#avatar-general

351 messages · Page 24 of 1

queen jolt
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Download the Android Module in Unity Hub, and you will have the options to "Build & Publish for Android" in the VRChat SDK window on each of your avatars.

open valve
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This is all pretty new to me

wispy sage
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be aware that the quest mobile version has very steep requirements for models

queen jolt
wispy sage
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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

lusty rapids
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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

keen bone
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@lusty rapids yes, but you can also toggle it via the inventory

lusty rapids
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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

keen bone
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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?

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(is there any better/other way to toggle objects?)

lusty rapids
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@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?

keen bone
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@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?)

queen jolt
# keen bone <@!101382208668844032> really not sure, struggling with this as well. One thing...

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.

lusty rapids
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Ah okay, thanks both I'll try that

keen bone
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@queen jolt yeah, there's a filter on the gesture controller for hands only

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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?

queen jolt
# keen bone in any case, in my problem above, I have it on the fx controller, and it doesn't...

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.

fluid grotto
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You have to connect your quest to your PC if you want to see Pc avatars

loud cape
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@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

open valve
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Ohhhh is that why when you go on the browser it looks like android

manic forge
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If only every original quest user got a quest 2 then maybe the quest version of vrc wouldnt look so bad

keen bone
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@manic forge quest is pretty great.... when hooked up to a gaming pc 😉

manic forge
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ah yes the good ol' classic make your quest into a pcvr headset

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never fails to make the entire game better

fluid grotto
manic forge
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wow thats just wasteful

fluid grotto
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If you say so!

manic forge
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¯_(ツ)_/¯

keen bone
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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.

fluid grotto
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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

true herald
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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!

neon finch
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Anyone know any 3.0 avatar quest worlds

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Please ping me btw

open valve
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When I click on builder in the sdk control panel it shows nothing

surreal sand
loud cape
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you're in the SDK3 help channel

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are you using SDK3?

surreal sand
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oh my bad

open valve
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I need some kind of shader but I don’t know how to get it

open valve
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I'm making a avatar for oculus quest 2

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And I need a shader or something

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oh wait im in the wrong channel

neon mortar
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ugh.. i dont know what it is but the 3.0 crouch animation is having that weird thing again where it suddenly "works" now

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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..

humble flint
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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?

queen jolt
humble flint
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So is it better to just use blender?

loud cape
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it's literally 3D design

queen jolt
# humble flint So is it better to just use blender?

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.

humble flint
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I'm aware

queen jolt
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You could buy or download pre-made models, but you would still need Unity to put it into VRC for you

humble flint
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And sacred I really don't appreciate being talked to like I'm an idiot

loud cape
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I'm sorry? that's not what I was trying to do, was just stating facts

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a lot of people think that avatar creation is as simple as dress up games or making a minecraft skin

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while it's a LOT more complex than that

humble flint
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I know it's extremely complex

loud cape
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I have no idea what your background is, or how much you know about CAD in general

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no offense was intended

humble flint
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None taken sorry I was rude in my response. And I have four to five years in cad experience

loud cape
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neat

neon finch
neon finch
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ain

echo arch
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have a question! are chairs still broken/disabled for avatars?

neon finch
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ola hello bonjour

low whale
echo arch
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thank you!

mossy jacinth
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Does anyone know if this will work to encrypt a avatar?

strong shell
mossy jacinth
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That is what I thought. Tho a booth model I bought recommended to use it. So that got me wondering

strong shell
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really? maybe you can contact the booth model person about that

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sounds highly unlikely tho

rocky onyx
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Still 3.0SDK can't make chair on the Avatar?

azure wraith
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You have to add the VRC playerstation / avatarstation (or something similar to that) component to your avatar.

rocky onyx
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Oh I see, Thanks!

azure wraith
low whale
lost gust
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If you want I can link you to a server full of avatar creators.

neon finch
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trying to upload my new character but it just future proofs my character then does nothing afterwards

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anyway round this?

west nest
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maybe try deleting blueprint

neon finch
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k

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didnt work

lost gust
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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 ^_^

queen jolt
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Check out on Fiverr and find out how much it costs for someone to do model/skintexture/rigging, dunno what the going rate is 😅

graceful nest
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They're mostly tda junk

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You shouldn't buy those

lost gust
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Btw @graceful nest ...

