#avatar-general
351 messages · Page 36 of 1
when the community gets their shit together on optimization
vrchat themselfs csn only do so much
Like there is one thing i wish they added
i saw my friend use this client thing
which makes people far away like unload
ew client user
that is something id like tho
so it saves your computer a bit of hassle while you cant see them
proximity robot
Get other players to stop uploading 300k polygon avatars with 30 bone dresses that are physics simulated and hair that is the same, with 20 material slots and half are sparkly particle effects
yea cause in vr im usually on like 40fps max
which hurts
ye
for worlfs like the pug id love to be able to just robot people in other rooms above me that are too far away
maybe they arent being rendered at all idk
idk how the engine works
The world creator is supposed to set up culling from what I know, if they don't do their work then the engine won't cull other player avatars
the world creator can make players cull faraway?
how does that work
magik
clip on the camera?
If I remember reading it right it was setting up layers correctly for world geometry so the engine does culling properly when objects are behind certain objects
what unity version does vrc use now again
2019.4.29f1
probably tons of documentation on how unity operates
not probably
is
i can only find 2019.4.30f1
in the hub
the right one should be in the hub
right above the .30 one
in the installs part of the hub
Unity pushed an update to LTS so you have to use the website to tell Hub to get .29f
and select 2019.4.29f1, use the Unity Hub link
the unity hub link isnt working for me
goddamnit linux
oh linux of coursee
u running ubuntu or arch
not manjaro right
a fork of ubuntu so basically the same
swag pog i lub ubuntu
you lub ubuntu?
lol
yes
first and best linux never gave me a hard time
i use pop
cause easy drivers n stuff
plus i dont like the look of ubuntu
i never tried it but i heard about that
i know it uses gnome but i cant be bothered
what u got against GNOMEE
its perfect
pop also uses gnome
it just i cant be bothered to do anything with it
to lazy
hah
idk what gnome even foes
i just know it exists on ubuntu
google it
oh desktop environment
so 4.30f1 wont work?
switch to #vrchat-general-1 if you want to keep talking about how great linux is or a version you use is please
ok lol
no
30f won't currently work until VRChat says so
I suspect it won't be long before they do move to it, unless it breaks things
i cant get 29 to download
Looking for a boy avatar and a girl avatar matching for friends ?
search "slitathroat" in worlds
Thx
how did you get 29f on linux?
i didnt
i got it on bindows
ahh
If you want to use hands to control face gesture, you put the hand-layer controller in the Gesture layer slot right?
My hands are animated correctly, but my face isn't changing
Blendshape? Fx controller
just use the same parameter as the gesture you want to do it with
Parameter?
I moved it to the FX layer, I'll give that a shot
I think I figured it out
I'm getting some texture weirdness, but thanks for the help!
Ohhh, I get it now
Any idea why the Add Property button on my animator is greyed out?
Is there an easy way to make a gas mask emission animate when you're talking? Or does anyone have a quick video link on how? I've got a toggleable gas mask but I'd like it to pulsate when I talk.
Without losing the mouth visemes underneath the mask.
I get this too actually if you're talking about animations. I'd like to figure out how to just edit it but so far I've just been redoing them from scratch.
@honest yacht Unity doesn't know what to use in the scene. You have to apply the animation to the avatar('s animation controller). This'll tell unity to target your avatar's hierarchy when adding properties
You can use a the Viseme Parameter. It's one of the default parameters VrChat uses.
https://docs.vrchat.com/docs/animator-parameters
Gonna check it out now. Can I add this on top of the already existing visemes?
Yes. I use it to control the mouth of a puppet animal
Urgh. I'm trying to hide the face blendshapes that'd require transparency since I'm building for quest, but it's not working
Ayyyy thanks for the tip. Gonna check it out now.
fg
you could make a physics blob, yeah no fancy bones needed but the ones needed to make it jiggle
so i managed to get my avatar uploaded to vrchat but it doesn't have any of the facial expressions
i know the model has them
are they blendshapes?
are they already made into unity animations and attached to a controller and plugged into ur avatar
uh i have no clue where to look for that
okay i found the actual expressions in the files but no clue how to add them
when i bought it it came with a couple photos but they're both in japanese so i have no clue
and can't post them in here for some reason
anyone i can send these photos too to get help on?
anyone know where to find good icons?
what kind of icons
ty, didn't even think about looking on booth
glad to be of help
Hey so I am really new to VRChat and barely understand how it fully works to begin with. I noticed when it comes to the avatars I could only pick from like 20 or so. Where can I find more that I could choose from?
Avatar worlds.
so what is that exactly, like worlds specifically for looking at avatars?
there are 3 ways you can get avatars:
- cloning from an avatar pedestal in a world
- cloning from another player with cloning enabled
- uploading your own
sometimes you will see random avatar pedestals in worlds (like in minigames), but often you'll just go dedicated avatar worlds
essentially just worlds with a lot of avatar pedestals, either showing off the avatars from the author, or other random avatars
Alrighty
So this may sound silly but I just want like a nice skeleton avatar. How do I find a avatar world that would have something like that?
Are the newer SDK viable for use with unity 2018 avatars? or should stick to SDKs prior to the the 2019 release?
newest SDK is only for 2019
thanks for the info!
Hey so in Unity sometimes my parameters menu will simplify and only allow me to set them as integers or floats, as well as deleting some of the preexisting bools. The menu Im trying to show has [Add][Up][Down][Delete] followed by a list of parameters, whereas if i load a newer version of the project the top of the menu is gone, as well as the ability to check and uncheck parameters etc? Any ideas cause my brain is too small for this and I usually end up just remaking the entire project to get around it lol
Thats a new one
What version of unity is this, and what exact version of the sdk?
Is there a certain step you take that always results in this bool removal thing happening
its 2019.4.29f1 and sdk 2021.08.04.11.23, Ive tried to cause the bool thing intentionally to see whats actually going on but it seems to just be entirely random, I'll go to edit parameters and its just simplified
Had it ever since I started Unity and always just worked around it but its really damn awkward
That is very very weird
if its been happening even in 2018 lts then thats even more weird
Yeah had it for like 6 months so well before 2019 was brought in
have u tried looking up online to see if other people have this specific problem and tried their soltuons
Yeah Ive looked around through loads of forums and tutorials and no one seems to have the same problem, occasionally I see people with the simplified menu in tutorials but they seem to fix it no problem with no explanation
which makes me think that maybe its a really simple fix that Im looking into way too much lol
Reset the layout
I will be importing a blender model with physics, facial experssion, and dynamics into unity.
How do I apply certain running and stand poses and motions? Is it through unity?
Yeah through unity in the locomotion controller that u attach to the locomotion layer of ur avatar
they are part of the vrchat sdk 3
Is that located in unity?
Wait I can't upload photo's here? waaaat?
You gotta link it via image host or copy the link from posting it somewhere else to here
should be img perms here but there not ig
i swear there used to be for a period of time
or drop my little project in showcase

Trying to remake any of this without poi would kill me~
Does anyone know a work around to translating the hip around on index? I've thrown every work around I can think of at it, trying additive, root motion baking, nothing seems to get it to budge from the origin remotely.
does that happen w just the avatar or would it happen with a subanimated avatar on you as well? basically if you spawn a clone and play the animation on that with its own Animator, is that also having the issue remotely
It happens on any action emotes or world animations. hip will not budge from place. it can rotatae, but not translate
if a dance makes you walk around, others see you walking in place. only if you have index controllers. it's been around a long while, but i'm trying to see if i can work around it
you look fine for yourself
I'm saying is it just restricted to your avatar or would it happen with any child avatar of your avatar that's being animated through an Animator
that might be the dumb workaround, albeit the performance rating hit
I'm beyond hoping it gets fixed i'm just trying to find a work around that still has me good-rated
The issue is that Root.T is not animated remotely if you have index controllers
if Root.T is animated on child animators properly, what if you have a child skeleton with its own animator, that also plays the emote (it would need no mesh, basically a bunch of empty gameobjects so shouldn't affect performance rating). and constrain your hips to that skeleton's hips when the emote begins
Sadly I don't want to use child animators - i'm trying to keep my stuff good rated
also I don't think child animators have access to Root.T, since they won't be on the root
yes but animate root.T of the child skeleton, maybe that works because it's untied from tracking entirely
I need it to interact with all my av3 features
sadly a second animator will send me into poor
does the issue happen if you have some stuff still set to tracking? i remember reading if it's all set to animation, that's when the problem happens
maybe that could be used to find a workaround
the problem vanishes as soon as one tracked body part is set back to tracking
But that makes dances look really dumb
if in fullbody, a leg, hand, foot, or head set to tracking will make Root.T start working. in half-body, it must be a head or hand.
