#avatar-general
351 messages · Page 25 of 1
actually not that good of a question, as the extra mesh will also be an extra material
shapekeys are actually kind of expensive
and having seperate meshes, while looking bad in the avatar performance stats, means that what is not active is not rendered
as opposed to having one mesh with lots of polys deforming all the time
can anyone point me in the direction of a good marker/pen that i can add to my avatar?
is a shapekey on 0 free?
I think
because the thing is, these are parts that are mostly visible, not mostly hidden
mostly visible sounds bad for extra mesh renderers
ah sure.
but if visible is shapekey on "0" and shapekey on 0 is "free"(-ish) that would be the better way on performance
It makes more sense to have multiple skinned meshes if you are swapping outfits
i wish unity's renderers would allow for example to disable parts of a mesh by vertex group
cheaply
with an internal optimization culling them out of the rendering entirely
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
then there would be nothing in the way for any kind of outfit changing
atleast this is how I think it works
it makes sense, my current thing though isnt about switching stuff out for others
yeah then material swapping I think is your best bet
i just kinda want to take off a hat for example, heh
and make a weapon appear and disappear
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
but for armor or clothes, it will always do that because of being weighted to different bones
ah so for anything at the ends of the avatar (i guess) that doesnt deform it's fine huh
i tried it with a pullover so i can take it down to a shirt
but that pullover would still glitch with a few strings of it outside the character
because it's weighted to many bones yeah
yup it is... multiple
so only use shapekeys for hiding things that are solid and don't bend
and transparency also seems like a super hassle, also because transparencies dont work with default shaders
also suck performance
is a "fade" not as performance intensive as a transparency?
no I think it's the same
but transparency isn't that intensive if you only have one layer of it
it begins to cause real problems when you layer them
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)
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?
I'm not an expert on the exact benefits/cons of each specific method versus eachother
it depends but 1 or 2 layers shouldn't hurt you
it becomes a problem when you have a bunch of layers
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
but for clothes being transparent (like completely invisible) you should be fine
hm i really think what would save us here is if unity really allowed hiding of mesh parts by vertex group somehow
sure
but we dont have that
but you gotta work with what you have :/
most people just don't know about the performance side of things
or don't know how to fix it
i think if i keep below 4 i wont be such a hassle
yeah you'll be fine
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
i currently "only" have 3 materials
i try to think about getting things pushed into less, but i usually end up with hair, clothes and skin as 3 materials
because i try to shade each a little differently
maybe you could see if you can use material texture maps to handle the shading differences
Quest avatars with 1 mat be like
hi
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)
Could try asking in #avatar-search-old
Is it possible to have an emote toggle that doesn't interrupt movement?
I want to be able to toggle some constraints on my avatar, but putting it on VRCEmote forces a bike pose
Gesture layer iirc
toggling constraints would be done in the FX later, gestures is for hand muscle movement
Figures
Dunno though because "emote toggle" and "toggle some constraints" are two different things
Yeah that’s what had me confused
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
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
does anyone know if it'd be possible to set this to a radial menu? https://streamable.com/9jqdn3
I could always make the animation more dramatic but then it looks weird if I am shouting
I highly suggest looking at the documentation for the Playable layers
I got it working in the end
nice
I still need to figure out how to do the head shrink thing manually though
head shrink?
I have an avatar that doesn't hide its head in first person
hm
so I need to figure out how to do it manually
Wdym by “hide it’s head”
the bone that is mapped to "Head" in the rig config is the one getting scaled to 0 in 1st person
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
now, if you go in the rig config in unity, you can assign that Head2 bone in the rig, rather than Head
so now, the head will no long shrink
but it will also no longer move
so to fix that, just add a parent constraint
and then parent Head to Head2
I think they mean that the avatar isn’t hiding it’s head but it’s meant to be
"I have an avatar that doesn't hide its head in first person"
"so I need to figure out how to do it manually"
that is what I explained how to do
Ohhh
I should have explained more
I have a question
This avatar has 2 armatures, one that actually moves the model and one that the user controls
Also #avatar-help might be more useful
every bone has a constraint going to the other armature, and there's an animation that turns on and off
ah alright
so the animation's all choppy
it's a style thing
the downside is that since the body of the avatar isn't attached to the main armature, it's visible in first person
right now I've used a scale constraint to hide it, but that means I'm headless in mirrors too.
