#avatar-general
351 messages · Page 32 of 1
You can look at the example handslayer controller to see an example of that. It would work best if you set viseme mode to jaw flap so you have a range of 1-100 to work with
You could probably just do like 10 different levels for each range of 10 up to 100
ah, aight thanks
I require a teensy little bit of support in creating a hand gesture
If anyones willing to help
Texture cutout. With good attention to surface normals so you don’t make creases
For larger details just modeled tufts, but honestly baking detail to a normal map can look better
ok so, I made an optimized version of my avatar for quest users
how do I activate it, equip it, whatever
because I know there's two avatar slots on the menu
That indicates that you did it wrong unfortunately
The two uploads should share the same blueprint so they should only come in as one avatar slot.
You can know an avatar has a Quest blueprint because you won’t see a little mini character next to it when you select the avatar, as it will have its own built in
aaand how do you do that
It sounds like you made a PC only avatar and a quest only avatar
In unity there’s a place where you can see all of your uploaded content. Content manager I think on the VRChat tab?
Scroll down to the PC only avatar and click copy ID
mhm
So I have an issue lol
Then click on the quest avatar, there is a conponent called pipeline manager. Click detach, paste on the Id, and hit attach. Then upload it for android again
I use an avatar that I absolutely love but apparently it looks different to pc players, is there a way to get pc players to see what I see as well
you mean attach?
If it’s blank already paste it in and click attach but yeah first you’ll need to click detach if there’s one in there already
alright done
hey everyone can someone help me with an fx file its not working right
Now upload it for android. The dialogue should say update avatar rather than create new avatar
You can go back after you’re done to content manager and delete the quest only blueprint, as you’ll now have one that is both
@fluid grotto may i call you and show you whats happening please
I don’t really do that sorry
ok so the fx files is messing with the avatars textures and its not giving me an expressions menu
in unity is it possible to get a rotation constraint that spins a different axis
ex: i want a chain to follow my leg but when it goes from front to back i want the chain to go side to side
Odd question: has anyone ever received an avatar commission request that was absolutely ridiculous and additionally did they ask for it for free?
All the time
“I make free mods, but requests are not free”
“Ok but what if I just give you an idea and you make it for free”
“That’s a request”
This seems like a thing you would find in a random quote generator
Some people do give off 90’s era chatbot vibes
Please explain what you mean by this “90’s era chatbot”
is there a way to have a object on a player avatar to look at other players? Like its local to every player so they all think that the object is looking at them. I thought of using a Look At Constraint, but don't know how i would put another player as the source.
anyone know what can causes gestures to get stuck when playing in game?
i am not using write defaults
well that's exactly why
https://sketchfab.com/3d-models/zootopia-tiger-dancer-e7e7e358c41541859921f1d7a5492844 Will this model be appropriate to upload in VRchat? Its from a Disney film so I'd assume so but figured I'd ask regardless.
thanks
if you have the rights to use it, yes
Im gonna buy the model but figured I'd ask first before I uploaded it.
so if i have a model and i change it to shad smooth on a low poly model then port to unity would it have the shad smooth or would it go back to shad flat?
it would still be smooth
cool i was worried for a second
Anyone know any good ways to start creating avatars? Specifically Quest2 oriented, if anything. I want to get into making some for me and my friends so I can make our D&D characters. (and who knows? maybe i'll get good enough to do some modelling on the side.)
Yeah I'm also not sure where to start, I know how to use Blender but I'd love to see a tutorial that goes through the entire process of getting an avatar into VRC, since there are custom animations, shaders, mouth movement and other complicated stuff
I published my avatar and it replaced the one i already had ingame instead of having 2 of them, why is that?
Did you detach the blueprint ID in the pipeline manager?
No i didn’t but only at the last second within publishing it told me the pipelinesaver is founded and it will be removed, I’m not sure where it came from nor will it let me select it
I pressed detatch, but it probably isn’t good for anything
When adding an avatar descriptor to your avatar it should also add something called a pipeline manager to it
The pipeline saver is something else
has pipeline manager, not the saver thou
Did you hit "Detach (Optional)" on it?
yes
If so, now when you upload it; it should upload as a different avatar.
thx
Also, for some reason in vrchat the characters hands are always up
Whilst my actual hands are down, if i bend down the character will bend down thou
Every avatar has a long string of numbers. The pipeline manager component tells it which avatar you should be replacing if it’s blank, it will make a new one.
i found out the problem, i didnt set the small ball to the character's eye
now my next task to perfecting the 2 avatars is to add lipsync and emotes/objects within expressions
Help me. I have never used unity in my life and I require assistance in the creation of an avatar
I understand.
In other words, tell us what you require assistance with rather than telling us you require assistance.
So is there a way to turn off dynamic bones in 3.0 with an animation? Say you're wearing hair and a hat. Some parts shouldn't move when you're wearing a hat but when it's off they should move. I tried the animation in Unity, it changes the values but doesn't do anything in game. Is there a limitation?
yeah you can just record an animation where you turn off all the dynamic bone scripts and I believe that should work
K
What are some of the coolest new things you're seeing on avatars this year? Shaders, gimmicks, etc
how long does it take you guys to complete models?
When I get orders for 'full customs' (kitbashes that use a base and clothes from DeviantArt, etc) I would say 5-6 hours is average, but it can be a lot less or a lot more depending on what they want.
Original 3D models can take much, much longer.
It largely depends. A full custom thing could take multiple months. Porting an existing model and setting it up on avatar 3, with lots of menu features, maybe 2 days
Kitbashes maybe 3 to make good optimized atlases and clean it all up, it really depends
No avatar is the same
Simplifying overly detailed models is a chore
You get a LOT faster at it if you practice frequently. There are things I can do now in minutes that would have taken me hours before. But I credit it a lot to having a job that lets me work from home; it definitely takes a lot of practice time wise.
Why is it that I can make gestures on a controller and put it into the dedicated gesture controller slot but it does nothing until I also put that same controller into the FX controller slot?
