#avatar-general
351 messages ¡ Page 28 of 1
Is there any ways people have discovered to getting more mileage out of the 128 parameter bits? Working with colour changing on my avatar where the body, eyes, hair, dress, and shoes can all be set to a different colour (using preset colours instead of hue sliders ie. Red = 1, blue = 2). But I'm using 5 different ints to store the 5 colours, which seems wasteful?
I'd rather not switch to 2 ints (one to say which body part I'm changing, and the second to set the colour) because then I'd lose the ability to save the colour scheme when you change avatars.
Am I just stuck?
i NEAD help
is anyone familiar with blender
I uhhh heard some stuff about a replacement for
dynamic bones, which piqued my interest
Is there more information about said replacement?
I do wonder (and hope) (and pray) that as we get more optimizations from the dev team, they'll open up more parameter bits to use. I'm maxed out at 128 :(
How to make unity sto crashing when u make things android
how easy would it be to make a sign in blender?
I've heard a lot of people talk about "followers" or "pets" when talking about VRChat models, what exactly are they? Like, could I get an animal to follow behind me or something?
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
hmmmmm
Worlds you'll have to wait till you hit User.
you can upload worlds as new user, but you require user to publish to community labs
Ah, yes.
That feels good
I finally found out why my walking animation wasn't playing
Because there were no rigged fingers it wasn't a true humanoid rig.
yes, in theory you could
you could use the VRLabs follower prefab, combined with FinalIK to have leg movement on it
i don't really need "help" it's just a general question, does it take a bit for the rank to go up with avatars or is it just me. I uploaded a bunch of avatars yesterday and the day before didn't get any rank but today i got trusted đ¤ˇââď¸
maybe i dont know where to ask this but im looking for someone to do a custom avatar for me if any one is interested please dm me đ
for commissioned avatars, you can check out VRC Traders in #community-servers-old. you will need to make sure your discord account is verified with a phone number to get in.
also just a heads up, avatars aren't cheap. they take a lot of time to make, and people deserved to be paid for their work. depending on what you want, the price range can vary a lot. avatars using a base model that require minor edits will always be cheaper than completely custom avatars made from scratch
yea
what's this about vrc adding their own dynamic bones to the game?
they are replacing dynamic bones with an in-house solution called "physics bone"
they run 10x as fast, and utilizes the jobs system to run multithreaded rather than single threaded
they are also working on a system to automatically replace dynamic bones on existing avatars for physics bones
thats awesome! thank you for letting me know!
yeah ill be alight thanks for the heads up
I want to test them already :(
same
they said that they need to work on the permission system first, which is definitely a good idea
you wouldn't want anyone just grabbing your tail/hair and posing it lol
oh here's an idea
not sure if any devs are looking here but
what if there were 3 permission levels for interaction?
touch, grab, and pin
touch would be like normal dynamic bone colliders right now
grab would also allow you to grab them and move them around, but they go back as soon as you let go
and pin would be like the pinning that was shown in the demo
Can you use a projector to project a material onto your own avatar's body on command?
I could totally imagine using a projector to like draw face paint onto your cheeks with your thumb or something being really rad
you can definitely use cameras and render textures to do something like that ye
the only thing is that cameras on avatars will only be visible to friends
Material projection doesn't actually require cameras and render textures, if I interpreted it correctly when I was reading about it
But maybe I was wrong lol
it could maybe be done with shaders
I thought something like this could work with a light. Can a light not only project a single color but instead a texture?
I think you are refering to the unity component called Projector. They are not allowed on avatars.
ive seen people do something that gives off something that seems to change people's materials
i have no idea what that is, tbh
Just tested, they aren't allowed. They must be doing it some other way.
Most probably, a shader.
Can anybody tell me why we can't use the ready player me as a quest fallback avatar?
they are most likely too unoptimized for quest use
And yet they're still put on advertising posters in the VR chat home world, still scratching my head over that one. . .
because it's the same home world for quest and PC?
Hello any help my unity crashes when I make my avatars quest dm me if u can help!
Ok so Iâm using blender for the first time, does anyone know how to import a model onto it
im so smart that since i couldnt figure out why my mouth wouldnt move when i spoke that i just added stitches over the mouth so it looks like it was sewn shut
your issue is most likely that you tried using the same blendshapes used by the lipsync system in your animations
you should check all of your animations to make sure that none of them are using the same blendshapes
i have no idea what that means
there are 15 blendshapes used for the lip sync, called Visemes
they each represent a sound like AA or OH or CH
in that case, you can use the CATS blender plugin to attempt to generate the missing blendshapes by picking 3
you need AA, OU and CH I think
you have AA, and you have OU
maybe "i" would work for CH
would there be any way to make it so the stitches move with it?
you would have to edit the shape keys for AA, OU and CH so that they are in the right spot
but yes, doable
Dang .. ima just go
why would you need that for avatars
click on your model in the Hierarchy window, then click Add component in the Inspector window, and search for avatar descriptor
what version of unity are you using
be more specific
the full version number
what file format was your avatar in
@loud cape ok to much for my small brain just going to stop thanks for the help
why? sure it's frustrating at first, but getting your first avatar working is always rewarding
and i just realized this is not the help tab
So general question: what causes an avatar to get removed? A few bigger/flashier avatars I've found have been wiped and I haven't seen if they have been reuploaded anywhere. :c
The creator deletes them, they got reported for various reasons and got removed from the moderation team.
why the creator deletes it is up to him
one of the main reason why I started creating my own avatars >.> and now with over 80 or so, and about 40 of them public... it's quite a rabbit hole >.<
Fair enough, though this was yesterday that all of someone's avatars got deleted, but today some are back intact. Could they have been reported for the music they contained? Or other reasons?
well, probably because <insert reason> or maybe because of <insert another reason>. But I don't know my crystal ball is in the workshop for repairs
coulda been anything
It is odd that it's the bigger avatars that are gone, which sucks
The bigger ones?
like size wise?
I'm pretty sure it got removed because of [REDACTED].
Taller, yeah
well, if they are like those 20m tall ones, I'm glad they are gone
monkas
They weren't 20 feet tall, maybe 10-15
Still, you think they are actively reporting/removing larger avatars?
could be, as a lot of users annoy a lot of other users with those tall avatars in public worlds
tall avi = free block
usually, yes
So if an avatar/creator gets a lot of blocks, that triggers something internally? Shame.
I don't know, but it would make sense
Fair enough. Sucks though.
well, if you annoy people, they'll block you ;)
bruh i cant talk in vrchat is it a glitch
how i can get the effects from the avatar
Can I make a suggestion that everyone will agree with me on?
Head and hand tracking should remain ticked in all falling/landing animations by default.
Most people don't instinctively pretend to fall when in VR tho' :T
You can always use the Avatar Tracking Control behavior for your own avatars.
True
It's not so much about pretending to fall, It's more the fact that I hate seeing my avatar's head leave my actual head when landing.
Yeah just use the ATC behavior. It's really easy, the default locomotion controller already has that all laid out in the "JumpAndFall" state.
That's good
don't you just love it if unity crashes?
I can't imagine how it is to actually professionally work with it >.>
set the transition duration to 0
Anyone know how to use the default crouch that was on sdk2 in sdk3? Default one in sdk3 is really off imo
So, I want to put a chair on this avatar I'm making,
And I already know how to do that..
but I also want a shape key to turn on whenever someone is sitting in that chair, as well as turn off when the chair isnt in use.
