#avatar-general
351 messages · Page 22 of 1
@royal shadow make it permadeath russian roulette
They do, to the extent that they can
for sure.
Also, awesome
wait, floats in av3 params aren't actually 8 bit are they?
well I mean they count as 8 "bits" out of your total allocation, but are they actually that size on the backend?
just seems unusual to use a float smaller than 32 bits
Maybe its just 8 bits on the network packet but it gets decoded into a normal float on the client side
Hmm possibly
mabye its just a 1 byte int divided by 255 to get the 0-1 range
oooh right I forgot floats are 0-1
Arn't they (-1 - 1)?
^
oh derp haha
Slowly getting into avatar 3.0 and learning other things. Just as info, is it possible make a toggle switching different shaders. Like as an example switching from Poiyomi to Unity toon
It's possible, but I don't think it would be that simple. 🤔
I guess if you were to do sort of a material swap it should work.
I know swapping materials work, but it never came to mind to try changing the shader.
That could work then.
Yeah floats are -1 to 1, with only 255 possible values, so they're spread out about 0.008 apart.
I like the spawn effect on poiyomi, but I prefer the look on unity toon. That’s the reason for the change. If you can make two materials with the same texture but different shaders that could work
You can make Poiyomi look exactly like Unity Toon though
True
The they editor is pretty impressive
That would be easier lol
So I tried everything but it doesn't correct anything :/
But just throwing ideas out there
im disappointed, there's now options to set, add or randomize a value with given values but no option to copy the value of a parameter into another parameter :(
adding is cool though
With some effort you could create that yourself though.
how?
you cant have a transition condition for ValueA less than ValueB, you can only input an integer/float value on the right side
if it had that then i guess you could just do an infinite loop where you add like 0.1 to a float value until its no longer less than the other value
but that feels awful
how do i copy?
Just keep adding one until it's equal to the value you want.
well for example i wanna have a non-synced float variable called EarPosition
and a synced float variable EmoteValue
as EmoteValue changes and as the Ear boolean is true, i wanna copy it to EarPosition
but i cant just keep adding one until it's equal to the other value because there's no way to compare one variable to another
I assume EmoteValue is a menu driven parameter
yea
Ah, I thought it was controller driven
oh
If it was, you could just check right before you set EmoteValue if ear boolean is true. If it is true, set both EmoteValue and EarPosition to the new value. if it's false, only set EmoteValue and leave EarPosition as current value
but i want to basically have multiple float values for different parts of the body without having to use 8 bits for each one because i already use way too many bits for something
and i would be ok with that not syncing to newly joined players
Well. There are 255 possible float values. Could always make a big ugly setter. Lol.
So are you all nerds or am i dumb as hell because i didnt understand a single word said here
It appears paramaters do get reset to default if vrchat has an update
you dont need to reupload anything good
yes we are nerds
👁️👄👁️
Pls dumb it down b4 i download the update
so if you have an inventory thing active or set it will stay that way until you decide to change it, unless vrchat updates, then they get can get reset
its not a huge issue simply an observation, the documentation even states the parameters are saved locally its better to know what causes them to reset rather than let people think they just reset randomly sometimes
Oh i dont know what an inventory is or have one so imma update ty
Still counts the empty parameters if they are around {"name":"","value":0.0},
Oh so the character statistics?
The documentation states you can now flag a parameter to reset or not in the sdk when building the avatar
'sloweely updating mine to fix that' gonna take awhile
ill need to rework my avis with this update if I have say 5 outfits its more memory efficient to use 5 booleans than it is using 1 integer that goes to 5
Dont tell me local avatars broke 🐇 throwing an error now instead
eh just this avatar i guess other is fine
having a ' < ' letter in avatar name breaks it, 'file not found' , but i found other like that before + or / will make the avatar just an error
"ArgumentException: The file name is not valid."
Does VRC clear your cache on update, because I don't see how an update would clear it with the way it's stored.
not sure it might depend on the update too, this particular one might have cleared them
Well you are in the avatar development channel
So, yes we are all nerds
This isn't the place to ask where to find avatars anyways.
Go to #vrchat-general-2 for that.
Wait, did the 3.0 and 2.0 channels just get merged into the same catergory?
Welp, prepare for an influx of messages being posted in the wrong channels... Even more than usual.
Other than that, looks nice.
wish 3 was below 2 tho 🐇 but thats me
3 bigger than 2, so 3 on top 
also, i made #avatar-search-old
if people come in here asking "where is X avatar" please shove them that way
nicely
🙂
That channel is gonna be spammed to hell 😅
🐌 muted it for now, rarely i look for avatars or have any clue where they are anyway
I suppose it does make some sense to have it. There's always a slim chance someone might actually know an avatar world, and be willing to guess at remembering it's name.
Did anyone else wake up to their 3.0 avatar having a cheek glitch? Mine started having one after this update :c
A... cheek glitch? 🤔
looks like a shapekey gone wrong, spikey
Yeah
There are some avatars that might have had their stage parameters set default values before the new SDK. If that's the case, they are 0 now... they'll have to be updated to set their default values the official way.
The update has persistent parameters now, so you may find your animations lurking in the darker corners of your animator graphs now. So you may see more things that were only temporary and fleeting before.
Time to reupload all my avatars to take advantage of the new features. Luckily i don't have too many.
I know i don't technically have to, but there are a few avatars of mine i want to tweak what parameters are saved.
The stage parameters get loaded in from old values, but all the state machines still start with their default active states. you'll need to make sure your controllers natrually flow into the correct state given the current stage parameters.
Plus converting pseudo-bools into real bool variables.
I see I see
Just be aware deleting a int and adding a bool of the same name, will confuse some of your conditionals. they'll look like they magically swapped to bool conditionals on their own, but they're broken.
Yeah, I'm keeping an eye out for that. There was only one or two avatars that used conditionals with int's acting as bool's like that.
Mostly just material swap stuff.
the editor will say it's true/false, but internally it's still an int until you remove the conditional and add the proper bool one
I used them everywhere
Thankfully all my avatars share the same controllers
VRCEmote persists, which is funny. You can swap back and you're still dancing
Huh, my stuff is uploading WAY faster than usual.
aws? 🤔
What do you mean by Gesture Options, also I have reuploaded my avatar to no avail (several times, actually). Gestures still don't work before and after the SDK update ):
How are you seeing the gestures act?
Whatcha mean? I did check the debug menu and the GestureBlendLeft/Right only detects off and idle on my rexes
anyone else notice the values on 3.0's changed on floats from 1.0's to 2.0 values?
however when updating to the new rex that's fixed. This occurred when the game updated yesterday
I don't have the time to update my rex version yet though
Open radial menu in game, select expressions, then gesture pptions
Yeah, normally my uploads would stall on the "uploading signature" bit for about 30 seconds. Now it's going through that in like, 5 seconds.
Isn't gesture options just for toggling ears and feathers?
gesture is mostly for bone movements
The Gestures On/Off stops your entire hands from animating, as well as any animations that can be triggered by hand poses.
