#avatar-general

351 messages · Page 25 of 1

compact fog
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honestly yes I think it is better for optimization

solemn tundra
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actually not that good of a question, as the extra mesh will also be an extra material

compact fog
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shapekeys are actually kind of expensive

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and having seperate meshes, while looking bad in the avatar performance stats, means that what is not active is not rendered

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as opposed to having one mesh with lots of polys deforming all the time

wispy oxide
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can anyone point me in the direction of a good marker/pen that i can add to my avatar?

solemn tundra
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is a shapekey on 0 free?

compact fog
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no

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oh wait on 0

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not sure

loud cape
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I think

solemn tundra
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because the thing is, these are parts that are mostly visible, not mostly hidden

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mostly visible sounds bad for extra mesh renderers

compact fog
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ah sure.

solemn tundra
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but if visible is shapekey on "0" and shapekey on 0 is "free"(-ish) that would be the better way on performance

compact fog
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It makes more sense to have multiple skinned meshes if you are swapping outfits

solemn tundra
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i wish unity's renderers would allow for example to disable parts of a mesh by vertex group

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cheaply

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with an internal optimization culling them out of the rendering entirely

compact fog
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because lets say you have 3 meshes total, one is your body and two are your outfits. lets say each outfit has 20k polys, and the body also 20k. If you have all of them in one mesh, you constantly have 60k polys deforming all the time. Which is more expensive than disabling one 20k poly mesh and having only 2 skinned meshes with 40k total

solemn tundra
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then there would be nothing in the way for any kind of outfit changing

compact fog
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atleast this is how I think it works

solemn tundra
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it makes sense, my current thing though isnt about switching stuff out for others

compact fog
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yeah then material swapping I think is your best bet

solemn tundra
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i just kinda want to take off a hat for example, heh

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and make a weapon appear and disappear

compact fog
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if the mesh has no deformation (is weighted exclusively to one bone) you can get away with shapekeys without it doing that weird stretching thing

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but for armor or clothes, it will always do that because of being weighted to different bones

solemn tundra
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ah so for anything at the ends of the avatar (i guess) that doesnt deform it's fine huh

compact fog
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yeah like props, hats, etc

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things you'd hold or that are weighted only to one bone

solemn tundra
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i tried it with a pullover so i can take it down to a shirt

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but that pullover would still glitch with a few strings of it outside the character

compact fog
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because it's weighted to many bones yeah

solemn tundra
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yup it is... multiple

compact fog
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so only use shapekeys for hiding things that are solid and don't bend

solemn tundra
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and transparency also seems like a super hassle, also because transparencies dont work with default shaders

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also suck performance

compact fog
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They do

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like I mentioned you can use standard fade

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to hide things

solemn tundra
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is a "fade" not as performance intensive as a transparency?

compact fog
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no I think it's the same

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but transparency isn't that intensive if you only have one layer of it

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it begins to cause real problems when you layer them

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or when they take up too much of the screen (even though a single layer shouldn't cause too much trouble even if it's your entire screen)

solemn tundra
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so does that mean if someone else with transparency is behind me, while someone looks through a faded part of my mesh, we're going to have problems?

compact fog
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I'm not an expert on the exact benefits/cons of each specific method versus eachother

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it depends but 1 or 2 layers shouldn't hurt you

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it becomes a problem when you have a bunch of layers

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like when you have a bunch of really large transparent particles for example, all drawing on top of eachother, taking up all of your screen, it has trouble calculating the transparency of each pixel

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but for clothes being transparent (like completely invisible) you should be fine

solemn tundra
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hm i really think what would save us here is if unity really allowed hiding of mesh parts by vertex group somehow

compact fog
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sure

solemn tundra
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but we dont have that

compact fog
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but you gotta work with what you have :/

solemn tundra
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also hell, im seeing people with a million skinned mesh renderers a lot

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tbh

compact fog
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most people just don't know about the performance side of things

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or don't know how to fix it

solemn tundra
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i think if i keep below 4 i wont be such a hassle

compact fog
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yeah you'll be fine

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it's not 100% black or white. You can't always be expected to keep your avatars 100% performant at all times, but it is important to be considerate atleast

solemn tundra
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i currently "only" have 3 materials

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i try to think about getting things pushed into less, but i usually end up with hair, clothes and skin as 3 materials

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because i try to shade each a little differently

hasty hemlock
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maybe you could see if you can use material texture maps to handle the shading differences

obtuse pulsar
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Quest avatars with 1 mat be like

midnight dome
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hi

compact fog
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quest avatars can only have so many material slots but you can swap out the material in those slots with as many materials as you want (staying under the max file size of course)

manic forge
golden field
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Is it possible to have an emote toggle that doesn't interrupt movement?

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I want to be able to toggle some constraints on my avatar, but putting it on VRCEmote forces a bike pose

obtuse pulsar
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Gesture layer iirc

wintry glade
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toggling constraints would be done in the FX later, gestures is for hand muscle movement

obtuse pulsar
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Figures

wintry glade
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Dunno though because "emote toggle" and "toggle some constraints" are two different things

obtuse pulsar
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Yeah that’s what had me confused

latent zephyr
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Is there any way to make the blend shape jaw flap more sensitive? At the moment I have to talk pretty loud for it to actually show up

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I've tried to setup the blend key's min and max to try get it to show up but I can't push it any further or it'll show when I'm not talking

last garden
latent zephyr
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I could always make the animation more dramatic but then it looks weird if I am shouting

loud cape
golden field
loud cape
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nice

golden field
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I still need to figure out how to do the head shrink thing manually though

loud cape
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head shrink?

golden field
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I have an avatar that doesn't hide its head in first person

loud cape
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hm

golden field
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so I need to figure out how to do it manually

obtuse pulsar
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Wdym by “hide it’s head”

loud cape
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the bone that is mapped to "Head" in the rig config is the one getting scaled to 0 in 1st person

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so, if you were to duplicate the Head bone in blender, and call it something like Head2, you would now have a bone in the same place as the head bone, without any weight painting

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now, if you go in the rig config in unity, you can assign that Head2 bone in the rig, rather than Head

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so now, the head will no long shrink

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but it will also no longer move

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so to fix that, just add a parent constraint

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and then parent Head to Head2

obtuse pulsar
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I think they mean that the avatar isn’t hiding it’s head but it’s meant to be

loud cape
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"I have an avatar that doesn't hide its head in first person"
"so I need to figure out how to do it manually"

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that is what I explained how to do

obtuse pulsar
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Ohhh

golden field
neon finch
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I have a question

golden field
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This avatar has 2 armatures, one that actually moves the model and one that the user controls

obtuse pulsar
loud cape
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that is odd...

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why?

obtuse pulsar
golden field
# loud cape why?

every bone has a constraint going to the other armature, and there's an animation that turns on and off

loud cape
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ah alright

golden field
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so the animation's all choppy

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it's a style thing

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the downside is that since the body of the avatar isn't attached to the main armature, it's visible in first person

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right now I've used a scale constraint to hide it, but that means I'm headless in mirrors too.

loud cape
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I see

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there is a "isLocal" parameter available to you

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which will be True only for you

golden field
loud cape
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what layer did you try to put it on

golden field
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I've tried FX, Gesture, and Action

loud cape
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you most likely need to use Gesture

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FX will not work

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you're changing the scale of something, which counts as a Transform

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which will NOT work on FX

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read the documentation kek

golden field
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I did read it

loud cape
golden field
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trying FX was mainly a last ditch effort

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yes, that one

loud cape
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ah

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alrighty

loud cape
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but anyways, try just having 2 states in a new layer

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make a transition from the default one to the other one

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and set the condition to be "isLocal equals true"

low whale
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You could use a shader with distance fade in combination with the IsLocal boolean to make it so the head fades at close distance for you but not for others, and that will also prevent the head from being invisible in the mirror

golden field
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That's what's going on there

loud cape
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ooooooh wait, but that doesn't fix the mirror issue

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or would it

golden field
loud cape
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actually

low whale
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Well as far as I know there's no way around the mirror clone copying the shrinking of the bone so a shader effect is your best bet

loud cape
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^

golden field
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I could've just applied a dynamic bone to the pelvis and lowered the update rate, but I didn't want to have issues with people who have them disabled

golden field
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I could make a shape key that shrinks the head to nothing

low whale
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Pretty sure you'll have the same mirror issue

loud cape
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^

golden field
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hmm, guess I'll have to add distance fading to the shader I'm using somehow

low whale
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Poiyomi has it if you're not married to the one you're using

golden field
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I'm using the VRChat matcap shader

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It does a very specific thing well

low whale
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I see

golden field
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I'm doing all this for a Runescape avatar, and I'm using a matcap to get the dithering effect

loud cape
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you can still use matcaps with poiyomi

low whale
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Well poiyomi does also have matcap, can't say for sure that it'll meet your needs but it's worth a try

thorn pawn
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Does anyone know if station animation overrides are broken? I was trying it out and can't seem to get it working, and I saw a post from a while back saying that it was being worked on - not sure if it's just me doing it wrong or if that is the case

compact fog
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Not to mention physics objects and ragdolls

toxic forge
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Avatars 3 bad. I said what I said.

