#avatar-general
351 messages · Page 18 of 1
Yeah you still need to animate, but you wont need to do the brute animation of leg,knee,foot,toe. Dragging the toe bone will drag the rest
oh cool!
I should learn to set that up, thank you.
I'd still like to try looking for free alternatives to final ik, or something though
Well the problem is even if you found another ik based system it isnt whitelisted
yea but if u dont use final ik then it wont look as good bc final ik does foot planting
Yeah thats what I was saying, you can fake the legs walking but you cant ground em
Yeah that's the shame of needing third party. Pretty sure you can do procedural animation with Udon but that's world only obviously.
We will probably eventually be able to do procedural animation on avatars in house but its hella low priority
SOS looking for avatar creator for commission
How would I Make a prop like a flashlight switch hands with parent constraints? Ive seen people have guns they can pull out of holsters, but im unsure how you can switch parents
Can someone sum up for me what is going on with write defaults?
Well... There was a prefab out there a while ago that allowed you to do exactly that. Not sure where it is.
But really almost all prop animations and stuff that creators use is mostly an illusion, they technically have two versions of the prop, in your case the holstered on and one in your hands, you just flip between the two of which one is enabled/disabled when you toggle your prop which gives the illusion that it snaps to your hand or whatever.
The prefab is technically more optimized and better, and there's a couple different ways to go about your props and stuff but that's generally the idea behind it.
From what I gather, write defaults should no longer be used as it can cause layer desync
I need to go and rework all my layers to not use write defaults anymore?
That also... means I have to make reset animations for all my animations too if I'm not mistaking
For the love of god please tell me I'm horribly wrong in this lol
I still use write defaults and haven't seemed to run into any issues yet
I haven't either to be honest but then I haven't been online much lately
I really hope not, it would suck if write defaults doesn't work properly
Although I also have turned off Write Defaults recently for everything except gestures and this also seems to work fine with no extra tuning
I'll have to take a look at how much things I will have to change, I think quite a bit
Only gestures will really need work mostly
U might be right in that, looking back at my layers it looks like only my gestures will break
And like I said, I have Defaults on for gestures and they work fine
Oh you're fine! I have it on for gestures, off for everything else
Would love an actual verification on this whole write defaults thing though, like should we really go out of our way to avoid using it, or what's the deal
so far it only seems people have found the answer through personal testing but yeah like, a verification would be cool
According to the Docs: 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.
It's just saying that with Defaults on, the animator may reset things you don't want reset
Wow, hmm
Remember that it will reset EVERY property. So even though gestures may likely only use fingers and blendshape control, it will reset every property it doesn't use to default. This can cause issues especially if you're using the FX layer since that takes priority
This also takes into account layer execution. Animators run layers in order from top to bottom so it may reset defaults for something from a previous layer
Which I assume is part of the reason they disabled it in the first place aswell in that one patch?
I assume so as well. With this layered AV3.0 system Defaults can cause issues for other layers
Damn, that's a shame
It's not completely necessary, but it is good practice now for the 3.0 animation system
Yea, I might just make it a rule for myself to avoid write defaults if this really seems to be the case then
As long as you configure your gestures with it off then that's the bulk of the work
True, most of my other layers I can just check it off without any additional work
Thanks for the clarification, I know what I'll have to do now
You're welcome!
what is the best way to do expressions? I'm currently using the handlayer from vrc with any state to do my facial expressions and I'm only using the right hand since I wanna avoid overlapping blendshapes with the left hand. Is there a better way?
ping pls
@heavy shale this might be a little late but using the parent constraints you dont change parents, you just give it two different sources and then use an animation to flip the weights for each source. So starting the weight for the hand would be 0 and the holster be 1 and use an animation to flip them.
Im not at my computer today so I can't test it. Butnim assuming if your hand isn't nearby when you swap weights, the gun will follow your hand but be floating?
constraint will follow your hand wherever it is, so it will float to the point you set it to
have a stick like that on hip of mine, animation tells it to use this point instead and it will float over to it
Sorry just trying to understand the workflow here, if you set a game object with the correct orientation in your hand, changing weights will warp and rotate to the direction of the gameobject?
yeeh not something i can explain, found tutorial awhile ago
you set 2 points, set the constraint to have animation 1 is there 1 is other place
Mkay. If you find that tutorial I would appreciate it
infinite points really
https://youtu.be/5paKoocFS48 (audio loud)
Ty
constraint vrhat , you will find others
Putting my Vtubing model into VRChat
Hi can someone help me
Is there a parameter or method to detect if the avatar user is on quest or pc when they wear the avatar?
Anybody have a good tutorial on how to make flying avatars? I looked for tutorials but all of them are outdated
Example: q and p wear the avatar on the same id. They each load their version on that id. Q’s looks like P’s to P but to Q it’s a different version without shaders or some functions. I’d like the pc avatar to know that Q is on quest and do an animation or material swap to look like the quest version (embedded on the pc avatar version)
Practical example: quest is a red body and pc is a blue body. I’d like the red body to display to the pc viewer automatically when a quest user is wearing it
I thought they did that automatically? either that or the quest users I saw were hacking
oh wait, i read that backwards. nevermind
no way to detect that , only tracking far as i know
https://i.imgur.com/xKbWcqX.png
I don't think you can do difference between Quest and VR, but with TrackingType you should be able to tell if somebody is in VR, Desktop or Full Body
But Fooma, Quest and PC avatars are uploaded separately to the same blueprint ID, so they can look completely different and have completely different animations.
Most people keep them close to the same but just make PC look better, have more polygons, different shaders and more complicated animations.
PC players will only see the PC model if someone is in a Quest version of the model though, I think that's the main limitation you'll run into. Which is probably the problem that'll prevent you from doing what you want.
I think you can have Quest only models though, I've seen a few of those and PC didn't load those models and just used a default robot with the thumbnail, not sure exactly why.
Yhea I have a different quest model and textures loading than the pc version so the quest users don’t see robots, was just curious if the pc users could see the quest version in this manner without it being on separate ids
I may canny the request since the functionality seems there already.
@floral rock This should work: you can put a ParameterDriver on the Quest that forces a parameter to a specific value, but force it differently on the PC version of the animation -- not absolutely sure, but this should give priority to the wearer's ParameterDriver setting.
actually -- just combine that with IsLocal and it will totally work
Thanks I’ll try that, I’ve noticed if I change layers or the synced parameters themselves it just won’t display correctly between quest and pc, changing that way may help by forcing that value
It’s like a red banana/yellow apple problem. Quest avatar is a banana, pc avatar is an apple. Parameter driver says color the material. Pc sets that to red, quest says that is yellow. Quest should see other quest as yellow bananas but pc players as red bananas. I don’t know if that makes sense
Yeah makes sense. If you use IsLocal to drive the parameter change you can be sure some remote setting isn't going to override it. So only the local avatar will set the value and you'll get the wearer's value.
Specific question: how long can an animation be?
if I remember correctly, there is some sort of time limit in place I think?
There's no real time limit other than memory limits on avatars, but the longer you make any one animation, the more likely you'll be unsynced for late joiners watching it.
well, in my case it's basically just an idle animation (ear twitching) so I don't care about syncronisation ;)
hehe. how long does an ear need to twitch?
would be nice if we had a way for RNG in the animator :/
hehe. how long does an ear need to twitch?
