#avatar-general
351 messages · Page 23 of 1
Is there still a different limit on quest avatars?
Yaya's right, specifically and in general. The latest version of anything is a frontier that must be tamed by people not already working on important projects
Wait no, I should have said "lone wolves with nothing to lose"
Always will be...
7500 is the Max tris a quest user will always see
10000 is the Max tris they see if they turn on show poor avatars
Any higher than that and they will not see you unless they manually force-show your avatar specifically
But there is no upper cap in that cases
Anyone having problems when uploading an avatar that a material ingame changing compared to what you see in Unity and the avi preview in "My Creations"?
If it was a configurable av3 made before the recent update it may have set up default parameters incorrectly
It was a 2.0 avatar that i converted to 3.0 - it worked first time i uploaded it, then i did some edits to some parameters n menues and now its messed up 😄
Otherwise remember that if you have an avatar that is set to be able to change materials with a menu, it now stays that way when you switch out and back
Thanks a lot, it turned out that me having toggle for different eyes messed it up!
You can use the “reset avatar” option for what normally used to require switching avatars
Relogging, using portals, and switching avatars no longer resets avatar menu customization
yeah, i think is cus this is an optimised version of my avi and it got some materials re-atlas'd and i have to redo the animations or just remove them completly lol
If you edit your avatar in blender it can usually scramble the material order in unity
To fix it, select all triangles on the avatar and run the command “Sort Mesh Elements > By Material > Based on Vertex”
Nothing will change visually, but the data has been reordered so the order of the materials in blender will be conserved when you export it to unity
This will fix the headache of updating all of your animations to animate at the correct material slot number
Where can I get some avatars? Like besides copying public avatars
there's some you can find in here
https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Avatar-Models
how do you set up bool parameter
is it just the same as int?
how does it work in the fx?
yes
it's like any other parameter
except it's just a true or false value
in the transitions
yes
and transition to idle you say false
@loud cape are u free to call for like 2 minutes to guide me through one example
in the Expression parameters, set your parameter as "Bool" instead of int or float
in the menu, add a toggle, and then specify your new parameter
and you don't need to add anything else for a toggle in the menu
has there ever been official word on why the offline testing feature is also only available for 'New Users' an above? ive made 3 avatars so far and would love to be able to see wether they even work at all
I did make a canny post about that some time ago. Hopefully this issue can gain some more attention and be changed in the near future
https://feedback.vrchat.com/feature-requests/p/allow-visitor-rank-to-locally-build-avatarsworlds
anyone know why the grab fx from VRCLabs disappeared? Wasn't online for a week and now the grabbing constraints aren't working anymore
none of that works anymore
due to the core mechanic it relied on to work (stop action) got broken by the latest update
Stop action wasn't broken, stop action still works fine, the part that broke is communicating the state of a stop action back to your animator to drive animator states with it. You can still use it the old 2.0 way just not the 3.0 way.
yo
What's the best way of adding shader on screen, only for your avatar? I want to add nightvision on my avatar that can be toggled on and off.
You can use the IsLocal parameter to make a transition only occur for you, the local user. Just add a condition that IsLocal is true (Add it to the animator as a bool first.) So you would transition to a state that activates, in the case of night vision, probably just a sphere or cube constrained to your head with the shader you want applied to its material
Or you could just make it enormous I suppose if it needs to encompass everything for the effect to work, doesn't really matter as long as you're using the IsLocal parameter
question, I've uploaded an avatar to vrc twice tonight and it's yet to show up. I did the test build thing with the same avatar and it worked fine, but the actual upload isn't appearing in game. I can see them on the website, but not in game. anyone know possible reasons for this? are the servers just being dumb?
Maybe the unity or SDK version is wrong
Which Unity version did you use?
What animation layers can be disabled by user settings?
Which version of unity should I use for quest avatars? I'm using 2018.4.20f1 for regular but I don't see the option to add android modules?
that's the one
Child animators can't drive parameters anymore, which was a core function that GrabFX and many other VRLabs prefabs used. The best you can do for now is try and support these three canny's for hope of a replacement system.
https://feedback.vrchat.com/avatar-30/p/feature-request-add-an-avatars-30-component-to-measure-the-distance-between-two
https://feedback.vrchat.com/avatar-30/p/feature-request-touch-triggers
https://vrchat.canny.io/avatar-30/p/feature-request-particle-collisiondeathstop-callback-to-set-parameters
ah thanks for the answer - to bad, i was currently working on some grabable stuff for my avatar
Yeah, a lot of avatar features, especially from VRLabs broke due to the change.
new to vr chat was trying to install an avatar watching a tutorial with unity and the sdk but there is a minimum playtime to use it. Anyone know what this play time is? Can I search prexisting avatars instead of picking from random selections?
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
gotcha thanks guess ill just mess around for a bit so i can upload my own
can someone show me a world were i can get an avatar of the gingerbread from shrek?
So I met a person today with the knuckle controllers, and they managed to make it so that when they do Peace Sign + touch their B button would result in the Peace sign turning into the ASL Sign for R 🤞 , any idea as to how they did this?
probably used the VRC Tracking control behavior to disable the tracking of the hands, while also using an animation to move the fingers in that way
either that, or it's some external thing that changes the hand pose in steamvr
Hey I'm kinda new here but I have a random avatar related question, does anyone know where I can some sort of western avatar for the quest? Like from red dead or just a cowboy in general, I've looked but to no avail.
anyone know any free 3.0 movement controllers?
i have a ghost on my avatar that i want to RC control about
just basic forwards backwards turn left turn right stuff
and a follow
ive seen avatars with these kinda things but they are all in japanese and cost whatever that countrys currency is
im making the most scuffed spider avatar in the world
Welcome to the squad. Want an invite to a spider community on Discord where people teach each other how to make them?
SUre
Sounds kinda clickbaity, a discord that exists just for making spider related models
Almost too good to be true
Its a thing though 😛
Thanks, appreciate the help 🙂 I'll have a look through it once im outta adobe medium, made a rough model so far, but i winged it, so itll probably be scrapped once I realize its no good, lmao
new spider buddy, nice, welcome to the somewhat working spiders community
all you need to make now is a spider walker from destiny hahah
i say that as my whole avatar is destiny themed
being able to drive a spider walker would be awsome but i cannot find the model
Spider people unite! 🙌
everyone: just use CATS to decimate your avatar to 5000 tris for quest compatibility!!
My avatar when I do that:
Oh damn I can’t send pictures in this chat
But. It’s bad
can send imgur link
It’s fine it’s just a fucked up avatar LOL
I wonder how people make like, good looking quest compatible avatars from anime bases...
anyone know a decent spring setting for followers?
ive been playing about with it but no clue whats decent for a smooth movement
manual retopo, high to low normal baking, carefully crafted loops for parts that bend
That’s interesting I don’t think the B button specifically can be captured as an input in animation controllers
Never decimate. Convert to quads, dissolve unneeded loops. Ends up so much cleaner
Yeah i have no idea, i just know that they showed me them doing the peace sign and touching the A, touchpad, and analog stick, and it resulting in nothing, but when they touched the B button it did it
I wonder if VRChat can dymaically handle your controller type changing mid-game. If so, it's possible they bound it to stop claiming to support finger tracking, so VRChat naturally reverted to oculus style hand poses, and they had a custom peace pose
Just do it yourself 😂 I swear the cats aint good enuf! 💖😂
Im doing this right now actually :3
Nah, I have an avatar that disables tracking and forces finger transforms via constraints for this reason.
is there a way to have your avatar's view point change by gesture or something similar?
like, having your avatar turn into something else that's taller and having the view point change so that your view point is now at the height of taller character
not really asking how to do it, just asking if it's possible
also, how hard would it be to make a vrchat avatar larger?
This isn't hard.
This isn't hard either, but it's a janky workaround and it's tedious.
