#avatar-general

351 messages Ā· Page 27 of 1

tidal falcon
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Just made a new one

jaunty verge
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It'll load in, then you can drag it into the scene

tidal falcon
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adding the sdk

jaunty verge
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Ok, do that

tidal falcon
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then drag and drop the fbx or the whole file texture etc.

jaunty verge
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Send me a pic of the folder that the fbx is contained in

tidal falcon
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Sent

loud cape
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you don't add colliders to the hair

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you add colliders in the head for example, and add it to the list of colliders for each dynamic bone in the hair

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you need to tell each dynamic bone component which colliders they need to check for

jaunty verge
loud cape
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no

jaunty verge
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Ok so if I created a collider on my back and head, and added that to the list of colliders for each bone, they should just interact normally?

loud cape
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amount of collision checks go up fast though, so be careful that you don't have too many dynamic bone transforms

jaunty verge
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I had to do a few more than I wanted cause there was a bit of hair going through my hairclip, so I had to separate it out, but thank god I don't have to add more colliders. My hair should be done then, except it doesn't follow gravity

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And adjusting gravity just made it like, fly off downward the more I turned my head. Not pleasently

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Is there a simple way to make the gravity work (assuming I have experience with Unity and script parameters)

jaunty verge
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I went with -0.001 gravity on y and -0.007 force on y

wheat drum
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Tris to quads in blender

loud cape
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you mean on a model? you can do that in blender, using the Decimate tools. CATS blender plugin gives you a few other tools to help with that

neon finch
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can someone talk for a second... i need help about uploading avatars

tulip panther
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Did vrchat recently break int values saving in 3.0 when you change avatars or join a new world?
bools and float values save, but not int values, like having 8 different clothing items in a menu
even a color hue float change on a mesh's material saves, but the mesh I toggle on will disable if i change avatars / rejoin and i gotta re-enable it

gleaming epoch
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i can't resize or move the pants that came with the model in unity.Even after unpcaking the prefab. Any solution without blender?

final torrent
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guys there is any good tutorial how to made prefab? i dont know how to do this but i need to send one to my friend. when i start made prefab all part just took pink color

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my shaders didnt export

gleaming epoch
remote echo
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@sudden swift

tulip cloud
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whos very known for there avis?

remote echo
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šŸ¤”

ocean zinc
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so i bought my first avatar and im trying to put it together, but im new at doing so. i was wondering if anyone could maybe help me step by step in creating my avatar, animating, an texture editing if possible

solemn tundra
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that's an incredibly arduous and long winded process that is usually accompanied by many hours of lecture

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or many hours of youtube :P

opal cloud
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Does anyone have a good invisibility shader?

solemn tundra
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even standard shader can do invisibility

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cutout mode, swap a texture in that has everything on 0 alpha

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or animate the cutout limit slider that many shaders have in addition to their cutout mode

zenith bone
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How would I create a weapon for a avatar? Like a gun

vale spruce
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anyone know the fix for this

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oh i can post images here

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im getting a red error i can figure out Assets\VRCSDK\Dependencies\VRchat\Scripts\Validation\WorldValidation.cs(12,33): error The type or namespace 'Lazy<>' could not be found.

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thats the error im getting

delicate kite
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Trying to fix my avatar as well, bought the Protoroo kit to practice and make one for my own. All the textures, emissions, etc. are done, the issue I have is when I try to upload it to vrchat.

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The avatar is comprised of two meshes, body and armor. When I upload it to the game, the avatar appears as it should in the rotating menu "preview". However, the avatar I end up playing as has armor whitewashed and the emissions reset to default values. Other emissions are unaffected, and the main body mesh uploads just fine.

simple quest
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Hey everyone!
Does anyone has a video or a link for an explanation how to setup a gesture on a trigger with the "pressure-thingy"(weight?)
I've been googling for a bit and I can't find something that specifically talk about this; I'd like to setup something where the more you press the trigger the more the blend-shape value goes up.

solemn tundra
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then put the animation into an FX controller layer somewhere, whereever you had planned to put it.
now, in that animation slot in the controller, cross "Normalized Time" and put the GestureWeight as the parameter

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now the blend shape will be as strongly as the gesture is pressed

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i think this also comes down to how hard the trigger is pressed

tidal falcon
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Hey can someone help me install my avatar, Im so confused.

cloud apex
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Whatcha need help with

tidal falcon
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trying to do a quest release, I have it all imported. My avatars arms are behind the back also when I upload

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Kinda confused about that

cloud apex
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So the avatar came with arms behind its back?

tidal falcon
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Yes

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and not quest ready only pc.

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I thought I was doing it right 😢

cloud apex
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f..

tidal falcon
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Lmao

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yeah

sick oar
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how do i get both the green and blue symbols so a avatar works for both pc and quest?

sick oar
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make 2 differernt unity projects one android(quest) avatar the other windows avatar and upload the same model using same avatar blueprint?

plucky galleon
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I have a question its for my friend. Can you export avatars that are in your favourites into a world so he has more space to get more avatars?

gleaming epoch
plucky galleon
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Okay

robust orchid
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Anyone know alot about the cats blender pluigin

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I don't know how to make it select another model in the same collection as an existing one

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it just keeps selecting the main model

jaunty verge
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Those poi effects people like to dance with, the floating balls that orbit your hands. Are those a shader or 3D models, can it be a 3D model, and is it Unity scripted or set up in the modeling program?

loud cape
jaunty verge
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Can you switch which hand has an active spring joint? Like attach to both hands, then have it only activate on the closer one

brave walrus
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Phew, there is no tutorial about how to make eyes on clothing match those in the head for eyetracking

jaunty verge
brave walrus
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Well, I am planning on making a character with a demonic eyeball attached to his tie. But beforehand I want to test how to do it on another model where the eyes are on moon shaped earrings with faces.

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So I put bones and pupils into the earrings but now I don't know how to make them follow the eyetracking. Only idea I can think of myself would be to weight-paint the pupils onto the bones and then constrain the earring bones to follow the eyetracked bones.

jaunty verge
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I'd say that's the best method. Another, possibly insane way, are there slider joints in Unity?

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Because (assuming the main eyes always point to a converging point) you could attach an invisible object to the main actual eyes by two sliders joints, which would place it at their focal point, and then attach the extraneous eyes to the focal point by a slider joint, and assuming the slider can be set to lock rotation parallel to it, you'd then have the eyes always looking at the same focal point

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Its completely insane and probably would fail though

solemn tundra
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just use a rotation constraint

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then one eye rotates the same as the other

jaunty verge
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Only thing would be the eyes not focusing on the same spot though, which I'd be annoyed with

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Oh, wait. The eyetracking is in a script, right

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@brave walrus If the eyetracking is in an editable Unity script (which I believe it is) I might be able to edit a custom version for you with more eyeball assignables

brave walrus
solemn tundra
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uhh i think that might not work in vrchat

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because if you edit scripts, vrchat will not use your version of that script anyway

jaunty verge
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Really? Damn

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Fair though

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Since that's a massive security flaw

solemn tundra
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yeah.

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they only use their whitelisted version of a script

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and throw your parameters into it

shrewd yarrow
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Is it possible to test Radial menu buttons in Unity?

solemn tundra
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using Lyuma's Avatar Emulator, yes

shrewd yarrow
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Thanks! Will check it out.

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@solemn tundra Works great, thanks!

