#avatar-general

351 messages · Page 22 of 1

royal shadow
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Do parameter changes with a parameter driver get reflected in the 3.0 menu as well?

upper remnant
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@royal shadow make it permadeath russian roulette

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They do, to the extent that they can

royal shadow
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for sure.
Also, awesome

pine dove
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wait, floats in av3 params aren't actually 8 bit are they?

merry swan
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yes

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🤔 int/float = 8 , bool 1

pine dove
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well I mean they count as 8 "bits" out of your total allocation, but are they actually that size on the backend?

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just seems unusual to use a float smaller than 32 bits

rigid oxide
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Maybe its just 8 bits on the network packet but it gets decoded into a normal float on the client side

pine dove
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Hmm possibly

rigid oxide
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mabye its just a 1 byte int divided by 255 to get the 0-1 range

pine dove
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oooh right I forgot floats are 0-1

cobalt yew
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Arn't they (-1 - 1)?

steel iron
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^

pine dove
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oh derp haha

sharp temple
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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

remote echo
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I guess if you were to do sort of a material swap it should work.

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I know swapping materials work, but it never came to mind to try changing the shader.

sharp temple
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That could work then.

fluid grotto
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Yeah floats are -1 to 1, with only 255 possible values, so they're spread out about 0.008 apart.

sharp temple
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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

fluid grotto
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You can make Poiyomi look exactly like Unity Toon though

sharp temple
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True

fluid grotto
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The they editor is pretty impressive

sharp temple
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That would be easier lol

formal river
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So I tried everything but it doesn't correct anything :/

sharp temple
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But just throwing ideas out there

queen palm
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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 :(

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adding is cool though

cobalt yew
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With some effort you could create that yourself though.

queen palm
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how?

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you cant have a transition condition for ValueA less than ValueB, you can only input an integer/float value on the right side

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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

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but that feels awful

fluid grotto
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If you can add and set, you can copy.

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@queen palm

queen palm
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how do i copy?

fluid grotto
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Just keep adding one until it's equal to the value you want.

queen palm
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well for example i wanna have a non-synced float variable called EarPosition

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and a synced float variable EmoteValue

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as EmoteValue changes and as the Ear boolean is true, i wanna copy it to EarPosition

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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

fluid grotto
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I assume EmoteValue is a menu driven parameter

queen palm
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yea

fluid grotto
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Ah, I thought it was controller driven

queen palm
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oh

fluid grotto
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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

queen palm
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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

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and i would be ok with that not syncing to newly joined players

fluid grotto
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Well. There are 255 possible float values. Could always make a big ugly setter. Lol.

slate egret
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So are you all nerds or am i dumb as hell because i didnt understand a single word said here

high spear
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This new update crap

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Do I need to reupload every 3.0 avi?

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I’ll be sad -.-

harsh zealot
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It appears paramaters do get reset to default if vrchat has an update

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you dont need to reupload anything good

high spear
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whew thank god

high spear
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👁️👄👁️

slate egret
harsh zealot
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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

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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

slate egret
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Oh i dont know what an inventory is or have one so imma update ty

merry swan
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Still counts the empty parameters if they are around {"name":"","value":0.0},

slate egret
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Oh so the character statistics?

harsh zealot
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The documentation states you can now flag a parameter to reset or not in the sdk when building the avatar

merry swan
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'sloweely updating mine to fix that' gonna take awhile

harsh zealot
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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

merry swan
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Dont tell me local avatars broke 🐇 throwing an error now instead

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eh just this avatar i guess other is fine

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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

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"ArgumentException: The file name is not valid."

steel iron
harsh zealot
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not sure it might depend on the update too, this particular one might have cleared them

fluid grotto
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So, yes we are all nerds

simple mortar
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anyone have a mandalorian avatar i can use?

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no?

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ok

silver adder
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This isn't the place to ask where to find avatars anyways.

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Wait, did the 3.0 and 2.0 channels just get merged into the same catergory?

merry swan
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'avatars'

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guess thats good, its been pretty all over

silver adder
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Welp, prepare for an influx of messages being posted in the wrong channels... Even more than usual.