I think what's going on is they have a bit of code that plays the animation locally if all tracked body parts are set to animation. but that alternate method of playing the animation lacks Root.T
but also only if they have index controllers
which is totally confusing
from the canny page
However, if you go into SteamVR during the MMD dance, and then tab back into VRChat, your afk animation resets your Action Layer and you then, for the remainder of the song, move accordingly again.
I wonder what it is about that action layer 'reset' that seems to fix it
Going AFK and back would, in order:
1.) Fade the action layer weight to 1 over a span of 1 second
2.) Immediately set all body parts to animation
3.) in the very next frame begin setting the layer weight to 0 over the span of half a second
4.) immediately set all body parts back to tracking
since the animation would still be playing correctly, the world animator would have been taking priority over the avatar one
that is not my experience however, if I do that, i just see the animation trashed as my tracking takes control over the dance animation
does anyone know how i can toggle clothing on and off
im trying to make a toggle for my pants but i cant seem to figure it out?
Hey can anyone upload a avi into my account for me??
probably not as that would be a risk to your account security
Hm
True
But like ive been wanting it into my account for a bit now
I need to find someone i can trust
yes but dont you need like the clothing option. In my avatar i dont see a pants option?
Idk
I got the free model all i need is it uploaded into my acc
@fallen swan i added u
"I need to find someone i can trust"

Well if it turns out they are untrustworthy I can probably get to it if i dont get in a call with someone else before

Hey guys
Need some animation help
So i changed my idle locomotion animation for prone
changed it to a seated position, however, in vrc, my model sits but part of it clips into the ground
does anyone know how to raise the position an animation plays in unity?
is anyone else having problems uploading? its not poping up on vrc
So its possible to add other clothing to the avatar and change clothing colors on the avatar itself using animations to be able to use as toggles for different looks, but what about shaders? Is it possible to change shaders using toggles? Although my avatar uses a special shader thats also only made in version 6, and the newer versions i dont know if its a cutout poyomi shader or something else yet lol if i were to use the newer versions, but perhaps there are other special shaders that can be used like galaxy shaders
you can't change the shader on a material, but you can swap to a material with a different shader
Ah gotcha so duplicate a material and add a different shader
was there a shadow ping?
Im having this trouble. I've uploaded 4 avatars, and it shows up in the content manager and the vrc website; however it is not showing up in my avatars in vrc. Does anyone knows why thi is happening .. ? I got my friend to upload and avi for me and it worked perfectly fine.
Thats usually a sign you have the wrong unity
I have the 2019 unity?
Except I think it asked me to update .. which I did .. was I not supposed to .. ?
If it says you have 2019.4.29f1 on the top bar, you have the correct version. If the version is even slightly different, it will pretend everything is ok but your uploaded content will never actually appear in game.
And yes if you have the correct version and you chose to upgrade to a different version, you will no longer have the correct version. because you upgraded it 🙂
Okay .. so I uninstalled it as it was 2019.4.30f. But now I cant download 2019.4.29f .. What do i do .. D:
All past versions of unity should be available on their website, also VRChat.com will link directly to the version you need in their download section
Thank you
does anyone know how to fix hand gesture delays? Right hand works fine, but there's a delay on my left hand.
All avatars?
no just a custom one I had made
DM me the gesture controller and I can take a look at it and see if there’s anything weird
Don’t need the av or anims
Hey, has anyone run into a good, but cheap, leek model/asset? I want to use it in one of my avatars. A green onion works fine, too.
hi guys, u know a place to take clothes shaders etc?
Ooh! Thank you!
Particle system trail render
Hey, i think i am asking a stupid question her but can get a prefab that already uploaded in to blender withe all the proportions right, I meen just in to blender ore how to get the FBX (i think) out the the prefab.
the fbx file for the Avatar would be somewhere in your asset folder for the project as prefabs don't actually contain the the model files
Is there an simple way to optimize Avis in unity or is it a lot of time consuming?
unity? no, blender
Gotta blend up da thingies
So u do need blender? U can’t just edit the avi in unity like delete extra stuff to make optimized?
Maybe like bones and cloths
You could delete uneccessary things in unity but you aren't gonna be able to optimze material slots or merge meshs or edit meshs
You should edit all that in blender anyway good practice
Just don’t have much experience with the blender just learned the basics of unity like uploading and emissions Edits
technically no, but only if you're a skilled programmer 👀 ((unity can completely modify and edit models. but it requires you to do so completely from C# by modifying mesh renderers directly))
Yeah I can look up some guides in blender
Yeah sounds more complex lol
Haha yeah I reckon you dont want to learn a whole coding langauge to innefficiently edit things
Nope lmao
well it does have its uses
do tell
for example i made a tool for my own workflow where i export my avatar and any clothing that i want to be toggled on/off separately. (i build it in the same blend file. but export each piece separately with the armature) then i have a tool in unity that lets me merge the clothing onto the model. so now if i want to make a model with a specific subset of my outfits easily i just plonk down the main model. the outfits i want on it. run the component and bam i got the model with only the stuff i want. while still maintaining them as prefabs so i can simply reimport the model files and update them that way.
Thats an interesting approach I havent seen a flow like that before
it's very helpfull for roleplay avatars that frequently go through multiple outfits
as it lets me remove the outfits from the model without breaking the body prefab.
it does not. at least not on the body. it does for the clothing.
Man. … I think I’ll stick to my motorcycle and car hobby 😂😂
what operation breaks the link
what it does is that it goes through the armature for the outfit and it finds all the bones that have something rigged to them.
then it goes through the main armature and it starts comparing those paths/bones. if something is missing it starts adding bones to match that path to the to be added outfit.
and then it breaks the outfit prefab so it can take out only the mesh and nothing more. and it goes through the 2 stored lists simultaniously and reassigns every bone from the outfit to it's counter part in the new main armature. so the only thing that gets transfered is the object with the mesh renderer on it the rest is discarded. (if the outfit model is a prefab with dynamic bones on it it copies those too. no collider support in that system yet tho. but i never use those anyway personally)
i would maintain the prefab for the outfit. but doing so would mean that if i update the fbx it would try to refresh the rigging data which would be completely replaced so it'd completely break the outfit's rigging. hence why i purposely break the link on that one. but on the flip side of that. readding that back takes 10 seconds so it's no real hassle.
colliders are too much imo but it wont be a problem in the future of VRC thankfully
right now i'm working on a slightly more complicated side project tho. I'm working on a parser that translates psuedo code to working animators.
so i can make my animators completely in code. :P
AnimatORS or AnimatIONS
much easier when you get animators that have a single transition that ends up with like 15 conditions and 10 different sub transitions to handle logic :P
Ol buddy ol pal made animations in code to immensely condense the filesize
for his world
i don't see how making animations codewise would make them smaller. unless you mean their movements are code based rather then animation files so you can reuse the same piece of code repeatedly.