I see
there is a "isLocal" parameter available to you
which will be True only for you
I tried using that, but couldn't get it to work
what layer did you try to put it on
I've tried FX, Gesture, and Action
you most likely need to use Gesture
FX will not work
you're changing the scale of something, which counts as a Transform
which will NOT work on FX
read the documentation kek
I did read it
this page? https://docs.vrchat.com/docs/playable-layers
but anyways, try just having 2 states in a new layer
make a transition from the default one to the other one
and set the condition to be "isLocal equals true"
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
That's what's going on there
The reason I'm doing it the way I'm doing it is for optimisation, so I'd rather not have new materials and shaders involved
actually
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
^
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
hmm, would a shape key work?
I could make a shape key that shrinks the head to nothing
Pretty sure you'll have the same mirror issue
^
hmm, guess I'll have to add distance fading to the shader I'm using somehow
Poiyomi has it if you're not married to the one you're using
I see
I'm doing all this for a Runescape avatar, and I'm using a matcap to get the dithering effect
you can still use matcaps with poiyomi
Well poiyomi does also have matcap, can't say for sure that it'll meet your needs but it's worth a try
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
Really wish they'd add an "IsMirror" parameter. It would be incredibly useful for things like that
Not to mention physics objects and ragdolls
Avatars 3 bad. I said what I said.
The toggleables are cool though
somebody has not used 3.0 enough
^
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
I haven't used av2 so what is good?
Nothing
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
Av2 is for people who can't accept change when the change is literally not making them lose anything and only benefiting them
Av3 is mini menu so you can do loads more animations, gesture presets, adaptive gesture toggles, puppets and more
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
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
People tends to hate any big change so that could be the reason
But why not switch
The system is barely any more complicated than av2 and is insanely more powerful
“Barely”
Depends what you’re doing
All you got in av2 is emotes you use by using hand gestures
Insanely easy to set up those
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
If your avatar does nothing then you'd use 3.0
I think it's more about unity's animator system rather than programming
The animator system is technically programming
It's not really
The controllers are finite state machines, maybe even Turing machines if you know how to use them
Well, kinda true
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
So it isn't just coding
It’s not programming with like a programming language, but you do technically program the controllers
wrong channel oops
Honestly the fact you noticed a distinction between the two is impressive XD
They seem to be merging sometimes
I beg to differ, the IK (movement and positioning) of 3.0 is so broken and jittery it's all over the place
Models move so broken and weirdly
AV3 is certainly more complicated than AV2 not sure why that’s a point of debate
That just comes with greater freedom it’s going to be more complex
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
Hey where do y'all get your "free" avatars?
there are many models online that are free to use, one sec
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
Ty for this link though, looks like a good guide so far ❤️
Curious this channel doesn't has upload perms but SDK2 gen does. 
SDK2 doesn’t have separate general and help channels
Whoops wrong @
imma new avatar creator
well my avatar broke
What is it call when your in full body mode but your not walking when moving
And does it work in SDK 2 also?
there is a checkbox in the avatar descriptor for "Force locomotion animation for 4 and 6 point tracking"
only in SDK3
Do any of you know of a world where I can find some of the scariest quest avatars in vrchat
Guys, I am looking for an avatar creator, could you maybe be able to help me?
Ready Player Me
does anyone know how to get the attack on titan transformation lightning as an particle?
@neon finch start learning blender than
also vroid is pretty user friendly
you can get vroid on steam
@neon finch also check that https://readyplayer.me/blog/custom-vrchat-3d-avatar-maker-creator
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
2 metres is how tall the unity man is.
i think each cube is 1 meter
Uncheck force locomotion in 6 point tracking. But it looks really silly because you glide around
Is there an issue with updating avatars today?
yes some people can't do that
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 😦
Hue shift radial ftw
Guys is something wrong with the FX face expression change I tried updating my avatars and it doesn't work
Where is the kitten marching band avatar
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.
I'm just thankful VRC quit reverting my uploads.
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.
What can I use to export my avatar in Unity with either OBJ or FBX so I can use it in Blender.
If it’s not in either form already, just find a plugin for blender that can handle it
I’m assuming it’s a .vrm, as that’s the next most common one
It's a unitypackage.
