#avatar-general
351 messages Ā· Page 27 of 1
It'll load in, then you can drag it into the scene
adding the sdk
Ok, do that
then drag and drop the fbx or the whole file texture etc.
Send me a pic of the folder that the fbx is contained in
Sent
you don't add colliders to the hair
you add colliders in the head for example, and add it to the list of colliders for each dynamic bone in the hair
you need to tell each dynamic bone component which colliders they need to check for
Oh, shit I thought I needed to add the colliders to the bones themselves too
no
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?
yes
amount of collision checks go up fast though, so be careful that you don't have too many dynamic bone transforms
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
And adjusting gravity just made it like, fly off downward the more I turned my head. Not pleasently
Is there a simple way to make the gravity work (assuming I have experience with Unity and script parameters)
I went with -0.001 gravity on y and -0.007 force on y
Tris to quads in blender
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
can someone talk for a second... i need help about uploading avatars
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
i can't resize or move the pants that came with the model in unity.Even after unpcaking the prefab. Any solution without blender?
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
my shaders didnt export
Make sure to send him the textures. He need to put them on again. But i think i saw a better solution. Can't remember
#avatar-search-old if you're looking for an existing avatar that's in a public world
#community-servers-old VRCTraders for commissions.
Either way be prepared to pay a good amount for a custom avatar.
@sudden swift
whos very known for there avis?
š¤
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
that's an incredibly arduous and long winded process that is usually accompanied by many hours of lecture
or many hours of youtube :P
Does anyone have a good invisibility shader?
even standard shader can do invisibility
cutout mode, swap a texture in that has everything on 0 alpha
or animate the cutout limit slider that many shaders have in addition to their cutout mode
How would I create a weapon for a avatar? Like a gun
anyone know the fix for this
oh i can post images here
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.
thats the error im getting
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.
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.
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.
i can give you some pointers on how to do it
make an animation that is mapping that blendshape from beginning to end (for example frame 1 = blend shape at 0, frame 100 = blend shape at 100)
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
now the blend shape will be as strongly as the gesture is pressed
i think this also comes down to how hard the trigger is pressed
Hey can someone help me install my avatar, Im so confused.
Whatcha need help with
trying to do a quest release, I have it all imported. My avatars arms are behind the back also when I upload
Kinda confused about that
So the avatar came with arms behind its back?
f..
how do i get both the green and blue symbols so a avatar works for both pc and quest?
make 2 differernt unity projects one android(quest) avatar the other windows avatar and upload the same model using same avatar blueprint?
is that how its done?
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?
No. Not really. You need the Avatar ID to add more avatars to a world. But you need to ask the creator. Any other form of getting is illegal and could lead to bans. Just imagine someone creates a awesome avatar. Working on it for months and then someone steals it even if its in private
Okay
Anyone know alot about the cats blender pluigin
I don't know how to make it select another model in the same collection as an existing one
it just keeps selecting the main model
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?
they are typically just a sphere with a shader like poiyomi's to do some cool effects. you add it in unity, and use a Spring joint to attach it to the hand
Can you switch which hand has an active spring joint? Like attach to both hands, then have it only activate on the closer one
Phew, there is no tutorial about how to make eyes on clothing match those in the head for eyetracking
Eyes on clothing? I'm intrigued
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.
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.
I'd say that's the best method. Another, possibly insane way, are there slider joints in Unity?
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
Its completely insane and probably would fail though
Only thing would be the eyes not focusing on the same spot though, which I'd be annoyed with
Oh, wait. The eyetracking is in a script, right
@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
I'd first try it out normally but if it doesn't work I'd like to take you up on that offer
uhh i think that might not work in vrchat
because if you edit scripts, vrchat will not use your version of that script anyway
yeah.
they only use their whitelisted version of a script
and throw your parameters into it
Is it possible to test Radial menu buttons in Unity?
using Lyuma's Avatar Emulator, yes
Thanks! Will check it out.
@solemn tundra Works great, thanks!
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)
Will have to look into that...
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?
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
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
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
yes you are
it will only animate the keys you have animated
so if in blender youe keys are only on the hand bones, they will not influence anything else
Oh the bones carry the keyframes to act on, rather than the keyframes carrying the bones they affect?