The toggleables are cool though

loud cape
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somebody has not used 3.0 enough

obtuse pulsar
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^

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Avatars 3 is hard to get into, but once you start understanding it it’s really nice, and unity becomes an issue more than the system

solemn ice
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I haven't used av2 so what is good?

valid patrol
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Nothing

obtuse pulsar
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Av2 is your run of the mill hands control everything unless it’s a fixed place animation in which case you use the main menu

valid patrol
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Av2 is for people who can't accept change when the change is literally not making them lose anything and only benefiting them

obtuse pulsar
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Av3 is mini menu so you can do loads more animations, gesture presets, adaptive gesture toggles, puppets and more

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I can see why some people don’t want to switch, it’s new and confusing. It took me ages to do some updates, and I’m even still on ios13 even tho 14 has been out ages

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Sometimes it just takes being forced to switch to actually bother to learn the new system, like I imagine some people update to 3.0 because they want the radials or puppets

solemn ice
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People tends to hate any big change so that could be the reason

valid patrol
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But why not switch

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The system is barely any more complicated than av2 and is insanely more powerful

obtuse pulsar
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“Barely”
Depends what you’re doing

valid patrol
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All you got in av2 is emotes you use by using hand gestures

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Insanely easy to set up those

obtuse pulsar
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If you’re uploading a basic avatar then sure, but then there’s no reason to switch. If you’re doing sub menus inside sub menus, gesture presets and puppets to control stuff then it’s much harder, and almost requires basic programming knowledge

valid patrol
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If your avatar does nothing then you'd use 3.0

solemn ice
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I think it's more about unity's animator system rather than programming

obtuse pulsar
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The animator system is technically programming

valid patrol
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It's not really

obtuse pulsar
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The controllers are finite state machines, maybe even Turing machines if you know how to use them

solemn ice
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Well, kinda true

valid patrol
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You can definitely do stuff with it

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It's like scratch

obtuse pulsar
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It’s not programming how most people think of programming, but it is an accepted computational model, and if you’re able to save data to a variable that makes it Turing complete, I.e. a programming language

solemn ice
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So it isn't just coding

obtuse pulsar
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It’s not programming with like a programming language, but you do technically program the controllers

hearty night
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wrong channel oops

obtuse pulsar
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Honestly the fact you noticed a distinction between the two is impressive XD

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They seem to be merging sometimes

toxic forge
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Models move so broken and weirdly

fluid grotto
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AV3 is certainly more complicated than AV2 not sure why that’s a point of debate

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That just comes with greater freedom it’s going to be more complex

compact fog
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Personally, after having used 3.0 avatars, I could never go back to 2.0 there's just sooooo much more control over everything, even the most basic stuff. It's really amazing to have complete control over your animator

neon finch
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Hey where do y'all get your "free" avatars?

loud cape
neon finch
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I saw some with unreal engine assets, etc. I just didn't know if there was a go-to that the community used or anything

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Ty for this link though, looks like a good guide so far ❤️

agile solar
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Curious this channel doesn't has upload perms but SDK2 gen does. Thonk

fluid grotto
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Whoops wrong @

chrome bolt
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imma new avatar creator

spare seal
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well my avatar broke

quaint viper
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What is it call when your in full body mode but your not walking when moving

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And does it work in SDK 2 also?

loud cape
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only in SDK3

fringe thistle
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Do any of you know of a world where I can find some of the scariest quest avatars in vrchat

tender latch
rapid star
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Guys, I am looking for an avatar creator, could you maybe be able to help me?

clear crater
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Ready Player Me

neon finch
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does anyone know how to get the attack on titan transformation lightning as an particle?

west nest
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@neon finch start learning blender than

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also vroid is pretty user friendly

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you can get vroid on steam

gleaming epoch
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Hey guys ✌️ I Hope you are all well. So i am making avatars again & using SDK3 for the first time. Is there a way to have a reference for size? Because i can't find the one that was avaible in SDK2

toxic forge
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i think each cube is 1 meter

fluid grotto
neon finch
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Is there an issue with updating avatars today?

west nest
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yes some people can't do that

neon finch
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I tried updating my avatar and simply changed the color but when I do gestured the face stays the same but it works back then that sucks 😦

obtuse pulsar
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Hue shift radial ftw

neon finch
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Guys is something wrong with the FX face expression change I tried updating my avatars and it doesn't work

heavy kite
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Where is the kitten marching band avatar

fluid grotto
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There has been issues updating avatars since around the 27th and it’s not resolved. Upload to a new blueprint to work around it for now.

steel iron
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I'm just thankful VRC quit reverting my uploads.

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It used to be that if I updated a model while I was in VRC, it'd change only for as long as I was in that instance. As soon as I changed instances, it'd be the previous version. Sometimes it'd revert back like 3 versions. You would have to restart the client to fix it, and even that wouldn't always work.

half rover
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What can I use to export my avatar in Unity with either OBJ or FBX so I can use it in Blender.

obtuse pulsar
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If it’s not in either form already, just find a plugin for blender that can handle it

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I’m assuming it’s a .vrm, as that’s the next most common one

half rover
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It's a unitypackage.

obtuse pulsar
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Import it into unity and it should import a file of some kind into that, right click and open in explorer to find out which

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It’s likely to be an fbx

half rover
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Aah it works

obtuse pulsar
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🙂

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.unitypackage is kinda like a zip, but idk how you extract it without importing to unity but that’s easy enough

half rover
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🤔

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Okke

obtuse pulsar
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When you import it it should even come up with a way to only import the model too which is nifty

half rover
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ty

kind maple
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does anyone know where to find info or a decent tutorial on bool ints?

wide tinsel
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what are you doing with them

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@kind maple

kind maple
wide tinsel
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so you wanna toggle clothes

kind maple
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yes, i tried copying what the other toggles where, but it breaks the older ones, so i was curious if there was some info i was missing

scenic crystal
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How do I fix unsupported shader problem without screwing up what I have it on

agile solar
paper umbra
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so, I updated my VRCSdk and now there's no builder and my VRC avatar descriptor looks broken

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woops this is general I'm going to help sorry

obtuse pulsar
solemn ice
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Bool int doesn't exist. It's either bool, int, or float.

patent adder
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I have some vrchat avatar projects.

I don't know if i could see someone who can either teach me how to do it or i pay him to do it for me.

DM Now

obtuse pulsar
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Or you could just like, do it normally

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I.e. YouTube and the help channels

kind haven
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so i make passive income by making these things and selling them

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♥️

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but, if its easy to do then please by all means make it and give it away, ive got no issues with that

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you were accusing me of stealing so i said i was offended

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D:

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"im insulted that you think that... show me who i copied"

steel iron
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I didn't mean to accuse you of stealing.

kind haven
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but.

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you literally did.