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Belated Valentines hug! 💖

graceful nest
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t-thanks

lost gust
graceful nest
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I kinda forgot it was a thing

lost gust
loud cape
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because people expect to receive some sort of compensation for their time and effort

lost gust
loud cape
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you can still ask friends for some sort of compensation, even if it's not as much as you'd charge for non friends

loud cape
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I charged one of my friends 40$ for a custom nanachi and they were very happy about it

gloomy lotus
loud cape
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oh I do too

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but avatars can take a long time to make

lost gust
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But yea! If you dont want to pay for an avatar you COULD learn to make it yourself! ^_^

gloomy lotus
lost gust
severe lichen
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Is this where I can ask questions about avatar making for beginners that actually dont know nothing about avatar making like me?

clear crater
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If you're looking at tutorials and asking specific questions, then yes.

heady chasm
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Basically all I need help with is uploading an avatar and it doesnt let me can someone help

strong shell
heady chasm
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Im basically just having all these errors can you vc and I share my screen?

strong shell
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no

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but read the errors

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they will give you information as to what you need to fix

heady chasm
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Im gonna send you in dm's what the error is

strong shell
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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

muted juniper
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using roblox studio you can download a copy and then port it to vrchat

arctic condor
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why cant i upload my avatar

fluid grotto
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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. 👼

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That way it’s a learning experience for both of us

arctic condor
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being chaep i just want to show my art to the world

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@fluid grotto

steel iron
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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.

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¯\_(ツ)_/¯

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A lot of lazy people that want to use you if you let them.

pine dove
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but at least I'm upfront about my motivations so I dont feel too bad about it

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seen some skeevy shit where people befriend artists/avatar creators/whatev to get free work done and im like bruhhhhh

steel iron
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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.

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Like I can be in a mood to just DM a link or file or something. But I don't ever have to.

cunning ore
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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

silver adder
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No, you have to rig it in Blender.

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Unity doesn't have any modeling functionality.

dusty basalt
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can someone explain how do i make the eye textures show up

fervent dew
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im trying too make a aavatar but the guides are out of date mosty

next spade
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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

loud cape
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the setup process is the same as normal avatars

next spade
fluid grotto
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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

mortal cliff
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You seem to play vrchat a bit much

fluid grotto
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You are on the official VRChat discord help server not sure what you expect 😅

mortal cliff
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Fair enough.

next spade
fluid grotto
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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

next spade
fluid grotto
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Yes.

next spade
toxic whale
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👍

true depot
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hiya anyone got some sick effect skins i could trade you a few of mine just looking for some vibey effect stuff

lime comet
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Yo question does anyone know any more worlds or avatars that are bhaptic ready?

neon finch
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I just wanna find some destiny avatars that are quest able

silent badge
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so is the remeasure avatar component ever coming back?

willow kindle
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anyone else having an issue where uploaded avatars wont show blend shape animations locally, but everyone else can see them?

toxic forge
wheat rover
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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

strong shell
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that's available in the menu

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(except in quest standalone)

wheat rover
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i meant like if it was possible to do something like VRLENS

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without buying it

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but i just bought it anyway

fluid tide
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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

wheat rover
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depends on if you want it to move with your fingers i think

fluid tide
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yep

wheat rover
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then i think you'd have to rig it

fluid tide
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yeah but i'd want to be able to toggle it on/off

wheat rover
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not sure about it never done it before

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i think you can rig it in blender

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but not attach it to the armature

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or smth

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i think there's a guide for it

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i think its this tutorial

fluid tide
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that's for 2.0 tho

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all my avs use 3.0

wheat rover
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ah..

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but

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isn't it the same thing

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you just make an expression menu toggle instead of an emote toggle

fluid tide
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i guess yeah

wheat drum
fluid grotto
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Rather than having its own armature and linking with rotation constraints

fluid tide
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ah i see

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thanks

urban flame
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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.

terse mica
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It's been a while but I worried about the same thing since I didn't play as much

fluid grotto
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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?

steady helm
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Me: says something witty
Also me: explodes into Skeletron

muted juniper
plain cloud
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is it possible to use the Visual Effect Graph on avatars, anybody know?

muted gazelle
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It's made for a different render pipeline that what vrchat runs on so no

plain cloud
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riiight, because thats why you cant use screen-space reflections either

remote valley
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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

low whale
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It's a server for creators and you can see listed commissions and chat with other creators there

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Server for commissions to be more precise

remote valley
low whale
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Wait really? Don't you just join and react to get a role or something?

remote valley
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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

low whale
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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?

remote valley
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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

autumn sandal
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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?

remote valley
autumn sandal
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Alright 🙂

autumn sandal
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Is this it? I’ve seen it in worlds, but does it work for avatars, vr and pc users?

remote valley
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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.

autumn sandal
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Nah, the snail marker is not gonna work Becuz my mute friend is a PC user

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I heard there was something like that, but for avatars for but VR and Pc users

unkempt jackal
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What is the best default color to get the best colors in the wheel?

neon finch
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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

remote valley
strong shell
strong shell
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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