Does anyone know how I'd manage this? I know I'll probably have to use an animation controller of some kind, but I dont have knowledge enough with unity to know how to do this
hay so my avatars hoodie wont move up with arms when im trying to rig can someone help me cm me if you can
Just like your body mesh, make sure the hoodie mesh has an armature modifier on it with the correct armature selected in it's properties.
Select your armature, shift select your hoodie mesh in the 3D window, CTRL+TAB and enter weight paint mode.
CTRL click on bones and check if the weights show up. Also check the vertex group tab to see if there are any weights assigned at all.
avatar worlds
https://docs.vrchat.com/docs/state-behaviors Documentation require updating
https://youtu.be/beLw4_UgfiU I am truly delighted with this new version of my manga avatar on VRchat! it came out just fine!
Very nice Hunter. Now make it Quest compatible and look like a PS1 character cause 10k triangles is way too few.
wondering something, since we're going unity 2019 (probably .4 since that's LTS), will we be able to put particle systems based on the Visual Effect Graph onto our avatar?
those are more performant (they scale to millions of particles) and just all around more powerful i think, because they're node based
they also utilize the gpu more
whats a good model for making minecraft avatars thats optimized for quest?
hi guys can you download avatars here?
No.
unity download how do i get it
Doos anyone have a prefab for an ultra instinct aura? cause i dont really know how to do that kind of particle system that glows around the mesh of the avatar
can anyone teach me how to make a avatar dm me so we can talk if you can teach me but it will take a bit so
YouTube have you cover
Does anybody have that sdk that you can change previous old uploaded avatars thumbnails?
What none sense are you saying
so
i know that quest cant see alot from the PC avatars
Would the Quest 2 be able though? cause i know Quest 2 can use standalone (?) with PC ( wireless or with wire)
cause..idk there is pc soo i thought about this
If you're using it in standalone mode, you'll have the normal Quest restrictions. If you're playing the PC version with any method like link, virtual desktop, etc., then it's the full version with no restrictions. This all applies for both Quest versions.
ooh nice nice
gosh i feels amazing to see motions NOT having its feet cutting into the ground
Hsllo
Speaking of Quest avatars, why can't they support Constraints? it shouldn't be too taxing on the processor to copy the rotation of one piece to another, right? And it's not like they're limiting it to a small number, you're just not allowed to have it at all!
(Not bashing the devs, just asking if there's some special reason the quest actually can't support it, like maybe unity didn't have the ability to code constraints for android back in 2018 (the unity version))
There is no reason, Tupper has stated that it "just hasnt been done yet"
Just a matter of assigning it to someone and them doing it. Constraints work on the quest they just are not on the white list
Ahhh so the codework just hasn't been done yet, thanks for answering lol
Constraints work on the quest
Sorry I'm dumb, so the code is there but it's just not whitelisted yet? Sorry if I'm misunderstanding :P
wait
According to the meetup after the dev stream, it wasnât intended to be Pc exclusive. They just happened to put it on the Pc-only whitelist, when whitelisting it
Constraints are not a 3rd party component like dynamic bones, they are built into unity as of the 2018 version. We got the quest version of VRC before we got to 2018, so there was no constraint support for anyone at that time.
Ah that would explain why it didnât end up on the quest whitelist
Then, like Adeon says, we got to 2018, constraints were whitelisted for PC, and they called it a day
It doesnât seem like a very intensive operation to simply copy one value of a transform to another gameobject every frame
They are very cheap, but nothing is free
Having constraints on quest is not a performance problem (like dynamic bones)
I wonder how specific the Android build of VRC is to Quest hardware. Would much change if some other Android based vr headset came around? Could it load the assets?
AFAIK the android build has nothing to do with the quest per se, its just that the quest is android based
Yeah the android build for unity existed far before the quest was a thing, was used with the JDK to create stuff for your phone
VRChat is already on two standalone vr platforms
Whatâs the other one?
Whatever the vive one was called that no one has
If you mean Viveport I was under the assumption that itâs a Steam alternative that runs on your PC just like Steam
No, I mean a headset
So it runs the Android build, then?
Yes
Interesting. They either get flagged as Quest users, donât get flagged at all, or I havenât seen any.
It shows up as quest user
But like I said no one has it lmao
Had to google it to remember what it was called, Vive Focus
First Iâve even heard of it
I wonder how it performs in VRC compared to Quest 2
Shame HTC abandoned lighthouse, their own body trackers wonât work with it
We do need a mobile vr arms race to get them up to speed
I think people would be content with switch level VR graphics in 4K. I donât think thatâs impossible on mobile
That and get some non-Facebook options out there
I knew it wasn't a 3rd party, but the latter part actually does make sense, constraints were added in 2018 and nobody bothered to add it to the whitelist when quest updated, thanks for explaining lol.
Hope they add it in soon/eventually, there's a lot of cool stuff you can do with constraints.
I really havenât seen too many crazy complex quest avatars
i think cause you cant really have a "complex " quest avatar ...cause you know
unless someone decides to push to the limit of what a quest can handle
can u upload custom avatars to oculus quest and then play it without link or do you HAVE to use link cable?
all i know is IF the avatar is quest then yea sure. BUT if its a PC avatar..yea you gonna need link cable
do any of you know how to add your own particles to unity?
I am trying to add a Gun that works and can be toggled, everything in unity is in place, but I cant seem to progress further without the override file, I cannot find the examples folder in the vrcsdk, which is supposed to house the avatar override file, does anyone know how I can get this file?
Does anyone have any good shaders to make things look colorful and vibrant?
Unity default standard shader
Thank you
@stark vortex try Poiyomi Toon Shader
i see a lot of people use it for anime like avatars
Im definitely doing anime so thanks
I dont really know where to ask this but I want to fix the clipping on the eyes of my avatar, the problem is that the bone only moves the iris therefore when my avatar looks anywhere except directly ahead the iris clip through the sclera and looks ugly af
How should I fix this?
My model in blender have one bone that controls both eyes and blend the meshes correctly but that's not how vrchat works, vrchat uses one bone for each eye
hey all
is it possible for avatar 3.0 to to create flying machine that you can spawn
and that you can seat on it
then controll via sinlgle or both hands where you would like to go
just like seated flying machines that can be found in some worlds?
I published an avatar earlier today and it doesnât show in my creations anyway I can fix it so that it appears?
One thing is you can't sit in your avatar own chair/station
@solemn ice
so that will never be possible to make jet pack or independent flying machine
that can help traveling wary long map's,
be distanced of annoying people,
and to overcam scam large map where creator say'd if you finish this you will get a present
which in my case like 1 year ago
i finish traveling some wary long world and on the end it's say'd
congrats you win and that's it nothing else đŚ
so yeah that is why i need that thing
You can still make your avatar fly or do speed boost though. It's just the same idea but with different method.
yeah i know for colliders
but if you use avatar to fly with colliders
it will gradually start to fall
and in a full speed it can lose controll and fall
for excample if you trigger fast flying via shift+f1
and with shift+f2 to fly in place
so once you press 1st option
you will trawel wary fast
bu if you dont temporary land on some nearest platform you will stary to fall wary fast
and if you try to quickelly disable 1st option and enable with another shift 2nd option
you will not be able to stabilize flying you will still continue to fall untill you die
wary annoying indeed
Flying with collider is the only way to fly. Avatar isn't supposed to fly since it can break any world rules.