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Other than that, looks nice.

merry swan
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wish 3 was below 2 tho 🐇 but thats me

woeful ruin
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3 bigger than 2, so 3 on top poi_strong

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if people come in here asking "where is X avatar" please shove them that way

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nicely

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🙂

muted gazelle
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That channel is gonna be spammed to hell 😅

merry swan
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🐌 muted it for now, rarely i look for avatars or have any clue where they are anyway

nocturne creek
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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.

cyan lava
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Did anyone else wake up to their 3.0 avatar having a cheek glitch? Mine started having one after this update :c

woeful ruin
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A... cheek glitch? 🤔

merry swan
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looks like a shapekey gone wrong, spikey

woeful ruin
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Yeah

cyan lava
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It wasn't like this last night, thats why I assume it was the update

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So frustrating 😖

fluid grotto
fallow sequoia
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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.

cyan lava
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Interesting...

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So it just made it more noticable now

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Well crap xD

silver adder
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Time to reupload all my avatars to take advantage of the new features. Luckily i don't have too many.

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I know i don't technically have to, but there are a few avatars of mine i want to tweak what parameters are saved.

fluid grotto
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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.

silver adder
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Plus converting pseudo-bools into real bool variables.

cyan lava
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I see I see

fluid grotto
silver adder
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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.

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Mostly just material swap stuff.

fluid grotto
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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

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I used them everywhere

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Thankfully all my avatars share the same controllers

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VRCEmote persists, which is funny. You can swap back and you're still dancing

silver adder
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Huh, my stuff is uploading WAY faster than usual.

placid karma
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aws? 🤔

desert vessel
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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 ):

fluid grotto
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How are you seeing the gestures act?

desert vessel
neon finch
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anyone else notice the values on 3.0's changed on floats from 1.0's to 2.0 values?

desert vessel
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however when updating to the new rex that's fixed. This occurred when the game updated yesterday

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I don't have the time to update my rex version yet though

rough girder
silver adder
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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.

desert vessel
neon finch
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gesture is mostly for bone movements

fluid grotto
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The Gestures On/Off stops your entire hands from animating, as well as any animations that can be triggered by hand poses.

desert vessel
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Oh yeah, I have definitely tried toggling that.

fluid grotto
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unless you have a Valve Index, then your fingers continue moving but it just blocks the animations that they trigger

desert vessel
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oh, hm

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Yeah no tried gesture lock, that wasn't the issue x_x

neon finch
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gesture lock just locks that layer

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however it also locks any fx animation gesture layer too

fluid grotto
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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.

desert vessel
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that sounds like it makes sense, then again I'm not an expert with unity

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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

fluid grotto
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I'm guessing the update can be as simple as a single file

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they just need to write in their default menu numbers in the new, official place to do so

neon finch
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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.

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so if you toggle gestures off anything that utilizes gestures in your fx animator is rendered useless.

fluid grotto
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Speficially, anything that uses GestureLeft & GestureRight Regardless of what layer it's on

neon finch
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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

fluid grotto
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all gesture lock does is make GestureLeft and GestureRight stop updating

placid karma
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i upgraded my sdk in place like we are supposed to do and my VRCExpressionParameters are still like the old version

fluid grotto
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Be sure you update your SDK in the way defined in the announcement. It's not the same as the usual SDK3 way

neon finch
placid karma
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🤦

merry swan
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🐇 actually i just overwrote mine ,nothing broken (12~ avatars converted to bool)

neon finch
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most the updates cause major issues with past versions that sometimes compleatly break vrc plugin for unity

fluid grotto
merry swan
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there was few plugins wich hated that, but i updated em

fluid grotto
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The method in the announcement works garunteed

merry swan
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ah i didnt touch the beta ones on my main, never will

placid karma
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which announcement?

merry swan
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learned that from 2017-2018 update

neon finch
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i havent updated in a long while so i havent had a chance to try out the new "bool" perms yet

neat knoll
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How do I change the size of my avatar

merry swan
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very handy, some of my 128 memory are down to 42 now

neat knoll
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I wanna be darkhon but he’s like 50 ft tall

neon finch
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if there like int though idk how it would benifet me much

fluid grotto
merry swan
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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

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no 16 limit anymore

neon finch
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most the things i do though require over 10 swappable keys

fluid grotto
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Yeah my avatars are a good 70% bools. nice you can have so many of them now

neon finch
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so int is more useable with that

fluid grotto
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It's just a bunch of prop shape keys triggered by bools. Super quick to make now.