Ok cool
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?
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
for some reason when i publish for android it loads for a few seconds then does nothing any suggewstions?
Check your error console in Unity
woops srry wrong chanell
ye it says prefab dont exist
it also says malformed avatar
I don't know how to fix those, but that's why
ok
For textures does it matter if you have a mix of pngs and tgas?
should not no
@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
yes
to the second
i would use NLAs for this, this way youc an actually export multiple animations to unity
How. Cause I'm not figuring it out, and every tutorial is useless for it
so what i usually do is
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
i edit an animation first, basically you can use the record button, go to a certain time
Ok
edit your movement, etc
then when that animation is done, go to the DOPE SHEET, then in the dope sheet go to the ACTION EDITOR
now name your animation in the middle and hit Stash
now in the "nonlinear animation" window
the animation will be there, stacked down
Wait, where is the record button
I was told I need dynamic bones. How do I get them
the round one
Blue is recording?
yep
Ok
@eternal saffron https://assetstore.unity.com/packages/tools/animation/dynamic-bone-16743?
So I dragged the frame to 80, I figure that'll be enough space
So is there not a free dynamic bones?
no, people have always used the paid package in vrchat
i think vrchat might make their own implementation of dynamic bones at some point
but uh theres nothing definitive, this is just me thinking
dont take as gospel haha
Pose mode?
dynamic bones lite
pose mode is for posing bones
i kinda hope there will be a vrchat dynamic bones that has cross avatar interaction
and all that shizz
properly networked
i hate dbones
@jaunty verge pose mode is on the armature object
i just use dreadriths script to make them 100000x more usable
top left (object mode) -> "pose mode"
I don't have anything called that
i thought you liek to do things in blender...
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
I like to animate using a proper program for it lol
Oh I had the fucking armature hidden from when I was doing visemes before
That's why
I got pose mode now, I just had to unhide the armature
and when the record button is on, it will record those manipulations
onto the selected frame
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
yeah.
Ok. And then the animation will save for those bones alone
of course
then you can go into the button on the left of the animation window
open the the "dope sheet"
and action editor, there you can give the animation a name in the middle
then use the "Stash" button to save the animation (and empty the timeline)
at this point you can make a new animation if you want
Will that save it within the blend file, to extract in Unity?
yes
when you want to export the character with the stashed animations, you need to cross "Bake Animation" in the export window
the FBX will then contain those/that animation/s
I'm using the blend file directly, not an fbx
it should contain the animations nontheless i think
Cool
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
How do I delete a keyframe from the non-linear animation window. I can't figure out the button or option
the NLA window doesnt allow deleting keyframes at all
the timeline or action window: you just click the keyframe and hit DEL
Why do you prefer the NLA over the dope sheet?
they are different things
the NLA lists many animations
the dope sheet is to edit ONE animation
Ah ok
basically the timeline is a tool to record a basic animation
the dope sheetis to do fine edits on the animation
So since I'm just doing one, I'll just edit on the dope sheet
Since its been a while since I animated
the dope sheet you can edit the curves, how the animation plays out
like, a movement from a to b can play out linearly or with a curve, like getting faster during the movement
well NLA is a way to save an animation. the dope sheet can save TO the NLA using the stash button
otherwise you can only have one animation timeline
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
or use the NLA sheet to have multiple named animations listed separately... i think that method is just easier to use
my NLA looks like this
Ok cool
Is this how I can create custom crouch animations too?
Looks like it from your sheet, nvm lol
How do I reset the model from what I've done in the animator?
Oh, that's rest position in the Object Data Properties
Hmmmm. How do I reset the pose position to match the rest position lol
Pose > Clear > Reset unkeyed
Had to select the bones first but there we go
What framerate will the animation run at in VRChat? Or can I set that?
yeah you can
Ok cool
i animated all of mine at 60
Yea, I'll just do a 60 frames
thats the default setting in unity too
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
Or should I create one animation for readying the fingers, the other for the snap
I'd rather use one animation if its not too hard to make it just play specific frames
i think it's not easy to just play specific frames
also i never actually tried that
might just me being ignorant about it
Yea I can't see any control of the animation that's used in the Unity editor
You can offset the start, but it doesn't appear you can offset the end
yeah
Ok. That should be all I need to make this now
Damnit. Of course something else I can't figure out that comes up immediately
How do I just create a keyframe of what I currently have in position
uh i
Nvm actually, since I'll want the hand to animate from whatever position my hand is in
Yea. It doesn't work lol. Unless I have channels already I think
If I press i while in the 3D window, it does. Pressing i in the timeline doesn't help though without having channels
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
thx man
In the 3d view is where you press it tho
Well jolly good then lol
@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
okay, so does it work?