Well, not even tedious, so much as kinda gross.
does anyone here commission? pls DM me 🙂
i might do reverse commissions
where i get paid to ruin avatars
because i sure as hell can’t make them
Scuffing something so bad it's impossible to figure out what's wrong is an art as well.
But it only happens when you don't mean to.
Why do
Why does quest have exclusives
Because fuck the consumer.
those are the guys responsible for the wii u failing smh
hey does anyone know someone who makes custom avatars?
Go to the vrc traders server in #community-servers-old
oh okay cool thank you

Just wondering
After you make a character model how hard is it make it all colored with hair and all that jazz?
Is it was harder or modeling is the hard part?
am maybe going to buy an 3.0 avatar but I don't know how to put it together and uploaded ree
Most booth models are pretty much ready to go, you'll only have to upload. If you're buying from a person, it will depend on them. 
Do you guys know what the best dynamic bone settings are or at least what you usually use for things like hair, cosmetics, thighs, etc.?
Thank you
Because people don’t know how to build for windows
So, you run a quest support decimation service?
Tfw the requirements to build for pc are less strict
I know of some Mac issues where you can build for Android easily but the Windows build fails
My guess is those people just give up on having a windows build
Or they just don’t know it’s needed
Remember quest users are used to not seeing other people. If PC users don’t see them in return, it is business as usual for them.
Those all make sense
I make all my avatars quest compatible now, even if they aren't public. I also feel like spite for the other platform could be a thing with some people, I've seen so many people go crazy over the existence of quest users being near them, and quest users who just hate them too.
It's a stretch though
I feel like when it comes to PC and quest users its just a love-hate relationship
so far ive uploaded one avatar that doesnt work on quest but it was someone elses avatar that i uploaded for them
all of my avatars ive uploaded work on quest
actually they"work" on quest
they are horrible to use
they spawn sideways lmao
And that's why quest users hate us
can someone give me a avtear
What are some good places for assets, other than deviant art?
booth, gumroad, asset store just to name a few
that too^^^
Thank you. Not too sure what I’m going for exactly yet. Will probably just throw it together in my head and hope it looks good coming out 😂
I love vrchat lmao
ive done something really cool and i am surprised its even possible
as ive never seen it done before
basically
i scapped my Ghost being a RC drone
and instead
made it so i can Literally become it, switch places so to speak
my avatar stays behind and i can wander freely
then when i am done
i toggle it
my avatar gets warped to me
no animation for that yet
and i can just do whatever
right now i am adding functions to the ghost
like a laser pointer, some neat animations of its own ect
Can VRC Animator Layer Control go by layer name instead of index? When I need to delete a layer, everything gets offset and it’d a big pain to fix
Man, I just spent half a day setting up animator gesture layers using VRCAnimatorLayerControl to attemt blending between left/right hand gestures
and I've seen things break in such spectacular ways
I'm fairly confident that this thing doesn't quite work the way it's supposed to 😂
Is there a way to get the files of an avatar you have saved and download it to be able to make changes to it?
That is explicitely against terms of service and will get you permanently banned from the game
so don't
is it possible to hide particles from my view but not others?
i am making a scanning beam for my avatars ghost when i pilot it but the issue is my sight gets blocked completely
you can animate using the isLocal parameter https://docs.vrchat.com/docs/animator-parameters
okay thankyou
so i did this completely on accident but somehow i managed to make my avatar fly when it has a shield enabled
lucky for me its actually controlable
no idea how i did it
but i have that now
lovely
Sounds like theres a collider on it
huh
Sheild probably just a collider and they interact with your player capsule via physics and can bump you around. Unless it's a box directly under you butt at an angle, then it's probably a lot less controllable than it could be.
Are those allowed in game?
But like you could just fly through a map
They can collide with physics items in worlds tho
It's not that easy
It's pretty scuffed
I've seen people just no clip in game, is that also something people can just do with avatars or a mod, and it wasn't space drag, they were on pc
collider flying is scuffed and slow
ok sorry
Probably
It was funny as fuck though, A-posing half life scientist with creepy ambience playing as he no clipped around the great pug
I am new here in the group
My collider flight is pretty 👌
Thank you
You can animate the collider for different speeds and flight modes too.
vrchat pleash fix ur game u broke it in the latest update
Not terrible, just touchy.
Just sucks that I can't teleport people in Udon worlds right now.
They consent by sitting on a chair, don't worry.
Instead of animating locally another option is to use a shader with a distance fade option, like VRLabs' particle shader or poiyomi. You can set it so the particles are invisible inside a certain range, so the ones close to your face don't block your vision.
thank you! the funny thing is i actually have both packs haha
No prob! VRLabs' particle shader will probably work perfectly for your needs
yea haha
i have alot of vrlabs packs
follower, particles, world anchor ect
they are so helpfull
Show!
So would y'all say the general idea for anime kids is the younger they are, the smaller their mouths and lower their eyes?
Does anyone know why colliders on like a chest (to touch with the hands) look okay in Unity but jittery in VRC? I was gonan try modifying the update rate or time scaling
This probably has been asked a million times, but what are some nice avatar worlds?
Like, any studio ghibli avatar worlds?
There's a ton of Ghibli worlds.
Anyone know where I could find an avatar with VRClense?
I'll rec an updated showcase of the avatar when I get this last thing done. 😏 👉 👉
May be a bit though.
probably too much stiffness on the dynamic bone. try to avoid stiffness
Does anybody know where I can find avatars made by 4Heads?
4heads?
Okay, I'll adjust that too
Does any one know where I can find a Godzilla avatar for oculus quest 2?
would alcohol fall under nsfw? my avatar has a bottle of vodka as an item and i dont know if i should tag it nfsw or not
I encountered a godzilla the other day at one of the hangouts. black cat so it seems like its common
I don't suppose the new patch has fixed the bug where on-avatar seats don't work if they're initially disabled?
I finally got the hang of CGE, and it is so good
@graceful nest Sorry to bother you again, tried installing your avatar tools, but again, my debilitating amount of Unity addons is causing the "Pumkin" entry of the menubar to not show up, not even in the "Window" section, where Nara's tools ended up
oh god oh fuck, no, please. I just spent forever setting up the descriptor and controllers.... I tried removing the outdated version of VRCAvatarEditor and PumkinAvatarTools and restarting Unity, and now the vrchat sdk is doing the zombie mode thing where only clear local cache and player prefs is showing up
I saved it!
and everything is working now!
They changed it because disabling the chair by default can cause havoc with the station script. You can have the collider for interacting with the station disabled by default, but the station itself must be active on load. You can toggle the station object off after loading in without consequence though.
It's not seen as a bug to them. It's just the way stations are now. But, avatar stations not working at all in Udon worlds is a bug and should be addressed.
Ahh. Is having a default animation state of "Chair turns off" acceptable in that regard? Ie, the chair starts off on, but the default animation state sets it to turn off immediately.
I'm not sure, tbh. I just have the collider off by default now.
Good to know either way at least.
And I toggle the whole station and collider in order to force kick users from my stations.
I tried setting up single-handed and double gestures, but it just kinda screws up
What does CGE stand for?
ComboGestureExpressions
So I can do combo, gesture, expressions?
The whole point of CGE is to make Avatars 3.0 face expressions on hand gestures
You would just set multiple conditions on a transition.
I just realized my error
So that all conditions must be met in order for a transition to lead into the state.
That would be fine, however it is probably a lot more preferable to do it how Saigo suggested and have the object on, but collider off, by default. Because if people do not have your animations on, they will see the object in its default state, which would be on, and would be able to sit in the chair even if you've toggled it off. By having the object on but collider off by default, it can't be used unless your animations are on, and you can have a default animation state disable it then if you want.
Good point.
If vrc avatar editor was that thing from booth, it used to conflict with my tools, but was fixed in the later version of the booth tools
this is kinda vague but I'm looking for this yoyo like ball that people attach on their hands?
does anyone know what the prefab is?
