#avatar-general
351 messages · Page 24 of 1
This is all pretty new to me
be aware that the quest mobile version has very steep requirements for models
And you'll prolly need to re-do all your textures/materials in the limited Quest set, but it's not that hard if they're just images. (Standard-Lite rather than Standard, but you can figure out all that stuff 'cause tutorials, and https://docs.vrchat.com/docs/creating-content-for-the-oculus-quest )
creating content for the oculus quest
yeah you might as well just create brand new shit for the damn thing
trying to convert a pc avatar is more painful than the time i got stitches in my chin
in 3.0 are we still able to have objects being turned on when you're holding a gesture? like holding fist turns your sword on
@lusty rapids yes, but you can also toggle it via the inventory
is there any guides for this? I can't for the life of me get mine to work and I can't find any guides
so, this is weird. I've added a follower using a script, and want to toggle it's visibility using an animation which enables/disables showing it; however, the animation isn't toggling it at all. In honing on to the problem, I've added a cylinder to the avatar, and tried to toggle that visibility, and that doesn't work either. However, I have a brush prefab added previously which can be toggled on/off. So, what's required for an animation to play successfully? does it need to be a prefab, and/or part of the original prefabs?
(is there any better/other way to toggle objects?)
@keen bone could you tell me the process of having gesture objects please? The way I've done it is have an anim file with 2 frames and the object turned on and then put that in the hands layer controller and then put that in my gestures layer on my avatar? Is this right or do you use a different layer?
@lusty rapids really not sure, struggling with this as well. One thing that comes to my mind, is that I put it on the fx controller (gesture controller might be limited to hands only?)
I think the Gesture and the FX controller share the same examples, like with the left and right hand states, but the difference is supposed to be that only bone animations occur in the gesture layer and all non animations (like materials, visibility/item toggels, [blendshapes?], etc) go in the FX one. I've heard people say that in order to get things to work, they have to dump all their everything into the FX layer. I haven't been able to confirm anything about that though.
Ah okay, thanks both I'll try that
@queen jolt yeah, there's a filter on the gesture controller for hands only
in any case, in my problem above, I have it on the fx controller, and it doesn't seem to toggle visibility, why might that be?
I had that happen to me where I found out I was creating the animation for the item itself and it made my whole body appear and disappear. That's where I found I had to create the animation from the "perspective" of my main root model selected (See my last message in #avatar-help ) , and then that allowed the animation to understand that I, as the avatar model, was only toggling that specific item, which was a child object inside myself as the avatar model, to turn on and off.
You have to connect your quest to your PC if you want to see Pc avatars
@open valve the quest is a standalone headset running phone hardware and android. it is not close to being as powerful as a modern gaming PC. for that reason, vrchat on quest has a lot more limitations than the PC version. not only that, but due to it running android, any content published for it must be published with unity set to android, meaning everything has to be uploaded twice
Ohhhh is that why when you go on the browser it looks like android
If only every original quest user got a quest 2 then maybe the quest version of vrc wouldnt look so bad
@manic forge quest is pretty great.... when hooked up to a gaming pc 😉
ah yes the good ol' classic make your quest into a pcvr headset
never fails to make the entire game better
There’s really no difference in performance between quest 1 and 2. Quest 2 has a better CPU, but it’s nearly entirely used for the higher resolution and refresh rate of the screens.
wow thats just wasteful
If you say so!
¯_(ツ)_/¯
note to past self of mine asking questions above: make sure the weight on the controller layer is set from 0 to 1 ://// there went a good day of debugging.
Unity assets are immune to play mode, and don’t get reverted when play mode is exited!
*except animation controller layer weights for some reason because we hate you
hey! so there are avatars that can spawn a ball with a trail and play around with it (the ball is in 0 gravity controlled by the player) I haven't found any tutorials about it but so many avatars use that. Is there anyone that knows how to do it? Or knows a tutorial? Would be appreciated!
When I click on builder in the sdk control panel it shows nothing
https://cdn.discordapp.com/attachments/730948173379535022/811379381893070928/unknown.png anyone know what this is?
uh, SDK2?
you're in the SDK3 help channel
are you using SDK3?
oh my bad
I need some kind of shader but I don’t know how to get it
...elaborate?
I'm making a avatar for oculus quest 2
And I need a shader or something
oh wait im in the wrong channel
ugh.. i dont know what it is but the 3.0 crouch animation is having that weird thing again where it suddenly "works" now
weirdly it happened to coincide with an issue that caused me and a few other people to get kicked out of an instance into a vrchat home when we all accepted invites..
https://imgur.com/a/yDABMIG like why does it just suddenly "work" now...? all my avatars do this and it survived a headset restart.
I'm not sure if this is the right place to put this but I'm does anyone have suggestions for software to create avatars for quest users?
Blender / Unity. Blender is the same as PC users, but for Unity, you need to download the Android Module in the Unity Hub so it will build properly.
So is it better to just use blender?
aside from VRoid studio, there's no such thing as a "dress up" game for avatar creation
it's literally 3D design
They do separate things and you need both. Blender creates the mesh, that's the polygones, uhh, "skin", of your avatar, and also makes the "bones", which help it animate and move around and do the stuff an avatar does. What Unity does is take that model (the skin and the bones), and tell is how to work inside of VRChat, as well as makes sure it looks and acts okay.
I'm aware
You could buy or download pre-made models, but you would still need Unity to put it into VRC for you
And sacred I really don't appreciate being talked to like I'm an idiot
I'm sorry? that's not what I was trying to do, was just stating facts
a lot of people think that avatar creation is as simple as dress up games or making a minecraft skin
while it's a LOT more complex than that
I know it's extremely complex
I have no idea what your background is, or how much you know about CAD in general
no offense was intended
None taken sorry I was rude in my response. And I have four to five years in cad experience
neat
ain
have a question! are chairs still broken/disabled for avatars?
ola hello bonjour
They work but need to be set up and animation in a specific way. Refer to my message here for the details: https://discordapp.com/channels/189511567539306508/730948173379535022/809734211736829992
thank you!
vrchat doesn't allow custom scripts, so it is unlikely you will be able to use it with vrchat
That is what I thought. Tho a booth model I bought recommended to use it. So that got me wondering
really? maybe you can contact the booth model person about that
sounds highly unlikely tho
Still 3.0SDK can't make chair on the Avatar?
They can.
You have to add the VRC playerstation / avatarstation (or something similar to that) component to your avatar.
Oh I see, Thanks!
Cheers.~
I replied to someone with the same question just a few lines up. There is a specific way they need to be set up, particularly if you want to animate them. Scroll up for the info.
If you want I can link you to a server full of avatar creators.
trying to upload my new character but it just future proofs my character then does nothing afterwards
anyway round this?
maybe try deleting blueprint
If ive understood correct youre able to make an offer that is to your liking and then someone from the server IF theyre interested will contact you... 🤔 Dont know too much about this since I dont do commissions NOR have I commissioned anything other than once for a friend ^_^
Check out on Fiverr and find out how much it costs for someone to do model/skintexture/rigging, dunno what the going rate is 😅
Thats an option too!
Actually holy shoot there are a number of listings for VRChat
Yes. Stolen assets and stuff most likely since some dont listen to the rules provided by the creators of said assets. 🙃
Btw @graceful nest ...
Belated Valentines hug! 💖
No problem. Youre worth it. ❤️
I kinda forgot it was a thing
Awwwww Pum! 😌 💖
because people expect to receive some sort of compensation for their time and effort
I mean some do things for free if youre their friend OR if theyre trying to build up their portfolio but then again its not really a thing yea. :3
you can still ask friends for some sort of compensation, even if it's not as much as you'd charge for non friends
That is true ^_^
I charged one of my friends 40$ for a custom nanachi and they were very happy about it
Mmm 🙃
i do things for free for my friends heh
Depends on skill and what is being asked of the avatar! ☝️ Also if youre a perfectionist then it takes even longer X3
But yea! If you dont want to pay for an avatar you COULD learn to make it yourself! ^_^
i think learning how to do some things is always best option
OR you could be me and be so curious that you want to learn everything ;P
it is also me heh
Is this where I can ask questions about avatar making for beginners that actually dont know nothing about avatar making like me?
If you're looking at tutorials and asking specific questions, then yes.
Basically all I need help with is uploading an avatar and it doesnt let me can someone help
if you have specific questions ask away. Otherwise always read the error messages that appear on the windows or on the console, they usually have all the info you need
Im basically just having all these errors can you vc and I share my screen?