Still figuring out how to actually add it. Thought I knew how, turns out not lol
Anyone know how to mirror bones from one side to the other
well is it not listed in unity?
Oh no its in there
And Unity plays it
Both play separately
So I know I can stack them
click them and hit CTRL+D to get them out of the container
Already done lol
They're in my Anims folder, and I created an animation controller
Just trying to figure out what I'm supposed to set that up as
open the animations in unity btw, look if the animations also manipulate the blendshapes
that seems to keep happening to me
for some reason
and delete those from the animation (in unity)
when those are in there is will mess up your lipsync lol
The mouth doesn't appear to be moving
yep
go into those animations that you made
and in the unity "Animation" window, scroll down to see if it manipulates the blendshapes
delete those rows
it's pretty easy to notice the blendshape manipulation, it says something like skinned mesh renderer and then all the blendshape names
https://i.imgur.com/kC9CCgE.png Is this what you mean?
yeaah those with skinned mesh renderer
always get rid of them
i dont know why it creates them
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?
also your animation seems to have a keyframe on every bone, you dont intend to do that right?
yep
All the bones that I was animating I do
Which was every finger bone in the left hand
yeah but look through, it also does spine, upper chest and whatever, did you create a keyframe for those accidentally?
maybe by A (select all) bones and i (to insert) a keyframe on those?
Do you mean the keyframe on the beginning and end?
yep
I didn't intend those, no
look in blender too if they exist, because they will freze the rest of your body probably
unless you use an avatar mask
either not animate these parts or use an avatar mask on the animation controller layer
Ah, damnit
Cause I hid all the bones by selecting them
And so I think they stayed selected
Maybe
maybe the hiding itself caused the keyframe
though i dont think that would happen
well, either get rid of this keyframe (you can open an NLA again in the dope sheet, there you can easily edit it)
Does seem they all have a keyframe yea
Oh I can delete the keyframes from Unity
Although it also deletes the bones rows it seems
yes you can
Is it ok that the rows aren't there?
you can also select all the bones except the left hand bones and DEL them
I'll do that
hey can someone rate this for me
yep, those are only the hand bones
Cool
though theres still a "frame 0" that has everything keye
this might make the animation look like it jitters for a split second
you should try it out before fixing it though
Those ones should be there, on this animation actually
Need to fix that on the first one though
alright, thats good
ill post the pic in #avatar-rigging can someone rate it for me
@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)
Lol I was already opening it
your snipping thing btw, i made something similar to it, a gun
when you do fingergun and THEN thumbsup (like pulling your pointer finger in)
it shoots
but only if these two are in succession
Gonna do thumbs up too actually lol
i can give you a screenshot on how mine looks
What is the victory gesture?
It says 4 but I can't think of which looks like something you'd call victory
Oh, just touching the face buttons
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"
Although I want the hand to hold after the snap, if I'm still on the position
these are the four arrows on the fingergun side
my setup also stays in that position
Will it just stay if I don't move out of the position?
Lol
honestly do it like i did, just do the right side of it
What is idle?
idle -> fingergun -> pew thumbsup
this is just a non animation
it's "before" it goes into the snap prepare
because an animation layer needs a default state, this is a state that simply does nothing and waits
I have an animation called IdleAnim, with nothing in it. Is that what that is?
no, it's just an empty state
Oh ok
right click the animator and you can create an empty state
also i have a state going from fingergun back to idle, this is when i cancel midway btw
like, you go into the preparation to snap, but then you dont do it and instead go back
So entry goes to FingersReady, goes to FingersSnap, goes to Idle
How do I remove or replace the arrows
The golden one yea
the golden one, you need to right click a state and set it as default state
Ok
also believe me, just construct it like i did and you will be very happy
Ah, make transition to go between
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
So that way if I also just do anything else, it'll just break out of the entire animation controller
it will go back to idle
if you bail on your snap half way
so you wont get stuck in your "ready" pose
Oh I'm not thinking about the logic of the flow, ok
huh?