I have a video example but im not sure if its violating the no advertisement rule
I have a robot model with bunny ears and and a bow on the chest, if i wanted to switch these two pieces out for a different combo i assume i make them seperate objects? I'm only a bit familiar with material changes but not something like this 😅
you could either make them separate meshes, or have both meshes on the model at all times, and hide one or the other with blendshapes
depending on the complexity of the model, and how zany you're willing to go for optimization, its up to you
I'm sure i'll figure it out 😄 Atleast i have some advice to try out, thank you!
Hello, I have question, av3 on station when fixed local player layer in mirror?
You what
???
your question doesn't grammatically make sense, can you elaborate
Avatars 3.0 when use station in mirrors and cameras on layer local player + player (have 2 head) understand?
Or have you not noticed this for half a year?
Oh, right
What?
❓ ❔ 
Well you should never have LocalPlayer layer enabled in cameras or mirrors to begin with since that's only for 1st person view
hard without brains? wtf man what 1st person view ? you in vrc play 3st person view ??? and its need for mmd worlds avatars 3.0 no see all shapes in mirror and dynamic cameras ...
Yeah but you are talking about mirrors and cameras? Those won't show your avatar in first person lmao
pff hard without brains?
1st person is avatar without head
only you can see it or your head would cover your camera
everyone else, and mirrors, sees 3rd person
And now if you enable LocalPlayer in mirrors or cameras which is a layer only meant to be observed in first person you'll get visual glitches
Hope you find your brain soon
бля вы тупые или как ??
я в курсе как это работает
мне пох мне нужно два лаера localplayer + player
и рабочий синх
на серваке
как на аватарах 2
good luck getting it to work friendo
🙏

same tbh
When you dont want to pay 75 freakin bucks on a avatar but you dont know how to make ur own
Is it just me who finds that relable
@desert oxide ask Pumkin or better Famu Fan Fam
does anyone know how to create a local audio toggle
@pure tulip where ?
sorry this is avatars, i was in the wrong channel
@pure tulip ok)
hi, blender isn't exporting my shapekeys for some reason? my avatar has them in blender, but they're nowhere to be found in unity.
which blender version are you using?
2.91.0
might be a weird blender version. here's what you should try first: in unity, click on the FBX, and in the import settings, make sure that "import blendshapes" is enabled. you should also check in blender to see if the shape keys are being exported
otherwise, perhaps try using 2.82 or 2.9 instead
i do
then make sure you always export using it
otherwise the armature scale can be messed up
tfw you have over a dozen paid avatars that you don't even use.
Still no buyer's remorse. Quality avatars.
the cheapest ones are like 20 USD, and the average is around 40 USD, so you have a lot of options. The most expensive ones are usually the official characters which are like 100 USD
I've seen really good ones for less than 20 USD. It's more so based on how much the seller wants to charge for them.
Or if the buyer offers way too much money and the seller just says “ok” 😂
Seen booth models over 200 bucks and be of lesser quality than free models. It's just creator preference.
Like, do I wanna sucker 3 people for 200 bucks each and that's it or sell it for 20 bucks each and sell 50.
¯\_(ツ)_/¯
okay I really want to know how to make this yoyo ball effect which I suspect is a shared prefab.
does anyone know what prefab the yoyo ball on hands is?
or how to make it?
It's just a spring joint and is pretty easy to set up, this is a free prefab for the basic configuration but you would have to add your own particles https://booth.pm/en/items/2329298
@neon finch
Does anyone know where I can get commissions for 3D modeling?
#community-servers-old check vrctraders
Endorsing joints. 😩
When we have spring constraints.
I haven't tried those but I'm sure they work too, I have not noticed any disadvantages to the regular spring joints
Spring joints being physics joints at all.
I have that same effect made of the spring constraint.
Swapping hands and such. And all the power constraints entail. Using a joint is kinda icky and prone to breakage in a lot of ways.
Well I have yet to see them break but I'll look into the constraint version
Think joints are worse for performance in general too?
Well, something like that wouldn't be so noticeable. Joints having mathing errors doesn't matter as much when it's just flopping around the entire time.
Main downsides of rigid bodies are the lag that comes with the physics system, being disabled in worlds that use the combat system, and network inconsistencies
uhhh how do i update the sdk?
i imported it over the old one, but when i click check for updates it still says theres a new version, unless it just doesnt detect it
nvm
Any SDK3 pros know if teleportation is possible?
ive been thinking about this for a bit as my avatar can spawn a clone of itsself so i can spawn my destiny ghost and then run about as a ghost, but ive wondered if its possible to make a way to teleport back to my clone
someone please ping me if you have any ideas
a friend of mine said i could do something with spawns or something
but i am still relatively new to Unity and the SDK so i barely know
Yourself? Probably try using render textures and cameras instead of physically moving. Defeats your purpose though.
You could spawn a clone of your avatar and then switch models to the ghost, but sadly teleportation isn't available.
What might work would be to spawn a camera on your ghost and watch its feed
I'm pretty sure there is a way to remotely control something via animations / particle effects.
yea i have seen people create drones with onboard cameras
you could potentially use the same thing with a screenspace shader in your face
I have no idea if that would work
is there a way to make my particles black without them disapearing?
i am trying to make a massive ship warp in animation that appears out of a black cloud but i cannot make the effects black
I think you can modify VRLabs' follower to act as a drone
yeah i saw someone say that in the VRlabs discord
they said theirs used follower and a few world anchors
also god my large animation looks bad so far
I've been able to get it to work in Unity by adding a position constraint to the follower target which is set to track the position of the follower Cube
The follower target then acts as a direction indicator for the follower
If the position of the target is 0, the follower will stop.
You can use menus / animations / animation parameters to create a remote control.
(I have not tested this in VrChat yet, but it seemed to work in Unity)
fair enough
ill stick to what i know for now
anyway i am playing with the animations tab
im creating a huge captial ship spawn animation
Anyone familiar with Unity’s collaborations features? I help people with avatar things over discord screen share currently but it does not have annotation features. would unity collaborate allow annotation or direct dial-in to their project?
Sounds like you are using an additive shader. Additive can only make things brighter not darker
what shader would allow me to do that but still allow for transparency?
fair enough
A shader does not need to be “for particles”
i mean for now it works perfectly fine with white
seen as the ship model is also white
That’s because you’re using an additive shader. It adds to pixel values. That means black will add zero
i even added some particles to appear around the ship to make it seem like its pulling the cloud with it as it exits it
looks awsome
hard to explain without visuals
in short though i literally died from awsome as i made something move and it not break
with the standard how would i make the particles fade in?
they sort of just appear
with the addative they faded
fade from alpha instead of fade from black
i gave up with the dark clouds, it didnt conceal the ship as well as the white ones
nor look as good
so i wen back to white
aswell as making the starter clouds glow while the ones that follow the ship do not
now i am trying to make the animation toggleable
and ran into a issue with it not being able to replay
unless i reset my avatar
i am thinking of just uploading it now and trying to fix it later
i cant find a vrm converter before 21.0.0
CATS blender plugin
hilo
i dont use vr im here for emoji l o l

I am looking for a good Darth Vader model to download and turn into a Avatar please help
Guys I have a question. So I want to toggle 2 accessories on my avatar but I want them to only show up in the glasses menu. Like Expressions => Glasses => Glasses Off, Glasses 1, Glasses 2 . Do I just make a layer for each one or can I do everything on one Layer?