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Having a name for everything makes it easier than indexing ints

neon finch
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my prefrence is the old way, a few bits of data isint much savings when your talking avatars in MB range

merry swan
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not that kind of memory

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you have 128 bits , for parameters, bool take 1 , int/float take 8

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means you can add alot more parameters

fluid grotto
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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

neon finch
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when you reach 1kb on an animator i would be confused.

fluid grotto
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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

neon finch
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i understand what they did

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i just confused why they limmit it so much

fluid grotto
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Becuase it's networking traffic

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it has to be capped

merry swan
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parameters are saved locally now , so changing room they persist

neon finch
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im aware of network caps

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i have a couple of avatars above 120mb

merry swan
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even empty ones are saved, so i cleaned those up

neon finch
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lol

fluid grotto
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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

neon finch
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oh i see what your saying

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yea anyone going for those limmits is probably doing something malicious anyways

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or a vary crazy animation

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but they could bypass it with a second int aswell

rough girder
desert vessel
lapis sand
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have anyone messed with parameter driver's Add and random function? it yells if it's not set to local only

fluid grotto
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For good reason

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Random means random, you don’t want the remote client picking a different random than you

steel iron
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usually*

fluid grotto
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Otherwise it would pick something else for a split second. Then a ping later get updated to what you picked.

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Can’t imagine that being entirely useful

steel iron
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Can't imagine having the option for no reason though.

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I bet there's a good use-case.

fluid grotto
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Not being local is quicker

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Just glitchier

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Essentially the value can rubber band because it’s being set before the network update comes in saying it’s set

steel iron
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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.

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So forcing things to happen that the user has no control over is kind of the name of the game right now.

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Well, that sounded more ominous than I intended.

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It'd be nice that when they implement an avatar collision system, they also make it something you could use with worlds.

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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.

steel iron
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vrcZZZZ 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.

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Something other than time that wouldn't just be easily exploited.

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Taking a breeeak.

lapis sand
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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)

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Thanks for answering though 😉

magic sleet
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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

pulsar lagoon
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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.

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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.

fluid grotto
leaden crest
fluid grotto
# leaden crest I'm intrigued by this, would this mean that if I use "Local Only" on a normal va...

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.

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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

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The same is true for add/subtract, they can also cause desync in a similar way

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only "set" is safe, since it's a determined result (if the value was desyched, it will be syched after a set)

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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.

steel iron
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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.

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Stuff like that.

steel iron
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That's a neat idea. Adding some form of cooldown.

neon finch
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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

agile solar
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Shift+F1.

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Both shifts control gestures.

neon finch
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yeah but f1 isnt reseting the gestures

agile solar
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Try both Shift+F1s.

neon finch
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i have both of the hand controllers for right and left are set up the exact same

agile solar
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Oh, I see what you mean. Sorry.

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Rule 15.

burnt pivot
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sorry

agile solar
burnt pivot
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alr thanks

leaden crest
grim brook
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Anybody that uses Mochie Uber shader know how to get the SSS to work?

cobalt yew
sand wren
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i wonder

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whats the cache size for avatar params

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is it like 100 avatars? 200?

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just curious to see how many avatars until parameters get removed from local cache

cobalt yew
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what if there's no limit 👀

woven pecan
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limit is only your imagination

remote echo
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☝️ 👍

fluid grotto
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Not even a gig

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Heck the folders probably take up as much memory as the data so maybe double it

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32 meg, lol

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The footprint is so tiny that it’s surely uncapped

compact abyss
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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

fluid grotto
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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

modest sun
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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

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When not in expression parameters, the bool or trigger is assigned directly as expected

fluid grotto
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Could you give an example of how it’s working?

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Not sure I understand

modest sun
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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?

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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

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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

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Why would you put triggers in the expression parameters? Not sure.

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Maybe the emulator should just check all the weird cases and pop up a warning if something is done in a weird way

fluid grotto
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It would make sense though, the data type does not match

modest sun
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But it works fine if you set it to 1 in the debug inspector or use Random

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Yeah honestly maybe I'll add a warning in those cases instead of trying to emulate them

compact abyss
compact abyss
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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

fluid grotto
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The official component was not removed.

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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

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You are free to use any side effects that are not intended - but you run the risk of having it break in the future.

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If you want stuff future proof, which you should if it's public, stick only to the documentation

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But being creative and using things how they weren't intended, is how they figure out what's actually wanted :)

cobalt yew
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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.

steel iron
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Cleared my cache a few days back at 60 some-odd GB. 💦

merry swan
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not the cache folder, it has its own in user

pulsar lagoon
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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.

pulsar lagoon
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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.

fluid grotto
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I would recommend against using extra animators at all, honestly. My opinion is eventually they might break.