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D:

steel iron
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No, I said you modifed a prefab.

kind haven
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which is stealing D:

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if i take the credit

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thats how that works

steel iron
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That's like saying I stole the world constraint prefab when I use it with everything.

kind haven
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if you take the credit

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then yes!

steel iron
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To clarify once again, I didn't realize the person that made the prefab I was thinking of was you.

kind haven
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i understand

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but also i didnt actually take anything from that prefab

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the way that the throwable ball works does not work the same as the knife

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theres a couple pretty big differences

steel iron
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I just saw it and saw the throw and the trail instantly.

kind haven
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ahh

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ye

steel iron
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SO!

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Though it may not seem like it and it's probably silly, I was defending you from yourself without realizing it.

obtuse pulsar
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Hehe so you accidentally accused the creator of the prefab of stealing the prefab they made

kind haven
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i see

obtuse pulsar
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Can we all just appreciate the irony here and leave it at that

kind haven
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🤔

steel iron
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I'm sorry for accusing you of stealing. I should have done my research. That was incredibly stupid and potentially hurtful. @kind haven

kind haven
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if anyone knew me it could have been bad for my business is all

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cuz they could think that i wasnt legitimate

steel iron
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That was what I meant by potentially harmful. I'd correct them myself in this instance. Unintended slander.

kind haven
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👍

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but one thing i will say is that i help the community a lot, i get dozens of messages / day with people asking for help and i always help however i can as long as it doesnt conflict with my business or my partners' business

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its not as if im always hiding my stuff, that wouldnt be right

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i mean, in vrlabs i showed exactly how my stuff worked

neon finch
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hey does anyone know some VRchat Friendly way to make particles follow me?
the asset store had particle attractor scripts and they work flawlessly but will be removed by VRC

golden field
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Is it possible to make 2 actions mutually exclusive?

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One of them is on the FX layer and the other is on the Action layer

fluid grotto
golden field
fluid grotto
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Yeah they work anywhere

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Stage parameters can be accessed anywhere and have the same value on all layers

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All five layers actually get stacked into one big controller on upload

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So you can treat them like they are in unity

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They won’t preview right unless you have the emulator but they will work in game

golden field
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I'm just wondering how to approach it since once of the parameters is VRCEmote

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I might be wrong but it doesn't seem sensible to mess with the default parameters

steel iron
low whale
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If you don't want them to center on a single point you can also just put them in local space and use a follower prefab like VRLabs' (or your own implementation of constraints) to have the particle system object follow you naturally, and then the particles can just do whatever you want

golden field
steel iron
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Any of the default parameters can be used throughout your playable layers.

fluid grotto
serene flax
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hello, i just got my vr hoping to try out vr chat does anyone know of a good world where i can find some avatars?

wide sparrow
fickle idol
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I just go world hopping for different avatars

surreal sand
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anyone know how to stop clothes clipping? the shirt underneath is clipping through the the jacket in some postions

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and also shirt is going through the tie sometimes

valid patrol
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Then delete the shirt

compact fog
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You ever just spend like 5+ hours overhauling a system on your avatar so that it works better, more efficiently, but that nobody will ever notice except you?

sly bison
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Does anyone know the best place to search for new different types of shaders? I'm looking for a shader for SFM models to get them to look more realistic, I don't know about many more shaders than flat lit toon and poyomi and such

wispy sage
#

if an object in a world needs a specific bone to be interacted with (eg. the laser harp in procedural ambience) does it not work if nothing on the model is weighted to that bone

summer thicket
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guys where is a good place for chill avatars

wispy sage
harsh raven
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Hey y'all, I've been seeing some really nice looking cel/toon shaded characters recently... Can anybody see from looking at this what this shader is? https://i.imgur.com/N327zcb.png

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It just looks really nice

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Is that s-ilent?

harsh raven
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oop, thanks

river spear
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Anybody do commissions?

agile solar
rare schooner
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a question, is it hard to pick up on maknig avtars?

neat crag
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it requires patience

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lots of patience, trial and error process down to the Bones

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not a lot of information you can get out of google that isnt in a 40 minute long youtube video thats mostly some guy talking out of his Be Hind

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You can get More help here than on any search engine tho

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and once you know what youre doing it becomes way easier

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You need to know things about blender if you wanna start from scratch, you need to know things about 3d modeling in general if you wanna rip models from games n such

brave steeple
#

Is avatar uploading still an issue?
Like when I upload it still slow and sometimes they would fail.

hollow berry
#

Hello all, brand new user to vrchat. Trying to make an avatar for myself and I want to use my character from the FFXIV MMO, was just wondering if its as simple as getting the model data and like... applying it to a skeleton. I have basically no knowledge of how to make a 3D model in unity, so right now I'm just looking for an answer to "is it possible"

craggy mirage
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Technically, yes, but what data your applying might not work very well in VR. Most video game skeleton rigs are completely borked in VR, so more often then not I end up just re-rigging models. You'll need Blender as well as Unity to do the process right. @hollow berry. Not gonna lie, it took a good 6 months before I produced anything cool, but thats just because I tried learning all by myself.

deep ridge
#

Hello

hollow berry
kind thicket
#

Hello! I would like if someone could export me a Roblox avatar to VrChat, I already have the textures and the model. Pay: 1.59 dollars.

woven relic
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im trying to upload a 2d imagie as a avatar it worked but its not angled right its laying down on the floor not standing straigh anyone know why

neon finch
#

i have a friend who just started avatar development and i am asking for them because they keep getting turned away
they are making their own avatar and want to fix some issues, those being the eyes dont move or blink, and there is no movement, and hair needs bones changes to dynamic or weight painted so they move on pc/quest and the texture is seethrough on insides of the coat, i am not the best at avatar creation myself and have no idea how to help them but would apriciate someone helping them out

toxic forge
stray fjord
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Is 1 unit in Unity 1m in-game?

compact pasture
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here's a question, who decided to change the blink viseme part of the avatar descriptor so that it wants a single shapekey instead of two?
for what purpose?

stray fjord
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What was it previously? One shape key per eye?

stray fjord
#

Is there a public collection of custom gesture icons anywhere? I've been making a few custom ones in the normal VRChat style, was wondering if there's any others out there.

neon finch
# stray fjord Is 1 unit in Unity 1m in-game?

1 unit is 1 meter within unity ya, but keep in mind that the scale of people's avatars will effect the scale at which they see the world - so technically yes, but perceived distance will be a bit different between people.

neon finch
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@valid patrol

valid patrol
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ok

neon finch
valid patrol
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Ask tgem again

neon finch
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then why is there an avatars 3 showoff if theres already an avatars 3 general

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and why wont it ever get one

burnt raven
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AV3 is a relatively new introduction and its meant to show what AV3 can do, and I suppose to entice users to switch over from AV2 to 3 since AV2 is depreciated now.

neon finch
valid patrol
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2.0 is dead, it needs nothing more than a single general for the 15 people that still use it

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and again 2.0 has nothing special like 3.0

neon finch
valid patrol
#

anything you could show off in it would literally fit in vrchat pictures

valid patrol
#

who the hell makes 2.0 avatars anymore? no one, it doesnt need a show off

neon finch
burnt raven
valid patrol
#

wh

neon finch
#

im sorry i just said that because it didnt feel like you were talking to any of us

loud cape
#

it's just logical

neon finch
#

entry*

stray fjord
#

To get the very basics of 3.0 it doesn't seem much harder than 2.0...

loud cape
#

^

#

took me the same amount of time to learn 2.0 as it did 3.0

#

they're just different

valid patrol
#

The only thing complicated about 3.0 is 3.0 features

loud cape
#

but because you can do so much more with 3.0, learning to do those other things will take longer

stray fjord
#

If you don't want to believe us then that's fine lmao

neon finch
valid patrol
#

Bro

stray fjord
#

I picked up 3.0 without ever learning 2.0 - I literally started today and have a fully working character with custom expressions.

loud cape
#

most of my time spent learning 2.0 was spent working out all the weird quirks

#

and how to get stuff to work

#

and other 3rd party tools to make creating stuff easier

stray fjord
loud cape
#

most of my time spent learning 3.0 was spent learning the basic concepts

stray fjord
#

A lot of your time will be spent getting your model rigged and into Unity as a humanoid character, which is the same for 2.0 and 3.0.

neon finch
#

ok

#

but this doesnt change the fact that i see 2.0 more often than 3.0

loud cape
#

you do realise that 2.0 has been around for a LOT longer than 3.0 right

stray fjord
#

^ - 3.0 is new.

loud cape
#

which mean that people have had more time to create 2.0 avatars

stray fjord
#

2.0 has been around for ages, so there's obviously going to be more avatars using it.

stray fjord
#

People working on new avatars should be using 3.0.

