#avatar-general
351 messages · Page 21 of 1
oki
wish I knew this sooner now i gotta recreate all my animations with that toggle instead of the component

didnt fix it
weird
what audio files does vrc support
cause ones an mp3
other is wav
could that be it?
I had a problem like that and found out that my audio was in "streaming" instead of "decompress on load" ( hmm.. are we not allowed to post pictures anymore here? )
Use vrc audio thing and the toggle object its like 2 audio scripts in 1
I'm so mad about my animation not working when I upload. Soooo mad.
So I have a audio source on my avatar what's the best way to make it louder?
Disable spatialisation I think
@buoyant stream
I have a wendigo, basically an undead goat
I’m looking at getting into doing avatars but I’m completely new any sources or info anyone can help me with
Is it possible to download an avatar from vrchat to your computer. I want to make some changes to an avatar
not legally
Ok
I guess the only way to edit an avatar is to download it from somewhere else?
Like a website with free avatars
Ay a quick question
how long do i need to play before i can upload a avatar
bc for me it says im not allowed to upload a avatar yet
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
where can i pay to make a avi?
I want to pay someone to make me a avi but I also want want to watch how they make the avi where can i do so?
#community-servers-old, look for one called "VRC Traders".
im having issues trying to upload a avatar
Like?
Ask in #avatar-quest
Anyone know where I can get a demogorgan skin
Thanks
Np
o_O
I eat potatoes
If i make a avatar public to give to a friend the make it private again does he lose it?
no
Ok ty
No, because that would be plagiarism, unless you had explicit permission from the author, or the avatar is free-use.
@silver adder yeah I figured
and if you have permission from an author just ask for a unitypackage from them
VR question for a friend. My friend only has a headset and no controllers (he is waiting for his controllers in a couple of weeks) and I'm wondering if there is a way to interact with 3.0 without any controllers?
He can interact with the 2.0 menu though, just not 3.0 so I'm wondering if there's ways around this
Press R on the keyboard.
What would be the appropiate channel to share a small unity utility that can help with some avatar stuff?
doesn't work for him since he uses a Xbox controller
if he is too far away from the keyboard and that button isn't mapped in the xbox controller then a possible solution would be to just get a bluetooth keyboard and have it at hand
hmm
okay well he said to me that he's able to open up the 3.0 menu, but he can't interact with it
so idk how you would map such a thing like that for the xbox controller
Is he too far from the keyboard?
he is, yeah
also I got him to try the keyboard anyway and it doesn't work either
his mouse is also showing too which I assume would usually be hidden if it's in use 🤔
It might still be picking up the controller.
Can someone help me find a brook and robin (one piece) skins please
So I really need a tommy wiseau avatar. Seen one online but not in the game. How could I go about getting it?
Hey i'm looking for some help with some tracking in VRChat. In the VRC Animator Tracking Control, my left and right fingers are set under tracking, and so is my head and hands. Unfortunately, the fingers still fuse when trying to animate them in vr. Does anyone know how to fix this?
Does anyone know where to get animated avatars and stuff that have the guns that shoot etc
They look so cool and I’m new so idk where to look
Do controller viseme parameters still change even if I don't set the avatar descriptor lipsync to Viseme Parameter?
They do
i've been looking for doom avatars for a few days now, preferably cacodemon. i'm new to vrchat so i don't really know how to get them. could anyone let me copy theirs ?
I'm having issues with the SDK..
👍
hi
How long does i take until i become a new user
i want to publish avatars but a bot told me that i need to be new user in rank
to publish it
Same here been trying for 2 days and am new user by just hanging out
ok
This is what was supposed to be posted.
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
Wow, that was delayed./
ok thanks for the info guys
In other words, enjoy the game and don't focus on uploading.
You'll get a yellow alert bottom left
Search up Gang Avatars I think that world has 2 skins with gun animations
Hi i wanted to know how I find other avatars that vrchat doesnt suggest
Is there any way I can do that?
im trying to get an eren yeager avatar where do i find it?
I'm trying to find a certain avatar that i saw and have an image of please help
Is there a way to get music to play and the bar to move in animation while recording animation?
Use the search function inside vrchat
Hey any of y’all know where I could find a R.O.B avatar like the bintendo robo
If you need a quest avatar, then why are you asking here, instead of #quest-general ?
Oh im new here sorry
Why is there no IK rigging in the legs for 3.0 avatars?
Sorry, trying to set up a simple spring joint... for some reason it keeps following the head no matter what i connect it to (it follows the connected ridigbody as intended as well as the head)
also this appears to be local only... other people dont see them movie with my head
I wish so much that we could use particle force-fields on avatars, rather than just worlds.
Would be amazingly useful.
so i play modded beat saber and you can add custom avatars to use and i was wondering if you can use the same avatars with vrc (if so can you tell me how to upload them)
i can provide the files i you need to check
If i wanted to map a animation using the function keys to replace the point animation how would I do that
bc i cant put it in menu
quick question, are chairs broken for avatars 3.0?
I tried adding one but when a second player joins my world I just crash.
Chairs were still working for me last time I was on. (Yesterday)
Though they do have an irritating thing right now that if they're not enabled at avatar load, they seem to cease to exist.
oh that is irritating indeed :/ ok, thank you
Anyone got scp 1471 avatar
anyone got a link to the unity package of one of those generic short eboy avatars that i can edit?
im trying to make a hand gesture that toggles an object
it activates the object just fine but when the gesture is stopped
the object remains in place and doesnt deactivate
idk what im doing wrong here
i would like to see a avatar that is the engineer from TF2 but can actually build buildings
for pc
@wheat rover You have a controller with Write default off (likely) so when you enable something you must tell it to be off after you used it , either make an animation that does that on default, or change write default back to ON
This is the new sdk controller exsamples and causes alot of confusion
How exactly do i change write default back to on
Is it just something i change in the layers?
select all states and enable write default in inspector
Dont mix em that does wierd stuff, either pick off or on , on all of them
ok all my hand gestures have write to default on, and idle has it off
so i just switch idle to on
sorry if im being frustrating
would anyone be able to tell me where i can get an avatar that looks like this from? Im looking for an avatar to edit and ive seen a bunch of varients of this around but i just dont know where i can get my hands on one https://cdn.discordapp.com/attachments/598560679862992906/798720798666915850/make-a-vrchat-avatar-for-you.png
its not a free model and putting the model on a pedestal is against its terms of service, please consider supporting the original author
ok thanks
I kind of wish I could mix them. I like my FX gesture setup using write default, but everything else not.
For the most part it works fine, but I noticed it causes a bug where my facial expressions get stuck slightly open, never quite fully reverting to normal.
I use off, so when i dont want one to stick around it tell it to be 0 , but yes its more work
you need to put in a bit more effort to make separate animations for off states, but its worth it to avoid any unpredictable behavior
transforms in gesture layer?
Locomotion toggle , wich is in base layer, it dit really wierd stuff on others, i migh thad added it to additive to test it for now , kinda forgot
I like WD-off for things like deployables, since it lets me place more than one object around the world at a time whilst using only one layer.
But my gestures were far far far easier to manage whilst keeping it on.
so i cant just add a game object toggle in the gesture animation?