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Small bug that it multiplies all blendshapes on my hoddie by 3, so waist goes from 100 to 300 (which normally never should exceed 100) MapleWatameHuh Will have to look into that...

jaunty verge
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If I want to do an animation of a single hand so I can still move the rest of my body (snapping my fingers in this case) that's triggered by gestures (such as doing a point gesture to load the finger snap pose and then a finger guns gesture to play the animation and sound) do I make the animation itself in Unity, or do I do it somewhere in Blender and then just modify the gesture animation controller in Unity?

solemn tundra
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it's easier to make these animations in blender but you can try to make them in unity. humanoid animations are not pleasant to do though in unity

jaunty verge
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I just wasn't sure which, I definitely prefer blender. Am I able to do custom gesture animations like that? Given what I saw of the animation controller I think I am

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And am I able to apply an animated gesture to one hand and not have it try to animate my whole body at the same time

solemn tundra
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yes you are

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it will only animate the keys you have animated

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so if in blender youe keys are only on the hand bones, they will not influence anything else

jaunty verge
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Oh the bones carry the keyframes to act on, rather than the keyframes carrying the bones they affect?

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Ok cool

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So I can create a named animation thing, like a shape key, and then export that to Unity or extract from the model in Unity to use in the respective animation controller?

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Every tutorial I find has them animating it in Unity and I'm just like. But why, if Blender is available, would you use Unity to animate

amber burrow
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for some reason when i publish for android it loads for a few seconds then does nothing any suggewstions?

jaunty verge
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Check your error console in Unity

amber burrow
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woops srry wrong chanell

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ye it says prefab dont exist

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it also says malformed avatar

jaunty verge
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I don't know how to fix those, but that's why

amber burrow
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ok

topaz sun
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For textures does it matter if you have a mix of pngs and tgas?

jaunty verge
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@solemn tundra Do you have to use shape keys to do animations? Or are you able to create an actual traditional animation for the hand in Blender and export that to Unity, using keyframes and the timeline

solemn tundra
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yes

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to the second

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i would use NLAs for this, this way youc an actually export multiple animations to unity

jaunty verge
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How. Cause I'm not figuring it out, and every tutorial is useless for it

solemn tundra
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so what i usually do is

jaunty verge
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Can I DM you about creating the animation, and then the exporting? I'm guessing I can figure out the part of actually adding to the animation. And I do know the principles of animation, and 3D animation. I just have no fucking idea how to use blender lol

solemn tundra
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i edit an animation first, basically you can use the record button, go to a certain time

jaunty verge
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Ok

solemn tundra
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edit your movement, etc

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then when that animation is done, go to the DOPE SHEET, then in the dope sheet go to the ACTION EDITOR

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now name your animation in the middle and hit Stash

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now in the "nonlinear animation" window

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the animation will be there, stacked down

jaunty verge
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Wait, where is the record button

solemn tundra
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there it is

eternal saffron
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I was told I need dynamic bones. How do I get them

solemn tundra
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the round one

jaunty verge
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Blue is recording?

solemn tundra
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yep

jaunty verge
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Ok

solemn tundra
jaunty verge
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So I dragged the frame to 80, I figure that'll be enough space

solemn tundra
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well, animate something, drag the frame, animate something etc

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in pose mode

eternal saffron
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So is there not a free dynamic bones?

solemn tundra
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no, people have always used the paid package in vrchat

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i think vrchat might make their own implementation of dynamic bones at some point

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but uh theres nothing definitive, this is just me thinking

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dont take as gospel haha

jaunty verge
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Pose mode?

cobalt charm
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dynamic bones lite

solemn tundra
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pose mode is for posing bones

cobalt charm
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for quest

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Kap

solemn tundra
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i kinda hope there will be a vrchat dynamic bones that has cross avatar interaction

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and all that shizz

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properly networked

cobalt charm
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i hate dbones

solemn tundra
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@jaunty verge pose mode is on the armature object

cobalt charm
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i just use dreadriths script to make them 100000x more usable

solemn tundra
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top left (object mode) -> "pose mode"

jaunty verge
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I don't have anything called that

solemn tundra
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i thought you liek to do things in blender...

jaunty verge
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When I click the Pose in the heirarchy of objects, I do have a thing come up in the bottom right that has a grid of squares, one has a dot in the top left corner, there's a button Pose Position and Rest Position

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I like to animate using a proper program for it lol

solemn tundra
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no, click the armature

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then the top left mode list will have a pose mode

jaunty verge
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Oh I had the fucking armature hidden from when I was doing visemes before

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That's why

solemn tundra
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in pose mode you can manipulate bones

jaunty verge
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I got pose mode now, I just had to unhide the armature

solemn tundra
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and when the record button is on, it will record those manipulations

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onto the selected frame

jaunty verge
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Ok, I got it now. Click record so its blue, then go over to where I want my next keyframe, manipulate the bones I want manipulated for that frame, go to next keyframe, manipulate, etc

solemn tundra
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yeah.

jaunty verge
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Ok. And then the animation will save for those bones alone

solemn tundra
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of course

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then you can go into the button on the left of the animation window

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open the the "dope sheet"

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and action editor, there you can give the animation a name in the middle

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then use the "Stash" button to save the animation (and empty the timeline)

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at this point you can make a new animation if you want

jaunty verge
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Will that save it within the blend file, to extract in Unity?

solemn tundra
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yes

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when you want to export the character with the stashed animations, you need to cross "Bake Animation" in the export window

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the FBX will then contain those/that animation/s

jaunty verge
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I'm using the blend file directly, not an fbx

solemn tundra
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it should contain the animations nontheless i think

jaunty verge
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Cool

solemn tundra
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the animations will be listed inside the blend file in unity. i personally would take them out of there, makes it easier to handle. do that by clicking the animation in the unity project window and CTRL+D to duplicate it out

jaunty verge
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How do I delete a keyframe from the non-linear animation window. I can't figure out the button or option

solemn tundra
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the NLA window doesnt allow deleting keyframes at all

jaunty verge
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Is it marker?

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Oh ok

solemn tundra
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the timeline or action window: you just click the keyframe and hit DEL

jaunty verge
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Why do you prefer the NLA over the dope sheet?

solemn tundra
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they are different things

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the NLA lists many animations

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the dope sheet is to edit ONE animation

jaunty verge
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Ah ok

solemn tundra
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basically the timeline is a tool to record a basic animation

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the dope sheetis to do fine edits on the animation

jaunty verge
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So since I'm just doing one, I'll just edit on the dope sheet

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Since its been a while since I animated

solemn tundra
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the dope sheet you can edit the curves, how the animation plays out

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like, a movement from a to b can play out linearly or with a curve, like getting faster during the movement

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well NLA is a way to save an animation. the dope sheet can save TO the NLA using the stash button

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otherwise you can only have one animation timeline

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but if you have multiple animations you want to use, there are two ways to do it: one is making the animations one after another and then uhh i think there is a method to cut them up in unity, to be able to use them separately

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or use the NLA sheet to have multiple named animations listed separately... i think that method is just easier to use

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my NLA looks like this

jaunty verge
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Ok cool

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Is this how I can create custom crouch animations too?

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Looks like it from your sheet, nvm lol

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How do I reset the model from what I've done in the animator?