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
Isn't that the number I put under parameters?
Oh ok
So leave the GestureLeft as 0 up there
huh?
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
I also did this https://i.imgur.com/uf6D8sP.png
Because I didn't want it trying to blend animations
Oh I see, that's what that is
exit time to 0 means "cancel the animation immediately, go to the next"
the duration of the transition is fixed (in seconds) rather than a percentage of the animation time
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?
yep, thats what it is
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
This is on the FX layer actually
well that's just wrong
I think
haha
Its done in FX.controller
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
Is FX controller meant to be for sounds or particles or etc?
Ah ok
so you need to create another controller (you can just duplicate your existing one)
keep the structure the same
I have no idea what I have lol
Just Reset to Default for the Playable Layers?
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
Base, Additive, Gesture, Action, FX
So, what we just did, on Action? Not Gesture?
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
Ah ok
action basically takes precedence over gestures, this is why i would opt for that
So I want to set Gesture to the default AvatarV3HandsLayer
clone your controller
then call the new one FX (or action, then edit the FX one lol)
I did FXController cause I'm a rebel
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
Ok, so new animation file named FingersSnap
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
Yea
also meanwhile, do create the sound source in the hierarchy somewhere
Good point
create an empty somewhere, then in that empty, add component, VRC Spatial Audio Source
Why an empty?
so you can add the VRC audio source
Any reason I can't just add it to the finger itself?
yeah because you would need to deactivate the entire finger lol
Ok fine lol
unless you just deactivate the audio source
that should work too
just do it like that, it's fine
Ok
anyway when you have it created, go into unity play mode
Lemme get a finger snap sound
uh okay
I don't have one yet lol
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)
Why does this get done in play mode?
because otherwise you will get your character stuck into motorcycle pose in design mode
Also of note, her hand was in the FingerReady state
Or maybe the beginning of FingerAction, since they're the same
Not sure
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
Her finger is still in that state
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
hi anyone knows how to use blender for development
So now I've gotta delete all that stuff again
no you dont have to delete anything
yeah.. i think weve been way too active
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 āAttackOn 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: āAttackOn Titan: Shiganshina District"
š
Do you guys think that this kind of hair will be possible to make in vroid?
Wait I canāt add pics
if anyone has time can you search up taehun sung and let me know
i got you
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?
ive used some of this pack here before https://www.reddit.com/r/VRchat/comments/87fhwz/meta_big_animation_pack_363_files/
Just ask what exactly you need help with
AskAmber has some on their discord iirc
Which version of Unity do you have to use again?
anyone know of any resources to learn about advanced avatar animations like this?
https://youtu.be/T111C_3AAo0?t=442
this is just a particle system
the skull too, probably a particle system with a mesh emitter
Wait, hold up, I don't NEED all four eye bones?!
Do I just delete the two small ones or like!?!?
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.
dang all these smartwordsmake my headhurt
So I can just delete the vertical ones?
Oh I see, thank you! Do you know how to get some of the other effects throughout the video, like the glitching/blurring etc?
Glitching and blurring is probably filtering shaders
Like you could have a shader thats on a sphere around you that blurs everything visible through it
@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.
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
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 ?
Oh wait, you mean delete the horizontal ones and then do the eye tracking in Unity, not Cats?
sec ill reimport and send you a ss in dm's
@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 ^^
Nice thank you will try this out!
Sooooo, is it normal that your avatar's mouth is moving by itself even when you are not talking?
could be background noise
Oh yeah, good point
you could try using nvidia broadcast to filter it out
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
VrChat settings show a light mic activity
Also Broadcast can't support my Nvidia GPU
you can use nvidia broadcast on non rtx gpu's
just need to do a little workaround
look it up
I think you mean RTX voice not broadcast
no, I meant Nvidia broadcast.
