least.
The workaround at the time was to just use different shape keys that did the same thing, but doing this meant when your avatar blinked with these on they'd do a "double blink" and the eyes would look horrifying. I personally did a different method that worked in my head because of how I understood it in my head
Aaaanyways, there's no need for you to do this workaround in AV3, but you can still kindof do it if you want. With AV3 we have a behavior component called VRC Animator Tracking Control which allows you to set if specific parts of the avatar, in this case the eyes and eyelids, will either follow no change, tracking, or animation. In this case you want to make it follow your animation rather than its own thing and that should allow you to animate it without issue.
Just make sure you have a transitionary state that puts the Tracking Control back to normal otherwise it'll stay on Animation.
This is how I understand how it works in my head but I won't be surprised if turning Eyes and Eyelids to Animation won't give us what we're looking for.
But if it does but you still can't animate it, then I would just use the Tracking Control to stop the blinking, and then use secondary blendshapes to make the blinking you want to happen on your animation.
Otherwise skip the Tracking Control and just use the secondary blendshapes, just note that you'll get the "double blink" again that was mentioned previously.
@valid patrol yes
Then look up blender tutorials for creating and rigging characters
and vrchat avatar creation tutorials
It will take a while if you are just starting
Just test a few things before you go all in on the character
Ok
I've been dealing with a Package manager UI dependency issue using Unity 2018.4.20f1 for the longest time now... and I want to resolve it...
Hey there, I'm making a Link avatar, and I want to have a fairy follow me and fly around me, but I'm not sure how I'd go about doing that. Anyone have any ideas on how to do that?
My problem has been resolved thanks to @muted gazelle
Do textures/images used for the radial menu, count towards an avatars materials/material slots? Not that it really matters. But..
Dont want to go crazy with custom images for every little thing if it does x3
@proper idol Nah they won't count, use as many as you want
Alright, would make sense, as its only visible to the user wearing it, but wasnt sure. Thanks!
Since I wanna use youtube videos to get started with making an avatar would 3.0 make the videos basically outdated or would they still be perfectly fine to use?
I don’t know where to ask this but I need support, is there any worlds for small male avatars ? My avatar is the thermal one and i see small people joining worlds
Has the 3.0 bug been fixed for full body users yet? Where others cant see toggles unless you calibrate in the instance
first of all, @neon finch most old tutorials for avatar 2.0 on youtube still work for 2.0 avatars, and most tutorials that show the process in blender work for both 2.0 and 3.0
however, if you want to make a 3.0 avatar, look for the specific tutorials for that system since most 2.0 unity tutorials don't work or have been made obsolete for av 3.0
second of all @mighty solar nope :p, it's still as broken as before...
Still think its weird it only affects fbt users guessing its something to do with the loading itself
If you guys want to know how 3.0 works, google "how to unity" instead
Any reason why gain on a Spatial Audio Source script doesn't affect audio volume? Is the adjustment to "safe levels" really that strong?
Would anyone know any good Mandalorian Avatars?
Hey guys do you know how it's possible to have animation where you join/leave world?
cant do it on leave
yeah, join is doable, just have the intro animation start playing without any parameter to activate it and transition into an empty state
that way it will play only once when you load the avatar
Anyone else not having mouthmovement on avatars uploaded after the 28 oct update? Tried changing sdk, refreshing the descriptor, etc nothing works.. I know the parameters work cause I use them for a feature on one of my avatars and that works, I'm also sure the visemes themselves work and that I set up my descriptor correctly
visemes on mirror are broken for AV3.0
It's not just mirrors for me
everything 3.0 is broken if you're FBT
Other people don't see it either
also most of the stuff broke on FBT
and a lot of things are broken for regular VR as well
I don't have fbt
@grand latch I believe gain controls the volume curve in-between the min- and maximun range, not make it louder
However, the spatial Audio script has been made obsolete in av 3.0 and is no longer required
I highly recommend not using it as it allows for much more control over your sound
Just make sure you get the settings right because the default settings for audio clips make your sound global
Just gonna repost this for everyone with av3 issues
https://vrchat.canny.io/bug-reports/p/1007-identified-the-root-of-the-av3-related-issues
that certainly could explain my issue, though I question why it affects me, since the issue continues when I'm in desktop and non-FBT vr, maybe it's because I have a non-default locomotion layer? though only difference is that I disabled head and arm animation overwrite to tracking on the long fall (because I like to play maps like hook junkers and the animation overwrite gets annoying)
it might also have have something to do with how the default setting for write defaults was changed to be "off", and I imagine your non-default locomotion would likely still have WD on. Might be worth trying to fill in the slots with example layers from an older sdk, ones that still have WD on. Could also try to change everything to WD off, but i imagine that'd be much more tedious
could be, I have to check, but I doubt it's that since it's the example of the latest sdk, I only changed the long fall tracking control for the head and arms, aside from that it's just the example file, I'll check though
nope, all states have write defaults off
I could grab an older overwrite, but I'd have to manually add all tracking controls, since they get lost during the sdk change, since you first need to delete the old sdk
idk if that'd help then... i'm not rly sure what the cause could be then.