It just seems redundant but there has to be a good reason right?
that makes no sense because gesture and FX should not be animating the same type of stuff really
gesture = hand gestures, transforms. Fx = everything else (blendshapes, object toggles, etc)
^
it depends on what you are animating in those clips essentially
I just made a toggle with 2 animations with 1 turnining a mesh on and one turning it off
it didnt work at all besides the toggle showing as an option in the radical when I only put the controller in the gesture slot
Oh yeah wait why did I put it on the gesture controller
I need to sleep
Relatable
so not sure if this is the right area to ask this but can't seem to solve this issue. when ever i try to upload my avatar it starts to run in unity and prevents upload. "uity application is running... stop it to access the control panel." I stop it and start over it does the same thing. i have followed steps including removing vchat files from reg and reinstalling but the issue still happens. I have remade this project like 15 time already, i've wiped everything and reinstalled everything, I have tried just about everything.
anyone have any ideas or is anyone else having this issue?
are you hitting play or are you hitting Build and publish
build publish
can you try it again, and take a full screenshot of your unity window?
yeah (i am able to upload a test without issue not sure why build publish is giving me problems)
sent it to you wasn't able to send in chat
lol thank you sacred
👍
That’s not necessary and it’s probably going to do the same thing if you only have it in the FX layer. Meaning the gesture slot is not working.
Can you use Tracking Control on Gestures to makes characters perform backflips etc.?
Yes
So I have the Gestures Animator running on both the gesture & FX layer.
With everything ticked for Tracking control it just puts me in the weird head weave state
Am I missing something?
Hellp
Help
I am looking to buy an avatar
No more community crap in VRC
Any advice?
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. 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
It’s largely depends on what kind of avatar you are looking for, could you describe what you have in mind a little?
I assume anime? Either way i would look at the people advertizing avatar creation in VRC Traders, their discord is in #community-servers-old
find one that makes things similar to what you want, and contact them
whats better? multiple meshes or one mesh with a bunch of blendshapes?
Tough call. It depends. Are the meshes skinned? Can you guarantee only one mesh will be active at a time?
As far as Avatar rating goes, that’s easy: Use blendshapes for a better rating. But that’s not necessarily better for performance. It depends.
In general, a mesh with no active blend shapes is more performant than a mesh with an active blend shape. But you also want to completely avoid having multiple skinned mesh renders active at the same time, because that is way more of a hit.
for example. if i have 10 skinned mesh renders with no blendshapes vs 5 skinned mesh renders with blendshapes. the one with no blendshapes will be better performance?
unity crashed while i was publishing my friends avatar bruh...
Hi! Is there a way to see the author's details of an avatar we have? I can only find that info if i'm looking in to someone's avatar. =\
Absolutely choose the one with less skinned renders; they are orders of magnitude more intensive. Reduce them by any means necessary.
Multiple skin renders should really just be combined in blender even if that means having extra materials, it’s not as bad as a second skinned render.
Ok thank you
Is there anywhere I can find a Taiga Aisaka model?
what's the rules on avatars that are based on models from actual games? For example, a Joker model from persona 5, or aiden pearce from watch_dogs?
Does anyone know how to fix legs bending when the avatar gets uploaded on vrchat?
Not sure where else to ask about this but I'm making a prototype for my custom avatar. I'd like the mouth to resemble an active furnace in coloration though not 100% sure to achieve the same feel.
The greatest lie I've ever been told about creating characters for this game is that you're only allowed to have bones that the unity Humanoid rig recognizes.
Sorry if this is a basic question, but is it relatively straightforward to make a base avatar in VRoid and edit it/add clothing in blender? The Vroid Studio clothing system is interesting but a little basic
For some reasons i can't movie the hair, or any other object from the avatar. I unpacked the prefab, but still not working. It only shows in the transform window, that the numbers are moving. But the object stays on place. Anybody knows how to fix this? Thanks
it is straight forward if you are experienced in 3d modelling. Otherwise, no.
As long as the models wern't actually ripped from their respective games and were fanmade it should be fine, otherwise its subject to being taken down (very unlikely but very possible)
Who can I pay to add things to my avatar for me that I could not
What things?
- I can’t seem to successfully add my own emotes and props to the expressions on my vrchat avatar, there’s always some bug
The props part like him having a gun, I didn’t yet research on how to do that however
- Lipsyncing, Will need to find a way or have someone replace the face as a whole so eye bones can be added, the character is from pirate101, so the face is just a texture
I had the same issues with props. Now it's working. I added them to the Menu. Not the HandLayer/Hand Animations.
This shows how to add props. https://youtu.be/3u-G2C-KIfwI also added an animation where everything is off(idle). It works with one object. Most tutorials don't even show that. Now i am doing that part at 9 minutes. I want to know how to toggle different objects. I am worried on how to do the idle animation, because i want lets sayy 5 objects turned on & the nturn only 1 off.
I will see if its working in a view minutes.
Ok it turnes on but not off -.-
@gleaming epochturning on but not off is most likely a write defaults issue
Is there a way to lock a avatar in place in vrchat? Id like to make a toggle that makes you freeze in your position or at least freeze in 1 set position
yes, you can have your actual model be using a completely separate rig, and then use constraints to lock the position of every bone in one rig to the bone in the actual rig
you could also disable tracking to everything and use an animation to move the bones into a specific position
I'm not exactly sure what happens if you simply disable tracking to everything
how would I disable tracking to everything?
using the VRC Tracking Control behavior script
not sure how i miss this but i see they update quest limited on poly. my old avatar file 3.0 put in very poor. new avatar file 3.0 make my poly into yellow.
Yep, they bumped up the Quest limitations a few months ago.
You need to update VRCSDK, since old ones will still rate your avatars according to old limits.
so we have 5 animator layers, but is there any reason I can't just do everything in the FX layer? Aside from locomotion animations in Base and enabling colliders in Gesture layer so you don't end up with mirror-clone collider issues.
Hi, I just realized that I can't load avatars until I play (although I needed to test it) So how long do I need to play for this to be possible? 0-0
?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
yup
That's a command, by the way. Read the message from VRCBot Omega.
Oh, it was awkward... Thanks for the help! ^^
hey anyone have any like.. sitting/laying positions i could dl?
need some bc the presets are a lil weird on my avi
How can I make an object grabbable with an toggle?
Is it possible?
yes
https://www.youtube.com/watch?v=0dVkFNImA7Q a tutorial showing how to layer multiple clothing from VRoid in blender
know how
technically fanart models are also copyright infringement
I guess yeah
Thank you!
i just do the same as toggle hat afterwards yes?
