#avatar-general

351 messages · Page 36 of 1

neon finch
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kek

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when the community gets their shit together on optimization

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vrchat themselfs csn only do so much

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Like there is one thing i wish they added

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i saw my friend use this client thing

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which makes people far away like unload

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ew client user

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that is something id like tho

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so it saves your computer a bit of hassle while you cant see them

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proximity robot

karmic totem
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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

neon finch
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which hurts

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ye

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for worlfs like the pug id love to be able to just robot people in other rooms above me that are too far away

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maybe they arent being rendered at all idk

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idk how the engine works

karmic totem
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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

neon finch
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the world creator can make players cull faraway?

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how does that work

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magik

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clip on the camera?

karmic totem
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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

neon finch
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what unity version does vrc use now again

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2019.4.29f1

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probably tons of documentation on how unity operates

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not probably

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is

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i can only find 2019.4.30f1

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in the hub

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the right one should be in the hub

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right above the .30 one

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in the installs part of the hub

karmic totem
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Unity pushed an update to LTS so you have to use the website to tell Hub to get .29f

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and select 2019.4.29f1, use the Unity Hub link

neon finch
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the unity hub link isnt working for me

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goddamnit linux

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oh linux of coursee

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u running ubuntu or arch

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not manjaro right

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a fork of ubuntu so basically the same

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swag pog i lub ubuntu

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you lub ubuntu?

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lol

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yes

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first and best linux never gave me a hard time

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i use pop

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cause easy drivers n stuff

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plus i dont like the look of ubuntu

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i never tried it but i heard about that

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i know it uses gnome but i cant be bothered

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what u got against GNOMEE

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its perfect

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pop also uses gnome

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it just i cant be bothered to do anything with it

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to lazy

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hah

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idk what gnome even foes

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i just know it exists on ubuntu

neon finch
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oh desktop environment

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so 4.30f1 wont work?

karmic totem
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switch to #vrchat-general-1 if you want to keep talking about how great linux is or a version you use is please

neon finch
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ok lol

neon finch
karmic totem
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30f won't currently work until VRChat says so

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I suspect it won't be long before they do move to it, unless it breaks things

neon finch
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i cant get 29 to download

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Looking for a boy avatar and a girl avatar matching for friends ?

neon finch
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Thx

neon finch
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i didnt

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i got it on bindows

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ahh

honest yacht
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If you want to use hands to control face gesture, you put the hand-layer controller in the Gesture layer slot right?

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My hands are animated correctly, but my face isn't changing

merry swan
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Blendshape? Fx controller

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just use the same parameter as the gesture you want to do it with

honest yacht
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Parameter?

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I moved it to the FX layer, I'll give that a shot

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I think I figured it out

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I'm getting some texture weirdness, but thanks for the help!

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Ohhh, I get it now

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Any idea why the Add Property button on my animator is greyed out?

agile flume
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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.

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Without losing the mouth visemes underneath the mask.

agile flume
vague raft
honest yacht
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Ah, okay

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I'll try that, thanks

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At least, I think I know what you mean

vague raft
agile flume
vague raft
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Yes. I use it to control the mouth of a puppet animal

honest yacht
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Urgh. I'm trying to hide the face blendshapes that'd require transparency since I'm building for quest, but it's not working

agile flume
honest yacht
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Can't post pictures in this channel?

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I suppose I'm in the wrong channel anyways

thorn tundra
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fg

neon finch
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you could make a physics blob, yeah no fancy bones needed but the ones needed to make it jiggle

warm cave
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so i managed to get my avatar uploaded to vrchat but it doesn't have any of the facial expressions

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i know the model has them

neon finch
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are they blendshapes?