also I didn't mean to make this a request for help, else I'd have posted it a chat lower, I just wanted to make sure I wasn't the only one having the issue 😅
also, just wanna say... love the name pun :)
thanks
ok so I activated write defaults again and added a tracking controller on ever initial state that has everything aside from "mouth & eyes" set to no change with "mouth and eyes" set to tracking, still nothing. so either it's completely broken or it's the descriptor itself and not the tracking controller
I did that just as a test, didn't really expect it to work to begin with, just making sure
Deja vu
Aria, when you say mouth movements aren't working, are you talking about mouth movements you've keyframed into animations, or visemes
Or both
is 3.0 still broken
For fullbody, there are issues with animation. For everything else, everything is working perfectly for me, but some people have reported some bugs
My animations are still broken for me. When sitting or going prone it happens almost instantly instead of a smooth transition. All the avatars have bow legs for some reason too
And aria, if you have any default states across your controllers that have any of your viseme blendshapes keyframed starting/ending at 0, you're most likely locking those visemes at 0 for everything.
dmorrison, those are all qualities you can change within the locomotion layer - have you updated your SDK, and are you using a custom locomotion layer?
@agile marlin They're working on fixing the lack of transitions, they unintentionally undid it
Good to hear. Thanks
I'm thinking about making a kinda big unity tutorial about 3.0 stuff, especially with the new changes, etc... but I kinda need motivation for that >.>
but mostly meant for total beginners...
is 3.0 still broken
@fringe leaf for index controller users (with or without fullbody) and fullbody users (Any setup), yes.
Desktop and non-fullbody, non-index controller setups seem to be working fine.
@fringe leaf for index controller users (with or without fullbody) and fullbody users (Any setup), yes.
@fluid grotto I guess you did more testing? whats wrong with index controllers and 3.0?
If you use index controllers all root motion on your avatar will be broken remotely
well, there is also a longer outstanding bug with index controllers and 3.0, the head/viewpoint behaves differently if you have index controllers or something else
And the full body thing is your emotes don’t work
@fluid grotto I already know about that, and the workarounds and stuff
Mannn I really just want a cool avatar thats not hella common looking 😭
Commission one, make one, or find one
I seem to really like how the the index viewpoint behaves with index controllers
Commission one, make one, or find one
@neon finch this
I don’t notice any issues with viewpoint on index controllers
Don’t have anything else to compare to though
I seem to really like how the the index viewpoint behaves with index controllers
@fluid grotto I don't... my viewpoint always shifts down... it doesn't with the vive wands, with those the head is glued to the viewpoint
Commission one, make one, or find one
@neon finch I wanna commission one, but Im looking for someone who can be patient with me, i am newer to vrc
Recall having that issue in an earlier build but I don’t see that anymore
(the downshifting comes if I sit down and do not absolutely sit straight)
Most creators are very open to having good talks and explaining their process and what they're doing as long as you're clear about what you want.
and my avatar is scaled to my actual body proportions...
Perhaps I got lucky and it just doesn’t show on my rig
It could be that I need to adjust the rig slightly... but it just feels like IK doesn't want to bend the spine/chest, if hip and head are getting closer
But the root motion thing is a real showstopper for me, all my animations look broke
For others
But the root motion thing is a real showstopper for me, all my animations look broke
@fluid grotto talking about like dance animations, right?
ah... well I don't mess with such animations and/or tracking control, so no wonder I never noticed it
@fluid grotto you just post the canny link with your login token in it
Oopsie doopsie
That’s probably a very bad thing™️
I’m sure it’s expired by now anyway
Time to go hackerman
If anyone sees me reporting a ton of bugs, um. Fix them.