@half rover yes
okay
but you animate the weight values of the constraint sources
i will ask you if inrun into problems
glad to be of help
is building avatars hard?
yes if you're talkin from scratch
hewo
@upbeat tartan what are you talking about exactly? which world?
not sure what you're referring to, vrchat has thousands of user-made worlds to see
i know
but why they dont invite me
do you have friends added in game?
no....
a world is nothing without users in them
you have to go to worlds yourself
or join friends that are in some world
you can go to public instances of worlds from the world tab, where you can meet people
sorry i am new in VRC
a world can have many kinds of instances
public, where anyone can join from the world's tab
friends+, where only friends or friends of friends can join
and invite, where only invited people can join
ohh ok
those are referred to as "private" worlds
you can see how many people are in public and private instances of a world from the world tab when you click on a world
how do i create world?
like, your own from scratch? or an instance of a world where you can invite people
yeah
that's not a yes or no question lol
wdym
did you mean your own world or an instance of a world
own world
all content is uploaded through the Unity editor
hmm
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
oh
should start by exploring public instances of worlds
i wanna explore world first
how do i do this
in game, go to the Worlds tab in your quick menu, and pick a world to go to
there will be a number in the corner of each world telling you how many people are in instance of it
when you click on one, the most populated instance will be already selected
but you can see other instances of it at the bottom
but should i wait when someone to invite me?
no need
you can just join it
you only need an invite to join an invite only world
otherwise, you can just join in public worlds or worlds your friends are in (that are friends+ or friends only)
but i alredy click the invite me and then when i click lauch world it dosent do anything
how do i downlaod it?
no i using computer
@upbeat tartan have to so yes
anyone know any commissioners that do mute avatars with snail marker?? or just avatar worlds in general that have snail marker avatars.
#community-servers-old for commissions, look for VRC Traders. #avatar-search-old for searching.
Okay thanks!
I'm putting this to inform: I was notified that my avatars were ripped and put on a website. I think you know what website. Normally, I would not care but.. One of my avatars that got ripped have a paid asset on them..
so im wondering something about 3.0 avatars
i saw something about being able to unequip and equip accessories for them
is it true and if so how do i do it
yeah, known as a toggle and there is a really short video someone made on it about it
could you link me it please
yeah
thank you
Well I was trying to Rig my Roblox character with Mixamo but it did not work
and so I am rigging it with Blender
I think mixamo works best with humanoid stuff
Roblox stuff you should be able to rig yourself easier I guess
Is anyone commissioning?
Separate discord for that, VRChat Traders, community run. It’s in #community-servers-old
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. 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
Does the sdk 3.0 provide a pre set shape key for the face?
shape keys are part of a model, the SDK can't magically add them
anyone got a clue what "gesture layer needs valid first animator layer" means?
are you using the gesture controller example provided by the SDK?
or did you try making your own
my own
then yea, if you didn't set up the layer masks correctly, you'll have issues
the masks are there to tell each layer which bones they are allowed to affect
go look at the SDK example for a reference
should be called like vrc_avatar3HandsLayer
you can also just copy that one and modify it
i see i see, tyvm
No, but if there is a shape key on the model called eyes_closed it will be used by the default FX layer when AFK or using the die emote.
Is there a way to locate where it is? I need it for a project of mine so that way the face part of the model can also have the same shape key
I'm not sure what you are asking. Shape keys are part of the model file
Ooh sorry about that so I'm planning to frankenstine Zhonglis head to a modern suit or modern clothes and I want that Zhongli head to have the same shape key face movements for the animation so I can use the same animations from the original Zhongli file
If you've used the model it's shape keys are still there with the same names
it will actually have all the shape keys from both source models if they were merged
So any shapekey animations for it should still function. Make sure the body mesh is still called the same, most people just call it Body so everything is consistent across models
but it'll expect the mesh name to be the same as whatever it was before
is anybody aware of why unity in-editor might be freezing for 2-3 seconds every 7-8 seconds consistently
Hey, you know those avatars with rainbow emissions?
Like, the ones that will shift their hue?
Is there a way to toggle just one hue at a time? Also, is there a way to make that in the diffuse channel instead of the emission one?
Poiyomi has hue shifts for many parts of the shader, including the base color and emission (they are separate)
a typical hue shift setup consists of a radial puppet controlling a Float that smoothly blends the hue shift from 0 to 1, doing a full hue rotation in the process
there is nothing stopping you from just making a simple toggle that sets the hue shift to a given value
I’m still confused on why folks use normal maps for toon styled shaders for VRchat? Normal maps is based on how the light reacts to the model.. well don’t most folks not use world lighting based on how it tends to be baked or if real time wouldn’t cast shadows on the model so you’d have to have a self lit toon shader and i don’t know if the normals would make much of a difference?
...what is Poiyomi? Is it a shader or something? Is it a component? Is it quest compatible?
Folk sometimes have some weird ideas
Maybe there is a difference and the result is oddly interesting? Maybe there is no difference, but folk were taught to always use normal maps?
I'm willing to bet on the second option, though
🤔
Basic unlit shader(self lit) won't have any shaded part caused by normal map. But some other toon shader support lighting ramp or multiple shade color and that will make crease and bump from normal map visible.
It's a shader, with a lot of features.
Do you know if Poiyomi shader does?
Is it quest compatible/friendly? That's really, really important for the avatar I'm making
Quest can use only quest shader provided by vrcsdk.
Does what? I guess you meant about effect from normal map, it's a yes. Poiyomi shader support lighting ramp along with normal map. And lot more other things too.
so I suppose Poiyomi is not included in that bundle of shaders, right?
Not included
Alright, thanks
Quest runs like mobile device, so any rendering has to be as lightweight as possible.
Would be nice
Poiyomi is a shader. No, it's not quest compatable. You can do hue shifts with the regular quest shaders though, it's just a fairly complex setup.
Does anyone know how i can change the "Preview source state" for my animation transitions? Does it even matter that i change it? It always just resets
That's only for preview transition animation when you're configuring the transition. It just doesn't have any other effect.
anywhere where I can learn said complex setup?
1D Blend trees on unity animation controllers!
Most do a 1D blend of 3 animations tinting it red, green, and blue, and back to red on a radial slider
Some also add in stops for the secondary colors to make them fade in a bit better
Don’t know of any tutorials for it, maybe I should make one
interesting
would be cool to watch
And FYI the only quest compatable shader that allows color tinting is Standard Lite, so you’d be locked into that one
Not everyone likes Standard Lite
why? What are the constraints?
It’s a fairly realistic shader. People like their toon shading
yeah, fair enough
what I'm trying is also fairly toon-like, but it would be cool to be able to shift the colour
Yeah it’s pretty difficult to get a toon effect on Standard Lite. You’d basically be forced to use some emission which means you’d be bright in the dark
that is not necessarily a problem in this case
but about the emission... there's an emission colour
if I set it to black, shouldn't it look normal?
Black emission is the same as no emission
exactly
If you don’t mind regular standard shading then sure don’t use emission. Leave it unchecked
I see
ok, I just had an idea
say I want to shift the hue of certain parts of the texture but not everything
could I use the texture used in emission to mask those parts out?