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And place it in front of you

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I haven't used snail marker specifically but my guess is you can just change the parent, shouldn't be a problem

chilly helm
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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

graceful nest
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Ask the creators

idle whale
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Guys i have a question... if i want add custom jump animation how can i do?

low whale
idle whale
low whale
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You need to duplicate the example locomotion controller inside VRCSDK > Examples3 > Animation > Controllers

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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

ashen root
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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

remote echo
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Where to find it. I don't know, but im sure it's easy to find if you search "VRChat Spring Joint"

ashen root
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Thank you I was finally able to find a tutorial for it!

strange tiger
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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.

loud cape
tired vigil
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how long does it takes to get verified to upload avatars

strange tiger
strange tiger
neon finch
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Anyone have nikeii avatars?

mental phoenix
strange tiger
mental phoenix
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I actually can't stand this default happy expression

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It's literally closed eyes with a fully open mouth, no smile

tired vigil
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got it now with 13 hours and 8 friends

true pike
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Anybody has a good site for avatar cloth? c:

sinful junco
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@true pike what do you mean by that? are you looking for cloth meshs or something

true pike
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@sinful junco yeah meshs. Like accessoires and stuff

elder holly
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Does anyone have Dynamic Bones 1.2.1? I really need it. Please send it to me thanks

muted gazelle
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Go buy it and stop begging for paid assets

elder holly
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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.

agile solar
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Thonk Don't tell me it comes from a specific site... (don't say the name either).

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'Cause I'm sure DA doesn't specifically tell you to use Dynamic Bones.

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Unless... Booth?

strong shell
neon finch
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Anyone know we’re a mothra non humanoid avatar is

elder holly
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Just did @strong shell

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Apologies for anyone I offended/angered.

strong shell
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it's cool

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people might get angry because we get some people asking for pirated stuff and that's a super dick move. very disrespectful to creators

onyx verge
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this is gonna be fun ;-;

valid ermine
onyx verge
valid ermine
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Lmaoo

onyx verge
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i know close to nothing of blender so this is gonna be a trip and a half

valid ermine
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Same here I don’t make stuff from scratch I usually start with a base then add on from there

onyx verge
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i see

queen jolt
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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

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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...

wintry glade
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Upright is based off of head height, its just a raw float IIRC so you can do anything with it

queen jolt
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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)

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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.

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.
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.

low whale
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The blend tree just blends between the different animations based on the value of VelocityZ

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It doesn't care if you're on desktop or VR, holding shift or not, or any of that

queen jolt
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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.

low whale
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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

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The animations shown in unity for those are placeholders, they are called proxy animations for a reason

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Because of licensing reasons, they're replaced with the real animations on upload

queen jolt
queen jolt
low whale
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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

queen jolt
low whale
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I see, well you know what you want for your specific case, hopefully that clears everything up for you

queen jolt
onyx verge
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@valid ermine mind if i dm u rq?

queen jolt
# low whale The animations shown in unity for those are placeholders, they are called proxy ...

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. 🤦‍♂️

valid ermine
low whale
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The "HardLand" state is similar but with an exit time of 0.6

queen jolt
low whale
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Maybe double check that that's the case?

queen jolt
low whale
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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

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You can test the controller in play mode to see what it does when you change the variables

queen jolt
queen jolt
low whale
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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)

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Then in the parameters tab inside the controller you can change the values manually

queen jolt
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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'

iron shell
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anyone know how to make avatars change size, or is there still not a way to do it

silver adder
tame lava
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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?

manic kelp
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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 .

cedar oak
#

(╯°□°)╯︵ ┻━┻

opal birchBOT
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┬──┬ ノ( ゜-゜ノ) There you go

strong shell
coarse tangle
queen jolt
queen jolt
coarse tangle
# queen jolt Oh cool, thank you for your experience with that it's really informative! 😀

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.

queen jolt
coarse tangle
queen jolt
neon finch
#

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?

dusky canyon
#

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.

manic forge
dusky canyon
#

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.

manic forge
#

Recent uploads you say?

#

I'll test that to see if thats the case

dusky canyon
#

That'd be my guess, since you're saying you're having no issue.

manic forge
#

You might wanna check your animations/layers

dusky canyon
#

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.

neon finch
#

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?

formal river
#

Hello, how do you apply animation to your avatar?

neon finch
#

I made a new FX controller and remade a new animation with the quest material onto my quest avatar

#

Anyone online to assist?

dusky canyon
neon finch
dusky canyon
neon finch
#

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

neon finch
neon finch
toxic copper
#

Does anyone have any good tutorial videos on how to make an avatar, I’m pretty new to this kind of stuff

novel jolt
#

does anyone have a Minotaur i can copy or have in vrchat im willing to pay

obtuse pulsar
#

Do people tend to use flick or pick for the menus, especially when it comes to expression/animation control?

loud cape
#

when you get used to it, you become very fast and accurate

modest basalt
#

i cant find where the body texture would be, does that mean it just doesnt have a body texture?