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
It’s likely to be an fbx
Aah it works
🙂
.unitypackage is kinda like a zip, but idk how you extract it without importing to unity but that’s easy enough
When you import it it should even come up with a way to only import the model too which is nifty
ty
does anyone know where to find info or a decent tutorial on bool ints?
i have a few outfits i want to add to a booth model, the default toggles are bool int, so i wanted to do the same with the new outfits
so you wanna toggle clothes
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
How do I fix unsupported shader problem without screwing up what I have it on
so, I updated my VRCSdk and now there's no builder and my VRC avatar descriptor looks broken
woops this is general I'm going to help sorry
If you mean changing from using an int to a bool under the same variable name, unity is a little broken so use it exactly as you expect but you’ll have to change the true variables to false and then back again if you want them true
Bool int doesn't exist. It's either bool, int, or float.
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
#avatar-showcase message
@steel iron to this point, i gotta pay for school somehow
so i make passive income by making these things and selling them
♥️
but, if its easy to do then please by all means make it and give it away, ive got no issues with that
you were accusing me of stealing so i said i was offended
D:
"im insulted that you think that... show me who i copied"
I didn't mean to accuse you of stealing.
No, I said you modifed a prefab.
That's like saying I stole the world constraint prefab when I use it with everything.
To clarify once again, I didn't realize the person that made the prefab I was thinking of was you.
i understand
but also i didnt actually take anything from that prefab
the way that the throwable ball works does not work the same as the knife
theres a couple pretty big differences
I just saw it and saw the throw and the trail instantly.
SO!
Though it may not seem like it and it's probably silly, I was defending you from yourself without realizing it.
Hehe so you accidentally accused the creator of the prefab of stealing the prefab they made
i see
Can we all just appreciate the irony here and leave it at that
🤔
I'm sorry for accusing you of stealing. I should have done my research. That was incredibly stupid and potentially hurtful. @kind haven
ur fine dude
if anyone knew me it could have been bad for my business is all
cuz they could think that i wasnt legitimate
That was what I meant by potentially harmful. I'd correct them myself in this instance. Unintended slander.
👍
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
its not as if im always hiding my stuff, that wouldnt be right
i mean, in vrlabs i showed exactly how my stuff worked
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
Is it possible to make 2 actions mutually exclusive?
One of them is on the FX layer and the other is on the Action layer
Triggered by the same parameter with different values. A parameter can't have two different values at once.
Would VRCEmote work in the FX layer?
Yeah they work anywhere
Stage parameters can be accessed anywhere and have the same value on all layers
All five layers actually get stacked into one big controller on upload
So you can treat them like they are in unity
They won’t preview right unless you have the emulator but they will work in game
I'm just wondering how to approach it since once of the parameters is VRCEmote
I might be wrong but it doesn't seem sensible to mess with the default parameters
Please use the default parameters exhaustively. They're super useful in avidev.
You can just put the particle system wherever you want the particles to be attracted to and use negative radial velocity. Radial velocity is out from the center of the system, so a negative value attracts them to the center
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
So I could just rename the parameter in the FX layer to VRCEmote?
You can just add those exact parameter names to any of your layers and use them.
Any of the default parameters can be used throughout your playable layers.
It's a default parameter you don't have to use if you're rolling your own action layer, but i find it's useful for any one thing you should be doing at a given time, since there's like, 200 some spare values for it.
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?
Under the worlds list there is a section for avatar worlds. Personally I don’t know of any specific worlds but just browsing around works just fine, and if you don’t find something you like there’s always the option of making your own avatar.
I just go world hopping for different avatars
anyone know how to stop clothes clipping? the shirt underneath is clipping through the the jacket in some postions
and also shirt is going through the tie sometimes
Then delete the shirt
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?
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
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
guys where is a good place for chill avatars
#avatar-search-old also you'll have to be more specific
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
It just looks really nice
Is that s-ilent?
You might have better luck in #shaders
oop, thanks
Anybody do commissions?
#community-servers-old, top of the list.
a question, is it hard to pick up on maknig avtars?
it requires patience
lots of patience, trial and error process down to the Bones
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
You can get More help here than on any search engine tho
and once you know what youre doing it becomes way easier
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
Is avatar uploading still an issue?
Like when I upload it still slow and sometimes they would fail.
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"
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.