Yes, although the color tinted parts of the texture would also be non-emissive
that's preferable
alright, thanks; I think this has helped me a lot
As for the 1D blend tree I usually just make an animation that sets the tint color to various colors. Then in the 1D blend tree I make 7 key points, red, yellow, green, cyan, blue, magenta, then red again. Equally spaced from 0.0 to 1.0. Then I control it with a radial slider
Yep. Most can be left as defaults if you don’t need them
If you clicked it to expose the slot, hit the X and it will go back to using the defaults
Is using the bicycle pose that humanoid avatars do while making an animation a good way to test how objects like swords will be held in an avatar's hand with say the fist gesture?
No. The neutral pose is just all muscle sliders set to midpoint
Nothing special about that pose, I don’t think it mimics any hand pose
Is it possible to put lights on a 3.0 avatar? In my case, I want to have two spot lights for my eyes so I can toggle them and see in very dark worlds
yes , enjoy very poor rank (1+ light)
I mean it’s not like I already get those lol
Is there some sort of special technique I need for them?
I think a single point light is enough
just put it on an empty game object and put that on the head
enable/disable the object to turn it on or off
you can also use animations to control the light intensity and angle
How would I control the intensity?
with a radial puppet
I’ve never messed with one of those before, lol
why cant I use boolean parameters for the 4 axis radical puppet?
tight on slots so its not particularly great that its not letting me use booleans for those
I dont see why it wouldn't let me use them either but im probably not realising something
Try a menu with multiple buttons instead of you have bools.
Bools are all or nothing
so i wanted to make my avatar quest compatible, but now it says "Avatar uses unsupportet shader 'Standard', even though i changed every material i have to the mobile one. Also when i click on select it just takes me to the inspector of the avatar itself. Any ideas?
Bools are 1 or 0. They can’t be partially activated. It’s either fully shown or not shown at all.
oh yeah that makes sense
I realised I cant even use the 4 axis radical anyway because the values it sets dont persist after closing the menu
need to pull the trigger to have it stay
They can, depends how you close it though
I haven’t found four axis very useful though I stick with two axis
Opposite ends of the four axis are mutually exclusive anyway, so why not use a two axis
Uses half the bits for same result
Hi
How do you make your avatar view through a shader, making a NVG\
For the spotlight I mentioned earlier do I want it to be real-time or baked? I want it to be quest compatiable
you can't do lights on quest
Why the fuck my avatars pink after update
missing material or missing shader]
Lmao everything just broke.
Audiolink avatars are cool
Change my mind
is quest avatars shaders is broken
mmh I have a weird question but it would greatly help, is there a way to debug an avatar ?
you can use the Lyuma emulator for unity
yep that seams like it would do the job perfectly ty :3
noticed that in the fbx there is something called "RootNode", which uses a material with the standard shader. I can edit the shader nor the material nor anything else in it. when i delete the whole thing it deleted the whole model. any ideas on how i can "ungray" the thing?
Will everything stay pink or will I have to replace my advtars
They'll fix it
It'll update everything because quest avatars use vrchat shaders and therefore Vrc can fix it
did the update mess with the quest shaders? 😮 i updated and now my hair is pink :<
for quest anywho xP
so far i've debuged the menu item for the toggle it now changes the variable but it does not pass it to the paramaters for the fx layers (I made sure it's not a capital missing or difference on the variable name) so I followed a tutorial and checked the documentation and I am still clueless as to what I am doing wrong
select, right click and hit extract from prefab to edit the material
am i the only one having problems with test avatars? theyre not updating
Does anyone know what happened in the quest version of the new update? It made my avatars all pink like it doesn't have any texture on them
The update launched broken. They just pushed out another patch to fix it, update your game again.
Okay thank you!
They didn't catch it at first because it's mostly only a problem on the Quest version, so it slipped through the cracks.
No clue but it's crazy how rare heisenberg is
hey really weird question here, ive been doing work on a model for a friend of mine whos in a different server region and when i log in it just wont let me? i presume that has to do with safety issues but is there anyway i can actually log in and upload it?
I'm kinda having the same issue kinda. For mine is that when I go for my test avatar it doesn't do the face expressions I wanna do and then I change into another avatar the game just crashes on me
Is there any way to change the orders of your avatars? Like the order in which they appear in game
Sadly not, apparently it’s being looking into though
Ooh nice, thanks 😊
Yeah I've done that for favorites, but i mean personal avatars
Does anyone know how to work avatar assembler correctly every time I always try to combine this outfit with the prefab in unity and the avatar appears naked in the copy
where can i get custom avatars i can buy
you can browse Gumroad or Booth.pm
i dont know what to seach on booth
yes
You can't send files in here at all.
it does not let me send u the hair here 😦
lets try um.. dropbox or similar?
What are you trying to upload?
a hair preset
the file is to big to send in dms
for her to use on her vravatar i made for her and am now teaching her to modify
Try compressing it.
im sorry krusher ! duly noted 🙂
its ok
look out for these quest crasher avatars
Does anyone have any idea what version of unity we will be upgrading to once we do the move to 2019? Id love to start planning for it!
@woeful ruin doubling the question, can we get some grapevine info on which 2019 will it be based on, for pre-production purposes? super appreciated
Not finalized yet! I would strongly suggest against doing any kind of prep work for 2019 yet.
You'll have plenty of time and warning. Patience!
aww, okay, thank you.
What will happen to all avatars built on 2018? Will we have to restart them in 2019? Or can the projects transfer over?
where can i buy avatars
when you bend forward in vrchat, what bone is it bending on
Is there a difference between the Unity 2018 and 2019?
where can i buy avatars
Unity is having issues. I can't seem to upload my avatar like there's a popup for like a New build or something
I'm updating my Shiratori that I bough from Booth with the new SDK and it won't let me upload and it keeps saying I need to get a new build. What do I do to fix this
Hello umm... is this like a new mechanic in the new SDK?
No information has been released yet. You will likely not have to do anything, most (if not all) avatars work with zero problems in 2019.
No, they're asking about an upgrade to our game engine.
So we can't upload any avatars for now until that's upgraded?
That was random, course we can (did a few earlier)
No. Nothing has changed. We are merely telling people we are upgrading soon. You do not need to do anything, as the announcement states. 🙂
Please check out the last few posts in #announcements for the official information.
Lucky hehe
I guess I'll wait for things to be fixed first
🤔
can someone help me wwith weight painting i dont understand it i will pay you if you need it
There's also an issue in VRchat when I change into a different avatar the game crashes and the red circle with an exclamation point in the middle comes out and closes the game on me
Hi wondering, how can I rename blendshapes?