@solemn ice
agree
i dont know for others but for me
when i play some game that involves jumping
i dont use that ability cause it will ruin game joy and it will not be fair for other people
but if the game is wary long traveling wary large distance without any signs how much you travel
and if creator of that word is not 100% honest and approval by saying that it has really worthy price
there is no point spending 2 hours for playing that game at all
@valid patrol
well it could be indeed
but if people like me and the rest of us who dont want to abuse it and annoys other people
that is ok then but sadly there is no many people like us
do you agree
No
why why is so annoying
i want to better understand
People still are gonna abuse it
It's annoying walking around and then mister special man comes in like oHh My GOD I CAn fLy!!!!!!1!1!!!11
LoOK aT me!!1!!1
Then they proceed to break games
WoULdNt it Be sO fUNNy iF I flEW OveR thIs EnTiRE MaP?????!??
Granted there is a way around that. Make it so that world creators can set whether or not the User can fly or not.
Just remove it all together
2 colliders, wont stop it
Why should such a broken mechanic even be allowed if its main use is to be annoying
you ever dream that you can fly
well that is same thing with virtual platfrom like vrchat
if vrchat and other vr platfrom are wary basic one without special powers
with only pure reality
it will not be so fun
especially for yournger population
and vrchat and other virtual platforms will not be so interesting
just take excample of other powerful avatars and worlds with lot of special abilityes
isn't it cool ?
Then play a game with flying

a fun flying game is test pilot
vrchat is everything in combine
not like some kind of office that everyone is around some kind of god dam round table with joumping or no joumping at all
it is stupid i tell ya
but off course if you want to do a pure rl
you can do a discord,zoom skype and ms team
Yeah but flying avatars are annoying and busted
Get rid of them
Don't give people an option, they'll abuse it
plus if you really dont want people do a flying thing in your world
you can do a anti cheat system that exist in udon world
World creators shouldn't even need to do that
and as for public world instance
well you can't complain on almost anything
except for md clients and poeple who are really really bad to you like threatening to you in many ways
This is a bit of a weird statement as it implicitly states that updates which add new features shouldn't be done, as the new feature would just be abused.
@valid patrol
ha ok then you win
let's make vrchat like how you want
and you will see what will happen
i'm out
Talking about the flying stuff only
People abuse features that can give them an advantage
Which there aren't many of
Maybe avatar size but the hitboxes usually stay the same I believe
one last thing
knife's are made for slicing a bread but bad people using it to kill people with that thing
shod we stop producing the knifes?
exactly
Bread knifes are for slicing bread
Depends on the world. Some creators may make it so that all hitboxes are the same size regardless of avatar size, while others scale with the avatar.
Disaster
Depends, for avatars around average size the scaling with the avatar is quite nice but a disaster for anybody who is quite large or small.
Hey has anyone used VRCLens or VirtualLens?
Im trying to decide which is the better one before i buy it
anyone wanna play vrchat?
Anyone have an idea when the new physics bones will be available?
acording to dev blog
probably in summer
or the end of this year
Damn ok
Hopefully never because I don't want to change all my projects and it runs perfectly fine on my pc
I don't want to upgrade to the better system ever
Vrchat should rollback the update as soon as they release it
I don't wanna upgrade my 8800gtx because it already renders 3d objects. I don't want to buy a faster card ever. Nvidia should launch a faster card and it's gone as soon as they release it. Oh wait.
Despite all the flack the devs get from everyone (me included), I'm genuinely looking forward to this one.
Im actually a little sceptical about the scale of the creator economy thing. Sure, supporting creators and all, but i think the whole sdk access stuff might create a lot of worlds with very exclusive access. People wont want to pay many world creators so they can actually access it properly which will probably either create a few millionaires or still a low amount of highly paid creators (who had the luck of breaking in at the right chance) with these groups around them like the team mentioned. But i feel these groups will just be exclusive islands
What am i saying i definitely dig more chances of paying, because paying is what makes me feel good. There better be world entry fees
So you're saying you want EA tactics? 
just rip me bro
If worlds make stuff too exclusive people will just go somewhere else
it's always a knife's edge on this kinda thing
whether it falls down left or right is pure chance
Yeah its a risky thing, at least riskier than something like physics bones
I think it should be limited to legitimate creators, not the common populace.
Yeah thats no good, just more elitism
They did say they were going to start it like that though so we'll see
well it limits those who earn but it also, if the team chooses their chosen ones right, means that it might be abused less
i find they should put up rules on what is allowed with the sdk access and what isnt
but these rules would have to be carefully made to not create a two class society while not making the benefits too weak
The way they were wording it is that anyone can be subscribed to
for example i find something like exclusive rooms to subscribers (inside a world, that is) to be bad
Yeah thats not a good use of it imo as it will just split people up
What would be the best way to swap a mesh when I speak with an avatar?
I don't want any animations between the 2 head models
well, turn off the game object of one, turn on the game object on the other, theres no transition on turning off and on
Is there anything I could do with 3.0 to make a viseme trigger instantly?
there's only 1 viseme for speech with this avatar, so no need to transition between multiple
what do you mean by that
oh uh
no vrchat will trigger it whenever it wants kinda
since you're talking visemes, hm
yeah...
for reference, the avatar is of Mr. Game & Watch
so his mouth is either fully open or closed
you cant use the viseme blend shapes for this i think
is there a check for speaking? like a boolean thing?
you gotta use the viseme parameter, and then in the animator, make an animation that uses a constant curve
maybe I could make an animation on the FX layer
yep
I think the parameter is just called "Viseme"
If i use other shaders other then toon..other people wont see me right? unless they turned on the shaders?
and it isn't just a 0 or 1
it's up to 100 isn't it?
no
it actually represents all the visemes in order
theres a table of which visemes it represents
one sec
im trying to find the table
there
SIL is not speaking at all
so on anything > 0 you have your mouth open
Is there a way to temporarily "disable" fullbody so that the avatar acts as if it is 3 point for a moment
I'm having issues with lower body locomotion animation in fullbody
with a second rig, constraints and FinalIK maybe, but not that I'm aware that you can just tick a box and say "ignore trackers"
oof, trying to fit in within Excellent spec
maybe try to fix the issues rather than use a workaround?
I have my avatar set so a vehicle props (scooter, skateboard, rollar skates) appear when moving, but for fullbody it's got some hip weirdness
it's a custom locomotion controller yeah
and also disable tracking, so your lower body is completely controlled by animations when you move?
yeah I do that. what i end up seeing is the hip juts out sideways with a little bit of real-world movement
but I think for that, you have to do that in the action layer
I don't think fullbody plays well with disabling the hips on Animator Tracking Control
it should? as you can disable all tracking with it
er, "base"
the layers stack on top of each other
and the action layer is on top of the locomotion layer, so it can override that stuff
(the reason I do my non humanoid bone movements in the FX layer, instead of doing it in the gesture layer like the documentations say, because it's just to annoying, and works fine >.>)
gonna swap to #avatar-3-help for pictures
Sorry I forgot to ask earlier, how would I go about setting a viseme using the animator controller?
im not 100% sure, you need to be on the speech sync type (but im not sure how to set that)
but otherwise, you would need an animation that opens your mouth (replaces those meshes)
then make an animation controller that has two animations, one with the mouth closed, one with it open... and go between them based on the "Viseme" parameter
equals 0 and "not equals" 0
It comes in as int Viseme, and if you are in jaw flap mode it represents volume (0 to 100) otherwise it represents mouth sound (0 to 14)
how long does it usually take before I'm allowed to upload my first avatar?
@copper patio
depends of your avatar size,gpu,ram,net and ssd
and if you have everything good and that your avatar is small size in MB
it can take approx 5-20 min
but it can take even longer
because there might be a unity and vrchat server outage and slowdowns
... i meant until im allowed to, not how long the upload takes. VRC SDK doesn't let me upload until "I've spent more time using the app", how long would that be?
well everything depneds on you
if you have good reputation,idk at least 30 or 50 friends and that you spend at least 100h
it can take maybe 1 month or less
idk that's my guessing
i remember that i saw vrchat tweeter website
where i found some info like that
try to google it
maybe you will have better clue
ah... well then... guess im gonna be waiting a while...