Oh yeah, I have definitely tried toggling that.
unless you have a Valve Index, then your fingers continue moving but it just blocks the animations that they trigger
gesture lock just locks that layer
however it also locks any fx animation gesture layer too
Interesting. If I had to warrent a guess, they were using custom default values before it was an official feature, so it broke, and the update is them using the actual default value thing on the parameters.
that sounds like it makes sense, then again I'm not an expert with unity
wonder if I can fix it manually because I'm a lazy fuck and really don't want to rebuild my avatar using the new rex
I'm guessing the update can be as simple as a single file
they just need to write in their default menu numbers in the new, official place to do so
basically how it works now is GESTURES are BONES and when you run you main animator on your FX layer to control mesh and other things you apply fetures to the FX animator so it interacts with [GESTUREleft/right] [VISIMES] [MOVEMENT XYZ] and toggleable peramiters aswell as bool and floats.
so if you toggle gestures off anything that utilizes gestures in your fx animator is rendered useless.
Speficially, anything that uses GestureLeft & GestureRight Regardless of what layer it's on
also if you want to complicate things. you can setup "if and or" propertys between hand gestures on your fx layer so you can toggle diffrent sets of animatable face emotes upwards of 1024 animations per animator menu
all gesture lock does is make GestureLeft and GestureRight stop updating
i upgraded my sdk in place like we are supposed to do and my VRCExpressionParameters are still like the old version
Be sure you update your SDK in the way defined in the announcement. It's not the same as the usual SDK3 way
i would start a new unity project for updating
🤦
🐇 actually i just overwrote mine ,nothing broken (12~ avatars converted to bool)
most the updates cause major issues with past versions that sometimes compleatly break vrc plugin for unity
No such luck here. Though I was coming from the Beta SDK.
there was few plugins wich hated that, but i updated em
The method in the announcement works garunteed
ah i didnt touch the beta ones on my main, never will
which announcement?
learned that from 2017-2018 update
i havent updated in a long while so i havent had a chance to try out the new "bool" perms yet
How do I change the size of my avatar
very handy, some of my 128 memory are down to 42 now
I wanna be darkhon but he’s like 50 ft tall
if there like int though idk how it would benifet me much
Inspect the FBX file in unity and on the model tab there is a value called "Import Size"
int takes up more memory then a bool , if you just want a simple toggle bool is handy and you can have more of them
no 16 limit anymore
most the things i do though require over 10 swappable keys
Yeah my avatars are a good 70% bools. nice you can have so many of them now
so int is more useable with that
It's just a bunch of prop shape keys triggered by bools. Super quick to make now.
Having a name for everything makes it easier than indexing ints
my prefrence is the old way, a few bits of data isint much savings when your talking avatars in MB range
not that kind of memory
you have 128 bits , for parameters, bool take 1 , int/float take 8
means you can add alot more parameters
Yeah there's no downside of using ints if that's what you prefer, you just risk running out of available bits if your setup grows too complex
when you reach 1kb on an animator i would be confused.
the stage parameter 128 bit limit is in terms of networking updates. you get 128 bits of stage parameter updates. it's not related to your file size
parameters are saved locally now , so changing room they persist
even empty ones are saved, so i cleaned those up
lol
unlike an avatar that you only have to download once, it has to stream your stage parameters to everyone, constantly, so there needs to be a limit
oh i see what your saying
yea anyone going for those limmits is probably doing something malicious anyways
or a vary crazy animation
but they could bypass it with a second int aswell
No, it also lets you select advanced or simple gestures on the Rexes. First you select whether you want ears and feathers, then select the gesture controls in the sub-menu. The default became 'none' with last night's update, so you need to re-set it.
Right, that's what fixed it for me! I had some other people say reuploading fixed but it did not for me, the gesture menu however did.
have anyone messed with parameter driver's Add and random function? it yells if it's not set to local only
For good reason
Random means random, you don’t want the remote client picking a different random than you
usually*
Otherwise it would pick something else for a split second. Then a ping later get updated to what you picked.
Can’t imagine that being entirely useful
Not being local is quicker
Just glitchier
Essentially the value can rubber band because it’s being set before the network update comes in saying it’s set
Like, the avatars I just started messing with have all of the control within themselves. The user just has to work within the bounds I've set.
So forcing things to happen that the user has no control over is kind of the name of the game right now.
Well, that sounded more ominous than I intended.
It'd be nice that when they implement an avatar collision system, they also make it something you could use with worlds.
I had plans for avatars made specifically for a certain world. The world could force animations to happen within the avatar's animator. Gotta put it on hold until we get collision based animation back.
Was making the leveling avatars and getting AFK detection and idle detection figured out so it'd stop the XP gains but I feel like I need more ideas for gaining XP with the avatar.
Something other than time that wouldn't just be easily exploited.
Taking a breeeak.
Ookay, so even if it's set to "Local only" it gets transmitted over network?
So if I understood, it gets transmitted regardless to being local only or not, it means that the behaviour is only triggered on my end if the checkbox is set? (the user of the avatar)
Thanks for answering though 😉
Multiplayer games are kinda like the multiverse theory, you have your character and a copy of someone elses. And on their side they have their character and a copy of yours. Local only means it will only do it when its you (not a copy!) but that does not stop parameters from syncing to copies of you
Dunno how big a scale you're thinking of doing, but maybe something like a mage avatar that has animations that cost MP. Each animation adds a certain amount of EXP to the avatar, and MP recharges slowly over time using add parameter drivers.
So as they cast spells, they gain EXP, but their mana drops with each cast and they have to wait for a certain amount of time to recharge mana before they can cast more spells to get more EXP.
As a result, people actively using the avatar gain EXP over a steady rate of time, but those who just AFK with it instead fill a mana cap that doesn't do anything until they drain the MP bar to cash it in for EXP.
Yeah right now worlds can only play an animation on you if you are on a station. Tho it can be specifically tailored for a specific avatar. It can trigger anything it knows about in advance. But yeah, stations only 
I'm intrigued by this, would this mean that if I use "Local Only" on a normal value set, would this fix the issue of it enabling prior to when you see them enabling it? If Random is still synced using this, so would Set I'm assuming
The key is to remember that stage parameters are syched. But which animation state you are currently in is NOT syched. So let's say you generate a random number and use that to go down a fork in your state machine. if you didn't make this local-only, the remote client will pick a different state than you, go down the path, and now your state machine is desychronized remotely, it's in an entirely different state than you. It doesn't matter that your client will soon network sync the stage parameter to your own local random roll, it's already gone down a different path.
by making it local only, the value only changes for you, then you network sync that choice remotely so it stays in lock-step with you
The same is true for add/subtract, they can also cause desync in a similar way
only "set" is safe, since it's a determined result (if the value was desyched, it will be syched after a set)
Of course there are legitimate reasons you may want to desychronize your local and remote state machine. that's why there's a IsLocal parameter, to create forked behavoir like that, so you can make things happen only for you, or only for others.