Im gonna send you in dm's what the error is
also I see you're posting in help channel so let's go there, and remember posting the same in multiple channels is against the rules
using roblox studio you can download a copy and then port it to vrchat
why cant i upload my avatar
I do stuff for free when I feel like it being a learning experience. But if you weren’t paying me it’s going to take weeks just because I’m only going to do it when I actually get bored enough plus I want to slightly inconvenience you for being cheap. 👼
That way it’s a learning experience for both of us
Lol.
I made people stuff in the beginning but it quickly turned into the sole reason people would message me. Now I only do what I feel like and I can tell someone no and unfriend them right away if I can already see where it's going.
¯\_(ツ)_/¯
A lot of lazy people that want to use you if you let them.
I'm def an art whore like that, no shame just asking people for free shit xD
but at least I'm upfront about my motivations so I dont feel too bad about it
seen some skeevy shit where people befriend artists/avatar creators/whatev to get free work done and im like bruhhhhh
No shame in asking. I think that's perfectly fine. But when it turns toward underhanded methods and then repeated asking or begging/nagging, it's no good.
Like I can be in a mood to just DM a link or file or something. But I don't ever have to.
hey, im new to both unity and modeling in general. i want to create and import a model from blender and then rig it within unity, is that possible
can someone explain how do i make the eye textures show up
im trying too make a aavatar but the guides are out of date mosty
Does anyone know how to add expressions on PC Avatars (using like f1, f2,f3 ect.) in unity?
or like set keybinds for them so I can press a certain button for my avatar to do an expression? I've seen some avatars do that before
shift + f keys will simulate the hand gestures
the setup process is the same as normal avatars
That's the thing, I don't know what the proccess is exactly.. ;/
Find the HandLayer controller in the example directory of the SDK. Inside is a bunch of animation nodes with proxy animations. You can replace those animations with the ones you want. After that put the controller on the avatar descriptor on the FX slot
You activate them with left shift F2 to F8 (for left hand) and right shift F2 to F8 (for right hand)
Left/right shift F1 resets that hand back to idle
You seem to play vrchat a bit much
You are on the official VRChat discord help server not sure what you expect 😅
Fair enough.
Can you replace the animations with FBX animations instead of .anim files?
Yes, although you want to make sure the FBX they are bundled with is set to humanoid, so the animation files inside are also humanoid
ok, So rn I made my avatar and everything from scratch,
could I just animate something myself in blender and export that as an FBX and just replace it like that?
Yes.
Awesome, thanks a bunch, I'll try it all out rn!
👍
hiya anyone got some sick effect skins i could trade you a few of mine just looking for some vibey effect stuff
Yo question does anyone know any more worlds or avatars that are bhaptic ready?
I just wanna find some destiny avatars that are quest able
so is the remeasure avatar component ever coming back?
anyone else having an issue where uploaded avatars wont show blend shape animations locally, but everyone else can see them?
Sometimes depending on what it is that can happen
anyone know if its possible to make a camera in vrchat thats able to take screenshots thats like handheld for example a phone with a camera attached
i meant like if it was possible to do something like VRLENS
without buying it
but i just bought it anyway
question
i downloaded a futuristic gauntlet to use for another avatar project
would it be possible to use this as a object toggle to switch gauntlet on/off
or would i need to rig it directly in the model
depends on if you want it to move with your fingers i think
yep
then i think you'd have to rig it
yeah but i'd want to be able to toggle it on/off
not sure about it never done it before
i think you can rig it in blender
but not attach it to the armature
or smth
i think there's a guide for it
@fluid tide https://www.youtube.com/watch?v=P1QyYiWrHks
i think its this tutorial
ah..
but
isn't it the same thing
you just make an expression menu toggle instead of an emote toggle
i guess yeah
You can have multiple meshs weighted to the same bone, then toggle between the two different meshes
It can be toggled. And it would need to be rigged/weighted, bit it would not need to be joined to the model but it’s more optimized to make it use the same bones as your hand
Rather than having its own armature and linking with rotation constraints
how long do I have to play VRChat in order to get avatar creator status? I don't want really want to force myself to play just to make an avatar.
I can't remember but you can make an account on VRChat and I believe there's some things on there to make it so you can upload content
It's been a while but I worried about the same thing since I didn't play as much
First time making an avatar that uses eyelid bones - what direction should they face in blender to make them not weird in unity when setting up the avatar descriptor?
Oh, here's a fun avatar concept! (Except maybe not limited to an Astolfo base model...)
https://youtu.be/NuCElla9mYg
Me: says something witty
Also me: explodes into Skeletron
you can have it be part of the model, and just have it be culled out when you toggle it off
is it possible to use the Visual Effect Graph on avatars, anybody know?
It's made for a different render pipeline that what vrchat runs on so no
riiight, because thats why you cant use screen-space reflections either
I'm looking for an experienced avatar commissioner to chat with about pricing -- I also make avatars and am concerned that I'm pricing myself too low
Check the VRC traders server in #community-servers-old
It's a server for creators and you can see listed commissions and chat with other creators there
Server for commissions to be more precise
I have tried but they have been really slow to approve. I applied several weeks ago and they are still far behind in approving people to chat 😦
Wait really? Don't you just join and react to get a role or something?
You do, but then to get actual access you have to wait for one of the mods to DM you and you provide proof that you're a creator and stuff
Well I know you need to prove that you're a proper creator to get the various roles in there through their approval process, but you should still be able to see the listed commissions to get an idea of pricing and find people to talk to about it, right?
I posted in their random chat just now (that's the only one unverified users can chat in ) -- doesn't seem like creators have individual service price lists . Fingers crossed but if anyone here is good with pricing knowledge lmk x.x
Hey guys! I heard there’s a prefab that gives a keyboard for your avatar. I’m looking for something like that, does anyone know what it is and where I can get it?
Oh, I think I've seen that on Booth. Try searching keyboard there!
Alright 🙂
Is this it? I’ve seen it in worlds, but does it work for avatars, vr and pc users?
Hmm, it does look pretty vague. If you're looking for a solution for mute users, Snail Marker is popular. I'm not sure if there's an updated one for 3.0 but the one for 2.0 works.
Nah, the snail marker is not gonna work Becuz my mute friend is a PC user
I heard there was something like that, but for avatars for but VR and Pc users
What is the best default color to get the best colors in the wheel?
I was wondering could anyone make me a darth nihilus skin for quest with his red lightsaber and If possible red lightning I tried but I don’t know how and I don’t have the right cord
Hmn, I have seen mute desktop users use a "text to speech" function
If you have a few hundred dollars check the vrctraders discord ( #community-servers-old )
You can set it up to work in pc
The problem with usual avatars that can write is that the writing is parented to the fingers, so it is not useful in pc. But there are avatars that are made for pc you just need to parent it to the head instead I guess
And place it in front of you
I haven't used snail marker specifically but my guess is you can just change the parent, shouldn't be a problem
Is there somewhere I can find blueprint IDs for some public SDK3 avatars? I need a neutral avatar to make available in my world via a pedestal
Ask the creators
Guys i have a question... if i want add custom jump animation how can i do?
Assuming you already have the animation, you can duplicate the example locomotion controller, put it in your base/locomotion playable layer slot, and replace the animation clip in the SmallHop, Short Fall, RestoreToHop, and LongFall states inside the "JumpAndFall" statemachine.
so i need to duplicate the idle controller for the test?
You need to duplicate the example locomotion controller inside VRCSDK > Examples3 > Animation > Controllers
And then set it as your Base playable layer controller and replace the animation clips in the motion field on the states that I listed with your own jumping animation
What are those flying/spinning things called that people have on their avatars hands? They spin around when people move their hands and look like they're made of particles. I wanna make one for my avatar, but don't even know what they are, so it's hard to find tutorials on how to make them lol
Spring joint particle or something if I remember right.
Where to find it. I don't know, but im sure it's easy to find if you search "VRChat Spring Joint"
Thank you I was finally able to find a tutorial for it!
What kind of commission websites do you guys use? Fiver, Freelancer, Upwork?
I want to create a profile to start selling my avatar creation services, but I don’t know which freelance website to use.
lot of people use the VRC Traders discord server
how long does it takes to get verified to upload avatars
Yeah. I’m in that already. Just trying to post in more places
I got to New User in 30ish hours and 10ish friends. Never blocked etc
Anyone have nikeii avatars?
thx
I had only 10 hours and 3 friends..