You can but it goes in FX controller to actually enable it (same parameter as your gesture) 🐇 this is me typing with 4 hour sleep derp
🤔
i feel incredibly stupid
i got different animations for each hand, and for my facial animations
does the object toggle go in the facial animation file
or the hand ones
FX - where you enable blendshapes/objects/ect
👍 buuut there is also the place where you move tail/ears/wings/other parts of avatar, even tho documents says 'NOT THERE' thats the only place it work
should i make a new state just for the object toggle and give it the same parameter value as the gesture i wanna use for the object toggle
so if i do finger gun i also activate another parameter that enables a cube
for example
sure, a new layer and use an object toggle there
oki
can you put transforms in fx? i was under the impression that they might not mirror copy correctly or something
if you're having an issue where non-humanoid transforms don't work in gestures with WD off, theres apparently a known issue with that, and adding empty avatar masks to all your FX layers fixes it.
Oh i tried, many many times
it will not work at all in em
10+ controllers with a simple ear down , mask, no mask, only ear mask, only body mask, only ik / no ik ect
none did jack until it was on FX , its visible for others and in mirrors
wd on/off , new controller (i have broken older ones before)
now when i added a new state with the object toggle the object is just permanently on
O_o
i just cant figure this out
i want an avatar of a certain youtuber who twitter is trying to cancel
Um. What.
i want a Carson Avatar lol
Could've just said that. o_O
id assume one already exist, just dont know where to find it
funny haha man
Hmm need Arctozolt....
Im looking for decent techwear clothing models but the only decent ones I found are $300 or removed from downloads. Any ideas of places to look?
techwear? like... headphones and/or over the top accessories of the like?
Aye!!! myfriend is really into that IRL
I normally dress in techwear and want to make an avatar similar
I need to put some research in to finding that stuff
Id be surprised cause Ive spent 2 weeks looking for stuff now
I know there might be some kind of vocaloid maker that I saw that you can export a model from it for use in things
but I cant remember where I came across it
im taking my hand at blender trying to model it myself and its going horribly
Is there a way for a transition do deselect a parameter
Like if I want the parameter to go back to 1 automatically is that possible?
- wrong channel, #avatar-help for questions
- yes, change toggle to button in your menu
Heyo, anyone know where I could find an avatar 3.0 with the VRCLense feature built In? Would love to try it out
The booth page links to a world with a sample avatar.
Ooh okay thank you!
hi im new to vrchat and was wondering how to create my own avatar. is avatar 3.0 the new one that i should focus on?
@frozen pivot yes, the 3.0 SDK will give you a lot more customization down the line
cool, i have a bit of experience in blender and what not. but where do you suggest i should start? like some guides or youtube videos?
not sure about specific guides, but making a model 100% from scratch is very time consuming
so I recommend starting out by finding a model base to start with
tell me about it :p
Hey I use zbrush to do my sculpting in. I want to be able to make the snout move for lip syncing purposes. Should I worry about sculpting the mouth open now or when it comes to making the low poly version?
@solemn atlas you'll be using shape keys for facial expressions, which are dependent on the geometry. changing the amount of vertices will break shape keys
so maybe wait I guess?
I should sculpt the mouth open then, because I can reduce the verts and such when quad drawing over the sculpt. Thanks!
Oh is it common practice to bake high poly to low poly for these avatars or do people go straight to low poly?
I'm not too sure, I guess low poly would make sure to also reduce internal geometry and make sure it's clean
@solemn atlas for sculpting ya it's common, but I think most people poly edit for avatars, so that'd be going straight to low poly
Or mid poly really
ah ok thank you! I come from games where you bake high poly to lowpoly for things like complex characters and objects. thanks for answering my questions!
Does anyone have a Finn or Adventure Time avatars I can clone into?
hey does anyone know where to find any anime avatars or anything that have swords or weapons
Rule 15. No posting the same question or statement across multiple channels
@stark iron
So~ anyone done any generic models? Appearantly VRchat helps with basic animations such as the walking ones but~ how does one find those?
You can't, they're proprietary. VRChat has "proxy" animations in the SDK that get replaced at run-time with the actual animations, so you can't access them. They're also for humanoid rigs only. For a generic rig you would need to create your own movement animations.
when an avatar goes unavailable to use does that mean its deleted by the creator? and is there no possible way to obtain it again?
How do I make it when a particle collides with an object it spawns a particle at that location?
ik its got something to do with sub emitters but idk how to get it to trigger correctly
Does anyone know any FF7 remake Avatar worlds that are compatible with Quest and PC?
I’m trying to find a Sephiroth Avatar
Some avatars will never be Quest-friendly without being bogged down to hell due to the limits.
Collision enabled, world or local depends on what you want.
Probably want to set the death rate on collision of your particles pretty high so on impact your other particle spawns as soon as possible.
Then a sub emitter particle that is set to Death.
Thus when the first particle dies on collision, the next particle will spawn.
ok lemme try this
Just be aware that I believe for on Death sub emitters you have to use burst emission rather than over time emission.
Two methods.
Inverse DB collider
Constraints.
Take your pick, constraints a little more up to date tbh. There's a tutorial for it on youtube too iirc
I’m new at the vrchat, but I have a few questions....(please no negative comments) I would love to see more human avatars. Is there any hubs for the human avatars? also any African American males and females? Is there anyone out there that makes avatars and worlds
Hey great questions, although I feel they'd fit better in #vrchat-general-2
@quaint pecan
does anyone know where i could find a good night vision shader
@marsh trail thank u!
i need some ideas of what to add to my 3.0 avatar
Hey, I dunno if I should be asking this here or not, but I was looking for a unity thing where you could turn on/off the rainbow color for your hair, I've seen a few avatars with it, does anyone knows where to find this kind of stuff? Thanks!
@warm sparrow simply create an animation that loops and changes the Hue for the shader the hair is using
Hue goes from 0 to 1
so your animation would basically just go 0 to 1 to 0 and loop
oh shit, thanks! this is my first time trying to change an default avatar, it gets kinda overwhelming lol
no worries
I'll try to do that :) right now i'm trying to find a shader that I deleted, by any chances - would you know why my avatar eyes are going "blank" when I upload it to VRchat?
they are working in unity, but not in vrchat*
because you didn't properly set the Rotation States in the avatar descriptor
you need to specify how the eyes are supposed to look when looking straight, up, down, left and right
otherwise, they can rotate backwards
oh
oh wow, that's actually it lol
:p
seems to be more than that actually, the only thing moving seems to be the image for the iris, not the whole "eye" or something like that, kinda hard to explain
so can dynamic bones be used with rotation constraints ?
I think it depends on the order of components
The top ones will run first
But I have never seen how they interact
@untold dragon So if I'm understanding it right you can add a condition of IsLocal to a transition in your animator controller and the states past there can only be seen by the person wearing the avatar?
Pretty much, yeah
That's pretty awesome... Never thought about that
freaking nice update for the beta branch, can't wait to play around with this. good job ❤️
Hi anyone here knows about animators "advanced"?