Little example
https://gyazo.com/6b6eb7a7ddb0b4f59a6c391f6a57aa37
PseudoCode Input ```
layer test
entry stateA
transition stateA to stateB
when param1 == true and param2 > 2
or param1 == false and param2 == 1
or param1 == false and param2 > 3 and param2 < 1
or param2 > 1 and param2 < 4 and param2 == 5 and param2 != 5
Yeah, that
if you get really complex animators like the one i plan to make soon for a full on-avatar crafting system where i will end up with having like 30 different transitions going between just the same 2 states, being able to just write a few 'and/or' statements is a lot faster then having to do it all by hand :P
not to mention typing doesn't cramp up my hand like the constant mouse clicking does.
the line breaks are just for readability sake tho. as far as the code is concerned all of that is in one big line. the only reason i keep track of the lines is for error logging purpose if you made a mistake somewhere. (it yells at you if a piece of code wouldn't work somewhere)
I am not sure of the applications and need for something that would ever require 30 transitions and such few states but hopefully whatever you figure out works
it's an excessive example.
but as someone who makes public prefabs i've frequenly had to make things with like left/right hand support so you end up getting like 4 transitions between the same logic each with like 3-4 conditions each. and it just gets painful when you have to repeat that over like 20 different states in a weapon.
Yeah I hate all that repetition
If only it could be easily automated and universally applied to all my animator neeeds
for example to make a gun that can handle firing by trigger but only on the hand it's currently held in, you get
-1
lefthanded true
leftgesture equals 1
leftgestureweight greater then .5
lefthandholdingID equals 1
-2
lefthanded true
leftgesture notequals 1
-3
lefthanded true
leftgestureweight less then .5
-4
lefthanded true
lefthandholdingID notequals 1
and then repeat all that a second time for the right hand with lefthanded at 0 instead.
and having to set this all up by hand would have taken me much longer then just writing this out did :P
not to mention that this can import into existing animators. so it's great for my self installing prefabs
and if you have a list of like 50 internal parameters to deal with stuff. going through that list to find the right parameters is so painfull.
And then maybe even some user error
Fun times
You really type fast you wern't lying
lol
took me 3 days of scratching my head to build this tho.. i've had 3 different implementations of this.. and in comparison to the current build the first 2 where so laughably bad
like. extending either would break so much every time. and now it's super easy to add new actions to the system. so i'm glad i did xD
What are the ways to lower size for avatars
filesize or literal avatar size
Filesize, compress textures. Scale, scale
remove blendshapes you dont use , can usually drop fbx size 50-70%
Also remove verts from blendshapes that don’t move
Many people have a blend shape of the entire Avatar just to make their mouth smile while the rest stay stationary
apparently cats has a button that separates the parts of the mesh that are affected by blendshapes into their own mesh
what version of unity do i use to edit avatars
You mean blender?
I think your confused on the different jobs Blender and Unity has
Blender is just the most common 3d modelling program people use to modify their avatars and create them and all that fun stuff
Unity is something you NEED to upload anything to VRChat
so i need blender ok
Recommend blender from Steam if you are starting out
Is anyone willing to port my Blender model to VRChat? I am having an unbelievably hard time. it breaks every time in the game but is fine in Unity. I can send u the blender model, my current unity file, or both. im just loosing my damn mind trying to fix it. if any1 is wiling/able pls dm or @ me
What about it is breaking?
the view
here's a videa example
dont tell me to reposition the view sphere thing or check if there's a camera parented to my model.. cuz ive already checked those
ive made 4 different unity projects trying to fix this and editied the model's armature several times in blende
Ive been in #avatar-help since yesterday trying to find an answer
at this point im out of options. if any1 else can look at my project file and figure it out, that'd be brilliant cuz i've just about had it.
I mean if you already have been through all this troubleshooting I guess I could just look at the model myself
yeah
ya mwant me to dm?
yus
That's a #avatar-quest question.
No judging, but is there anything stopping me from slapping a 16k texture on a model?
it would make everyone lag horribly
and there's no good reason to ever actually do that
But there isn't anything stopping me? 😎
question does unity even support 16k textures
Talking hypotheticals with a friend, I have an 8k texture on an avatar I'm working on currently because the text on it is important
there's much more efficient ways to handle text than a 8K texture
That's the thing. I'm going to slap the texture into waifu2x and see, but I wanted to ask here first
How so? The text is supposed to be on the model directly. Only thing I could think of would be to make the areas the text is going to be larger on the UV, but I need pretty high detail across the entire thing
In the end the model only ends up being like 20MB
And is rated good lol
the problem is here using a huge amount of vram as download size is not the same thing as vram
I mean fair
Everyone should just get 3090s, problem solved
you put the text on a transparent texture of floating above the the parts you want to have it on the avatar
Not sure that would 100% sell
that's been used in Games to handle that
like no game whatever use a 8K texture for a character model
I know lmao
I'll give that a go, hilariously that would put me at Medium while my current method would keep me at good
I suppose there's also some tricks using second UV Maps but that's a lot more complicated than the floating texture method
Yay VRC performance
it doesn't need to be a new material
Hmmmm true
Having the text be on the same texture with that method would still leave me in the same spot
you don't have enough empty space on your UV map?
Not /really/. The entire model is covered in a roughness map. I could free up some space on the UV map but I'd lose detail
but the roughness map is a separate texture so that doesn't answer the question of uv space to put the text
I mean, they'd be using the same UVs though?
yes but it's overlaid on top so the question is is there any space not being used up by the actual avatar on the texture
like would you mind sharing a screenshot of your avatar texture
I could definitely make space on my UV but I don't know if it would get the text much larger than it already is
ya
okay then maybe make a separate texture as that's probably not the end of the world as that's still a lot less vram overall
Ignore the jankedness on it lol https://prnt.sc/1rldi8s
Like, there's definitely space, but I don't think I'd get /that/ much more out of it
that link didn't actually give me a screenshot
Oh what really?
I can't drop images in VRC discord
you can p.m. me the picture
and here's a screenshot showing off what I meant with like overlaying the text
Jeezus, Why is that image link so LONG?
Unless there is some way around it, textures have a maximum size of 8192x8192, a Unity limit
Use ShareX.
Does anyone have a quick and dirty breakdown of what a line renderer actually does? I have a feeling that I'm thinking it does something that it doesn't
I mostly use blender, for nearly everything.
And maybe Photoshop or Substance Painter, for textures.
(though I'm learning more about how powerful blender can be if you know what you're doing, so that's slowly changing).
PoWERRR!!
Mad powerful. It actually works better for certain stuff than Substance.
Not even kidding.
I cussed Substance out for it earlier and they whined that I was being mean, lmao.
The only things I don't like are the brush interpolation being a bit janky, and the limits on some modifiers that don't make sense to me.
Show me some youtube videos that teach you this "mad power" you speak of
I cant afford substance and cant be bothered to do a student trial
Flipped Normals is a good starting point.
As is Default Cube
They work you through the tools and how to basically make parametric models and textures you can bake down.
Hey, i wanna learn how to make avatars for vr chat ( from like animes ). Anyone have a recommended free program?
Unity
uhh is there maybe a program which is "like" vroid studio?
VRoid is the equivalent of a dress up game imo, it's got enough features to allow you to modify a template to your liking, but not much more than that. for anything else, you really need a 3D modeling program, like Blender (what 99% of people uses, it's free)
yeah and some make stuff in vroid originally and brjng it into blender
true, there are some people who use the hair tools in VRoid to make hair for models
but apart from that, not too sure what else you could make
Have you ever had the issue with trying to change the view point position and it moved whole avatar ?
even when i try and adjust the eye look it moves avatar :O
Custom making clothing with the tools there ig
Any time I see someone making a texture for an avatar in a 2D art app instead of just painting directly on the model, I wince. That sounds so meticulous
It would all be distorted
Depends. For NPR models it can be a lifesaver.