Would've been nice to have an avatar that could be visibly dismembered or maimed by a world with just a few well placed world colliders and avatar particle drivers.
Or a shop that would be the only way to wear an outfit built into an avatar thanks to the only trigger being that shop in that world.
Stuff like that.
Ooooh. The only problem I had with actions was someone being able to spam them to quickly grind XP.
That's a neat idea. Adding some form of cooldown.

how do i make it so I can reset my gestures? F2-F8 work fine but when I press F1 to reset it back to the default face it doesnt do anything
yeah but f1 isnt reseting the gestures
Try both Shift+F1s.
i have both of the hand controllers for right and left are set up the exact same
sorry
You can try #avatar-search-old
alr thanks
Ah I'm not talking about the IsLocal condition for a transition, I'm talking about the "Local Only" checkbox on a parameter driver. If I use the Local Only on a Set parameter driver, would it still sync it for others, and how would it be different from having it unchecked.
Anybody that uses Mochie Uber shader know how to get the SSS to work?
Local Only means exactly that. that the driver only runs for you locally as the user. if you set one of your synced parameters with it tho that value will be synced on the first next cycle.
i wonder
whats the cache size for avatar params
is it like 100 avatars? 200?
just curious to see how many avatars until parameters get removed from local cache
what if there's no limit 👀
limit is only your imagination
☝️ 👍
Given it’s 128 bits + overhead for avatars, I imagine it would be unlimited. One million saved avatar Params would still be only 16 megabyte.
Not even a gig
Heck the folders probably take up as much memory as the data so maybe double it
32 meg, lol
The footprint is so tiny that it’s surely uncapped
Man...why did there build the Update this way...I mean nice we can now use bools for sync and stuff...but why did there break the Parameter Driver as well....that SUCKS...big annoyed sigh
Well they explained why - it was never supported. And they really don’t want you using secondary animators (they are laggy) - the upside is they know what possibilities they broke and will add non-laggy official methods to do that stuff in the future
Avatar parameter triggers seem to function unusually on bool and trigger types, when they are added to the expression parameters.
From what I can tell, in this case, the expression parameters are accumulated as a float value and then that value is assigned back into the trigger or bool. It leads to some unintuitive or wrong behavior in some cases when the Chance and Value do not match
When not in expression parameters, the bool or trigger is assigned directly as expected
Also triggers in the expression parameters are just weird. I think they stay true forever which means it will keep setting the trigger every frame maybe?
Still trying to figure it out so I can update the emulator. But the more I try to work out all the cases the more confusing it is
But for example, if you use Set on a Trigger parameter, and you don't update the value to 1 in the debug inspector, and the parameter is in the expression parameters as a bool, it won't set the trigger
Why would you put triggers in the expression parameters? Not sure.
Maybe the emulator should just check all the weird cases and pop up a warning if something is done in a weird way
It would make sense though, the data type does not match
But it works fine if you set it to 1 in the debug inspector or use Random
Yeah honestly maybe I'll add a warning in those cases instead of trying to emulate them
well that at least something thx for the info man...but to be fair VRC was is and will always be laggy....also i never had problems with lag caused by a driver
uhhhm what that don't make any sense the Drive is made by them what kind of "official" method do you think of? @fluid grotto
The official component was not removed.
They can't stop you from using it in a way they didn't intend, just because it works doesn't mean it's supported
You are free to use any side effects that are not intended - but you run the risk of having it break in the future.
If you want stuff future proof, which you should if it's public, stick only to the documentation
But being creative and using things how they weren't intended, is how they figure out what's actually wanted :)
Still getting used to it no longer working. Twice now have i caught myself sharing stuff/setups with people only to realize half an hour later that those prefabs no longer work.
It's probably no different than worlds/avatars if it all just piles into the cache directory. The limit is only what you set/the storage capacity you can afford it.
Cleared my cache a few days back at 60 some-odd GB. 💦
not the cache folder, it has its own in user
The problem I have with that whole removal thing is what "Intended" means. The documentation makes no mention of a necessity to be on the playable layers specifically, so to many people, as far as we knew, it was an intended feature. Turns out that VrChat pretty strictly only wants the playable layers and no additional animators.
I should probably clarify, that the change itself is fine. If child animators weren't whitelisted, and the state behaviors documentation vague, I wouldn't be throwing nearly as much of a fit. Because at this rate, anything in the whitelist could suddenly go missing due to a mismatch between what "Intended use" is and what the documentation recommends.
This part specifically... https://i.postimg.cc/QMs3M0Q5/image.png
I would recommend against using extra animators at all, honestly. My opinion is eventually they might break.
if not intentionally just incidentally
i like the new update except for the driver stuff too
u can use booleans as binary now and take up less space than integers
25 toggles for 4 different items each will take up 50 bits of space
whereas if u used integers
200 bits
which doesnt even fit
compared to having free room left over
Top00 bool
Top01 bool
Bot00 bool
Bot01 bool
binary combinations for 2 bools:
ff
ft
tf
tt
so 4 options
downside is u need one integer minimum for menu buttons
or use a float, either way
int limit to 255 menu buttons per
Yeah if you have an item that needs four possible values you can just use 2 bools in tandem
Someone was complaining about a catch 22 earlier, I only realized this recently
the minifloat only has 255 possible values, one binary representation means "negative zero" and is not used (or settable)
Hey does anyone know any worlds with cute dog/cat avatars that are position like an actual dog/cat
not one that is like a human in a costume
Anyone know where I can get skeleton avatars
i dont know any
C:\Users\username\AppData\LocalLow\VRChat\VRChat\LocalAvatarData eh i know, found it in openbeta
Post your issue here, and someone (not me specifically) might be bale to help you out
Im not able to upload a vrchat ready .vrm to your servers.
I don't have the permission to yet, so, here i am requesting permission.
Becoming verified by the trust system is based on reaching a not time based trust score, which's exact algorithm is unknown to prevent exploitation.
You presumably need to play the game in a normal manner with your VRChat account, walking around, meeting people and also making some friends. Idling won't help.
According to many responses in this discord, a rough estimate would be ** 20-40 hours**, but big exceptions are possible.
Make sure you are not using a steam or oculus account and continue playing the game until you get a notification or e-mail.
http://help.vrchat.com/kb/article/27-why-cant-i-upload-avatars-or-worlds-yet
Alternatively, you can subscribe to VRC+ for one month to get to new user directly. https://hello.vrchat.com/vrchat-plus-faq
Convert it to vrm > fbx in BLENDER first, dont convert in unity its a mess 🐇
And you do not want to straight import a VRM, that will likely need some more tweaking in blender to optimise.
i have the .fbx..
fully rigged, visemes and all
it works in unity
that whole mess is behind me
i already did all that
i just don't have the permissions
🐌 then you wait for permission, vrchat will tell you
how much is the typical wait time for permission?