@fallow sequoia well, just several different styles of ear twitching ;)
it's actually possible to do PseudoRNG using inputs like Visemes and Velocities
yeah... but...
wait...
*needs to test something*
hm...
Visemes are 0-14, right?
yes
that's a good tipp... but sometimes I don't talk for a while, if I listen to someone... would be nice if we could use the data of eye tracking for example...
Eye tracking parameters are on the todo list
:D
I also want to do net-synced RNG anyway
would be especially interesting for ears, because they could turn to the listener like the eyes do :3
oh that's a cool idea
one of the ideas for upgrading eye look is to have interest points (for example a loud sound or speaker)
now that I think about it... maybe I could achieve something similar with rotation constraints
yeah def could use constraints to tie the ears to the eye movements
I'll try that, and take a look if it looks kinda okay :3
maybe the turning with the eyes, and the twitching with visemes...
thanks for the answers :3 (and stay awesome)
V3 eyes have been locking onto 'nothing' since forever and I must jump up and down in a special manner to get them to unlock. interest weighting might be a nice idea and may possibly solve that
I don't have a problem with them looking at others
but apparently my rotation constraints don't work with the eyes as source :/
it works in the editor, but not in VRChat it self...
to test it, I also disabled dynamic bones... didn't help
@fathom crane V3 eyes should lock on to the eyes and mouth (actually wanders around them) of another V3 avatar with eyelook. It can also lock onto a V2 avatar that did the older rig-based eyelook. Otherwise, it'll pick random targets in space in a cone forward of the current head direction.
when will they fix it so ppl can clone avatars again ?
u can...
Its just bugged so u need to hide the avatar before u can clone it
must be overriding some sort of property when it loads
tried it
I've always had my cloning on so I never ran into the problem of having to turn it back on so somebody can clone off me.
not everyone has cloning enabled
True!
can i get more Parameters? over 16
or how can i optimise my parameters in avatar 3.0
object toggles ? 2 parameters on turn stuff on , other off, theres 255 object/emotes
int goes from 0-255 , use 2 one for enabling 1 to 255 objects, another to turn them off 1-255 (toggle wont do, use buttons)
You can do 1000's of object swap/toggles/material swaps ect
VRCfaceBlend is rarely used, dont think i know anyone who actually have one set up
I've just started clearing it from the list
Was wondering if Cats might have it as a option to create someday , but if you add any layer on the avatar they are instantly useless unless you add them back to do something
so i only need 2 parameters
if you need alot more object toggles 2 is easy to use, can be done with one but its abit of a mess
oki but how am i able to have multiply stuff active
equal enable, but wants equal & not equal to go back to default
clothingon = 1 (turn this on) clothingoff = 1 turn that one off , ect
This doubles the buttons but least its usable, since you need a off button, IF vrchat ever add a toggle we can set a custom exit number / parameter on that would be really handy
toggle = x and exit = y , (not just 0/255 and 0
u can use 3 parameters if u want also
in most cases tho u can do tricks with just 2
where u set the parameter to a specific value
and then in ur crazy advanced animator network
u have logic to change the second parameter
for example i can make the parameter go from 00 to 01 or to 10 or to 11
and i could check that param for all values that end in 1
but it really over complicated
TIL Unity doesn't have the ability to play audio source on particle birth/death/collission without needing custom scripts 😦
thanks god it doesn't
You can always hide someone's avatar if they are doing something you don't like, limiting creativity is a bad thing.
It's VERY hard to make any form of gun without the firing sound cutting itself off.
and you need an audio source on particles for this?
This doubles the buttons but least its usable, since you need a off button, IF vrchat ever add a toggle we can set a custom exit number / parameter on that would be really handy
@merry swan Have the stage parameter be one and zero, but it controls a non-stage perimeter that is custom values
do anyone have those huge tails that are on alot of the female models?
can someone @ me when VRchat finally gets their shit together and I can start making avatars that work again, I'm quitting
whats wrong with them
ay ,i know this sounds dumb but , is there a way to get cool avatars for free ? i mean avatars that have like crazy music effects and shit
Does anyone here make custom avatars? hit me up 😄
anyone know of a world that has Trump or Biden skins for Quest?
Check the Community Guidelines, political figures are not permitted.
Is it possible to use Gesture Weight for Fist at all?
I don't seem to be able to make it control the weight instead of 0% -> 100%
anybody up to be commission to add bones/rig a model for me? DM
I have a question, do I turn of future proofing when I upload?
yes its useless
Just spawn in an empty game object, slap an avatar descriptor on it and upload that lmao
Hello! Is there a way to scale down an avatar within the client?
I finally got upload privileges and my custom made avatar is a little big
just a tad!
barely noticeable
Someone would have already, if this game supported ray-tracing.
S o o n
kind of pointless for a game like this
considering most worlds cant even implement fake lighting correctly I doubt ray tracing would look good on per world basis
a lot of worlds only look right with toon shaders bc the creators could care less about appropriate lighting and only design it for anime avatars
but in some cases like my world or vrchat home or great pug or any other world with decent lighting yea maybe worth it
also would make it cool to see realtime raytraced reflections for standard shader so u can say see urself in someones glasses or jewelry
i mean if u have an RTX capable GPU the performance impact should be next to none bc thats what the card is designed for
at least in theory
Even with RTX cards there is quite a performance impact
but for a game like vrchat id assume it shouldnt be too big
I mean thats in theory. But if the tensor cores cant keep up with the ray tracing calculations it will bottleneck your whole card
They already struggle on "pancake" games. How's VR going to go with full Ray tracing support?
the weakest link is always the speed of your game
I mean yeah probably. If a headset and the game supports it
but headsets like pimax are pushing it too far even for regular GPU/
like sure pay thousands for a 4k or 8k vr display but what machine can render vr games at that resolution
Well anyway. This conversation has gone on too long in a channel not intended for it so imma just leave it at that.
well they arent really 4k or 8k, but still a bitch to run
it would be cool to see avatar 3.0 avatars abuse the new vr mode parameter
you could use it to make the avatar look like theyre in vr or fullbody like some sort of gimmick "me_irl" thing
yo hold up why have I NOT seen any Kakegurui avatars??
Are avatars2.0 broken for uploading?
try to ask in #avatars-2-general
So here's a question, since the camera component is only shown to friends, would it be possible to create an animation that is only sent to your friends for let's say... You want to contact all your friends that are exploring the world to respawn so we can all group up again or switch worlds, you do your animation and it pops up on everyone's screen. Similar to a world wide screenspace shader but limited to only your friends to keep from annoying everyone else in the lobby.
Lakuza does something similar but with the screenspace shader effect and only in restricted lobbies where he and his friends explore worlds. My friends and I prefer being around public worlds rather than limiting us to just people we know, so I'd like something nondisruptive but similar.
That way you don't have to run around huge exploration worlds to find your friends or try to contact them all through other means, or invite them all again in the next world.
I believe if you show someone’s avatar their camera still shows up, doesn’t it?
Does anyone have any recommendations of worlds that have 3.0 Avatars? I only saw a few through searching so I don't know if people also have worlds with them.