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Oh, that's rest position in the Object Data Properties

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Hmmmm. How do I reset the pose position to match the rest position lol

loud cape
jaunty verge
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Had to select the bones first but there we go

solemn tundra
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oh yes what they said

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i wasnt looking at the chat for a few minutes haha

jaunty verge
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What framerate will the animation run at in VRChat? Or can I set that?

solemn tundra
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yeah you can

jaunty verge
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Ok cool

solemn tundra
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i animated all of mine at 60

jaunty verge
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Yea, I'll just do a 60 frames

solemn tundra
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thats the default setting in unity too

jaunty verge
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So, my plan was that I would be able to pause the finger snap between the pose of readying the fingers, and the animation of the snap. Am I able to, with the FX controller, have it only run the second set of frames after a certain gesture? Cause I saw that I can trigger an animation with one gesture, and create branching choices for what animation to play next based off further gestures

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Or should I create one animation for readying the fingers, the other for the snap

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I'd rather use one animation if its not too hard to make it just play specific frames

solemn tundra
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i think it's not easy to just play specific frames

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also i never actually tried that

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might just me being ignorant about it

simple sedge
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i have a question

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oh wait wrong hcannel

jaunty verge
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Yea I can't see any control of the animation that's used in the Unity editor

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You can offset the start, but it doesn't appear you can offset the end

solemn tundra
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yeah

jaunty verge
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Ok. That should be all I need to make this now

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Damnit. Of course something else I can't figure out that comes up immediately

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How do I just create a keyframe of what I currently have in position

solemn tundra
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uh i

jaunty verge
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Nvm actually, since I'll want the hand to animate from whatever position my hand is in

solemn tundra
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just hit i

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select the bones you want before

jaunty verge
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Yea. It doesn't work lol. Unless I have channels already I think

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If I press i while in the 3D window, it does. Pressing i in the timeline doesn't help though without having channels

sharp heart
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can someone dm me a name of a world that has a big mirror because i have a big avatar and i need to know how the animations work

jaunty verge
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Homebox or TheBox

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Both are big and empty with a massive mirror

sharp heart
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thx man

solemn tundra
jaunty verge
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Well jolly good then lol

jaunty verge
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@solemn tundra https://i.imgur.com/0dXVpPK.png This is what I have now. FingersReady contains the animation for getting into position, FingersSnap contains the animation for snapping the fingers

solemn tundra
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okay, so does it work?

jaunty verge
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Still figuring out how to actually add it. Thought I knew how, turns out not lol

native yoke
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Anyone know how to mirror bones from one side to the other

solemn tundra
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well is it not listed in unity?

jaunty verge
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Oh no its in there

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And Unity plays it

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Both play separately

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So I know I can stack them

solemn tundra
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click them and hit CTRL+D to get them out of the container

jaunty verge
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Already done lol

solemn tundra
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it makes handling them easier

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ic

jaunty verge
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They're in my Anims folder, and I created an animation controller

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Just trying to figure out what I'm supposed to set that up as

solemn tundra
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open the animations in unity btw, look if the animations also manipulate the blendshapes

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that seems to keep happening to me

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for some reason

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and delete those from the animation (in unity)

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when those are in there is will mess up your lipsync lol

jaunty verge
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The mouth doesn't appear to be moving

solemn tundra
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yep

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go into those animations that you made

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and in the unity "Animation" window, scroll down to see if it manipulates the blendshapes

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delete those rows

jaunty verge
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Yea, its got a keyframe for everything

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I think

solemn tundra
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it's pretty easy to notice the blendshape manipulation, it says something like skinned mesh renderer and then all the blendshape names

jaunty verge
solemn tundra
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no, those are bones

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scroll all the way down

jaunty verge
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This?

solemn tundra
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yeaah those with skinned mesh renderer

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always get rid of them

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i dont know why it creates them

jaunty verge
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This is just deleting from the animation file, which I can copy a new fresh one out of the blend file if I muck it up, right?

solemn tundra
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also your animation seems to have a keyframe on every bone, you dont intend to do that right?

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yep

jaunty verge
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All the bones that I was animating I do

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Which was every finger bone in the left hand

solemn tundra
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yeah but look through, it also does spine, upper chest and whatever, did you create a keyframe for those accidentally?

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maybe by A (select all) bones and i (to insert) a keyframe on those?

jaunty verge
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Do you mean the keyframe on the beginning and end?

solemn tundra
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yep

jaunty verge
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I didn't intend those, no

solemn tundra
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look in blender too if they exist, because they will freze the rest of your body probably

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unless you use an avatar mask

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either not animate these parts or use an avatar mask on the animation controller layer

jaunty verge
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Ah, damnit

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Cause I hid all the bones by selecting them

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And so I think they stayed selected

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Maybe

solemn tundra
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maybe the hiding itself caused the keyframe

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though i dont think that would happen

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well, either get rid of this keyframe (you can open an NLA again in the dope sheet, there you can easily edit it)

jaunty verge
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Does seem they all have a keyframe yea

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Oh I can delete the keyframes from Unity

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Although it also deletes the bones rows it seems

solemn tundra
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yes you can

jaunty verge
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Is it ok that the rows aren't there?

solemn tundra
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you can also select all the bones except the left hand bones and DEL them

jaunty verge
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I'll do that

solemn tundra
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in the unity animation row list

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that would be an easy-ish fix

jaunty verge
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All good?

native yoke
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hey can someone rate this for me

solemn tundra
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yep, those are only the hand bones

jaunty verge
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Cool

solemn tundra
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though theres still a "frame 0" that has everything keye

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this might make the animation look like it jitters for a split second

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you should try it out before fixing it though

jaunty verge
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Those ones should be there, on this animation actually

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Need to fix that on the first one though

solemn tundra
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alright, thats good

native yoke
jaunty verge
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@solemn tundra https://i.imgur.com/baMt0ee.png Is this what controls it beginning the animation controller? Gesture 0 being a specific gesture? (cause I know at some point in this I refer to the gestures by numbers)

solemn tundra
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yes

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heres the values

jaunty verge
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Lol I was already opening it

solemn tundra
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your snipping thing btw, i made something similar to it, a gun

jaunty verge
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?

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Oh, snapping

solemn tundra
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when you do fingergun and THEN thumbsup (like pulling your pointer finger in)

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it shoots

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but only if these two are in succession

jaunty verge
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Gonna do thumbs up too actually lol

solemn tundra
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i can give you a screenshot on how mine looks

jaunty verge
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What is the victory gesture?

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It says 4 but I can't think of which looks like something you'd call victory

solemn tundra
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uhh victory is just middle and pointer out

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rest in

jaunty verge
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Oh, just touching the face buttons

solemn tundra
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this is how my gun shooter looks

jaunty verge
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Given that this is just a snap, I'm just going for a single line lol

solemn tundra
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idle -> fingergun is on "GestureLeft equals 6",
fingergun -> idle is "GestureLeft notEquals 6"
fingergun -> pew thumbsup is "GestureLeft equals 7"
pew thumbsup -> idle is "GestureLeft notEquals 7"

jaunty verge
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Although I want the hand to hold after the snap, if I'm still on the position

solemn tundra
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these are the four arrows on the fingergun side

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my setup also stays in that position

jaunty verge
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Will it just stay if I don't move out of the position?

solemn tundra
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yep

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with the setup i have

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yours is honestly kinda flawed on this

jaunty verge
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Lol

solemn tundra
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honestly do it like i did, just do the right side of it

jaunty verge
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What is idle?

solemn tundra
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idle -> fingergun -> pew thumbsup

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this is just a non animation

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it's "before" it goes into the snap prepare

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because an animation layer needs a default state, this is a state that simply does nothing and waits

jaunty verge
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I have an animation called IdleAnim, with nothing in it. Is that what that is?

solemn tundra
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no, it's just an empty state

jaunty verge
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Oh ok

solemn tundra
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right click the animator and you can create an empty state

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also i have a state going from fingergun back to idle, this is when i cancel midway btw

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like, you go into the preparation to snap, but then you dont do it and instead go back

jaunty verge
#

So entry goes to FingersReady, goes to FingersSnap, goes to Idle

solemn tundra
#

yeah.