Yeah the system is a bit random since the devs won’t tell. I have a friend who ranked up to new user in like 20hrs
I actually can't stand this default happy expression
It's literally closed eyes with a fully open mouth, no smile
got it now with 13 hours and 8 friends
Anybody has a good site for avatar cloth? c:
@true pike what do you mean by that? are you looking for cloth meshs or something
@sinful junco yeah meshs. Like accessoires and stuff
Does anyone have Dynamic Bones 1.2.1? I really need it. Please send it to me thanks
I'm new to making avatars, didn't know you had to pay for it. Just got my first model and that's one of the requirements.
Don't tell me it comes from a specific site... (don't say the name either).
'Cause I'm sure DA doesn't specifically tell you to use Dynamic Bones.
Unless... Booth?
that's understandable I guess. Now you can buy it
Anyone know we’re a mothra non humanoid avatar is
it's cool
people might get angry because we get some people asking for pirated stuff and that's a super dick move. very disrespectful to creators
this is gonna be fun ;-;
Me when someone tries to request for me to make a avatar for free that’s from scratch
funny u say that bc im trying to make my self an avatar from scratch XD aint going so well
Lmaoo
i know close to nothing of blender so this is gonna be a trip and a half
Same here I don’t make stuff from scratch I usually start with a base then add on from there
i see
For my own completely dumb interest and unrelated to my question in #udon-general :
Has anyone combined the Locomotion state machine for Walk-Crouch-Crawl into a 3 output blendtree determined by height which then nests to their own regularly established blendtree?
Upright variable
|
|--- StandingLoco
|
|--- CrouchingLoco
|
|--- ProneLoco
Hmm, also, I had assumed before that Upright was based on the AvatarDescriptor vision ball via the head bone... but it is actually the hips of the model? Wait no, 'cause in Desktop mode it physically moves the head to those different proportional heights with Crouch and Crawl, unless there's some weird built-in offset math between the head and hips...
Upright is based off of head height, its just a raw float IIRC so you can do anything with it
Thanks 😄 I saw from character debug how it works, I just didn't know what it's "1.0" upright was based off, but I knew it looked at that for those states.
Could someone help me consolidate for the following stuff?
Udon Script Variables:
walkSpeed
runSpeed
StrafeSpeed
(is there a crawl/prone Speed? I'm only looking at the Example World atm)
Desktop controls:
direction arrow walking
crouching speed
prone crawling speed
left-shift (speed multiplier? it can be used while both walking and crouching)
Keyboard and Mouse VRChat Doc:
WASD | Player moves *
Z | Crawl
C | Crouch
left-shift | Sprint
Locomotion Controller Standing blendtree and proxy_animations:
walk
run
sprint (only forward animation and forward blendtree option is present)
I'm only interested in Desktop at the moment, I know with VR, the crouching and prone is slotted into automatically depending on how high or low the player's headset is while playing.
.
The point of these later questions are to essentially find out:
What is Sprint? Is it when I am holding forward and holding shift? Or is that just Run? If the latter is correct, what is the Sprint animation and blend-tree option at that and is it ever used? (ie can I just not animate for it since it is unreachable)
What is Crouching + Shift? Since it's faster than just holding movement while crouching, does that mean that it's not "Sprint" as designated int he web Docs, but is actually just a speed multiplier? Does that also mean I could figuratively have a while set of crouch_run animations that would be seperate from crouching?
I'm trying to understand lol, and animate and be consistent with the existing VRC build.
The blend tree just blends between the different animations based on the value of VelocityZ
It doesn't care if you're on desktop or VR, holding shift or not, or any of that
I don't understand the VRC automatic locomotion either, like, how it uses single poses. Or at least, I assume it is single poses. Unity's model preview only shows one position, but when I import my own animations, it plays all of the keyframes through.
On desktop you can only go certain specific speeds, you're either holding shift or you're not. In VR, you have analog sticks where you can hold it forward slightly or entirely, and can go an entire range of speeds
The animations shown in unity for those are placeholders, they are called proxy animations for a reason
Because of licensing reasons, they're replaced with the real animations on upload
Ohhh, so I could have just a seperate "any state" for the vertical position as well, while the velocity animates the directional blendtres
OH
This helps my figure out why so much, I didn't know at all 🙏 😅
I guess you could use any state but there's nothing wrong with the default locomotion layout, it makes more sense to transition past the crouch state when going prone, looks more natural than blending directly from standing to prone, even on desktop when pressing z
Mostly I was thinking of one of my own specific cases where most of the rig is animation bound except for certain circumstances. So having it blend the body's position just based on those variables made sense.... in my head (a dangerous place)
I see, well you know what you want for your specific case, hopefully that clears everything up for you
That really helps, and getting how it's tuned for controller input more than what I was aware of was something I had overlooked, so yeah absolutely.
@valid ermine mind if i dm u rq?
One last question before I disappear again for a while 🙂 I have a falling animation that is about two or three seconds long. I haven't changed any of the transition details or state parameters in the Falling section of the Locomotion Controller aside from switching out all the falling anims to mine.
When I made a short hop, it keeps playing through till it's complete, but I would like when I land, for it to cut off and just go back to my regular standing. Is this controlled by the States or Transitions anywhere, or would it be easier just to have a quarter-second animation that just repeats while falling as necessary (and completely controlled by the state machine) ?
Wait, I kinda realize it would be way easier just to have a very short falling and then very short more exaggerated falling animation and the machine will just have them fit and make it work as needed for short and long fall. 🤦♂️
sure
You replaced all the animations with your own or just the falling ones? The default locomotion controller has a landing state for when you land, with an exit time of 1. Exit time means "transition after x% of the animation is complete", where 1 is 100%. It's designed for the landing animation to play all the way through, then move on and go back to normal locomotion
The "HardLand" state is similar but with an exit time of 0.6
Just the falling ones. I made sure to leave the Standing and Landing ones in place
Maybe double check that that's the case?
I will, and compare it to the SDK unchanged Exmaple 🙂
The only reason an animation would play all the way through and not go to the next state is if the transition has exit time enabled
You can test the controller in play mode to see what it does when you change the variables
Okay, that's a good stat for me to check.
Perfect, I was wondering about using Play-mode to help me, since I'm not as familiar with the Unity envrionment on it's own.
To test a controller in play mode you can put it in your avatar's animator controller slot after entering play mode, then move the animator tab somewhere that allows you to view the scene at the same time (scene view must be active for the animator to play)
Then in the parameters tab inside the controller you can change the values manually
You can also test with the avatars 3.0 emulator: https://github.com/lyuma/Av3Emulator
Mmmm, I knew the emulator existed but I wasn't as familiar with it's use so I just launched VRC each time. That's awesome, I really appreciate your help'
anyone know how to make avatars change size, or is there still not a way to do it
You can't do that atm. You used to be able to back when AV3 was in beta, but it was removed before launch for a rewrite.
so im making a sketch of avatar model for my vrchat like the drawin kind ye? and im looking for commisiners but the thing is that I don't have ✨ money ✨ so i need to ask a friend to help pay for it but i also don't know how I can pay them back. does anyone know if they could help a kiddo out?
Quick question can anybody answer this I’m on quest 2 and playing be chat when I come across these really cool avatars which have certain abilities like a rainbow naruto has a giant sharikan is there a way I can upload these skins from my laptop or pc and convert them into my oculus quest 2 .
(╯°□°)╯︵ ┻━┻
┬──┬ ノ( ゜-゜ノ) There you go
you will need most likely a few hundred dollars. and you can try the vrctraders discord #community-servers-old
sorry for that late response, yes, i did that at some point and we shared it on a server. Literally 30 minutes later we got feedback, that during 3 point tracking the feet are sinking into the ground. Issue is, that the blendtree can push the feet lower than you would like it to be, so that we opted back to doing seperate blendtrees with 0.1 transitions
Oh cool, thank you for your experience with that it's really informative! 😀
I was just considering the gradiation I would think 'smooth' enough for my purpose, but wow 0.1 is ten whole blendtree sets!
https://cdn.discordapp.com/attachments/775223902249943040/806139012075094056/GodHelpYouLocomotion_By_WetCat_AlcTrap_Gireison_DjLukisLT_INYO_V4-RC6.unitypackage feel free to try our solution out it you want. keep in mind though, that for fbt usage one has to disable "Force Locomotion animations for 6 point tracking" and that you can use a (toggle) Parameter called "DisLocomotion" (Boolean), to change some behaviour of 3/4 point and FBT of this locomotion controller ingame. In FBT for example it the controller disables animations if you are roughly under lower ribcage heigh with your headset and DisLocomotion parameter fully disables animations in FBT. (means you float around). Also we did some speed adjustments, so one does not tippy toe when moving slow.
drawback: if you go from sprint in FBT to standstill it snaps hard, but thats due to the velocity values going too slow from >1 back to 0.0X, where we switch back to fbt tracking.