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are they already made into unity animations and attached to a controller and plugged into ur avatar

warm cave
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uh i have no clue where to look for that

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okay i found the actual expressions in the files but no clue how to add them

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when i bought it it came with a couple photos but they're both in japanese so i have no clue

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and can't post them in here for some reason

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anyone i can send these photos too to get help on?

smoky rivet
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anyone know where to find good icons?

hasty hemlock
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what kind of icons

smoky rivet
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character poses

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and general icons for togglables

hasty hemlock
smoky rivet
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ty, didn't even think about looking on booth

hasty hemlock
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glad to be of help

cinder linden
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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?

cinder linden
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so what is that exactly, like worlds specifically for looking at avatars?

loud cape
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sometimes you will see random avatar pedestals in worlds (like in minigames), but often you'll just go dedicated avatar worlds

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essentially just worlds with a lot of avatar pedestals, either showing off the avatars from the author, or other random avatars

cinder linden
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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?

safe venture
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Are the newer SDK viable for use with unity 2018 avatars? or should stick to SDKs prior to the the 2019 release?

safe venture
vapid turtle
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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

neon finch
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Thats a new one

neon finch
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Is there a certain step you take that always results in this bool removal thing happening

vapid turtle
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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

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Had it ever since I started Unity and always just worked around it but its really damn awkward

neon finch
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That is very very weird

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if its been happening even in 2018 lts then thats even more weird

vapid turtle
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Yeah had it for like 6 months so well before 2019 was brought in

neon finch
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have u tried looking up online to see if other people have this specific problem and tried their soltuons

vapid turtle
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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

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which makes me think that maybe its a really simple fix that Im looking into way too much lol

light quartz
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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?

neon finch
light quartz
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are locomotion files downloadable from other sources?

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Where do I get them exactly

neon finch
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they are part of the vrchat sdk 3

light quartz
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Is that located in unity?

neon finch
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yes

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when you import it

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gotta import the VRC SDK first tho

stable aspen
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Wait I can't upload photo's here? waaaat?

neon finch
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should be img perms here but there not ig

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i swear there used to be for a period of time

stable aspen
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or drop my little project in showcase

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Trying to remake any of this without poi would kill me~

fluid grotto
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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.

spare canopy
fluid grotto
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It happens on any action emotes or world animations. hip will not budge from place. it can rotatae, but not translate

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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

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you look fine for yourself

spare canopy
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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

fluid grotto
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I'm beyond hoping it gets fixed i'm just trying to find a work around that still has me good-rated

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The issue is that Root.T is not animated remotely if you have index controllers

spare canopy
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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

fluid grotto
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Sadly I don't want to use child animators - i'm trying to keep my stuff good rated

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also I don't think child animators have access to Root.T, since they won't be on the root

spare canopy
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yes but animate root.T of the child skeleton, maybe that works because it's untied from tracking entirely

fluid grotto
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I need it to interact with all my av3 features

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sadly a second animator will send me into poor

spare canopy
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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

fluid grotto
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But that makes dances look really dumb

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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.

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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

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but also only if they have index controllers

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which is totally confusing

spare canopy
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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

fluid grotto
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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

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since the animation would still be playing correctly, the world animator would have been taking priority over the avatar one

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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

fallen swan
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does anyone know how i can toggle clothing on and off

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im trying to make a toggle for my pants but i cant seem to figure it out?

hasty hemlock
hot pumice
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Hey can anyone upload a avi into my account for me??

hasty hemlock
hot pumice
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Hm

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True

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But like ive been wanting it into my account for a bit now

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I need to find someone i can trust

fallen swan
hot pumice
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Idk

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I got the free model all i need is it uploaded into my acc

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@fallen swan i added u

neon finch
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"I need to find someone i can trust"

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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

light quartz
neon finch
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Hey guys

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Need some animation help

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So i changed my idle locomotion animation for prone

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changed it to a seated position, however, in vrc, my model sits but part of it clips into the ground

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does anyone know how to raise the position an animation plays in unity?

neon finch
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is anyone else having problems uploading? its not poping up on vrc

zenith lily
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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

loud cape
zenith lily
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Ah gotcha so duplicate a material and add a different shader

neon finch
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was there a shadow ping?

ornate salmon
merry swan
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Thats usually a sign you have the wrong unity

ornate salmon
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Except I think it asked me to update .. which I did .. was I not supposed to .. ?

fluid grotto
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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.