You can UV stack hard.
I normally have "Swatch Boxes" in all my textures, of the main materials, at the top. If the part is mostly occluded or solid color, I cram them on the swatch. Only stuff with details gets a full unwrap and texture.
National public radio?
Non photo realistic
Example, the teeth for my HPD avatar are solid white. I made a 16x16 box of white, full emit, no specular, etc etc, and crammed the teeth UVs on there.
Ezpz
Why do people often use 16x16 instead of something smaller?
Is it just common practice or is there a reason for like solid colors
ahh ok good to know thanks
HA! Neeeeeeeerd!
😏
For solid colors it’s just reducing file size. Though it would be better to not even sample a texture if it’s a solid color
I understand that part yeah no need to use a 1024 or 2048 etc for a solid color
waste of resources
So it would be better to use a seperate material slot entirely instead of integrating it into unused space in a texture atlas? Or no?
no
separate materials are way more expensive than just shoving Some solid colors in a unused corner of a texture as that requires a whole new draw call
Ok thats what I thought I was confused
yeah there's a reason why I pretty much all the advice on vrchat is make everything into texture atlases
as the design considerations that typically results in like video game textures being lots of separate textures don't apply as you're loading singular level blobs for the whole map/avatars so you're not going to be dynamically loading in and out of textures As you move around
Yeah reduce materials at all costs.
Typically the only reason to have a separate material is if it MUST have a different shader or different shader settings
Otherwise it should be combined
Does the way the verticies are mapped and arranged on the UV have any performance impact that is worth even considering?
Just a curious question
not really
Hey all, I have seen people with 3.0 avatars using idle animations for pokemon avatars. Does anyone know where the pokemon idles from Sword/Shield can be downloaded? I am currently looking for Charizard's animation to go on my Leon avatar.
can someone help with blender
i need a bit of help with unity i am trying to import a avatar but it keeps saying no assetbundle has been set for this build how do i fix this
If anyone makes custom avatars hmu I do art and am willing to do a trade for a vrm model
I can also just straight up pay you but a trade would be preferred
is there an easy way of managing two different versions of the same avatar? say for a moment that i have an unoptimized, feature-heavy version of an avatar, say a lot of props like weapons and what not, and a version without it. i need everything to be consistent between the avatars except for the existence of those extra props. is there are smarter way of managing both a high fidelity and low fidelity version of avatars apart from just duplicating the avatar, changing the avatar id, and deleting extraneous props?
For sure accept my request and we can explain the trade
I’m actually curious, is it possible to have animation that has your character doing a big jump and then when the jump is done can your actual location go to that area so that it looks like you actually super jumped there but really you teleported at that location when it ended?
So like the animation ends when your character is in the air and that’s when you actually teleport there.
Definitely try the free trial of Masterpiece Studio - it's even got VR Rigging
Hullo
Prefabs.
mm
If you make a prefab of the avatar itself, editing that prefab will apply those edits to all instances of the prefab that are not unpacked.
Base model is the prefab, then all new features are added to it.
ok thx! Ima take a look at it
will more full body trackers ever be supported?
no idea. would be cool though
i found some pretty good fnaf avatars with changeable body parts
If anyone knows the answer to my question above, please respond to it.
What question? 👀
I'mma go out on a limb and say... yellow
Mmm... I say it's square.
"I’m actually curious, is it possible to have animation that has your character doing a big jump and then when the jump is done can your actual location go to that area so that it looks like you actually super jumped there but really you teleported at that location when it ended?
So like the animation ends when your character is in the air and that’s when you actually teleport there."
Mmm, yep. The answer is square.
Not amused
When my install on my unity editor is done can someone teach me how to make avatars?
You can copy-paste the message link, btw.
Almost got unity downloaded
spend a few years learning 3d modeling, then learn the basics of unity so that you can import the model and set it up, then read the vrchat sdk official documentation to know how to set up the vrchat part
Thanks
(if you buy a premade avatar or something like that, then you don't need to learn 3d modelling and can go straight to the unity part)
daily reminder that you should be using Hai's ComboGestureExpressions to create your face blendshapes. why? because it's absolutely fucking cracked https://github.com/hai-vr/combo-gesture-expressions-av3
#shameless-self-promotion I guess
i mean, it's not my asset, i don't even know the person who made it, and it gets posted here from time to time (but not enough!)
I don’t believe you can override the player controller via an avatar blueprint. Avatar sort of get attached to the invisible controller you don’t get to edit how it behaves though
random protip: if you absolutely really need or want an asset that seems really sketchy either by nature or by source (and you know exactly what i mean by source,) make a separate avatar project exclusively for testing sketchy assets with a single dummy avatar inside of it, preferably one of your own personal avatars. if you can import said asset and use it and you can successfully build and publish that dummy avatar into the game without issues to said avatar or said project, then it is probably safe to use assuming it does not break VRChat TOS and it is not stolen.
damn thanks
why are dynamic bones a cant compile error if its just gunna be ignored
Did they remove the Dynamic Bones check in the SDK? my avatar showed as Medium on the SDK but once in game it was Poor since I had one too many dynamic bones checks
That happens when you have outdated DB script or you didn't got them from Unity Asset Store iirc
It is also a UI error and restarting Unity brings back the performance check in the SDK panel
I don't recommend that whatsoever. It's not unusual for malicious people to edit mainstream scripts such as DBones to still work as intended but grabs and uploads your credentials behind the scenes.
That's the lowest form of risk too. Considering it's a script, only their knowledge and creativity is the limit.
You can attempt to prevent most of the malicious script kiddie code running with VMs, unfortunately the whole login credential stealing wont be stopped by that
Wonder if there is anyway to trip that
Yeah but for the most part it's unreasonable to expect users to be using vms.
The way I kind of fend off such things is by scanning imported scripts for any potentially risky code and then deciding what to do with it. It's not foolproof but it's better than nothing
like you yourself reading over the scripts or you have an application for that
I have a unity script for that that scans imported scripts for keywords and warns you about them
It should scan them before compiling for the most part. It's been a bit weird recently with Unity 2019 but it should work for the most part
Ok thank you
Update Dynamic bones from the asset store and it will start showing up again. the SDK doesn't see really outdated versions.
they will still be rated correctly in-game though
my copy shouldn't be too outdated, i bought 8 months ago and the latest update is august of last year, but i'l'll try
but re-importing it seems to have worked, thanks!
can i use a model that i downloaded from another site like deviantart, sketchfab, etc and then upload it into vrchat as an avatar? if so then can you tell me how please and thank you : )
i think it depends if you break terms of usage of said avatar, saw some stuff in there having 'dont use in vrchat' or 'allowed vrchat usage'
completely depends on the usage rights of the model
well the person who made the model said that youre free to use it in anything you want
in that case, as long as it's rigged, you can probably use it
if it's not intended for vrchat, you might need to edit stuff in blender
again, completely depends on the model
so what do i do first?
im new to this whole thing
its already rigged so im good when it comes to that
i have no idea what im doing im probably going to have to find someone to upload it for me
Does the model come with a sample unity scene?
is there anybody who has a very long white haired female model? or a world i could find one in?
Override the base layer controller on the avatar descriptor.
You can use the locomotion example to see what it was before overriding it
and edit it
I see
most of the walk/run/sprint are inside the "Standing" state, it's a blend tree with all the directions
Place your animations in those slots. make sure you rename them to not include the word "proxy" or they won't be uploaded
Hello, I have come to ask for help because I do not know where else to look. I'm making an avatar and I wanted to put facial expressions on it, I follow all the tutorials perfectly but it still doesn't work, could someone who knows just spend a few minutes to know what happens?