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
You can hit calibrate and open the steam menu at the same time to become a 3pt.
Oh I mean something dynamic like i need it to happen while locomoting
hm, i think you could maybe do this as a switch
by setting the legs and hip to animation
anyone wanna trade i have nutter butter
hi mr.beast
?
Hi, I have a file I want to upload to VRChat but I donât know how unity works, could anyone upload it for me?
We'd need access to your account, which isn't very safe.
Uploading to another person account is a bad idea, they get considered as a alt account then, one get banned both will
What's the best way to handle avatars with large heads in terms of the descriptor?
Putting the marker where the eyes are causes the camera to move weirdly because they're so far away from the neck
Question does anyone have an sdk3 avatar chair i can have im rebuilding an old avatar of mine in sdk3 but i have no chair
The view point should be deep in the head, around the point where the view point would be in a normal scenario
hmm, not so easy when the avatar isn't 3D but I'll mess around with it
Is it far from the neck vertically then? Kinda hard to visualize the problem
How are you setting it up? Humanoid for VR? Where is your view point?
Yeah, humanoid for VR
I tried putting the viewpoint where an eye would be, and then someone suggested treating it like a head in a mascot costume
but that relies on human proportions
Yeah all I can really say is try to get it as close to the neck as possible to reduce the problem you were facing
Is the 20k poly thing for quest in the game already? I can't tell cuz i think i am still using old sdk and it says that its still poor even around the 15000 mark.
and since i do not have quest vr, i don't even know what it says on quest side for performance stats.
As long as your build settings are set to Android, the performance rank will be accurate
are you sure? it still says poor performance for me even though its definitely under the new poly count.
what about material slots?
i was wondering if thats due to old sdk rating
material slots is definitely 1 because atlas
yeah i was looking at that, so it is in the game right?
yeah ik
the question is if i upload it via old sdk3, will it be updated to the new system regardless of what it says?
right, thank you for the confirmation chibi!
wait a minute so custom avatars for quest can be marked as fallback Unless updated with new sdk right?
well you learn something new everyday. I remember reading able to do that, but was unclear.
i see
Idk what to do, I need to get four people to contact someone I know for a paid avatar commission so that I can get an avatar for free because Iâm broke and canât buy anything.
I also canât advertise here so Iâm in a pickle.
Or learn it yourself and become your own creator
nothing is free in this world, you pay something for something and a sacrifice is made
True.
Thanks
I want to swap a project from 2.0 to a 3.0 avatar, what is the process to make sure it transition smootly?
You need to make a brand new project.
You can copy over your avatars assets of course, but you can't really migrate a project from SDK2 to SDK3. You have to start fresh.
Though you might need to make changes to the avatar model itself for blinking to work correctly, it's now a single blendshape instead of one for each eye.
awwwww that sucks to hear, cause there is a lot but thank you very much for letting me know!
you can copy over the required assets for the avatar, and you can carry over the avatars that are already set up in the scene by making them into prefabs.
you can make a prefab by dragging something from the Hierarchy window into the Project window.
Thank you, thats very helpful!
Is there any way to fix the scaling on short avatars?
Everything is huge and I can't reach buttons even if I'm right next to them
I remember Scale IPD being an option
did they move it?
hi, is there a free template model sort of thing? if there is could someone please tell me where i can find it?
Template for what?
an avatar
There's Ready Player Me.
You might wanna try #avatar-search-old
Link for RPM is pinned in that channel.
ok thx
there are so many different kinds of avatars, that question is too broad. if you want an avatar that resembles your looks, ReadyPlayerMe.
for anything else, there are base models that you can download or purchase. if you want an anime style avatar, look on Booth.pm. for furry avatars, which there are a lot of, you can look on Gumroad. there's a bit of overlap between the two.
i'm having problems coloring a texture in krita. whenever i click and hold the mouse button, the cursor freezes. why is that?
It can be done but itâs not officially supported. Best to make a new blank project that will store ALL of your 3.0 avatars.
- make new project
- import 3,0
- now copy your avatar assets from the 2.0 project
- start fixing
is the best method you can use because it at least lets you keep things like dynamic bones
Speaking of dynamic bones, I think it would be nice if the version of dynamic bones that will be included with newer versions of SDK3 had presets like "hair", "jiggly", and "slime". That would help a lot with making more natural dynamic bones.
I've been away from this community for a while was just wondering has creating avatars become any easier is it still just a like before
I mean, it still uses Unity 2018 (for now).
that's no problem but is the new avatar system any better
If you want to do animations, yes.
Pretty much the work arounds you normally do in 2.0 are supported and easier to implement in 3.0
More flashier and elaborate than 2.0
don't know why but when i open my avatar in vr chat the mouth is always open
i mean let's not get too ahead of that, i'm sure people will provide some presets
it takes long as is for us to finally get that :(
unmap the jaw bone in the humanoid avatar
@solemn tundra now the mouth won't open
did you, in the descriptor, map the viesemes or w/e you're using`?
says viesemes blend shape
settings -> configure krita -> display -> canvas graphic accelleration -> change renderer to Direct3D 11 -> restart krita
It's even harder to make avatars than it used to be, to answer your question but there is more capabilities now
Are there any tutorials for creating non-humanoid avatars -- i.e., maybe an avatar that lacks arms or legs?
I would say otherwise, sure for the most basic things, 2.0 was maybe a tad easier to learn, but something simple as toggle something on or off, it was WAY more complicated with 2.0.
3.0 isn't that hard to learn
you still rig them the same way as humanoid avatars
you just don't use the leg/arm bones for anything
Nah
i think the override table in 2.0 was easier to use, but incredibly inflexible
Is having a whole bunch of materials swapped particularly intensive on computers / memory? I have an avatar that Iâd like to switch between two color palettes, but this requires swapping out multiple materials (at least 7, tbh) and I donât know how taxing materials are
each material slot is a pass the GPU has to do over the entire model
7 passes for 7 material slots
Ok so Iâll just upload em as separate lol
look carefully
I said material slots
not materials
swapping a material does not increase the amount of slots
I see
if you swap out all 7 materials, that is still 7 slots
it does increase the file size of the avatar a little bit
depending on how many textures are being used
and what resolution they are set to
Pretty much zero since itâs all shader controlled
the one thing I am not sure about is if both sets of materials have to be loaded into vram
Though imo if possible, amount of material slots should be reduced. With a shader that has a lot of functions with masks like poiyomi, you can localize effects pretty effectively too
I added a prop to my avatar and I want the audio on the prop to get louder as I get closer to the prop how would I do this
just adjust the volume curve
and/or adjust the Far and Near values on the VRC Spacial Audio Source component
Near determines the distance where the volume begins to falloff
and Far determines when the volume falls to 0
so do i not need to touch the priority sliders or anything only the curve?
pretty much
just make sure that you add the VRC Spacial Audio Source component
the game adds it anyways by default if you dont have one
but by adding it yourself, you can customize it
there is a checkbox called "Use Audio source volume curve" or something
do i need to adjust the spread or anything or no
can i pm u so i can send you some screenshots of what it looks like
just post it in #avatar-help
Does Unity/VRChat have UDIM support?
anyone got a yuno gasai avatar upload ready ?
If I'm looking for the resources/features that have gone into another avatar, would that be for requests or help?