Does anyone know where to get avatar drones that are like players but follow you
Thx
@sly crescent @neon finch that is the 2.0 package if you want a updated one that works for 3.0 you should go tho their github:
https://github.com/VRLabs/VRChat-Avatars-3.0
I want to be a planet skin in vr chat
Because i have a oculus quest 2
On christmas
for that case, you'd probably want everything on one layer
and because you have more than 2 options, you're also better off using buttons instead of toggles
buttons set a parameter to 0 when not pressed, and then set it to a value when pressed
for your specific case, you'd create 3 states placed around the "Any state" block. then, make a transition going to each one, all using the same parameter (of type Int). the first state should be if the parameter is 1, the 2nd should be if the parameter is 2, and the 3rd if it's 3. you don't want to use 0, because that's the default state of the button
Am I going crazy? this guy said that vrchat plus let you upload quest avatars more than 10mb, it doesnt even say that in the docs, nor does that make any sense
Is this guy insane or am I
who told this man that
Pretty sure it's just like regular VRC in that you can upload whatever anyway, but you'll just be hidden by default on Quest if it exceeds a limit.
They'll have to consent to show your avatars.
So that man was crazy
how does it work and how do i download
Vrchat plus doesn't affect what avatars you can upload
Just a question, how hard is it to resize a 3.0 avatar in unity? Sometimes I just wanna be tiny.
Are gestures the only triggers available? Would it be possible to, say, put my hand in a particular spot for a gesture to trigger something?
Very easy
Excellent! I will get unity and teach myself how! Thanks!
I like your initiative. Good luck (and when you have learned the basics, you can just adjust the scale of your 3D model in the import settings)
Awesome! I look forward to being small.
Is it possible to filter movements in such a way as to drive a camera shader for VR comfort features? (E.g vignetting)
Not sure where else to post this . I’m a 3D artist looking for a business partner to rig my models and help port to vrchat. I wanna start a lil vrchat custom avatars business, since I’m a broke game art student 🥲. Said partner would get a fair cut of the commission, too. DMs are open if anyone would be interested in working together! And don’t be afraid to ask me any questions.
That kind of advertisement isn't allowed on this server. You need to look elsewhere.
Ah my bad, I was suggested this server for this kind of thing
Does anyone know where I can find a Minecraft bee avatar that is compatable with oculus
@brisk dune I'd recommend VRC Traders if you're looking for commission work and the like, check #community-servers-old for the invite
Oh thank you 🙏
avatar saving bug again?
Guys I need help I'm still stuck with facial expressions. So whenever I do an expression it gets stuck in the expression even though my hand is idle (Shift + F1). How do I make the idle expression work? I have the animation on it and I dragged and dropped it on the FX controller but it still doesn't work.
*looks nervous*
that sounds like write defaults off, for that you need reset animations, and keep track of what you are animating.
Wanna know more?: https://docs.vrchat.com/docs/avatars-30#write-defaults-on-states
how do you make avatars loop play animations and the animations only turn off manually?
set your animation to "Loop time" and then use a toggle to switch to the state with the animation
ok
also what shaders and stuff are used to make visual effects, like zooming into an avatar and making a players screen go all vhs mode or some shit?
I'm almost tempted to not tell you because those are annoying af lol
don't do that shit please
unless you're trying to get banned
but even if you are don't do it because it's so annoying
don't get me wrong, I've seen some hilarious uses of those kinds of things
but often it's just used for low effort shitposts
and that's when it's annoying
i just wanna see whats not annoying but what can be funny, but i understand
also is there a video tutorial for how to do emote toggle animations that I could watch
you can just look up "Avatar 3.0 toggles"
sorry to ask again, but how to do make it to where a png or plane is always facing towards another players viewpoint? I heard it was billboard shaders, but cant seem to find anything while searching that up
yes, that's called a billboard shader
Is there any way to get custom avatars to show up for quest users
build for quest
Ok then seems simple enough
Does someone know how to make a proper sitting animation to replace prone idle? I've made one but it half way through the floor, but looks correct in unity.
Last I heard from @merry swan custom prone idles were bugged. pinging him in case this has changed!
enable tracking when detecting prone = animation it should behave, if its still tracks head it tend to squish you
desktop had issues with it before since upright is how they track prone and it wouldnt reset when getting back up if you animated head
think thats fixed
hm how would you enable tracking?
I wish there was tutorials on this stuff :p
I think tracking is already set up in the area of the controllers you're looking at. You just need to change what boxes are ticked in the "VRC Animator Tracking Control" component according to Thulen's guidelines 🙂
Edit: Thanks, I've figured it out.
If you delete a blueprint on an avatar, is it possible to recycle that same blueprint?
for instance, you've shared an avatar to someone but you'd like to swap out the avatar and keep the same blueprint?
your avatars and their associated blueprints are all listed in content manager
the blueprints on the pipeline manager just tells unity which blueprint id to upload that avatar to
so yes, you can just swap the blueprint to another avatar
hey hi!
i've been looking at avatars all day and they look great, i just wanted to ask, how transferable is 2d art skill to 3d? like in making models ig?
i'm just excited to get started in learning, it's a good skill to have
Hey everyone, i'm an animator and i'd like to find properly rigged avatar that i can create some animations for so i could play them ingame and imrpess others, can anyone give me a lead on where to start?
I'm talking about something like dancing animations or etc.. usually i would use rigs to animate things but in VRC the rig doesn't have controllers that animate it so i'm wondering how others here are doing the animations on their avatars
please @ me if you can, i'd really appreciate it
like a channel or a guide or something, some direction i can begin my search
you can buy models in booth or vket
question, buying a model thought doesn't make it so it has controllers for me to animate it, it's just a random avatar that most likely doesn't animation controllers, no?
Do you know how to rig at all?
ahhhh so you don't want just the rig but the fancy controllers in Blender or Maya for IK and stuff already set? In that case, I don't know I guess some might have them but not sure which ones
i dont know about other places, but booth models typically come already set up and ready to upload with basic gestures and what not, and depending on author may also come with clothes swap set up already etc.
but if you already have a rig you could make those controllers yourself, I'm guessing if you are an animator you know how to do that
most models on booth or vket intender for vrchat do have rigs, just not the fancy controllers
i did manage to create my own working rig for an avatar i made with guides, but from that to having it animated, i feel like i'm doing the long way about things and it's tiring me out, so i'm wondering how people here to do add animations to the avatars go about doing that? i'm an animator by my rigging is basic
what do you mean by animations
emotes? dances? facial expressions?
locomotion animations?
like a dance animation
vrchat avatar animations are made in Blender or Maya and then exported
are you refering to the actual process of creating an animation, or just adding it to an avatar?
for av3 its just a matter of setting up your controllers, the vrchat default controller already has some presets, and you can use that as a base
any booth avatar made with av3 in mind should also have that at least
ok, let me elaborate - i have characters that i used to create animations in Maya but those have nothing to do with VRc, i can't really use those or those rigs.
VRC rigs however have zero controllers so i can't really animate them easily enough, like if i want my avatar to do a handstand or something along that line (much like a backflip works)
what do you mean they have zero controllers?
Animation controllers are fancy thingies in 3d software which you can use to easily move a character
they are set up on top of the rig
and make it a lot easier than moving bones directlly
in this context, are you talking about animator controllers in unity?
if you set up an imported model with a humanoid rig, you get access to the humanoid animator
so then you animate things in unity?
you can
because the rig i import into the SDK has zero animation controllers, just a full body rig
so i'm confused as to how to combine both an animated avatar AND a full body rig, i'm lost
have you set it up as a humanoid avatar first?
first? i set it up with the SDK in unity after i import it into the scene
under import settings for the fbx file
under rigging, you want to set it up as humanoid
for making animations you want to make a copy of the avatar in your scene, then open the animation menu ctrl+6
and create a new animation
so you'd go about it by creating the animations with the unity animator instead of an external software like Maya or Blender?