@hard quest what is a 3.0 avatar?
#avatar-development-links @solar lodge
thank you!
Can someone help me. None of my worlds load. They all just say 0.00b loading
@fluid grotto no i think your avatar needs to reload into the world afaik
still don't understand @sand wren
did u click the link that says "what is avatars 3.0"
I'll figure it out
read the text
got it
👌
Hmm, I'm not sure Adeon. I haven't tested it much myself yet.
Cameras are friends only, and as far as I noticed for non friends they leave transparent image
So maybe a gifantic cube with a globally stretched screenspace shader and use the camera view to send those messages? You could set it so the camera would be looking only at mirror reflection layer somewhere low inderground and would be looking at a plane with a bunch of graphics saying to respawn and stuff
Or maybe hide it somewhere in your body, like head and make camera clipping planes extremely short so it only sees the planes
Would the cube be very disruptive if people don't have my shaders enabled then? Wouldn't it appear as a giant standard shader cube and cover up the skybox?
u can try making it default to standard transparent or cutout
and for people with animations off if its always on u can just turn it on in animator
also that isnt quite the same thing anyway
cameras are cameras and have different perspective of things for example a phone camera for selfies
Hm, whenever my materials usually default to standard no matter what setting I have the rendering options on it only goes to the normal standard opaque.
Hmm.. Still not entirely sure how to make my idea work though with this information.
Would the cube be very disruptive if people don't have my shaders enabled then? Wouldn't it appear as a giant standard shader cube and cover up the skybox?
@neon finch When your shaders are disabled, it will use the shader defined as your fallback shader, if it is whitelisted. For something like a camera you should just use Unlit/Textured, as it cannot be shader blocked.
How do you define the fallback shader then? I’ve never noticed that setting. And unlit/textured sounds like a good idea
unlit/textured will be black for non friends
Unlit is on the white list, why would it be blocked?
Mobile/Unlit as well
Nothing in the VRChat directory gets blocked
If Unlit/Textured isn’t falling back to Mobile/Unlit, or some other unlit shader, or some other unlit shader, that sounds like a bug.
You sure your Mesh didn’t just have black vertex colors?
no im saying it will be black if using camera rendertexture
and not friend of the user
I've been away for a few days-- are avatars 3.0 still having all of the issues they were last week?
Only one i got with wd off / gestures blending togeather faces switching from one gesture to another on same hand, otherwise seems alright
it doesnt reset fast enough to 0 at default
having a delay fix it but then its really delayed
one issue ive had is only in desktop mode my avatar floats instead of walking
and idk why
i never use desktop so
I've been away for a few days-- are avatars 3.0 still having all of the issues they were last week?
@remote valley
Currently:
-root motion is weird for index controller users (fixed on current beta)
-on the latest SDK, you cannot currently simultaneously do material swap on FX and animate non-humanoid bones on gesture, masking can’t let you do both at once. Not fixed on beta.
-Temporary pose space does not activate if in fullbody. Not fixed on beta.
-Fullbody toggles are now fixed on live
Not aware of any other bugs
Blender to model, unity to make it have any interactive features, special effects, or animations. And also to compile and upload it.
Blender is not a game engine
New User. Blue
Can someone please help me understand an error i am getting when i try uploading a 3.0 avatar?
Post the error here to everyone, anyone who can help will respond - people tend to not want to commit to trying to answer a question that has not been asked yet :)
Is there a vrchat avatar creators discord? We're looking to hire an experienced vrchat avatar creator to create a set of customizable avatars. Feel free to DM me thanks!
check https://ask.vrchat.com/c/commissions
Else VRCTraders Discord in #community-servers-old
Haven't checked in with 3.0 in a while, do chairs work now? Any news on rescaling?
avatar chairs no, rescaling no
🙁
anyone ever used Lyuma av3 emulator
Does anyone know where the best place to get clothing for avatars would be? Like Headphones, sweatshirts, etc?
deviantart
Best place to get clothing is buying from people who specialized on it (be careful, some of them will try to resell free recolored objects). Free variants is booth, sketchfab, some other sites, which discord bot don't allow me to write, and last but not least is deviantart. Please respect the authors and check/ask their permission to use it in VRChat and use for selling (if you want to sell it). Also check polygon count.
depends on what you prefer
sorry, I haven't finished my world yet 😎
but you could type in search bar in worlds something like "boy" or "wolfboy"
almost no one makes the avatars of the guys, and those that exist are a rework of one model :/
because most men prefer to see tiddes
@frozen burrow yes
And you will be the only guy with a male avatar among your friends ;D there's like, 70/20 for girls/boys avatars
and 10% is cursed weird something
as it turned out, furry is not the main problem
you'll see someday, I don't want to spoil the surprise
anyway, i can send you some maps id, but after i done with my work
Can I still use a model with over 7,500 triangles on quest?
You can, but only people who set their preferences to “poor” will see you automatcially, everyone else will have to click on you and choose to show your avatar
If it’s 7500 or under, everyone should see you automatically
How do you view your triangles
in blender it shows in the statistics
if u don't see it it should be in bottom right i think for 2.9
if not there right click and see if u can enable it
if in unity it shows in the sdk the count
thanks wunder
dont repost in multiple channels. @stark iron
Sorry
theres plenty of tutorials out there to teach you how to upload avatars and how a functional avatar should look like
why ask discord when u can ask google
one of the most fundamental truths I learnd, more than a decade ago: If you have a question, the possability that exactly that question was asked in the past is extremely high, you just have to find the answer. And the Internet is way faster to search for that, than a Library ;)
So for someone to make me a basic avatar, how much do you think it would cost?
Depends on the details, do you want it from scratch, do you want a kitbash, are they making it from a base they already have, etc. wildly varies the price. The more work you are asking them to do, the more they will ask.
Is there a way to include in an animation the ability to swap icons on an Expressions Menu?
Not really but you can make a submenu with different one
currently u cannot modify the menu at runtime
Is there a way to include in an animation the ability to swap icons on an Expressions Menu?
@floral rock I think I feature requested this one.
like a submenu type that shows the icon of it's active choice
and then you can change the menu variable to boot them out when they pick one
it would help, especially since I had to move to an inventory manager and lost the circular arrow indicators for toggled synched paramaters
can just swap with an On or Off icon based on an animation. If this could be swapped out, you could maybe have a default animation of multiple icons, creating animated gifs for menus?
nope
like i said u cant modify the menu at runtime
either make up ur own menu or display or do it another way
at least until its eventually supported
aight gAmErS, where can I find some good artists to throw my monnies at?
im super bad at modeling... ; u ;
Commission's are nothing but trouble, unless your rich. It's an easy way to lose all your money.
It's better to take the time to learn how to do it yourself, there are plenty of excellent, and even free tutorials online.
But that's just my opinion. I don't have anything against commission-based artists.