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if not intentionally just incidentally

sand wren
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i like the new update except for the driver stuff too

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u can use booleans as binary now and take up less space than integers

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25 toggles for 4 different items each will take up 50 bits of space

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whereas if u used integers

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200 bits

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which doesnt even fit

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compared to having free room left over

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Top00 bool
Top01 bool
Bot00 bool
Bot01 bool

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binary combinations for 2 bools:

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ff
ft
tf
tt
so 4 options

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downside is u need one integer minimum for menu buttons

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or use a float, either way

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int limit to 255 menu buttons per

fluid grotto
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Yeah if you have an item that needs four possible values you can just use 2 bools in tandem

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Someone was complaining about a catch 22 earlier, I only realized this recently

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the minifloat only has 255 possible values, one binary representation means "negative zero" and is not used (or settable)

long pagoda
#

Hey does anyone know any worlds with cute dog/cat avatars that are position like an actual dog/cat

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not one that is like a human in a costume

granite delta
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make more splatoon avatars

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pls

neon finch
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Anyone know where I can get skeleton avatars

granite delta
merry swan
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C:\Users\username\AppData\LocalLow\VRChat\VRChat\LocalAvatarData eh i know, found it in openbeta

neon finch
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Hey FPaul!

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What do i do?

light flax
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Post your issue here, and someone (not me specifically) might be bale to help you out

neon finch
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Im not able to upload a vrchat ready .vrm to your servers.

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I don't have the permission to yet, so, here i am requesting permission.

light flax
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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

merry swan
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Convert it to vrm > fbx in BLENDER first, dont convert in unity its a mess 🐇

light flax
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And you do not want to straight import a VRM, that will likely need some more tweaking in blender to optimise.

neon finch
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i have the .fbx..

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fully rigged, visemes and all

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it works in unity

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that whole mess is behind me

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i already did all that

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i just don't have the permissions

merry swan
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🐌 then you wait for permission, vrchat will tell you

neon finch
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how much is the typical wait time for permission?

light flax
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Read my text.

neon finch
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kk

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its 2000 polygons

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its already optimised with the Cats addon

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In the sdk it says Overall Performance: Exellent

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But i can't even offline test, i just need perms

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I really don't know what to doo

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its 2:08 in the morning and im dying

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kidding

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im just impatient as always lel

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Hello?

strong shell
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he told you everything you need

neon finch
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i meant when i will be able to get perms

strong shell
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if you read his text, the answer is there

neon finch
#

I wait for permission, but how are the average waiting times is what im asking.

strong shell
#

I get the feeling for some reason you aren't reading his text and I don't understand why, but good luck

neon finch
#

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?

merry swan
#

apperantly yes

strong shell
neon finch
#

WAITT

#

I SAW IT

#

the snail

#

so, a long time huh.

#

damn it.

merry scroll
#

Is there any support for physics on avatars outside of dynamic bones?

strong shell
#

there's spring jounts

#

joints

remote echo
#

Rotation constraints are good to depending on what you want.

neon finch
#

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

iron saddle
#

(desktop mode:)
on av-3.0 sit/unsit animations issues that breaks main IK avatar animations
are more frequent then before

brazen geyser
dire peak
#

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

modest sun
#

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.

graceful nest
#

Synched triggers? Since when?

fluid grotto
#

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

modest sun
#

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

fluid grotto
#

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

graceful nest
#

what are stage parameters again?

fluid grotto
#

Stuff you’ve put in your VRChat parameter asset

#

To network sync

graceful nest
#

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

fluid grotto
#

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

graceful nest
#

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

fluid grotto
#

But it will also get disabled when you exit the menu

#

Since menu params always set to zero on exit

graceful nest
#

I don't get what's the point of them then

fluid grotto
#

For knowing if you’re currently in a menu or not

graceful nest
#

it seemingly worked with ints

#

I mean I can probably get the same behaviour with an extra state

fluid grotto
#

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

graceful nest
#

Yeah I see now

#

I guess I just misunderstood how it worked

fluid grotto
#

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

solemn tundra
#

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

remote echo
solemn tundra
#

the default lighting is a directional light (sun) and no ambient, is that right?

cobalt yew
#

I personally set up the post processing stack in my scene so i can test emissions but that's it.

remote echo
#

Yeah

#

People tend to not mess with lighting unless they really know what they're doing.

cobalt yew
#

it's the reason i don't make worlds. lighting is confusing in unity. lol

remote echo
#

Well there's a lot that goes into lighting to make it nice if I remember right, but that's world talk.

solemn tundra
#

so for your avatar creating shenanigans, which post process effects do you activate for your tests?