@neon finch I'm refering to the visemes in the avatar descriptor, the ones used when I talk, not animation
Got it
Definitely make sure you don't have any default states that touch any of those blendshapes, and if you could check to see if any VRC Animator Tracking Control behaviors are locking you to animation for the mouth and jaw
i cant find the SCP:SL avatars
did they get taken down?
Does anyone know any cool Oculus avatars
Quest avatars you mean?
the public one I made should meet the requirements for a quest, it's a from-scratch xj9/jenny wakeman, but I haven't uploaded it as compatible so idk if it'll work, I could try uploading as compatible though, but my viseme issue could happen to that one too if I do unless I figure out what causes it
I’m about to upload my first public avatar. My question is, if I modified the avatar after a while will it change for everyone who has it, and If I deleted it will it be deleted from everyone?
yes
yep, if you delete it every person who has it faved will see "avatar not available" instead of the preview and will be changed back to default bot if they were offline and in the avatar before logging off, any person in an instance wearing it will still have it until they reload it, either by changing avatar or world
Got it
Thank you
well guess mine won't be quest compatible, can't change my build target to android
guess the tris limit is a hard limit for quest avatars, went over it roughly 500 tris 😅
@fluid grotto thats included in
https://vrchat.canny.io/bug-reports/p/1007-identified-the-root-of-the-av3-related-issues
is 3.0 completely broken atm?
I cant see anyone's facial expressions, or any avatar features in anyones 3.0 avatars, and apparently noone sees mine
Are you and those people in full body?
there we go
yes we are
only took them a week
us being in full body has something to do with it atm? @neon finch
check open beta
Yes it does, right now if you are in full body your AV3 animations will not show for other people but will show locally. Looks like the open beta fixes it though so it should be fine once that goes live
Oh, it’s all just a fullbody bug, thought it was widespread
I always play with fullbody, had no idea the 3.0 stuff can actually be fixed
@neon finch Thank you! I also independently discovered this and added it the bug report. Hope people are able to find this solution!
I believe the Open Beta has a fix for this issue already that should be on Live tomorrow, if you're talking about the full body issue
Theres still some issues to iron out so idk when it will be pushed
True, but if nothing is majorly broken it has a decent chance of still bring pushed as an improvement
God I hope so. I beat Dark Souls 3 yesterday so now I have nothing to fill the void lol
Sekiro is next, get on it
to get around the full body bug just calibrate
once you calibrate when in a room everyone in the instance at that time it will be fixed for
Can vrchat hire a moderation team to look at all avatars uploaded? They will classify avatars based on types like unoptimized anime, distracting garbage, barely even classifiable as sfw, Roblox avatar, Models resource + mixamo, etc. We will then be able to block entire categories of avatars, no more will you have to look at thicc anime women in your Christian vrchat world, or give a friend a try of the game and watch as they take off the headset horrified from the sight of male anthro animals in maid outfits.
Tupper (and maybe a team, but at least Tupper) used to do all of that manually before the lab system was rolled out
It is not a scalable system. Like asking youtube to have a human team checking uploaded videos
It would take days just to get a world publicly listed, all avatar o pedistals had to be work and checked, it was insanity
Oh I understand you’re joking now sorry I always have a hard time reading sarcasm on the Internet
Lol sorry
the christian vr chat world gave it away for me
Poe’s law :p
The system for avatar genres wouldn't even work if the community, or uploader got to set it, like wallpaper engine
You still find far too many anime wallpapers with it off
still on iphone i see
That seems like a bit of a design flaw, 🤔 having your speech-to-text insert garbage characters
best part is that they appear invisible until sent
So I've been out of the past few updates. All of my avatar 3.0 model mouths are just moving nonstop now. What happened that I need to fix?
Would anybody know why I can’t auto detect the viseme’s for my lip-synching they also don’t show up as an option in my menu
So I've been out of the past few updates. All of my avatar 3.0 model mouths are just moving nonstop now. What happened that I need to fix?
@agile temple what do you mean by moving?
The mouth was constantly making small open and close movements, which it didn't do before. Kind of like if you had messed up a frame in an animation.
But it stopped when someone joined the world I was sitting in while working in unity.
Cynical, is this a problem with EVERY avatar, or just ones you uploaded?