Basically you have to model every single expression and make it a blend shape
thats its in blender right
Yes
blend shapes aren't needed, they are easy if you want to do all the work in blender, but if your face has bones, you can do bone animations in unity
If you don't know how to use blender, then it would be advisable to spend a few months/years learning 3d modelling first
(and links are not banned)
nah just do it live
But go to the help channel for embeds
I went into vrchat content creation with no blender or unity experience. it's possible
You just have to be resourceful
you don't need classes for this stuff
Which, a lot of people unfortunately are notttt
Not but they certainly help
Truer than truth
Well, no idea, I did what each tutorial said and it still doesn't work, I only think of blender but I don't want to do it either if that's not the solution .. no idea
sorry for my bad english
i dont know whats wrong, y buy the monaca avatar, she have expressions apparently
i dont know..
You bought an avatar that said it had "expressions"?
It can be with bones or with blend shapes. Blend shapes usually look better
But bones is probably easier
But this also depends on your model and how it is set up
no, in the folder there was one with the animations, and I guess those are
Well if the avatar already has expressions then what's the problem
I think I expressed myself wrong, it has it but without putting it, and anyway I think that in the vcrsd there are some defaults, I tried both
yes, its the monaca avatar, give me a minute
There are no default expressions
maybe it has the blendshapes but the naming scheme is shite so it doesnt get autodected
Could be
oh yeah this one 100% has expressions
so when i cant do it work it y followed the tutorials omfg xDDGSAFGS
You are following the wrong tutorials possibly
You don't need to create expressions, just set up the ones that already exist
i see 4 tutorials and all say the same, i dont know :((
so, blender descarted right?
Is your first language Spanish
yes, im a spanish guy, my english its so bad, sorry for that
if you guys dont know what happen, im donned
nothing happened you just haven't set up the expressions I guess
for that you will need to edit the animator controller and add the expressions in states there, and associate them with expression parameters to toggle them on
so you should look for tutorials about that
and read the offical vrchat sdk docs
sorry for write here now i see the help channel
Depends on how much work is required, could be a couple to several hundred dollars. This isn't the place to have it done though, go look in #community-servers-old for VRC Traders and join them for avatar work
in sdk2 how do you check where the view bubble for the avatar is?
random protip of the day, you can use Lyuma's Avatar Emulator to test your avatars directly inside of the unity editor! very useful for sdk3 avatars
I've recently been customizing my own avatar i got on booth and decided i wanted to buy a different outfit for the same model so i threw it into unity and put onto my avatar and even made it a toggle, problem is when i get into the game the clothes are just tposing and don't move with my avatar have any idea why and how to fix this?
you need to assign the bones to the new outfit so that it works correctly. Check if the place where you bought it from has instructions on how to do this because it is not as simple
no im not seeing any instructions just to have dynamic bones installed before importing which i do
how would i go about assigning bones to the outfit?
via code
there might be a plugin that does it but I don't know which one
i think i found a tutorial for it https://www.youtube.com/watch?v=gyYbqXI_Byg
good luck 
say, why is holding the trigger and face buttons "Rock n Roll", when the only finger you have raised is your middle finger?
Because your controller can't detect your ring or pinky fingers.
On index, you actually do rockout for it
I believe oculus controllers clump middle-ring-pinky into a single finger, don't they?
The alternative would just be a weird hand pose where you only have your pointer finger curled down. not as... meaningful
is there a way to import an avatar with animations from pc to quest
just reupload it to quest
(assuming it's yours. If it's not yours, that's stealing and will get you permanently banned so don't do it)
Does anyone have immediate info on how one would make a type of.. skybox-esque texture effect? I wanna do something trippy for the interior of a cape, like make it seem like a field of distant stars.
There is definitely at least one material shader in Unity that can do that. I haven't experimented with it much myself though.
does anybody have an OK hand gesture animation file i can use? like the actual ok sign
@plain dragon can you DM me about an avatar?
Is this the proper channel wait
Or just message here @plain dragon you have the Avi I'm looking for I think, it has a lollipop and is emo
@plain dragon send me source plz
So many pings.
Hmm, so to the least I should make sure that inner cape mesh has it's own texture assigned just so I play around with it via shaders
does anyone know how to use stuff like grip strength / trigger position for controlling gestures?
like if i wanted to use right trigger 0% to 100% as the input for motion time
Gestures are kind of hard-baked into an avi afaik, it’s either 100% or nothing when it comes to controller buttons
like your avatar’s hands will change depending on whether you’re just touching the trigger versus pressing it, but this is just because controllers nowadays can sense touch and that’s mapped into a gesture
you can with the fist gesture, using GestureLeftWeight/GestureRightWeight
Check auto dresser on booth
oh pog that would make things waaay easier, but im stuck trying to add multiple outfits on my avatar, im getting this issue where when adding multiple animations to the fxlayer one of the toggles breaks depending in which order they are on the layers and the original outfit starts to clip on one of them. any idea on how to fix this?
ok i figured it out pretty much dont make multiple parameters for each new outfit just put them all on one and make them all toggle-able from each other
Curious question! I'm working on a 4 armed character... I've already got all the options setup and working to swap between which hands you control. Right now my plan is to do the following.
Upper Hand > No Control > Lower Hand > No Control > Upper Hand
However, I can't find a good way to activate the swaps. I could use a menu button.. but I want to make it so its easy to swap around... I was thinking of using the grip amount + a gesture... but this is different on different controllers... I think it would work well on index, but not on oculus
Any suggestions for how to activate a swap?
Best case is to probably use 2 simple gestures once a toggle is activated. For example, toggle on "Enable swapping" in your menu, then when you Point it swaps to one set indefinitely, but when you use Peace it swaps back indefinitely
That's a good suggestion! The big thing I'm shooting for is that I want it to freeze in a good pose. So I've got it setup such that there's a 3 second delay before you lose control of one arm so you can do the trigger and then make a good pose so it'll freeze like that.
But I could still use two gestures like that. I just don't want it to be something you instinctively want to turn off because it's annoying... I want it to be natural and easy to work with.
Problem is natural and easy is very subjective, which is why I recommended a toggle to have the system be active or not, you can easily have it all in a submenu so people can use either the gesture system or a toggle system
A menu toggle to the system on or off is very easy to do. That's not the part I'm worried about..
I'm trying to figure out which gestures or combination of gestures... or use of the gestureweight parameter might feel the most natural
I'll definitely be testing this myself, but as you mentioned, it can be very subjective.. so that's why I'm casting a wider net.
Heck, I'll happily make 3 or 4 different types of control systems if it would be beneficial.
I just need to define what those are.
Yeah my most natural gestures to do are point and peace, maybe open hand. To be honest, I instantly disabled gesture usage once we were given the option and solely use the menu now 😔
Hahaha, all menus lol
question about the view position, will the avatar hair or head obstruct the view i i put it a little more inside? i want to make the head more calibrated with my actual head.
If the head and hair are weight painted to the head bone, the game scales the bone to 0 for local view and you won't see it in first person. You can put the view ball wherever you like, it doesn't haven't any bearing on what you see for the head unless you don't have something attached to the head, but in the head area
So say you had glasses that were using a constraint to the head, but weren't parented to the head, you would still see them in first person because they aren't attached to the head bone, but just following the head bone
Ohhh thanks
Also do you know a way of only selecting the bottom jaw mesh, I’m trying to make shapekeys for visemes but every time I try the proportional editing it keeps moving the top lip, I can’t seem to separate them
Wrong channel sorry. Moved my question to #avatar-help
Anybody else having problems with the avatar UI? My favorite avatar list has different avatars than the expanded list and I can't favorite or unfavorite avatars because the collapsed list has 25/25 avatars while the expanded has only 20!