Read my text.
kk
its 2000 polygons
its already optimised with the Cats addon
In the sdk it says Overall Performance: Exellent
But i can't even offline test, i just need perms
I really don't know what to doo
its 2:08 in the morning and im dying
kidding
im just impatient as always lel
Hello?
he told you everything you need
i meant when i will be able to get perms
if you read his text, the answer is there
I wait for permission, but how are the average waiting times is what im asking.
I get the feeling for some reason you aren't reading his text and I don't understand why, but good luck
I need to know, either to go to sleep or stay awake unless someone sees this
I read it tho, is there something im missing?
apperantly yes

Is there any support for physics on avatars outside of dynamic bones?
Rotation constraints are good to depending on what you want.
add constraint -> Spring Bone (script) -> Value = the amount of static bois that you wanna make jiggly bois -> drag and drop BOENS and adjust settings to liking
@merry scroll
(desktop mode:)
on av-3.0 sit/unsit animations issues that breaks main IK avatar animations
are more frequent then before
you can have rigid bodies
Could anyone possibly do some texturing for me?
I'm trying to make my avatar quest compatible and I think this is all I need
I'm documenting here what I discovered about the various types of operations on Bool and Trigger parameters, since not all of them are so obvious, and there are some bugs with synced trigger parameters to be aware of.
Notes about Set, Add ( blank ) and Random operations for boolean and trigger parameters.
For Bool and Trigger values not set in expression parameters, the rules are straightforward:
- Unsynced Bool Set: sets to true if Value is checked
- Unsynced Bool Random: sets to true if RAND() < Chance, false otherwise
- Unsynced Bool Add: sets to true if Value != 0.0 in debug inspector (same as Set)
- Unsynced trigger Set: sets unconditionally
- Unsynced trigger Random: sets if RAND() < Chance
- Unsynced trigger Add: sets unconditionally (same as Set)
(Note that "Add" shows up as a blank dropdown. Unlike the inspector, Add uses the Value instead of the Chance field. You need to check the debug inspector. Also, there is no point in using "Add" in this case, so just fix it if you see a blank dropdown.)
HOWEVER, For Bool values set in expression parameters, there is a notable difference in the case of the "Add" (blank) operation:
- Synced Bool Set: sets to true if Value is checked
- Synced Bool Random: sets to true if RAND() < Chance, false otherwise
- Synced Bool Add: sets to true if (Value + (currentValue?1.0:0.0)) != 0.0; sets to false otherwise
Using Add (blank dropdown) with a Value of -1.0 (in the debug inspector or using "Set" first), it is possible to make a toggle operation, but only for Bool values in your expression parameters.
Finally, Triggers set in expression parameters act completely unintuitively. AVOID USING PARAMETER DRIVERS ON TRIGGER PARAMETERS SET IN EXPRESSION PARAMETERS!!! Still, if you are interested, here are the rules for synced Trigger parameters:
- Synced trigger Set: Uses the Value in the Debug inspector. sets to true if Value != 0.0; sets to false if Value == 0.0; does not set trigger if set to 0.0 by next frame.
- Synced trigger Random: sets if RAND() < Chance, false otherwise
- Synced trigger Add: sets to true if (Value + (currentValue?1.0:0.0)) != 0.0; sets to false otherwise; does not set trigger if set to 0.0 by next frame.
Synced Trigger parameters remember if they were set to true, and will only set again if explicitly set to false and then true again.
About the "Add" operation on bool and trigger, it's not supported. so why is it important to note? Because nothing checks for it, and you can end up with that if you change a parameter from one type to another, or if you accidentally end up in that state
I really hesitated about documenting this at all, because it's likely to break in a future update.
Synched triggers? Since when?
Are trigger parameters even officially supported in expression parameters? My understanding is only bools, ints, and floats are supported. I can’t find anything in the documentation saying triggers are supported.
You should not be using them as stage parameters
You’d be making a trigger and claiming it’s a bool
Different data type
nooo! you can't just use triggers as stage parameters
https://forum.unity.com/threads/using-setbool-on-animation-trigger-parameter.530316/#post-3488249
haha Mecanim-Dev go brrrrr
But I think that post explains exactly why it's so weirdly implemented. VRChat probably has no special code to handle this case, so it's setting it as a boolean and sometimes that's what you want, other times not
the thing that surprised me and led me to add support for it in the emulator is that VRChat does have special support for Parameter Driver to trigger parameter when it's not in the expression parameters
There's a specific if statement in the SDK to handle it
so I think it's safe to say that trigger parameters are officially supported when not added to the expression parameters as a bool, which is weird
Makes sense to me. Unity controllers are fully supported. That includes trigger parameters. Triggers in stage parameters is not supported. Forcing one in by typecasting is undefined behavior :)
Triggers, by their nature, should be local only anyway
what are stage parameters again?
ah right
so I went through that but didn't really understand if it was mentioned, bools are missing values here, can you change it through debug as it reverts back when going back to normal mode
oh wait, I think this is the wrong example
Bools don’t have a value there’s only one value can set on them (‘true’) so it doesn’t ask
Since turn it off will set it back to false. There’s no reason to make the active value also false
I use it here
with an int I can just set it to 0 when I open the faces menu
but this is the opposite behaviour with a bool
i have a sdk2 gesture style toggle that I toggle in the menu but I want it to get disabled if I open the puppet face menu
But it will also get disabled when you exit the menu
Since menu params always set to zero on exit
I don't get what's the point of them then
For knowing if you’re currently in a menu or not
it seemingly worked with ints
I mean I can probably get the same behaviour with an extra state
Yeah you can just trigger whatever you want to happen when the menu perimeter is flagged
The menu parameter itself is just always meant to be a way of reacting to opening the menu itself
Which was kind of annoying when we didn’t have bools
I’m just guessing here but I guess the reason we were allowed to define a value for the menu parameter was because we had to waste an int anyway, might as well multipurpose it with other values instead of one int per menu exit parameter
Mine was just called CurrentMenu
But unless you’re tracking 8 or more menus you might as well just use bools now
I did actually forget about controller triggers I need to use them more
is there any kind of certain lighting someone can recommend for avatar creation? should i keep a sun in the scene, how should i set up ambient? i want a "very average" setting kinda that will average on the avatar looking "fine" in most settings
The default lighting is generally what you're gonna end up having. It depends on the worlds you go to that's going to change it.
the default lighting is a directional light (sun) and no ambient, is that right?
I personally set up the post processing stack in my scene so i can test emissions but that's it.