Anyone know how to make your own avatar
and how do I find like nicer avatars-I'm new
you can find avatars by going through avatar worlds, and clicking on the avatar pedestals
if you want to make your own avatar, you can either start from a base model you can find on websites such as Booth or Gumroad, or you can make your own from scratch in a 3D modeling program like Blender. do note that making an avatar from scratch takes a lot of work, and will easily take you days or weeks. you can also use https://readyplayer.me/vrchat to create a humanoid avatar based on your likeness or customized. there is also VRoid to make anime avatars.
for base models, you can also browse this list https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Avatar-Models for mainly anime avatars and a few random ones, or this one https://www.vrcarena.com/category/avatar for furry avatars
can't build and test offline with sdk3?
its not so much an offline test but local test. it adds a row to your avatars tab in game that will only load locally for you.
well i only see build and publish but i'm just gonna re download and make a new project
Ok so i have it so i can toggle a gun on my avatar how can i make it so the animation also moves the fingers to look as its holding the gun (i have the animation made with the fingers moved but they dont move when i toggle it on)
damn..
my text..
nu
tbh..after seeing all these models, mine looks like a dork..heh
also..i thought TDA bases are illegal to sell? i wonder how many model uses TDA things and sold it
cause..yea ALOT of people will maybe get in trouble if TDA themselves know about this ( i mean they prob already but cant do anything since there is too many people doing ti)
I'm not 100% sure on where to put this but there is someone I been wanting to know, what is the differences of sdk 2 and sdk 3 other than sdk 3 is little harder to use?
feature. control
SDK2 is simpler to setup. But for features, SDK3 can do more, at least a dozen time over SDK2. It's harder do learn because it can do so much that it has multiple topics to learn.
That makes sense, but something that I have notice about SDK3 is that there are a few bugs when it comes to setting up the animations, when I try to setup a new prone it does not setup like how it should.
Does anyone know how to fix this it says (the avatar bounding box (AABB) is too large one at least one axie)
it probably does, but you probably don't really understand how the default locomotion controller is set up and how blendtrees work.
it's quite a bit more complicated than just replace the default animation (depends on the animation though)
but I just started to look in to it, as I usually don't mess with it, because FBT
Hi, am not sure which channel should i go but how do i know which version my model is?
like before importing SDK's and stuff
We should have a channel for vroid at this point as mmd have. Always the same question over and over.
what program do creators on booth use to make their models? vroid?
yea
most of the time..but i think there are models that are not form vroid
like those very clean anime one ( vtuber vibe )
New to vrchat but I don't have one of those quests headsets any good ideas for pc avatars?
im intrested in this atm
Depends on what you're looking for - are you looking specifically for a custom avatar for PC? Or are you looking for additional features to be added to the avatar with SDK 3.0?
?avatar
?Avatar
isnt it just wonderful watching your avatar get ruined as you make it quest compatible ;-;
anyone know why are avatar files so big if you dont use legacy blendshapes?
Unity 2018 bug.
Can someone help me out? I posted a screenshot of the avatar im trying to get the files for. Does anyone know the creator of anything?
...?
They posted 'where can i get this avatar' in #avatar-help when #avatar-search-old is the top one
Wew.
a quick question! my character has clothing as options, they are set to be on by default as my toggle's 0 value and can be toggled "on" (1) to come off, if someone with safety settings sees me, will they see the regular clothed me? or a unclothed model instead
hope that makes sense
just dont want to be rocking up getting myself in trouble
3.0 saves the states so whatever you toggle will be visible for them, only inventory system on 2.0 isnt synched
C:\Users\username\AppData\LocalLow\VRChat\VRChat\LocalAvatarData ,theres all the int/bools saved in a text file for each avatar you have thats 3.0
if they cant see animation its default look
đ¤ think anyway , since its not loading the parameters
hmm
i think i getcha
so if that is so, theyll probably just see aall my clothes overlapping then, because the "0" of the toggle by default hides some of my clothing but keeps a certain one on
there anyone willing to help me out setting up unity for vrc a bit later?
what part needs setting up?
no idea im 100% new to this
ah
we can do it a bit later. no rush at all
ill link this video, goes through set up and if you follow the series takes you through everything really well i think
how do i adjust avatar IPD?
Why do you need avatar IPD?
Because my arms feel too short.
When I extend my arms in VR my vision starts at my elbows.
IPD = Interpupilary distance.
Yes.
That doesn't affect arm length, that's just the distance between your eyes.,
Then how do I fix it, the arms look the right length on the avatar and the bones.
stupid question, can pc users see 'quest only' avatars
no
ok thanks. and how do i merge two avatars together, i have two almost identical avatars but they aren't stacking in unity builder
one for pc one for quest
Add the blueprint ID from one to the other one.
how do i do that?
Your ment to use 2 seperate avatars 1 for quest and 1 for pc?
That's generally how cross-platform avatars work, methinks. 
I may be wrong though.
That's how cross-platform worlds work.
I just used the same model for my quest version of Orpheus for pc
yeah i have two separate avatars, can't use the same models because they are incompatible and i have no idea why since they're almost identical
meaning one is windows no support, the other is android no support
trying to figure it out by myself. been working on bugs all day lol
nothing worked. i'm going to get someone to help when i buy an update. stuff is breaking all over the place.
thanks for the advice though
@neon finch what are you trying to do?
i'm trying to upload two models to the same 'avatar', one pc and one quest, and they are consistently having weird problems unrelated to that and glitching the viewfinder out and stuff. i'm trying one last time to fix it before i put it aside for a while because i'm frustrated.
it should be as simple as keeping the same ID and changing the build target
i fixed it. it just took way longer of rainbow wheel than i expected
my camera is behind my head in the game
Hey I got a question
What does it mean when youre playing locally and nobody can copy or see your avatar?
I'm new to vr
Local avatars are not uploaded to the servers, you should only do this for testing
gotcha
If I uploaded my avatar as "private" does that make it uncloneable, even if I turn cloning on?
the cloning feature is only for public avatars
that's why it's called "Clone public avatar"
Ah ok
setting an avatar to private still doesn't save you from rippers though
Rippers get banned though.
But at least I can keep on cloning then
I just don't want others in mine cause its modeled around me lol, and I've been working hard on it
Pro tip: Don't put something on the internet you don't want other people to steal.
Someone always finds a way.
Kinda defeats the purpose of it being a vrchat avatar if I don't use it in vrchat lol
I just hope no one cares to rip it
Cause its not particularly flashy or high quality or anything
Well, if you notice someone has hacked and stolen your avatar, report them and move on, they'll get banned for making it obvious it's stolen.
Art theft is a crime, just like any other kind of theft.
Yo, have they released the Avatar dynamics update yet?
i have no idea if they did or not
this summer hopefully
yooo
i can finally let people pull the trigger on my gun-head avatar without having to do it myself lmao
kek
Which playable controls the idle as my avatar is marching and I canât figure it out or Is it even the idle doing that ?
movement of the whole avatar is on the Base (locomotion) layer
Would it be possible to just use a default locomotion or would I have to customize it
yes, just click the X next to the locomotion layer
is VRC getting support for the Vive Face tracker anytime soon?
I remember in the stream they mentioned external support like Iphone/phone sense support... but like... nothing regarding the Face tracker
depends if you want blending between the 2 gestures or not
there can only be a single active state in one layer
having 2 layers means you can have two at once
What is rocknroll is it similar to point?
has anyone here bought a rex model?
Yep
if so, does it ship with textures as pngs or as psds?
ok ty
I wanna start making avatars for vrchat but i dont know where to start, Anyone got ideas?