cobalt yew
#

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

remote echo
#

Wrong channel, but deviantart

#

However there is a Vivi model I believe on Deviantart or something. Had one awhile back.

loud cape
#

you can however specify which shader the avatar uses

solemn tundra
#

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

hushed glade
#

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?

strange adder
#

for importing new avatars, should i use SDK 3 or SDK 2? Is there any difference?

loud cape
loud cape
strange adder
#

okay, thank you

neon finch
#

is it just me or the unity broke the upload UI is not coming up when i build and publish a avatar

loud cape
teal folio
#

Pleaseeeeee helpppp:

#

Awww I can’t post pictures 😦

muted gazelle
#

Maybe try the help channel just below

merry scroll
#

Why does VRCSDK avatar 3 Build have to do the process two times? Including processing shader variants, Future Proofing, and Building/Compiling

burnt raven
#

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

merry scroll
#

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...

inner drift
#

Where is avatar descriptor?

fading moth
#

Does avatar 3.0 have any optimise to avatar ?

modest sun
#

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

merry scroll
#

Sure my question is more, why might my sdk run the full set of operations twice?

fading moth
#

I just care about that what 3.0 improvement , only the parameters?

modest sun
#

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

merry scroll
#

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?

inner drift
#

Uh guys

#

for some reason I can't upload as soon as the completing future proof is finished

#

help pls

burnt raven
#

turn future proofing off in settings

inner drift
#

ok

#

Doesnt work

#

I also have perms to upload

burnt raven
#

do you have any console errors?

inner drift
#

Nope

burnt raven
#

what exactly happens when you try to upload?

merry scroll
inner drift
#

Nothing happens

burnt raven
inner drift
#

When I click it literally nothing happens

burnt raven
#

when you click build and upload?

inner drift
#

Add me

merry scroll
#

What version unity? does title bar say win osx Linux dx11? Using a latest vrcsdk?

burnt raven
#

please dont call me unannounced like that

merry scroll
#

@inner drift

inner drift
#

ok

merry scroll
#

2018.4.20f1

inner drift
#

Yes

#

That one

merry scroll
#

Try importing the latest sdk for your avatar type?

merry scroll
burnt raven
#

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

merry scroll
#

Somewhere in the project?

#

Or. Ok I'll look when I can. Thanks :)

burnt raven
#

they're stored in a temp folder somewhere

#

AppData\Local\Unity\Editor\Editor.log

inner drift
#

Whats the latest unity versioN?

#

Its latest 1

inner drift
#

It shows its only assisting 2018.4.20f1

graceful nest
inner drift
#

i deleted my unity and just downloaded unity hub

inner drift
#

Not wokring

#

Still the GUi is not coming. It's probs useless to ask here so I just contacted Customer survice

loud cape
inner drift
#

k

#

Where to find i?

loud cape
#

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

inner drift
#

Don't see it

#

Imma send u a screenie in DMs

trail rivet
#

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

unique comet
#

not supposed to delete the sdk2 and drop the sdk3, because it will break everything

trail rivet
#

oh

#

as in break everything in the sdk?

#

because i know i have to recreate stuff with 3.0

#

ahh

#

fair enough

#

silly me

livid spruce
#

hey

#

does someone know how to makea custom avatar

#

i need halp

granite violet
#

Blender my dude @livid spruce

bleak idol
#

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

trail rivet
#

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

hasty ocean
#

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.

vivid silo
#

Does anybody know where I could get a mimic chest avatar ? If you know what I'm talking about

agile solar
trail rivet
grim sigil
#

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.

lapis sand
#

Hai, can you use constraints for Quest avatars?

marsh trail
#

@lapis sand Sadly not

lapis sand
#

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

fluid grotto
#

Literally anything is better than the robot of course

lapis sand
#

I forgot I can't send screenshots in this channel #avatar-help

trail rivet
#

how many individual controls can i have in a expression menu?

harsh mica
#

anyone know a place i can get templates like free assests? like hair hoodies n so on?

trail rivet
#

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

neon finch
#

still very active

harsh mica
#

ahh okay also does anyone know how tall a room should be for the average vrc player? making a map

loud cape
#

but you can have submenus

#

so another 8 menu items inside of 1 menu item

gloomy steppe
#

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"

thin cedar
#

im having some real struggles getting my avatar optimized. im willing to pay someone to do it for me at this point

lucid nova
#

any recommendations on a good flying avatar?

red comet
#

anyone know where i can get some attack on titan avatars?