#

no, entry goes to idle

#

then fingersready, then fingerssnap, then idle

jaunty verge
#

How do I remove or replace the arrows

solemn tundra
#

the golden one?

#

the white ones, click the arrow and say DEL

jaunty verge
#

The golden one yea

solemn tundra
#

the golden one, you need to right click a state and set it as default state

jaunty verge
#

Ok

solemn tundra
#

also believe me, just construct it like i did and you will be very happy

jaunty verge
#

Ah, make transition to go between

solemn tundra
#
FingersReady -> idle is "GestureLeft notEquals 6"
FingersReady-> FingerSnap is "GestureLeft equals 7"
pew FingerSnap -> idle is "GestureLeft notEquals 7"```
#

do these four transitions

#

i renamed it above, to your state names

jaunty verge
#

So that way if I also just do anything else, it'll just break out of the entire animation controller

solemn tundra
#

it will go back to idle

#

if you bail on your snap half way

#

so you wont get stuck in your "ready" pose

jaunty verge
#

Oh I'm not thinking about the logic of the flow, ok

solemn tundra
#

huh?

jaunty verge
#

Don't worry

#

Ok, so I think I have it right. I removed the fade between animations that it was doing, and so its Entry -> Idle by 3, Idle -> Ready by 3, Ready -> Snap by 6, Snap -> by not6

#

Oh and let me add Ready -> Idle by not6

solemn tundra
#

entry -> idle doesnt need anythign at all

#

it can just go to idle without anything

jaunty verge
#

Isn't that the number I put under parameters?

#

Oh ok

#

So leave the GestureLeft as 0 up there

solemn tundra
#

huh?

jaunty verge
solemn tundra
#

oh those, dont change them, it doesnt do anything anyway

#

those get set by the current gesture that you're doing at the moment ingame

#

this is the input value

jaunty verge
#

Because I didn't want it trying to blend animations

solemn tundra
#

just set the exit time to 0 on these

#

idle has no animation anyway

jaunty verge
#

Oh I see, that's what that is

solemn tundra
#

exit time to 0 means "cancel the animation immediately, go to the next"

jaunty verge
#

So it'll wait like, 1 second after 'exit'

#

What is Fixed Duration?

solemn tundra
#

the duration of the transition is fixed (in seconds) rather than a percentage of the animation time

jaunty verge
#

Ok

#

Ok, finger ready transitions to finger snap on fingergun, finger snap transitions to idle on not fingergun, and this will allow it to hold position after the snap until I move my hand?

solemn tundra
#

yep, thats what it is

jaunty verge
#

Now the last thing, how do I add a sound

#

Lol

solemn tundra
#

well, you will probably have to clone this entire thing

#

and do it on the FX layer too

#

instead of an animation that does the movements, you will have to animate a sound source to on

jaunty verge
#

This is on the FX layer actually

solemn tundra
#

well that's just wrong

jaunty verge
#

I think

solemn tundra
#

haha

jaunty verge
#

Its done in FX.controller

solemn tundra
#

no, on what layer it is depends on which layer you put the controller into

#

(in the avatar descriptor)

#

you should rename that thing to action controller

#

because you want this to be on the action layer

jaunty verge
#

Is FX controller meant to be for sounds or particles or etc?

solemn tundra
#

yep

#

action is meant for animating the body

#

on action

jaunty verge
#

Ah ok

solemn tundra
#

so you need to create another controller (you can just duplicate your existing one)

#

keep the structure the same

jaunty verge
#

Hmmm

solemn tundra
#

oh you have that one

#

you will have to reset the avatar descriptor

jaunty verge
#

I have no idea what I have lol

solemn tundra
jaunty verge
#

Just Reset to Default for the Playable Layers?

solemn tundra
#

because you have two FX

#

you can try that

#

but i think you will still have two FX

#

you should not have two FX layers :P

#

it's a bug

jaunty verge
#

Base, Additive, Gesture, Action, FX

solemn tundra
#

oh good

#

maybe the newer one fixed it now

jaunty verge
#

So, what we just did, on Action? Not Gesture?

solemn tundra
#

that you dont need to reset the entire controller

#

okay, so basically, gesture is the base gestures, they will do the right hand movements for controllers that arent finger tracking

#

if you put something there, you would have to replicate those too

jaunty verge
#

Ah ok

solemn tundra
#

action basically takes precedence over gestures, this is why i would opt for that

jaunty verge
#

So I want to set Gesture to the default AvatarV3HandsLayer

solemn tundra
#

dont set it at all

#

just leave it on "Default Gesture"

jaunty verge
#

Oh ok

#

Ok, so what was it about the sound

solemn tundra
#

clone your controller

#

then call the new one FX (or action, then edit the FX one lol)

jaunty verge
#

I did FXController cause I'm a rebel

solemn tundra
#

anyway, in the one now called FX, go into the same page where you just set up the shizz with the finger pose for snapping

#

go into the states and remove the animation attached to them.
now you will need to make a new animation (but inside unity!) that enables a sound source that you have in your hierarchy

jaunty verge
#

Ok, so new animation file named FingersSnap

solemn tundra
#

FingersSnapSound or something so you can differentiate it later

#

put it into that slot in the new fx controller, you can put it in there empty

#

into the FingerSnap state, into its animation slot

jaunty verge
#

Yea

solemn tundra
#

also meanwhile, do create the sound source in the hierarchy somewhere

jaunty verge
#

Good point

solemn tundra
#

create an empty somewhere, then in that empty, add component, VRC Spatial Audio Source

jaunty verge
#

Why an empty?

solemn tundra
#

so you can add the VRC audio source

jaunty verge
#

Any reason I can't just add it to the finger itself?

solemn tundra
#

yeah because you would need to deactivate the entire finger lol

jaunty verge
#

Ok fine lol

solemn tundra
#

unless you just deactivate the audio source

#

that should work too

#

just do it like that, it's fine

jaunty verge
#

Ok

solemn tundra
#

anyway when you have it created, go into unity play mode

jaunty verge
#

Lemme get a finger snap sound

solemn tundra
#

uh okay

jaunty verge
#

I don't have one yet lol

solemn tundra
#

i just meant you could already create the animation and all

#

and look for it later

jaunty verge
#

Fair point, done though

#

I'm in play mode

solemn tundra
#

then when you're in play mode
then pull the FX controller into the Controller slot in your character's animator

#

this slot

#

your character should immediately go into the so called motorcycle pose (lmao)

jaunty verge
#

Why does this get done in play mode?

solemn tundra
#

because otherwise you will get your character stuck into motorcycle pose in design mode

jaunty verge
#

Also of note, her hand was in the FingerReady state

#

Or maybe the beginning of FingerAction, since they're the same

#

Not sure

solemn tundra
#

i always animate in play mode because exiting play mode will still save the animations but your posing will return back to t-pose

#

like nothing bad happened :P

jaunty verge
#

Her finger is still in that state

solemn tundra
#

does this come from blender?

#

i had that before too, you need to take the checkbox off off the NLAS, then reset (clear) the pose

#

or else blender will keep exporting it in that pose

#

and also export again without animation baking

#

it's somewhat annoying, i know

neon finch
#

hi anyone knows how to use blender for development

jaunty verge
#

So now I've gotta delete all that stuff again

solemn tundra
#

no you dont have to delete anything

jaunty verge
#

Oh cool

#

Btw we should stop doing this in public chat

solemn tundra
#

yeah.. i think weve been way too active

frigid dagger
#

hello, looking for some good aot titan avatars? have no fear! i have found a server that includes all of the titans that you probably have, but bigger! trust me, when i mean big, i mean BIG, if you want a size comparison, if you know the armin colosal avatar, the eren titan is the same size of that! you can only imagine how big the colosal titan is, the world is called ā€œAttackOn Titan: Shiganshina District" and includes all the folowing titans "Attack Titan, Beast Titan, Armored Titan, A regular titan that can summon a human to eat, smiling titan, female titan, cart titan, and a human sized war hammer. are you a pc player also? have no fear! there are also pc avatars im sure, although, as a quest player, i have no ideas what these avatars look like so you will have to find out your self. When you load in the map, walk down the path untill you see a white church, go inside the bulding into the front gate, after that you should see a row of seats and a table in the front, go behind the table and you should see a blue block, click on it and it will show the avatars, enjoy!