Yeah I know, but you only need a bool for a toggle
I have a lot of ints wasted on single toggles
can save a lot by putting all the toggles on bools, and then just 1 int to set different outfits using param drivers
~~and here I am spending so much time consolidating everything into a few ints and trying really hard to figure out the best way to do them efficiently and creatively and then we get all the individual toggles we could want
~~
this is very exciting
@high spear #open-beta-announcements
main useful thing is the way they're redoing parameters
being able to use bools is epic
and the fact that we're not limited to 16 params anymore
I never went above 16 parameters before, but bools are nice
in fact, 16 is more than enough, more of that can be another poor made potato-masher avatar
would anyone have a moment to help me with a blender issue?
does anyone know where i can get avatars that can sway their hair etc, responsive to vr headsets
Hello, kind of weird question but does anyone know if you can use an external controller or something to change parameter values on avatars? (E.g. buttons on a keyboard, controller, or a separate joystick).
If anyone wants some context for this; I am frequently DJ'ing in VR Chat for friends and would like to add lighting effects to the avatar that I'd like to access quickly without having to use the joysticks on my controllers. (I use the Index controllers on my wrists while DJ'ing so I can actually reach my controller easily without having to work around the controllers).
closest would be gestureleft/right, can still do em while in vr , then bind those to joystick/buttons ect (left/right shift + f1-f7)
can be used on FX i guess (not really tried that) to trigger other things with gestureleft/right 🤔
hi, can someone make an avatar from a minecraft skin?
yes, you can.
can someone please teach me how to get accessories (booth.pm) into vroidstudio i cant find any videos that explain it
thought someone answered my question but thats good too
Did VRC finally fixed the issue when you lagged out of the world, all of your animation freezes in one frame?
I don’t really think that’s a bug, is it? What would you expect to happen?
can i have aot quest avatars
i do believe their are some aot quest avatars u just got to find the worlds with them
god this build and test option is so amazing
How can I make the body turn to the head's direction when pressing w but allow the head to move independently once moving or when still
Ie, if you press w the body moves to the head's angle but doesn't otherwise
anyone know who made this base?
I keep seeing it around but have never been able to track down the original
Wut
Lol you can search it by clicking into the avatar's menu and it will show who originally used it firsr before someone clone it i think
no, they mean the model it was edited from
looks like a Rantichi edit
anyone got some good avatar for me to use?
in desktop mode i visited public worlds with my favorited av-3.0 's
and try dance on theirs animation station's
my av3.0 dont perform well
it's like avatar body play animation but their heads remain's stationary...like chicken effect
older chairs dont have 'seated' off in their setting, wich a 3.0 need to work properly or it wont set tracking=animation, so only certain part of your avatar is actually animating
yeah that's true
but i think in early av3.0 releases
they function correct
maybe i mixed with av2.0
oof correct me if i'm wrong
Might work if you turn off the tracking for the conflicted bodypart?
Not really sure how you mean tbh
does anyone have a male anime character?
finding one was a nightmare
Where is the player and playerlocal layers? i cant find them
does anyone have a to scale Pacific Rim avatar? preferably one i can copy
i've been searching for at least a Gipsy Danger for so long
and a Striker Eureka avatar would be phenomenal
anybody know where i can find an Obi-Wan Kenobi avatar?
Lexichi or Zoichi. Hard to tell. Both are free bases.
thats a booth model, dm me and I might be able to find the link ^^
anybody knows why vrchat kill my internet? 😦
Might want to ask in #user-support-old with more info about your setup, like platform, if you're using VR, etc.
Is there some way to make that an avatar is shown created by you even if it was somebody else who did? I'm asking cause i'd pay someone to make my custom avatar.
does anyone have some cute hair presets for vroid studio? (long + straight)
@neon finch if someone puts the time into making a custom avatar, then some form of watermark (usually inside the head) is common. usually when avatars are commissioned, they are uploaded straight to your account by temporarily giving the creator your login credentials (you can change your password right after for good measures).
@neon plaza @fluid grotto i already sent her the model, and if it was on booth that would be an illicist distribution, as the creator only distributed her in a japanese community discord back in 2019 at least as far as their twitter says
Tutorials exist.
k
Sorry leofafa I don’t know how to make avatars but yes maybe tutorials?
Again apologies I don’t know how to
well you could use vroid studio download it and get started the rest you can look up on yt maybe..
wait if i find a fully rigged model of a character on a website for blender i can import it to sdk right
@delicate canyon don't see why not
oh ok thats cool then
can anyone make me a avatar? I’ve got the idea and design all figured out but i don’t know how to do 3d modelling. its not a overly complicated avatar, its a rather normal one to be honest. Please ping or react if you can make it
VRC Traders.
what?
VRC Traders. It's a server meant for commissioning avatars.
can u send me a invite?
Find an MMD base.
does anyone have some hair presets for free, they would send me?
How many options can I put into a sub menu?
idk where to find goku with spirit bomb animation from top
@near crest making something completely from scratch takes a lot of time and effort. best to start with some base model like an MMD base.
@neon finch check DeviantArt for MMD Hair
@neon finch as many as you want, until you run out of parameters
okay thank you!
anyone have a cool knight avatar
when i click upload i got and error i dont understand
you already asked about it in the other channel
Hey looking for custom made avatar that is made for pc and oculus
is there a vsauce avatar @/ me if u know
Anyone know how to get dynamic bones for free? 👀
Someone dm me with your prices if you're willing to be paid to create my custom avatar.
anyone got a kitsune avatar
can someone help me about why when i do atlasing some textures just turn white? (atlasing with cats)
anyone know how to stop the camera from going inside of your avatar when sitting
Yo, anyone know of any avatars of Canti from FLCL? I had one in my favorites, but now it says “Avatar is unusable” or something like that and I can’t change to it.
does anybody know a good software for making NON ANIME avatars?
Blender
blender is a general purpose 3d workspace
you can make literally anything
it's what you use if you need to edit a 3d model
or make one
I dunno why you would want anything other than blender
but making an avatar completely from scratch is time consuming and complex
It's free and has all the professional features
VRoid is basically those like "dress up" flash games but for anime avatars
except actually useful
i kinda not ready to spent 30 hours learning to model in blender
and modeling humans are even harder
vroid is good but i kinda need a non anime avatar
@neon finch if you go on DeviantArt and search something like "mmd model dl" you will get some models that you can download and convert to vrchat avatar pretty easily
If you find a riggable avatar you can import it basically
you could if you are that desperate
which i am
paying someone else to make it for you is perfectly fine, and a lot of people do it.
That's ok and you are giving business to the people that do it I guess
it's not cheap tho
does anyone have any suggestions for a nice avatar maker?
like how much normally?
@neon finch what sort of avatar are you looking for?
Depends. The range is massive.
Huge amounts of undercharging and extreme overcharging.
As well as people not qualified at all to do anything they're advertising they can.
you should also think about the fact that anime models are so common because unlike realistic human models, they are a lot less uncanny looking
im literally looking for a human base model (black cartoony outline) colored institutional white with a literal circle as a head with a smiley face like my pfp
but i cant 3d model or anything
black cartoony outline, do you mean like a stick figure?
What layer is player colliders on? In sdk 2 there was a player and localplayer layer there isnt one anymore.
You just have to add them yourself. Player is 9 and PlayerLocal is 10, and also MirrorReflection is 18 if you want to use that.
ty
In what devilish devices can this parameter be used?