#

If they're not then that's their decision

neon finch
#

this doesnt prove my statement wrong

wintry glade
#

Tbh I assumed no one was using 2.0 anymore since things like eye tracking in 2.0 are horrible

valid patrol
#

bubububr ubt 3.0 hard complicate i already knowedde 2.0!11!

neon finch
valid patrol
#

not you

neon finch
#

im i the ugly looking wojak in your meme?

#

bubububb 3.0 betterer noboody ussses 2.0

#

see i can do it too

#

am i le epic cool kid now?

hollow berry
#

Who hurt you?

neon finch
# hollow berry Who hurt you?

i notice how whenever people do that they arent being concerned they are just trying to do some type of backwards insult

#

kinda funny

stray fjord
#

Do I have to do anything special to get my VRChat avatars to show up on the quest? I don't need the ability for quest players to actually change into the avatar.

#

I see there's a section about making a duplicate of your project for Android, but I wasn't sure if that was needed for cross-platform avatar visibility.

valid patrol
#

You need to upload the avatar for quest

#

You'll definitely want a second project, in that you'll need to switch the build target to android

stray fjord
#

Sweet, cheers. I'll try cloning my current proj and see if that'll just work.

valid patrol
#

Yeah do that, you might need to optimize a lot though

stray fjord
#

I'm at about 6k polygons and have nothing dynamic on my avatar, so I think I should be alright?

valid patrol
#

7.5k polys is maximum avatar display rank, and like 1 material, 1 skinned mesh, all that

#

Yeah

stray fjord
#

Yeah, I've only got 1 material, 1 skinned mesh (but 2 static meshes, hmm)

valid patrol
#

What do those meshes do?

stray fjord
#

Toggleable hat 😄

valid patrol
#

You can merge that with the skinned mesh and scale it down in blender under the basis key then scale back up.with a shape key

stray fjord
#

I see there's no real hard limit on avatars for quest at the moment

#

Yeah true - that's an option.

#

Can my avatar between quest and desktop differ provided it uses the same expression parameters?

valid patrol
#

Shouldn't be any differences

stray fjord
#

As in the avatars should be the same? So I should do the mesh scaling on desktop too?

valid patrol
#

oh

#

you dont need to make it the same

stray fjord
#

Ah cool

valid patrol
#

quest players just see a quest version of that avatar

stray fjord
#

Sounds good 👍 cheers

valid patrol
#

it could be a single triangle

#

thats the quest avatar

stray fjord
#

Haha, don't give me ideas 😄

#

change the avatar to the zucc on quest

hollow berry
#

lol

stray fjord
#

What do quest users see if an avatar isn't ported? Blue triangle guys?

neon finch
stray fjord
#

Ahh yeah

neon finch
#

but you know, a little different

zenith lily
#

if its my first time doing avatars should i use sk3 or sk2?

#

sdk3 or sdk2***

fading tusk
#

<@&397642795457970181> spamming in multiple chats

compact pasture
loud cape
#

activate both, click arrow next to list, "New shape from mix"

#

done

compact pasture
#

yeah but im just wondering why the change. Wasnt necessary

loud cape
#

I mean you don't really need them to be separate

#

if you're thinking about having them separate for winks or whatever, that wouldn't even work

#

since you can't use any shape keys that are used by the SDK for your own gestures

compact pasture
#

as it was, if I want say, one eye to blink, one eye not to, i just popped one shapekey in left the other blank.
but if I want both to blink now, I have to do an extra step before exporting.
just seems pointless.

loud cape
#

I've never seen a case where you'd only want one eye to blink for the normal blinking lol

#

for expressions, sure

stray fjord
#

I guess it's probably for simplification purposes, if the game always controlled them together then it's simple for avatar creators to just have a single shape key anyway.

stray fjord
#

What's the best way to get a proper 360 view of my avatar on desktop? I don't want to have to put on my headset and look in a mirror.

woven pecan
#

rotate it in unity *ba-dum-tss*

stray fjord
#

Haha, I tried rotating the actual mesh in Blender but it absolutely minced the animations

#

Turns out you can slap a camera onto your avatar and it overrides VRChat's main camera - proper sketchy but good for testing.

#

Even orthographic mode works

polar mirage
#

Ok, so I have questions about Avatars 3.0.
Mainly, does it support Villar eyes? All I need to know at this point.

fervent locust
#

@woeful ruin how do you scroll down on the avatar debug menu in VR?

agile solar
#

Don't ping staff.

neon finch
#

anyone wanna chill in vrc?

fervent locust
agile solar
#

I guess...?

fervent locust
#

glad we got that sorted out, then

agile solar
#

What's that have to do with anything?

fervent locust
#

last word

tough crag
#

Just checking what's the absolute polygon limit?

stray fjord
#

I don't think there is one, >70,000 is very poor on PC - 10,000 is kind of a hard limit on Quest though as it's very poor and you can't show very poor models on quest.

tough crag
#

Uh well I'm not concerning myself with quest because what I'm trying to do can't be done with limits that small.

#

I'm already above the quest's limit with a single object.

stray fjord
#

😐 what on earth are you making?

tough crag
#

Commissioner asked for several high detail small objects.

stray fjord
#

Eugh

polar mirage
stray fjord
polar mirage
#

The villar eye tracking shader.

tough crag
#

I'm not worried about it because I've got an avatar with 156K polys already.

stray fjord
#

Seems like it should do - looks like it's just a custom material?

tough crag
#

Managed to drop the object from 100K polys down to 9K = this should be fine.
Shaders to my knowledge haven't changed. I use some shaders for 2.0 on 3.0 and they work fine.

polar mirage
#

It's not just that, it has scripts and stuff.

#

To customize the eyes.

stray fjord
#

Looking at the code all the script does is update some parameters on the material, the scripts aren't used in-game.

#

So it should still work

polar mirage
#

Excellent. That is fantastic. Reason why I'm asking is I need to find a way to set the viewpoint for a specific animation. And was told 3.0 has a thing that allows this.
Just I still use 2.0, hence why I'm asking. Kind of nervous to use 3.0, having to learn new things (hearing there's more things animation based). But I've been used to the old way to animate for years (since early 2018)... so yeah.

teal gale
#

Its not that hard.
Sure its a bit more complicated with these new assets you have to use but a simple YouTube playlist should tell you everything you need to know about the basics.

neon badge
#

I saw people having avatars allowing them to move faster or even to fly. What's the secret behind that?

stray fjord
#

I don't think that's their avatar, that's usually a modded client (which is against ToS and is how you get banned)

#

Unless they've just got an animation that makes them fly

dusk fulcrum
#

Pretty sure some sort of collider underneath them that pushes against them and causes them to lift.

#

or client, but if it is on the avatar then it is a collider

neon badge
#

okay interesting. As of those I saw so far it seemed to be related to their avatars ^^

dusk fulcrum
#

searching the server for flying avatar i found a link to a tutorial

stray fjord
#

Oh interesting

neon badge
#

ah, that's probably exactly what I was looking for, thx!

stray fjord
#

TIL you can add colliders to your avatar.

neon badge
#

I hope it also works with SDK3 avatars since I want to create some with that version

stray fjord
#

There's a comment on that video saying it works for SDK 3

spare nacelle
#

hello there , does anyone have an avatar that has hand movement for desktop users? or a world or smthing like that? i want to headpat people

spare nacelle
#

Thank you !

noble island
#

I don't have much experience with Unity so I'm wondering how specular/gloss maps would work for proper eyes (as in not anime-esque/follow-me).

prisma dragon
#

What are some of the coolest things you guys have seen with 3.0 avatars?

remote echo
#

Too many to talk about.

#

Also reverse engineered the passcode system people have created and learned about the wonderful world of parameter drivers.