@undone cloak What are you looking to have done? And what are you willing to pay?
a humanoid monster lad, and im uncertain what kinda prices are normal
"Humanoid monster lad" is pretty vague. Are you only looking for a custom model? What about animations? Accessories?
prices are dependant on what you want on there and the level of detail
a fully from scratch model is gonna cost you quite a bit usually, for example
From scratch is practically unnecessary and redundant at this point. Even a professional might be tempted to use Make Human or VRoid as a starting point
My most recent avatar I just mix matched different hair and faces and stuff and got what I wanted
I mean if you want a quick and dirty way of doing it sure, use those tools
from scratch I feel still keeps the uniqueness of it tho
is ?nyone else experiencig lags?
comissions are great if you know who to ask
not me tho because i don't have the time or patience right now
If you are looking to get commission work done I'd suggest going to #community-servers-old and going to the second post you will find a link to vrctraders that is a hub for commissions of avatars worlds etc.
Is VRChat still broken in terms of 3.0 avatars animations and facial expressions?
Ever since the update that broke all animations came out, nothing has been the same with any of my avatars.
Is it still being fixed, or do I have to change something?
@stiff tartan are you following a write defaults: off workflow?
what
I havent changed my avatar since build 1004, and its still broken, I assumed this was all getting patched, because a bunch of updates that came out broke many things of 3.0 avatars
My avatar was working perfectly prior to 1005, but its still not working. Haven't changed a thing.
What makes the model quest compatible?
https://docs.vrchat.com/docs/quest-content-limitations look through here, it says what limits there are
how can i create my own avatar?
@stiff tartan avatar 3.0 stuff should be working for a bit now, so I'd assume it's something on your avatar's end
Oh and the write defaults off workflow is a thing vrc wants to standardise, it's basically working with having your states not write defaults
While having then on wouldn't normally cause any issues, it can sometimes create a few unexpected effects
@primal pond Ok correction: everything works, but I cant see my own mouth moving, yet other people can?
oh thats a common bug as of late
I thought that was supposed to have been fixed? I'm not getting that issue on any of my avatars.
The local viseme thing anyways...
I've experienced it still happening on certain avatars
Yeah it doesnt happen with everyone
whats an easy way to convert models from a mdl file to a obj or a fbx?
blender source tools
but all models that get converted need a ton of work
usually very broken and missing textures bc will need to convert them all from vtf
TIL using extra materials, which are not part of the model, in a Unity animation will screw up the references. So I put one extra material on the face of an eyeball.
Been messing with the locomotion layer lately, trying to make it so FBT users don't get walking animations while crouched.
Since the Base layer forces some IK off, I tried turning off the locomotion animations altogether for 6-point FBT and adding them back with the additive layer, this didn't go quite as expected.
Using VRC Animator Tracking Control to set the hip and feet to animation made the hip go up in your face.
https://puu.sh/GO6rV/6228203f7c.mp4
Only letting the animation control the legs however had slightly better results, although it looks very wonky. https://puu.sh/GO6tj/b64c23ab14.mp4
HI PPL
So you want fullbody users to glide around if they are crouching?
Yeah.
I’m not sure if the SDK lets you conditionally un-override lower body on locomotion. It’s a checkbox on the avatar descriptor
The avatar either disables leg Ik on locomotion all the time, or never
Yeah that's unfortunate, there has to be a way to do it using the additive layer though. 
wouldn't setting the hip and feet to tracking stop it from doing that?
It would turn off the animation altogether.
No even in fullbody, lower body Ik is disabled when doing stick locomotion
isn't that... what you want?
You can disable this. But then it’s ALWAYS disabled, there is no animator control of it
@fluid grotto Yeah it is, unless you uncheck the "force locomotion animations for 6-point tracking" thing.
Right but then it’s always disabled and he only wants it disabled when crouching
even with the state behaviour?
There is no control over that checkbox
no not checkbox specifically
but you can change what parts of the skeleton are affected by either tracking or animation
VRC animator tracking control does something different
It disables the IK and lets the animation play instead
yea i never played with it so I wouldn't know
Basically, animation control sets hip and feet to animation while standing and walking, but the animations freak out.
I guess the solution would be to uncheck it and manually disable the IK whenever you actually want it disabled, but you’d have to monitor velocity and make a walking state instead of using the standing bkendtree
You can still use the blendtree, but only enable it when velocity is over/under 0.
Man we need a total velocity speed magnitude perimeter
I'm gonna go, but here's the Additive controller I made for it, it only has walking anims (no jumping).
https://i.imgur.com/WOy4iGI.png
at what point can we consider unity's animator system a mini computer
Well it’s Turing complete so
we already got if statements with and, and or
If it is turing complete, it’s a computer
yes
When you upload an avatar, does it upload the entire unity file or just what is needed to make the avatar work?
Just wanna know what all people get when they rip so I know if I have to make different Unity projects for each and every avatar. 🙄
You can't do anything to truly prevent ripping
With future proofing off, it compiles the scene and sends it.
With future proofing on, it does the above, then also packages the project in a unitypackage and sends that as well.
Not trying to prevent ripping, just lessen what they get in one go
Ah
Either way they'd still get everything besides the shaders.
Which with simple name checking they'd find anyway ¯_(ツ)_/¯
For worlds the entire scene is included.
For avatars, only the game object with the avatar descriptor and its children are included
So, just to double clarify, if I have a Unity Project with 5 avatars in it, upload each, someone rips one of them, they only get the assets that went into that avatar. Yes?
Assuming future proofing was off, yes.
I should probably turn future proofing off then...
I've got all my avatars in a single project.
Also I am pretty sure all past revisions of a blueprint are still accessible
Not sure on that though I don’t poke around the API much
Okay thank you very much.
But yes it is worth disabling future proofing for only the reason of faster uploads. They are probably never going to use the unitypackages you send them
VRChat got too popular, the idea of them recompiling everything I can’t imagine how much resources/time that would take
Maybe if it were done on demand 🤔
Which I feel would be the only sensible way of going about it.
What kind of be a nightmare the first time each avatar gets worn it takes like what three minutes to load
So... Hm. I'm trying to use Unity and import the SDK through the Import Package -> Custom Package option but I can't drag the assets into the the hierarchy? This is the SDK in Unity's 3D section, nothing else.
Oh. I thought this was #avatar-help
idk how to change avatar .. all the avatars in the game is boring i wanna new avatars
Go avatar shopping.
Is there a place on the internet with locomotion animation packages for download?
Mixamo.
Fun fact, the majority of VRChat's default animations came from Mixamo.
Which is why the whole "proxy" animations thing in the SDK is even a thing, because they can't redistribute the animations.
yea
did they break build & test for the 100th time with this update?
it keeps switching back to my last non-offline avatar instantly
I mean, Theres still the old way of uploading it, Thats what we did before the feature existed
Things just break in this game with every update, just get used to it
oh i'm used to them breaking everything for 2 weeks at a time
than why complain about it
because being used to crap QA doesn't mean you can't complain about it
become part of the QA than
would be a very expensive QA
i'd rather pay if it meant that the development environment didnt break every week
@small crescent @eager horizon Would you mind posting a bug report on the issue? https://feedback.vrchat.com/client-bugs
That being said:
- Does the headlook issue occur with any avatar in use while in desktop, or do you have to use the latest SDK?
- Does this only occur on AV3 avatars, or does it happen on AV2 as well?