#

Name of the game: ā€œAttackOn Titan: Shiganshina District"

agile solar
#

šŸ‘€

sudden swift
#

Do you guys think that this kind of hair will be possible to make in vroid?

#

Wait I can’t add pics

#

if anyone has time can you search up taehun sung and let me know

frigid dagger
#

i got you

slim sand
#

Any good resources for animations we can use to replace the default idle/sit/run/etc? Do most people build them on their own or is there a good repository for this stuff out there?

solemn tundra
valid shadow
#

Just ask what exactly you need help with

valid shadow
brave walrus
#

Which version of Unity do you have to use again?

tawdry geyser
solemn tundra
#

this is just a particle system

#

the skull too, probably a particle system with a mesh emitter

brave walrus
#

Wait, hold up, I don't NEED all four eye bones?!

#

Do I just delete the two small ones or like!?!?

slim sand
#

Nope, just two, one for each. CATS uses the horizontal bones when calibrating a position for the vertical ones.

#

You can setup the bones yourself tbh in the future, they're just rotators.

hallow comet
#

dang all these smartwordsmake my headhurt

brave walrus
tawdry geyser
solemn tundra
#

Like you could have a shader thats on a sphere around you that blurs everything visible through it

slim sand
#

@brave walrus no, delete the horizontal ones. Your vertical eye bones define the "up" direction and the game rotates them to create the eye rotation.

vale spruce
#

dose anyone have a avatar 3.0 sdk that dosent error out. i downloaded the new one from vrchat site and it keeps giveing me errors

slim sand
#

The horizontal ones are just a guide used by CATS. There's some distance parameter in the menu, you'll see it.

#

What errors @vale spruce ?

brave walrus
vale spruce
#

sec ill reimport and send you a ss in dm's

slim sand
#

@brave walrus These are my character's head and eye bones for example. I positioned them myself for a non-standard configuration. As you can see there is no horizontal bone.

#

I can't post images here so I DM'd you a picture.

#

When configuring eye tracking using CATS, the plugin uses the horizontal bones to position the vertical bones (the actual eye bones) behind the eyes, if desired.

#

That's what the "Eye Movement Range" parameter does.

#

But if you want to set them up manually, you just place two vertical bones and that's it. Done.

#

Imho CATS makes it look like complicated magic but it's literally just two vertical bones.

#

@valid shadow Thanks I found them on their website ^^

tawdry geyser
brave walrus
#

Sooooo, is it normal that your avatar's mouth is moving by itself even when you are not talking?

brave walrus
#

Oh yeah, good point

loud cape
#

if you have an nvidia gpu that is

#

set your mic as the input in nvidia broadcast, and set nvidia broadcast for the input in vrchat

brave walrus
#

Also Broadcast can't support my Nvidia GPU

loud cape
#

just need to do a little workaround

#

look it up

brave walrus
loud cape
#

RTX voice was mostly discontinued and merged into nvidia broadcast

#

as far as I know

brave walrus
#

Because eerything I can find out there about Broadcast and GTX is people asking if it owrks with noone replying

loud cape
#

in that case, you could try installing rtx voice using the multitude of guides

brave walrus
#

Already did that haha

neat wraith
#

why is the vrchat expression parameters component restricted to 128 bits of memory? is there any practical reason we can't have more than this?

loud cape
#

floats and ints use 8 bits

#

bools take 1

#

if you want 128 toggles you can

neat wraith
#

bandwidth? for 128 bits? a single avatar texture is more than a thousand times that size

#

my problem is not the amount of toggles but rather the ability to organize them

#

i.e. put all shirts on the same int, all pants on the same int, all earrings on the same int, all glasses on the same int, etc. I simply run out of ints.

#

having to control individual on/off toggles for every single item is uncomfortable for the end user ingame, it's much better if one item toggles off when another toggles on if they're on the same "slot" (i.e. take off shirtA automatically if you switch to shirtB)

merry swan
#

You can reach 1000's of toggles with 128, int+bool for exsample

neat wraith
#

yes but like I said, my problem is not the amount of toggles, but rather the ability to organize them logically

#

also, it's not actually that many, if I also have other things

#

i.e. radials for hue shifts

loud cape
#

textures are downloaded once, synced parameters are constantly being sent over the network

neat wraith
#

since each of those also costs 8

neat wraith
#

isn't that still minuscule compared to tracking and audio data being sent over the network though?

loud cape
#

you do have a point there with the audio

low seal
#

Is it possible to have multiple meshes to respond to the visemes or is the only way to merge the mesh?

#

I have a mask that has to listen to blendshapes through visemes, wondering if it's possible to leave it toggleable or only fake toggle with dissolve/transparency shader.

loud cape
low seal
#

i guess that sorta hides it with shaders disabled

#

but its still hacky

#

good idea though

loud cape
#

you can also use the Viseme parameter from the SDK

#

you could set up a layer in your FX controller to control the blendshapes on the mask using it

#

tedious though

loud cape
#

you would create an animation for each blendshape on the mask

#

and then set up a new layer with 15 transitions going to 15 different states, each containing an animation for each viseme

low seal
#

So is there a way to have stuff switch by which viseme? there's a param for it?

#

I never knew that

loud cape
#

yes

low seal
#

So to use this to I have to add "Viseme" parameter in my expression parameters? or can I just use the Viseme if I add it to my fx layer

#

under the same name

#

my understanding is just fx layer right?

loud cape
low seal
#

Ah thank you thank you.

midnight tinsel
#

vrchat thinks this avatar im uploading is 2,000,000,000 polys

#

its like 1000s

#

optimized for quest

burnt raven
#

in the model import settings check enable mesh read/write

midnight tinsel
#

in unity?

#

where do i find that

midnight tinsel
#

i found it

maiden helm
#

Where was it? Because my model from ffxiv was also saying it was over 2 billion even though I applied the fix in blender for 70k triangles.

solar mulch
#

does anyone have any cursed avatars

fierce bolt
#

Can I transfer an old avatar 2 project to avatar 3 in the latest applicable unity version?

#

website suggests no but I just want to be sure

loud cape
fierce bolt
#

ok, thanks!

vast jetty
#

I want more facial expressions, but it seems that I don't know how the animator works
For instance, dragging both right- and left-hand animation clips into the same window (rather than keep them seperated) seems to break it
And the right-hand overwrites the left-hand naturally, but I'm not sure why exactly
Could I make a combined one below? Like "both hands thumbs up" and "both hands peace" and have that overwrite the previous one without errors?
I've also tried chaining the states, but if I have more than one in a row (a check for left hand peace after right hand peace, for instance) the animation loops between the two repeatedly

remote echo
#

If you're trying to have facial expression triggered with left and right hand gestures, just add an additional condition.