#

Which also opens up more possibilities such as a gun firing/reloading layer or even setting up a mana pool for spells.

#

Give someone enough time with what has been provided so far. You can potentially create a RPG avatar that can go up levels, unlock new animations over time, have a fun little combat system, and more.

#

You can even set up passwords sort of like how older games were that didn't have any form of saving in case someone reset their avatar and wants to skip the "grind"

neon finch
#

That's crazy

fervent locust
#

guess mods here warn you for reporting bugs

#

oh well

#

¯_(ツ)_/¯

agile solar
#

They do?

fervent locust
#

apparently so

#

they have no desire to improve

#

lesson learned

agile solar
#

Er... what'd you try to report and where?

#

Mods don't have control over the game, they're just to keep things tidy in the Discord.

fervent locust
#

is that why you want to be one so badly?

agile solar
#

You're still salty about that? Jeezus.

#

It's in the damned rules.

#

Rule 23.

fervent locust
#

oh thought it was rule 8

agile solar
#

Not to mention Tupper is the community manager, not a developer.

graceful fiber
#

is someone selling avatars?

remote echo
#

Do people really think that Discord Mods have control over the game itself instead of VRChat Developers?

valid ermine
#

3.0 avatar creators are just built different

remote echo
#

Just gotta learn

loud cape
#

that's the gist of it

valid ermine
#

Yeah I’ve become a boomer of vrchat sdk’s

remote echo
#

Integers (1-255)
Bool (True/False)
Float (0-100%)

silk grove
#

I'm creating my first 2.0 avatar lol

#

But not actually creating it, more of downloading a base and altering it

remote echo
#

3.0 avatars tho

#

Also there's different meanings of create so you're good.

silk grove
#

I gave up

#

I spent all day on that shit

#

N o t h i n g w o r k e d

#

Soooo...

#

Does anyone have a working Thior avatar? XD

remote echo
remote echo
#

Planning to have both theme song and voice lines.

#

Right now just need to get the hair right and contemplate on whether to create sleeves by taking the existing pant legs.

muted scaffold
#

aight im getting pissed tf off and its taking me everything i have for my aggressive ass to not punch my computer screen

#

none of these tutorials are helpful

#

they skip stuff

#

and expect you to know

#

like how the FUCK do you expect me to figure out how to add color to this grey ass model

stray fjord
#

Most of them expect you to have some basic Unity knowledge.

muted scaffold
#

i dont

#

also im using blender

stray fjord
#

Ah OK - so you're trying to apply a color using Blender?

#

Sounds like you want to watch some Blender tutorials too 😛

muted scaffold
#

i been doing that

#

are you gonna help me

#

@stray fjord are you?

stray fjord
#

I mean I can offer advice, #3d-modeling is probably where you want to go if you have specific questions.

remote echo
#

So parameter drivers the best way I can explain it is by using a revolver pistol as an example.

#

You fire 6 shots, you try and fire more than that and you'll just hear a click until you reload.

#

So potentially you can create this for an avatar by creating a single parameter called "reload"

#

So let's say you set up a 6-shooter for your avatar so it can fire, but you wouldn't want it to fire infinitely.

#

So you create 2 other animations. A click sound when it's out, and a speed reload (you know, those little devices that hold your bullets for quick reloads)

stray fjord
#

Oh interesting, so the parameter driver can keep a counter?

remote echo
#

Yes as well as other things.

#

Parameter drivers in this case for example can add 1 to a parameter of your choice.

#

So each time you go into that state it will add 1 to your parameter all the way up to 255.

#

So this is when extra conditions can come in.

stray fjord
#

This sounds pretty cool

remote echo
#

It also means you must add extra transitions for this to read properly.

#

So in the case of firing a six shooter. Your transition will be your normal conditions, but the added condition being [reload equals 0-5]

#

then you would want the click as if it was out of ammo. So you would add your same conditions with the extra condition [reload equals 6]

#

next for your reload you can do whatever you like with it, however you would make your condition [reload less than 6-7] with the parameter driver resetting yhe reload parameter back to 0.

#

And the fun part is you don't even have to add the parameter to your avatar they can simply exist in the animator

#

Unless you want to use the parameter that is for your avatar.

#

Parameter drivers simply can set values of other parameters pretty much.

fair dove
#

can someone make me a sonic the werehog avatar

remote echo
fair dove
#

ik

#

i cant figure it out ;-;

remote echo
#

What are you having trouble with?

fair dove
#

i can open unity

#

cant

#

it wont let me

#

i have the right version

remote echo
#

Run it as administrator?

fair dove
#

i did that

#

can u do it

remote echo
#

Are you sure it was a clean install?

stray fjord
#

Nobody is going to do it for you unless you want to pay them 😛

fair dove
#

yes it was

stray fjord
#

What happens when you try and open it?

fair dove
#

im 1000000% sure

remote echo
#

I charge people money and my prices can look pretty ugly depending on what you want. This is why I try and teach people 👀 🤌 💵

#

Find my Deviantart if you think im kidding 👀

#

The worst part is I'm contemplating on changing my prices to be higher

stray fjord
fair dove
#

it bluescreen my pc or it says delete file or or keep it

#

but i have the files alr

stray fjord
#

Have you got Unity on your start menu?

fair dove
#

ik

#

yes

stray fjord
#

So what happens if you just open it normally? Do you get a project select menu?

fair dove
#

nope samething

stray fjord
#

What exactly happens?

#

Can you screenshot it?

fair dove
#

no it wont let me copy and paste

stray fjord
#

😐

#

Hard to help without knowing what's going on.

fair dove
#

can someone do this for me for free or do i need to use my collage money

stray fjord
#

Nobody is going to do it for you for free, it takes time and time costs money. If you want to pay someone to do it (keep in mind it's not cheap, usually >$100 at the very minimum), you can go to the VRC Traders discord.

fair dove
#

no i acually can

#

cant

stray fjord
#

Can't what?

fair dove
#

i dont have phone number

stray fjord
#

I don't think commissions are allowed on this server (or there's nowhere to discuss them), so VRC Traders is your best bet.

fair dove
#

i cant do vrc

#

people are makeing other avatars for other ppl for free on this server

round zenith
#

nobody owes you an avi lmao

fair dove
#

i never said anyone did tho

stray fjord
#

If you want to pay for an avatar, you'll need to join VRC Traders - how you do that is down to you.

round zenith
#

look, if you really need a phone number, try using a website to create a burner and verify your discord that way.

#

but nobody's gonna make you stuff for free, it takes time and effort.

stray fjord
#

Yup - also keep in mind to actually buy an avatar you'll need a PayPal account, which I assume also needs a phone number.

round zenith
#

you can maybe also setup a paypal account with a burner. not sure about that though. not even sure it would work for discord, but it's a place to start

stray fjord
#

Setting up a PayPal with a burner sounds like an awful idea 😛

round zenith
#

i definitely don't disagree haha

remote echo
#

The many mythical creatures; Dragons, Unicorns, Sasquatches, Artists who do free commissions, Mothman, Lochness.

hoary portal
#

how do you make a 3.0 avatar change clothing textures based on a variable?

remote echo
#

Do you have your animations already made?

#

You would have your animations that are swapping materials just as normal and then you can go different ways with this.

#

If it's just two, I would suggest a Bool. If you have multiple different materials for swapping, then a Int.

hoary portal
#

i don't have the animations made yet, i'm more wondering how i would do it before i go about actually doing it

remote echo
#

Well again, once you have it set up you'll either go with a Bool or Int parameter.

#

Bool is your basic True/False, On/Off, Active/Inactive.

#

Integers is 0-255

#

but it's done the same way. 0 and 1

hoary portal
#

yeah, i do a lot of hobbyist and professional programming but this is my first somewhat successful foray into unity

#

i will look into animations that swap materials though, i think knowing that is a thing is the key i needed to be able to progress in my plans

#

thanks o/

remote echo
#

Look up Sippbox on YouTube for some quick and understandable guides if you need more of a visual guide.