- Does this occur with the default locomotion controller, or a custom one?
aye yai yai did not know how much I needed offline build & test until it stopped working after the update ;___;
Could we please get a fix to the shoulders rolling whenever you're on Desktop? It's local only but it shouldn't even exist
It happens on Avatar 2.0 whenever you crouch and on 3.0 all the time
To fix the shoulders on 3.0 you need to make a custom IK pose
I made a bug report on this a long time ago
There is no way to get rid of it on 2.0, but at least you can fix them on 3.0 avatars
Can i get an example of custom ik pose?
I just simply took my idle animation and made it an IK pose lmao it worked somehow
Oh
But yeah before my avatar would twist the arms or shoulders
I'll try that, thanks for the advice
I really wish 3.0 had a lot more testing before going public, simply replacing 2.0 once it was completely ready. Now there are 2 versions of avatars and both are very broken. This is the most chaotic state the game has ever been in since 2018
A fix to one version breaks the other
New issues are born seemingly out of nowhere
hold your complain, there is still a new year update (hope it's not like last one) ;D
I don't even know what happened last new year's, wasn't playing at the time, but I really hope that some of these issues get resolved soon
They focus on adding new features way too much
Don't they know that by adding more you are just breaking more
It’s an early access game things are meant to break
But not this much
Yes, this much
It’s really not
You really are not adding an argument here
I have some pretty complicated avatars.there are a few outstanding bugs currently that all have work arounds. The majority of “broken” things were not supported features yet anyway. Do you have specific examples?
Well, I am pretty sure it's considered breaking when your avatar works completely fine on one update, but a few months pass and suddenly it's broken
Well, I am pretty sure it's considered breaking when your avatar works completely fine on one update, but a few months pass and suddenly it's broken
@potent flare Not necessarily. Just becomes something works doesn’t mean it was made to documentation, and if it wasn’t, the fact that it broke wasn’t a bug.
I mean they do have a point, one of the more recent updates broke 3.0 avatars completely, buuuut that's been mostly resolved by now
lmao, my avatars are made as simple as possible
So what you are saying is that changing my idle pose is not in the documentation?
so what exactly do you mean with "broken", in what way is it breaking
Well without specific examples I can’t really comment. You are being very general and vague.
and not to mention all the stuff you get to read about in these bug reports, worst part is that they all practically exist
that's minor tho, yeesh
Are you really going to call that broken? It is probably not intended behavior, but if that’s how everything worked initially, no one would be calling it a bug.
not saying they shouldn't fix it tho
It's just my example
It didn't work like that initially
When 3.0 came out, I made my avatar and it was fine
Now every 3.0 avatar does this
Sorry but I feel like you’re making mountains out of mole hills
to some degree
it's a minor thing, I wouldn't exactly call it broken
So you are saying that people shouldn't be able to make a custom idle pose?
Yeah you might not like how it works but it’s certainly not broken
where did I say that?
Custom idle poses work just fine for me.
They do, because this glitch happens to bigger or lesser degree, depending on the pose
I don't see how this'd impair custom idle poses either
Look, this issue didn't exist until recently so I it's extremely safe to say that this wasn't intended
maybe that's one me tho, I don't see many people do custom locomotion animations yet
obviously it wasn't intended
and obviously it should be dealt with
My avatar uses custom locomotion because I ride a skateboard when locomotion. It has not effected me at all
So you are comparing something that doesn't move feet with IK that does?
My feet move a lot, I push off the ground and etc
The default walking animations don’t use Ik either, it’s disabled. It’s all animation.
oh you're talking about the ik taking over the idle pose?
Yes
Now there is a weird delay
If you don’t want the Ik, you can disable it.
so you're complaining about the delay?
I don’t see how the delay breaks anything
I... what?
Well it could be related
yea the legs spreading out is just the ik taking over and readjusting
Because before this, IK would update every time you would turn your avatar
If you don’t like your default IK leg spread, there is a muscle slider for it in bone config screen
wait that's thing adeon???
Yes
oh fuck
Well, let me have a look
I thought that was for previewing?
No, these are muscles
But either way it's already at 0
unless it works in reverse
hm
hm, good point. you want your feet closer together?
wouldn't the ik pose determine the spread?
You'll probably just have to edit your reference pose.
Yes, how it stands normally before spreading out
The pose is already at the point where it should be
IK pose should be t-pose. feet spread slider is what controls how far apart the feet targets are
I will play around with this for a bit, will see what happens
To be honest I've never messed with the IK pose
I had to, because my avatar's arms would twist since the 3.0 update
Before it was fine
Your bones might have been rotated oddly?
Nope, I checked that for weeks before I tried changing the IK pose
could you show us the original pose anyway? just in case
And you had no first child warnings or anything?
no the pose you get when first importing
So the default IK pose?
front and side view
do you need to see bones?
that would be helpful, yes
I am having a hard time finding hard numbers on avatar limitations. Is there a wiki page I am missing that outlines in clear numbers what the recommended limits for everything from bone counts to texture resolution and shader amounts are?
Or is it all more... loosey goosey?
When you compile your avatar it will basically tell you where your avatar is at
Performance warnings
if you don't get them you are doing well
Hmm, I see!
3.0 (among other things) finally got me interested in making VRC content, and I like adding fluff and features. But there's many ways to approach things like clothing variants, it'd be nice to have a reference telling me whether a texture atlas or extra drawcalls from shaders would be most acceptable...
I guess I'll just have to do trial and error, then!
You should be fine, the only thing that VRchat gets really upset about is dynamic bones
Eggselent
While the performance rating vrc gives is a good estimate, it's not always accurate when making some larger avatars
It's reaction to dynamic bones doesn't even make sense anymore since you can disable them
Yea, one of my avatars has an absurd number of shit on it but only a few of those are rendered/enabled at a time
So the performance drop is really not as bad as vrc would estimate it
It just shouldn't count towards it anymore
Oh, there was a list with hard numbers
for example my avatar would be medium if it wasn't for the dynamic bones
Well when I look at the performance rating I usually go by "what would it do if I have EVERYTHING enabled at once"
So the avatar I was talking about has about 3 meshes enabled at a time: a head, clothing and an axe
But because I have multiple outfits on there my avatar is ranked at low performance
People have asked to only count performance on the visible layers
Yea thing is, that's kinda difficult to estimate
I am all for it, but one problem still remains, the rest of the layers still sit in your computer's memory which affects performance in a way
To calculate the different combinations would be pretty hard
Yea true, they do have a slight impact
But it's much less than the system is telling you
Yup
I am currently testing the IK stuff
There is definitely something very off
Things are acting really weirdly
I just tried sprinting around and the legs are... I don't know how to describe... sticky?
Ok, there is definitely nothing I can do, I just tried some other avatar and this one is even weirder... the legs go forward instead of sideways
It seems I was right, restoring the default pose reduces the effect
The fuck
Now it looks like all the 3.0 avatars
slightly spreading
But I need the pose on my avatar, it's the whole point to deliver that look
I guess I have to hope they notice my report and do something about it
I even tried to make a pose where the legs go inside of each other to try to counter the effect, the same thing still happens
very resilient
But I need the pose on my avatar, it's the whole point to deliver that look
@potent flare disable auto-foot stepping doesn't fix this for you?