I mean you don't have to
my recommendation would be to create the animations in maya or blender and export them into unity
but you'd need something to convert them to the appropriate format
there are also unity addons that can aid with making animations in unity easier
well what i'm looking for is some info about how you guys do it for VRC, anything you can recommend?
like, an animation guide for VRC or anything of that sort?
unity, specially 2018's animation creation stuff isn't that cool. You can use it to add extra unity-side stuff, but for moving the avatar, 3d software is better
so that means i have no choice but to rig my avatar myself with controllers and such and do the process of rigging myself
it's not the "only" chocie, but it is a good choice in my opinion
what other choices are there?
to animate it in unity, and?
if you want to do it inside unity, you could also look into using FinalIK, a plugin for IK that VRChat uses
(it's not free)
any rig or plugin you know that allows me not to bake the animations? that was another issue i had with exporting animations from Maya
How in god darn heck do I set up keybinds reeeeeee
HEHE wait I don't need to for this, don't mind me
doesn't mind u uwu
Why thankyou
Where Can i find snake avatar
ask in #avatar-search-old
I can use the VRWorldToolKit utility in an avatar project right? Just making sure it won't break my project
The completely world specific stuff won't function but build report stuff and such will work, so yeah
ight thanks
Humanoid motion can be done in unity but it’s best done in blender it’s tools are far superior than stock unity’s. For animating everything besides humanoids, unity is better.
So I may have a model that is far from the t-pose position so that works with mixamo for auto rigging, tried editing it in unity and blender but its all just one mesh so I can select specific parts to move it into a tpose
anyone know how or am I just screwed
You can set the model to be in a t-pose in the humanoid configuration screen.
wait what where? in unity or mix
In Unity.
can you recommend a healthy pipeline going back and forth with a compatible rig? that is so i don't have problems exporting a rigged avatar into an FBX after i'm done with it in blender? i'm a Maya user but it seems if i want anything done in VRC i need to learn blender 😦
Ideally just import the model you want to make the animation for.
That way it's sized perfectly and any IK you bake in will be pin-point accurate
More or less you will have an easier time learning 3d than someone who is learning 3d with no past experience with art. 3d is a lot like 2d with just some added technical stuff you will need to learn. You can apply almost any concept you learn with 2d in 3d, it's a lot like working with clay if you're into that. If you're confident with your 2d art your 3d will shine in no time.
I'm actually learning 2d using my 3d experiences now.
did they do some fix to 3.0 legs? my crouching isnt broken anymore
Hi. I want to report something, what happens is that I want to upload a skin to the game, but she tells me that I need to play longer.
Just play more, it's a free game, if anyone can upload with a new account it can be easily abused
OK, and how long do I have to play?
It's not a time based system. Can take a few weeks depending on what you're doing.
As an average it usually takes a day or few. Additionally if you don't like that getting VRChat+ will instantly rank you up to the required trust rank to upload (Visitor -> New User)
ok
that's awesome to hear! thank you for the detailed answer. i'm so excited to make good stuff
Lots of words here I just type
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
People complain but you wouldn’t want to see the version of VRChat where every random 0 day account can upload spam. You think you do, but you don’t.
It would just be a flood of new accounts instantly putting their content back
So ive seen an avatar that uses the same drone as the HoloGen avatar (that holographic furry thing)
and i still wonder where it comes from, as theres now 3 avatars ive found that use the same exact model and menu system but have 3 completely different creators, does anyone have any clue where to find the drones they use?
I’m guessing it’s a booth prefab
look at #avatar-showcase message
The drones are just parent constraints , with varying weights set to other parented objects that are animated to move kinda like a controller analog stick that control the drones movement. I wont tell you directly how to do it but Just play around with the constraints allowed by vrchat and soon enough you'll be golden
whats the version of unity that we use now?
2018.4.20f1
thanks
ye
anyone know any good places to get avatars for the quest 2 .-.
is There like vietnam US soldier avatars
Well maybe check #avatar-search-old This is Avatars-3-general
So I saw a naruto skin that can do the doppelgänger and can multiply itself does anyone know where to get it???
Maybe other drones, but that'd be too clunky for the one they're referring to. It has free movement. The person that made it mentioned syncing stuff. If it was done the way you mentioned, it'd have a lot less syncing issues but would probably look terrible if it weren't incredibly complex to give it actual free-looking movement. No one has spent the time to get fully freeform, fully synced drones.
TL;DR, they're doing something else.
Yo saigo, while you're here, got any good tuts that explain how to controll an animation from 0 to 1. Aka the way people animate the hue of a material and can freely change it by hand in game. 
It must be one of those puppet things I haven't touched.
umm
It can be a radial or axis puppet yeah. You can get crazier with an axis than with a radial. It just depends on what you really want to do.
Just different types of blend trees. You could always just use a normalized time clip to keep it simple.
I could go into detail some other time. But I think moon or some other have some short videos on puppets.
I could quickly record a clip or two and drop it in here tomorrow or something.
I don't really have a specific idea on what I want it for yet, was just curious how it works, so don't bother. I'll look at yt now that I know it's puppets I need to look into.
If the animator state machine is destroyed is there a way to restore it?
Can someone please give me a link to the cats blender plugin and the latest VRChat SDK?
lol
it's true
SDK is from VRChat.com
Cats plug-in is on GitHub.com

How can I get a customer avatar in vrchat? I got no idea how to work this game lol
If your trying to upload a custom avatar
you could try reading through the vrchat documentation:
https://docs.vrchat.com/docs/creating-your-first-avatar
or simply google a term such as "upload vrchat avatar"
and that should point you in the right direction to uploading a custom avatar
Okay. Thank you.
hey, look im super desperate here, i have 2 simple (or i hope are simple) models i need to turn into avatars for a friend of mine as a surprise to get him back into the game. But my issue is im completely illiterate when it comes to unity and i need to get these as quick as i can, and im willing to pay someone to help me get these in time
like you got no idea how desperate i am with this lmao
what in particular is givng you trouble
uhh... everything with unity, my thing is im willing to learn how to do this but im a super beginner and im just so lost, and im trying to see if theres a way i can get these before tonight but i cant figure out how any of this works 😭
im sorry if im coming across as lazy or desperate, but im in a bit of a bind rn 🙇♀️
Are you trying to just do a basic set up? Like, no animations or anythin, just getting the model in?
yea, literally just the model is fine
if your avatar is ready the only thing is downloading sdk2 and adding avatar descriptor
and that's it
its 5 minutes of doing
do you have the proper unity version installed and the SDK imported? or are we before that
I'm willing to help in vc, it would be faster. 
thatll work
If anyone does avatar commissions , willing to pay up to $60. Dm me
Check the #community-servers-old channel for people looking to accept commissions.
Thanks
Specifically this one #community-servers-old message
hi, this might be a really basic question, but how can I figure out which scripts are missing for an avatar build? specifically, I have purchased an avi, and received it's assets with.. um, no readme text at all. so, new unity project -> add sdk3 + avi and it displays it okay. build doesn't list any problems with it, but when attempting to publish it, console says "You are trying to replace or create a Prefab from the instance 'COL LEG L' that references a missing script. This is not allowed." <- so, it is clearly missing some stuff. is there a way to know what it's missing specifically?
usually it's Dynamic bones that is missing
most of the time it's not included with avatars since it's a paid asset
is the v117 still the latest?
for what? dynamic bones?
yes
117? do you mean 1.1.7?
yep
yay it works ^.^ ty!
@loud cape tyvm for that. still, uwuuu when in a previous file a texture was missing, it compiled & built it fully, it was just rendered pink. how do you figure out what other packages to drop into the project when there isn't a readme?
it's usually always the same culprits
usually dynamic bones
if the avatar is pink, it always means that it's missing shaders
if the model is gray, it means you don't have textures assigned to the materials
anyone know if the scaling viewpoint has been re implemented yet?
it hasn't
@steel iron Not entirely sure if it would still sync properly if you wanted to use a parent constraint animated to be enabled and disabled in order to lock it to a space in the world, thats the way ive seen it done and done myself. it doesnt move with my avatar
I don't really understand what you just said, but absolute positioning in world space isn't an easy thing to do. It's a lot more than just animating a world drop.
You can either have free movement and 0 sync or have it running on a set track and have some sync but it not be very good to look at.
If you want actual free movement and total sync, it'll be an actual pain. Doable now, but an actual pain to set up.