#

nvm i got it

hushed sage
#

how do i make a avatar

graceful nest
#

youtube

full stag
#

my model is so big even 0.1 is 4 times the height of people

fluid grotto
#

Eye bone direction in blender is entirely irrelevent in SDK3, true or false

late tartan
#

False I think; remember seeing somewhere that it needs to match the head bone@fluid grotto

fluid grotto
#

Thanks. I know SDK2 was super picky

versed vale
#

anyone have like a tutorial or can tell me how to make like nice 3d avatar hair in blender?

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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

graceful nest
#

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

alpine dock
#

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

fluid grotto
#

You can use the state behavior “VRC Animation Layer Control” to turn your viseme layer off and on

#

Assuming you are using viseme parameter

alpine dock
#

I am yes! I will give this a try thank you!

fluid grotto
#

Hm, depending on the type of animation parameter some are visible even at 0 weight, I think.

alpine dock
#

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.

fluid grotto
#

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

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So if you turn it to false on some other layer, they stop playing

alpine dock
#

Hmm, i will go over your explanation again but it seems to disable gestures instead.

#

The facial expression i mean.

alpine dock
#

All i want to do is have visemes deactivate during expressions vrcTupAUGH

loud cape
#

just add a new layer in your FX controller, create 2 empty states, add the VRC Tracking control to both of them

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then add transitions to switch between the two states when you do gestures

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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

fluid grotto
loud cape
#

no

#

I don't believe so

fluid grotto
#

They are using exclusively parameter driven visemes

alpine dock
#

Yup

loud cape
#

so basically just custom visemes?

fluid grotto
#

You’ll want to use VRC parameter driver and make a custom Bool that shortcuts your viseme logic to stop

loud cape
#

well, they want it on a gesture

alpine dock
#

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.

loud cape
#

one solution would be to just have an extra state

alpine dock
#

Essentially i can see my mouth moving under the expression layer so to speak.

fluid grotto
#

Right, any gesture can set the bool and then idle gesture puts it back

loud cape
#

@alpine dock can you send a screenshot of how your viseme layer is set up?

loud cape
#

rather than using an extra parameter

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GestureRight > 0 and GestureLeft > 0

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then for the return, GestureRight = 0, GestureLeft = 0

fluid grotto
#

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

loud cape
#

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

atomic panther
#

Okay so now it will bring up the upload screen but when its ready too upload, the vrc descirptor game page wont show

exotic geode
#

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

atomic panther
#

fixed it

tidal wave
#

Spared word about this new avatar creation feature all out the community of VR Chat!

agile solar
#

Already pinned, btw.

ancient turtle
#

I asked this in a different channel but, how many meshes would make a Quest avatar unstable?

loud cape
#

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

ancient turtle
#

Shape keys?

loud cape
#

yes

#

the same thing that allows your avatar to talk

ancient turtle
#

Ah

loud cape
#

a shape key stores the position of all vertices

ancient turtle
#

I didn't actually make my avatar so that wouldn't be possible in my case

loud cape
#

think of it as like, a specific state the mesh can be in

#

it is completely possible

#

you can edit any 3d model

ancient turtle
#

I am aware of that

#

However

#

Id have to reimport it into unity and re apply all the stuff I know nothing about

loud cape
#

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

ancient turtle
#

Thats a thing you can do??

loud cape
#

yes

ancient turtle
#

For me it just reimported under a different name

#

So it didnt override anything

loud cape
#

because you probably exported it somewhere else, then dragged it into unity

#

you have to REPLACE the original file

ancient turtle
#

Ah

loud cape
#

either through exporting it with the same name in the same directory

ancient turtle
#

I gotcha

loud cape
#

or either do it through the file explorer

ancient turtle
#

Anyway, in case that doesnt work out for me

loud cape
#

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

ancient turtle
#

Would 3 materials, and 4 meshes with around 30k total be unstable?