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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 🙂

ornate salmon
fluid grotto
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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

ornate salmon
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Thank you

wispy talon
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does anyone know how to fix hand gesture delays? Right hand works fine, but there's a delay on my left hand.

wispy talon
fluid grotto
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DM me the gesture controller and I can take a look at it and see if there’s anything weird

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Don’t need the av or anims

cyan granite
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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.

lean hamlet
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hi guys, u know a place to take clothes shaders etc?

cyan granite
modest canyon
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Hey- uh

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anyone got a fun and quick and hopefully easy way to make smoke?

fluid grotto
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Particle system trail render

versed wigeon
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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.

hasty hemlock
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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

dense coral
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Is there an simple way to optimize Avis in unity or is it a lot of time consuming?

merry swan
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unity? no, blender

neon finch
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Gotta blend up da thingies

dense coral
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So u do need blender? U can’t just edit the avi in unity like delete extra stuff to make optimized?

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Maybe like bones and cloths

neon finch
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You should edit all that in blender anyway good practice

dense coral
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Just don’t have much experience with the blender just learned the basics of unity like uploading and emissions Edits

neon finch
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We are here to halp u learn

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and youtube

cobalt yew
dense coral
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Yeah I can look up some guides in blender

neon finch
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Haha yeah I reckon you dont want to learn a whole coding langauge to innefficiently edit things

dense coral
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Nope lmao

cobalt yew
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well it does have its uses

neon finch
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do tell

cobalt yew
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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.

neon finch
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Thats an interesting approach I havent seen a flow like that before

cobalt yew
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it's very helpfull for roleplay avatars that frequently go through multiple outfits

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as it lets me remove the outfits from the model without breaking the body prefab.

neon finch
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it DOESNT break the prefab!??

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woah

cobalt yew
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it does not. at least not on the body. it does for the clothing.

dense coral
neon finch
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what operation breaks the link

cobalt yew
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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)

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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.

neon finch
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colliders are too much imo but it wont be a problem in the future of VRC thankfully

cobalt yew
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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.

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so i can make my animators completely in code. :P

neon finch
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AnimatORS or AnimatIONS

cobalt yew
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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

neon finch
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Ol buddy ol pal made animations in code to immensely condense the filesize

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for his world

cobalt yew
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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.

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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

cobalt yew
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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

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not to mention typing doesn't cramp up my hand like the constant mouse clicking does.

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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)

neon finch
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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

cobalt yew
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it's an excessive example.

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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.

neon finch
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Yeah I hate all that repetition

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If only it could be easily automated and universally applied to all my animator neeeds

cobalt yew
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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.

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and having to set this all up by hand would have taken me much longer then just writing this out did :P

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not to mention that this can import into existing animators. so it's great for my self installing prefabs

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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.

neon finch
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And then maybe even some user error

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Fun times

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You really type fast you wern't lying

cobalt yew
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lol

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to imagine i only woke up about 5 minutes before i started typing here :P

neon finch
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Yurp

cobalt yew
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lol

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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

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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

olive forge
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What are the ways to lower size for avatars

neon finch
karmic totem
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Filesize, compress textures. Scale, scale

merry swan
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remove blendshapes you dont use , can usually drop fbx size 50-70%

olive forge
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If I resize do I have to redo toggles

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Nvm I think I don’t

fluid grotto
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Many people have a blend shape of the entire Avatar just to make their mouth smile while the rest stay stationary

hasty hemlock
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apparently cats has a button that separates the parts of the mesh that are affected by blendshapes into their own mesh

flat hamlet
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what version of unity do i use to edit avatars

neon finch
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I think your confused on the different jobs Blender and Unity has

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Blender is just the most common 3d modelling program people use to modify their avatars and create them and all that fun stuff

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Unity is something you NEED to upload anything to VRChat

flat hamlet
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so i need blender ok

fluid grotto
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Recommend blender from Steam if you are starting out

elder rune
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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

elder rune
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the view

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here's a videa example

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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

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ive made 4 different unity projects trying to fix this and editied the model's armature several times in blende

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Ive been in #avatar-help since yesterday trying to find an answer

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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.

neon finch
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I mean if you already have been through all this troubleshooting I guess I could just look at the model myself

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yeah

elder rune
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ya mwant me to dm?

neon finch
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yus

calm sonnet
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do ridged bodies work oN QUEST?!