YouTube videos help.
does anyone know if there is a shader or something to pixelate my character like in this video? https://www.youtube.com/watch?v=Q4xtPQe1GE0&ab_channel=GreatMoonAromaëěíĽ
Hey guys im new and wanna start creating but I don't know which best programs and 3d software is the best to start from scratch for a 3.0 avatar. I looked at youtube but most seem to me to be outdated. Any advice would help
@uneven vortex Blender isn't very user friendly, but it is super accessible and this guy does amazing tutorials for set up after you learn modelling.
Super speed and fantastic.
@rain junco Are there any good modeling tutorials for a beginner to start for anime style on vrchat with a base model?
Not unless you're already an accomplished 2d artist.
So i would have to have to start with a concept drawing and sculpt the base and stuff from design?
Is there a shikamaru avatar with a kunai/ jutsu
How to I do the rocknroll gesture
Main trigger, grip, push right throttle thing forward
what would it be on index xD
Trigger
my questions being ignored everywhere-._-.
Apparently this channel isn't the place for that question
What gesture is the double fingers
Double fingers?
Also be aware some avatars have certainly gestures that others dont
Index and middle finger
Victory pose? Lift fingers away from trigger and grip.
I dunno my avatars normally spawn guns or something
I have a question: In the avatar image (social), can blood appear?
I understand that nudity or gore is not allowed (+18) but VRChat is for people over 13 years old according to the rules contained in "Community Guidelines".
Pegi 12 says: ""Video games that show violence of a slightly more graphic nature towards fantasy characters or non-realistic violence towards human-like characters would fall in this age category. Sexual innuendo or sexual posturing can be present, while any bad language in this category must be mild.""
I remember that a map owner was required to change his picture of a public world simply because he had an anime angel/demon sticking out his tongue.
What do the developers/mods think of this?
alright so I'm having this problem where it almost always gives me this error when I try and upload an avatar, does anyone know what it is?
it says: FileNotFoundException
Look for other errors than that one.
You should post a screenshot of that error in #avatar-help
okay
Iâve seen avatar images with blood on their face, also I think club rapture still has the anime girl with her tongue out picture hahaha
They changed his image to a smile I think...?
oh youâre right
but about the blood thing, Iâve seen bloodstained avatars + avatars from horror games that have been fine
Perfect, I'll proceed to change the picture.
If they remove it, I will write a complaint for lack of information on this subject.
Thanks for answering.
as long as its not obsessive i dont think you should have too ,much to worry about
how do you make a avatar?
you can either start from a base model you can find on websites such as Booth or Gumroad, or you can make your own from scratch in a 3D modeling program like Blender. do note that making an avatar from scratch takes a lot of work, and will easily take you days or weeks. you can also use https://readyplayer.me/vrchat to create a humanoid avatar based on your likeness or customized. there is also VRoid to make anime avatars.
for base models, you can also browse this list https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Avatar-Models for mainly anime avatars and a few random ones, or this one https://www.vrcarena.com/category/avatar for furry avatars
hey, does anyone know where i could find an avatar of homestar runner?
anyone know if there's a way to make an avatar point using a hotkey? (point as in: arm fully out, hand able to still function as grabber)
repost
apparently it's possible so i wanna know if theres a guide for it
yes, you could disable tracking for the hand using the VRC Tracking Control behavior script, and make an animation to do the pointing
yup, already found a guide vid. thanks
Yo who can help me get good dynamic settings for a dog tail?
does anyone know of a good oversized hoodie or where i can find one
i keep searching for 3d models but cant find any
shit up
Quick question: how do i scale the POV so the feet match the floor on smaller avatars? I've seen it done before and I really wanna know how lol
@dusky anvil in game: settings->user real height. Is that what you're talking about?
Increasing that number makes your avatar bigger, decreasing it makes it smaller
That might be a viable workaround lol, I thought there might've been something like it in the sdk itself as i've seen similar effects, but maybe that's just how the sdk handles size lol
Thanks :P
i was thinking..yall know there are some models out there that are able to move their muscles just like real life right? i wonder can those models be uploaded to vrchat
cause it feels like its just skin transforms
@neon finch the only way to do it would be to rig special deform bones that are rotation constrained to other bones. You'd have to manually do that on an avatar if you want it, as those models you're talking about tend to use much more complicated/reliable methods (that can't be used in vrc due to their restrictions)
kind of knew it lol its too "realistic"
Yee, plus rotation constraints break at extreme angles unfortunately
can anyone upload a avatar for me
No.
uploading for someone else is a really bad idea, either misbehave/get banned, both will get it
Im confused
When I use one of my 3.0 avis, my mouth doesn't move when I'm speaking but apparently to other people they can see my mouth moving?
Maybe this has already been answered, but is there any way to get a favorite avatar and set it as my quest fallback avatar, or is my only option to create a fallback avatar from scratch?
You have to make it yourself.
Ah that stinks. I found a quest version of the avatar I normally roll with so my quest friends can see me, but I still prefer the quality of the PC version for myself.
Has to be either Good or Excellent rating and has to be selected as a fallback avatar in the SDK.
anyone have an idea how they would make a particle system for an icy staff that makes it look like it's wafting off cold air

you should be able to do it with a corrective rig with flex bones driven by joint rotations or shape keys driven by animations as long as unity allows for that
you'd obviously need topology that supported the muscle deformations as well
gosh it sounds difficult
it's not the easiest thing
royal skies llc has a good corrective rig tutorial for blender, dunno what software you're using to rig though
but the principals are the same
I'm trying to figure out shaders but on unity it's grayed out for me
am using blender usually but i prob will go to maya soon \
cause school is teaching that as well so why not
where do i go for model parts?
hi i got a problem with my vr chat i cant fav unfav my avatars pls fix it
in what way can you not un fav avatars
so ive added item toggle and theres a question if i want another one should i change value or no?
slap me if im wrong but a while back i feel like i saw a way to upload an avatar for a friend by using some code thingy instead of using their login, and i dumb or that just gone now?
hi! i'm having a problem where it seems all of my avatar's face gestures just like, melt together lol. i thought it was b/c i had write defaults off, but even after making sure all the stuff in the fx layer for the face had write defaults on, it still did it. anybody know how to fix it?
does anyone know what tool is used to raise an avatar's height with what looks like a hand gesture in game, shown here @ 3:20: https://youtu.be/YOcYTxoirkA?t=199
thatâs playspace mover, you need to be in VR for it :) itâs an external steam tool called OVR advanced settings, itâs really just moving your playspace virtually
Thanks, I was missing the controller bindings setup
So if Iâm active as hell can I upload my avatar because I am super impatient I spent three days figuring out crap for my avatar
dose anyone havee a character with a big animation that i could have or a crasher?
dm me
you are not pog
ik đŚ
dose anyone havee a character with a big animation that i could have
Anyone do avatar commissions? specifically of that one coot protogen model I see everywhere?
I know the base model is up for purchase but I don't know how to set up avatars for vrchat, I've tried it before and its kinda complicated for my small brain
asking for crashers in the official VRChat discord...? get out lol
anyone able to point me to getting the Vive SDK to get lip trackers to make an avatar's mouth move? I installed the SDK, but not getting much detail on how to actually make the mouth work.
it was never supported
perhaps in the future
Do u have sniper mask skin
Any got a quest Lâmanberg Tommy or Wilbur
How long does it take for me to be able to upload an avatar
Iâve been playing for a week now and still says I canât
you need to create a vrchat account and link your steam account to vrchat account
then..you might get it instantly or after a while but in the mean time, make friends, go add friends, visit worlds ( i think)
as a pc player, you cannot moec your arms unless you use VR
oh OOH
quick question in sdk 3 now there is not a gesture layer or my unity buged again???