Amazing 😮 Thanks for the resource! I'm gonna have a lot to take away from that project. Would it be okay to @ you in the future if I had any questions about it, or prefer I just keep referring to the room here for whichever situations I run into?
you can @ anytime you want, but keep in mind that i am not omniscient regarding locomotion x3 its a project from multiple people as you see
You know absolutely everything about Locomotion? Gotcha 😜 Bahaha but for sure, ty regardless. I've found a few cases already by how limited I've been not being familiar with the tracking and controller inputs, as opposed to just desktop mode, so that's just one case where hearing how projects have turned out is a big epiphany in how stuff works.
I haven't edited an avatar in a while i was just finished editin an avatar emission textures and colours, But as soon as i used a toggle for taking off the shirt it showed the old unedited textures colours and emission , how about in unity i would go to find the toggle and edit those aswell?
Just wanted to throw it out there, it seems that gestures for 3.0 avatars in desktop mode don't work. Once triggered the gesture gets locked in place and will not unlock unless the avatar is reloaded.
Maybe if theres something wrong with your avatar but I just tested that and my gestures work completely fine.
There's nothing wrong with my avatar, I've checked out the debug and used my avatar a lot in VR and it works totally fine. I think it has to do with more recent uploads.
Yeah, I just tested my recemt uploads in VR and they're totally fine. There's definitely a bug for desktop users gestures.
That'd be my guess, since you're saying you're having no issue.
Just uploaded a test model and my gestures still work completely fine
You might wanna check your animations/layers
There has to be a reason this is happening. I checked everything to make sure everything was working and it'd make no sense for a once perfectly functional avatar to stop working in desktop mode.
Sos
So I'm trying to make my avatar Quest compatible and I'm currently stuck. I've already changed all the material, and the Controllers for my animation for VRchat toon shader and everything. After that I tried to upload it by changing the build setting and opening the VRchat uploader but whenever I go to the builder tab it's always like this blank with no options. What do I do?
Hello, how do you apply animation to your avatar?
I made a new FX controller and remade a new animation with the quest material onto my quest avatar
Anyone online to assist?
check console for any errors for starters.
What kind of error would prevent the Builder option to not appear in the VRC ADK menu?
pls ?
I'm not great with them, but you should have no errors in general. My second guess would be to delete the SDK and plugins folder, delete their meta files, then reimport the SDK
I guess Quest users will only see a robot... nothing's really appearing like zero... If only I can send a photo if the SDK menu
When ever I try to upload or switch to android my unity crashes and it has never done this b4
At least you see the builder menu I on the other hand see blank like no options to pick from
I know I still can’t upload
Does anyone have any good tutorial videos on how to make an avatar, I’m pretty new to this kind of stuff
does anyone have a Minotaur i can copy or have in vrchat im willing to pay
Do people tend to use flick or pick for the menus, especially when it comes to expression/animation control?
definitely faster to use flick
when you get used to it, you become very fast and accurate
i cant find where the body texture would be, does that mean it just doesnt have a body texture?
nvm i got it
how do i make a avatar
youtube
my model is so big even 0.1 is 4 times the height of people
Eye bone direction in blender is entirely irrelevent in SDK3, true or false
False I think; remember seeing somewhere that it needs to match the head bone@fluid grotto
Thanks. I know SDK2 was super picky
anyone have like a tutorial or can tell me how to make like nice 3d avatar hair in blender?
dont want my hair like real flat, want it pretty nice
found some tutorial's on youtube but dont know how well it would work with vrchat
Use curves then drop the resolution down to not be too dense
it's the same technique everywhere pretty much, you can check yan sculpts video on it
How do i make sure my Visemes aren't active at the same time as expressions? I'm using 2D visemes. Got everything working except it's just layering on top x"D
You can use the state behavior “VRC Animation Layer Control” to turn your viseme layer off and on
Assuming you are using viseme parameter
I am yes! I will give this a try thank you!
Hm, depending on the type of animation parameter some are visible even at 0 weight, I think.
I'll keep trying! I might be setting this up completely wrong, i am using 2D style visemes+expressions. The only issue i have at the moment is with the way i have it set up that it is layering. The visemes are still active when an gesture expression is used.
If layer weights doesn’t work you can modify your viseme layer so that they only play if some other stage parameters you make is set to true, like make a bool called “VisemesEnabled” and add it as true for all the conditionals
So if you turn it to false on some other layer, they stop playing
Hmm, i will go over your explanation again but it seems to disable gestures instead.
The facial expression i mean.
All i want to do is have visemes deactivate during expressions 
should be quite simple to do, use the VRC Tracking control behavior to disable tracking for the mouth when you do a gesture
just add a new layer in your FX controller, create 2 empty states, add the VRC Tracking control to both of them
then add transitions to switch between the two states when you do gestures
on the default state, set the mouth tracking to Tracking, and then on the other one, set it to Animation
everything else can be set to No change
Does that also stop the parameter from updating?
They are using exclusively parameter driven visemes
Yup
so basically just custom visemes?
You’ll want to use VRC parameter driver and make a custom Bool that shortcuts your viseme logic to stop
well, they want it on a gesture
Yep 2D visemes. All i want to do is to deactivate 2D Visemes during expressions. Right now the visemes remain active when a gesture expression is active.
one solution would be to just have an extra state
Essentially i can see my mouth moving under the expression layer so to speak.
Right, any gesture can set the bool and then idle gesture puts it back
@alpine dock can you send a screenshot of how your viseme layer is set up?
that, or you could just transition to the state directly based on the gesture parameters
rather than using an extra parameter
GestureRight > 0 and GestureLeft > 0
then for the return, GestureRight = 0, GestureLeft = 0
Look at Mr. Fancypants here, doing thing the correct way instead of the lazy way, think your advice is so much better actually it is yeah listen to Scared
we moved to DM's, and I thought of a better solution
essentially just reversing the entire problem
rather than disabling visemes when doing gestures, disable gestures while visemes are active
would make it so that the mouth still works when you're talking
rather than being completely still
and as soon as you stop talking, it'd return to your gesture
Okay so now it will bring up the upload screen but when its ready too upload, the vrc descirptor game page wont show
I need help I need somebody to make me a custom avatar I have a normal police avatar all I want you to do is just change the logo to
fixed it
I asked this in a different channel but, how many meshes would make a Quest avatar unstable?
it depends
it depends on the amount of polys, amount of materials, etc
most of the time, there isn't a need for more than one mesh
for toggles, you can use shape keys
Shape keys?
Ah
a shape key stores the position of all vertices
I didn't actually make my avatar so that wouldn't be possible in my case
think of it as like, a specific state the mesh can be in
it is completely possible
you can edit any 3d model
I am aware of that
However
Id have to reimport it into unity and re apply all the stuff I know nothing about
no?
you can just import the model in blender, do whatever you need to do, and export it back out as an FBX
then you can just override the FBX in unity
and it will automatically reimport
in place of the old one
Thats a thing you can do??
yes
because you probably exported it somewhere else, then dragged it into unity
you have to REPLACE the original file
Ah
either through exporting it with the same name in the same directory
I gotcha
or either do it through the file explorer
Anyway, in case that doesnt work out for me
the alternative, without removing the old one, is just to import it as a new one
and using Pumkin's avatar tools to quickly copy all materials and components from the old to the new
Would 3 materials, and 4 meshes with around 30k total be unstable?