valid patrol
#

Please, they just made that channel

modest sun
#

@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.

steel iron
#

Just a cube at 0 0 0 with the rotation at 33 on the X.

small marten
#

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

lofty ridge
#

Can anyone find me rem from re zero for the quest

#

Dm me the world

upper remnant
neon finch
#

Voted. That would be amazing to have back because I was really hoping to do something cool with the Jiggle FX...

prime pelican
#

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

neon finch
#

Ints should be able to go up to 255

prime pelican
#

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

dapper hearth
#

They broke particle death animations?

pulsar lagoon
#

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

inner drift
#

soooo

jolly onyx
#

text on your hoodie? like textured in on a uv map?

tame galleon
#

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?

burnt raven
#

hit detach on the pipeline manager component

#

your avatar is tied to the id there

tame galleon
#

thanks!

cobalt yew
woeful birch
#

can you not Build and Test models until verified or am I not following where unity is saving the avatar file

latent whale
#

Is the build and test not going through or do you not know where it is in game?

woeful birch
#

it says there should be an others section in the avatar select screen

strong shell
#

it is against the rules to spam your question across several channels

raven mantle
#

oh

#

my bad

steel iron
#

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.

cobalt yew
#

saigo good point. clever.

#

tho true rangefinder would be more accurate most likely

remote echo
#

We need a flowchart for questions at this rate. 🤔

silver geyser
#

can you move your view ball in animations

trail rivet
#

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

low whale
# trail rivet so i have a hue shift animation on my avatar using poiyomis but im also wanting ...

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.

solemn tundra
#

now that might be a weird question but before i try... could you play walking sounds ingame?

loud cape
#

probably

noble island
#

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.

feral sluice
#

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?

solemn tundra
#

i will try it out then

#

i want to try for a metal robot and do some CLUNK sound when he takes steps

signal sigil
#

Did they break the latest 3.0 setup?

#

I downloaded it and the editor looks very different

steel iron
#

Former is much easier than the latter, but the latter can be a lot more fun(/annoying?).

solemn tundra
#

actually since i have full body...

#

you can guess the latter might be somewhat preferable?

#

heh

steel iron
#

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.

solemn tundra
#

oofie

steel iron
#

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.

wintry willow
#

any good shaders do yall recommend?

steel iron
#

A very broad question.

#

It depends on the look/style you'd like.

wintry willow
#

cell shaded

#

style

steel iron
#

Silent has cel shading shaders.

wintry willow
#

oh this looks good tyyy

upper remnant
#

@steel iron you mean the measuring thing? Can read particle death with that

steel iron
#

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.

upper remnant
#

If one of the transforms gets disabled the float would read as 0.0

#

Hypothetically

steel iron
#

It's not a particle though.

#

OH

#

Okay, combining stop-action with the objects.

upper remnant
#

Yee

steel iron
#

OKAY

#

Just have the main animator force it back on after you kill the particle, disabling the object.

restive edge
#

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.

loud cape
remote echo
#

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.

burnt raven
#

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

remote echo
#

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

burnt raven
#

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

burnt raven
#

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

remote echo
#

☝️

loud cape
#

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

burnt raven
#

also in av2 you only have 7 gestures for both hands and they are shared

#

and 8 emotes

cobalt yew
#

and 3.0 has near UNLIMITED POWER

#

cough

remote echo
#

well you can also swap gestures with parameters

sudden valve
#

dose anyone have a Baby Groot avatar that i can have?

strong shell
merry scroll
burnt raven
#

lol what

#

why is it doing that

#

does it do that on a fresh project?

merry scroll
#

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?

burnt raven
#

most definitely not

merry scroll
#

😢

#

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

merry scroll
#

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

burnt raven
glass sentinel
#

Does anyone know how to make a functional bow in an avatar?

#

As I've seen few avatars have them

remote echo
#

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.

mental solar
#

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

remote echo
#

People that do 3D modeling tend to know how to texture and rig though.

patent mica
#

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?

loud cape
#

doing it with a texture is a bit trickier

patent mica
#

I'd prefer textured

loud cape
#

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

patent mica
loud cape
#

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

patent mica
#

well I could just have 15 frames then

loud cape
#

exactly

patent mica
#

doesn't sound so bad

#

how about rigging?

#

do I need a premade rig

loud cape
#

you can rig it however you want really, it's flexible

patent mica
#

I would need to provide my own walk animations in that case then?

loud cape
#

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

patent mica
#

I'll just custom rig it

#

I've done it before

loud cape
#

no, if it's humanoid then the SDK has all the default animations

patent mica
#

oh alright

#

there will probably be some parts like hair and clothes that will move

#

do those need bones?

loud cape
#

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

patent mica
#

and the other option?