Hello
Thanks for the reply, I'm hoping to either find someone who can help me make it or learn to do it myself. If anything I'll learn how to make simpler avatars first and build up to one of that scale.
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.
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
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
Realistic look? --> standard shader with normal maps, spec maps, AO maps, metallic maps
Is 1 unit in Unity 1m in-game?
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?
What was it previously? One shape key per eye?
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.
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.
Ah sweet, thanks 🙂
@valid patrol
ok
are you going to answer either of my questions
Ask tgem again
then why is there an avatars 3 showoff if theres already an avatars 3 general
and why wont it ever get one
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.
im sorry but i think you typed in the wrong channel
av3 has multiple channels, general is for general, help is for help, and showoff is for showoff, it has those because more people give a shit about it over 2.0
2.0 is dead, it needs nothing more than a single general for the 15 people that still use it
and again 2.0 has nothing special like 3.0
but 2.0 is still very common, and if 2.0 just uses general why does 3.0 have a showoff channel instead of using their general
anything you could show off in it would literally fit in vrchat pictures
2.0 isnt common for new development
who the hell makes 2.0 avatars anymore? no one, it doesnt need a show off
im sorry but from literaly everyone i have talked with about avatar making, they all say 3.0 is more complicated than 2.0
I tried to answer, but if you're going to give a snarky response consider yourself permanently blocked
wh
?
im sorry i just said that because it didnt feel like you were talking to any of us
3.0 can do so much more than 2.0 ever could, with that power also comes some more complexity
it's just logical
well yes but would that put 2.0 at ebtry level
entry*
To get the very basics of 3.0 it doesn't seem much harder than 2.0...
The only thing complicated about 3.0 is 3.0 features
but because you can do so much more with 3.0, learning to do those other things will take longer
If you don't want to believe us then that's fine lmao
i highly doubt this
Bro
I picked up 3.0 without ever learning 2.0 - I literally started today and have a fully working character with custom expressions.
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
https://docs.vrchat.com/docs/avatars-30#basics look at the basics section here, it's like 6 steps if you want to get fancy, 4 without.
most of my time spent learning 3.0 was spent learning the basic concepts
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.
you do realise that 2.0 has been around for a LOT longer than 3.0 right
^ - 3.0 is new.
which mean that people have had more time to create 2.0 avatars
2.0 has been around for ages, so there's obviously going to be more avatars using it.
i know
People working on new avatars should be using 3.0.
If they're not then that's their decision
ok?
this doesnt prove my statement wrong
Tbh I assumed no one was using 2.0 anymore since things like eye tracking in 2.0 are horrible
bubububr ubt 3.0 hard complicate i already knowedde 2.0!11!
damn you hit me with that epic burn
not you
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?
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
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.
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
Sweet, cheers. I'll try cloning my current proj and see if that'll just work.
Yeah do that, you might need to optimize a lot though
I'm at about 6k polygons and have nothing dynamic on my avatar, so I think I should be alright?
7.5k polys is maximum avatar display rank, and like 1 material, 1 skinned mesh, all that
Yeah
Yeah, I've only got 1 material, 1 skinned mesh (but 2 static meshes, hmm)
What do those meshes do?
Toggleable hat 😄
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
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?
Shouldn't be any differences
As in the avatars should be the same? So I should do the mesh scaling on desktop too?
Ah cool
quest players just see a quest version of that avatar
Sounds good 👍 cheers
lol
What do quest users see if an avatar isn't ported? Blue triangle guys?
no its similar to the robot that you see when you hide someones avatar
Ahh yeah
but you know, a little different
<@&397642795457970181> spamming in multiple chats
late reply, but yes. you have 2 eyes, 2 eye bones, and most models come with individual blink shapekeys. Yet 3.0 wants you to go out of your way to combine them in one shapekey, when having separate would just be more convenient
cmon, combining them takes like 2 seconds lol
activate both, click arrow next to list, "New shape from mix"
done
yeah but im just wondering why the change. Wasnt necessary
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
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.
I've never seen a case where you'd only want one eye to blink for the normal blinking lol
for expressions, sure
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.
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.
rotate it in unity *ba-dum-tss*
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
Ok, so I have questions about Avatars 3.0.
Mainly, does it support Villar eyes? All I need to know at this point.
@woeful ruin how do you scroll down on the avatar debug menu in VR?