RTX voice was mostly discontinued and merged into nvidia broadcast
as far as I know
Because eerything I can find out there about Broadcast and GTX is people asking if it owrks with noone replying
in that case, you could try installing rtx voice using the multitude of guides
Already did that haha
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?
bandwidth? also, different parameter types use different amounts of memory
floats and ints use 8 bits
bools take 1
if you want 128 toggles you can
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)
You can reach 1000's of toggles with 128, int+bool for exsample
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
textures are downloaded once, synced parameters are constantly being sent over the network
since each of those also costs 8
oh, interesting
isn't that still minuscule compared to tracking and audio data being sent over the network though?
you do have a point there with the audio
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.
you can join the meshes, and hide the mask by having it weighed to its own bone, which you can then scale down
i guess that sorta hides it with shaders disabled
but its still hacky
good idea though
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
how does that work exactly
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
So is there a way to have stuff switch by which viseme? there's a param for it?
I never knew that
yes
there is a list of parameters available to you using the SDK https://docs.vrchat.com/docs/animator-parameters
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?
yes, just the FX layer
Ah thank you thank you.
vrchat thinks this avatar im uploading is 2,000,000,000 polys
its like 1000s
optimized for quest
in the model import settings check enable mesh read/write
i found it
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.
does anyone have any cursed avatars
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
yes, just make a new project, import SDK3, and import the assets you need from the old project
ok, thanks!
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
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.
Does anyone know the name of the shader that can render an avatars outline through walls?
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
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?
VRCEmotes is for the Gesture emotes like dance and die
The other two are examples
You honestly don't need any of them really
I was wondering if they're being used by something behind the scenes
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
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
Otherwise, don't need it
great, thank you for the information
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.
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
scale in with animation when turning it on ? then reverse it to make it off
you can play animations in reverse with speed -1
but... how
also what if the exit animation is not a reverse
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
oh you mean if I toggle an animation on it will transition gradually into its last frame?
yep
I see
ok but then this will only work for exit animations if they're a reverse
what if they're not
can make a transition to state that removes it and exit to default wich would be off
so what you're saying is I need two animations
neh
ok but like I said I don't want a reverse
then 2 sure
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
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
quest users in a nutshell
exhibit A
Does anyone know how to make a avatar that has like idk folders for emojis
do you mean like vrc emoji just for your avatar?
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/
Ya, like some avatars have options/folders that when you select it, it has more things/emojis some are for customizing your avatar and some are for adding prefabs and other are just plan dances.. all on one avatar
here's a 3.0 prefab for literal emojis if thats what you want: https://www.v-market.work/ec/items/3755/detail/
Does anyone know why my action menu button isn't working
https://cdn.discordapp.com/attachments/730948173379535022/829866694347456552/unknown.png
As far as I know I've set up my parameters and menu correctly
go check your Debug menu in game and see if the parameter changes correctly, and if the correct state is triggered in your FX controller
How do I bring up my Debug menu?
through the expression menu in game, under settings
Nothing happens when I click on the button
then you probably didn't set up your button correctly
Autoweightsšš½
yo so say i have a avatar faviroted is there a way to take it and edit the avatar?
how do you change avatar ,_,
@slim sand you know where you can get base models? im trying to make a big monster
People put their stuff up on dA, Gumroad, Patreon etc.
Sometimes it's paid, most simple stuff is free.
anyone got any good youtube tutorials for making a toggle for specifically different outfits
@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
Hi
@vernal frigate https://www.youtube.com/results?search_query=toggle+vrchat
is there a basic walk animation for people that didn't make one
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.
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.
Your collider should be set to "Is Trigger", should solve that problem
Ahh, I wondered if that was viable.
idk Iām in in the right chat but ima just ask anyway, when I go to publish an avatar in unity it doesnāt show vrchat sdk and I meet the requirements. (Iām a user but you have to be a new user at least Iām pretty sure everyone knows that but I wanted to be sure) can someone help me with this?
Did you import the package?
Yep
Okay you should have a tab at the top of the window that says VRChat SDK
Click that and click Show Control Panel.
Donāt see it
Hmm can you send me a screenshot? Post it to #avatar-help
I sent it
can somone make me a avatar if they want
Does anyone know if there's still a way to have objects controlled by gestures in avatars 3.0?
thats kinda the point
being able to do stuff like that in a less janky and more flexible manner
Right, I'm just asking if there's a way to do it for the sake of my own personal preference
Yes there is
Ahh yes, capital Female and lowercase female, the two genders.