#

and you do the rigging in unity?

loud cape
#

no, all model editing is done in blender

#

you'd do the rigging in blender and then set it up for vrchat in unity

patent mica
#

got it

#

what were you saying the other option for hair was though

#

nvm I can probably find out

#

thanks for all the help

loud cape
#

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

patent mica
#

alright thanks

feral sluice
#

how many submenus are you alloweed to have?

manic forge
#

as many as you want

graceful nest
#

Don't see why there would be a limit

#

You just keep nesting them for what you need

feral sluice
#

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

graceful nest
#

you probably did something wrong somewhere else

feral sluice
#

I don't see anything wrong. it looks exactly like my first submenu

#

ill send some pics of what it looks like

graceful nest
feral sluice
#

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

fluid grotto
#

I have the last page of my menu just link back to the first

feral sluice
#

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

fluid grotto
#

Yes. Av3 is fully quest compatable

pastel cargo
#

Hey, does anyone know where to find an Avatar of Morshu?

granite delta
#

sinep <now put that in reverse

round lance
#

just made my first avatar work! such an event!

#

🥳

merry scroll
fair rover
#

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

modest finch
#

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?

trim orchid
#

Anyone know where i can find zefer from fairy tale?

agile marlin
#

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?

steel iron
agile marlin
#

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

hardy marlin
burnt raven
#

@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

steel iron
#

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.

burnt raven
#

just do a viseme password

#

"praise saigo our lord and savior"

steel iron
#

Because they'd have no idea.

#

It only needs to sync up for you though.

burnt raven
#

I guess it depends how you plan on "locking" the avatar?

#

if locking it means disabling all its features then yeah I guess

steel iron
#

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.

burnt raven
#

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

steel iron
#

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.

burnt raven
#

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

jagged grove
#

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?

steel iron
#

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.

burnt raven
#

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

steel iron
#

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.

remote echo
#

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.

burnt raven
#

a mute only avatar that locks up if any viseme gets activated vrcThinking

remote echo
#

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.

steel iron
#

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

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

steel iron
#

Only if it doesnt reach third state.

leaden crest
#

and if it does?

steel iron
#

It reaches third state and doesn't transition back.

#

So you need to trigger both bools to hit third state which saves the unlock.

leaden crest
#

if the unlock is saved, then it's in cache though

#

which then can be edited

steel iron
#

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.

leaden crest
#

Good luck! I couldn't find a solution for this issue, it'd be amazing if you do

#

night night

eager widget
#

time to test my first avatar

eager swift
#

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

loud cape
#

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

eager swift
#

yeah but i cant get to my homeworld to test it

#

because vrchat cant log in

thorny gate
#

do i have to be in vrchat to get an avatar ? or can i get it thru the vr website ?

thorny gate
#

o

valid patrol
#

Or get a vpn

eager swift
#

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

valid patrol
#

Though if you can't connect to vrchat servers at all, it won't work as you can't login to build

eager swift
#

i can somewhat access their servers

valid patrol
#

You can always pay off the it guys

eager swift
#

my dad is the it guy lmao

#

so paying him off would be a bit of a challenge

#

ive tried before

valid patrol
#

Damn why won't he unblock it for you

eager swift
#

"school is for work not gaming"

valid patrol
#

F

eager swift
#

it took me to finding a root exploit in the old linux laptops just to play flash games ):

valid patrol
#

Damn

eager swift
#

feels bad man

valid patrol
#

Well I think as long as you can log in from unity and build it would work

#

But you need a world to build

eager swift
#

that's not a problem i could throw together a test world

valid patrol
#

Go for it

heady patio
#

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

clear crater
#

You should be fine.

heady patio
#

ah ok good to know

valid patrol
#

If Mario can have them so can you

remote echo
#

It's just a matter of using common sense and your better judgement.

fringe cobalt
#

I really do not blame them for asking in this day in age

remote echo
#

Well and that's the thing to. If in doubt, ask. 👍

fringe cobalt
#

Us women should be able to take off our shirts too 🗿 (This is humor)

clear crater
#

I agree. (This is not humour)

#

( ͡° ͜ʖ ͡°)

fringe cobalt
#

I was looking for cheems

#

Forgot we cannot use outside sourced emojis

clear crater
#

No fun allowed.