The MirrorReflection layer?
yeh
but looking more human with fingers and hands and stuff lol
wait @loud cape are you making me a vrchat avatar?
why else would someone ask for details?
hmmmmm
wanted to know what kind of model you wanted so I could try to direct you to the right place
but for the kind you want, I have no idea
you found anything?
or pay someone to do it for you
Expect like $100 at the least. Considering you probably don't have concept work of the design either, it will probably be higher because the artist doesn't have a definitive reference to go off of
huh and if you do
then it'll be a lot easier for the artist to model from. I can't speak for artists rates as they can charge what they like for their craft (it takes a long time to model, rig ect) but they won't have to have a lot of back and forth with you and redo design aspects, which can bump up the price and the amount of time spent on the model. still expect $100 minimum for a fully rigged and made from scratch model with textures tho. that's 3 different jobs in 1. there's a place people recommend for commission work, but I can't remember what it is off the top of my head. I'm sure if you slide into the general lobby chat in the server and ask someone can direct you c:
what website allows you to create skins?
@lean swift avatars, not skins
the only software I know of that makes it "simpler" to make an avatar is VRoid, used to make anime models
apart from that, you probably want to find a complete model or model base online, from places like gumroad or booth.pm
Tafi is partnered with vrchat, you can make avatar in that and have it uploaded to vrchat (rare i see anyone use em tho) https://www.maketafi.com/vrchat
doubt they can be customized much since you dont actually get the files 🤷♂️ tried em aaages ago
are you able to change the size of the avatar
@lean swift after exporting the model from vroid as a .vrm, you'll need to import it into Blender using the CATS blender plugin. that will let you do any changes you need to do like changing the size. when that's done, save the project and export an FBX file from blender to import in Unity, where you'll be able to set up the vrchat avatar descriptor to customize gesture, set viewpoint, etc. once that's done, you can upload it to VRchat using the SDK in unity
ok so like.. why are the SDK 3.0 so umm
weird
is there a way to use 2.0 animations on 3.0 avatars without having those weird bugs when putting on custom prone animations
sure ,but you need to enable tracking = animation when using them or you will go odd
How do I do that?
say i make a model and i want them to rig it
because I've been struggling with that for so long
sorry for asking all these questions might do this in the future :)
made an exsample controller for idle/prone/crouch , youd need to edit it abit tho, right now its missing those animations in the exsample i did , also some animations you dont want to animate all the parts of your avatar or youre more like a statue in vr
uhhh okay
uh you could probably get that for cheaper then? maybe like $50? idk man you'd have to ask
ok thank you very much :))
So i got into the discord a little bit ago. Is this where i ask for help with avatars?
Bc i dont have a computer and i have no clue about any of it
@exotic cobalt if you have general questions about avatar creation, here is fine to ask. for any specific questions related to issues you're having making an avatar, you can use the help channel below this one
but without a computer, you're out of luck
if you wanted to make an avatar yourself
your only option for a custom avatar is to pay someone to make one for you
How much we talking?
I never intended to make my own i dont have any computer skill besides turning it on 😅
price range varies a LOT depending on kind of avatar you want, if you want to use a base or from scratch, and how many bells and whistles you want
but I've heard of like 100-600
Mmmm
it's time consuming
def better to learn to do it yourself if you can
not that hard, especially using a base
Or if someone would know where to find the avatar since a couple posts say it exsists already
I played VR chat once when i was like 14 and im 21 now and idk anything about vr chat
Avatar worlds??
Ohhh k thats what those are for
don't forget to favorite an avatar if you want to save it
True
And i was on for the first time last night. But i have an occulus quest 2 and in the quickenu the search bar doesnt work
it does work
it's just slow
do keep in mind that being on quest restricts you from seeing a lot of worlds or avatars
not only because of the performance restrictions, but due to it running on android
Yeah i noticed that
meaning any quest compatible content must be uploaded twice, once for PC and once for android
Ooof
Well i gtg back to work i appreciate your help. Once im home ill do some digging and see if i can find the two avatars i wanted
Is it normal for toggles to always have the "Recycle" symbol when they are active, or am I setting them up weirdly?
That is normal yeah
Cool
does anyone have that really small baby yoda avatar that i can clone?
Any 1 have a commander fox avatar for quest I will trade or something I rlly want 1 DM me if u have
Anyone who is familiar with Unity would help me with an error 'No assetBundle has been set for this build', please?
you have other errors in your console
?
Is there any good workflow for previewing an avatar sitting on a avatar-based station within Unity?
Lots of trial and error with a dummy account right now
Pretty sure Lyuma's emulator lets you fake sitting in a station, but not specifically an avatar station. From an AV3 point of view, they're identical to world stations.
are you not able to have more than 2 clothng toggles when i made the first two they worked fine but after adding the 3rd all the toggles seemed messed up and only switch portions of the outfit
There's no hard limit, it was probably an issue with your animator
ah okays ill just retry then wanted to make sure there wasnt a limmit before just yeeting the last one lol
Be sure to check your parameters and make sure that the correct values/parameters are being set off.
nice astolfo btw
idk if this is the right place to ask but, is it ok if i ask where i can find a specific avatar?
are you talking about ||nikkei avatar||?
is it able to create an ai like buddy flying around you and command through voice
for example from an anime world trigger replica
having it respond to certain voice commands is certainly possible
alright
Does anyonehave the puro 3.0 avatar please DM me or at me if you do
anyone have a parapper the rapper skin?
So uh, is this the right place to ask if anyone does customs or no?
Depends on if you're looking for a freebie, help making your own, or willing to pay, I guess.
well there's also an entire different discord server which has that purpose, and you can find the to invitation you can find in this server
i need some help on how to get club penguin avatars
Pretty sure there's a literal ton of those.
yeah but how do you get them?
Search worlds.
i did and none of them pop up
there all just worlds i checked in them they dont have avatars
If you know how to rig models, you can make your own.
o ok il do that then thx
Got it
if you did that in blender: https://docs.blender.org/manual/en/latest/troubleshooting/recover.html
blender autosaves, and also saves when you close blender
Does anyone have any animated avatars for me to copy? If so please dm me
Can someone explain to me what the point in turning all of the "Write Default" checks off in the newer SDKs was? It literally breaks expressions(facial expressions), why did they think that was a good idea?
I legitimately want to understand what the goal was there.
If your animations were designed for right defaults then you’ll need to leave it on. But in the future you should be designing animations to work properly without it.
Animations that have write defaults don’t play well with other peoples animations. For example, an animation that turns a blendshape on, that uses write defaults, also turns the rest of the blendshapes off. This might not be wanted. Without write defaults, you can easily mix many animations together without conflict, this is how most game design works.
But yes it also means that you will have to remember to undo your animations or they will simply stick that way, simply stopping them does not revert them what they used to be.
Well thank you for the information, I've been so confused as to what the goal was because I'd yet to see an advantage to it at any point.
If you have no intention of sharing your source files with others or including source files from others there is no downside to using write defaults if you can make it work. It is a shortcut with downsides, if you don’t mind them, go for it. It may bite you if your animation systems grow more complex, though.