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i need to KNOW!

agile solar
calm sonnet
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true ...

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ill go there then

sour wagon
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No judging, but is there anything stopping me from slapping a 16k texture on a model?

hasty hemlock
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it would make everyone lag horribly

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and there's no good reason to ever actually do that

sour wagon
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But there isn't anything stopping me? 😎

hasty hemlock
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question does unity even support 16k textures

sour wagon
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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

hasty hemlock
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there's much more efficient ways to handle text than a 8K texture

sour wagon
sour wagon
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In the end the model only ends up being like 20MB

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And is rated good lol

hasty hemlock
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the problem is here using a huge amount of vram as download size is not the same thing as vram

sour wagon
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Everyone should just get 3090s, problem solved

hasty hemlock
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you put the text on a transparent texture of floating above the the parts you want to have it on the avatar

hasty hemlock
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that's been used in Games to handle that

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like no game whatever use a 8K texture for a character model

sour wagon
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I know lmao

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I'll give that a go, hilariously that would put me at Medium while my current method would keep me at good

hasty hemlock
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I suppose there's also some tricks using second UV Maps but that's a lot more complicated than the floating texture method

sour wagon
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Yay VRC performance

hasty hemlock
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it doesn't need to be a new material

sour wagon
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Having the text be on the same texture with that method would still leave me in the same spot

hasty hemlock
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you don't have enough empty space on your UV map?

sour wagon
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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

hasty hemlock
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but the roughness map is a separate texture so that doesn't answer the question of uv space to put the text

sour wagon
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I mean, they'd be using the same UVs though?

hasty hemlock
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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

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like would you mind sharing a screenshot of your avatar texture

sour wagon
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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

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ya

hasty hemlock
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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

sour wagon
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Like, there's definitely space, but I don't think I'd get /that/ much more out of it

hasty hemlock
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that link didn't actually give me a screenshot

sour wagon
#

I can't drop images in VRC discord

hasty hemlock
#

you can p.m. me the picture

#

and here's a screenshot showing off what I meant with like overlaying the text

agile solar
#

Jeezus, Why is that image link so LONG?

karmic totem
#

Unless there is some way around it, textures have a maximum size of 8192x8192, a Unity limit

agile solar
noble sky
#

What do you guys use to make your avatatr

#

What softwares do you like to use?

left arch
#

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

left arch
#

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).

neon finch
#

PoWERRR!!

left arch
#

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.

neon finch
#

I cant afford substance and cant be bothered to do a student trial

left arch
#

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.

swift tapir
#

Hey, i wanna learn how to make avatars for vr chat ( from like animes ). Anyone have a recommended free program?

neon finch
#

Unity

swift tapir
#

uhh is there maybe a program which is "like" vroid studio?

loud cape
neon finch
#

yeah and some make stuff in vroid originally and brjng it into blender

loud cape
#

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

swift tapir
#

oh...

#

well thx for telling me!

dark tulip
#

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

neon finch
left arch
#

Yeah, there's some utility to the clothes tools.