loud cape
#

for quest that is too much

#

recommended amount of polys is 10k

#

you're 3x that

ancient turtle
#

Yeah and it runs fine as is

loud cape
#

yea but that won't be the case in a crowded room

#

this is mobile hardware we're talking about

ancient turtle
#

With 26,000 currently

loud cape
#

the quest 1 has the same SOC as the Galaxy S8

ancient turtle
#

Oh I'm using Quest 2

loud cape
#

the XR2 is indeed a lot more powerful

#

however, you need to also consider the players on quest 1

ancient turtle
#

And I know VRC isn't optimized for it, but it's definitely a big buff

loud cape
#

there is a reason why your avatar will never be shown to any user

#

unless they SPECIFICALLY decide to show your avatar

ancient turtle
#

I get that

loud cape
#

even with their safety set to Very poor

#

it will not show

ancient turtle
#

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

loud cape
#

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

ancient turtle
#

Right but as is it's already hidden by default

loud cape
#

anyways, I don't see a reason why you would need to have 4 meshes

#

what are they for?

ancient turtle
#

Various clothes and props

loud cape
#

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

ancient turtle
#

I know nothing about any of this lol. Would you mind walking me through it?

loud cape
#

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

ancient turtle
#

Do you at least have any tutorial recommendations?

loud cape
#

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

frosty silo
#

Does anyone know where that shader is that lets you have multiples of your avatar show

late tartan
#

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

frosty silo
#

Pretty much that

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I was having trouble getting that working

#

And I heard of a shader

late tartan
#

Sets everything up for you

frosty silo
#

I'll just see if someone can spot my mistake in avatar help

young harbor
#

I'm gonna be working on a 2D avatar B)

faint gust
brave steeple
#

Anyone having issues with uploading avatars recently it's like it's taking so long for me to login the SDK in Unity.

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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.

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Ive restarted Unity multiple times and each restart is a different issue.

fringe gorge
#

I just want to make a avatar with blender and make it do certain things but idk how to do anything XD

neon finch
#

can anybody teach me how to make skins plz :0

strange tiger
#

Are public avatars searchable in VRChat or do you have to go to a world to download it?

loud cape
strange tiger
#

Ah okay good. I want to upload a test avatar for someone who commissioned me, and I don’t want it to be stolen.

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Thx

obtuse pulsar
#

Is it a pc avatar?

strange tiger
obtuse pulsar
#

I mean is that specific avatar a pc one lol

strange tiger
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Yeah it is

obtuse pulsar
#

You can upload a test build then and it comes up so that only you can see and use it

strange tiger
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Yeah. I know that. I want to let the other person be able to use it

obtuse pulsar
#

Oh right XD

strange tiger
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So either I send him the files or let him clone it off me

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I just wanted to make sure that some random can’t somehow search it up and use it lol

obtuse pulsar
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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

strange tiger
#

Yeah that’s probably safer

obtuse pulsar
#

Because if it’s public it is still possible to get the avatar :/

strange tiger
#

Yeah lol

silk grotto
#

You can make a custom avatar and it doesn't require unity or anything, uploads to your VRC account from browser.

loud cape
#

already was pinned in 3..0 showoff

silk grotto
#

Oh thank you!

loud cape
#

request* sorry

placid atlas
#

I can add bhaptics integration to your avatar, just pin the model and dm me.

placid atlas
#

anyone lol

hot jolt
#

Do particle systems always expend material slots in the performance system?

low whale
#

Yeah two per system in fact because the trail material slot gets counted even if you're not using it 🙂

hot jolt
#

That's unpleasant

low whale
#

I have resolved to accept my verypoor ranking whenever I want multiple different particle effects

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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

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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

pine valve
#

Hey so question if anyone knows, I bought an avatar but it can't import VIA cats in blender because it is ASCII format.

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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?

hot jolt
#

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

pine valve
#

Sorry I retalize ASCII is a format on its own, it is an FBX file written in ASCII and not Binary

hot jolt
#

(in Unity)

#

PresidentSenpai: I have imported .ascii to Blender before

#

Let me see

#

I think you need the XNALara/XPS Import Export plugin

neon finch
#

Hey anyone by any chance know if a koro sensai avatar exists for quest just askin not a request if so hmu

pine valve
loud cape
#

Autodesk FBX converter 2013

pine valve
#

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.

fluid grotto
pine valve
#

apparantly FBX files can be written in Basic or ascii

fluid grotto
pine valve
#

mine is an FBX file but ASCII

loud cape
obtuse pulsar
#

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?

hot jolt
#

@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"

low whale
#

I've never actually tried setting a custom animation for stations, mostly because they don't work for av3 avatars

hot jolt
#

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?

low whale
#

AFAIK no, same reason those uhhh, I forget what they're called, the dancing worlds, don't work for av3 avatars

hot jolt
#

Wait, they don't??????

low whale
#

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

hot jolt
#

I've never seen them not working but it's true that the avatar I normally use is still v2

low whale
#

Yours could be too small somehow maybe?

hot jolt
#

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

low whale
#

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

hot jolt
#

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?

low whale
#

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

hot jolt
#

Any negative effects to making them bigger?