The original conversation was what that specific drone is doing though. And if it were on a set track of just animating its weight to different sources, it couldn't have free movement.
Which it does.
Total sync and free movement would look something like using coordinates on some floats with the new "add" driver. It'd be able to have total sync and free movement, but like.. within a set range. The range would be large enough to cover the majority of scenarios though. Worst case, jump to a less precise, but wider ranged blendtree track.
so, I'm trying to build another model, and getting an error: FileNotFoundException: [...]/prefab-id-v1_avtr_d2c6a4f5-77cb-4a4e-9bae-1b9178952774_6200686711.prefab.unity3d does not exist any ideas what this might be?
https://ask.vrchat.com/t/prefab-unity3d-does-not-exist/4382/2 says that this happens when there's something else going wrong; and indeed there is another error Error building Player because scripts have compile errors in the editor <- how can I track down what's wrong here?
that error is because you most likely have missing scripts on your avatar, or broken 3rd party plugins
can you send a screenshot of the errors in your console?
you can also move to #avatar-help if you want to post screenshots
why do i need to play more of the game to import a avatar
to prevent abuse
steam accounts are free
if someone got banned for using an avatar that tanks performance or smth they could just make a new account and reupload it
i need help
i have an avatar code someone gave me for a kon and i have no idea how to get it on my account
so i need to ask this. the other day i noticed that they finally fixed the 3.0 crouching animation. before my legs would consistenly go into the air and not touch the ground. every model i ever made did this, even ones that worked perfectly in fbt. however the other day it finally stopped, every model worked perfectly for the first time. this was odd considering ive been told before that there wasnt anything vrchat could do, and that it was a matter of the creator to make their own custom crouch animation, (which infuriated me because again, every model did this.) however tonight it has returned to its previous broken self. i never saw any notes or any updates that mentioned the fix or anu revert of the fix, so what the hell is going on?
what ive also never understood is that one temporary fix for the problem is literally just to open your menu, which places your legs properly on the ground, which makes me question why it cant always do this?!
Opening the menu puts your legs into the default idle, that's why it works, unlike your animation. 
the problem is that it still occurs on models that dont have anything custom on them at all, all the default animations. still broken
Sounds cursed, does it happen on models that aren't yours?
ive seen it on many other models from my friends
my friend coffeepot had to implement an override just to supplement it. im confused why it was ever necessary.

ive been dealing with this since launch (it might have been around for the beta, however my memory from that time is hazy)
Anyone have a cool shader I can use for particles that is optimized
VRLabs' particle shader is really good https://github.com/VRLabs/VRChat-Avatars-3.0
I'm going to bet it's something built into your/your friend's model, as I've literally never seen nor heard of that.
Something you do with it that's a quirk no one else (or very few people) has.
¯\_(ツ)_/¯
Like, when you say the part about the menu, it could be a couple things. Like you messed with layers or colliders. Some of what you see could be local or only on the mirror copy. Too little information.
The animation you don’t like is a custom animation the avatar creator added for when the avatar is crouching. When the menu is open, your avatar reverts to standing. Your proposed “fix” is to not play animations that the avatar creator intended to be played! That’s not how user created content works :p
hey Folks,
I was wondering how much of a hassle it is to get a rigified model into VR chat nowadays?
I'm moderately experienced with making, rigging and animating models for UE4 in Blender but was looking to dip my toes in some new waters.
Are you being sarcastic about the standing part? Because that's not true.
I thought about the menu part though. Like, opening your menu reverts you back to non-FBT when all your trackers are off. So it's definitely making an IK check on every quick menu open.
That could actually be used for something neat if you could figure out how to play with that check.
so, I have a kitten model that I bought, and built, and it works great! now, the kitten has a bit of a handcuff on her legs (no comment on what perversion is that a remains from ^.^ ), and I want to remove it. In unity, when I go "Open prefab asset" -> then select the piece and delete it, it just puts it next to the model, but still part of the overall prefab. how can I remove pieces of the original model?
unity is not a substitute for a 3d modelling program, which is what you'd need to actually edit a model. blender is your best option
@loud cape if I open the prefab in blender, remove the things, then re-open it in unity, do I have to redo the rigging/texturing/etc?
(I have blender)
no, also a prefab is not a thing outside of unity
a prefab is a unity asset which contains multiple components
you just need to find the actual FBX file of the model in your project and import that in blender
then you'd do the fixes you need, then export it back out
I recommend using the export button in CATS blender plugin to make sure the armature is scaled correctly
@loud cape got cats, imported fbx into blender. trying to select the pieces but the default tool is...not a selector? uwu, this is a very basic question, but what do I push to remove a thingie in blender?
there are multiple modes you can be in with blender
Object mode lets you select, move around and scale objects (to keep it simple)
while Edit mode will let you edit an object
the shortcut is tab
to switch between them
if you click on your model, then go to edit mode, you will see the vertices
if the part you want to remove is separate, which it most likely is, you can select one of the vertices on the object
and then do CTRL + L to select all of the linked vertices
then you can just hit X to delete them
Guys I have a question so you know how some avatars have that pen thing for their fingers how do you do that via toggle?
vrlabs's marker
on their github and website
@loud cape so, I imported the model using cats, removed the chain, then exported out an fbx. drag & drop to unity, then putting it on the scene, none of the original textures are showing up, it's a fully white kitten instead of being black. two thoughts: originally, I wasn't drag&dropping the fbx, rather the .prefab which contained all the textures.etc; and #2: the original .fbx imported was ~220mb, the exported fbx is ~3mb, which smells fishy?
No, as long as in unity you did not do any action that it warned you would “break the prefab”
Once a prefab is broken / disassociated / unpacked, it can no longer be updated externally
the prefab does not contain all the textures and such
those will be in your project in some folder
after importing a model in unity, there are a few things you need to do
like assign the materials, change the rig type to humanoid (if applicable) and enable Legacy blend shape normals
Is.. no one going to pay attention to the part where I said that it still happens even when I don’t put ANY animations on a model and just use the DEFAULT ones?
might be related to the bone rotations on the model
or the bone roll
or the position of the bones
or the bone mapping
I’ve had this on every single model I’ve ever put on 3.0. Even ones that work perfectly in fbt
I’ve already made sure that the bones are fine and mapped correctly
It’s not a custom animation to make it look bad while crouching. He had to add a custom animation override toggle to fix this stupid problem since he can’t find a fix for it either.
are you using the latest SDK?
Hi I need a little help with my "spine hierarchy" dm me asap pls ;-;
Kinda regardless, if its something that only affects a smaller group and not the entire userbase, it'll probably be user error.
¯\_(ツ)_/¯
...
Like I said, no one I know has the issue, I don't have the issue. FBT still working may not even be related.
I guess there's a mystery to solve.
https://imgur.com/a/NXqrDQQ the public 3.0 avatars do it too :/ its not a small userbase error
Can anyone link me to a Tom Nook avatar
That is literally just the crouch anim that is default, crouching actually didn't exist before 3.0. Not sure how it was fixed for a day like you said though.
every one ive seen it on throws the legs into the air
why would anyone ever want that
it looks like complete garbage
I dunno I removed crouching on my avatars IIRC so I just don't deal with it
uh what? how do you just remove something like a crouch
I only play in FBT so I removed all my locomotion animations
Crouching is caused by your head height dropping below a point, if you remove that animation node you'll probably just crumple like 2.0
Probably won't work in desktop but I don't do desktop development
Is that animated or just an image of an avatar crouching? I'm on mobile, but I expected to see something out of the ordinary.
well nvm i guess. its supposed to look that awful
the legs get thrown in the air and dont even touch the ground
but i guess it was intended for it to look bad
Legs not touching the ground is probably based on proportions, it probably looks better on something like the y bot
But you can change it yourself anyway?