You’ll start making more and more animations and eventually something will conflict with others, and simply adjusting the layer priority may get you in a catch 22 where you can’t get it to play both correctly at the same time.. And then you’ll see the use of one that does not write defaults :p
It can be annoying to retrofit things that wasn’t originally made with it in mind, but if you ever start a project from scratch it all works more smoothly as long as you’re understanding how non-write default works
what is an example of the change from the sdk when it comes with the sub animator stuff?
Like what used to be possible but no longer?
It was a pretty specific and rarely used thing
I don't even fully understand the implementation, to be honest
But our super advanced creators found a way to do cool stuff, but unfortunately it used a method we didn't support, so eventually it broke
i dont even use VRSDK 3 and here i am, typing here
FYI, AV3 creators-- if you open up your param menu and see this after installing the new SDK:
Highlight and click delete on the empty ones.
I guess, I have an inventory system that uses one integer. It controls the integer with the parameter driver and animation layers
Or else you'll have "empty memory"
would this change break that?
Nope
So I ran a test for my legacy AV3 avatar and noticed straight away that my colour wheels and buttons are not being saved, just only toggles 🤔
The controls don't matter, the important part is the param types
I assume the color wheels are floats?
and the buttons are int?
correct, yeah
alrighty
oh interesting
so the float saved, but yeah just not the integers for buttons
I assume it's due to how it goes to that value before reverting back to 0
Is this avatar state saving just in unity or in-game?
The adding and subtracting seems really cool, I cant wait to see what people do with it. At this moment I can not think of where I would use it
avatar parameters get saved here
C:\Users\username\AppData\LocalLow\VRChat\VRChat\LocalAvatarData
Guns
magazines
ammo counter
so you dont need to have 30 states for a magazine, 1 for each bullet
Oh man the new SDK is live already? Can't wait to mess around with it
It could already do that?
I guess im not understanding
you couldnt subtract before, only set a parameter to a set value. now with this, you can subtract 1 from a parameter everytime you press a button, so you only need 1 state for shooting a bullet (that subtracts 1 from a parameter), and another for reload (that sets it back to default capacity)
Tupper, I think I know what the issue could be causing it, and that's due to how all my buttons are sharing one variable, but also that the param reverts to 0 so I guess when the avatar loads next time it assumes the param is 0 and not something specific (could be very likely a change that I have to make with my avatar to adapt it to the new system)
before to count how many rounds were shot, you needed to create totally different states for each bullet and transition to each before reaching the reload state
ah oki, very cool.
Ah yeah, sounds like some odd artifact of the resetting you're doing 🤔
I've been testing it for a bit and it seems fine.
hmm
Yeah I was testing the issue with another friend who has a working version and it could be to do with how I've set my Exit Time for some of the layers
though would be a bit difficult anyway to store multiple things on a single variable since it's storing just the values in the file
exit time can be super confusing so
🤔
It took me a bit to figure out a lot of that stuff. It also took Hackspanner sitting me down and spoonfeeding me until I understood lmao
yeah xD
I got a bit confused with it a tiny bit with exit time when doing a sequence when AFK n stuff. Though eventually I got the hang of it
why is that parameter saving feature on by default for avatars before the new upadate ? that fucks up quite alot for me......
i knew that that would be the case so i checked....my palm went through my head...sadly iam not dead yet
Gonna totally ignore their copy-over thing and update the SDK my way... let's see. No project backup, so if it screws up, you get to laugh at me.
Just make sure not to have a scene open with your avatar on it if you do. And why not back up at least your project's Assets folder? no excuse
haha editing project files go brrr
It's probably a couple GB at most and takes 2 minutes
@fluid grotto just use git!!!
Ok fine i backed it up. 6 gigs
I find import SDK into a fresh burner project - close Unity -> Delete VRCSDK/VRCSDK.meta -> replace with ones from burner project.
It hasn't failed me so far
kept behavoirs etc
Yeah I ended up documenting that earlier today https://docs.vrchat.com/docs/updating-the-sdk
If you need to update your SDK, it is important that you follow these steps to ensure the update proceeds properly and you don't have any old/conflicting files. Version Control If you know how to use it, you may find it beneficial to use version control software like Git to manage your project. You ...
\o/
Now that reset avatar button needs a new home.
Ideas for avatars that level up as a user wears it and resetting it by accident will make them cry.
so the parameter saving does not work with the newest sdk after setting it up in ordinance to the website
i have to push reset avatar for it to take effect
I just noticed that too. But about to go back through documentation.
im going to try setting all values to 0 and then reupload
like you have the values in the parameter layer
then in the parameter menu is the new shit
set everything in the parameter part of the fx layer to 0
and try it @steel iron
I did that method.
delete everything
Agreed, I'll bug someone to move it elsewhere soon
open project and reimport
but no i think the issue i was hgaving was tha ti was doing the old way
of the default state
like i said im reuploding witht he fx layer parameter options set to zero with the values i want in the parameter menu
if that does not fix it then idk
thanks for the add/up/down/delete options on the expression parameters, good update ❤️
Nevermind, I'm dumb. I forgot that I did the update to the copy. Got distracted and then opened up the old one.
alright you have to set the parameters in the fx layer to 0
and copy the values onto the parameter menu
for it to save default states
great that this lil change made most of the cool feature VRlabs made completely broken and unusable.
I'm pretty upset about it too. I get that stop action parameter driving wasn't supported, but it still is frustrating that there's no good way to interact with avatars outside of hand gestures and the action menu.
It'll always be more convincing and intuitive to puppet an avatar equipping a weapon by physically picking it up than going into a menu and pressing a button to turn it on.
yes i kinda hate the whole menu interaction thing ... make it so much less VR and more desktop feeling
I'm honestly okay with the menu, I just wish it was one option to drive a parameter in addition to other features.
Honestly, if there were more way to drive parameters, you could basically use whatever you wanted as an input and play whatever animation you wanted as an output. It'd be simple, but a powerful way to make complicated animation systems.
that means that all the slashes and touch inventory need to be 2.0 again?
I'll be making a feature request about collision animations-- one part of the release notes mentions that they recognize the value of the previous functionality, and here are their words: "we very much realize that this behavior is desired and makes some REALLY COOL stuff possible. We'll keep it in mind going forward with the implementation of future systems, and will use this desire to measure what we should be working on next. No promises, but we know that you want this kind of stuff."
there is a chance you can see a working official replacement this year if we call for it enough
for me, interactive stuff is clearly the next frontier for avatar expression
in the meantime that means a lot of work just to get previous models working again...
Yeah, but honestly, like I said back in the VRLabs discord, considering how remeasure avatar went missing and still hasn't shown nearly about 6 months later, and how web panels died a quiet death, I'm not exactly anticipating it to happen.
that's understandable. however, i think one reason to be optimistic is that vrchat is dealing with less and less technical debt as time goes on
Canny feels like it gets routinely ignored personally, but I'm not gonna unload all that baggage here. If you have a link to a canny suggestion, I'll throw my +1 at it.
oh yeah , was waiting for that remeasure too
historically its been hard for them to actually implement stuff we demand
but i really actually think that they're going to see a turnaround on this sort of thing
Yeah. I know most of it was locked behind the old UI, that I remember hearing is basically the next thing going into open beta.
yeah
this update in the first place is a signal to me that they're at least in a place to keep avatar features going forward. persistence is kind of a big deal
and look-- booleans
i feel like this persistant feature is pretty useless. but that's just me.