Yeah
People tend to not mess with lighting unless they really know what they're doing.
it's the reason i don't make worlds. lighting is confusing in unity. lol
Well there's a lot that goes into lighting to make it nice if I remember right, but that's world talk.
so for your avatar creating shenanigans, which post process effects do you activate for your tests?
https://prnt.sc/xgto0v this is all i got.
just bloom with a 1 intensity and 1 threshold. seems to match the baseline for most worlds best from my testing.
there's exceptions for worlds that decided to up their bloom on their post processing instead of their own materials..
but can't account for everything
Wrong channel, but deviantart
However there is a Vivi model I believe on Deviantart or something. Had one awhile back.
lighting is not done on the avatar, it's done in the world
you can however specify which shader the avatar uses
i havent tried to say so
i have asked what kind of lighting settings i should have while editing avatars so it looks like "most" worlds will look
so i can work with my shading to look the best in those circumstances
If I download the new SDK, can I just drag&drop it into my latest project or do I need to create a new one?
for importing new avatars, should i use SDK 3 or SDK 2? Is there any difference?
don't delete the old one, drag on top
SDK3 is generally better and more customizable
okay, thank you
is it just me or the unity broke the upload UI is not coming up when i build and publish a avatar
check your console for errors
Maybe try the help channel just below
Why does VRCSDK avatar 3 Build have to do the process two times? Including processing shader variants, Future Proofing, and Building/Compiling
you can disable future proofing in settings
its also not doing it twice, compiling the shader variants, then bundling the entire package together are 2 different necessary steps
It does roughly the following
Show dialog. Future proofing. Compiling shader variants. Build and Compile... Closes dialog
Show dialog. Future proofing. Compiling shader variants. Build and Compile... Closes dialog
Build/Test complete...
Where is avatar descriptor?
Does avatar 3.0 have any optimise to avatar ?
Future proofing is really slow because it uploads your whole project source files to some place that they will never be downloaded again. even vrchat recommends to turn it off. why it's still an option is a mystery
it's in the vrcsdk settings tab
Sure my question is more, why might my sdk run the full set of operations twice?
I just care about that what 3.0 improvement , only the parameters?
it doesn't. unity's progress bar and the way it works is just a bit weird
the shader variants is the last thing that shows up, but they are already built and are cached
usually it takes only a few seconds after the bundling and compressing data screen
Okay, well I'm recording the process. If you don't mind watching, i'll share it 🙂 it does the shader variants, then takes a few minutes for bundling and compressing. then closes for a bit. then starts over.
so 0:09 to 3:40 is first time building; 3:50 to 6:57 is second time building.
So my primary question is, why might i be experiencing this situation where my builds to run two times?
Uh guys
for some reason I can't upload as soon as the completing future proof is finished
help pls
turn future proofing off in settings
do you have any console errors?
Nope
what exactly happens when you try to upload?
When you see the video I linked, does it seem like I am interpreting that it is building twice correctly or am I mistaken
Nothing happens
it may seem like it but i don't think so? can't be conclusive without checking your editor logs
When I click it literally nothing happens
when you click build and upload?
Add me
What version unity? does title bar say win osx Linux dx11? Using a latest vrcsdk?
please dont call me unannounced like that
@inner drift
ok
2018.4.2041
2018.4.20f1
Try importing the latest sdk for your avatar type?
Ight
Where are builds logs stored?
you should be able to open them directly from the console tab, top right corner
cant remember the exact location off the top of my head
It shows its only assisting 2018.4.20f1
yes, that's what you need
i deleted my unity and just downloaded unity hub
Not wokring
Still the GUi is not coming. It's probs useless to ask here so I just contacted Customer survice
check the unity console for any errors
if there's any, take a screenshot and tag me in #avatar-help
at the bottom of the unity window there should be a line of text
if you click on it, it should bring up the console
uhh im being dumb, just trying convert my gf's avatar from 2.0 to 3.0. i deleted everything in the projected relating to sdk2 and just dropped in my sdk3 but now the control panel isn't showing for the sdk3
not sure what ive done wrong
not supposed to delete the sdk2 and drop the sdk3, because it will break everything
oh
as in break everything in the sdk?
because i know i have to recreate stuff with 3.0
ahh
fair enough
silly me
Blender my dude @livid spruce
Seems like there's still a bug where if an audio source is deactivated offscreen it turns into very loud static after it plays the next time onwards afterwards
Not sure if it's a 3.0 only issue
Only happens on remote viewers and fixes itself after an avatar change/reset/hide and unhide
im making a simple toggle using a dissolve with poiyomi's. can anyone explain why my animation is going rapid fire mode in the animator when the line is supposed to stay full? i have disabled loop time on all the animations https://i.imgur.com/BoHEqOF.gif
okay i legit just clicked on unity and it stopped spazzing
i dont get unity sometimes
You guys know if its possible to use the 4 thumb positions on the index controllers for different hand shapes?
I'm planing on making a personal sign lang avatar, hopping I make hand shapes other then "A" lol.
Does anybody know where I could get a mimic chest avatar ? If you know what I'm talking about
https://i.imgur.com/cKG1Jtg.png i cant figure out why my spring joint ball is so fucked
I'm writing a 101 avatar guide for first timers that bought/want to buy/download an avatar on booth.pm
I need some feedback to see if it's effective.
If you are interest then please pm me for a copy.
Hai, can you use constraints for Quest avatars?
@lapis sand Sadly not
I see
I guess I'm not making a quest avatar then, Will see how it goes in the end, might need different mesh if I decide to
Literally anything is better than the robot of course
I forgot I can't send screenshots in this channel #avatar-help
how many individual controls can i have in a expression menu?
anyone know a place i can get templates like free assests? like hair hoodies n so on?
deviantart is probably your best bet @harsh mica
although i used to use that 3 years ago
im not sure if its still the place to go
still very active
ahh okay also does anyone know how tall a room should be for the average vrc player? making a map
8 for one menu
but you can have submenus
so another 8 menu items inside of 1 menu item
how do i fix my anim when cue i spawn a item in, and when i open my hand it restarted the hand bones but not what i spawned in "don't despawn"
im having some real struggles getting my avatar optimized. im willing to pay someone to do it for me at this point
any recommendations on a good flying avatar?
anyone know where i can get some attack on titan avatars?
@lucid nova your avatar has a capsule collider that is used both for the physics and as a player controller. This capsule is on the PlayerLocal layer.
Now, PlayerLocal layer does not collide with PlayerLocal... however, your entire local avatar including colliders is mirrored onto the MirrorReflection layer. And MirrorReflection does collide with PlayerLocal.
You can use a setup like this picture to cause your avatar to fly. Use a toggle tp turn on/off the colliders to control vertical or horizontal movement.
You can do the same with a single cube right under your butt.
Just a cube at 0 0 0 with the rotation at 33 on the X.
I'm trying to make a hue shift system but it's not working for some reason and i'm not exactly sure what the issue is
Please offer support to this 3.0 feature request. This is the request to replace the lost particle death animation functionality in the latest patch:
Voted. That would be amazing to have back because I was really hoping to do something cool with the Jiggle FX...
sorry quick question can ints go above single digits ? having some strange problem once i toggle a 10 i cant get back to lower didgits
Ints should be able to go up to 255
what i thought... vut it appares that "thistestparam" = 1 and "thistestparam" = 10 gtes stuck on both some how...
so when i set the param to 10. 1 trys running as well
actuallu i might have an idea thank you
They broke particle death animations?
Kinda. Stop Action particles still can cause a reset in their own animators, but those resets can no longer drive parameters. To put it simply, Avatar 2 particle death animations still work, Avatar 3 ones don't.