Like, check out the default 2.0 prone. Everyone's a sniper until they change it themselves.
yeah, but in that case the 3.0 prone happens to be a much better improvment
They make it bad on purpose so you learn animation 🤔

Are there limits on particles and light sources for quest avatars?
where tha last airbender avatars 😦
Nobody wants them, they're not anime enough
can someone make me an avatar dm me if u can
#avatar-search-old ask in here
Is there a way to attach a facial expression to an emote?
doesn’t this look super silly if you walk around on big worlds where you run around a lot?
Fx layer
Usually not since spider IK does the walking, but I rarely go to those types of worlds because moving around too much gives me motion sickness
Ah, I see. I know a lot of full time full body users do disable their locomotion. It looks so odd seeing them just glide everywhere
Yeah it does look weird when moving around all the time, but is great that it gets rid of the awkwardness when laying down
With avatar 3.0, you could perform a check for tracking type before crouching animations.
You could also delete only the crouching animations
is there any way to add bones in unity? or is it all through blender
unity is NOT a substitute for an actual 3d modelling program, as it's a game engine. blender is what you need
in unity, for a 3.0 avi, how do I set the perspective point for a model, like the point where I'm looking out from?
the View point in the avatar descriptor
👍 and, um. for the best kissing experience, where are they typically set? in front of nose, or inside head? 😊
depends how far the nose sticks out lol
you can try different positions
I like having it between the eyes of the model, a little inside the head
@loud cape ty 🙂
If I want to do a custom blink cycle and eyebrow movement based on gestures, should I put the layers in my FX animator or my gesture animator?
You can however force locomotion cannot be edited at runtime. It’s a permanent upload choice
So if you fullbody and don’t want to look silly when you locomote while laying down, you have to deal with that same blueprint gliding around even when you are standing
I wish that could be dynamic too
loaded up another avi, and clicking on the model, on the right side I see a lot of "shader: Hidden/InternalErrorShader" which I gather is coming from missing packages. is there a way to figure out what packages / shaders are missing for a model?
(and the model is purple)
is it normal if most "quest avatar" can only be played in quest but you can't see other player use them ?
Quest avatars should be playable and viewable on both Quest and PC, but PC-only is as the name suggests.
Some Quest avatars never were compiled for PC, so may not be visible on PC
well, my friend just bought the quest 2, and there is a lot and lot of avatar marked as quest ready that he can use himself but not see other use
Check his safety settings, maybe that's it?
maybe... he is still new to that so
but apparently he cheked all the case... and it's still not working
is there a way to detect if lets say you hand is inside a wall or inside of another avatar and change a parameter with that?
I was thinking maybe cameras could do it(?)
or a shader that detects if its being clipped in something?
so im finishing everything up, i drag the avatar into the project and
im getting
oh i cant post an image here
yeah this isnt a help channel
No. This is because they are made incorrectly.
can you explain ?
cause like.... my friend can see the avatar in his headset, but only if he is using it
if the performance ranking is too bad, then it will be automatically hidden to other people unless they manually decide to show it
but he have the choice to see them right ?
yes
you should still make an effort to make it quest friendly
it's not very powerful hardware
Quest has a few limits. 10 megabytes and 10000 tris. If it’s above this you can’t see the avatar although if you wear it you will see it on yourself regardless
Also some people build them for android and don’t bother building them for windows because they don’t realize they need to which means no PC user will see them
well my avatar is under both
Does anyone know an aot map
Anybody know why the beast and colossal Titan don’t work?
well, i think i just initiated myself to adding a weapon to an avatar
woo
dunno if that's worthy of going in the showoff channel lol
@boreal oriole can we get animated Avatar photo options in future SDK 3.0 updates or am i just thinking too hard?
....is it normal for the avatar to enter biker pose when uploading
Biker pose...?
yes
their arms are out forwards and their legs are bent
i have a couple of animations for toggling a prop on the avatar, and it does it when i preview them as well
Take a picture. o_O
not like i can post the picture
well it finished uploading anyhow so i'll see ingame if it works in a few
well the avatar was fine but the expressions menu did not have the thing i created and the default emotes were wiped out
eh, it's not worth the trouble anyways
okay i did something backwards actually so let's see if it works this time
nope
wooo i got it to work! sadly the default emotes are still gone but w/e
update: it helps if you point the menu to an emotes menu with emotes in it xp
i finally got a vrm option in my unity task bar but its called "VRM0" and doesnt have the "duplicate and convert for vrchat" option like in the tutorial i watched
i can send a screenshot of what it looks like in dms if anyone wants
Question.. I want to learn to make a 3.0 gun you can shoot with triggers and stuff, anyone knows a good guide/tutorial I could follow?
tips for avatar creators: NEVER put intro music that cant be canceled into your avatars, and dont stuff 20MB songs into your avatars
AKA bicycle pose. You know, the pose a mechanim humanoid assumes when you begin editing its animations
I'm converting an avi from 2.0 to 3.0 using a youtube guide, and it mostly works. One annoying issue: the default hand gesture in 2.0 is super peting-capable by fingers being almost entirely open; however, in 3.0 the default fingers are much more clenched: https://imgur.com/a/wYgnwGn <- any ideas how to restore the 2.0 behavior?
is it possible to have several avatars placed in a scene but only upload one?
yes, just disable the ones you don't need
oh, I think I got it, it's using proxy_hands_idle2 but the original one was using proxy_hands_open I think? how can I set the default hand pose?
ah thanks
are sprite renderers allowed on avatars?
just curious, how hard would it be to add a little particle effect when i toggle a prop on
not hard at all
just throw a particle system on there and tell it not to loop
i see
im not allowed to upload images here
but just untick where it says "looping" on the particle system
and preferably set the particle time to something low
very noob question, but stuck after 2 hours of kicking this: I'm following the tutorial on https://ask.vrchat.com/t/trying-to-make-music-play-without-emote/3576/3 to add toggleable purring to my little kitten. All toggles show up, set up parameters, etc, the thing I'm stuck on is this: Create a new animation for your avatar, and make it a 2-frame animation that enables the GameObject and doesn’t loop. so, I open window / animation / animation , and open a new animation into it, and.... then what?
You then press the red button and now you can do what you want on your avatar (like turning off an object) and it will be recorded as an animation. It only records things done below the game object the animator is on (self or child)
heck yes, that worked 😆 kitten now purrrs 🥰
final thing I'm struggling with before test drive for today's worldjumping: so, the default hand pose for the avi (proxy_hands_idle2) are too clenched ( https://imgur.com/a/wYgnwGn ) and I think proxy_hands_open would work much better. how can I override the default idling pose? have a custom fx animator setup, tried to drag&drop hands_open into the idle state to no effect, what's the correct way to do this?
would putting lights on a particle system consume people's frames
i know absolutely nothing about unity
poking around the animator, I think I'm missing something fundamental here. I set up an fx playable layer, which plays correctly for all conditional transitions (custom facial animations triggered by left/right hand), except: transition duration is getting ignored (everything swaps in <0.1 sec, as opposed to configured 0.3 sec); and Idle (configured to "proxy_hands_open") gets fully ignored for some reason. Any ideas what might override the fx layers?