It does, but that disables IK completely which shouldn't be required
My avatar worked for years with IK enabled, I don't see why it shouldn't now
I guess I don't know the behavoir you want. Auto footsteps would always mess up custom feet positioning
It didn't until recently
Therefore it as a glitch
Seriously, I am not dumb. I made this avatar with 3.0 it worked flawlessly once I fixed the twisting arms issue which still exists on 2.0 avatars when you crouch by the way.
lemme go check if this happens on my end too
They simply messed something up with foot tracking in these recent updates, I only wish I knew which one so I could pinpoint the exact problem
I haven't played for months
Your avatar might not spread legs, but do pay attention to how your legs move when you stand still for a while, that didn't used to happen unless you would rotate your avatar (look around)
yea sometimes one of my feet seem to take a step back
That is exactly what it is
It just doesn't appear to be as bad when using a default pose
from what I can tell it's simply the ik kicking in too soon
From what I noticed it actually kicks in too late
Your feet would be tracked instantly before
So as soon as you would stop moving your feet are already tracked
but now it's weird
well yea it's delayed when stopping movement
They might have done this on purpose to maybe save network performance, but they caused a new glitch with it
yea one of my models seem to slightly spread their legs a little bit
yea doesn't seem like you can do much against it
Yup, I already tried all I think that could help, but it didn't
The only thing that works is disabling IK
But that's not really an option in my opinion
I mean, unless you want to make your own locomotion system
But now I wonder if this is local or everyone can see it
I don't think that would fix it, this is pretty much hardcoded into the game. You can see any avatar doing the exact same thing
try 2.0 as well
anything that has IK
with own locomotion system I meant have the ik be off and go purely on animations
I know they have been tinkering with IK recently, so the fault lies there
or even make your own ik, finalik is supported
Ah, but all these things shouldn't be
The IK worked completely fine for a very long time, they just need to fix it up
yea they definitely need to brush up the ik
Do you want to test if this is local or not? I am curious
but i'm just saying, if it bothers you that much, those are your options
sure we can test that
My name is exactly the same on VRchat
sent a friend request to you
There is some bone roll oddness that happens locally that seems to vanish after it all gets pumped over network IK. Something is lost in translation and it ends up fixing weird bone rolls
Has anyone had an issue yesterday when props was not being displayed to other users? Want to know just incase my friends somehow had animations disabled or something like that. Or if I somehow did something wrong, even tho the props showed up for me just fine.
Be sure it is actually updating when uploaded. Change something obvious
hey can anyone shed some light on an issue i have.
i transformed my avatar from SDK2 to SDK3. but somehow that fucked up the dynamic bones on the skirt, without touching them at all. it took me ages to make them collide okay-ish on SDK2 and idk why they break on SDK3 suddenly
anyone know a good place to buy/commission avatars?
@raw smelt check first one in #community-servers-old called VRC Traders. I'm not sure if this is the best place, but they are at least moderated
the best option is to find someone you know so as not to become a victim of scammers :/
👍
Also gumroad
deviantart and bowlroll and sfmlabs and blendswap and many other sites have a plethera of free public assets though
Looking for an avatar base files if you know where to get them lmk. 'I'm looking for the files for TDA Amai by Leillada.'
Putting audio of each Viseme as an animation to see if I can understand it trying to repeat what I say lol
Oh that's gonna be interesting
@fluid grotto cool! Been wondering when someone would try that. We may need an option to mute speech and just let the viseme triggered sounds play.
I was thinking of making a speech recognition system using the viseme parameter. Would be neat to use for word-activated stuff
i was gonna do that for my kk slider avatar so u just speak in animal crossing
and i could make it with avatar interaction features where if u also use animal crossing avatar u can hear
How can i make it so that when i make a fist in vrchat my avatar plays a set animation?
make it so that in your animator when GestureLeft or GestureRight is 1, transition to animation
hello
If i use steam to make vrchat account how do i do the vrchat sdk so i can publish my avatar
you do vrchat account
If i use steam to make vrchat account how do i do the vrchat sdk so i can publish my avatar
@final urchin You can't use a Steam account to upload stuff.
Can i tern it into a vrchat account like i created it through vrchat not steam. I used steam can i chang it
You can link a VRChat account to your Steam account.
^
You'll keep your progress.
Hello I would anyone happen to have the puppet Kermit avatar, the one with the noodly legs and arms? That’s on your hand
Or if you know where I could obtain it that would also be appreciated
Does avatars 3 work with XPS models?
does a smart person here know how i can put the avatar SDK2 default crouch on avatar SDK3? i cant find the default crouching animation anywhere
@tepid sage you can put an Idle stand anim to the crouch and should give you the result you want
thanks ill try that when i get back on pc later owo
are avatars 3.0 like, having physics if you touch yourself with dynamic bones? i saw some avatars that can interactue with their clothes or ears and something like that
You could always interact with your own dynamic bones
really? i never tried, that's awesome!
Just needs to have dynamic bone colliders set up.
Though it's not exactly good for performance if used in excess.
i didn't know how, thanks you nwn
hii i'm lookin for an animator that looks more like an SDK2 avatar with crouch and stuff
idk if someone here already changed those SDK 3 idles for something more normal
@foggy pelican U/I
Action layer sure is picky about layer order, have one that disables locomotion on a toggle at bottom it will make my avatar 'bicycle' pose instead of running the animations above it, but if its the first layer it behaves.
@safe mirage it is not exactly the same crouch as avatar 2.0 has
i need to find the exact same one to make the dynamic bones i put on the skirt works
I was wondering if anyone would be up to fixing this model in unity for me
nvm i found it. there were multiple ones
i see anim body with other obj don't work so well. i try making among us avatar and try get to do vent and it just end up broken. any recommend how fix that?
Any fix for VRoid avatars having their legs look like a pretzel?
Does avatars 3 work with XPS models?
@neon finch well, you need to convert it, and almost all XPS models need some to get the Polycount and bone count lower so they can work in VRChat
So its possible for a vrchat avatars to have TOO many polygons!?
Yes. 70000 triangles is the maximum recommended. Any higher is considered VeryPoor.
Well, I'm not particularly worried, the XPS model I'm using is actually a model rip from a naruto ultimate ninja storm game, its not a highly realistic model commonly seen with XPS models.
Where do you guys feel is the best site to purchase high quality avatars?
That don't have to do with commissions because those can be hundreds as I understand it
Gumroad and Booth.pm are very popular from what I've seen.
Sketchfab can be good but be careful because there's a lot of non-game ready models there
Hmmm haven't seen gumroad ill give it a try thanks!
anyone do 3d modeling here? pls dm 
@crystal cosmos go to #3d-modeling
I'm not sure if I'm in the right place to be asking for this, but anyone know where i can find some Undertale avatars? Really weird and specific i know but would be useful.
Just type "Undertale" into the World search bar and see what comes up
Good idea
Does anyone have a big tits anime 3.0
a man of culture as well
NFSW avatars are against the community guidelines.
I think it’s only if you use them in public worlds
to some extent yes
the major rule is if the users are of age and consenting to the behavior
and if its not being streamed to a service that isnt mature
because its a report based system, so if people report you, you get banned
I saw someone with a NFSW avatar in a public instance yesterday, couldn't report them without making it obvious tho.