#

Less of a headache to keep the left hand layer and right hand layer separate.

strange tiger
#

Does anyone know the name of the shader that can render an avatars outline through walls?

vast jetty
#

But if I have one with "left point plus right point", won't the previous two still get triggered seperately? I'll essentially be telling it to do 3 things at once, and I want to make sure the "both" takes priority

neat wraith
#

if I create a new VRCExpressionParameters component, it comes by default with three parameters: VRCEmote, VRCFaceBlendH, VRCFaceBlendV; are those required? will I break anything if I remove them?

remote echo
#

The other two are examples

neat wraith
#

oh, so it's safe to remove them if I make my own emotes

#

thanks!

remote echo
#

You honestly don't need any of them really

neat wraith
#

I was wondering if they're being used by something behind the scenes

remote echo
#

Unless, again, action emotes like dance, die, clap, etc. But requires you to have an action animator on your avatar and those set up on a menu

neat wraith
#

yes but according to what you say if I make my own animator with my own emotes and my own parameters I don't need those three

remote echo
#

Otherwise, don't need it

neat wraith
#

great, thank you for the information

remote echo
#

They have sample animators to go off of

#

So you have a general idea on how to set things up more or less

#

The facial blends are examples of using the radial puppet to change your avatar's expressions

#

tl;dr don't need them.

neat wraith
#

is there a way to have enter/exit animations for toggles? for example lets say I have a hat toggle for my avatar, but I don't want the hat to just appear and disappear, I want it to scale-in on toggle-on and scale-out on toggle-off

merry swan
#

scale in with animation when turning it on ? then reverse it to make it off

#

you can play animations in reverse with speed -1

neat wraith
#

also what if the exit animation is not a reverse

merry swan
#

make an animation that make the object size 0 , then back to normal after awhile , run that when you want object to appear, when that paramter isnt active you run it in reverse and it goes away

neat wraith
#

oh you mean if I toggle an animation on it will transition gradually into its last frame?

merry swan
#

yep

neat wraith
#

I see

#

ok but then this will only work for exit animations if they're a reverse

#

what if they're not

merry swan
#

can make a transition to state that removes it and exit to default wich would be off

neat wraith
#

so what you're saying is I need two animations

merry swan
#

neh

neat wraith
#

a [hidden...visible] and a [visible...hidden]

#

no?

merry swan
#

reverse -1 runs animation backward

#

start at end and goes to start

neat wraith
#

ok but like I said I don't want a reverse

merry swan
#

then 2 sure

neat wraith
#

for example lets say I want on entry for the hat to drop on my head from a higher position

#

and for the exit for it to scale down

#

so I'd need anim1:[top position...normal position] and anim2:[normal scale...0 scale] and the have transition for toggle-on to be anim1 and for toggle-off to be anim2, right?

#

alright thanks

frozen panther
#

Hey is there any worlds that have some good meme avators that look good

#

Like a avatar that can do funny stuff

#

Or a jumpscare avatar

#

For the oculus quest 2 of course

orchid tiger
#

quest users in a nutshell

solemn tundra
#

exhibit A

neon finch
#

Does anyone know how to make a avatar that has like idk folders for emojis

neon plaza
lime flower
#

For anyone interested, I made a overlay/image for VRChat Avatar icons (might work with worlds too) that allows you to know what part of the icon is being covered up by another part of VRChat's menu systems (For example, the Quest/PC icons take up an area in the top right corner of the avatar icon. This has an indication that allows you to know where that is)

https://www.reddit.com/r/VRchat/comments/mn4fed/the_scuffed_guide_to_character_icons/

neon finch
neon plaza
covert forum
#

As far as I know I've set up my parameters and menu correctly

loud cape
covert forum
#

How do I bring up my Debug menu?

loud cape
covert forum
#

Nothing happens when I click on the button

loud cape
covert forum
#

One second

topaz sun
#

AutoweightsšŸŒ‹šŸš½

agile cargo
#

yo so say i have a avatar faviroted is there a way to take it and edit the avatar?

slim sand
#

Not legitimately.

#

You have to contact the avatar author and ask.

sudden bone
#

how do you change avatar ,_,

agile cargo
#

@slim sand you know where you can get base models? im trying to make a big monster

slim sand
#

People put their stuff up on dA, Gumroad, Patreon etc.

#

Sometimes it's paid, most simple stuff is free.

vernal frigate
#

anyone got any good youtube tutorials for making a toggle for specifically different outfits

final torrent
#

@vernal frigate you need animation that show or not show your suit, need to do fx component and link it with in plus you need to have menu windows done if u do 3.0

#

to do this is not that hard but is very boring and time consuming

brazen echo
#

Hi

slim sand
wary hornet
#

is there a basic walk animation for people that didn't make one

upper willow
#

Yes. You don't have to make any walk animation. If your avatar has the proper leg bones and weights, Vrchat has a default walking animation.

topaz moss
#

Does a chair-interaction collider have to be on the default layer? I've got a flying avatar that uses a box collider, but trying to have a chair on it as well makes it a bit... collide-y.

low whale
topaz moss
#

Ahh, I wondered if that was viable.

neon finch
#

idk I’m in in the right chat but ima just ask anyway, when I go to publish an avatar in unity it doesn’t show vrchat sdk and I meet the requirements. (I’m a user but you have to be a new user at least I’m pretty sure everyone knows that but I wanted to be sure) can someone help me with this?

slim sand
#

Did you import the package?

neon finch
slim sand
#

Okay you should have a tab at the top of the window that says VRChat SDK

#

Click that and click Show Control Panel.

neon finch
#

Don’t see it

slim sand
#

Are there any errors or warnings in the console?

#

It's at the bottom

neon finch
#

No I fixed those 2 days ago

#

Here lemme send a pic of my screen

slim sand
neon finch
#

I sent it

vital haven
#

can somone make me a avatar if they want

fathom turret
#

Does anyone know if there's still a way to have objects controlled by gestures in avatars 3.0?

loud cape
#

being able to do stuff like that in a less janky and more flexible manner

fathom turret
wheat drum
#

Yes there is

cursive timber
#

Does anyone have a quest nsfw?

#

Female and/or female

slim sand
#

Ahh yes, capital Female and lowercase female, the two genders.

hard halo
#

Hahaha

rigid basin
#

Is there some type of Rabbid Avatar
and if there is how do i get it

gray apex
#

anyone know why my dynamic bones asset is not showing up in add component on unity

neon finch
#

Does anyone know a fix to when ur avatar is doing emotes and it jumps, the entire upper half of the body is not dancing but the lower half is still dancing?

merry swan
#

Dont overwrite fbx thats in scene/unity it tend can go wierd , create a new one instead and copy components from old to new

#

pumkin tools can do this for you with a click

#

yep

#

aware some objects can derp out, but if its same place i just drag em over to new , very rare that happen

#

neh, have to put those back and set it humanoid ect

loud cape
#

@gray apex did you import dynamic bones? it's a 3rd party asset, not a part of unity

neat wraith
#

I want my 3.0 avatar to play an audio (gunfire) when pressing the trigger (gesture toggle) once, and not play it again, until I release the trigger and press it again.

I've tried making a transition into an animation that enables the audio file with the GestureRight parameter, but it plays the audio file repeatedly in a loop as long as the trigger is held down.

What is the correct way to do what I'm trying?

neon finch
#

i ported my model into unity tho know the shapekey slot is not aviable anymore anyone know why
?

snow cave
#

What format is the model in?

loud cape
neat wraith
#

it's not set to loop

loud cape
neat wraith
#

I'm uploading to VRChat and testing ingame

loud cape
#

using it will let you look at what is happening in your FX controller in real time

#

in unity's Play mode

neat wraith
#

where can I get avatar 3.0 emulator?