#

He's pretty detailed and the videos are like less than 3 minutes long.

orchid roost
#

is it possible to make an avatar scale slider ;v

remote echo
#

Use to, but it's really complicated

#

at the moment, not necessarily supported to the best of my knowledge

orchid roost
#

aww why everything gotta be so complicated ;-;

remote echo
#

Well scaling it also requires for you to move the viewpoint in game.

orchid roost
#

is it possible to move the view pointt

remote echo
#

That's the main reason why it's not necessarily supported

#

Like you can scale the avatar, but your viewpoint will remain the same which some of it can be negated with playspace mover, but it won't fix the arms.

#

You're better off just scaling the avatar to your desired size and uploading it as is.

orchid roost
#

ye ill just make a separate upload

#

this is rouuuugh

valid ermine
#

Ive done it

#

ive made an avatar with working toggles

#

lmao

rugged charm
#

I've ran into a snag, I have cats installed (and i clicked save settings) but it's not showing up in my window

#

nvm, figured it out

west nest
#

you can

#

above some number it gives you poor rank

#

30 is too much i think

#

i think 5 doesn't change rank

burnt raven
#

good is up to 16

#

excellent requires 0

west nest
#

quest can't use them at all

#

so maybe that's why

burnt raven
#

its nothing to do with quest, quest has its own performance ranking

proper thicket
#

One message removed from a suspended account.

#

One message removed from a suspended account.

west nest
#

you need to ask with what

proper thicket
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

west nest
#

you have vrchat acc?

proper thicket
#

One message removed from a suspended account.

west nest
#

or login through steam only?

proper thicket
#

One message removed from a suspended account.

#

One message removed from a suspended account.

west nest
#

you can't

proper thicket
#

One message removed from a suspended account.

#

One message removed from a suspended account.

west nest
#

you need vrchat acc and merge it to steam

#

if you want your stuff

#

it's easy to do

proper thicket
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

clever flint
#

how do yoi get that @neon finch ?

stray fjord
#

?upload

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

stray fjord
#

@clever flint see ^

clever flint
#

Ive been using the steam version of VRchat. Would I be able to merge my accounts and then would it update?

stray fjord
#

I don't think the Steam account can progress from "Visitor", so I don't know if merging them would actually help.

teal gale
#

Steam accounts can progress from Visitor, but it requires way more hours and trust to achieve this.
Oh, and it doesnt matter if you progress over Visitor, you cant upload content on your Steam account, only VRChat accounts can login into the VRChat SDK

clever flint
#

Soooo dont merge or do merge???

surreal sand
#

defo merge

#

no reason to not

clever flint
#

Will I be able to get past visitor faster after merging? I read somewhere that some people were having issues that the merge accounts werent changing even after a decent amount of hours

surreal sand
#

i went staight to new user when i merged

clever flint
#

Hm, I guess I should do it

clever flint
west nest
#

The name will be like in vrchat account

surreal sand
#

theres like literally no reason to not merge

#

it keeps all your stuff

#

and lets you do more

clever flint
#

kk gotcha, thanks <3

zealous lintel
#

hey does anyone have any clothing files for making vrchat models? im having trouble finding Male clothing models

zealous lintel
agile solar
#

For...?

zealous lintel
neon finch
#

cubed's or poiyomi's shader for flat shading?

potent finch
#

ok sorry

sleek basalt
#

I want to add a custom sitting pose to my avatar. Maybe replace the prone pose with it and sit when I go afk. But I can't seem to find a CustomOveride thing? Any thoughts on what i should do are appreciated.

valid patrol
#

You edit the animation controllers for them

#

I think it's the locomotion controller

desert latch
#

Im gonne post this here, feels like a bug to me and its very annoying, if someone has a good work around im interested

sweet ruin
#

did all the helpful people up and leave?

fluid grotto
#

You will get the two accounts trusts combined, but that’s it.

#

Two visitors will still be a visitor

spark lava
#

Does anyone know where I can find the model download for a plague doctor model? I've seen the same one repurposed into 4 different avatars at this point but ive yet to find it. It has a top hat and one of its hands is metalic with claws for fingers. It has high heels for shoes. It has this odd machine on its back that has 6-8 portruding "legs" similar to that of a spider, a tail that curves upwards and a gear hidden on the inside.

uneven yew
#

I haven't worked on Avatars in quite a while due to my headset breaking and just not being particularly interested in desktop VRChat, but I'm getting a new one soon and I'm gonna get back into it. I'm out of the loop on updates, but have they addressed these issues for Avatar 3.0 yet?

  1. No way to change the viewport location in an animation, only able to use "standing/crouching/prone" heights
  2. Stations can not be activated at start, requiring an entire avatar reload after joining a server to be active
  3. No way to use Station Animator Overrides on Avatar 3.0 avatars
remote echo
#

Maybe the 3rd one they addressed(?)

uneven yew
#

The issue I was running into was that I could put one on an AV3, but if an AV3 uses the station, they'll use their default sitting/standing position instead of the override

shadow lodge
#

Ok for updating my sdk how would I just delete the sdk in the project and put the new one in???

uneven yew
shadow lodge
#

Ok

#

Just needed to know since I have been working on an avatar and yeah it’s already uploaded

fluid grotto
uneven yew
# fluid grotto 1.) setting Temporary Pose Space to true moves camera to the head location of wh...

Good to hear. I don't think there was a "Temporary Pose Space" animator component last time I worked on any, but it looks like exactly what I needed. The second one was just a weird bug, if you had your station active on start, no one else could interact with it. You had to either reload the avatar or toggle it on with a parameter after you join a server for other avatars to interact with it. World stations work for AV3, but what about stations on avatars? Do those work now? I don't think even world station animators worked last time I was on so it bodes well for having avatar stations working as well

fluid grotto
#

Temporary Pose Space is a state behavior. Not sure if it was there since beta, tho it was there on release

#

The main use cases I use it for are sit-anywhere effects without a station

#

When combined with disabling locomotion

low whale
#

For stations on avatars, they work but have to be set up in a specific way. Check out this message for the details: #avatar-help message

uneven yew
#

Ah, yep, that was the thing I was thinking about in the second point I made. So, I still have to manually enable the collider after the fact. That's fine, I probably don't want stations on by default anyway. Any word on whether you can use animator overrides on them for avatars, or if only world stations work with those?

low whale
#

You can apply an animation yeah

#

You can have the stations "usable" or "not usable" by default and toggle that state however you want (just to use distinctive language). The only thing that matters is that the game object containing the station script is on by default, along with the script itself

uneven yew
#

Cool. I remember shorty after AV3's launch no one could get the animations to play. So, station and object on at start, collider off. Enable collider later, and it works as expected, animation override and all?

low whale
#

I haven't use custom animations myself but I'm fairly confident they work, yeah. And you got that all right, for your animations that enable and disable the chairs, you would just have keyframes toggling both the object and the collider on and off. It's safe to do that as long as the object was on to begin with, and it ensures that people are properly booted off the chair if you turn it off (just turning off the collider would not do so.)

low whale
#

AV3 avatars tend to have issues with custom animations when they themselves are sitting in avatar stations, though. No idea if this would work but if you run into that problem you could maybe try setting up something similar to the provided example sitting layer controller for your animation override controller. No idea if that works or not, I'm not sure if the state behaviors used there would apply to the avatar in the station

surreal saddle
#

Is there a way yet to use Index tracking data? As in, the finger tracking data. E.g. determine which finger(s) is/are closed/open, their level of openness, etc.

loud cape
surreal saddle
#

Hella RIP. Been waiting for that for a long time. Guess I'll keep waiting. lol

#

Thanks 🙂

agile solar
#

There's the dynamic bone asset that you pay for. Thonk

glossy agate
#

Is it possible to have avatars collide with one another with the default tools available for avatar 3.0? I know it wasn't in the past, but wasn't sure if it had changed or not

silver adder
#

Oh wait, i just replied to a 12 hour old message lol.

little sable
#

everytime I load the 3.0 sdk I get one error

#

error CS0234: The type or namespace name "VRC_AvatarDescriptor" does not exist in the namespace "VRCSDK"

loud cape
little sable
#

yeah

#

but it's deleted

loud cape
#

@little sable that is why, you should not do that

#

always make new projects when upgrading to sdk3

little sable
#

okay thanks!

tidal dock
#

I’m curious about the readyplayer.me generator is able to upload avatars directly to people’s VRChat account, through some kind of single sign on technology. Does anyone know if that sign on system will be made available to others?