In unity
It's honestly my only option to make the expressions worj
you don't
unity is not a 3d modeling program
do it in blender
renaming blendshapes will also have no effect on if your expressions work or not
Can't, don't got the original file, it was a prefab given to me and the blendshapes name broke, so now they won't keyframe up and I can't make custom expressions
Like the expressions and blendshapes are there, their names are just all screwy, so they won't keyframe
Does anyone know how I can add particle effects to a character for VRchat in Unity?
This is just an odd question but what if I use the old SDK like lets say my old SDK3.0 from October 2020 does it make a difference?
you always want the latest version
It would probably be buggier but why would you want to do that?
I mean if you really needed to get an update out during say when quest shaders broke on the latest sdk then I guess that makes sense but I dont see any other reasons why
besides using an older sdk to exploit it in some way but I dont reccomend doing that
Remember how the old 3.0 has a feature that it saves your settings from the expressions menu like lets say your original hair is black and you want to set it to blonde it stays blonde even if you visit another world or like re login to vrchat but the new 3.0 removed that feature
@neon finch that's still a thing...
that's why there is a "Saved" checkbox for every parameter in your expression parameters file
me wanting to get into making avatars also me reading all this mhmmmmm brain hurt
it's not that bad
but it can definitely get complex if you want it to be
Yup, and im the type of person who likes complex
I've messed with editing software in the past, a lot of other software, i just never have the confidence or patience to actually finish a project hahah
where would I go to commission someone to make an avatar
Fiverr has some, but you could ask around anywhere really
sweet, ty
VRC Traders server
does anyone know how to add a hud to and avatar? im looking for a tutorial but cant find any
If you have a prefab the you have a model that you can open in a 3D modelling program too.
Hi all anyone will to make myself and maybe if it goes well my friends some custom avatars?
No.
if you do, please ping me
hello guys, how can i make a facial expression for my avatar that would make it go cross-eyed? i tried making the animation by rotating the eye bones, but it looks like putting it into my expressions in FX layer doesn't work cause it doesn't want to move the eye bones, i suppose a different layer should be used?
try gesture, you want to set tracking control for eyes to animation
so i add the cross-eyed keyframe to the hand animation?
I just use another layer in gesture that uses the same 'gestureleft' = number
alright, thank you!
Hello! I’m looking for someone to help me with something. All you have to do is test my avatar in VRChat to see if it works properly. I have everything ready and its ready to be imported. If you’d like to test it let me know, thanks! (Dms)
I have an avatar that I’ve bought uses cloth physics for a skirt. I’m thinking about taking the avatar into blender and just simply weight painting the skirt to her legs because the cloth physics are super buggy and I’d like to optimize the avatar a bit. Are cloth physics actually bad for optimization or is this endeavor a waste of time?
@bold jewel very much depends on the amount of cloth vertices
is it possible to get unity version 2018.4.20f1 anymore? i jut factory reset my pc and i needa get my shit again
Yes. versions of unity don’t go away
i was told that version got discontinued and then when i search it up only version 2018.4.20 comes up
It is discontinued. That does not mean you can’t download and use it.
is there a link anywhere?
guys i had already spent more than a few hours on Vrchat and i wanted to upload an avatar and it told me to do more hours in it. what do i do?
?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
I heard u gotta play atleast 24 hours
It’s not time based. The logic behind how it works is not explained so people can’t game it. But the more data you give it the faster it can discover people it can trust. So play, meet lots of different people. Don’t stick to just one group or world.
You’ll get it once the system is confident enough you won’t abuse it

🤔 anyone notice unity takes a slight bit longer to fetch config files for uploading or is it just me
do you guys know any better crouching and laying down animations that I could use?
I currently have to play in desktop because I send my Index in for a repair and I don't really like the standard animations :/
Is there a way to make a spot light trigger that’s quest compatible? I’ve seen it before on a clone trooper avatar
ay is there anyone that can size down an avatar and make it quest compatible?
Guys question so is the new Unity gonna be used now for uploading avatars Unity 2019.4.28 was the one in the announcement page is that why whenever I try to build and publish on the old Unity it didn't work?
Both versions were used for uploading. The unity upgrade is just new bits and features, quality of life
just realised I'm over an hour late, but you can report bugs and issues you're having with the 2019 version in #open-beta-discussion
How do i upload my avatar to vr chat i already have it downloaded how do i do it? pls help me
Anyone test it yet?
View some tutorials.
Hoi, Shoto, I'd recommend making use of YouTube, Google, and Pumpkins Tools
Depends on how complex the avatar is
the more time consuming the more likely they'd or I'd want to be compansated preferably with money
If you want I can take a look at it
Booth.pm, Gumroad, Fiverr, some Discord servers, etc
Does anyone know, any good blender course? I make avatars, but mostly kitbash.. usually I can scratch for example hair and small stuff, but I would like to learn how to make clothing and stuff.. :)
Sadly nope nobody dmed me
I guess i gotta wait til I get verified
woulda but uhh was blind and didnt see the dms bit
hey, how did one open the expressions menu on PC?
I forgot
(other than opening the menu, there was a hotkey)
r
thanks
hey, does anyone have an anatomically correct human model?
I kind of needed to have a reference to see where the view position should go in my model
if you just want the view position reference you could use the fred model (tutorial avatar)
the what now?
its a good standard for proportions and general things
it used to come inside sdk2 but its not in sdk3 anymore
dunno if you can get it anywhere else
also, why did they remove it?
that i also dont know
I see
maybe they considered the model too outdated or something
but i think its still a good reference
I mean, it supposedly works well enough for me to not be able to distinguish sdk2 from sdk3 avatars
like, if I had an anatomically correct model to compare, I'd know where inside the head a human one should be, and put the view point accordingly
sad
now what? Do I install sdk 2 just to extract the fred model?
thats about all i can think to recommend
yeah i wish you luck, gotta get back to other stuff
yea, sure
if the model is light, I'll upload it here
unless the mods think that's bad
i would say to not do it
ok
Seeing where the viewpoint is an it won't really help you tbh, you won't ever get correct limbs size / proportions if you want the model to be Fidel to a reference or smth
And in your case, there's not much to do
Put the viewpoint between the eyes (height) and right in front of the shoulders (depth) and you'll be good
Or at least, best for yourself
Would anyone want to be my teacher?, I really hope to get into avatar making like making the models and rigging them or making worlds <3
YouTube prolly is your best bet ^^ unless you want paid "scholarship" about that
I don't know how much in front of the shoulders "right in front of the shoulders" is; I don't really care that the eye height is the same as the model's eyes, but I just need the arms to feel right
Thing is i'm kinda hoping to find a real person to help
you can ask specific questions here, but usualy youtuber tutorials are your best bet
But thank you for your assistance
That's the point, your viewpoint will also determine how your head moves and all, not just how you feel in it. If you want your arms to feel right, get a properly proportioned avatar or adapt it
I can try to help, in that case; I'm not particularly good at any of this, but I'll try to help with what I know
Yea people will help you here and in other discord but no one will teach you everything from the ground up for free unless you're lucky to have someone willing to
There are many great tutorials online
I see; so the viewpoint will almost kind of act like the end of the head bone, is that it?