Yeah and it runs fine as is
yea but that won't be the case in a crowded room
this is mobile hardware we're talking about
With 26,000 currently
the quest 1 has the same SOC as the Galaxy S8
Oh I'm using Quest 2
the XR2 is indeed a lot more powerful
however, you need to also consider the players on quest 1
And I know VRC isn't optimized for it, but it's definitely a big buff
there is a reason why your avatar will never be shown to any user
unless they SPECIFICALLY decide to show your avatar
I get that
My avatar is a PC avatar first and foremost
But I just want a Quest version that can function well on my Quest 2 as well
I get that, I also did the same thing
but I also combined all my meshes and materials into 1
since the goal of making a quest version is usually so quest players can see you
and it's not really helpful if no one can see it
Right but as is it's already hidden by default
Various clothes and props
yea so usually for props it's very easy to just create a new shape key, and then going in edit mode with that key selected, and scaling the prop down to 0
so then if you were to use that shape key, it would shrink that object to 0
I know nothing about any of this lol. Would you mind walking me through it?
not tonight since I'm mostly burnt out of tech support for the day, and I'm getting tired
adding a new shape key is as simple as clicking one button in object mode
Do you at least have any tutorial recommendations?
in your case, after switching to edit mode, you'd just select your prop, which you can easily do by selecting one vertex on it, then doing CTRL + L to select all of the other connected vertices
then to scale it down to 0, just hit S, then 0
Does anyone know where that shader is that lets you have multiples of your avatar show
It's not a shader, people literally duplicate the avatar and use constraints to move the clone. Unless you're talking about something way more specific
Pretty much that
I was having trouble getting that working
And I heard of a shader
https://www.patreon.com/x753/posts @frosty silo this guy has a script for it in his $5 patreon tier
Sets everything up for you
I'll just see if someone can spot my mistake in avatar help
I'm gonna be working on a 2D avatar B)
https://gyazo.com/8babb312b58bb5f02a5b7db04ab000e2 does anyone know how to make sub emitters align with the direction of an impact like this?
Anyone having issues with uploading avatars recently it's like it's taking so long for me to login the SDK in Unity.
Also when I am about to upload, sometimes the VRC cam doesnt render and when I try to upload it automatically fails.
Now I'm uploading the model and when it got to the part of uploading signature, it failed uploading.
Ive restarted Unity multiple times and each restart is a different issue.
I just want to make a avatar with blender and make it do certain things but idk how to do anything XD
can anybody teach me how to make skins plz :0
Are public avatars searchable in VRChat or do you have to go to a world to download it?
they are not searchable unfortunately, you can either go to worlds and find them, or clone avatars off people
Ah okay good. I want to upload a test avatar for someone who commissioned me, and I don’t want it to be stolen.
Thx
Is it a pc avatar?
Yeah. I make PC and Quest avatars. Mainly PC, but I can do Quest also.
I mean is that specific avatar a pc one lol
Yeah it is
You can upload a test build then and it comes up so that only you can see and use it
Yeah. I know that. I want to let the other person be able to use it
Oh right XD
So either I send him the files or let him clone it off me
I just wanted to make sure that some random can’t somehow search it up and use it lol
I can’t say I do commissions or anything but I’d say send them the files so that other people can’t clone it
Yeah that’s probably safer
Because if it’s public it is still possible to get the avatar :/
Yeah lol
For those of you who aren't technical you might enjoy this tool. https://readyplayer.me/blog/custom-vrchat-3d-avatar-maker-creator
You can make a custom avatar and it doesn't require unity or anything, uploads to your VRC account from browser.
already was pinned in 3..0 showoff
Oh thank you!
I can add bhaptics integration to your avatar, just pin the model and dm me.
who are you talking to lol
anyone lol
Do particle systems always expend material slots in the performance system?
Yeah two per system in fact because the trail material slot gets counted even if you're not using it 🙂
That's unpleasant
I have resolved to accept my verypoor ranking whenever I want multiple different particle effects
I have a particle themed kon that has many different particle effects which can only be active in certain combinations to keep particle counts reasonable, but the performance ranking system doesn't care about that, the stats will show numbers that would only be possible if every single effect was active at once, which is not something you can do
Someone looking at the stats would think the performance is terrible when in fact it's totally fine as far as something that is particle-themed is concerned. Wish the system had a way to account for that but I'm sure it would extremely difficult if even possible
Hey so question if anyone knows, I bought an avatar but it can't import VIA cats in blender because it is ASCII format.
I tries using a converter, but CATS still did not fix the model correctly.
I can't import the FBX into blender normally since ASCII is not supported, I wanted to create some custom blend shapes for new faces.
So I need to edit it presumably in Blender?
Shouldn't Skinned Mesh Renderer.Material._RGB Mask Enabled enable the Poyomi shader's RGB mask with the settings I put in there beforehand? Can't get it to work
Sorry I retalize ASCII is a format on its own, it is an FBX file written in ASCII and not Binary
(in Unity)
PresidentSenpai: I have imported .ascii to Blender before
Let me see
I think you need the XNALara/XPS Import Export plugin
Hey anyone by any chance know if a koro sensai avatar exists for quest just askin not a request if so hmu
So the file is FBX, but its ASCII not Basic
there's a tool you can use to convert it
Autodesk FBX converter 2013
Ok gotcha, I think I just don't know enough. I converted it and got it in but it wasnt playing nicely with CATS
I got a ton of errors
so looks like this might not be a good project for my first one haha.
Your model... is ASCII format?
apparantly FBX files can be written in Basic or ascii
This has never worked for me. :I
mine is an FBX file but ASCII
worked forme
I may be misunderstanding, but what if you changed the file literally to .xna (no converter, just change the extension) and then used the importer?
@low whale Published a beta version of the avatar and tested the station. To my surprise I mostly got it right, with 2 caveats: 1) People are telling me they must REALLY get their face in there to see the hotspot, and 2) The animation controller seems to be ignored? The passenger just t-poses. That offer of help with the station still on?
The animation controller I've set on the station is using the same animation that my own avatar uses while riding the vehicle, so I know the animation "works"
I've never actually tried setting a custom animation for stations, mostly because they don't work for av3 avatars
Another question, to anyone who may know the answer: I'm being told that my avatar winks out of existence when people are close to me and not looking down, which feels like it's not rendering when the root is not in their viewport. Everyone involved had personal space off. How could this be fixed?
Wait, they don't?
AFAIK no, same reason those uhhh, I forget what they're called, the dancing worlds, don't work for av3 avatars
Wait, they don't??????
Have you checked the bounding box on your meshes? The bounding box is the area which, when it's on screen, causes your avatar to be rendered
I've never seen them not working but it's true that the avatar I normally use is still v2
Yours could be too small somehow maybe?
Bounding box on my meshes... Let me see
The white lines?
They seem to encompass the entirety of the t-posing avatar
Not just the bottom
Hmm, not sure what else would cause that unless you're using Poiyomi and have one of the distance/camera/angular fade options on or something
I'm using poyomi on this mesh
I'll mark down the station animation thing as "nothing to be done about it"
It's probably working fine since it's literally the default one with a proven working animation
Can the station proximity requirement be relaxed?
Don't 100% quote me on the station animation thing, I'm fairly confident it was a thing at least at one time but I haven't kept tabs on it so it could be working now for all I know, you could ask around
You don't have to be close to the station to use it, it's just colliders. Best you could do really is make them bigger
The size of the avatar being worn by the person using it has an effect on how easy it is to find the sweet spot to click on colliders like that as well, I don't think there's much you can do besides making bigger colliders
Any negative effects to making them bigger?
They can more easily be accidentally clicked on by people who don't want to use them
And I did check an MMD dance world, you are right, this avatar's tracked points are not moved
RIP, guess it's still a thing
Poyomi looks nicer in general but, if it is the cause for the winking out of existence, it has other issues. There are visible seams on the legs between the thigh and pelvis regions (and I noticed the person who was helping me test was clearly also using poyomi and also had a weird seam on their avatar's waist, faint but noticeable if you were paying attention) and it reflects waaaay too much light from light sources
Hello everyone I have a specific question about eyes for an avatar. How do I make it glow red? Like I already have everything set up for the materials to be toggled in the expressions menu and on that specific material I wanted to make the eyes glow like this effect
Now, granted, there are like 500 settings in this thing
But I have all the sections disabled except for light and shadows
Poiyomi is extremely powerful and can do pretty much anything you need it to if you know how everything works. But yeah, there are a lot of options. You can fine tune everything about the lighting, and there are tutorials for all the basic features like that
CROSSTRIGGER: So your question is how to swap the materials via animation?