#

I do avatar commissions and it’s such a steep curve to get people set up to upload their avatars through Unity, it would be a godsend if I could integrate a similar feature into my site

remote echo
#

It be nice, but unfortunately all we can do is just make the scene and prefab as ready as possible for upload and cross our fingers and hope the person who bought it reads instructions. vrcFPaulSip

#

I just realized Will is that cartoon guy such as myself. Person of culture. vrcEretNice

wintry glade
tidal dock
wintry glade
#

Oh hoping for it is fine, I've stopped hoping for things for my own sanity

sharp minnow
#

Guy I need help I’ve gotten the unity 2018.4.20.f1 I’m trying to import a modle but the VRSdk 3 is acting up and not working saying an error

#

Is is not Importing

amber sapphire
#

how long do i need to play vrchat to upload avatars???

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

amber sapphire
#

welp time to play

open zinc
#

hey what version of blender should i use

fading tide
#

Hey Gribbus. Latest version is fine.

open zinc
#

ok

amber sapphire
wispy sage
#

my feet and hips for full body keep appearing way in front of the avatar, should i move the view position inside the head or smth?

loud cape
wispy sage
#

on the front of the face

#

but my avatars also have big heads

loud cape
#

then put it inside the head

wispy sage
#

ugh
so many reuploads to do

loud cape
#

you will never have the issue of seeing the inside of your head

#

head bone is scaled to near 0 in first person

wintry forge
#

Hi-hi people, any ideas why i cant make cutout transparency work? I use albedo with alpha, and so far material is completely invisible in vrc, tried on standard and rero standard shaders

#

And in unity it looks how it should in both cases

fluid grotto
#

How long until they start stuttering?

toxic forge
#

Stuttering dynamic bones is caused by either too much stiffness, or bad rooting.
Sure rooting is optimized but half the time it makes them move like poop

#

I don't recommend using rooting for hair. Skirts are okay though usually

toxic forge
#

Rooting is when a parent bone is made for all the hair bones on the head for example so you don't have to set up a dynamic bone script for each one.

But it's usually bad because the root can't be at the origin of all the hair strands at once so when they move it looks warped and moves like it's broken

#

Oh dang then it might be too much stiffness

#

Yee

tranquil shore
#

How can i get the vrcchair to work?

lime plume
#

anyway @remote echo, here's tupper's clarification: #vrchat-general-2 message
I'm glad mods finally stepped in because it was getting pretty toxic. felt bad for that person earlier that just gave up because people kept telling them to post their pic in a different channel

remote echo
#

It was the bricks and tomatoes wasn't it?
Unless people were legit just being a-holes.

lime plume
#

there were a couple people that were spamming reactions and just being rude about it, rather than a nicer "hey this other channel is better"

#

even the bricks and tomatos are kinda mean if someone's proud of their avatar, just now getting into modelling and creating avatars, then the community says "that sucks, dont post it here"

remote echo
#

More passive aggressive which I will in advance apologize for, however when you look at the constant pattern, it could have been read. I'm not defending the behavior, but there were signs.

deft lodge
#

i started being more rude about it since i saw someone respond something along the lines of "are you a mod?" once and it frustrated me because they use this as an argument to not follow the rules and stuff like that.

lime plume
#

there's one person in specific, not gonna name names, but they were super mean about it, and someone called them out for it at some point.

remote echo
#

Yeah, if someone was legit being mean about it though. I won't condone that.

deft lodge
#

yeaah, that was a bit too much though.

remote echo
#

I assume that convo was deleted or something

lime plume
#

and its hard to know sarcasm or joking around through text, let alone tomato emojis. ik i'd feel bad if someone did that to me now, let alone when i first started

deft lodge
#

but at the same time it's kinda frustrating if you think about the fact that last message literally mentioned to share av3 content and the next thing they instantly do is paste something totally unrelated

lime plume
#

also think, some people dont wanna read a text wall of a convo before posting their pic they're proud of

remote echo
#

But the important part at the end of the day is it's going to be watch more closely on both ends

lime plume
#

technically most of the stuff in there could well be av3 and you can't tell from looking at it

remote echo
#

and that's the problem

deft lodge
#

yeah, really glad that they decided to pay closer attention to the channel now

remote echo
#

That's the part that needs clarification.

lime plume
#

well, like I noted earlier I asked tupper for clarification, he does not care :P

remote echo
#

And that's what people need to know 👍

deft lodge
#

a lot of people think SDK 3 = AV3. but that's kinda the problem, in my opinion AV3 is not just an avatar with SDK3 descriptor screenshoted in game

lime plume
#

av3 and sdk3 are for all intents and purposes the same thing really

#

av3 noting specifically the avatars version of sdk3, rather than the worlds part of sdk3

deft lodge
#

that doesn't really make sense to me, you don't say UDON = Worlds SDK3 ever right? so why would AV3 = SDK3?

#

you can well make world without ever using UDON but with SDK3, as well as you can well make an avatar without actually using AV3 system.

lime plume
#

i mean, udon implies sdk3 to me, just like av3 implies sdk3

#

that's a question for tupper ig, all he told me is it's okay as long as it's made on sdk3

#

¯_(ツ)_/¯

deft lodge
#

i would guess it would be something along the lines of "it's just fighting semantics"

lime plume
#

yeah probably

wintry glade
#

SDK3 was created because of AV3, if there was a channel called worlds-3-showoff it would have the same problem

#

But everything SDK3 for worlds is lead off with udon

deft lodge
#

you can still make a world without ever using UDON though, same with avatars or am i wrong?

lime plume
#

every sdk3 avatar uses av3 for animations

#

if you wanna word it like that

#

including locomotion and gestures

wintry glade
#

Not really, Udon replaced the event system for SDK2 -> SDK3. You have to use Udon if you want the same functionality. You need to use AV3 to make avatars in SDK3. However yeah, if you make a very very basic avatar or world then you dont really use Udon or AV3

deft lodge
#

^ that's kind of what i'm trying to get at, just because you made a basic world with SDK3 and have udon in the project that isn't used, it makes it not postable in #udon-showoff does it? so why is it different with avatars?

lime plume
#

ideally people would show off animator layers, or fancy stuff you can only do with av3, but other stuff is fine too and doesn't really hurt anyone else

wintry glade
#

Udon definitely has a larger learning curve than AV3 at least

compact fog
#

I understand the frustration of the channel being flooded with things that don't adhere to the original intended purpose. But people seriously need to stop being faux-moderators. It's one thing to politely tell somebody that it is the wrong channel, but it's another to be rude about it. Good rule of thumb is "if everybody is the problem, you're the problem". It was getting incredibly toxic because people were trying to take matters into their own hands. If the mods don't care about it, we shouldn't either.

deft lodge
#

like when i want some udon content i go into #udon-showoff to look at cool stuff made with udon
Just likewise i go to #avatar-showcase to see content specific to AV3 where they use layers and stuff

wintry glade
compact fog
#

Plus, you can also always find dedicated servers to Avatar creation, where the community moderates it themselves.

deft lodge
#

what matters is we finally got the attention of the team to start looking into it, so that's good.

lime plume
#

after we all asked several times lmao

compact fog
#

If you're really interested in 3.0 creations, there is no reason to not be a part of at least one other vrchat creators server

lime plume
#

on a different note, when yall are making a toggle for clothes, do yall have separate meshes for each clothing item and toggle the mesh, or join the meshes and shrink them into the body with blendshapes?