(emphasis on "almost")
Yes and no ? But it will definitely affect how your avatar will move with your head and all if you put it in a funky place just for your arms to feel better
I see
For example if you put it in your hips, your head rotation will be okay, but when bending or other more specific movements in relations to your hands or trackers will be very scuffes
Scuffed
yeah, I can see how that's gonna be a problem
thanks, Reava, your insight was really helpful
Np
You can always fuck around and see for yourself how it acts, fails, issues and shit like that is always best practice
huggys
is there a way to use an override to control default finger positions? like i want to get my peace sign to be fingers spread out not sticking straight like they do (i'm using index) but no matter what i do in game they just remain straight, and i also don't want to mess up the positions of the fingers outside of the pose. Any ideas?
i know i could adjust the values for default and end up with what i want for the peace sign but i don't want that to be affecting my default is the issue
Hi is. Someone available to upload a aviator and turn it quest and pc compatible?
I created a shapekey and tried activating it with animation as a toggle bool but no luck still, the default control for valve index (and or all remotes) within vrchat is not letting me do that
using index controllers causes finger animations to be completely ignored unless you disable tracking on the fingers using the VRC Tracking Control behavior
best to either position the bones how you want in the first place
or you could maybe use constraints somehow
my idiot ass needs that armature chart again
my dumbass clicked it
soooo am i the only one that feels like i can enjoy the next 6 years of my life before my model will upload?
@opaque orbit
anyone know of an avatar with 4096 animations, thats the theoretical limit if you are using all 128 bits of the parameters
yo can anyone make me my own avatar
I don't think anyone will be crazy enough to consume all of that. However, the real theoretical limit is 2^128 animations, which is some number with 38 zeros behind.
You can even do some crazy compression to get that number up more
damn that's crazy
So I tweaked a pose in blender and uploaded to unity, went to configure avatar, reset pose and applied. But the avatar in the Scene is not updating, still in the same old pose.So I drag the FBX to the scene to check and make sure its updated and it is. Am I missing something because I dont want to copy paste all the settings from the old avatar to a new one.
Can someone make a avatar for me
did you hit "unpack prefab"?
if so, that's why
NEVER do that for that reason exactly
drag a new FBX in and use Pumkin's avatar tools to copy stuff from the old one to the new one
So thats why, well at least I know now. Thanks @loud cape
which are you referring to?
You can do this with every controller type except index. Index masks out and overrides the humanoid finger parameters while finger tracking is active. You can make your fingers more spread out in general all the time in the bone config but you can’t make them change via detected hand gesture (on index only)
I wish that open hand and in peace faded in some spread, yeah
Can someone pls make me a avatar
Not sure what you mean could you describe the set up for both me and him
Please
What’s your budget
Lol bye
Bye
Idk how
and plenty of channels here to ask questions
My pc can’t run blender
well nobody is born knowing how to make avatars
It sucks
This channel is for self-help it’s not for asking request
I wanna do vtube
@fluid grotto anyways, you could maybe have the tracked bones be proxies
Awman
and use constraints on the real ones to make them follow
How do I do it then
to do the splaying, you could maybe have an animation for that using the GestureWeight parameters
I actually think you’re allowed to have bones in between humanoid ones that you can animate separately, I’m not sure
Not sure if that locks The InBetween ones out from non-humanoid animation
I could maybe give it a shot later
could anyone send me a basic anime boy avatar with hair n stuff, i just did a camp on blender and wanted to see what i can make
😦 nooooo
another question revolving around the index remotes. There are 4 positions the thumb can be in, is there a way to access a variable from which position the thumb is in for use with gestures/etc?
by positions the thumb can be in i'm referring to the 4 buttons that you can interact with using the thumb, depending on which one you touch/press the thumb will orient itself ingame to the respective position
4 buttons would be (a, b, trackpad, analog stick)
somehow steamvr and vrchat communicate the location for vrc to move the thumb like such. There must be a way for you to interact with these variables being passed around no?
not via any official SDK feature. you might be able to do stuff with a carefully detected particle death action
Accidentally stayed up until 4am working on an avatar oops 
but that's Jank™️
well that's no fun i was hoping to use the thumb positions as an additional condition for gestures so i could do 4x the combinations haha
f.e. thumb_pos1,2,3,4 & vrcemote 1-7
I wanna make a functioning gun that I can toggle through the menu. And I want it to shoot when I squeeze the trigger on my controller.
But I can't figure out how to do that.
I also can't figure out how to make it so that the fingers use the animation I made for the hand actually holding the gun.
I am probably using the wrong chat again...
Ok someone is helping me right now
But I am in need of help a while back I paid 100$ plus 40$ for a base and someone making a resking for it.
Well we ran in a lot of issues and by the end I got annoyed and just left. (it took months not for the reskin just cause of the problems he had with the model and he had school etc.) I also can send you some screenshots of the "problems" we encountered
Anyways I came back and I am willing to pay 60$/€ in gift cards (psc, steam whatever) cause at the time of writing this I do not have a Paypal (depends which country you're lving). Just to slap the textures on the model ( I will give you a google drive link where you can get everything you need) and maybe if you want to make the anims work (that's not a must but it would be hella nice.
Oh yeah and uploading for me would be nice cause I still don't have any upload perms whatsoever after like 10+ hours. You can delete it afterwards tho after I get my upload perms of course!
Just dm me ae
The VRC Traders discord is great for finding people to pay for commissioning vrchat content ill dm u the invite in a sec
Anyone have tips on how to start with avatar creating?
idk I gust started vrc yesterday
modifiying existing models
And how can you get the existing models?
ask avatar creators very nicely
Alr
@frozen veldt
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. 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
Tysm
May I copy-paste your answer when someone ask next time?
Is Unity 2019 a thing now? Which version of Unity 2019 and how do I get the beta SDK so I can start working in the most recent version?