It also wouldn't "cause" the thing about your avatar disappearing unless you specifically configured the shader to do that with one of the fade options somehow. I don't know how those work other than the distance fade which is the only one I've used, but they certainly wouldn't be on by default
Windows 10 has decided no screenshots today, but my distance fade settings seem to be no mask, minimum alpha 0, X 0, Y 0
I know how to do that brother 🙂 What I need to know is how to make yes glow even in a dark world the eyes will always glow red
Well
Either your material should be unlit, or it should be emissive
Depends on the shader, these are general concepts
Do you want it to actually be a light source?
You can hang a light source on your head bone and move it forward a bit so it's in front of the eyes too
This will automatically drop your avatar's performance down to Poor and cannot be used on quest avatars
I just want it to glow when I'm in a dark world like Sebastian from Black Butler
Which shader are you using?
YoyogiMori Toon shader
Don't know that one
It's a potent toon shader but it doesn't make the eyes glow
What settings does it have?
I'm not really sure how to explain it in detail in chat
Anyways I'll take a break at it for now I'll go play some VRchat haha
Can't send screenshots here in the chat I'll ask it again later just in case but for now it's VRchat time
Hello!
is there any avatars that are from the dragon prince tv show
Hey can anyone give me avatar world recommendations?
If so can you please dm me the name of the world?
As part of my Bakugan world I'll also be ripping the models for all of the brawlers from the video game, plus Alice and Hal-G
@neon finch just enable emission
It has one hehehe and it works haha xD #I'mOneHellOfAButlerTimeIsNow
Now the only thing I need is a weapon
Is a weird running animation when using fbt with a 3.0 avatar just normal? One of my avatars does a forward lean when i run.
Like legs at the front or like ninja run kind of leaning?
Ninja run lean i would say?
I'd say it's due to the animation because some animations don't work well with a specific avatar. Did you make the animation yourself or did you get the motion from somewhere?
I didn't add any special animation except a custom viseme parameter.
Everything is vanilla.
Did it frequently happened or is their just moment when it does that?
The ninja run thing
Seems to do the lean all the time, exclusively when using FBT though. I'll test again today.
I'll try and see if adjusting my viewpoint will help 👍
For someone who knows barely anything about making things in unity. How difficult is it to put a top on to a avatar?
you need to learn 3d modeling more than unity in this case
anyone have an invisible avatar? I wanna troll with one
You actually do it with Blender if you're trying to change/ put a piece of clothing on the avatar
is there a channel where we can ask for someone to make an avatar?
#avatar-search-old maybe or there should be a commission server in #community-servers-old
Thanks
does anyone have a spider avatar
does anyone have a bird avatar
I do
Lol
But do you want the spide
Spider @elder zinc
If your looking for animated avatars for quest I have 24 dm to trade
No i changed my mind i hate spiders
those are not the bird i'm looking for
they are all the same
i want the birds that fly
Some of the birds in that world fly
does anyone have kind of realistic birds
Well, at any rate you should be asking in #avatar-search-old
not sure exactly what you mean by realistic, since that could mean different things, but do you know about Avali's?
typically, they are textures/shaded in a more realistic way, rather than the toon style a lot of other models use
which GPU are you using
Hey anyone know any good 3.0 avatar worlds?
3.0 avatar hub?
I think #avatars-2-general could be the place
we still need trust to use custom avatars ?
i hate my life i spent an hour creating an avatar
New User rank is a requirement to upload contents.
@bold rune you can get new user in several hours
you only need "new userr" ?
how do u see what u have ?
on website and social tab in game
cant find
my trust level is new user
So that means you can upload your avatar
i meant from unity yk
yes you should be able
That's one way to upload
You can use sdk2 but sdk3 is generally better imo
I think it isn't the case though
Also if you need sdk2 help try #avatars-2-general
@bold rune how your builder looks than
You could send it in #avatars-2-general and we can all see it
done
@obtuse pulsar Back to av3 topic. Do you have some example of what your avatar does?
I'm curious about holding an item.
I tried to use parent constraint to switch item position between wearing point and hand. But it makes an item so laggy when I move around.
Personally I went the blendshapes route
It’s tron style so I actually have a disc on the back and 2 very very tiny discs in each hand then 3 blend shapes that grow the ones on each hand and shrink the one on the back
But I know there’s also transforms, bones and a couple other things you can do
@solemn ice
Anyone know the demon loli for quest
@solemn ice parent constraints are the way to go, make sure that it's not alternating animation states very quickly
which might cause that effect
Is it just me, or are alpha channels for textures suddenly working for avatars on Quest? O_O
does it let you upload?
Yeah
It seems to be using the multiply particle shader instead of the add particle shader I've got set though.
Anyone know how to import avatars into quest?
@neon finch i do
Can you tell me how?
"Well, you see i do know how."
"Can you tell me?"
"No."
O.o
Go to youtube, type “vrchat upload avatar quest”, follow
Alright
gonna try to make my first avatar from scratch today without knowing a damn thing about modeling 😔 wish me luck
Goodluck to you
https://youtu.be/5vGS5GZUo3o as an example on parent constrain lag. My glasses don't have second wearing position so they don't have motion clip to switch between position, but still lagging. My hat seems to lag in sync with the glasses. But I couldn't get the hat into the right position so I didn't show it in the record. Glasses are constrained to Head armature transform.
Currently, I just omit the position switching and set items as armature's children instead.
@neon finch just don’t. Take my advice and experience and just don’t. Learn to model and use the tools first, and start by modifying bases. It will go way over your head and you will end up hating the process if you don’t start off easy
Anyone knows how to fix particles goind behind map elements?
like water and images?
Will disabled Materials/Particles take performance? I added some features to my avatar which of course gets them higher but they are all disabled by default until i enable them. There are only 3-5 Materials shown if everything is disabled.
Ye i know that the sdk will count everything regardless. I more meant the ingame performance of my avatar
Only stuff that's enabled is the avatar itself by default, everything else has to be toggled.
ah
i'm not sure but i don't think objects will impact performance when they're not visible
That's good. My avi is quite heavy on the particle side of stuff which also drastically boosts the material count unfortunately. Already optimized the maximum amounts of particles a lot.
But they're not shown unless i activate them with a toggle
I probably will also just make a much more optimized version for publics to be safe
Im just gonna slip this in here so we can get someone's attention 👀 #feature-requests
spread the word
hey gamers, weird question: what happens if the quest version of my avatar doesn't have the same playable layers and expressions as my PC version?
I ask because I've got my avatar set up to change between a few different materials on a toggle in the expression menu, but I'm wondering what happens if I have a different number of materials i switch between on the questie and PC versions.
hi everyone
if there is anyone making free custom avatars out there please dm me
#avatar-search-old was the right place for that
If you don’t have the same params and stuff then they just don’t sync
As long as the parameters have the same name and type, that’s where they sync. E.g. my avatar on pc has a hair animation but that only works on pc yet I can change it from quest, but my quest avatar has a mesh toggle that isn’t patched over to pc and I can’t toggle it from the pc so it won’t accidentally trigger weird things for quest users
I even have some things that are actually the exact same parmamters, layers and animation visuals but the animations themselves are different to work on quest or pc
ok, good. I was wooried that if the params didn't match i'd have a seg fault error or something
thanks.
Yeah basically if the params don’t match then you can’t control what quest users see from pc, but if they do match then you can control what quest users see from pc (and vice versa)
So, bought an avatar recently, what software would I use for making a texture for it? As in putting a texture that already exists into said software and then just, painting on it
I mean one that isn’t photoshop because that would cost money that I don’t have
Gimp is free and good imo
Oh sweet. I just updated my SDK and I love the new menu parameter options!
Bools to save space and a saved option
Krita is free https://www.krita.org
Question:
I want to get started working with avatars. After learning, i want to take an avatar i already have, and add features to it. The avatar is a licensed character model that was made by someone else. Can someone help me understand the rules about licensed characters, and other peoples models? Am i allowed to re-work an avatar and make it my own? What are the conflicts around characters from franchises? Please DM. ty in advance.
Can someone point me in the direction of an avatar creator that can create parts from scratch
I’m looking for a custom avatar
if you bought the model, or the model is available publicly for free, you should be able to edit it as you wish in most cases
tyty.
#community-servers-old, top of the list.