low whale
#

They can more easily be accidentally clicked on by people who don't want to use them

hot jolt
#

And I did check an MMD dance world, you are right, this avatar's tracked points are not moved

low whale
#

RIP, guess it's still a thing

hot jolt
#

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

neon finch
#

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

hot jolt
#

Now, granted, there are like 500 settings in this thing

hot jolt
#

But I have all the sections disabled except for light and shadows

low whale
#

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

hot jolt
#

CROSSTRIGGER: So your question is how to swap the materials via animation?

low whale
#

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

hot jolt
#

Windows 10 has decided no screenshots today, but my distance fade settings seem to be no mask, minimum alpha 0, X 0, Y 0

neon finch
hot jolt
#

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

neon finch
#

I just want it to glow when I'm in a dark world like Sebastian from Black Butler

hot jolt
#

Which shader are you using?

neon finch
#

YoyogiMori Toon shader

hot jolt
#

Don't know that one

neon finch
#

It's a potent toon shader but it doesn't make the eyes glow

hot jolt
#

What settings does it have?

neon finch
#

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

hot jolt
#

You could take a screenshot

#

How do you scroll the debug panel while in VR mode?

neon finch
pearl widget
#

Hello!

merry stone
#

is there any avatars that are from the dragon prince tv show

pearl widget
#

Hey can anyone give me avatar world recommendations?

#

If so can you please dm me the name of the world?

novel dome
#

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

loud cape
#

@neon finch just enable emission

rich island
#

@Jupiter I couldn't find those avatars you wanted

#

If their still here

neon finch
neon finch
#

Now the only thing I need is a weapon

alpine dock
#

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.

neon finch
alpine dock
#

Ninja run lean i would say?

neon finch
#

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?

alpine dock
#

I didn't add any special animation except a custom viseme parameter.

#

Everything is vanilla.

neon finch
#

Did it frequently happened or is their just moment when it does that?

#

The ninja run thing

alpine dock
#

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 👍

fiery flax
#

For someone who knows barely anything about making things in unity. How difficult is it to put a top on to a avatar?

strong shell
#

you need to learn 3d modeling more than unity in this case

neon finch
#

anyone have an invisible avatar? I wanna troll with one

neon finch
sonic cargo
#

is there a channel where we can ask for someone to make an avatar?

obtuse pulsar
sonic cargo
#

Thanks

elder zinc
#

does anyone have a spider avatar

neon finch
#

Me @elder zinc

#

What you got to trade

#

Man summer lucky

elder zinc
#

does anyone have a bird avatar

neon finch
#

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

elder zinc
#

No i changed my mind i hate spiders

low whale
#

There are multiple worlds full of bird avatars

#

Search for Stayss, or birb

elder zinc
#

those are not the bird i'm looking for

#

they are all the same

#

i want the birds that fly

low whale
#

Some of the birds in that world fly

elder zinc
#

does anyone have kind of realistic birds

low whale
loud cape
#

typically, they are textures/shaded in a more realistic way, rather than the toon style a lot of other models use

elder zinc
#

why isnt my mirror working

#

i only see white

loud cape
#

which GPU are you using

elder zinc
#

why does that matter

#

it worked before

pearl widget
#

Hey anyone know any good 3.0 avatar worlds?

solemn ice
#

3.0 avatar hub?

tight mural
#

where do I go for help for SDK2 avatars?

#

SDK3 help is all I see.

solemn ice
neon finch
#

does anyone have like a small lemon skin?

#

avatar

bold rune
#

we still need trust to use custom avatars ?

#

i hate my life i spent an hour creating an avatar

solemn ice
west nest
#

@bold rune you can get new user in several hours

bold rune
#

you only need "new userr" ?

solemn ice
#

Yes, you do.

#

So upping from visitor to "New User" it is.

bold rune
#

how do u see what u have ?

west nest
#

on website and social tab in game

bold rune
#

cant find

west nest
#

you click on your profile in social tab

#

and will see

bold rune
#

my trust level is new user

solemn ice
#

So that means you can upload your avatar

bold rune
#

i meant from unity yk

west nest
#

yes you should be able

solemn ice
#

That's one way to upload

bold rune
#

it doesn't work

#

do you need sdk3 ?