Don't ping staff.
anyone wanna chill in vrc?
good thing you aren't a mod then, huh?
I guess...?
glad we got that sorted out, then
What's that have to do with anything?
last word
Just checking what's the absolute polygon limit?
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.
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.
😐 what on earth are you making?
Commissioner asked for several high detail small objects.
Eugh
Could I get some help please (with this)?
What are villar eyes.
The villar eye tracking shader.
I'm not worried about it because I've got an avatar with 156K polys already.
Seems like it should do - looks like it's just a custom material?
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.
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
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.
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.
I saw people having avatars allowing them to move faster or even to fly. What's the secret behind that?
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
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
okay interesting. As of those I saw so far it seemed to be related to their avatars ^^
Oh interesting
ah, that's probably exactly what I was looking for, thx!
TIL you can add colliders to your avatar.
I hope it also works with SDK3 avatars since I want to create some with that version
There's a comment on that video saying it works for SDK 3
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
Thank you !
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).
What are some of the coolest things you guys have seen with 3.0 avatars?
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"
That's crazy
They do?
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.
is that why you want to be one so badly?
oh thought it was rule 8
Not to mention Tupper is the community manager, not a developer.
is someone selling avatars?
#community-servers-old scroll up until you see VRCTraders
Do people really think that Discord Mods have control over the game itself instead of VRChat Developers?

Bruh I can’t even set up toggles on clothes
3.0 avatar creators are just built different
Just gotta learn
toggles work by having a parameter, for example called "Hat", which is controlled by a method of your choice in game. the parameter is used in a unity animator to control if the hat is on or off using animations
that's the gist of it
Yeah I’ve become a boomer of vrchat sdk’s
Integers (1-255)
Bool (True/False)
Float (0-100%)
I'm creating my first 2.0 avatar lol
But not actually creating it, more of downloading a base and altering it
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
I just got this mans here im working on for fun https://cdn.discordapp.com/attachments/642174199653335044/818048594581127188/unknown.png
Beautiful
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.
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
Most of them expect you to have some basic Unity knowledge.
Ah OK - so you're trying to apply a color using Blender?
Sounds like you want to watch some Blender tutorials too 😛
I mean I can offer advice, #3d-modeling is probably where you want to go if you have specific questions.
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)
Oh interesting, so the parameter driver can keep a counter?
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.
This sounds pretty cool
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.
So instead of multiple animation states of something like. Fire, fire, fire, fire. You can condense this down to simply three states like so https://cdn.discordapp.com/attachments/408107931553234944/817560480993902592/unknown.png
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.
can someone make me a sonic the werehog avatar
You asked this so many times 👀
What are you having trouble with?
Run it as administrator?
Are you sure it was a clean install?
Nobody is going to do it for you unless you want to pay them 😛
yes it was
What happens when you try and open it?
im 1000000% sure
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
Gotta know what you're worth 😊
....what?
Have you got Unity on your start menu?
So what happens if you just open it normally? Do you get a project select menu?
nope samething
no it wont let me copy and paste
can someone do this for me for free or do i need to use my collage money
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.
Can't what?
i dont have phone number
I don't think commissions are allowed on this server (or there's nowhere to discuss them), so VRC Traders is your best bet.
nobody owes you an avi lmao
i never said anyone did tho
If you want to pay for an avatar, you'll need to join VRC Traders - how you do that is down to you.
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.
Yup - also keep in mind to actually buy an avatar you'll need a PayPal account, which I assume also needs a phone number.
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
Setting up a PayPal with a burner sounds like an awful idea 😛
i definitely don't disagree haha
The many mythical creatures; Dragons, Unicorns, Sasquatches, Artists who do free commissions, Mothman, Lochness.
how do you make a 3.0 avatar change clothing textures based on a variable?
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.
i don't have the animations made yet, i'm more wondering how i would do it before i go about actually doing it
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
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/
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.
is it possible to make an avatar scale slider ;v
Use to, but it's really complicated
at the moment, not necessarily supported to the best of my knowledge
aww why everything gotta be so complicated ;-;
Well scaling it also requires for you to move the viewpoint in game.
is it possible to move the view pointt
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.
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
you can
above some number it gives you poor rank
30 is too much i think
i think 5 doesn't change rank
its nothing to do with quest, quest has its own performance ranking
One message removed from a suspended account.