What trust rank do you have to be to use the in-game reporting functionality?
social menu , click there if you dont wanna click the avatar
I've done that many times, but I've never seen a report button.
its when you go into details
or click them on social
that or write one up on the website with more details
i think double reporting is also OK
i.e. if the avatar is NSFW and for trolling and the user is harassing you
u can report them both
So y afraid to point and report you can block them then report all at the same time 
Can someone please help me find a turkey avatar for my friend?
one that can be downloaded within the game
thank you!
@tepid sage replace the prone by idle2 for the sdk2 pose as example.
So apparently unity assets are on sale right now, I already got dynamic bones but is there other stuff like particular shaders that I should pick up?
I didn't know if I should put this under help cuz its more of a general discussion kinda thing imo
Oooo someone ping me with responses too 👁️
I just spent at least an hour messing around with particle force fields and making a particle animation with them and setting up the FX layer and everything, only to find out they're not allowed when I clicked upload 🙃
Poiyomi shaders, it can be free if you search for it
Dynamic Bone is really the only asset that VRChat directly utilizes.
it is free, but there is a paid "pro" version, which mostly just get new features earlier added
@tulip thicket @toxic arch some good things to look at on my list include; UMotion Pro, Mesh Baker, AllSky, Final IK (these are all for various use cases- Avatar/World making)
ooo animation editor
A good real time lighting based shader on there is RealToon, I don't use it myself but a friend does, its good for some things
awesome, i'll look into these, thank you for the recs
hi, i've been looking into making avatars, just wondering
a) what version of unity to use
b) are there any other programs i need
i have never done any 3d modelling ever so this is probably not a great place to start
Unity 2018.4.20f1 to upload and edit content
Blender (current version) if you are modeling new content or editing models
And you’ll need to download VRCSDK from vrchat.com, which is an add-on to unity that gives you all the vrchat stuff with the upload button
Is there a solid method of sort of optimizing a shit ton of animator layers?
What exactly are you doing to optimize them
Other than reducing layers to what is necessary, you can avoid using any state or resting in a state that checks an excessive amount of conditions
How many transition checks would be considered excessive
Yeah I'm trying to minimize it as much as I can, but since I'm also using a lot of Particle drivers for this particular project I was thinking of there being other small things I could do alongside it.
And if you have exit time that only checks at the end of every loop, that’s less intensive right
Not sure, I don't know anyone that has profiled that.
@marsh haven you can turn stuff off non-locally since you're most likely making something that only needs to do particle death locally
You mean like the particles themselves holding the driver? If so they're off by default ofcourse. Same with the Menu
The downside of making stuff local only and driving it with parameters is it will be slightly ahead of the rest of your animations, which are synced up with your network Ik.
In this case that wouldn't matter a lot
I had a skateboard that appeared when I walked around, if I did it with perimeter drivers people would see my skateboard vanish before I actually stopped walking, and appear a good 2 seconds before they’d see me start moving
Yeah but I'm using like a UI and menu that does physically requires me to touch the UI which drives a Local paramater that drives 2 synced parameters (Combination system) which then has it's own behavior
Thank you! Picking up UMotion and final IK as they will also be hella useful for my own game development
Can someone try to help me find Seven Deadly Sins Avatars for quest 2? What worlds have them if anyone knows?
does anyone know where i can get the nutter butter skin
That's a base game avatar. Just scroll through the "Public Avatars" list until you find it.
do you have the skin
Alright, for real time. How to i bone my eyes to get them to not make me derpy in 3.0
I adjust them a tiny little increment in blender, and they go the other way XD
i dont know what you mean
eye bones have to be 0 roll, pointed straight upward
and you change the rotations in the descriptor
Anyone here interested on making me a custom avatar? (payed)
dm a spotify song or playlist to listen to!
hey guys were can i find scp avatars
Quick question about avatars 3.0 performance. If i have an avatar that's poor performance because of dynamic bones, but good performance normally, and I add a way to disable the dynamic bone scripts with the action menu, will the performance in game be equivalent to a good avatar even though it says poor as a lower bound?'
Nope
It's not dynamic, but if people have their dynamic bone limiter on then it's gonna display the rank according to that
Anyone have attack on titan titan avatar so i can copy him plz
Actually yes @tawny laurel That does work. It won't update the performance rank, but your avatar will be as performant as if you don't have those bones on it
Also note that they must have your animations shown for that toggle to work for their game
Hey, anyone know where to get the Rick astley dancing avatar?
Can someone mod my avitar please
So I was going to share a package for a particle effect I made that constantly spawns particles in a rainbow pattern in the shape of your body, and allows you to drop particle clones in the world, then make them explode/etc. But when testing it on models other than my own main one, the particle effect pointing to the body mesh seems to be generating particles in a shape that's like... a bunch of large circles that are generally arranged in the shape of a body? I don't know anything about modeling itself - does anyone know why this would be the case? Is it something to do with some sort of technique that is used? On my model the effect matches the shape of the actual body perfectly.
@low whale what are your shape module settings? It's probably just the geometry of that particular avatar
I use it on vertex/random for mine but I tried two free ones I got online on all the various types/modes, vertex, triangle, edge, random, loop
They all seem to result in generally the same weird "a bunch of circles" appearance
you may want to take them into blender and try to see what it might be doing
I could try that, though I don't know a whole lot about blender. I sort of figured the effect would work on any avatar, and found it kind of weird that I got the same thing twice in a row, although maybe that was a coincidence. I'll try some more as well and see if they have the same issue
yeah, because you got a similar effect with different avatars, it could be unrelated to geometry and maybe your subsequent attempts are broken some other way
i think the only thing you can do is try to inspect those avatars in blender as well as you can, and maybe try other avatars. or you could continue to fiddle with settings until something positive happens
Will do, thank you for the insight!
Does anyone know some good looking realistic shaders?
Depends on the complexity and the commissioner's rates.
Some charge >$100, some $20.
Some charge $1000 and give you a base with free deviant art models
is there some exact definition on what is acceptable in err...
well adult female chest fat
cough ||nipple rulings||
I think you cant have the tip
so really no "pointy bit" bumps in shirts?
hmm... is there an official source
rules?
i kinda tried looking for the documentation that people keep mentioning when it comes to versions of things recommended but nobody can tell me where documentation is ^^;
The community guidlines only say no nudity or pron
General rule is, if you have to ask, the answer is no.
Use common sense. If you aren't sure, don't do it.
generally speaking, that's a pretty bad rule of thumb
Probably best to not have anything at all
but yes, i get what you mean. More like i'm using tools to start myself off with a starting ground, but said tool does have those parts, that i am trying to minimalize it as best as possible
just thinking on the "if i don't do good enough" side of things as a precautionary
yeah trying not to add to it tbh
well to keep a long story rather short, I wanna get a "Barbie doll" esque version as a base model.
then when i'm satisfied with the rigging and such i wish to make several versions that are in different outfits
this is why i was asking for extra oppinions
Its pretty much up to a mod at that point
I'd not upload anything that you'd get banned on Twitch for.