#

or how to use it

loud cape
neat wraith
#

thanks

loud cape
#

import unitypackage, then go to Tools > enable avatar 3.0 emulator

cobalt charm
#

^ then just click on your avatar in the hierarchy and in the inspector you will have options for all your toggles, crouch, prone, finger gestures

neat wraith
#

that's pretty great, thanks for mentioning this

agile cargo
#

How many hours do you need on VR chat to upload your avatars you make ?ļæ¼

cobalt charm
#

theres not a defined amount, you need to play, talk to people, make friends

#

typically of what ive noticed with friends its around 12 hours of game time if you are not being muted, blocked, reported

agile cargo
#

okay thx

sudden swift
#

If I wanted to make my own avatar would I use blender or vroid. Or should I use vroid then put the model into blender.

vivid palm
vivid palm
patent ibex
#

Is it really impossible to make a spawn animation? I've spent 15 hours trying to find different ways to do it and it's about time I gave up.

#

I just wanted to fall and land upon joining 😦

solemn ice
haughty coral
#

Is there a "standard" that people use for facial expression gestures? Like peace sign = excited face, point = sad face.

slim sand
#

Nope, it's up to the author.

#

Thumbs up is almost always something positive because well... šŸ‘

#

Fingerguns could be something angry or silly or whatever you want, up to you.

gray apex
#

@loud cape yea i imported it but i can seem to add it as a component

loud cape
#

@gray apex check console for errors

marble root
#

my avatar is converting to android

#

its going good so far

#

I hope it stays that way

#

im hoping my avatar works 🄺

neon finch
#

anybody know some good avatar creators? (looking for loli's because illegal cuteness is getting too popular )

slim sand
neon finch
#

oh thank you

native yoke
#

ayone know to import something from unity into blender

bronze basin
#

Hello, anyone has some good seting for DB for skirts? i can't seem to get something that looks good :/

livid timber
strange tiger
#

Where can I get the X-ray outline shader?

livid timber
strange tiger
#

Yeah

#

I couldn’t find it

livid timber
#

Here lemme grab you the link

#

And I cannot paste the link

livid timber
strange tiger
#

Awesome! Thx!

patent ibex
livid timber
patent ibex
#

It's an animation that uses the armature, so having two avatars with a set of armature each on one model probably wouldn't work. Gonna try it though.

livid timber
#

Lemme know if it works, I’ve never done it before but that’s just my guess

desert plinth
#

Noob question

#

but do I have to get verified to have Build and Test working for avatars?

#

I've only played VRC for an hour so I'm yet to be fully verified

patent ibex
cosmic mortar
#

Guys I’m looking for an avatar that I forgot to favorite. It’s kinda short anime girl who can write with her fingers by fingergunning and pointing

desert plinth
#

And I've linked my Steam profile to my VRC account as I've been told that doing so would make verification faster

patent ibex
patent ibex
mellow viper
#

dose anyone make avatar cammsons

obsidian ravine
#

how long does it take to rank up??

onyx laurel
patent ibex
solemn ice
lavish siren
#

does anyon know how to upload qust and pc compatible avatar cause when i uoloud quest avatar i cant use it

#

ok nevermind i get it now

patent ibex
solemn ice
patent ibex
#

I set up a new layer in the action layer with the same layout, added empty states and then added the vrc layer controls to them, along with the landing animation on one of them

solemn ice
#

You could continue the discussion in #avatar-help . You can post a screenshot there

patent ibex
#

Or we could call and you can show me how to set it up

#

Would be easier

solemn ice
#

I don't speak, so that could be a problem. But the settings layout should be like what I post in my screenshot, but the transition setting could be difference.

patent ibex
#

I don't speak either

solemn ice
#

You will need Exit Time set to 1 for sure

patent ibex
#

I can screenshare and you can tell me what stuff should be set

solemn ice
#

Yes that's better.

slim kiln
#

@hushed comet I apologise for pinging in a public place, but I've been trying to reach you for a couple days in regards to one of your avatars ^^

onyx laurel
#

,_,

patent ibex
#

That's average. Right now there's 20k

onyx laurel
#

When you are a new player the quest of "trying to Interact" is really hard

#

But you know i play this game since 2017...

neon finch
#

hello I have a question if someone could help me please it would be very nice... so I created my first VROID model and uploaded it to VRChat, everything works fine, facial expressions etc the only problem is when I get lower my legs cross to the point they get like tangled together. Is there any way to fix this without reworking the whole model? (also if there is can it be done in Unity/VROID and if yes then how 😭 )

neon finch
#

Does any one have any commissions open rn if so dm me

neon finch
#

Can anyone help me my avatar is a yellow and grey robot and I cant make it android cause it keeps crashjng

#

Where do I change the animation set to female in Unity?

#

From no reactions I see it's probably very obvious question so people may think I'm trolling or something.. but I seriously don't see the option anywhere (I imported VROID avatar to Unity). I checked everywhere it's just not theeere :<

loud cape
#

all the same animations for the most part

#

there are a few that are slightly different, which are technically the female animations, but they are just labled with a "1"

livid timber
#

Would anyone know how to make a hud for an avatar? Cause anything attached to the head is invisible to the players view, attaching it to the neck makes it janky, and connecting it to the body doesn’t work, I thought it would be easy but it seems it’s harder than it looks

merry swan
#

put it on another bone in head like hair root, then constraint that to head

neon finch
knotty summit
#

I’m mad

loud cape
neon finch
loud cape
#

because the animations are different in 2.0 than 3.0

#

if the legs were bending the wrong way, then that is either due to you having uncleared bone roll, or your legs being rotated in a weird way

summer ingot
#

whats this developer option under sharing for avatar publicity?

merry swan
#

Unity parent constraint, have one on my root hair since is pretty much just the headbone

livid timber
#

the avatar im working on has a helmet i put on it and i attached it to that and it didnt work, im working with an avatar that by default has no hair

livid timber
merry swan
#

closest i can think of is the one that has a gun you can switch places with back/hand using constraints, pretty old tho ( google > VRChat how to use parent constraint for weapons or other items )

#

head i always had issues with before i saw someone mention try a root bone thats attached to head (duplicate head bone in blender parent it to head, use that on a object you want, and constraint it to head so culling dont get it

idle prawn
#

my character's mouth won't move, how do I fix it? It has mouth movements, I've hooked it up. it just doesn't have sil

valid shadow
#

Does anyone have something like a spreadsheet that includes what visemes i need to add to my model?

neon finch
#

does anyone know how to add toggles for swords

#

cuz i am trying to get a sword to toggle but it wont work

neon finch
#

thanks

#

i dont understand the animation part

#

could you help me with it

#

Help my unity crashes when I make my stuff android

sudden swift
#

What are the basic steps I need to do/remember in order to get an avatar that was made from scratch in blender to work.

fluid grotto
# sudden swift What are the basic steps I need to do/remember in order to get an avatar that wa...

-70000 triangles or less
-4 materials or less
-have a bone structure that meets unity's humanoid standard (4 bones along backbone, plus a neck, head, eyes, legs, knees, feet, shoulders, arms, elbows, hands, and 4 to 10 fingers with 2 or 3 bones in each. You can have extra bones inserted wherever, but you should have at least those for VR mocap.

As long as you meet those specs it should be smooth sailing in unity

#

If you want it to work for quest, keep it under 20000 triangles and the textures can't use transparency.

bold jewel
#

how can i get my avatar's armature scale to be 100x100x100? i'm trying to use pumkin's avatar tool and it won't work with avatars with different armature scales

loud cape
fluid grotto
#

So distributing the VRCSDK is not allowed, but opening a avatar 3 project without a VRCSDK nukes the state behavoirs, what's the general adviced workflow for instructing people who bought your unitypackage?

wintry glade
#

You should have the SDK imported before you try to import any project that requires it

#

Create project -> Import newest SDK from vrchat website -> Import your stuff

fluid grotto
#

You know, if I had thought about it for 2 extra seconds, I might not have asked this question.