Quick question im trying to do guestures but the face gets stuck and wont go back
@versed quest make sure you set your rig type to Humanoid
thx i didnt think about that thx
i found a badboy halo avatar so i went to snowdin and started asking people to join the eggpire
i got all the star sanses to if you were curious. also cross
anyone else put their av3 menus in reverse order in unity, so they read left-to-write in-game
Did you mean "counter-clock wise"?
nah just left to right
Every button can be reached with just one flick, so the order or direction doesn't matter for this kind of radial menu. Otherwise I just don't understand your question.
Do you guys know if av3 supports audio for quest?
No audio sources on quest avatars
does anyone know if the shader that lolathon uses to go invisible? is it somewhere on a website?
Why do I have to wait to use the sdk and how long is the time?
It's to stop people with little to no play time from spamming uploads with low quality content. The wait time is actually an algorithm based off of how long you've played, how many friends you've made, if you had any blocks or reports, etc
Hello! is is ok if I ask a question about SDK?
Sure
So I've been playing vrchat for quite a while.
However I can not use SDK. I'm not sure if this is due to me having just downloaded SDK or if it's because of something else, but I would really like to be able to use SDK.
My playtime is at 117.2 hours.
You need to merge your steam vrchat account into actual vrchat account.
And what is your current trust rank?
Oh- I reloaded SDK and it worked
Oh I see
I guess it was because I merged the account while I had SDK open? I dunno
Were you unable to import the sdk then?
Yes. I couldn't before, but I reloaded it and now it works
That was just a bad downloaded file. Nothing to do with your account
Oh.
So my project broke for Reasonsâ˘ď¸, and it made me notice there's a hidden animation dropdown for "male" and "female" animations, like the old sdk2 had. I'm curious if that's an artifact or if that's an actual thing. I know there used to be different sit animations and such, for example.
hey can anybody help me with making an avatar in a call or somthing
The mention about having dead ends on avatars, does that include the template used for gestures cause that never exits.
Sure it does, it has anystate transitions so any state can transition to any other if the value of GestureLeft or Right changes. It's not to do with the exit node, but with whether a state has any transitions out at all. The issue mentioned was that on avatar load TrackingType is sometimes 2 for the first couple frames even if it should be something else. So if your locomotion layer selects a state based on TrackingType immediately and assumes it never changes with no possibility of transitioning back, it would erroneously get stuck on that state. And it's possible that other similar situations might arise so it's always best to design your animator layers and transitions to account for every possibility.
So the only thing having apparent issues with dead end layers are the tracking type parameters on locomotion layers?
Not that I'd dead end locomotion anyway. That doesn't really make sense.
I'm not going back through everything and reorganizing it all to exit if I don't have to.
It sounds like that's the only known issue that would lead to the problem in the announcement, and then they warn against "dead ends" in general, presumably in case there are other similar cases with other parameters or something
Shouldn't be any foreseeable reason for it to affect custom synced parameters though. Unless they really break something.
I think the public free parameters are all we need to worry about. Like mute or AFK breaking in the future for some reason.
I have a question for uploaders/unity experts. Are you using any other versions other than 2018.4.20, and if so, have you noticed any avatars that require a specific version?
2018.4.20 is the only version of unity that can be used for VRChat.
Uploading with any other version will not work
For now of course. When VRChat updates versions of unity, all content creators will need to match it and grab whatever they switch to
Are there any reliable tutorials on creating avatars / models preferably with blender for beginners?
Is anyone else having issues with some avatars in vr? Some of the avatar's wrists and hands break or they turned for some reason
Either sort the bone order/twists or fix the bone rotation
sdk usually warn you if its not in correct order , so when you twits an arm/wrist ect it kinda squish into itself instead
Yeah but just yesterday they were fine, I have like 50+ avatars their wrist broken today, yesterday they were working fine
Today had an update
havnt seen any of mine getting it yet, but gonna be awhile to test that
All mine are 3 (200+ of them)
are you testing in vr >.>
not yet, fixing dead-ends and 1 keyframe anims since they are known issues
Havnt really got any dead-end controllers only very old 3.0's had a few
anyone else's avatar break tonight?
Idk if they're fine with just VR
half of mine
because they were breaking when I had full body on
same
I can calibrate but the legs bend backwards
There's something with the ik on feet that goes the wrong way
Idk my legs are fine, my hands though when it calibrates imagine your controllers facing forwards/straight but the avatr's hand for some reason bended more to left for right hand and right for left hand
so now I have to re-rig all my avatars and delete the ones that I can't?...
neh this is a bug
;-;
Some exsamples on it on twitter & #user-support-old , wonder if they updated it the new sdk or how old their av is tho
would someone mind helping me with uploading an avatar since the VRchat support side isnt exactly instructing
you don't have to make avatars to upgrade your user rank, just talk to people make friends and enjoy your time
I am a bit surprised that bugs like this popped out now. We didn't notice avatar locomotion breaking a day before the update with +70 people being on Open Beta at the same time.
guess its due to that 70 ppl who do beta vs. more than thousand can have pretty different avatars
how many toggles would you guys say is to much
said "locomotion break" is does happen in the locomotion controller i worked at as well (the one mentioned in the canny) - the jitter of trackingtype with the value "2" does lead it into a wrong branch (half body) despite you are using full body. and until today there has not been any case, where the trackingtype value would have been changed without reloading the locomotion layer
yes
would i just do it in the gesture layer then
depends, turning on particles ? no that goes into the fx layer
check here to see what goes into which layer: https://docs.vrchat.com/docs/playable-layers
would audio be considered fx too
yes
fx is basically everything that does not rotate/scale/move bones
If I want to start using Avatar 3.0 do I need to do everything from scratch again or there are easy way to convert some of it from 2.0 to 3.0?
Viseme is a pain to do it over again
Well your visimes need setting up again but they wont stop existing on your model.
You just need to change the setup in unity, the fbx stays the same
thank you
except for the blinking, i think they changed it to be just one blinking blendshape instead of two, so you have to combine those two blendshapes.
Visimes stayed the same thouh
also since you are new to sdk3 https://docs.vrchat.com/docs/what-is-avatars-30 you can read here how to use
Btw, I heard that there's going to be Avatar Dynamic ( the main reason I returned to VRchat )
is it available now?
thank you again
is there avatars from Friday Night Funkin'?
does anyone know how to fix the avatar glitch where you cant favorite/unfavorite certain avatars ?
does vrchat support 4k textures
Unity supports up to 8K. But honestly there are better ways to make detailed content than super high res diffuse images
ah okie
Does anyone have the cat bread avatar?? I unfavorited it.. it was my favorite avatar
Heyo, so I just finished rigging and setting up my first model in discord, its rated at medium quality (I think mostly cause it has 4 meshes instead of 1, but I gotta see if theres an easy way to fix that in Blender later)
I still have Visitor status in game, does that mean I cant test my model out locally via Build and Test either? I assumed that would be allowed for Visitor users
However clicking it gives me the same popup as the upload button, the whole "you'll need to spend more time enjoying the app" thing
Oh it even says "you can learn and test on your own device", so that sounds like I should be able to run "Build & Test" as a visitor no? O_o
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
Yeah I dont need to upload though
Im trying to run the Build & Test command, which is just for testing locally without uploading
Everything I read seems to indicate I outta be able to do that as a visitor.