Hahaha
Is there some type of Rabbid Avatar
and if there is how do i get it
anyone know why my dynamic bones asset is not showing up in add component on unity
I once had that issue, to fix it I had to delete either dynamic bones and reimport or i had to delete another script interfering with dynamic bones
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?
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
@gray apex did you import dynamic bones? it's a 3rd party asset, not a part of unity
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?
i ported my model into unity tho know the shapekey slot is not aviable anymore anyone know why
?
What format is the model in?
make sure your animation is not set to loop
it's not set to loop
are you using the avatar 3.0 emulator to test it?
I'm uploading to VRChat and testing ingame
using it will let you look at what is happening in your FX controller in real time
in unity's Play mode
thanks
import unitypackage, then go to Tools > enable avatar 3.0 emulator
^ 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
that's pretty great, thanks for mentioning this
How many hours do you need on VR chat to upload your avatars you make ?ļæ¼
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
okay thx
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.
it depends on what type of avatar your making, if your making some kind of meme avatar i recommend using blender. If you are going to make a basic vrchat avatar with vroid textures and models then use vroid. if your confused on how to import the model into unity here is a video https://www.youtube.com/watch?v=MhmyyepkBtA
btw i forgot if you dont want to use vroid textures nor models, then use blender and make the model yourself
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 š¦
If you meant an animation that plays once when avatar is loaded, it's possible
Is there a "standard" that people use for facial expression gestures? Like peace sign = excited face, point = sad face.
Nope, it's up to the author.
Thumbs up is almost always something positive because well... š
Fingerguns could be something angry or silly or whatever you want, up to you.
@loud cape yea i imported it but i can seem to add it as a component
@gray apex check console for errors
my avatar is converting to android
its going good so far
I hope it stays that way
im hoping my avatar works š„ŗ
anybody know some good avatar creators? (looking for loli's because illegal cuteness is getting too popular )
oh thank you
ayone know to import something from unity into blender
Hello, anyone has some good seting for DB for skirts? i can't seem to get something that looks good :/
Go to import in blender, and assuming what youāre trying to import is an fbx, go into the files of your project and look for your fbx then select the file
Where can I get the X-ray outline shader?
I believe I saw it on vrcmodels, youāre talking about seeing through walls right?
Type in see thru prefab
Awesome! Thx!
How???
I seriously need to know how. Its not a particle animation, it's a transform one where the character lands.
Maybe set the animation as the default state? Or have duplicate your model so one does the animation and once itās done it disappears and the rigged model appears. And based on your pfp are you trying to make a Anthem avatar?
From my 15 hours I've tried everything except for the duplicate model, due to if I had it like that, my model would be 240k polygons. I already have the anim file so I don't know how I'd make it disappear. And yes, it's an Anthem Range Avi.
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.
Lemme know if it works, Iāve never done it before but thatās just my guess
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
Yes. You need to reach New User, otherwise known as 'blue rank' before you can upload anything. Of course, that doesn't mean you can't make an avatar for when you do hit the rank.
Guys Iām looking for an avatar that I forgot to favorite. Itās kinda short anime girl who can write with her fingers by fingergunning and pointing
What about for offline testing?
And I've linked my Steam profile to my VRC account as I've been told that doing so would make verification faster
You need new user.
Whoever told you this is wrong. Ranking up is based on playtime/friends made/content uploaded/worlds visited.
It didn't work.
dose anyone make avatar cammsons
I see
how long does it take to rank up??
100h?
less than that when you make friends
I haven't tested it yet, but in theory it should be possible. You'd need an extra layer in Action layer that automatically play an animation.
Something like this https://imgur.com/7JiiYm0
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
How exactly would you do this? I've attempted it already but seemed to have done something wrong as my avatar just moves a tiny bit and that's it.
What do you already have done though?
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
You could continue the discussion in #avatar-help . You can post a screenshot there
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.
I don't speak either
You will need Exit Time set to 1 for sure
I can screenshare and you can tell me what stuff should be set
Yes that's better.
@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 ^^
You'll find a group of people you can slide into conversation with. There's about 15k people on daily.