The mouth was constantly making small open and close movements, which it didn't do before. Kind of like if you had messed up a frame in an animation.
@agile temple an open mic causing your Visimes to trigger?
are the mouth visemes getting tied to eye movement? that old issue happened with 2.0 avatars sometimes if the visemes and eye tracking werent set up right
They shouldn’t be. You could have them set wrong I guess?
Shape key order doesn’t matter on SDK3, you explicitly tell it which one is your blink shape key
Though it is just saved as an index so if the order changes in your fbx, the descriptor will have the wrong ones set
Fix hype

does the last new patch fixed an avatars 3.0 issues?
at least fixes the animation syncing and station issues
From what we tested most av3 things should work
can it be on my side? idk... on the previews patches all is work good
If anyone needs some help to test I could get on.
We already tested during open beta
this time with most tracking types
Index users will still encounter root motion issues
but apart from that a lot got fixed
is the root motion issues just on index?
It appears to be
Suffers in Index
Yeahhhh
I will stay on index
same ofc
so... my avatar 3.0 is still broken...
^
so gestures and toggles for 3.0 confimred all fine?
such as facial expressions and toggleing weapons from the action menue
Is there anything else broken with 3.0? I'm waiting for everything to be fixed before I start uploading avatars again
still broken, yes
No but what is broken
Cause if it doesn't apply to me then I can begin releasing my demons once again
i've noticed 3.0 avatars that have been recently uploaded sometimes drop me down to 11 fps, but older ones that i've made don't. the lag spike is really random and usually the place where i switched into the avatar kinda becomes a black hole for my fps. usually it's like the third time it renders a 3.0 avatar. so if i have a mirror on, then bring out my stream camera it starts to lag to 11 fps.
If a avarar was made using odds sdk could it be possible to remake it using the same files on vrcsdk? or would it have to be redone using vrc sdk?
Odds sdk?
start a new project with none of that sdk in it and it should be fine. you might run into problems if you just delete the odds sdk, then imports a new one. idk if he puts anything else in it, because i've never used it.
dl the real sdk off the vrchat website btw. there's no reason to use an edited sdk in the year 2020 of our lord.
@primal pond *cough* modified *cough*
the answer to this question is shrouded in mystery
How do i mix 2 animations at the same time
i have a animation for appearing and disappearing
i want them to be seem less between diffrent objects
so old object start to vanish as well as the new object start to appear at the same time
@muted prawn make it 2D blend tree
Como coloca personagem no VRchat?
It... Won't really work
@violet forge please stop asking same question in multiple channels, it's against rule №15 of this server. And also use english in public channels
I need it to be variable situation.
I have 5 objects i want to appear and disappear
So blend tree wouldn't really work
I thought about making separate layers but having multiple layers for one thing sound like bad idea
@violet forge please stop asking same question in multiple channels, it's against rule №15 of this server. And also use english in public channels
@woven pecan ??????
then use international channels to found someone who knows how to solve your problem, or use google translator
?????
Wait so they fixed FBT animations? Can anyone verify?
well they said it
How do i mix 2 animations at the same time
@muted prawn put them on separate layers, and make sure they don't write defaults.
i chose to just go over and scratch that idea
the sheer work for a tiny improvement is...
not usefull
i will make it instantly
and not some smooth animation swap
compared to it..
it is 5 animation or have a whole damm 15 compared
if i plan to add 1 animation i need to make additional 3
also having a special shader for that might impact it more
and it would scratch the whole work i did to lower the poly and textures
maybe in future
and option to put in separate layer still sounds like it is not right
anyone know why i cant fond the matching lip vismemes in my menu?
You mean in the avatar descriptor? Do you have the blendshapes required on your model?
i think
Should check for them first
would anyone be willing to make me an avatar pls
How much are you willing to pay?
Is there a reason non-humanoid bones are no longer controlled by custom animations?
they will be if you use Action, Gesture, or Base
but you will need to make sure youre not using generic masking
I don't believe I'm using generic masking, but where would I go to check if it is enabled?
Are you talking about avatar masks in animator tree layers?
@sand wren
ye
Oh, I don't have any avatar masks.
which playable layer u using then
Base and Action.
I mean, both the Action and Base layers worked normally before some kind of update that was introduced. The last time I tested my avatar in-game was roughly 3 weeks ago. I checked back in a week ago, and this happened.