Honestly, having just gotten finished working of an immensely complicated avatar that made heavy use of the VRLabs prefabs, I'm a little upset and irrational at the moment. I was excited for the avatar persistence and booleans. I never really ran out of parameters before, but Bools were still something I knew I'd use.
It just feels like this surprise behavior was a punch in the stomach considering how much time and money I spent getting my most recent passion project going.
i like it. a few of my friends have been requesting this sort of thing since pretty early on. it's a big deal for keeping your avatar immersion when stuff is coherent in terms of persistency
But, that's more on me than on the devs.
it enables another layer to possible expression, more depth possible
What I'm personally hoping for with the persistent avatars feature is that a new 3.0 row of default avatars come in with a bunch of customization options.
yeah, presets maybe
whats better for immersion is using less of the menu and having the touch inventory or the light slashes work.... sorry i'm on the same boat as Yanderainy here.... a lot of projects got destroyed cause of this
The default avatars are all unique meshes, which is fine, but honestly, nobody likes being a default. The ability to have a default row of 'templates' that you could color shift or add different hats to or something would be a good thing for new players who want something a little unique without having to hunt for avatars for 10 hours.
i mean, i agree, i value the interactable aspects more than these recent features, but i think there is a day we're gonna have both
that day might be this year, i don't see why not
I don't disagree that the new persistent features are good features. Someone brought up the idea of an avatar that levels up over time using persistent states, which sounds genuinely cool.
And, again, as I described earlier, super complicated customization avatars that you can get looking just how you like and save basically forever, almost like light character customization in-game.
Those are genuinely good features, but child animator particle drivers just got shot down in the process.
it does hurt
Especially for you guys. I imagine having a patreon running off of prefabs that are now broken isn't exactly reassuring to VRLabs.
feels like i should just go back to 2.0 and make weird shit just to get it working but at least it would work and won't break cause 2.0 is not getting updated
it is not, but regardless of that we won't stop doing things
I mean, the 2.0 prefabs at the very least all work. It's not like child animators were removed in their entirety, and you could probably just localize the effects under the old child animator systems that break as soon as you stop looking at them.
What is VRLabs
It's just that you can't intermingle those systems with 3.0 anymore.
we make prefabs for avatar creators
ah, I see
Less focused on finished drag and drop, and more focussed on templates for you to get basic functionality working easily enough to add your own stuff to.
remaking it in 2.0 would be insanely arduous considuring some of the thing have specific spawn in and despawn animation
I guess.. usually what I do though is create my own template then export it as a unity package for later usage. But I can see the usage anyway of the prefabs for folks who just want to get an avatar done quickly
It's actually super nice. They had this motion detection prefab that by default does sword slashes, but it could be messed around with to, for example, work with punches instead.
a lot of cases I would consider regressing to 2.0 methods to be intolerable and I wouldn't pursue it. however, things like the follower are rather intact, and various gimmicks are still possible
Yeah. I imagine motion detection wouldn't play nicely unsynced on a game with networked IK.
nope. i am giving up on motion detection until further notice
i finally had a good solution for network IK order
now I will need to depend on it natively working well, not going to tackle that with an impossible toolset
Yeah. Even default VRChat velocity detection can be a little wonky entirely within supported use.
I have a slime avatar that replaced the hard landing animation with one where the slime goes splat against the ground, and even though everything it uses is within spec, it still desyncs sometimes.
Sometimes I won't splat but others will see it, sometimes I splat but others don't see it. So I imagine if even the game itself sometimes doesn't detect velocity right on the remote end, trying to do so through hacky methods would be near impossible.
yeah there is some difference with local and non-local velocity
hey i just wanna equip an avatar like elsa from frozen maybe, ive seen people go to specific worlds to get their avatars. How can i do that?
Now that persistence is a thing it would be nice to see some defaults that are customization, yeah
you can really go to town with radial shape key sliders and hue shifts and such
I think no one did before because you lose it so easily
Honestly, I see a bunch of avatars that have lots of customization options, they just end up being something you need to reset between worlds. I just think there should be a new row of defaults now.
In bad news, any av3.0 setups that used custom default stage parameter values before today's update (by changing them in the parameter tab of the controller) is now seeing them default to 0 instead...
yep, i had to fix that in my avatar 
My avatar had a size slider
Everyone's panicking because they are now invisible when wearing it

My rex avatars broke, along with almost every custom rex that uses the advanced gestures. 
Same ^
Haven't added anything complex to my avatar yet so this update is pretty hot
love it
i think only a few of my state machines in another project used integers above 1
RIP using stop action particles to drive parameters, hope we get a replacement for movement based parameter drivers
Same. We've been using touch inventories since BEFORE 3.0, and it's a little frustrating that the more performant 3.0 particle drivers are being patched out.
If we just had a collision parameter driver for 3.0 in general, it'd do everything we needed and we'd almost never need to use stop actions ever again.
Though, stop actions being gone does mean the explosion sounds on some of my particle system collisions are missing too, and I'd like a feature to help work with that as well.
Overall, this update ended up irreparably breaking 3 of my most complicated avatars, some of which were my passion project for the last 2 months.
yeah, i used stop action particles to drive my best animations
i've voted on a canny for it
Yeah, as you can see, I voted on the same one. It went from something that would be a nice expansion to the base avatar 3.0 system to the only hope for recovering those avatars into a usable state again.
The VRLabs team, a group that made a lot of prefabs for AV3, some of which used the stop action system, are gonna put together a Canny request listing a bunch of specific things they would want relative to some of the problems they ran into for their personal prefab systems.
To be clear, Yande, we didn't patch them out. We never supported them in the first place, and the behavior was emergent based off some unintended, out of scope behavior.
No explicit change was made to break them, but also no explicit effort was ever spent on keeping them working... so eventually, they were bound to break. When they did, someone let us know, so we added in the note to let people know why things are broken.
Just wanted to clarify that. The rest I totally get. Just want to make sure the sequence of events is clear. 😄
understandable, but it is a desired and useful (unintended) feature so perhaps we can get a replacement for it
Definitely, one day 😄
Amen
I mean, an unintentional patch is still a patch. I didn't mean to imply it was a deliberate attempt to destroy that particular system, just that it was brought up in the open Beta system and people who used it were basically told there was no chance of going back because it wasn't an intended use case. And while I can understand where you're coming from on the position of Rig hacks where people were told for over a year that fullbody 'fixes' were going to break one day and those people failed to heed the warning, for those who used stop action particle drivers had less than 2 full days to even get to testing it, let alone prepare their avatars for the change.
Fullbody fixes were far more prevalent than these systems, to be completely fair.
Like.. they were essentially omnipresent.
We also knew that they were coming because we had an in-depth knowledge of the hacks (due to their prevalence) and we were making explicit changes to the IK that would cause problems with those rigs. So, we knew it was coming months and months in advance.
For this? We knew it existed, but it wasn't common enough that we'd see it during typical testing. The first time we learned that it broke was from the Open Beta, about 14 hours or so ago?
Since its unsupported, it isn't part of any test cases. So, would've gone unnoticed.
I understand why its frustrating, but also the situation isn't quite the same.