And, of course, avatar 2 animations will not be synced over a network, so even using stop actions in that way on a 3.0 avatar is kinda iffy.
In light of this, some suggestions are picking up steam on the Canny to hopefully get a good option for a replacement for those systems ever since the update changed child state behaviors
soooo
text on your hoodie? like textured in on a uv map?
I want to upload the same avatar twice. one with locomotion enabled and the other with it disabled. I tried renaming it as "name of avatar FBT" for the one with locomotion disabled but all i did was over write the original. How do i properly upload two of the same avatars with one small change?
thanks!
This + finalIK can make for a fully functional rangefinder 👀
can you not Build and Test models until verified or am I not following where unity is saving the avatar file
Is the build and test not going through or do you not know where it is in game?
it says there should be an others section in the avatar select screen
it is against the rules to spam your question across several channels
Could do it now, even without 3.0 stop-action.
Fire a particle, looping animation with the range value progressing on potentially forever timed to particle travel speed. Every time particle dies, freezes anim.
Like an FPS counter but with particle death.
We need a flowchart for questions at this rate. 🤔
can you move your view ball in animations
so i have a hue shift animation on my avatar using poiyomis but im also wanting to make a hue shift toggle
so that the hue shift radial menu wont change the colour of the clothing until i toggle it
i have no clue how to
In your layer with the blend tree or normalized time state (whichever you're using), enter to an idle state first (if using Write Defaults off be sure to put an empty animation there). Then just transition to the blend tree/normalized time state if YourParameter = value, and transition back to the idle state from the blend tree/normalized time state if it's not that value. Then add a toggle in your menu for the parameter or use it however else you want, e.g. hand gesture.
now that might be a weird question but before i try... could you play walking sounds ingame?
probably
IIRC, @solemn tundra , you can in SDK2 at least. Think you have to add a sound first and then specify what plays it/when.
I haven't checked if SDK3 supports it but probably.
Does the button feature on avatars 3.0 only play once then you reset?
mine plays the animation and audio, but it doesn't replay. i put loop off on everything, is that why?
i will try it out then
i want to try for a metal robot and do some CLUNK sound when he takes steps
Did they break the latest 3.0 setup?
I downloaded it and the editor looks very different
You can either make it built into the animation itself, or set it up to make the sound when your foot actually hits the ground.
Former is much easier than the latter, but the latter can be a lot more fun(/annoying?).
actually since i have full body...
you can guess the latter might be somewhat preferable?
heh
Basically going to have to learn how stop-action works and add a system to each foot since you can no longer use the 3.0 method.
oofie
You could do this on hands and heads and everything too though. I think this sort of thing is what wouldn't be replaced by the existing ideas for a replacement of the 3.0 system, @upper remnant.
any good shaders do yall recommend?
Silent has cel shading shaders.
oh this looks good tyyy
@steel iron you mean the measuring thing? Can read particle death with that
Measuring reads particle death or was it just object proximity in the local space of an avatar?
Either way, it seemed like it was all local space stuff.
Not like interacting with world colliders.
Yee
OKAY
Just have the main animator force it back on after you kill the particle, disabling the object.
So like I don’t like vrchat sdk 3 and I heard it was easier to just use 2, is it worth switching back I don’t mind redoing everything I didn’t have much on my 3.0 avatars anyways, and I wanna revamp them now.
3.0 is way more flexible, I would recommend sticking with it
Here is how I see it:
If you just want an avatar with nothing special really besides a couple dances and some basic gesture, maybe a prop or two, then go with 2.0
If you want an avatar that can change different outfits, have a ton of props/accessories, dances, gestures, big animations and more, then go with 3.0
3.0 is sort of if you want to get into the pretty advanced stuff and or you just find the layout more simple than 2.0
either one is not a bad choice.
2.0 is a lot simpler, but also a lot more limited, and a lot of the basic things you can do in Av3 are achieved with sometimes potentially convoluted workarounds in Av2
Also the workarounds in 2.0 are easier and supported in 3.0 forgot to mention.
Especially when it comes to those constraints.
The Virgin SDK2 vs. The Chad SDK3
I stuck around with SDK2 for way too long because I was busy and too lazy to learn something new
I finally got around to Av3 and I can never go back
I like the sound of this
Just be aware that some simple things in Av3 that you might take for granted might require more effort to do with Av2
like disabling eye blinking while using a face gesture
☝️
and also having control over things like eye movement and jaw movement
for example, someone a while ago was making an skeleton avatar and wanted to use the jaw flap bone method for the lip sync
they had an issue using 2.0 where the jaw would constantly stay open at a certain angle
but still move when talking
3.0 fixed that by letting him set the closed and opened positions
also in av2 you only have 7 gestures for both hands and they are shared
and 8 emotes
well you can also swap gestures with parameters
dose anyone have a Baby Groot avatar that i can have?
I output the build log file during a build/test run. It does look like it's running two times. This is a very tiny avatar I was using for testing (4 tris, 1 mat, 1 mesh) https://pastebin.com/Rnfw69Wj
this is the result of tail -f Editor.log > build.log on windows running in a window just around the time i ran the build/test
ok so you see it... :/
yes this is a fresh project that i made, originally dropped a cube in with a descriptor. and tested it. same result (albeit 12 tris :P)
so yours definitely doesn't run twice, like the video i shared?
most definitely not
😢
latest avi sdk3
i can clear cache and playerprefs and try again no change
Well, if you come up with any ideas feel free to reply @ me. I'm eager to try anything.
One strange thing about the sdk latest update, when i check for updates it says the 2020.09.25.00.08 is an update. but i have the latest from vrc site, and version file says 2021.01.19.18.17
Uninstalling unity and hub, removing all unity related appdata, and reinstalling did nothing to help. new project, import latest avi sdk3, add cube, add avatar descriptor, build and test. same result
while i dont see it on the loading bar like you do the logs do kinda show the same pattern, so idk
Does anyone know how to make a functional bow in an avatar?
As I've seen few avatars have them
Assuming the bow has the bones you're likely looking at a couple of constraints first off
Mesh particle arrow (likely a normal particle), parent constraint, aim constraint, etc.
yo
who makes furry models here ?
im a texture artist and i am looking to partner up with a 3d furry artist so that you do the modeling and UV mapping i do rigging and texturing and we take on commissions i get the clients and so we split in half if anyone is interested message me in private
hey I'm making a model for VRC, wondering what I should do for mouth
it's a lowpoly sort of model so should I model a mouth or is there any way to do texture animations
also is there any specific way I'm supposed to rig it?
like a preset rig?
you can do both, depends on what you prefer
doing it with a texture is a bit trickier
I'd prefer textured
the easiest out of all method is the "Jaw flap bone" option
aka just jaw movement, think skeleton
the most commonly used one is the Viseme blend shape
using different shape keys for things like th, sil, A, oh, etc
how so
well it depends exactly how you want it, like
there's a "Viseme" avatar parameter that is automatically calculated based on the audio from your mic
it ranges from 0 to 15, 0 being neutral
and 1-15 being all the visemes
well I could just have 15 frames then
exactly
you can rig it however you want really, it's flexible
I would need to provide my own walk animations in that case then?