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you need to ask with what
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you have vrchat acc?
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or login through steam only?
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you can't
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how do yoi get that @neon finch ?
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
@clever flint see ^
Ive been using the steam version of VRchat. Would I be able to merge my accounts and then would it update?
I don't think the Steam account can progress from "Visitor", so I don't know if merging them would actually help.
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
Soooo dont merge or do merge???
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
you need to merge if you want to get a good saftey rank
i went staight to new user when i merged
Hm, I guess I should do it
Does it take youre VRchat account name?
The name will be like in vrchat account
theres like literally no reason to not merge
it keeps all your stuff
and lets you do more
kk gotcha, thanks <3
hey does anyone have any clothing files for making vrchat models? im having trouble finding Male clothing models
Look at DeviantArt or Booth.
i've tried, but im trying to find the over sized long sleeve and i cant find it
For...?
im gonna start making avatars
cubed's or poiyomi's shader for flat shading?
ok sorry
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.
Im gonne post this here, feels like a bug to me and its very annoying, if someone has a good work around im interested
interesting, gave it a vote
did all the helpful people up and leave?
I don’t think merging will have any effect on your trust rank
You will get the two accounts trusts combined, but that’s it.
Two visitors will still be a visitor
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.
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?
- No way to change the viewport location in an animation, only able to use "standing/crouching/prone" heights
- Stations can not be activated at start, requiring an entire avatar reload after joining a server to be active
- No way to use Station Animator Overrides on Avatar 3.0 avatars
Maybe the 3rd one they addressed(?)
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
Ok for updating my sdk how would I just delete the sdk in the project and put the new one in???
Yes, having multiple SDKs in one project can cause problems, so it's best to completely remove the old first
Ok
Just needed to know since I have been working on an avatar and yeah it’s already uploaded
1.) setting Temporary Pose Space to true moves camera to the head location of whatever animation was playing at the time of activation. Setting to false restores blueprint view position. Used mainly for custom sits.
2.) never heard of this
3.) World stations work just fine on av3. MMD worlds work on av3 blueprints at least
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
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
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
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?
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
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?
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.)
Perfect. Thanks!
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
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.
no, best you can do is the gesture and the gesture weight
Hella RIP. Been waiting for that for a long time. Guess I'll keep waiting. lol
Thanks 🙂
There's the dynamic bone asset that you pay for. 
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
I think they are asking for a good preset for the values, not how to use it.
Oh wait, i just replied to a 12 hour old message lol.
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"
was SDK2 in that project before
@little sable that is why, you should not do that
always make new projects when upgrading to sdk3
okay thanks!
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
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. 
I just realized Will is that cartoon guy such as myself. Person of culture. 
Both ready player me and Tafi had direct partnerships with VRC and therefore upload to your account directly. There is no promise this functionality will come to people that do commissions
👌
Thank you, I assumed that was the case but I still have my hopes they will improve the experience for people wanting to purchase custom avatars
Oh hoping for it is fine, I've stopped hoping for things for my own sanity
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
how long do i need to play vrchat to upload avatars???
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
hey what version of blender should i use
Hey Gribbus. Latest version is fine.
ok
https://gyazo.com/ebcf17aab6c16aec1387bcbd3dc52246 how do i upload this now??
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?
where is your view point located?
then put it inside the head
ugh
so many reuploads to do
you will never have the issue of seeing the inside of your head
head bone is scaled to near 0 in first person
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
How long until they start stuttering?
Ughh true
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
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
How can i get the vrcchair to work?
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
It was the bricks and tomatoes wasn't it?
Unless people were legit just being a-holes.
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"
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.
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.
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.
Yeah, if someone was legit being mean about it though. I won't condone that.
yeaah, that was a bit too much though.
I assume that convo was deleted or something
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
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
also think, some people dont wanna read a text wall of a convo before posting their pic they're proud of
But the important part at the end of the day is it's going to be watch more closely on both ends
technically most of the stuff in there could well be av3 and you can't tell from looking at it
and that's the problem
yeah, really glad that they decided to pay closer attention to the channel now
That's the part that needs clarification.
well, like I noted earlier I asked tupper for clarification, he does not care :P
And that's what people need to know 👍
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
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
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.