That's average. Right now there's 20k
Ik mate, was just joking :v
When you are a new player the quest of "trying to Interact" is really hard
But you know i play this game since 2017...
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 š )
Does any one have any commissions open rn if so dm me
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 :<
not really a thing anymore
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"
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 doesnāt work, I thought it would be easy but it seems itās harder than it looks
put it on another bone in head like hair root, then constraint that to head
ah yeah downloading SDK2 helped now the legs don't twist anymore but the character stands on tiptoes all the time
Iām mad
the twisting is most likely due to your rig
but it's not twisting anymore :X
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
whats this developer option under sharing for avatar publicity?
in blender or unity?
Unity parent constraint, have one on my root hair since is pretty much just the headbone
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
would you happen to have any videos or tutorials on how to do this?
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
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
Does anyone have something like a spreadsheet that includes what visemes i need to add to my model?
does anyone know how to add toggles for swords
cuz i am trying to get a sword to toggle but it wont work
thanks
i dont understand the animation part
could you help me with it
Help my unity crashes when I make my stuff android
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.
-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.
thx
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
just change the Import scale to 100
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?
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
You know, if I had thought about it for 2 extra seconds, I might not have asked this question.
Thank you!
š¤¦āāļø
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?
no no they weren't bending they were crossing. As if the right wanted to go over left leg and left over the right.
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..
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).
Change the transition duration to 0
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.
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
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),
somebody help me please?
https://hai-vr.github.io/combo-gesture-expressions-av3/limited-lipsync.html
anyone know if this has been fixed?
looking for some good vr chat skins that both pc and quest can see
If you're looking for existing public avatars that are in an existing world. #avatar-search-old
dm me if u make custom avatars

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
Have any console errors?
Can you show an image of the upload window?
yo my guy could you help me im desperate
You didnt post the problem
post?
Dont ask to ask, just ask with the problem
the problem is
i don't know the problem
i m trying to import something but
i got no idea what's going on
is it not letting you upload? are the buttons just not clickable? cause thats my issue atm
I see well no at least i don't know yet
im still trying to figure out how to import this shit
You should export your model as an FBX into your unity project. Then import your textures in and create materials for them
Oh ye i think you found my problem
i don't know the texture part
Is your model something from blender or a unity package?
Thats your model
it has some
Where are the textures
Just use the FBX, those are just different formats of 3D models
ima restart and see if its the API bugging out cause of windows or something
there are some aspects of it i don't understand
If you cant send a picture here, just post it in #avatar-help
Nah just post a picture of the folder contents or something, not going to dig around something right now
sure
ty
š i was right... it was the API bugging out with Windows update lol
is it possible to edit the way an avatar's hands close with index controllers?
@shrewd wing like you're trying to detect whether someone has index controllers and change the way the bones flex?
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?
Why does Unity love to rotate finger tips 90 degrees some sort of secret fetish? Annoys the hell out of me.
Because the bones aren't straight in Blender and you're enforcing T-Pose when you rig your avatar as humanoid.
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
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.
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?
How can i make an hand idel animation?
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
...Wait, what?
How to make unity stop crashing when u make your avatar quest

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?
Poiyomi
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?
yknow, ānon-animeā can mean a lot of things, but you probably arenāt going to find anything particularly ārealisticā, #avatar-search-old anyways for better luck
There's cool Tarkov Military dudes in MrBumBandit's avatar world
https://gyazo.com/090f4e2626308aaa007e4aeae7a14667 can someone explain why it dissolves transparant?
Some shaders support dissolve that you can animate.
It also happends with the body texture hmmm
A black and white noise texture is used as a cutoff for the transparency, causing a nice smooth effect.
Yup, checks out
So how do i make it not dissolve transparant?
Remove the animation from whatever controller it's being used in.
I got ya thanks for pro tip
Then you can untick the dissolve category in Poiyomi.
Hey does anyone know how to get Second Life stuff to bring to vrchat?
Thanks that was the trick
If you can get it into Blender, you can get it into VRChat.
I got another tricky one for some reason it blinks light after dissolving https://gyazo.com/62ba3661a84fc548909d1246a65c519e
Has anyone tested if making a button that disables dynamic bones would help the performance?
Yee, though i have 0 idea of SL and dunno how to get any of the files
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