in blender, you can add a default humanoid rig, and scale it to the size you need
but there are a lot of extra bones you should probably remove
no, if it's humanoid then the SDK has all the default animations
oh alright
there will probably be some parts like hair and clothes that will move
do those need bones?
depends
let's say you wanted hair that can actually move smoothly
you want to add bones to it
and then add Dynamic bones in unity
no, all model editing is done in blender
you'd do the rigging in blender and then set it up for vrchat in unity
got it
what were you saying the other option for hair was though
nvm I can probably find out
thanks for all the help
bones are how you make a mesh move, if you want the hair to move seperately from the head bone, it needs to have its own bones
if you want the bones to automatically move in a way that makes them "flow" smoothly, then you need to add a dynamic bone component to the start of the bone chain in unity
alright thanks
how many submenus are you alloweed to have?
as many as you want
for some reason one of my menus won't do anything when i click it. i thought it wont let me bc there was a limit
you probably did something wrong somewhere else
I don't see anything wrong. it looks exactly like my first submenu
ill send some pics of what it looks like
sure, you can post them in #avatar-help
Ok ty
found it lol there was an empty field called "sub menu. " i thought parameter was enough lol
ty for your time i feel silly XD
Infinite. You can even make loops.
I have the last page of my menu just link back to the first
is 3.0 avatars quest compatible? not that i use quest, but i want to make a quest-pc version. i dont want to waste my time
Yes. Av3 is fully quest compatable
Hey, does anyone know where to find an Avatar of Morshu?
sinep <now put that in reverse
#avatar-search-old bruh
Oh okay, thanks for checking. I'll check with some friends and compare their logs. Or if you can build/test a cube with avi3 sdk and descriptor, those logs would help me explore 🙂
Anyway I've asked on general can anyone help me finding crazy, trippy animated avatars and please don't tell me about epilepsy I use it on my own, looking for something like https://youtu.be/GnkmNPBerSs but they simply won't work as the other one I've. Got anyone? Thanks
im having trouble with making a custom hand gesture. when i try to animate the hand bones of the character they always snap back to the initial position because it's a humanoid character. any fix for this?
Anyone know where i can find zefer from fairy tale?
do dynamic bones still affect performance if the mesh for said dynamic bones is turned off? For example, i have a hat with dynamic bones but i disable the hat. do the dynamic bones from the hat still do anything performance wise if the hat is turned off?
It's not moving the mesh, it's moving the bones that move the mesh. If DB is turned on, then it will be running calculations. Luckily, you can animate DB scripts to be off.
ah thank you for the clarification. im planning on making an avatar have different clothes which all have their own sets of dynamic bones but was wondering if that would be too performance intensive. ill figure out how to turn the scripts off. thanks
Dear god
@steel iron I'm thinking you could set up an animator to use intermediate states, where pressing a button causes a transition to the immediate state, and letting go makes it move to the target state,
chain enough of these together and you'll have a password
where saving the param would only get you past 1 intermediate state
oh, this would be local only though, unless you have like a driver at the final state, but that defeats the point
nevermind then
the difficulty of having a time dependent input password is to also make sure it syncs up for others, especially late joiners
Already doing something with 1 more bool and parameter drivers.
So like, they could maybe still cheat it, but it'd take multiple relogs.
And they may just give up after a couple tries, tbh.
I guess it depends how you plan on "locking" the avatar?
if locking it means disabling all its features then yeah I guess
Because you're the only one that needs the parameters to be set in order to register that it's unlocked.
Then you have those parameters set and you have access.
but if you want to lock it by making the avatar invisible, then those same params have to be set for others to also see the avatar
Both bools are synced parameters.
You seeing them as set, makes it set for everyone.
They have to be synced in order to be in the menu anyway.
The goal is just to make it harder to reach saved state than just ticking it in the cache out of the client.
I was under the assumption you were working with them to do some indirect transitions in your animator to reach the target state?
though I might just be thinking of something else
Quick question, what type of file do I need for a character model. Trying to find one of an NCR Ranger from fallout but don’t know if I need a certain file type or not?
The menu only runs on synced parameters.
And the menu is currently the locking mechanism.
If I made the keypad, I wouldn't need to use only synced parameters.
Yeah I guess I was thinking of something else, using sync'd parameters with intermediate states that wouldnt get sync'd because of how the transitions are set up
The idea is that Unlocked bool will stay false unless you go through the combo.
So just setting it will make it go to false unless you progress through the drivers.
I've got it. I just want to polish it. I'll do it tomorrow. 👍
But yeah, I made this just so that your average user in a public world seeing the model and trying to clone it would be put off by not being able to use it. Or anyone using like VRCX or something. But you could still share it with people if you wanted to.
If I didn't want anyone using it verbatim, it'd just be private.
Imagine a person who is mute decides to take the avatar only to find out that you have to say a certain phrase to unlock the animations.
a mute only avatar that locks up if any viseme gets activated 
That's evil..
Do it.
Have shape keys that scrambles the vertices and only activates if the visemes are activated
How to make Mute E-Girl into scrambled egg.
Elegant solution popped into my head. Saved bool and unsaved bool.
EZ.
If Unsaved bool is false, it transitions back to default state. So just one additional state and 1 more bit.
So no cache scumming. You have to be in game to get to the third state that won't transition back to default.
@leaden crest
I'm having a hard time understanding how that solves it, wouldn't be just as the same as just not saving the first bool?
if the second bool is not saved and it's always false on load, then on each load it will always revert back to first state
Only if it doesnt reach third state.
and if it does?
It reaches third state and doesn't transition back.
So you need to trigger both bools to hit third state which saves the unlock.
Unless default state is the answer.
I'll fiddle and get it working. I see it in my head. Like the nonlinear animators.
Bedtime though.
Good luck! I couldn't find a solution for this issue, it'd be amazing if you do
night night
time to test my first avatar
hey guys i have a question, is there a way to test avatars 3.0 offline? I wanna make avatars at school but my school blocks vrchat so testing is kinda hard
yes, use Lyuma's avatar 3.0 emulator
you can test within unity
if you want to test in game, you can also do that using the "Build and test" option within the builder panel
it will test locally
do i have to be in vrchat to get an avatar ? or can i get it thru the vr website ?
you have to be in-game
o
Build a local avatar, then build a local world.
Or get a vpn
ohhh i didnt think about local worlds
vpn isnt an option since my school blocks vpn ports through the firewall and my home internet is too slow to host my own
Though if you can't connect to vrchat servers at all, it won't work as you can't login to build
i can somewhat access their servers
You can always pay off the it guys
my dad is the it guy lmao
so paying him off would be a bit of a challenge
ive tried before
Damn why won't he unblock it for you
"school is for work not gaming"
F
it took me to finding a root exploit in the old linux laptops just to play flash games ):
Damn
feels bad man
Well I think as long as you can log in from unity and build it would work
But you need a world to build
that's not a problem i could throw together a test world
Go for it
if a male avatar has nipples on it is it considerd nsfw or general sense its male just a question i have as i have a kobold avatar i was planning to upload that has them but i want to be sure i can first
You should be fine.
ah ok good to know
If Mario can have them so can you
It's just a matter of using common sense and your better judgement.