I don't think I have a mask on my Action layer either.
I'm more concerned about the Base layers not animating the non-humanoid bones.
Namely because the avatar's dress is supposed to be animated while crouching, but only the humanoid bones actually animate.
Are you using a custom fx layer?
im curious if VRC and avatar 3.0 supports UDIM textures/uv? I know its not really necessary for vrc. but im planning to use it for other things too where i might need it.
Is there a reason this plugin wouldn't work on an avatar? https://assetstore.unity.com/packages/tools/audio/3d-visualizer-spectrum-vu-meter-100995#reviews
Ya, custom scripts aren't allowed in vrchat
can detect visme/sound in 3.0 to do the same'ish
Is it possible to Mute the mic automatically when a parameter is triggered
So I can't create a toggle that automatically mutes me
darn.
totallynottryingtotiethatintomyballgag
i wonder why u need that if there is a toggle mute button
u can just engage those two
also u can still make noises with one of those on lol
Basically my mouth behaves really weirdly if I talk with it on
and using a vrc animator tracking control behavior doesn't seem to help much
I have hand gestures that screw with it too actually so muting myself wouldn't fix it either
cant u like disable the mouth movement
u can also just check parameters
like for example blend FX layer hand gestures to 0 weight
then blend back to 1
I just ran into this problem, i know a lot is broken but has anyone else seen something similar? [Desktop] Springjoint ball works under one hand, breaks on the other https://feedback.vrchat.com/bug-reports/p/desktop-springjoint-ball-works-under-one-hand-breaks-on-the-other
@remote valley please test that on open-beta too.
i've seen some strangeness with constraints, but only in Editor
Okay, can you also post that bug in the open beta canny too? much appreciated, make sure to mention the build #
yes! thank you so much
oh one last thing, if you get a chance to get into open beta with others, please find out if its affect the remote as well
Hm, I'm not sure what build of the open beta I'm on... is there a way to check? I see people tagging their posts as 1012, but I just clicked opt in to open beta and didn't see a number
also does the other person have to be on open beta as well?
if you open your quick menu it shows you the build # at the bottom
perfect thank you
yes, you both should be on open-beta
ok thank you! ill get to it then, appreciate it 👍
I got a quick question, are we able to scale the IDP or whatever its called that controls the eye position? I'd love to be able to make my avatar scale.
I think this was built into the avatar remeasure behavior that didn’t make it into release but might come later
Ah so not yet, darn I was hoping it was something that was in the recent updates but didn't know if it made it or not.
Oh is that was the issue is sync, I thought it was just not something they didn't want in, ok. Well, I hope they get it to work out pretty soon.
It was sync issues and avatar bounds
Are you using a custom fx layer?
@sly spear No, I'm only using Base and Action.
Create a custom FX layer (a blank one, or copy the example layer) and add a mask that selects nothing)
a purely empty FX layer will also work without a mask
iirc
I’m finally making my first avatar : D
Does anyone know where I can find those cubemap shader that can apply to a mesh to make it looks like it's actually 3D inside?
IDK what they are called
It's weird let me find a example
where they render environments inside of an object
yea those are one of 2 types of shaders
- panosphere shader (makes images that stay in place so it looks 3d)
- raymarch shader (renders objects inside of cubes or whatever)
Thank you I will try panosphere shader
Do you have a recommended shader I can use?
There's one included with VRC world SDK but it doesn't take cubemap
among us vr plz

so, when remeasure avatar?
Are developers rly reimplement "remeasure" behaviour again? I think they will delete it forever like web panel.
4 weeks ago lol
it took me half a day to get this message and realizing thats what keeping me from the resize dial :V
i wanna fix my avatars but not until i learn why my 3.0 menus dont work anymore, if its me or vrchat
really killed my motivation
anyone at all?
I'm gonna need more information to really be able to figure out what's wrong.
my animations dont show for others, my toggles dont work, body parts dont move on a toggle and color changing doesnt work
all the things that said were "fixed" in last patch are indeed not for me
need more?
Hm, I assume you were in full body for all those tests?