#

Thank you!

#

šŸ¤¦ā€ā™‚ļø

rugged kite
#

If i make a duplication of an avatar i have in unity and enable something on it (like different clothes) and select the duplicate as the upload will it just overwrite the original upload?

neon finch
#

Now I still can't fix the problem with deformed hands in SDK 2

#

and on top of that Unity is bugged and don't want me to log in to my VRChat account so I can't even check if the hands are bugged in SDK 3 too omg..

teal creek
#

What's the best way to have a shapekey action enable without any interpolation? (so an object just "snaps" into place rather than transitioning for a second).

low whale
teal creek
#

Yeah I thought about trying that, but given how it sometimes does/doesn't affect the interpolation of actions I didn't bother to try.

low whale
#

Not sure exactly what you mean by "the interpolation of actions" but if the transition duration is 0 it'll immediately switch any properties to the values in the destination animation in one frame

woven hornet
#

so like, im having some questions that i need help with, iwant to bring something from second life to vrchat, is there a guide or someone able to help me (as i dont play SL),

indigo anchor
#

somebody help me please?

valid patrol
#

No more dynamic bones!!!!!!

#

Wooooo

#

AND QUEST

timber wadi
worldly igloo
#

looking for some good vr chat skins that both pc and quest can see

remote echo
neon finch
#

dm me if u make custom avatars

tight fog
#

So my unity isnt letting me upload my new avatar... i setup everything right, did everything well within the limits and its just greyed out the options to upload the avatar

wintry glade
#

Have any console errors?

tight fog
#

nope

#

just no options to upload

sacred fulcrum
#

Bruh i need some serious help with this shit

#

I don't understand anything

wintry glade
sacred fulcrum
wintry glade
#

You didnt post the problem

sacred fulcrum
#

post?

wintry glade
#

Dont ask to ask, just ask with the problem

sacred fulcrum
#

the problem is

#

i don't know the problem

#

i m trying to import something but

#

i got no idea what's going on

tight fog
#

is it not letting you upload? are the buttons just not clickable? cause thats my issue atm

sacred fulcrum
#

I see well no at least i don't know yet

#

im still trying to figure out how to import this shit

wintry glade
#

You should export your model as an FBX into your unity project. Then import your textures in and create materials for them

sacred fulcrum
#

i don't know the texture part

wintry glade
#

Is your model something from blender or a unity package?

sacred fulcrum
#

no idea

#

just says fbx file

wintry glade
#

Thats your model

sacred fulcrum
#

it has some

wintry glade
#

Where are the textures

sacred fulcrum
#

oops

#

xps, mesh ascii

#

it has some of these too

#

no idea what they are tho

wintry glade
#

Just use the FBX, those are just different formats of 3D models

sacred fulcrum
#

kk

#

bro

#

can i send you this thing cuz

tight fog
#

ima restart and see if its the API bugging out cause of windows or something

sacred fulcrum
#

there are some aspects of it i don't understand

wintry glade
#

If you cant send a picture here, just post it in #avatar-help

sacred fulcrum
#

sorry for being a weight

#

Oh i would just like to send you the file

wintry glade
#

Nah just post a picture of the folder contents or something, not going to dig around something right now

sacred fulcrum
#

Oh ight

#

can i dm them to you

wintry glade
#

sure

sacred fulcrum
#

ty

tight fog
#

šŸ‘€ i was right... it was the API bugging out with Windows update lol

shrewd wing
#

is it possible to edit the way an avatar's hands close with index controllers?

slim sand
#

@shrewd wing like you're trying to detect whether someone has index controllers and change the way the bones flex?

shrewd wing
#

no no, i play with index controllers and wanted to change the default way the fingers curl because it doesn't look great

#

like, can i use the unity muscle editor to do that?

median tartan
#

Why does Unity love to rotate finger tips 90 degrees some sort of secret fetish? Annoys the hell out of me.

remote echo
#

So either take the model into Blender to readjust the fingertips to be pointing in the right direction and or don't enforce T-Pose when rigging as a Humanoid in Unity

median tartan
#

No, the thing is they are all 90.00001 in Blender. So I always manually fix them.

#

in Unity that is. They are near perfect straight in Blender.

haughty coral
#

Just looking for some clarification on synced vs unsynced parameters. An synced parameter is always the same for everyone in the lobby, anything that changes it (regardless of whether or not the change itself it local), changes it for everyone. And the state of the parameter is saved when you swap avatars and swap back
Unsynced though. changes to it are ONLY local. That value will never change for anyone ever. But is the value of an unsynced parameter saved when you switch avatars and swap back?

#

I have 5 different parameters for controlling different coloured components of the avatar. But taking up 5 ints for that is pain
Could I use 2 ints. 1 int to specify which menu I'm in (body, hair, eyes, etc). And 1 int to specify which colour to set that part to.
And then to save the state of the colour when changing avatars: When changing a colour (eyes to red), I drive an un synced "eyeColour" parameter to x
On repicking the avatar, use the (if it is saved) local variable eyeColour to drive the "which body part" synced parameter to the "eyes" int. And then drive the synced colour variable to red

#

Am I insane, or does this make sense?

lethal pebble
#

How can i make an hand idel animation?

crude willow
#

why did vrchat fixed quest particle collision crashers

#

it stopped working at one point

#

but they was like nah lets fix it

#

why dont you fix audio or some particles shaders

agile solar
#

...Wait, what?

neon finch
#

How to make unity stop crashing when u make your avatar quest

remote echo
median tartan
#

I've been trying some different shaders so far. But now I need a shader that realtime lighting doesn't affect. Is there a proper toon shader that supports matcaps along with baked lighting, so my avatars keeps its looks everywhere the same?

remote echo
#

Poiyomi

icy skiff
#

Seems like there should be more limitations on avatars. I know I can block people, but don't really want to. There seem to be more and more avatars that are super intrusive and take up the whole room, or otherwise occlude visibility.
Where's the best place to get non anime male avatars?

shrewd wing
#

yknow, ā€œnon-animeā€ can mean a lot of things, but you probably aren’t going to find anything particularly ā€œrealisticā€, #avatar-search-old anyways for better luck

toxic forge
neon finch
slim sand
#

Some shaders support dissolve that you can animate.

neon finch
#

It also happends with the body texture hmmm

slim sand
#

A black and white noise texture is used as a cutoff for the transparency, causing a nice smooth effect.

neon finch
#

This is what i use its just the main texture and a random noise

slim sand
#

Yup, checks out

neon finch
#

So how do i make it not dissolve transparant?

slim sand
#

Remove the animation from whatever controller it's being used in.

neon finch
#

I got ya thanks for pro tip

slim sand
#

Then you can untick the dissolve category in Poiyomi.

woven hornet
#

Hey does anyone know how to get Second Life stuff to bring to vrchat?

neon finch
slim sand
neon finch
twilit tendon
#

Has anyone tested if making a button that disables dynamic bones would help the performance?

woven hornet
twilit tendon
#

Lets say I have multiple hair meshes and I want to disable the dynamic bones since I am hiding the meshes and they would be useless

slim sand
#

Oh god multiple hair meshes with dynabones?

#

I would just make a second avatar tbh.

twilit tendon
#

Its not a problem when you just switch hair meshes

#

Depending on how many separated meshes you have, it all depends on batches, triangles, material slots and so on