I didn’t see the beta 2019 SDK on the normal download link page
And no docs on which version of Unity 2019 VRC will support
I wouldn't recommend using 2019 unless you want to test out new features or for bugs. Avatar made with 2019 won't load in live version of the game.
yep
that's what I do lol
I have a text file of copypastas in the same folder where I have all of my useful images
When it's ready, said Tupper
Oof lol
Well I guess I’ll just make a very simple 2018 version and then do all my complicated controller stuff when the new version drops
Because it would be a pain to move over my current main with 40+ layers and particle triggers etc
Sorry wrong reply
figured
that should all still work just fine
I updated my main avatar to 2019 with 0 issues
even cloth was fine
Oh?
You can see information about open beta in #open-beta-info and related channel
So is it as easy as opening my 2018 avi in unity 2019?
you should make a backup of your project just in case
Ah they wrote a migration guide nice
Not sure if I can say it's easy, better follow the document instruction
Yes. I’m glad they wrote that instead of waiting for ppl to try stuff and make youtube video tuts
Thx
No sooner than it has no major bugs (which it does)
The cool thing though is you don’t need to change your blueprints they all will get uploaded to a different slot similar to quest support
So live will keep the 2018 bundle loading
If 2019 lacks a 2019 blueprint, it loads the 2018 one
There’s a few things that require re-uploads, mostly regarding avatars with cloth or worlds with the unity terrain asset
Dunno if those will get fixed before live or not
oh that's very nice
Im guessing I cant put the vertex manual sync pens onto a avatar?
What's the advantages of modeling the T-pose vs the A-pose
T vrs A pose debate oh no what have you started
T pose is better because Tyler Ninja Blevins
It's preference
T should be easier to model while A is a little more natural in the shoulders
But in the end, once it's rigged, you can go from one to the other easily
I was wondering if there are any tutorials out there for attaching clothes to a model. Bonus points for another tutorial about attaching accessories like custom body parts or sunglasses!
I'm looking into doing more avatar stuff nowadays since I'm more familiar with world stuff
Cool, thanks
Depends on if the clothes come with bones or not
Stuff like sunglasses and hats are super easy because they don't deform so for glasses you just weigh them to the head bone
Clothes need to be weighted to multiple bones
@true saddle if you find a specific outfit that is made for the model base you're using (if you are using one), then the process is very easy, since the names of vertex groups in the outfit already match the names of the bone in your model.
for anything else, it's simply a matter of weighing the outfit/accessory to whatever bone is required. that can either be done manually through Weight painting, or done semi-automatically by using Transfer Weights to copy the weights from the model's body to the outfit.
it can also happen that the outfit in question already comes with an armature. in such cases, there are tools in the CATS blender plugin that can help merge the bones and associated weights from the outfit's armature to your main armature.
for things like glasses, you can simply assign a weight to all vertices at once to a specific group matching a specific bone name, such as the Head in the case of glasses.
Ah, thank you!
Hey, could anyone give any pointers on how to make an avatar with movement using colliders (flying or moving forwards faster) I keep seeing people ask about how to make flying avatars and people just respond with "colliders" without any further info. What kind of positioning, collider sizes and angles do you need? I can't find youtube tutorials explaining it either
Can anyone suggest some good avatar worlds for like chill male avatars ?
Add a cube and give it these transforms then disable or remove the mesh renderer: https://i.imgur.com/KjhU4nf.png
That'll result in fairly smooth and controllable flight. Super forward speed is done by slamming a collider into your avatar over and over quickly but I don't know the specifics. Someone mentioned that method in the showoff channel in the VRLabs discord fairly recently so you could probably find that comment and message them.
Thank you
Sure
quick noobie question, what's a reasonable distance for an audio source ? (So that it doesn't bother everyone)
I have been summoned to this topic.
Oh boy
Ideally you want a refernece pose that closely aproximates the pose you will find your model in the majority of the time.
The advantages of A-pose are that the shoulders will be much closer to how you modeled them in most average, everyday human poses. humans usually have their upper arms pointed in a downward angle. It is rare that they are horizonal as they are in a t-pose, and even rarer that they are raised overhead.
This means you can more closely "model what you get" - if you model in T-pose, your shoulders will usually be heavily deformed most of the time as the arms are pointed downward
modeling in T is easier, since it's following an axis rather than being at an angle
Modeling in A-Pose seems like a major pain though, especially since I'm a beginner
while you can create custom movement axis's in blender, it's still a bit trickier
I don't find one easier than the other, to be honest. once you learn how to model in local space, moding along the grid is no longer meaningful
Having no clue what that means makes me think A-pose it a bad idea
You can also do both - model in t-pose initally, then when you have the basic form out, you can re-pose it into A-pose, set that as the rest pose, and then fix up the deformed shoulders. there's no need to commit to one or the other
Yeah, seems like a good idea
I find it very hard to create shoulders shaped how i want with a T-pose reference.
and shoulder type is big in showing personality and character traits
it shouldn't be something that just deforms into whatever it ends up
it can make characters look totally different
The higher detail character rigs in games are usually A-pose, i find
So A-Pose is better because, typically, people aren't being crucified
so... when are optimized dynamic bones coming out for the quest?
yeah, it's a more natural pose
you'll find that a few limp characters, like plushies and whatever, tend to also be in the star-pose
I wonder if you could theoretically hack your way to displaying then on Quest using NetIK, like calculate them locally and send the bone positions then have the IK on the Quest Avatar display those
that way it would also be only the player calculating them for everyone else
yeah, but in the announcement they made months ago, they said that they could start thinking of implementing dynamic bones on the quest, now that they have made a way of having them optimized
yeah, but if devs dont do it its time to hack something together lol
I don't even know if optimized dynamic bones and their colliders are implemented in the PC version ^^""
i think not officially, but using Melon you can load a script that optimizes Dynamic Bones to a point where even thousands of collision calls dont really impact your CPU
I guess its pretty much what they are doing
but you'd have to be running a modified PC version on the quest, seeing as the concept of a dynamic bone is not present on quest avatars, right?
not for the NetIK misuse idea
I see. If it's not implemented officially, then they are still working on it, I suppose
now that's interesting
I just noticed, this is the first time I've seen Tupper not be online
Avatar Dynamics (Physics bones) is planned sometime this summer, but not guaranteed to be available for Quest. Also, there is no word about Dynamic bones ever being added to Quest, due to their high performance cost.
replace every mention of me talking about dynamic bones, with physics bones/avatar dynamics, then
physics bones have always been explained as being really optimized, and being potentially ported to the quest in the future (if I remember correctly, it wasn't guaranteed, but it was confirmed that the porting is being worked on)
iirc all they stated about it on the dev stream for Quest is that it was being considered.