Common bug, just wait till it solves itself
say, would it be difficult to do something like take the tail of a Rascal Rabbit, and append it to a tailless Nanachi?
only the fist gesture has varying weight based on trigger pull. the others just have weight 1
Hello I need some help. It's for the eyes. The avatars I make when people see it there's moments where only one eye moves. Is there a way to fix it and make the eyes look permanent like how in mmd you can set the eyes always looking at the camera?
You likely have issues with the eye bones and their weight paint.
No, but I'm planning on exploring it for a few avatar features. If I find anything useful I'll let you know.
ok so tricky question id like to know the answer too.
lets say someone has their dynamic bones limited so colliders are disabled. if a dynamic bone has a limited axis it will not move on, is that still going to work? or does the dynamic bone limiter ignore the limited axis.
I think if dynamic bone count exceeds the limit it will completely disable the script
i.e. it will be as if dynamic bones don't exist on that avatar
modeling hips and legs are hard :3
im making an avatar from a music video
more of a furry avatar but also not one
making the stag from magnum bullets
hes got a polygonish look to em
Do any of you know if it’s possible to make your own avatar and import it to the quest for yourself?
yes
also you don't "import to the quest", you upload it to vrchat
Oh alright thanks for telling me
alright i see how to do legs now
can someone tell me what they're doing with the new dynamic bones?!
Removing support for them
Nah just kidding
personally that would ideally that would be the case kek
You can grab and pull them and stuff
and they dont kill ur frames
also not dynamic bones
thats the biggest plus imo
supposed to be more performant too and usable on quest, but until it is out, or updated information is released about it, we don't know if that is final
That is an interesting robo cat
hey guys, im having a glitch with my avatars where after leaving afk mode, the avatar is still stuck in the afk animation until i hit reset avatar
how do i fix this? im using a modified action layer
👍
I think you have to tell it to go back to normal animation
After idle ends
when they say poly's do they mean verts,faces or tri's?
tri's
oh cool my model is only 9k so i have plenty of space to play around in my creative part
as it's all going to end up triangles when it gets to the render
question targeting PC or Quest
oh it took me a moment to figure the meaning to that, the target is for PC
okay just wondering because your current triangle count you're good to go to run on the quest
so might be good to make the extra as in a way where you can easily turn them off for the quest version
my method of texturing is more in the mesh based, were i would inset a bunch of faces and shape the verts to look like textures to get a more detailed look with 1 texture use
do you have a screenshot to show an example
u have a choice @hasty hemlock wanna see the model i am working abs, or the scales?
scales
I need some help, if anyone knows please ping me, is it more optimiced for 3.0 to have Multiple meshes with less Polystyrol , or 1 highpoly mesh and hiding the clothing as blendshapes
probably a different answer as to which is actually better and which is penalized less by the automatic rating system
Nah i dont care about the System i mean acctually optimised for people to not lag since just adding 5 dynamic bones makes it yellow
I have the eyes generated with cats then completely covered with weight set to 1 just to be on the safe side and it still does this
I want a cally 3d fnaf avatar to my account but I don't know how to use unity
when you add 8 divisions in maya on an object by mistake . . .
yum
Why is everything solid green when i select it . . . oh
It's more optimized to have seperate meshes that toggle on/off
Use meshes and enable / disable them.
With blend shapes not only will the polygons for the clothing constantly have to be rendered, but having active shape keys on a high poly mesh can cause serious performance issues.
@ionic forum hello, fan of your gun avatar on your world. did you code that and set the colliders? would like to learn that.
hi everyone, can someone tell me the maximum number of polygons allowed for a quest avatar please
because i think the help doc is not up to date
i think the only limitation there is, is 20k but that only disables your avatar by default for all users soooo i dont think there is another limit
thank you
im haveing a issue where when i put the earring in on the head armature it disapears into thin air?
What're you looking for?
why do I not have the option to upload under the Vrchat sdk tab?
?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
?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
im trusted tho
Okay?
#avatar-search-old then.
Gotta get out of visitor status first
how to create toggles useing bools
I wanna port a Skyrim dragon into vrchat but idk how I should rig it so it would work properly,
Does someone know, why some avatars in mmd dance worlds sing and other not? i have two sdk3 avas, both i use in mmd dance worlds. one sings while he dances.. the other not. 😦 zthought maybe because sdk2 and 3 but nope.. booth are sdk3.
They dont have the right blendshapes for the animation
Ah Oh Ch E U ect , or the animation isnt translated so it only work on certain names
I think for the MMD worlds you need the Japanese named blendshapes/visemes for it to work, and even if you didn't, you would need a duplicate set of them for usage with animations, you can't use the blendshapes for both animation and viseme use
VRchat realy needs to do something about avatar rippers i just had all mky private models ripped.
vrchat literally cant do much about that
ripping content from games goes beyond a vrchat problem
no not even that, stuff like ripper store
ah
Hey, has anyone run into a free metal chain asset? I'm looking for one that comes in a loop so I can put a pendant on it and stick half of said chain in an avatar's bag. Also, anyone run across any free sword/knife/kitana asset? Sorry if this isn't the right place to ask.
that service specifically is not hosting any content. It gives you the same file the client pulls from the VRChat servers when you play the game
Have you looked on Booth.pm?
I have not. Does it have a price filter?
Or just a search filter in general?
There is a price filter, you can do free only items. You would want to be in the Source Material category and the 3D Models subcategory
search and then switch category and then sub category
Ok, thank you. Just using Google got me a load of physics instead of models.
there isn't much choice under 3D Models, maybe some in other categories tagged wrong, not sure. Not sure what you could search for on other services
Thank you, anyhow.
oops, didn't mean to just send that one. that's a free katana on gumroad, here's a link to a metal chain asset. not sure if you meant like a necklace or not so hopefully this helps a little bit! https://mydudegideon.gumroad.com/?recommended_by=search#WDvWH
Thank you for the links! I like the katana. But, the chain isn't quite right; thank you for sending it, though. I might use it for something else. The chain I'm looking for is like the one shown below; something simple, industrial.
https://sketchfab.com/3d-models/yugioh-millennium-puzzle-682a47a4ae2f4e1fa39f24d3b7a07a2f
ive been working on my model and the highlights in its eyes dont line up ;-;
i stray away from things involving chains usually, lots of tris/polygons
Ok so i have a animation that applys blendshaped (hair change and shit) but the animation dosent move any of the bones but still changes the hair) how do i allow it to move the model instead of only moving the blendshapes?
Bone stuff (transforms) doesnt work on FX controller, try the gesture instead
Yeah, you need to split your animation into non-transforms (everything that is not rotation, scaling or rotating any object) and transforms.
why does quest shaders make everything green
Anyone know how similar Coppouchi textures and Rantichi textures are? Think if I asked nicely, I could get a reskinner to give me the texture from a public Coppouchi, then apply the detail I like to a Rantichi?
Can anyone make a avatar for me
Full custom or pre exciting model
Can I dm you a photo of it
Why not send it here?
Does it have a model or is it just reference photos
Reference I think
Yeh someone else will prob do that then
I can't model/rig
Do you know anyone
Nah sorry
Is ok
Hey anyone have time to teach me how to make a avatar quest compatible and do toggles? After school today?
Thanks i watch this once i get the chance
It's not a video it's just YouTube itself
Just search for that stuff on YouTube
When you run into an issue you don't see is covered in YouTube videos, try googling, then asking the discord for solutions
Tupper should totally make another avatar optimization tutorial, but with like the most obscenely unoptimized anime model he can find
With all the funi nuances you can run into
so avatar creators have no excuse to not optimize!!