#

cuz i use sdk2

obtuse pulsar
#

You can use sdk2 but sdk3 is generally better imo

solemn ice
#

I think it isn't the case though

obtuse pulsar
bold rune
#

wait who can i dm to send the message i have

#

to send ss

west nest
#

@bold rune how your builder looks than

obtuse pulsar
bold rune
#

done

solemn ice
#

@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.

obtuse pulsar
#

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

neon finch
#

Anyone know the demon loli for quest

loud cape
#

@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

buoyant totem
#

Is it just me, or are alpha channels for textures suddenly working for avatars on Quest? O_O

loud cape
#

does it let you upload?

buoyant totem
#

Yeah

buoyant totem
#

It seems to be using the multiply particle shader instead of the add particle shader I've got set though.

neon finch
#

Anyone know how to import avatars into quest?

vital haven
#

@neon finch i do

neon finch
#

Can you tell me how?

tacit verge
neon finch
#

O.o

obtuse pulsar
neon finch
#

Alright

#

gonna try to make my first avatar from scratch today without knowing a damn thing about modeling 😔 wish me luck

#

Goodluck to you

solemn ice
#

Currently, I just omit the position switching and set items as armature's children instead.

obtuse pulsar
#

@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

silent badge
#

Anyone knows how to fix particles goind behind map elements?

#

like water and images?

obtuse ferry
#

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.

wispy sage
#

i believe so

#

disabling only hides the part from view, not from the eyes of the SDK

obtuse ferry
#

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.

wispy sage
#

ah

#

i'm not sure but i don't think objects will impact performance when they're not visible

obtuse ferry
#

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

remote echo
#

Im just gonna slip this in here so we can get someone's attention 👀 #feature-requests

#

spread the word

round zenith
#

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.

lone robin
#

hi everyone
if there is anyone making free custom avatars out there please dm me

obtuse pulsar
obtuse pulsar
#

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

round zenith
#

ok, good. I was wooried that if the params didn't match i'd have a seg fault error or something

#

thanks.

obtuse pulsar
#

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)

hardy marlin
#

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

obtuse pulsar
#

Gimp is free and good imo

strange tiger
#

Oh sweet. I just updated my SDK and I love the new menu parameter options!

#

Bools to save space and a saved option

gilded citrus
#

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.

stable lynx
#

Can someone point me in the direction of an avatar creator that can create parts from scratch

#

I’m looking for a custom avatar

loud cape
obtuse pulsar
#

@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

latent zephyr
#

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

obtuse pulsar
#

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

neon finch
latent zephyr
#

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

neon finch
obtuse pulsar
#

Nah it’s good to go

neon finch
#

sorry im new to this whole thing

obtuse pulsar
#

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

neon finch
obtuse pulsar
#

Yeah

hardy marlin
#

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

latent zephyr
#

@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

obtuse pulsar
#

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

latent zephyr
#

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

obtuse pulsar
#

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

trail prism
latent zephyr
#

Ah, thanks that's perfect. Now I've just got to learnh how blendshapes work

trail prism
#

(The video shows how to)

latent zephyr
#

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

trail prism
#

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.

latent zephyr
#

Cheers, thanks for the help both of you

#

Just giving that a try now

trail prism
#

👍

latent zephyr
#

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

latent zephyr
#

Also seems that even when I merge the meshes the blend shape still doesn't show up in unity

solemn ice
#

@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.

latent zephyr
#

I've been exporting to .fbx and importing that into unity

#

I didn't know you could import .blends

solemn ice
#

Internally it's still converting to .fbx first, it's just eliminating extra step that exporting fbx explicitly.

latent zephyr
#

So what does the CAT plugin do @solemn ice ?

obtuse pulsar
#

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

loud cape
#

I still recommend exporting the fbx, and not using the .blend in your project

solemn ice
#

@latent zephyr That's what Timemaster111 said

latent zephyr
#

Exporting to FBX and importing to unity doesn't show me the blendshapes though, how would I export to unity using the cat plugin?

loud cape
#

also, to export using CATS, use the "export" button

latent zephyr
#

Oh I guess it's not in the normal export toolbar?

loud cape
#

no, it's in the CATS interface

latent zephyr
#

Also, I'm looking for them on the skinned mesh renderer

loud cape
#

yea they should be there

#

make sure that "Import blendshapes" is enabled on the fbx in unity

latent zephyr
#

Where do I find that setting? It doesn't give me a menu on importing them

loud cape
#

in unity, click on your FBX file

#

then look in the inspector window, and you'll see various import settings

latent zephyr
#

Import blendshapes is on

#

Do I need to do something with the shape keys after I've made them to make them into blendshapes?

loud cape
#

no

#

which blender version are you using btw

trim girder
#

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

latent zephyr
#

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?

loud cape
#

too many bugs

#

use 2.83 honestly

#

or 2.91

#

heard issues with 2.92

latent zephyr
#

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

loud cape
#

yea just uninstall that one, and download 2.83 from the official website

latent zephyr
#

Nah, I'm just gonna use the beta

#

They seem to have setup all the versions available as betas to opt into

latent zephyr
#

Blend shapes still don't work though :/

flint garnet
#

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)

obtuse pulsar
#

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

flint garnet
obtuse pulsar
#

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

flint garnet
#

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?