You get banned on twitch for the stupidest things
well i'd ban myself from twitch for twich existing to be fair
dont use that as an example
i hate the platform
Youtube is its own biased shit show
think i'm in the clear then
yeah but at least i know it's a shitshow i wouldn't get banned from
😂
both platforms love animal abuse
thanks adeon
and have biases towards certain groups of people
youtube is biased to mainstream celeberties and stuff, and twitch is just pokimaine or something
hey i don't know how much automatic moderation is a thing in VRchat. but i do know that oculus users are screwed from Facebook automation
and that one who threw a cat
Just remember the minimum age for VRChat is 13, so, don't upload anything that would be inappropriate to other players of that age.
look up alinity throws cat
think i'll pass, but still wtf
And as far as the animal discussion goes, please, #general-media
ok
yup yup, back to koi ^^;
dont feel like going to another channel so ill just shut up
or talk avatars 🙂
I would say, basically everything that you can see on people/people wearing in public (real life, that is) and is commonly accepted, should be allowed.
So basically by if i just had a sphere , enabled as collider, activate a particle on the fist animation that can be toggled if wanted, put a sphere in the vicinity of where a weapon would be on a avatar, if within the sphere let it live for a set time, if exits then kill, this particle has a subemitter that spawns the weapon as a particle but parented to the hand to that it appears that you've just grabbed a gun off your avatar at any given moment with out activating any gestures and or emotes. but then again the question is why , why would you do this much when you know the other way of doing it would be less complicated, it would still work and be more optimized. but then again at the same time having something not alot of other people have done to their avatars before would be pretty cool however at the same time no. just no. you wouldnt do that. Some people call me a terrorist. I consider myself a teacher. America, ready for another lesson? In 1864, in Sand Creek, Colorado, the U.S. Military waited until the friendly Cheyenne Braves had all gone hunting. Waited to attack and slaughter the families left behind. And claim their land. Thirty-nine hours ago, the Ali al-Salam Air Base in Kuwait was attacked. I, I, I did that. A quaint military church, filled with wives and children, of course. The soldiers were out on maneuvers. The 'Braves' were away. President Ellis, you continue to resist my attempts to educate you, sir. And now, you've missed me again. You don't know who I am. You don't know where I am. And you'll NEVER see me coming.
Wut
If you formatted that neater I might have actually read it entirely.
Instead of this huge wall of text.
I need a lot of things, but they aren't just magically turning up ;)
i have an angel dust model, but it's sfm
Does anyone have a defalt, aiden, or wrench avatar from watch dogs?
do you know of any safe sites that i wont give my pc aids with?
does anyone know why my vrchat pictures dont save to my vrchat pictures folder.. and know these arent steam screenshots
thx 👌
also found out about tobias's avatar world while i was looking
default expressions menu uses voodoo magic :(
Anyone got some gender neutral avatars and is willing to share them?
Going to post that here as well 
AV3 Feature request to get a "Health" parameter when playing PVP gamemodes (or any gamemode that includes an avatar health system)
https://vrchat.canny.io/avatar-30/p/feedback-can-we-please-get-a-health-parameter
I like this idea despite how little it may be 👀
Are there any tutorials on how to add custom locomotion animations? I'm not having any luck finding any.
Short version:
Grab copy of the example locomotion controller from the example folder in your SDK and attach it to the locomotion layer slot on your avatar descriptor.
Then inspect the controller and replace the animation clips you find in it with ones you want to replace
That’s if you just want to replace the animations with your own, if you want your own custom logic let me know what you want it to do
I’ve always wondered...
Does the avatar’s model have to be packaged in order to be turned into a model or can it be unpacked completely?
Thank you. I was pretty confused because I was trying to edit the Running Proxy Animations but those were only 1 frame. I figure I have to animate a full run cycle.
Yeah the proxy animations are just placeholders. the uploader will see the word “proxy” and replace it with the real thing. If you want your own animations they’ll need to be from scratch. And rename them
The unity standard for walk cycles is one foot hitting the floor at the start of the animation and the other foot hitting the floor in the middle. That way you can blend walks into runs etc. Total speed/length of the animation doesn’t matter, it all gets normalized 
In VRC or Unity?
You... can't. You need a headset to move your hands/arms.
Your mouse only controls your head movement.
@vapid patio its 'R' on your keyboard, only works if its actually set up in the avatar
how do u do your own custom animations
They have to be part of the avatar itself.
The lengths people go
what
@neon finch Hey! It's you! 

If you read the description for the video, it has a link to M.O.O.N.'s tutorial for it
Moon's tutorials is unfinished
Of course, now you can move your arm, but it cost you your gestures
Or, you can do it in other way (probably) and have both features
yes Ik but Im asking that how do u open avatar 3.0
Ill watch the vid but first I need to open it
Do you mean animator?
Idk
u would need to make a puppet menu that animates ur arm based on 3 parameters
do anyone know avatars with cool animation
Does anybody know where I can get the base for this avatar https://cdn.discordapp.com/attachments/781490385951653908/781538914367701003/unknown.png ?
looks like ukon
Do you know where I can find it?
I actually just found it thanks!
Has anyone ever seen the small cockatiel head in a business suit avatar? The business suit portion is modeled after a normal human. I would like to clone this if possible
I am looking for an artist to commission a custom Avatar - Please DM me if interested with fees, Approx time needed to complete and an example of work would be nice 🙂
Anyone know where I can find the avatar that's just a sign describing different vr chat users?
does anyone know where i can find couple avatars ?
worlds -> avatar worlds
Can anyone help me find a Gardevior Avatar???
Pokémon avatar worlds exist.
So there's two of them one for Quest in 1 for PC
ma dudesies im struggling hard to find an anti-spiral avatar from tengenn toppa or something like it any help with finding something like that?
Can the bounce effect of a springjoint only really be done in VR? I made a springjoint but went to test it in desktop and couldn't really notice it even in an MMD world
Any advanced avatar/prop makers here taking commissions?
Does anyone know the limitation/extent of how far you can go with replacing an fbx in a project with a new updated version to avoid going through setup process with rigging and exporting materials and all of that
what causes problems with this
Like how far is okay
I assume it gets bad when I start adding new materials and stuff or deforming the mesh or adding new bones to the skeleton, stuff like this
but weight painting and such would be fine
@robust orchid u can do literally whatever u want with the fbx, there are no limitations
although if u break it u won't really have a backup fbx
and also if u make rigging changes u might have to reconfigure its humanoid into tpose or switch it to generic and back to humanoid if new humanoid bones were added
and also usually unity will replace objects by name so if u swap the names of 2 meshes it will swap their components
but if u change somethings hierarchy it should follow the object just fine
u can also add or change materials as long as u re-extract them if theyre inappropriate
cool awesome.
I've been doing that instead of constantly reconfiguring my files when doing small changes.
it's seemed to be going well for me i just wasnt sure the limits. but what you've said makes sense to me
as long as I'm not doing major massive changes it should be fine, which is what i kinda thought
well massive changes should still work
it would just require you to undo what was improperly set up and redo it
which is more work than just setting it up from a clean slate
but usually i use 2 fbx files
one is a backup for latest working version
and another is the newest version
if everything is fine no issues i copy all components that i didnt have with a script and then test
Can anyone here help me make my own avatar
Anyone know where people are getting that fairly common robot hand for their VRC avatars?