(layer's weight is set to 1, blending set to override)
i used this tutorial for adding an item toggle
https://youtu.be/ROp4GHBj1N8
👍
i like it because it's a minute long instead of ten lol
hey do you guys know if its possible to do animated textures with avatars 3? like progressively/gradually changing one thing to another, or something similar??
does anyone know any good websites to find animations and models?
i know one website but it doesn't let me say it, it just deletes my message
vrcmodels
Aviantx you can animate texture changes , I’m not sure how gradual it will be if you use a rotational slider
Yes, lights are expensive. Basically, don't ever use the lights module in a particle system. Unless it's just like, one particle or something.
haha
Hey if I upload my avatar is that public
iirc you get asked if you want your model as private or public and you can change that on the vrchat website after you uploaded it if you change your mind. But as soon as its uploaded people can and will rip it
Damn ok I don't want a single person on vrchat to have my skin
only if they've joined your instance, best to have it set as private
Ok 👌
I'd avoid going into public instances when using private avatars unless a friend's there with trustable peoples
I have cloning off
Would that be fine
And @neon finch if I have the PC version of the skin can quest players see it too
no, PC & Quest are different platform
then the avatar they're using has support for both PC & Quest
what I usually do:
- Duplicate materials
- Save as a new scene
- Set the duplicated materials shaders to "VRChat/Mobile/Standard Lite" cause you can't use custom shaders on Quest
- Apply that materials to the model
- Upload and you're done
actually wait, Switch Build Target to Android before uploading
there'll be some warnings to fix and things you have to remove though (dynamic bones for example)
anybody know what I might be doing to mess up a 3.0 avatar? I am trying to add an audio file to an animation, but in game it will not play the audio when performing the animation
Hey @neon finch do I have to add tracking stuff or do I just add my blend model on unity
@lethal yarrow unfortunately you'll have to move all audio toggles from your Action layer animations into FX
ah. that would explain it! thanks a lot!
toggles in Action layer do not work anymore :/
what tracking stuff exactly?
Like fingers, Arms, Legs. Stuff like that
I'm confused but it should be exported as FBX from Blender and then you just have to import it into Unity
Oh ok
Is there a limit to how many controls the expressions menu can have?
so does anybody know how long it takes to be in the "New User" rank so I can upload avatars?
Maybe a week at most
good question i actually don't know but if there isn't then the controls will just get progressively smaller so you'd probably wanna make submenus anyways
i need help with my my avatar aint uploadin
in what way
i click publish and nothin happens
actually no i do get an error
it says no asset bundle has been set for this build
idk how to fix that
strange
are you using unity version 2018.4.20f1
also what the heck does future proofing even do
@zenith crown please post screenshots of your errors in #avatar-help, otherwise we have no idea what your issue is or how to help fix it
No limit in terms of submenus, 8 controls per menu
Nice
hmm yes time to publish a public avatar where you have to play a game of sifting through submenus to find a single emote
do fbt users typically disable locomotion animations
i don't have a studio or a treadmill so i'd just float around like an idiot but it's also weird to try sitting on a chair
can you convert an sdk 2 avatar to sdk 3?
Is this true? 😮
Pretty sure they fixed that. My avatars dances play correctly on remote clients with their scale set to .5 .5 .5
So VRChat moves the entirety of the model's position versus just moving the armature huh?
Wouldnt trust anything but 1.1.1 scale, if you use a chair that change viewpoint/scales your avatar ect, it wont look correct for others, doubt its fixed but havnt checked in ages (also fx has a bug with wd off in ANY layer breaks a chair xyz position
always fun when someone who had really wierd scaling tried my hand on chair, it made them giants or tiny
xna models with their 1000 scaling became usually larger then the world
@minor scroll & @wispy sage, there is a hard cap of 8 per menu, as for how deep the rabbit hole you can go, there is a hard limit, just beyond any point you should hit "I hope"
8 is plenty for me
I probably only need like 4 or 5 for what I want to do with my avatar
tfw you forget to set a toggle to toggle
Ah, sry
Thanks for the tip, @merry swan! 🙂
If i wanted to go for a choppy 2d viseme look could i just cycle in and out of 3/6 viseme variants and just assign these to each value? I'm going to experiment with it but wasn't sure if i could re-use the same animation multiple times. I think some pokemon models only have 2/3 flat visemes.
any way to convert an sdk 2 avatar to sdk 3
Not directly, you have to make a new project with SDK3 and start from scratch again with your avatar assets.
so would i just have to replace the descriptor of my sdk2 model or do i need the original blender files?
That's not true
If you want a new project you can remove the avatar descriptor from your avatar, create a prefab out of your avatar and export it with dependencies
Then just import the unity package into a new project
Or, close unity, delete sdk2 through windows explorer, go to script defines in Edit > Project Settings > Player > Other settings > Global Script Defines and remove the VRC_SDK_VRCSDK2 script define from there
Then just import sdk3 into your project
Basically, the only thing that prevents you from deleting sdk2 and importing sdk3 is one little piece of text you need to remove
@scarlet flame
hmmmmm
in blender 2.8, using the CATS plugin and fixing the model makes the material show up in the solid view, but not material view?
im not sure if this will affect the model or not
i just found it strange

question: can I delete a quest avatar without destroying the pc avatar with the same id?
no
You should just be able to delete the avatar and reupload the PC version with the same blueprint ID, but I'm not sure if it automatically tries to assign a new ID or not.
Once a avatar or world blueprint is crossplay, it will always be crossplay
Will not work. Once deleted that blueprint and ALL builds for it is gone. Uploading to old ID will error. It must be uploaded with a blank uuid and get assigned a new one
Ah.
Wasn't exactly sure how that worked. Never worked with cross-platform content and was just making an assumption.
weres a good place to find models
I'm trying to create an animation to toggle visibility for a thing (inventory management). However, when I click on the main avatar prefab, the animation window is fully greyed out, and I can't enter keyframe recording mode. what could I be doing wrong?
I'm bored. anyone want an avatar slapped together using dl assets?
Ask some of the people in avatar requests.
they told me to gtfo
Well I can link you to a server where you can offer to make someone an avatar for free but to get payment from your work youd need to talk to V about it.
i am looking for free since I'm not making OC. It feels unethical to charge money to use someone else's oc
Very true. At least you have your heart in the right place. 🙂
okay, more general question: what's the best way to do inventory management for 3.0 avis? (toggling multiple objects on/off from menu)
Your avatar’s animator does not have a controller. You either need to make a dummy one, use the vrc emulator, or temporarily put one of your playable layers on its animator
@fluid grotto thanks, that was one. More deeper question: so, the item I'm adding has it's own controller; I want to toggle showing/hiding it. On a previous item (which did not had it's controller), I basically recorded an animation in which I toggled the child object off, which hide it, which I could then use on the main avi's FX controller to attach to a toggle. In this case, I don't seem to be able to do that: creating a new animation (on the main avi), then selecting the object switches to it's own animation list; I suspect this might be because it has it's own animations. So, in this case, how can I toggle such an object on/off?
You are meant to do everything from the playable layers and not have secondary animators. I know you still can with work around s but it seems vrc would prefer you not. You should be able to do the same set up with animations that are targetted form the root game object
If you really do want a secondary animator and the editor switching focus is messing you up, try locking the panel
Just be aware secondary animators are pretty intensive and in most cases they shouldn’t be needed to do what you want
Dumb question and trying to make sure I have the examples in the latest SDK figured out...
Base Layer -> LocomotionLayer Controller Example
Additive Layer -> No Example? What best would match? *
Gesture Layer -> HandsLayer Controller Example with only Transform-affecting animations
Action Layer -> ActionLayer Controller Example
FX Layer -> HandsLayer Controller Exmaple with only non-Transform animations
- I know the playable layers page in the docs say for things like humanoid-rigged breathing animation or stuff, but is that largely only done by player customization, or is there anything existing an Example could be taken from?
And with Menus (and Params) they only change internal variables, which the Playable Layers can be listening for and make their State Changes accordingly? I see most of this with Item Toggles and Turn On/Off loop animations or one shot effects (like Wave or Point prebuild)
Is this correct?
Anyone know any good girl anime avatars?
Should preview source state always be the neutral/sil viseme when doing visemes?
@neon finch @neon finch Ask in #avatar-search-old
ik i messed up srry
Is Parameter Driver Add on floats broken or does the Lyuma av3 emulator not handle them correctly?
it seems to just behave as a set
anyone know where I can find a audio visualizer?
So I have some avatars that I used on PC but I recently got a oculus quest 2. And now they don’t work. How do I fix that?
Models have to be published to quest for them to work on quest otherwise its just a pc only model
How do I do that?