bold jewel
#

got a bad gateway error when trying to upload, is it because vrchat is still having issues?

obtuse pulsar
#

The SpawnOn variable was a placeholder for the variable that your expression menu toggle changes

real yew
#

Hi can i ask someone to make me an avatar for vr chat

wide tinsel
#

does anyone wanna hop in a discord call and help me optimize an avatar for quest

neon finch
#

Hey yo peeps need some help rq

neon finch
#

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

spare orchid
#

why cant i upload a custom avatar yet?

graceful nest
agile solar
dusk coralBOT
#

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

spring ivy
#

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.

dire tinsel
#

u just have to use unity

spring ivy
#

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.

dusk coralBOT
#

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

neon finch
#

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?

neon finch
#

If you are try merging a vrchat account with it

#

I got new user instantly

#

(I probably should of had known user)

spring ivy
#

No I made a VRC account

spring ivy
#

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.

strange tiger
#

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?

low whale
# strange tiger I want to make triggers that activate when I move my hand to a position on my av...

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

strange tiger
#

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!

low whale
#

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.

obtuse pulsar
#

Wouldn’t it just be a case of carefully using states and transitions?

low whale
#

How do you intend to make the states transition based on the position of the hand if not with particle collision?

obtuse pulsar
#

Oh I meant for doing a thing after going into a space and out again vs just doing it while inside the space

novel echo
#

Why do so many models have to be verypoor

#

Can't the that hard make it at the very least poor

obtuse pulsar
#

Quest avatars?

west nest
#

@spring ivy rule 13 :/

spring ivy
#

Oh

#

Sorry

west nest
#

don't talk about it

spring ivy
#

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?

west nest
#

yes

#

you need twice upload it

#

also quest one can't use standard shaders

spring ivy
#

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.

obtuse pulsar
#

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)

spring ivy
#

It's only ~7k tris, I've heard the max quest tris is 10k

novel echo
#

Any good making your own model tutorials?

obtuse pulsar
#

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

golden field
#

Quick word of advice

#

the most you can use an avatar ID before it breaks is about 70

loud cape
#

I'm at 170+ on my main and it's fine kek

golden field
#

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

obtuse pulsar
#

How can you break an avtar ID? Isn’t it just the hash that points to the file the server needs to update/download?

golden field
golden field
#

something along those lines

obtuse pulsar
#

Oh wow

golden field
#

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

loud cape
golden field
#

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

obtuse pulsar
#

Yeah sounds like future proofing

#

Iirc if you have it on it up,lads whatever file it needs to and also an extra unitypackage

golden field
#

That'll be it then

#

I uploaded too many times with future proofing on

neon finch
#

Hey, Anyone know how to take a Garry's mod model and make it into a vrchat avatar I need help

spark silo
#

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

spark silo
#

oh no

loud cape
#

keep in mind a single layer can only have one active state at a time

spark silo
#

has anybody implemented a cpu yet?

loud cape
#

lmfao doing binary math using states and transitions

spark silo
#

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.

fluid grotto
#

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.

spark silo
#

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.

paper wind
#

color retheme?

#

every section be a different theme

loud cape
#

?

fluid grotto
#

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.

spark silo
#

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.

fluid grotto
#

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

spark silo
#

you could, every .1 seconds, set the previous value, and then a few others to get an acceleration value, then tilt your avatar

fluid grotto
#

You can do it every frame if you want. state machines work in frames

spark silo
#

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

compact fog
# spark silo still limited to 16 parameters though?

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

spark silo
#

store state in other layers, use two parameters to set the state of the layers.

compact fog
#

Yep

neon finch
#

i neeed a molten freddy, is there a game where i can get him?

compact fog
#

Like you can use X integer parameters together to obtain a total of 256^X possible states

spark silo
#

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

compact fog
#

Could you make simple games?

#

Like Tetris or something

spark silo
#

probably. Put all the inputs in your wheel

compact fog
#

That would be awesome

spark silo
#

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

queen jolt
#

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

loud cape
#

you can test anything from gestures, expression menus, expression parameters, afk, etc

queen jolt
#

Thank you 🙂

solemn tundra
#

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)

loud cape
solemn tundra
#

when i have separate materials, can i really just turn off a material or how would i work this?

loud cape
#

you swap the material to a different one that is invisible

#

shape keys prob best way tbh

solemn tundra
#

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

loud cape
#

yea, have that exact same issue aswell

#

pretty sure that you need to scale each part by vertex group

#

haven't tried

compact fog
#

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

solemn tundra
#

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?