Just on that specific avatar, only your uploaded avatars or on all AV3 avatars?
all my 3.0 avatars
Even public ones that aren't yours?
havent tested that
however i just remembered something
in a public Black Cat world, one of my avatar's toggles did work for other people
idk if it worked for everyone 100%, but one person reacted to it
but other toggles on my other avatars are still spotty among people
im just left to go f myself 🙃
Create a custom FX layer (a blank one, or copy the example layer) and add a mask that selects nothing)
a purely empty FX layer will also work without a mask
iirc
@sly spear That seems to have worked. Thanks!
all the things that said were "fixed" in last patch are indeed not for me
@simple ermine yeah I tested the entire suite of features on beta 1010 and it was actually fixed, but when it came to live I am seeing issues
naturally
can someone make me an avatar
can someone make me an avatar
@neon finch https://ask.vrchat.com/c/commissions/40
Does Gesture Weight correspond to finger position on Index?
No it's your trigger while doing fist
how i install avatars
Where can i find a Rexouium base model?
how i install avatars
@dusk trellis You don't install. Are you wanting to make your own or use existing avatars?
existing
agree ^
is it normal for these to look weird on the oculus quest
Is there a known fix for the broken leg rotation angle when crouching with an AV3 avatar? They claimed that they fixed this with one of the patches after the terrible oct 27th patch that introduced the problem but I still have the issue with no clue how to fix
Anyone have some good settings for music? It's difficult fiddling around witht he audio sources to get something decent.
Is there a known fix for the broken leg rotation angle when crouching with an AV3 avatar? They claimed that they fixed this with one of the patches after the terrible oct 27th patch that introduced the problem but I still have the issue with no clue how to fix
is this the one where they bend their knees inwards?
@sullen dirge
well for me my left leg was bending in the complete opposite direction, despite being fine pre patch
im currently trying to fix kne bending issues, but I was told it had to do with my rig. so im currently uploading/about to test it
ended up doing some tweaks to the skeleton and its fine now, I guess they changed something with ik and its much more sensitive to slightly off bone rotations now
yeah im going to be having fun getting it perfect
I might end up solving the problem the same way I solved bad hand animation
upgrading to fullbody
lmao
legs cant bend inward if its your own legs
I believe what fixed it was making sure the upper leg bones head and tail x positions were the same
hmm
ill keep that in mind
i just eyeballed brought my hips in so they were not pointing in, then brought my knees out a tiny bit
We need a bfb 4 avatar tbh
i need help with my gestures
when i press thumbsup i want my avatar to do a spooky jumpscare but nothing is working for me
i followed tutorials but my animations still work like half of the time
nvm i got it working
Does someone know where a Puro/Changed avatar is?
anybody know where a absolutely massive avatar is
Has anyone got experience with final IK for multi legged characters? How worth it is it? I've not got the money to just buy it to test it.
Does it work well?
Hey guys it the changeable size still available in vr chat or did it gor patches out
The thing where u can make itself bigger and smaller
And the viewpoint is following
Uff how to call it
Anyone know a world with baymax or buff pokemon???
Doesn't this one have them? https://vrchat.com/home/world/wrld_d6cfc958-d143-4ceb-98ac-6ee4ad4f121c
As a side question, is there a free alternative to final ik?
To do what?
Do IK things. I'd like to make a four legged character.
And Final IK costs too much, I don't have money for that.
Hm.. Let me check in quickly with my expert friend in spider avatars.
Thanks!
The only way to legitimate procedural animation is via final IK. However, something to keep in mind is that VRC uses VRIK for your legs when in 3 point tracking and you walk in your room.
With AV3 you have much more control on your locomotion, you could animate your legs to walk in all the different directions, however it wont be procedural and will clip through terrain if the height changes.
Animating them by hand seems like it might be difficult and not look so great.
https://i.imgur.com/ZMGMjg0.png The robot I made that I wish to make walk.
The difficulty of animating them by hand is why procedural animation is a good solution. It's a shame we have to go third party and pay for it
Keep in mind you can animate an FBX in blender and have IK recorded there, its a handy trick.
At such a high price too. 😅 I'd love it, but not missing out on life sustaining food-love it.
I'm not sure how that works?
But it sounds like a very useful tip to learn about
So confused thank you!
You can set up IK in blender and when you animate in blender the IK will be recorder. Recordings on FBX's can be exported to unity and converted easily
I remember animating a spider manually and its honestly ok. Main thing you miss out on is the legs grounding to the floor
I bought final IK around last spring for half off so thats something to keep in mind
ah so you're letting IK work and saving it as an animation