compact fog
#

I use seperate meshes personally

deft lodge
#

yeah i usually do meshes, but if the mesh is very low poly you could go with blendshapes

compact fog
#

It's actually more performant especially if the meshes have a lot of polys

#

Because having all of the polys deforming all of the time is more intensive than disabling the unused mesh. It doesn't have to calculate deformation for disabled mesh

deft lodge
#

be a real creator - everything is one mesh and keep swapping materials to transparent and opaque haha

lime plume
#

i only ever saw separate meshes until i recently started working with a godfall avatar, was kinda surprised to see it using blendshapes

compact fog
#

This specific situation is a good example of when the avatar performance ranking system is wrong

lime plume
#

which i assumed was a hack for clothing toggles on av2

#

yeah^ someone said that was partially the reason

compact fog
#

Also blend shapes for hiding clothes will break sometimes. Especially if you are resizing the whole mesh down and not deflating it along the same bones. Because of the weighting, if you just scale it down, it will stretch and cause artifacts when deformed

lime plume
#

ive never actually worked with shape keys at all until now so i was def confused

deft lodge
#

yeah you really don't want to do anything super crazy with them most of the time.

lime plume
compact fog
#

You'd make a new blendshape and then use the sculpt tool set to inflate (using deflate instead) and go over the mesh, pushing it under the clothes or making it pencil thin

#

This means that the mesh is still where the bones are

#

Just super thin

#

If you scale the mesh down instead, the mesh no longer follows where the bones actually are and when they bend, the mesh will stick out in unpredictable places

#

It's extremely hard to explain in a way that makes sense

#

Lmao

deft lodge
#

it takes a few times to read it but i think i got what everything means for the most part.
It's nice to know that because i never actually tried to use blendshapes for clothes.

compact fog
#

It's similar to what happens when mesh is weighted to the wrong bone

lime plume
#

kinda makes sense. ik the mask on this avatar kinda shrinks into the head, to a tiny point, but the pants just get a little smaller but stay lined up with the bones.

compact fog
#

Exactly. You can scale things down that are only weighted to one bone

#

For example hats, masks, props in your hands etc

#

But anything that is weighted to multiple bones will have to be deflated instead

lime plume
#

interesting. I'll have to look more closely at the pants and see how those were done. I'm probably just gonna use a separate mesh for stuff I add to it tho lol

deft lodge
#

hmm... is it going to be the same result if you select a mesh and scale every painted vertex group independently?

remote valley
compact fog
deft lodge
#

oh right, forgot about that one haha.

indigo zodiac
#

Also yeah I run seperate meshes as well, unless the object is weighted to one bone then I have it merged and set as a blend shape to shrink

#

(mainly also that if you're running things like colour wheels, you can't independently change each material tint of a mesh as it'll change them all on the mesh at the same time)

livid timber
#

would anyone know how to assign audio to a gesture? or have a link to a video or instructions?

lime plume
loud cape
#

audio sources have a "play on awake" setting

lime plume
#

i think this would be the place to use parameter drivers

#

ive really just been looking for a reason to use them

burnt raven
#

not really? parameter drivers are used when you want a state to change a parameter value, or randomize something.

#

using it for something like making an audio play when you do a gesture just adds another parameter which is unnecessary

lime plume
#

yeah but gestures are only for bone transforms correct

burnt raven
#

only if you're doing it on the gesture layer

lime plume
#

idk if you can use a hand mask thingy on FX

burnt raven
#

you would add your audio toggle on the fx layer, and use the same parameter

lime plume
#

oh yeah you can just use gestureleft on FX right

burnt raven
#

yes, parameters affects all playable layers

low whale
# lime plume ive really just been looking for a reason to use them

I'd say the most common use case for parameter drivers is automatically disabling something once its animation is complete. For example you could have a dance animation with a transition going out with exit time of 1, so it transitions when it's finished, then on the next state drive your dance parameter back to 0, so it automatically disables itself (otherwise it would just start again because the toggle is still on.)

Another use case is if you have a series of animations or a complex system of some sort where you want one layer to wait until another layer has finished doing something before proceeding. In that case you could have the second layer drive a parameter when it's at a certain state, and then the first layer would continue along based on that driven value.

There are plenty of good uses for them but most people just doing basic toggles and stuff won't need them.

burnt raven
#

A pretty basic use case for them is to make presets, so you only need to hit 1 button in the menu to trigger multiple state changes, such as having a single button to change different clothing items at the same time as a set, etc.

#

while still being able to change them individually if you wanted to

low whale
#

Yeah I use them like that for color presets myself

burnt raven
#

haha same

#

got a button for random colours

lime plume
#

i had a good use for them a while ago but i dont remember anymore lol, i started using av3 in beta so i was ahead of the curve, took a break from vrc and forgot a bunch of it so im kinda letting my dumb show while i figure stuff out again

high knoll
#

Does anyone have or know of the one red and white color-shifting female avatar on VRC?

tranquil shore
#

so i used wolf3d readyplayer.me and downlaoded my avatar file, then opened it into unity for editing and ...WHERE ARE the TeXtUrEs?

plucky wigeon
#

"Ensure that the model that you're using is below 70,000 triangles (7,500 for VRChat on Oculus Quest). On PC, you can upload models above this amount, but the avatar will be automatically marked as "Very Poor" performance, as excessive polygon count can cause performance problems"

What does marked "very poor" mean in this case?

plucky wigeon
#

It shows on users ingame?

agile solar
#

Yes.

plucky wigeon
#

Is it considered a big issue ingame among players?

agile solar
#

Not really. Though, people can automatically block avatars based on their rank.

#

Very Poor means there's a lot of stuff on it that can reduce performance on certain rigs.

plucky wigeon
#

I tried vrchat couple days ago to see character and room qualities. I noticed most of the time the characters wouldn't fully load even in minutes. Is it my settings/pc?

agile solar
#

Depends on your connection speed and server latency.

plucky wigeon
#

thought there might be something more to it. Thanks for the answers! 🙂

toxic forge
toxic forge
#

I have a question, I wonder if any of you know the answer.
Say I have an avatar with 30 material slots. But I make every slot use the same single material. Is that still bad performance? Or is vrchats material count now misleading because it will say 30 materials

#

I genuinely don't know

plucky wigeon
plucky wigeon
#

Don't take my word for it. Just had something similar with web dev /sprites

toxic forge
#

Okay

muted gazelle
#

Even if it's the same material if the slots are separated it's more drawcalls

plucky wigeon
#

Take my word for it

#

lol

toxic forge
#

Thank you guys. I learned something

livid timber
plucky wigeon
#

Are pets not popular on vrchat or why aren't people using them? 🤔

agile solar
#

Pets...?

livid timber
#

pets as in?

#

like on an avatar?

plucky wigeon
#

I saw video earlier today and googled about it and didn't find anything. Guess I bamboozled myself

neon finch
#

I’m new to vrchat, where do I find good avatars? Like cute ones. I can only find poorly made or meme ones 😔

lime plume
neon finch
#

😟anyone?

agile solar
#

Anyone what? Thonk

neon finch
#

Look what I said

agile solar
neon finch
#

Okay sorry

#

My bad

agile solar
#

This is for help with avatars made in SDK3.

#

No worries.

neon finch
#

Anyone mind helping me clean up an avatar? It's just like weight painting on the body and such. I'm not good at it, but it should be pretty simple.

neon finch
#

how am i supposed to give people an avatar i made for them? do i just upload it to my vrc, and they clone it, then i set it to private? or?

lime plume
strange tiger
#

Anyone know where I can get a lightning explosion particle effect? Like sparks/chain lightning from a broken wire?

muted field
#

all i need to finish the avatar is to find my texture files, dont ask how i lost them lol!

crystal cosmos
#

does anyone know how to get rid of the walking animation when you move?

strange mason
#

idk

#

is there a ben 10 avatar?

#

quest compatable

solemn tundra
#

@crystal cosmos need to override the locomotion layer

#

There is one in the sdk that you can duplicate, then you will also need to duplicate the standing locomotion blend tree (also in the sdk)

#

And in that one you can then basically remove all the walking animations

#

I think removing them should suffice

tranquil shore
#

How can i make a chair invisible in the avatar for quest?

#

im not allowed to change to cutout or transparent :(

gleaming cipher
#

Does anyone know 3.0 avatars fof vrchat

#

For

#

I want a customized one

brave walrus
#

Whew, got finished with hands in Blender