"For now, you can learn and test on your own device"
oh maybe its because I dont actually have the client running yet, might need to have the client actually open first?
Nope, that didnt work either it seems. Hmm
Its poorly worded since it was written before the local testing existed. It basically means "testing in the editor". Since you are using AV3, you can use Lyuma's AV3 Emulator to effectively test the animators until you are allowed to upload
thanks :)
any differences between unity toon shader and poiyomi?
i see that poiyomi has been updated recently vs UTS that hasn't
How hard is it to make an avatar? I'm willing to spend a fair amount of time designing mine. Is the software to make it intuitive to use or will it take a while to learn?
Poiyomi Toon Shader is very feature rich, with the most recent (Pro) version featuring Audio Link support.
It really depends on the complexity off your first avatar. Of course the tools to make something will take time to learn; they'd only be intuitive if you had baseline knowledge already.
Fortunately there are many tutorials on creating your first avatar. VRoid and fullbody.readyplayer.me also make it easier to have a decent looking human without having to learn to model your own from scratch.
Thanks. I know it was probably an obvious answer but thought i might as well ask before i start. I'll have a look at some tutorials and the websites you mentioned.
How long does t takes before you can build and publish?
I have my avatar I'm ready to export
Just spend time in VRC, exploring, interacting, and making friends as normal, and eventually you'll get to New User rank.
i think you can see it in the vrchat website
but naw..i was a new user when i was able to upload after spending time in vr chat, only recently i became a user
but also..create a vrchat account, then link your steam account
if your name has a 4 digit ( number/ letters) then that means you are a steam user and havent linked your vrchat account
Could someone help me with an avatar not doing an animation?
when i preview animations and get too close to the avatar the meshes begin to disappear does anyone know how to fix this
tick on update when offscreen on the skinned mesh renderer or increase the mesh's bounding box size
I mean, that's not true but since I wouldn't recommend previous versions yeah basically
Also not true đ
previous versions don't work anymore.
Then why did I update my world with unity 2017 yesterday đ¤
You have an SDK that has not been available in a long while.
You know that makes me wanna test if a newer sdk will work in the old version of unity
It doesn't.
I'ma find out and report back
ÂŻ_(ă)_/ÂŻ
Nah it doesn't work đ
Still yeah I'd always recommend the newest version ofc
But saying old versions don't work is kinda misleading
They do but not with the new sdk
Don't know why that person would ever need to know that, but I'm weird I guess hahaha
There is no legitimate way to obtain an outdated SDK if you didn't download it when it was current đ
Yeah, wouldn't recommend it either. I been here on vrchat since 2018 so I have them still
Yoo ! I was asking myself after getting back into avatar making.
Is there any scripts that make 3.0 toggles/menus automatically ?
Making the animator controller manually do be a pain
Idk about menus per se but I used this for toggles until I figured it out for my own, there's an English manual in the download if I remember right https://booth.pm/en/items/2278448
hello
Time to make a V2 of my current persona model/avatar thing
i wanna learn to make avatars for vrchat so bad but everytime i try i just get so frustrated and i cant seem to do it đ
i need help so badly but noone really can
Does anyone know why my particles look so dark
shader brightness?
is there a way to change a 3.0 avi to 2.0?
is there a fix to make fist gestures only turn on when you pull the trigger in fully, and be neutral every other time?
i can't get it to work with things like gestureRightWeight
Ok just made my first test avatar
One question is if it will work for my quest
It's very good in performance
Because it's fairly basic didn't do any physics yet
You have to upload an avatar separately for PC and Quest.
Change the build target.
To android?
It takes a while, it'll have to reimport all of the projects assets, you'll see a progress bar come up in the middle of the screen.
Unless you don't have Android build support installed into the editor. Then it won't work.
How do I do that then?
In the case where you don't have android build support, an error will be thrown in the console.
Depends, did you install it through Unity Hub or a standalone installer?
nevermind figuring it out
If you used a standalone installer, you should just be able to run the installer again and add the Android build support module. If you installed it through Unity Hub, go to the installs tab, click the three dots next to the editor install, and select Add Modules.
Reminder that you have to upload both a PC and Quest version of an avatar for it to be visible on both platforms.
I got an odd problem, toggled clothing randomly flashing off occassionally? like I toggle on a sweater that isn't on by default, randomly it'll flash away and back for a split second at random times.
Ok i'll do unity hub method
Plus now that I know more what I'm doing with the new stuff I'm going to try now making a better avatar came out kinda bad but that's just cuz I wanted to test to see if it would open on quest so now I know how to do that
Is there any reason for me to swap to Avatar 3 when my workflow using Avatar 2 is way easier and faster? At least currently. Don't know how Avatar 2 support will go over the years
3 dont need wierd workarounds like duplicate avatars for dancing, easier to toggle things permanently on/off (sit/stands/whatever you can think of) and it persist through world, once you learned it goes fast.
2 not going anywhere for awhile but i stopped doing them quite awhile ago
Furthermore, newer avatar features are confirmed to only work in Avatars 3. Such as the upcoming avatar triggers as part of the avatar dynamic system they're making. As of writing, Avatar 3's main advantage is being able to define custom animators, parameters and make use of the Action menu.
Yeah while AV2 may be faster for some pipelines, AV3 has more features such as simple things like toggles and the parameter menu. Also like rainy said you won't be able to use the new physics bones they add if you are using AV2
For anyone with a unity background AV3 is far more straight forward than AV2.
Or even just other games engines like unreal
Iâve seen unreal devs drop in and start making av3 features as if second nature. Would not have occurred on AV2, itâs too weird and contrived
Anyone saying AV2 is better usually does not have practice with animators or they wouldn't comment
AV2 never came to me as weird tbh, learned most of the systems at the same time
I thought surely I was over-exaggerating and maybe AV2 was barely any different, but I just recently had to work on a AV2 project and I forgot how convoluted animators were on it
I do not miss it
AV3 allows more freedom and with freedom comes complications as more advanced setups have more niche problems
Only better part of AV2 was because they introduced bugs when AV3 came out lmao
And yeah itâs true AV3 does force you to learn unity proper, but honestly I see that as a good thing. There is value in doing things the right way and being less contrived and platform-specific. There is a world of documentation for unity animators already
And learning it feels more practical since it has a point outside of VRchat as well
Same with Udon sharp. You may be learning it for Udon, but if you are coming in blind you are secretly learning unity mono behaviors and all the classes as well
Useful if you are into game dev
AV3 is goddamned magical once you get it figured out. I can separate animations on conditions like having 2 afk animations, one for if my avatar is standing and one for if it's flying, I can have a mage avatar that casts spells only when holding onto the spellbook, I can have one animation directly trigger another using parameter drivers... Basically, if you wanna put custom animations on a VRChat avatar, there's basically no good reason not to use AV3. The main benifit of AV2 is just that uploading an avatar is pretty dead simple and quick, but if you want anything custom beyond the model itself, AV3 is basically the way to go.
This is only talking about animators, and doesn't even get into things like the more complicated ways to trigger animations with AV3. The previously mentioned parameter drivers, different animations for different gestures on different hands, or even both hands at the same time, animations based on velocity, etc.
That's only partly true, SDK2 Avatar's will still be able to interact with the triggers. But you can't set up triggers on them.
Yeah, you're correct. I mostly meant from the perspective of a creator, you can't make animations using the triggers, but thankfully, legacy avatars can still interact with the triggers of animations made on a newer system.
av3 is just better in litterally every way once you get the hang of it
av2 is soooooooo limited
and people are still barely scratching the surface
What is going on with Avatar 3.0 everything broke WTF.