exactly
I wonder if it might become a quest 2 exclusive like some of the new games on Oculus
the Quest 1 aged kinda like milk
yeah, that would be better; if the original quest can't handle it, at least let the Quest 2 have it
what i personally hope they do is make it available for quest 1 and 2, however make it a forced limit for how much you can have on 1 avatar, or how much in one world. if they add it onto quest without a limit it will turn into a crashing tool very quickly.
i wish they would make everything a forced limit tbh
the limit would have to be really high, though, seeing as they are not really CPU heavy
physics bones, that is
I think they should try to add it to Quest 1, buuuut if it doesnt work still give it to Quest 2 players
but were talking quest 1/2 cpu
still
the cpu of the quest 2 is really powerful, so I have no doubt it will work
the CPU of the quest 2 is 2 gen old smartphone thats underclocked significantly
its pretty much a potato
(imagine having a powerful gpu on the quest 2 and mining bitcoin with it)
I feel like you're heavily overestimating the Quest 2
The Quest 2 could barely keep up with 5W i3
in an ultrabook
^^" I might be, but it's definetly way more powerful than my phone, so I have a tendency for overestimating it
Most modern phones are a lot faster than the Quest 2
It's stronger than my phone as well. But it also has to run VR applications, which isn't easy.
it's a chip specifically for something as heavy as XR
it's gotta be quite powerful, no matter how you look at it
the XR means weak CPU so the GPU can get more of the power
not necessarily
its a different balance than the SOC its based on
no it just is, thats a fact
the power distribution in the SOC is just a changed version of the SOC base with less power to the CPU, giving more room for the GPU
not necessarily a weak cpu, that is; the balance is right, but it doesn't mean that the cpu is necessarily weak, is what I mean
The XR2 is based on the SD865, thats already an older CPU now, now lets start Oculus-ifying it. Take away power for the CPU to give to the GPU, then add a shitty thermal design so downclock everything by half
results in a CPU on par with maybe a SD845, thats 3 generations old
or 4, dont know if theres already something above SD888
^^"" still faster than my phone, so I'm pretty satisfied with that
yeah, but not "powerful"
its still a glorified potato for simulations
simulations are HEAVY
It being stronger than presumably an old phone is a pretty low bar ngl
oh bloody hell, I can't send gifs now?
;; it works alright
Well I also mean mine too, I have an iphone 6s plus
The Quests principle of using old hardware to run modern games is pretty common for consoles, which it is. Games can be optimized way better if devs know exactly what to expect, thats why PS4 games looked so good besides the whole PS4 compute power being laughable. Now the thing about VRChat is, its not professionals optimizing every piece of content
thats just a thing about consoles and PCs, PCs are diverse, so the games are written to run on everything, this optimization problem is just overcome with sheer force
that's unfortunately true
I mean i notice it every day on VRChat, I run an exotic headset (a Vision 8K X) and everything renders fine, but some screen space effects cause double vision, because the map or avatar makers didnt account for exotic headsets that use no-parallel displays
welcome to "user made content"
yeah
double vision sucks
but its suprising how good VRChat works for a headset thats so uncommon it doesnt even show up in the steam hardware survey, because less than 0,01% of steam users own one
thats the PC principle at work too
I suppose so
there's always so many variables, and you gotta work for every combination
must be draining
I still think the Quest 2 could run physics on avatars, but maybe at 30 FPS simulation with smoothing
you're assuming Quest 2 gets at least30 fps regularly ^^"
thats something else
simulation and render dont have to be in sync
You can calculate physics at a different rate than the FPS the game is running at
thats what Dynamic Bones do on PC
oh yeah, sorry
my bad ^^"
by default they simulate at 60Hz, lets call it Hz to avoid confusion, because technically its not fps even if everyone calls it that
dont know if VRChat caps the value, but i sure hope so lol
else people could make their avatar run at 240Hz simulation, which is super useless
but yeah, simulation refresh and video refresh arent the same
yeah, makes sense
imagine using that for an exploit or something
thats why I hope thats capped
im just gonna try that later and set the simulation refresh of my test avatar to 42069
Dynamic bones are capped to 60 Hz in VRChat. iirc they won't increase the rate if it's below that (for example if you set it to 30 it'll remain at 30)
okay that makes sense
maybe I can make my joke avatar more cursed now!
its already been decimated to 420 polygons, imagine having like 10 fps dynamic bones xD
playstation 1 here i come
Sounds more like it’s that the headset does not have full OpenVR compliance than the fault of shaders
No its the other way around
The headset is OVR compliant, but some screenspace shaders arent
they dont support parallel projection to fit the headsets V-shaped display
they just put the shader right on the native screen which then causes weirdness
Oh, if that’s the case then the broken shader is not specific to your headset
It is broken for anything that isn’t desktop
I see doubled screen spam all the time on index and cv1
not necesseraly, theres some shaders that use a very old version of OpenVR before the era of non-parallel screens
so they do render right on parallel-display headsets
but with the 8Ks 200° FOV it just... doesnt quite work as the displays require quite the modern OpenVR standard implementation
and if i am not mistaken every headset to date is parallel-screened or even single-screened except the Vision line
and some other exotics
To my knowledge shaders don’t need to be written with specific headsets in mind
yeah, but they do include the OpenVR sdk
and old versions simply do not have the viewpoint matrix size to deal with rotation of screens
Admittedly I don’t know much about shaders but I’ve never touched anything OpenVR in my creation of them
thats something that happens internally
The problem lies in the existance of openvr with a smaller viewpoint matrix that doesnt include rotation
soooo assumes all headsets have displays that are parallel
then my headset tries to submit the value that its screens are tilted and that shader just ignores that tilt value
i want avatars
go find them then
but i dont know where to buy them
idk how to
???????
uh, u mean mmd one?
the hell
my message got deleted lol
fsr i cant write title of this web org here
just not an good base
didn't you knew you can re-convert a model from mmd to any format you want\need?
do you even know about blender?
cats addon, mmd tools, source tools and any other stuff like that?
make one using VROID or smth
vriod doesnt have what i want
-_-
aight
that's it
check this thing then
do you know how to browse the web btw?
yes
then i see no problem in here
so im moving back to my avatar creation
i've got some work to do
i found an avatar on booth
Better don't. It will be harder to learn 3.0 because habit from 2.0
There's no coding
SK3 doesn’t have any coding
You are thinking of Udon
Which is for worlds not avatars
Does anyone know a world with a Pennywise Avatar?
who has a pop cat avatar or knows what world its in
I do and the ID is avtr_c3b89713-bc9a-45c2-81d3-f75cd9e363e2
whats your vrchat name
why?
so i can clone it through there im a quest user