@gilded citrus if it’s licensed then you should have been given/offered a copy of the license. Generally the licenses have a really easy to read summary at the top which will tell you how you can use it and edit it
Is it possible to add a custom lipsync animation to an avatar? I had assumed it'd be the same as the gesture animations but seems to be a different system
Of course
Lip sync is controlled either by bones or by visemes, to customise the shape your mouth makes when you talk you just have to go into blender and change the visemes (easier than the bones)
I think there might even be an animation layer somewhere that you can use that doesn’t use blendshapes or visemes now
Guys does anybody know how I can convert models into vrchat? I've been playing the game for a while but surprisingly I've never done this before. If anybody can help, here's the link
https://www.deviantart.com/higuys920/art/Attack-On-Titan-Armin-Colossal-Titan-XPS-869498228
Ah I see, I think I'll look into visemes that sounds like a better way to do it, I literally just need to resize/hide and show a sphere for this animation so shouldn't be too complicated
Is the model rigged @neon finch ?
Ah it's from another game
What do you mean?
Nah it’s good to go
sorry im new to this whole thing
Click the link, it’s xnalara and pre-rigged
Basically what you want to do is google blender xnalara and find the plugin for 2.8, then go to YouTube and search vrchat upload avatar and follow the tutorials, except when you import the model you use the xnalara importer
Am I missing something here? I apologize for my stupidity but which link are you talking about? The deviantart one?
Yeah
so literally just this
https://www.deviantart.com/higuys920/art/Attack-On-Titan-Armin-Colossal-Titan-XPS-869498228
I got the texture from the avatar I want to edit but the texture looks like a mess
Which isn’t necessary a problem, I could still edit it
It’s just gonna be difficult
@obtuse pulsar I take it to do this I'm going to need to setup a bone for the mesh I'm animating?
The thing I want to do this on is a seperate mesh from everything else
1s
So iirc sdk3 has stuff via blendshapes too, which you can purely edit the mesh of without needing any bones. I recommend googling how to create and edit blendshapes, then you can use cats to auto generate all the necessary blendshapes once you have Ah Oh and Ch mapped out
Ah I see, I'm not doing actual lipsync here as my character has no mouth, trying to make a green ring grow/shrink when I talk. Is there any simpler way or do I literally just map all of the sounds to make it bigger
I’m not 100% sure but I think if you just make a big, medium and small blendshape and then map those to the Ah, Oh and Ch in cats it should just extrapolate that, otherwise yes you’d need to make a blendshape for each mouth shape
You can use the lipsync mode "Jaw Flap Blend Shape" for that. Then you just need to create one really simple blend shape that expands the ring.
Ah, thanks that's perfect. Now I've just got to learnh how blendshapes work
https://cdn.discordapp.com/attachments/682515739873509376/815554431352569866/NDtGGG7uq6.mp4
Create a shape key for the ring object (Or the object the ring is on)
Select the shape key you want to edit. (Always make sure you select Basis when you do NOT want to modify a shape key. Otherwise you mess things up)
Go into edit mode and make your change.
Exit edit mode and you should be done.
(The video shows how to)
Thanks, I think I've got it it's actually a lot simpler than I thought it was going to be, they're just keyframes right?
Presumably you can also have two of them merge and work at the same time
As a very simplistic explanation anyway
Obviously there's more to them than that
Well, if you would do what I shown there in the video, that's pretty much it. You can then export it to unity and in the "Jaw Flap Blend Shape" select your body mesh and then select your expanding blendshape. Should work in game then.
👍
What are the requirements for assigning the face mesh? As I mentioned that talking light is a separate mesh and isn't rigged besides being parented to the head bone
It won't let me assign that mesh to the face mesh parameter
Also seems that even when I merge the meshes the blend shape still doesn't show up in unity
@latent zephyr I think having unity import .blend by itself doesn't also import blend shape. So I export with CAT plugin and unity can see blend shape.
I've been exporting to .fbx and importing that into unity
I didn't know you could import .blends
Internally it's still converting to .fbx first, it's just eliminating extra step that exporting fbx explicitly.
So what does the CAT plugin do @solemn ice ?
It helps rename and reorder among other things to the vrchat preferences, you can use it to combine materials, create visemes, create eye bones, translate bone names and pose the model
I still recommend exporting the fbx, and not using the .blend in your project
@latent zephyr That's what Timemaster111 said
Exporting to FBX and importing to unity doesn't show me the blendshapes though, how would I export to unity using the cat plugin?
where are you looking for the blendshapes?
also, to export using CATS, use the "export" button
Oh I guess it's not in the normal export toolbar?
no, it's in the CATS interface
Also, I'm looking for them on the skinned mesh renderer
yea they should be there
make sure that "Import blendshapes" is enabled on the fbx in unity
Where do I find that setting? It doesn't give me a menu on importing them
in unity, click on your FBX file
then look in the inspector window, and you'll see various import settings
Import blendshapes is on
Do I need to do something with the shape keys after I've made them to make them into blendshapes?
quick question, I uploaded an avatar with an animator in the main animator slot. Do I have to leave that empty or does it get auto-removed when uploading the avatar? I don't want to spend 10 minutes re-uploading it
2.78
Wait no sorry 2.92
The shortcut still says 2.78 but it seems to have updated
Just out of curiosity, would I be able to leave the blendshape in a different mesh and use that as the face mesh?
avoid using the cutting edge versions
too many bugs
use 2.83 honestly
or 2.91
heard issues with 2.92
I'll have a look into reverting, I've had it crash a few times though I'm not really in control of version control, got it through steam and it auto updates
yea just uninstall that one, and download 2.83 from the official website
Nah, I'm just gonna use the beta
They seem to have setup all the versions available as betas to opt into
Blend shapes still don't work though :/
Anyone know a tutorial how to toggle things like this: Activate it in expression menu, then making a fist so it ''spawns'' i know both ways but not how to combine it. (it only spawns if toggled in expression menu)
Yeah sure, make a layer in the relevant controller and make the transition parameter for spawning GestureLeft/Right equals 1, and the transition for despawning notequals 1
but then it spawns everytime i make a fist right? i want to enable it in the expression menu first then make a fist no make it visible
Oh and also in that transition check that the toggle parameter is also true
Yeah sorry I just added an extra bit on the end
So the transition for spawning would be like GestureL/R = 1
SpawnOn true
And the one to despawn would be
GestureL/R =/= 1
Alright did that. so rn that would mean if i make a fist itl spawn and despawn if i release the fist right. and how do i bind it into the expression menu?
got a bad gateway error when trying to upload, is it because vrchat is still having issues?
The SpawnOn variable was a placeholder for the variable that your expression menu toggle changes
Hi can i ask someone to make me an avatar for vr chat
#community-servers-old, top of the list.
does anyone wanna hop in a discord call and help me optimize an avatar for quest
Hey yo peeps need some help rq
im looking for a vrchat avatar that was in my favorites but is now gone, its in quest-avatars if anyone can help
I have a picture of it
why cant i upload a custom avatar yet?
you need to reach new user rank. take a few hours to a few days of playing, you'll get a notification
?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
How much time do I need in VRC to upload an avatar? I really wanted to upload an avatar of mine but I don't have the rank yet, and I've seen you have to spend a few hours in it.
u just have to use unity
I did use unity. I built a model and followed an almost 2 hour long tutorial, but I'm not the New User trust rank yet. I don't want to spend hours upon hours in an avatar I'm unhappy with just to get to the one I'm happy with.
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
?upload
I'm new to importing models, and I was sent one, but the way the model is sent isn't what I'm used to. Can anyone help me make sense of it?
Are you using a steam account
If you are try merging a vrchat account with it
I got new user instantly
(I probably should of had known user)
No I made a VRC account
The only thing I've seen from a tutorial that I think used the old SDK was the model shifted in the game when it stood up. Maybe try putting it higher or something?
YW, hope it helped.
I want to make triggers that activate when I move my hand to a position on my avatar. Like grabbing a sword from my waist. Are there any tutorials or prefabs for this?
Not really any current ones because the previous method of using parameter drivers was broken permanently by a recent update. You have to drive animator layer weights now. VRLabs' follower package is the only prefab I'm aware of that currently has an example of it. Depending on your existing knowledge level you may be able to work out the method by examining it, or I could help you over screen share in a bit if you want
Thx. I’m at work right now so I can’t screenshare, but I’ll take a look at the VRLabs follower script later. Thx!