I really do not blame them for asking in this day in age
Well and that's the thing to. If in doubt, ask. 👍
Us women should be able to take off our shirts too 🗿 (This is humor)
No fun allowed.
Well just imagine me sending a cheems and sending horny
🐶 👉
That works
You got me.
Foreign emojis and images are allowed in #general-media
Dunno if this is the place to ask but does anyone have experience with UniVRM?
I'm trying to convert a model to it and it's almost perfect, just custom blendshapes are messing up
would recommend importing the model to blender using CATS and then exporting it as a normal FBX which you can import anywhere
CATS has like a one button fix for the avatar
Yeah, I know of CATS, I do a bunch of model fixing in it. This is specifically for VRMs, they're not blendshapes on the model but animations called Blendshapes, used for Vtubing
@loud cape Thanks though ^^ I actually made the model in blender with cats lol
ahh, I see. I think i've used UniVRM at one point, been a long time though
what is the most common place people get their avatarss from
I have made my Generic Rigged Avatar Free to pull apart and learn from
this is because of lack of actual information from the devs on how to do so and that i've seen no one else really do this since AV3 release
I also would love feedback from the Devs who worked on AV3 to tell me if i did anything to make it work that they did not intend for, since i did not have that information
Whats so special about 3.0?
@neon finch you can essentially use the entirety of the Unity animation system, instead of being confined to replacing the existing animations
Ok
Does anyone know where i can find a good looking hobo eren avatar
Quick question, does it take a long time for 3.0 animations to load in for everyone, or is it just me? Also, if anyone knows, why does it take so long?
Your generic avatar looks fine. There's not much to tell here because generic rigs are not expected to be compatible with each other, they can't use stations and don't have IK. Since you can't use humanoid animations and generic rigs can't transfer animations between different rigs, you have a bit more flexibility than a humanoid setup.
if I were to ask with help making an avatar (not help as in i’m having issues setting it up, but rather would like to work with someone on an avatar) would I post that request in here or in #avatar-search-old?
hm, how can i use multiple toggles? only one can be used currently
or does it have to be floats?
is it possible making horns shattered and floating and let them make forms in a shape how the horns was
Thats good to know, thanks alot for the reply!
you should be putting each toggle on a separate layers
a single layer can only have a single state active at a time, that's how animator controllers work
Could drive a float and that'd sync. But Eh. A little work.
Ohh alright thanks!!! ❤️
also if you're not already, you should be using the latest SDK to be able to use bools for toggles
means you can have a lot of parameters
a bool is simply a true or false value
Yeah started this morning on it 🙂
👌
what did you try
which unity version are you using
idk but can you help me install sdk
oh at least 2018 4 something
i have the right unity
can you show me how to install it
make sure it's the exact version required
2018.,4.20f1
after that, you should just be able to open the .unitypackage for the SDK (if your project is open)
who can help me install the sdk and stuff
it's relatively easy just follow the docs https://docs.vrchat.com/docs/setting-up-the-sdk
can someone help me with the sdk installing
we have given you the tools and tips and the docs
you have everything you need
now you only need to do it
no one wants to be a personal 1 on 1 teacher and hold your hand step by step (at least not for free lol ). People's time is valuable. Try it yourself and if you get stuck at a specific point you can ask for help here. Your effort is appreciated. If you don't even try and just ask for someone to call you, you will seem lazy.
I'm giving the life tips
ive tried for 2 weeks i cant suceed
what did you try exactly
You literally just drag the SDK into the assets window, wait for a window to pop up, and click "Import"

And that's with almost any Unity Package
you know recently a lot of people have dmed me to ask for step by step guidance via calls... why is that so common, is it something a lot of people do at a particularly popular server or something?
🤷
This is why I either show you how to do it or I charge you money to do it myself.
Because showing people how to do something is time I could be spending model making, world building, etc.
No offense, but that's the reality of it.
Free tech support, I guess.
Helping is understandable, but they have to be willing to learn it eventually whether they like to or not if they want a world or avatar.
no need to insult
Had one person who wanted me to make them a Five Nights at Freddies model for them, then proceeded to show me Blender Modelling videos on how to model FNAF models which was like a spit to the face for me.
I still have them blocked to this very day
who can help me with avatar making
Mood. So many people in this game only got a little pea sized brain rattling around in their thick skulls.
Depends what your going for
can you help me though
i already haveunity
It depends what you want to do
They need more information before they can determine if they can help you or not
i just have a question realy
Like are we rigging? From scratch? need to be more specific
i have a modle and i want it in the game
what model
but idk how to put it in the sdk/editor
and is it rigged?
Have you tried googling vrchat avatar tutorials?
I think you need to do some more research before diving into uploading a model
Yeah
Which is why you should google it if you have no clue
No offense, but you clearly don't know enough about 3d modeling and unity, etc, to do so properly
this is really for support not for step by step tutorials for scratch
thank you

check if your model is rigged first, because otherwise you won't be able to use it in vrchat. (if you don't know what a rigged model means a quick google search will solve it) If it is rigged then you are almost there
Rigged means if its able to move its limbs or not
A rig tells it where to bend its limbs, its like a skeleton. Without it you can't move
my question still stands
I didn’t, I just said “my question still stands,” meaning i’m simply restating my question in order for more people to see and to hopefully get an answer
In here is fine, I guess.
VRChat uses 8 bit floats for Expression Parameter synchronisation / saving and this guy did a summary of all possible values for the aka mini float https://gist.github.com/legends2k/b991066f84de4dfa1220
Greetings to anyone searching for it and myself, since Im 100% gonna search this discord for this fact again in a month Edit: Times I came back: 1
If it's only one avatar, there's no use making an entire world for it. 
Show it off in public worlds and get people to clone it off you.
yeah, that would be stupid
im amazed at how easy it was to make it tbh
especially as the model already had a skeleton
im not going to even bother trying to make something from scratch, rigging scares me
alright, dyno gave me my answer
hi
can someone help me make avatars
whats that
like does it use unity or a difrent editor
all avatars are set up and uploaded to vrchat using unity
I will point you to this list if you're looking for avatar bases https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Avatar-Models
Download blender 2.8 or 2.9
Get Unity 2018 4.20f, off of the vrchat website under downloads section while logged in.
Download avatars sdk3 on that same downloads page
Open your browser and go to YouTube and look up tutorials
Then get mad that you can't create a fully modeled, rigged, textured, vrchat ready avatar in 25 minutes and ask vague questions trying to figure out solutions that are self solvable in 2 seconds or are covered by the tutorials you watched.
(And if you never have used blender before, get the absolute latest version. Save yourself having to re-learn it later.)