fringe cobalt
#

Well just imagine me sending a cheems and sending horny

clear crater
#

🐶 👉

fringe cobalt
#

That works

clear crater
#

You got me.

valid patrol
gaunt adder
#

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

loud cape
#

CATS has like a one button fix for the avatar

gaunt adder
#

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

loud cape
#

ahh, I see. I think i've used UniVRM at one point, been a long time though

lapis breach
#

what is the most common place people get their avatarss from

runic delta
#

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

neon finch
#

Whats so special about 3.0?

loud cape
#

@neon finch you can essentially use the entirety of the Unity animation system, instead of being confined to replacing the existing animations

neon finch
#

Ok

wide zealot
#

Does anyone know where i can find a good looking hobo eren avatar

quaint ice
#

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?

fallow sequoia
# runic delta https://twitter.com/FlowerGoodYes/status/1354599542876987394?s=20

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.

worn ruin
#

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?

compact brook
#

hm, how can i use multiple toggles? only one can be used currently

#

or does it have to be floats?

rough edge
#

is it possible making horns shattered and floating and let them make forms in a shape how the horns was

runic delta
loud cape
#

a single layer can only have a single state active at a time, that's how animator controllers work

steel iron
#

Could drive a float and that'd sync. But Eh. A little work.

compact brook
loud cape
#

means you can have a lot of parameters

#

a bool is simply a true or false value

compact brook
#

Yeah started this morning on it 🙂

loud cape
#

👌

hexed matrix
#

can someone please help me install sdk

#

ive tried for over 1 week and cant get it

strong shell
#

what did you try

loud cape
hexed matrix
#

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

loud cape
#

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)

hexed matrix
#

who can help me install the sdk and stuff

strong shell
hexed matrix
#

can someone help me with the sdk installing

strong shell
#

we have given you the tools and tips and the docs

#

you have everything you need

#

now you only need to do it

strong shell
# hexed matrix can someone help me with the sdk installing

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

hexed matrix
#

ive tried for 2 weeks i cant suceed

strong shell
remote echo
#

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

agile solar
#

He DMed me to ask how to do it.

#

I gave him the link to the doc.

strong shell
#

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?

remote echo
#

🤷

#

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.

remote echo
#

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.

strong shell
#

no need to insult

remote echo
#

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

hexed matrix
#

who can help me with avatar making

wheat drum
#

Mood. So many people in this game only got a little pea sized brain rattling around in their thick skulls.

stark cosmos
#

Depends what your going for

hexed matrix
#

i already haveunity

stark cosmos
#

It depends what you want to do

wheat drum
#

They need more information before they can determine if they can help you or not

hexed matrix
stark cosmos
#

Like are we rigging? From scratch? need to be more specific

hexed matrix
#

i have a modle and i want it in the game

stark cosmos
#

what model

hexed matrix
#

but idk how to put it in the sdk/editor

stark cosmos
#

and is it rigged?

wheat drum
#

Have you tried googling vrchat avatar tutorials?

hexed matrix
#

yea

#

and idk about rigged

wheat drum
#

I think you need to do some more research before diving into uploading a model

stark cosmos
#

Yeah

hexed matrix
#

why

#

i just dont know how to

stark cosmos
#

Which is why you should google it if you have no clue

wheat drum
#

No offense, but you clearly don't know enough about 3d modeling and unity, etc, to do so properly

stark cosmos
#

this is really for support not for step by step tutorials for scratch

stark cosmos
strong shell
# hexed matrix i just dont know how to

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

stark cosmos
#

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

worn ruin
#

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

clear crater
#

In here is fine, I guess.

rigid oxide
#

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

bronze dagger
#

hooray, i made my first avatar

#

now to make a world for sharing em i guess

agile solar
#

If it's only one avatar, there's no use making an entire world for it. HAW

#

Show it off in public worlds and get people to clone it off you.

bronze dagger
#

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

worn ruin
#

alright, dyno gave me my answer

opal bane
#

hi

hexed matrix
#

can someone help me make avatars

clear crater
hexed matrix
#

whats that

clear crater
#

I wonder.

hexed matrix
#

like does it use unity or a difrent editor

clear crater
#

Yes.

loud cape
valid patrol
#

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.

prisma sentinel
#

I managed to set the avatar in a webcam

#

only took me an hour or two

fluid grotto
#

(And if you never have used blender before, get the absolute latest version. Save yourself having to re-learn it later.)

valid patrol
#

Don't get the absolute latest

#

Has some stupid bugs that make weight painting unbearable