The main problem is people download trash from the internet and don't do anything about it. I used to spend so much time optimizing stuff I downloaded to make it acceptable but once I started making my own stuff from nothing it practically starts optimized
Exactly
like honestly if I was recommending a noob anime stuff https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Avatar-Models I'd recommend something from this guide or going with VRoid Studio so they have something reasonable to start with
ooo thats a good resource
instead of MMD kit bashes that were never intended for vrchat
yeah all the stuff in that link is free to download and properly licensed
instead of Let's Go download like six different TDA MMD and Frankenstein them together
incase anyone needs the new android package: http://download.unity3d.com/download_unity/e8c891080a1f/TargetSupportInstaller/UnitySetup-Android-Support-for-Editor-2019.4.30f1.exe
You can just check a box in unity hub
theres ppl who dont use the hub tho
Sounds painful to be honest
why? the only thing that really changed in 2019 is that switching projects now requires one project to be closed
Just for long term, keeping things all together in one application is just nice
Eventually we'll move to a new version, and having all your projects in one place displayed nice is better than folders
the only thing you relly need unity hub/2018 for is activating unity when the license expires
Hey, does anyone know where i could find a valve index model?
does anyone know where I can get this model?
https://cdn.discordapp.com/attachments/417045766805258251/711833264695803904/hgnmgmhgnhm_narga.PNG
I know the og model was free but idk where to get it from
the Avatar source
oh ok ty
have fun
Nope, fallback avatars need to be humanoid.
Is there a way to make avatars for vrchat on mobile or does it have to be a good labtop/or pc
you have to use a pc to use Unity
there's a website called Ready Player me that can upload avatars to vrchat from a web browser but only avatars generated with its tool not arbitrary avatars https://readyplayer.me/vrchat
alrighties everyone, ive made a avatar and spend way to long weighing it. how does one go from blender to working on vrchat
Open unity
Import the vr chat sdk
Import the model fbx and texture
Change it to humanoid rig
Put it in a scene
Add a vr chat player script to it
Open sdk
Test/Upload
what is six foot in unity scale?
I don't know scales
I think a cube is 1M cubed
@neon finch judge it off the eye level editor
It's in meters but it should work as a ruler
1.82 m
i set that to the scale and it says thats over 5 meters
hey guys i got a question
i want to make an avatar, but the head/skull is a hologram, can i make a hologram in blender and will it export to unity?
that's not the scaling factor that how tall in meters it should be
really?!?
like scale a cube to 1.82 and then reschedule your avatar until it fits that height
yes
Hello everyone! Can anyone explain to me how to insert the chairs on the SDK3.0 avatars? Thanks
If it's not a prefab you probably can't
Cus iirc sdk3 chairs use udon
I know that chairs can always be put in avatars, only in 3.0 I don't know which ones are needed.
You can add the component to a gameobject (VRC Station) , sdk3 does not come with a prefab, those chairs dont work at all with animations as they break the ik (need to test again after this update i guess) so useless for me
when ya gotta restart a project from scratch sees why avatars are expensive
man i see this avatar taking me a hella of a long time
So um I have no idea Where's the right place to ask, but I want a female version of an avatar I have but I dont know how to do it myself or if its even possible..
is it a public avatar?
Well he's just a character from a game , there's different versions around but I have previously downloaded his model from a website that has a bunch of character models
Taken from the game
oh i was gonna say most of the time avatar creators make female versions of it
Well I don't think zeke is a very popular character to be made female 😭
ha ha ha yea, sorry i cant help more xD
All good
you can commission someone to genderbend ur model, try VRC Traders discord #community-servers-old
will cost moneys so
Thank you
nppepepp
Is there a way to change loco layers with a toggle?
Something has been bugging me for a couple months since an update happened. I can no longer trust if the SDK models are being updated correctly and have resorted to renaming them for each build and test. Pretty sure it's not my install since it started happening to my friends too around the same time. I have a suspicion they're being cached. Anyone else? Known bug? @ me if you know
What does updating "correctly" mean? What makes it update incorrectly
make sure to switch avatars back and forth if you want your model to update
Yeah there is a behavior to turn layer weights on and off
anyone know where I can get the "cute dance" afk animation file?
the main problem with VRCSDK's layer naming is that almost all the examples have the wrong names
(people should make more asl avatars)
Just caught up with the update posted 3 days ago, will there be an option to set your own fallback avatar to one of your own one day?
All of the provided ones are.... not really ideal
You can always set it as one of your own, you just have to upload it as such.
Though, it has to be Good rank or better.
anyone know if I can reverse the emission of a particle system? I need like a vacuum effect instead of a blowing effect but I cant seem to figure out how to reverse the direction of the flow..
for a cone btw
Is this just gonna be in local space, or world space?
Really? The only thing I have access to in the fallback section is public avatars
In the SDK.
There's an option in the SDK to list it as a fallback avatar.
No problem.
world space I think I got it working finally
Ah alright cool
So uhh
My fallback avatar got nuked in the game update? Like, it doesn't exist anymore
Simple as reupload? or?
hey guys, i have an avatar with a music toggle that is working fine when tested in unity using the av3 emulator, but in vrchat is doesnt play at all. ive put music/audio on other avatars with absolutely no problem so im confused
Not sure if this is the place to ask but how do people record themselves in vrchat in 3rd person without the use of a mirror?
Camera.
whoops just realized this is general, not the help channel. whoops
But I dont see a record option for camera just capturing pics
You record yourself using a recording software, like OBS.
There's a capture cam and a streaming cam. You use the streaming cam to record.
Okay thanks ^^
hi-hi, going dancing to a rave party this weekend, can you recommend a good rainbow shader for a lightstick? (using light-trail effect, just want to shade it nicely 🙂 )
anyone got a cholo avatar
anyone got a mui shaggy
Neither of those questions go here, there is #avatar-search-old for a reason
alrighties, so im making this avatar that has a gun on its hip. i want the gun to disappear when holding it. is this possible?
no-one is helping in help
Hi can someone help me with removing dynamic bones and missing scripts?
Hey
Can anyone give me a hand?
i'm trying to compile an avatar but for some reason the descriptor keeps rolling back to this
i don't think that looks right
yeah just have the gun be a separate object or
give the gun a bone and parent the bone to the hip, put it where you want the gun to be. in unity put a parent constraint on the gun and choose the hand as the source or target or whatever it's called (you'll see on the component), move the gun to the hand and activate it
then either animate the weight from 0 to 1 (hip or hand) or animate the is active value
Need a bit help here
When trying to build & test
this happens
FileNotFoundException: C:/Users/caecp/AppData/Local/Temp/DefaultCompany/Wolften_VRC_export/prefab-id-v1_avtr_5586dc6b-8a7e-4df8-92f7-b01dca60625a_4988603632.prefab.unity3d does not exist
fix the errors before it, likely broken shader/missing script or you dont have dynamic bones wich some components on the avatar you have , need
help, all the tutorials say to get the custom override, but i dont have it. what do i do?
Annoying that the sdk doesn't abort the build before the file not found error happens
overrides are sdk2, watch tutorials for sdk3
aka avatar 3.0
by characters legs are bent due to something with the animator
what can i do about hti
this
How much would it usually cost for someone to make an mmd model into a vrchat avatar like I have it I'm just having issues with getting it to work right
im after an avatar to be made how wouuld i go about sorting this?
#community-servers-old, VRC Traders. Expect to pay a good amount of money, though.