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)_/¯
i would guess it would be something along the lines of "it's just fighting semantics"
yeah probably
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
you can still make a world without ever using UDON though, same with avatars or am i wrong?
every sdk3 avatar uses av3 for animations
if you wanna word it like that
including locomotion and gestures
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
^ 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?
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
Udon definitely has a larger learning curve than AV3 at least
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.
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
couldnt say it better
I just wrote the channel off to be honest, #avatar-rigging is where I belong 😔
Plus, you can also always find dedicated servers to Avatar creation, where the community moderates it themselves.
what matters is we finally got the attention of the team to start looking into it, so that's good.
after we all asked several times lmao
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
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?
I use seperate meshes personally
yeah i usually do meshes, but if the mesh is very low poly you could go with blendshapes
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
be a real creator - everything is one mesh and keep swapping materials to transparent and opaque haha
i only ever saw separate meshes until i recently started working with a godfall avatar, was kinda surprised to see it using blendshapes
This specific situation is a good example of when the avatar performance ranking system is wrong
which i assumed was a hack for clothing toggles on av2
yeah^ someone said that was partially the reason
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
ive never actually worked with shape keys at all until now so i was def confused
yeah you really don't want to do anything super crazy with them most of the time.
I hate that ugh
yeah i have no idea what that entails or how to do it right lmao
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
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.
It's similar to what happens when mesh is weighted to the wrong bone
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.
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
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
hmm... is it going to be the same result if you select a mesh and scale every painted vertex group independently?
Just uploaded my first paid avatar! VRChat got me into learning 3d modeling and I'm so excited to finally have my own 'product' https://gumroad.com/l/manokit-avatar
You'll run into some issues with mesh showing up stretched between bones.
oh right, forgot about that one haha.
Wouldn't that just create shadow errors since you're making it transparent rather than completely hidden? 🤔
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)
would anyone know how to assign audio to a gesture? or have a link to a video or instructions?
like, make audio play when you do a peace sign type thing?
put an audio source on an object, and disable/enable that object using an animation
audio sources have a "play on awake" setting
i think this would be the place to use parameter drivers
ive really just been looking for a reason to use them
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
yeah but gestures are only for bone transforms correct
only if you're doing it on the gesture layer
idk if you can use a hand mask thingy on FX
you would add your audio toggle on the fx layer, and use the same parameter
oh yeah you can just use gestureleft on FX right
yes, parameters affects all playable layers
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.
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
Yeah I use them like that for color presets myself
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
Does anyone have or know of the one red and white color-shifting female avatar on VRC?
so i used wolf3d readyplayer.me and downlaoded my avatar file, then opened it into unity for editing and ...WHERE ARE the TeXtUrEs?
"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?
Performance rank.
It shows on users ingame?
Yes.
Is it considered a big issue ingame among players?
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.
oh thats a smart setting to have in game
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?
Depends on your connection speed and server latency.
thought there might be something more to it. Thanks for the answers! 🙂
Well, that's what it's supposed to mean anyway. We all know how trust worthy performance rankings are
True, true.
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
If I've understood correctly the program still has to search the material 30 times hence high performance.
Ahhh okay thank you
Don't take my word for it. Just had something similar with web dev /sprites
Okay
Even if it's the same material if the slots are separated it's more drawcalls
Thank you guys. I learned something
yeah, i havent found any clear instructions on it,
Are pets not popular on vrchat or why aren't people using them? 🤔
Pets...?
I saw video earlier today and googled about it and didn't find anything. Guess I bamboozled myself
I’m new to vrchat, where do I find good avatars? Like cute ones. I can only find poorly made or meme ones 😔
you'd use gestureleft and or gestureright on the FX layer to have an animation toggle a game object with audio source on it. have the audio play on awake
😟anyone?
Anyone what? 
Look what I said
This
#avatar-search-old would work better.
thank yous
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.
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?
if you wanna give them the files to upload, create a unitypackage. Otherwise you could log into their account and upload, or keep it public and let them clone
Anyone know where I can get a lightning explosion particle effect? Like sparks/chain lightning from a broken wire?
all i need to finish the avatar is to find my texture files, dont ask how i lost them lol!
does anyone know how to get rid of the walking animation when you move?
@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
How can i make a chair invisible in the avatar for quest?
im not allowed to change to cutout or transparent :(
Whew, got finished with hands in Blender