I don't disagree with that, nor do I necessarily think that you guys should go out of your way to put stop action parameter drivers back in the game. I'm just voicing my frustrations at a lack of a replacement system.
Though, it does beg the question what the Supported and intended use case for synced parameter drivers. Because, all the stop action does is cause an animator to reset to it's default state, and the State Behavior drives a synced parameter when reaching the animation state, and as far as I can tell, the documentation makes no mention of it intending to be on the main animator layer, at least before this point.
I haven't updated the av3 emulator yet and that's probably not happening today. I didn't get enough sleep last night. Leaped out of bed when I saw tupper's ping 11 hours ago :-p
Are there things out of the new features anyone would like to see implemented first?
Yes! in no particular order:
default value support
Simulation of avatar reload/world change/vrchat relaunch
bool support
What is that bool parameter thing?
If I had to pick from Tupper's list and give an order, I'd like Bool first, since it's probably the most common thing that would be used in the emulator, as parameters are the backbone of everything avatar 3. Probably default value after that.
As posted earlier, it is stated here though it wasn't really thoroughly read at the time.
https://cdn.discordapp.com/attachments/449386885299830794/801240707016687636/unknown.png
Ah right, a way to simulate saving and loading parameters would be cool
In the emulator
oops wrong
sorry Yande
jesus i can't keyboard
ANYWAYS
You could read from the VRC avatar saved params store, Lyuma 😄
and, as for that response
To answer the question specifically here: "what [is] the Supported and intended use case for synced parameter drivers" w.r.t the new add/subtract/randomize functions:
My kneejerk was always that you could use that for a counter of some kind. You could iterate through synced states. Ammo counter is another one. You could have it randomize a color, or some other property... dunno! possibilities are endless. Since you can sync them, you could build a portable "truth or dare" spinner on your avatar or some other very simple chance game.
@woeful ruin on that note, is there an official stance on accessing the saved avatar parameter data?
i mean, the worst that'll happen if you mess it up is that you get messed up
so uh
don't mess up
Well I mean clearly if the tool fails you could lose (oops) user data
But the same is true for any unity tool
I could have a bug that corrupts the project
So yea don't mess up
i can't see any reason why we wouldn't want you to mess with it
Careful about clearing your cache btw.
What shouldn't be deleted in your cache in order to keep persisting states?
yeah, FYI: assume your saved params are ephemeral.
Oh does the ingame clear cache button clear it?
Probably, maybe
I should've been more specific. In regards to what the community should expect for 'intended use case' for parameter drivers. Because stop actions don't conflict with any of the documentation I can find, as the documentation doesn't seem to make mention of parameter drivers needing to explicitly be on a playable layer. Maybe that's nitpicking, but from here on out, can we assume that all state behaviors will only work on the 5 main playable avatar layers?
I deleted my cache and lost my recently persisted states.
They live in LocalLow\VRChat\vrchat\LocalAvatarData\usr_id\avtr_id
offhand, anybody remember how to make equip toggles synchronize for everyone?
people cant see me changing
But will that delete the entire avatar cached or just the parameters that are persisting?
If it's driven by a stage parameter in the avatar descriptor, it'll be synced with no extra work.
Not precisely an answer, but: One major point of AV3 is avoiding having additional animators. If you find yourself having to use more than one animator, either we're missing functionality (very much a true thing), or you're doing it inefficiently
In this case, we are missing functionality, and the community worked around that missing functionality with something that happened to work, but was held up by out of scope, unsupported behavior
Unfortunately, that means it can (and probably will) eventually break
and it did
i'm using the default fx layer with an int parameter toggle.
So leveling avatars need something somewhere telling the user to be careful about clearing their cache or resetting the avatar. 👍
You should use a Bool instead!
i'll give it a try, thanks :3
Avatar metadata like worlds have now would be great.
Of course we hand you a very tiny small amount of persistence and you turn it into a RPG game built into your avatar lmao

Descriptions appearing in the UI update would be very nice.
I believe they do
\o/\o/\o/
That'd be amazing. Crediting everyone but only me seeing it will finally pay off.
I suppose that does make sense. I do remember the documentation at one point adding on that people should avoid extra animators when possible. Slightly related, though slight topic deviation, what's the roadmap for the possibility of getting an official touch collider? I seem to remember that the next thing on the list was the UI overhaul, so I know it's not realistic to expect any new 3.0 features before then. Honestly, getting bools and driver math alone was a surprise as is.
Are there any features that you're willing to share that are on the roadmap after the UI update?
Like a whole section that explains the avatar functionality!!
Roadmap? Eventually. That's all you're gonna get for now. 😛
Lyuma's complex avatars needed readmes!
As soon as I put anything even remotely resembling a date on anything, it'll get translated into a year month day hour minute second timestamp 😛
^
and if I say anything more specific than "eventually" it gets turned into "six months from now, or else" 🙃
Just confirmation is better than nothing.
i'm here just to say hi Tupper 👋
Yeah, can't blame you Tupper
Would it be a bad idea to rig face expressions to a toggle menu system to run 16 x amount of toggles x expression menu in an animator? Would it be laggy or do menus have optimization and do animators have optimization?
i need heeeeeeeelp
if you need help - ask in #avatar-help
Also with expressions tracking visimes would it be a fun idea to track a sound of me laughing to the visimes and turn it to a switch to turn on an animator for laughing face emotes?
i'm only see that you're spamming same question in different channels, which is against the rules btw
That was me actually with the tamagotchi, I'll be starting on that once i wake up tomorrow.
Rexes can get their gestures back by selecting one of the options in gesture options or reuploading the avatar.
yeah i was gonna ask that
Hello. Im kinda new to avatar creation. But now I have a question. Whats the difference from upload from package? I have seen those terms used a lot but Im usure about what they mean . Im considering in buying an avatar but Im unsure of the difference between upload and package
Of I neeed to make this question in another chanel. Let me know
never bought an avatar, always made my own. but if I had to guess, upload would mean they upload it directly to your account, while package means you get all of the assets so you can upload it for yourself, aswell as make any changes you want.
they would send you a .unitypackage
pro tip from what it seems you can optimize some space on your toggles
i don’t know how much space bools take up compared to ints but id assume its smaller
if it is as optimised as i think it is then u can use bools as binary, for example, 2 bools to toggle 4 items (FF, TF, FT, TT) instead of one int which may take up more space
another optimization is you can make menu buttons all set one int value
and that int value can drive your booleans
these save space from making every toggle integers, allowing you to use more parameters
is it the same in terms of parameter space?
the extra complexity in making those setups work is probably worse than just making new layers for the new bool toggles
if so thay means thay booleans are always more optimized
probably
since the integer limit is 255
any number of boolean toggles will take up less than or equal to the same amount of space
since its unlikely anyone will make a toggle through 128 options let alone 16 or 32 it will always be more optimized to use bools as binary
if you need many separate independent toggles, then a bool will be better as you can fit 8 times as many toggles
however if you can work with only having 1 toggle active at a time (eg and item held in your right hand) then using an int can be better as you can fit 255 items
no
you can just use a seconary set of booleans
Top00
Top01
Top02
Pants00
Pants01
top bools give you 8 options (1 default)
otherwise the use of an int to change some booleans could be counter productive, as you have just used 8 bits on the int itself - but you may be able to save some space if you don't need as many bits
Pants give you 4 (1 default)
yeah 4 bits will mean 16 different toggle states
well sure but there is also complexity when making integer based systems
not 4 bits
4 options
what
that's not what i'm talking about
but anywho u shouldnt use one big int
can i ask what bool means?
i'm talking about the memory usage of the parameters, not the actual numbers they represent
if youre toggling for example
shirt and pants together
but they don’t cancel
cuz if u do then u have to do a lot of ext checking
also a boolean is just a yes or no
but in binary a 1 or 0
Can anyone explain why the latest update broke some 3.0 avatars due to this?