So, for programming things onto your avatar, is using the Animator the "best way"?
what'cha talkin'bout willis
I'm fairly new to Unity, so maybe I'm not wording this right, but should I pretty much just pass things from the Animator to scripts to program things? Or would it be fine to put a fair bit of the actual programming logic in the Animation Controller?
the animator controller is your 'scripting' environment
truly, a blessing and a curse
Can someone send me to a nice quest avatar world for men. Like decent looking guy avatars
you are misunderstanding how vrchat avatars work.
you can NOT add your own scripts to avatars. You can add 3d objects and stuff and using the animator and the scripts already included by vrchat you can make stuff like toggles etc
also, read the offical vrchat sdk documentation
alrighties, everyone, ive got the animation set up i just need to be told how to make the animation play when i hold down the trigger and grip button on oculus
I believe "trigger and grip" would be the "thumbs up" gesture. Do you already have a gesture controller on your avatar?
no, how does one set this stuff up
Are you using a pre-built avatar?
read the vrchat sdk documentation to understand how it works
have you gotten your avatar to a point where you can Build and Test it in VRChat?
yes
ive done that before
this is my first time adding guns to it
im just trying to find out how to swap the gesture with this animation
on your Avatar object, in the Inspector, look at your Playable Layers. Does it say "Default Gestures"?
hey, my legs crumble when an animation is played, how does one make it so the legs stay normal
man learning blender is a nnightmare
it certainly takes several months/years to learn 3d modelling
yea, im tryin to use a channel called flipped normals rn
somone i met at a rave gave me that friendly suggestion
honestly im not really that intrested in making toggles, just the model itsefl
Did you flip your normals though? @sand orchid
meh i really just need to at least make a base , its an 9 ft avatar
might just
model in maya
and export to blender
why is maya soooo much easier xD
managed to somewhat make a head in 20 mins when i couldntr ffigure it out in blender
i cant even find a video in setting up a model for sculpting
when in maya i was able to do so in like 5 mins from the get go
Maybe u just suck?
Ok
im positive i can just at least make the head in maya and the rest in blender, the head is the most difficult out of everythin that im gonna need for this avatar
Oh my goddddd this laptop is so fucking trash
I cant have
Blender
And google open
Or my screen goes fucking black
SSD
ooof i wish you luck on whatevs u workin on
Its whatever
Only lost like 3 minutes of progress
Have to restart to get this rainbow tv static shit off my screen
posted in showcase if ya wanna see what im workin on
modeling with a wacom tablet
or i got an avatar fren that can help me figure this out when i get to it, i can have each antler float up and down, probably what you just said ill get to that when the time comes
ok
Found Toocanzs's vertical billboard shader here, any instruction on how to use it? Shall I just copy paste the code to a new created shader in unity?
Is there a way to toggle different sizes of the avatar? As well as a script that can make the eyepoint go with those sizes when being toggled
Felt its better doing that than uploading separate of the same avatar
Copy the code, paste it into a text file in notepad, and save it as "whateveryouwant.shader". Then just copy the .shader you made into a folder in your project in windows.
Hmm. Yep I've tried, it works sometimes but not often. reloading world helps but sometimes never. You're talking with unpublished models too right?
to be honest I never really bother with the unpublished ones
since the emulator in unity is able to test for the vast majority of things
I'll look into using more often. used to be as simple as resetting avi
does anybody know that the unity "mirror" parameter does?
can it be used to make like a motion play backwards to reverse a toggle for example?
You can play any animation backward with speed -1 , mirror just flips one of the axis forgot wich one
there are some tutorials out there that show toggles with 2 frame animations (frame 1 = off, frame 2 = on) and then play it speed 1 to turn on and speed -1 to turn off
That would make some of my animations more easy, i made a lot of duplicate animations just for the two states
is it possible to have a blendshape in an animation scale with a Parameter? e.g. a blendshape named "Smile", rather than using the animation to set it to 100, sets it to (GestureWeightLeft * 100)
That's that the motion time setting on animator states does. It will choose a point in an animation (even between frames) based on the value of the float you assign to it. So in your animation, have your blendshape at 0 on frame 0 and 100 on frame 1 (make sure loop time is disabled on it), then enable motion time on the state and set it to GestureLeftWeight (or right). This only works for fist though, for all the other gestures, weight is always 1. You can, if you want, use one hand to select an expression and use the weight of the other hand to choose the amount, by setting motion time to the weight that corresponds to the opposite hand. With that setup you could have variable amounts for every expression using a two hand system.
I think you could also do it with a blendtree
You can, yeah
so is there a way to integrate external haptics into a VRChat avatar without using a mod loader?
so, I'm reading the SDK, and I get to this:
† GestureLeftWeight and GestureRightWeight go from 0.0 to 1.0 in various gestures depending on the trigger pull. For example, if you make a fist but don't pull the trigger on the left hand, GestureLeft will be 1, but GestureLeftWeight will be 0.0. When you start pulling the trigger, it will climb from 0.0 towards 1.0. This can be used to create "analog" gestures or conditionally detect various things.
Well, it seems to be inverted from this. Not only that, but if any other button on that hand is pressed, the weight of that gesture shoots straight to 1
gesture weight is only analog for fist. for other gestures it's always 1. this is confusing because if you don't at least touch the trigger, it's now pointing, and the weight is 1 for a different gesture
would have been better to just give trigger pull because they didn't take advantage of it in any other way
Though it's also inverted from the SDK. It starts at 1, and subtracts to 0 as you pull on the trigger.
no, it starts at 1 with your finger not touching, then goes to zero as you touch, then goes to 1 as you pull
is there any way to pull up a debug menu?
yes, under options in the radial menu
well, this is odd. The moment I go into GestureLeft 0, the GestureLeftWeight jumps to 0.0, same for the Right side
Why would the weight not be 0 when the gesture is 0 (no gesture)
Gesture 0 is the gesture on Oculus when the trigger, and only the trigger, is pressed. Gesture 2 is the no button pressed gesture
It's 0 when you press the trigger because that is not a valid gesture on its own
It would also be 0 if you were pressing nothing
The excerpt you quoted above, when it refers to the trigger, would actually be the grip button on oculus
On index it's the trigger
it's 2 when I'm pressing nothing
Well, that's hand open, so presumably one or more of your fingers are raised off the controller. Your hand position counts too. You have to be holding the controller with all your fingers down for it to be neutral. If you press the trigger, that's not a gesture so it's still neutral. If you lift your fingers you're now doing open hand. Look at the links that I posted.
hand open is my thumb, index, and middle finger raised off the controller
which means I'm holding the controller by nothing but its plastic
That would be the correct way, yes. But I believe it might register open hand if you lift just the top two fingers as well. Just make sure your middle finger is resting on, but not pressing the grip, your index finger is resting on, but not pressing the trigger, and your thumb is resting on the analog stick or the touch sensor next to it. That's neutral. Fist would be the same except you pull the grip button with your middle finger.
the grip button only gives me either 2 or 6 with all other fingers raised. It's very much a digital button, and GestureWeight stays at 1.0 no matter how little or how much I press it
the first step is to accept that this is not going to make sense
6 is hand gun, which is fingers up except middle pressing grip. For fist, do what I typed already, and just look at the links I posted, all this information is there.
Have all your fingers down and press the grip.
Then you will have variable gesture weight.
oh, huh, that is the case. So basically I'm gonna have to work my gestures around thinking of the face of the controller as an inverse button?
feels so weird to use the grip, and not the trigger, as the analog button
I'm guessing the actual controller scripts can't be altered
For some gestures the fingers must be resting on the controller in their normal positions, for others some fingers must be raised. That's really all it is. The first link I posted shows all the hand poses. I'm not sure why it's the grip, maybe the trigger itself is not really analog or something on touch.
welp, back to the drawing board for my gestures, then
Like I said a while back, you can use one hand for gesture weight and the other hand to select the gesture, if you want variable weight for all gestures
For that you just set motion time to the opposite hand's GestureWeight
it's more that I wanted to have a resting weight and a pressed weight
or use a puppet menu
so I could rest my hands on the buttons, then press, not release, the buttons to perform gestures
srsly? I see people do more accidental facial expressions than intentional