Sure, it's a pretty complicated system to understand going in blind. If you need help give me a message later and we can screen share when we both have time
Actually I think I typed up an explanation of how the layer weight method works to someone in VRLabs' discord server not long ago, let me copy it here, one sec
``The layer weight particle collision method has a few parts to it but isn't too complicated if you break it down. The general idea is that you have an animator on your particle system with two states, one for when the particle is dying, and one for when it's alive. Using the animator layer control behavior, the first state drives the weight of animator layers in your FX controller (or whichever) to a certain weight, and the second state drives them to the opposite. The parent object above the particle system has an animator which constantly animates the particle system object on. And finally the particle system dies on collision with a specific collider in the triggers module, or with any collider on a specific layer in the colliders module (like if say you wanted player local collision.) This is because the "stop action" setting in the main module is set to disable, which disables the object when all particles in the system have died.
While the particle is alive, its animator makes it to the second state and the animator weights there get applied. If it's colliding it dies and re-activates every frame because of the parent object's animator, so it functionally stays on the first state, and those animator weights get applied. Then in your FX controller you just set things up so those animator layers with their weights being changed do something. You can either animate things directly in the layers (e.g. one layer activates an object and the other layer deactivates it), or you can just put animations in there which drive the value of a parameter. Then in another layer you can transition to various states based on the value of that parameter. That's the method the follower prefab uses.``
Keep in mind though that if the behavior you want is for putting your hand in a place to first draw the weapon, and for it then to later sheathe it again by putting the same hand in the same place, you'd have to use the method where animations drive a parameter, and then in another layer use a specific animator layer setup to account for that behavior
The typical application is that something happens while e.g. your hand is in a position, and then stops happening when it exits that position. But you could definitely set it up the other way with a little adjusting.
Wouldn’t it just be a case of carefully using states and transitions?
How do you intend to make the states transition based on the position of the hand if not with particle collision?
Oh I meant for doing a thing after going into a space and out again vs just doing it while inside the space
Thx
Why do so many models have to be verypoor
Can't the that hard make it at the very least poor
Quest avatars?
@spring ivy rule 13 :/
don't talk about it
Gotcha
But I do have a legitimate question: If I ever made a model with low enough tris it could be Quest-compatible on PC, do I need to render it twice, once with a PC target and another time for the Android/Quest target?
Gotcha. I was wondering since I own a Quest 2 as my VR outlet of choice, and while I can hook it up to my desktop, sometimes on the go I wouldn't be able to use it.
You don’t even need the same av, you can have a 200k avatar in pc (not recommended tho lol) and a 1k on quest (not recommended on the opposite scale)
It's only ~7k tris, I've heard the max quest tris is 10k
Any good making your own model tutorials?
Yeah quest recommended is 5k but the absolute max is 10k
I tend to only get mine down to 7k as a nice balance tbh
Quick word of advice
the most you can use an avatar ID before it breaks is about 70
I'm at 170+ on my main and it's fine kek
Huh, weird
I've been playing since 2017 and my oldest uploads are starting to break when I update them
so now I'm reuploading everything to refresh it
How can you break an avtar ID? Isn’t it just the hash that points to the file the server needs to update/download?
Did you have future proofing enabled?
There was an error at the bottom of my screen saying it couldn't append the new upload to the previous versions
something along those lines
Oh wow
the error was followed up by a long string of every avatar that's ever had that ID
so I assume the file just got too large somehow
however it works
at first yes, but I turned it off at some point
Ah, I didn't
I thought they removed the option and never bothered to uncheck it
maybe future proofing is what creates that file I was referring to
I say "File", I don't understand how it works
Yeah sounds like future proofing
Iirc if you have it on it up,lads whatever file it needs to and also an extra unitypackage
Hey, Anyone know how to take a Garry's mod model and make it into a vrchat avatar I need help
It's a bit old and on sdk2 but hey its usable
so uh, is there a limit to how many states you can have in a layer or how many transition conditions you can have? You could script in some bonkers stuff if there isn't
no not really
oh no
keep in mind a single layer can only have one active state at a time
has anybody implemented a cpu yet?
lmfao doing binary math using states and transitions
256 end states, one opcode parameter, 2 input register parameters, one opcode state with 256^2 transition conditions per opcode state....
still have 12 general purpose registers to store stuff.
I believe layers themselves are also not really capped
So even if there is some cap to how many states per layer you can have, just add another layer.
yeah. I'm trying to think of insane uses for this and honestly I can't come up with much. It's pretty restricted by the circle menu being the only real input vector.
?
They aren't. Viseme, GestureLeft/Right, VelocityX/Y/Z, Upright, Seated, AFK, SelfMute, Grounded, and Seated are all input parameters.
Additionally, your state machines can set values of custom values, not just read them, so the state machine itself can also drive other parts of it.
List of VRChat Parameters - https://docs.vrchat.com/docs/animator-parameters
How to set your own values on states - https://docs.vrchat.com/docs/state-behaviors#Avatar-Parameter-Driver
Yeah it was noticing that you could set parameters with the parameterdriver which led me down this rabbit hole. Still, anything I can actually think of doing right now is much more easily accomplished without coding trig tables into animation states.
wait, 'velocity'? is that just of your avatar in general...... you could at least animation-physics a floating thing without rigidbodies then.
Velocity is your current velocity. An example use of it is in the base locomotion controller. there's a walking blendtree and the jump animation also looks at your Y velocity.
I use it to pop out a skateboard whenever I'm moving
you could, every .1 seconds, set the previous value, and then a few others to get an acceleration value, then tilt your avatar
You can do it every frame if you want. state machines work in frames
still limited to 16 parameters though?
oh
you could just make a layer for each new parameter and have a access code for each one.
then just store the state in state graphs
again I'm not sure what you'd even use that for but it really doesn't seem like there are limits
don't think you'd be able to get an animation-cpu to go above 10-15hz though which isn't great
16 integer or float parameters, or up to 128 bools. There's a bit budget system of 128. Bools take 1 bit, and integers/floats take 8. So you can use any combination of them as long as you have no more than 128 total bits
store state in other layers, use two parameters to set the state of the layers.
Yep
i neeed a molten freddy, is there a game where i can get him?
Like you can use X integer parameters together to obtain a total of 256^X possible states
if there's no limit to the number of layers, transitions, and conditions, you can have 16 bytes of addressable memory since 16 parameters. You'd need to take some of those 16 to actually do anything, but at any scale lookup should take one frame, going through any computation table should take one frame. I kinda want to try doing this but I can't think of a purpose
the storing state in layers thing only works for discrete states, I don't think it'd work for floats
I guess I'm thinking a base-256 computer instead of a binary one, for frame efficiency
probably. Put all the inputs in your wheel
That would be awesome
I don't think you'd need to go nearly this far
maybe to store the positions of existing blocks.
ok so I just started looking at this system today, I just like imagining the bounds of them, I haven't tried any of this
there's a very good chance unity will just start lagging far too much for any of this if I actually try it :p
Does anyone know that Unity plugin (package? asset?) that lets you run with your avatar in Unity run mode and test transition states and stuff? Or is that just basic functionality? I've never done it before and I'm looking for a resource or link I can pass on to a fellow looking for how
you can test anything from gestures, expression menus, expression parameters, afk, etc
Thank you 🙂
is there some way i am maybe not aware of to hide certain parts of the mesh?
currently what i do is create shape keys that take the part of the mesh and scale it to like 0.00001 of the size
but this goes south sometimes with rigged parts and somewhat especially if there's dynamic bones involved
now, i could also have multiple skinned meshes but i kinda don't want to do that because it's a performance detriment
the shape keys are very nice performance wise as they don't really give or take performance
that is, they're somewhat neutral
or does anyone have any tips on how to make a shapekey to hide part of a mesh perform better?
(please @ me, i might not be looking here all the time)
either use shapekeys to scale down, either separate meshes, or separate materials
when i have separate materials, can i really just turn off a material or how would i work this?
you swap the material to a different one that is invisible
shape keys prob best way tbh
with at least one of the shape keys i have the problem that remnants of that mesh will still somehow stick out of the character
yea, have that exact same issue aswell
pretty sure that you need to scale each part by vertex group
haven't tried
You can animate material swaps. Make a material that is Standard Shader set to Fade with 0 alpha
that is functionally invisible
Even if people hide your shaders it will stay invisible because it is standard shader
Either that, or seperate the skinned mesh and disable the object or the skinned mesh renderer with an animation
yeah separating it out to a mesh is possible too, but in the long run, would the material or the extra mesh be better on optimization?