Sub-animators using Parameter Drivers was an unintended feature which they have now 'fixed'
so if u store a toggle like this:
Bool is shorthand for Boolean, which is a type of variable that is either true or false
00000111
yes it broke my stuff too - stop action particles that drive avatar parameters no longer work
u can optimize away the rest of the integer
and store 00000111 (7) as 111 aka TRUE TRUE TRUE
Like can anyone give an example of an animation of an avatar that will be broken with the mentioned change
Basically, parameter drivers no longer work on animators outside of the playable layer
of course touch menu avatar system
@sand wren i know what you mean, but you still need another int to toggle all those booleans
yes rhats what i said
u can use 1 int for every single menu button
u just click it and it changes ur bools
So, if someone used a stop action particle system to drive a parameter change, that will no longer drive synced parameters
for up to 255 menu buttons that is
yes but 255 should be more than enough
Touch menu avatar system? Like the basic UI of av3?
No. Odds are, if you don't know what it means, it probably doesn't affect you
oh, ill have to see an example some when to see how its being implement...
aside from that
for example i have an avatar that spawns a menu where i can change clothes by tapping buttons on a display
or in my case, a bullet dodging game or an avatar based keyboard
like physically tapping them
and it worked with a particle enabling an animator when it collides with the button
and that animator drove the parameter of my selection
but yea i should make a boolean menu system soon to test
To be more specific, you can't drive synced parameters outside of the wheel menu, or gestures basically.
Some avatars may do a thing where it has a sword on their back, and you could reach out with your hand to touch the sword to play an animation that lets you hold it.
yes its not as flexible as just using integers for everything
but it will be more memory efficient
and allow you to store way more things
And white the stop action systems still work, you can't drive synced parameters anymore, meaning that those systems won't have AV3 parity anymore
the method of storing stuff you refer too is similar to having an integer that takes up less than 8 bits
yes
but u cant change multiple booleans with a menu button
which is why u need an int for that
and bools for everything else on the avatar
u can really churn out those 128 parameter spaces
into like 80+ toggles easily, you can fit in custom camera scripts, custom pens, dance emotes, clothing toggles, color toggles...
Oh. So that's one of the examples that the update broke?
as opposed to if u used all integers
u know what would fix that? VRC_Avatar_Trigger but lord knows thats never gonna happen
I did chat with Tupper about it earlier, and the answer was 'eventually'
Which is vague as hell, but isn't a no, and sadly that's the best we have at the moment
also i wish VRC gave u the option to use half precision values
I lost basically 4 months of avatar work to this change and was, and still am, pretty upset.
half precision floats occupy only 2 bytes (16 bits)
as opposed to 8 bytes (32 bits)
yea ik ik its imprecise
but who cares if all u need is to store HSV
integers don’t work in blend trees
and Normalized Time cant be scaled
so not like i can just use 1 byte
I mean, is there a way to define that in an animator's parameters? I assumed that all the options available were just the ones available by default in Unity's animators
i know but maybe it can be an option to use float type in animator sure
but in the backend its a half precision value
like when sending over network
or computing in radial etc
or maybe only when sending over network
but then can be inaccurate
either way is fine imo
not like it would make much a difference but will allow for more param space
That sounds like it could desync pretty easily. Honestly, I'm not sure it's necessary to be THAT optimised in parameter use. 128 is a good amount of memory to play with over network sync. It was already pretty hard to max out 16 parameters before, and now that bool is a type, I'm not sure I'd ever use it all unless I deliberately tried to do so in a messy unoptimized way
well half data type is like
2 bytes vs 4 bytes
not 8 sorry
its half precision
half the size
so what would previously take up 40 bytes
now takes up only 20
so u could fit a lot more HSV or RGB color pickers in your avatar
and now that they save it will be even better
I dunno. I feel like a better interface for accessing HSV should be added to the menus before worrying about parameters optimizing for 3 floats are necessary
well the issue with that is its still animator parameters
so theres not much they could do in terms of making a menu
oh yeah i forgot lol
integers cant be used in normalized time or blend trees
so yea has to be half point
the unfortunate truth
you must want to go full rainbow on all pieces of clothing heh
not unless vrchat wants to make some crazy ass solution
like int(float)
where its stored as an integer
but is a float parameter
from 0 to 1
actually i am curious also, what happens if you try to use an integer parameter as a float in the animator
does it fail to map?
Personally, I'd just prefer one color Integer for the appropriate pieces and just perform material swaps as necessary, or use a shader that supports Hue shift and edit that parameter directly.
if so maybe u can cheat the system by using an integer
well sure but u can do it without shaders too by using albedo on a white image
or if unity supported color masking on standard shader that would help a lot
looks better done on proper textures using shaders with HSV
usually i can export materials directly from substance painter with color maps and then just control from there
Even so, just changing it in steps using an integer where 0 is Red 1 is orange etc. Would be both easier to use in game and more performant
well sure but material swaps means youre gonna need a bunch of materials which increases loading times
and also textures
Or, you could do as you described and have a flat texture and animate the color value in steps like that
sure but not as interesting
one of the avatars i was working on had a fairly small file size for such an ambitious design
fully customizable avatar with quite a few options for hair and clothes along with full color access and a mirror for self view
so u could make 2 people look completely different when using the same avatar
i reused textures a lot on the model to make it optimized
for example a lot of bow ties use the same normal map set just tiled differently
its an alternative to making like 30 avatars for each combination
or giving it to people to edit in unity
thats one of the main reasons why i like using color pickers
Hello, I come to report a problem regarding the facial expressions of some avatars, the facial expressions are broken since the last update, a solution to fix this please? thank you in advance.
hello. does anyone know where to find an Eren Jaeger avatar? i searched in a lot of worlds but i can't find anything :((
searching "attack on titan" in worlds didnt give you anything?
yeah, but i didn't find a good eren's avatar
You're likely better off importing the model yourself or getting someone to help you with that. There is a Eren Jaeger model from Wings of Freedom available, but it's in .xps format meaning you'll have to create shapekeys yourself. However those tend to have the bones for facial features that can help make shapekeys.
The randomize driver not being synced makes me sad ;-;
help ? #avatar-general message
Take a look at this real quick and see if it applies to your avatars at all.
#avatar-general message
@royal shadow it's not synced? Can't you just sync the parameter being changed?
How exactly would you go about doin that?
Any parameter listed in your parameter asset will sync when it's changed
Or, it should
holy heck, i didnt know you could drive the normal avatar paramaters
that's magical
You can drive and sync any parameter
time to make a Russian roulette avatar
@foggy pelican Thank you i try this