#

Not a lot, but some.

fluid grotto
#

It would all be distorted

left arch
#

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.

fluid grotto
#

National public radio?

left arch
#

Non photo realistic

vale fox
#

that's why clip studio modeler

#

exists

left arch
#

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

neon finch
#

Is it just common practice or is there a reason for like solid colors

left arch
#

Mip-mapping

#

It can cause weirdness at distances

#

Also for ease of seeing

neon finch
#

ahh ok good to know thanks

fluid grotto
neon finch
#

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?

hasty hemlock
#

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

neon finch
#

Ok thats what I thought I was confused

hasty hemlock
#

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

fluid grotto
#

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

neon finch
#

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

hasty hemlock
#

not really

violet fiber
#

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.

neon finch
#

can someone help with blender

rustic pumice
#

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

ruby timber
#

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

vale fox
#

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?

neon finch
pulsar trail
#

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.

noble sky
left arch
#

Hullo

vale fox
#

mm

left arch
#

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.

swift tapir
fossil lake
#

will more full body trackers ever be supported?

loud cape
#

no idea. would be cool though

ancient bear
#

i found some pretty good fnaf avatars with changeable body parts

pulsar trail
#

If anyone knows the answer to my question above, please respond to it.

agile solar
#

What question? 👀

strong shell
#

I'mma go out on a limb and say... yellow

agile solar
#

Mmm... I say it's square.

pulsar trail
# agile solar What question? 👀

"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."

agile solar
#

Mmm, yep. The answer is square.

pulsar trail
#

Not amused

proven osprey
#

When my install on my unity editor is done can someone teach me how to make avatars?

agile solar
#

You can copy-paste the message link, btw.

proven osprey
#

Almost got unity downloaded

strong shell
strong shell
#

(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)

vale fox
vale fox
#

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!)

fluid grotto
vale fox
#

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.

proven osprey
#

damn thanks

solar abyss
#

why are dynamic bones a cant compile error if its just gunna be ignored

latent whale
#

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

red path
#

That happens when you have outdated DB script or you didn't got them from Unity Asset Store iirc

karmic totem
#

It is also a UI error and restarting Unity brings back the performance check in the SDK panel

leaden crest
#

That's the lowest form of risk too. Considering it's a script, only their knowledge and creativity is the limit.

neon finch
#

Wonder if there is anyway to trip that

leaden crest
#

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

neon finch
#

like you yourself reading over the scripts or you have an application for that

leaden crest
#

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

neon finch
#

giv

#

and then you can make everyone else pay a royalty 20 bucks

#

but free for me ¥~¥

leaden crest
#

Lol it's been free always

neon finch
#

Ok thank you

fluid grotto
#

they will still be rated correctly in-game though

latent whale
#

but re-importing it seems to have worked, thanks!

drowsy burrow
#

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 : )

native geyser
#

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'

loud cape
#

completely depends on the usage rights of the model

drowsy burrow
#

well the person who made the model said that youre free to use it in anything you want

loud cape
#

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

drowsy burrow
#

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

half rover
#

Does the model come with a sample unity scene?

neon finch
#

is there anybody who has a very long white haired female model? or a world i could find one in?

light quartz
#

How can I make my own walk and run motion

#

for locomotion in unity

fluid grotto
#

You can use the locomotion example to see what it was before overriding it

#

and edit it

light quartz
#

I see

fluid grotto
#

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

lean hamlet
#

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?

strong shell
lean hamlet
strong shell
#

Yes

lean hamlet
#

omg... blender, hello again

#

thanks man

fluid grotto
#

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

strong shell
#

(and links are not banned)

fluid grotto
#

nah just do it live

strong shell
#

But go to the help channel for embeds

fluid grotto
#

I went into vrchat content creation with no blender or unity experience. it's possible

neon finch
#

You just have to be resourceful

fluid grotto
#

you don't need classes for this stuff

neon finch
#

Which, a lot of people unfortunately are notttt

strong shell
#

Not but they certainly help

strong shell
lean hamlet
#

sorry for my bad english

#

i dont know whats wrong, y buy the monaca avatar, she have expressions apparently

#

i dont know..

neon finch
#

You bought an avatar that said it had "expressions"?

strong shell
#

But bones is probably easier

#

But this also depends on your model and how it is set up

lean hamlet
strong shell
neon finch
#

unity animations?

#

can you show me the link of the listing of the avatar?

lean hamlet
lean hamlet
strong shell
neon finch
#

maybe it has the blendshapes but the naming scheme is shite so it doesnt get autodected

strong shell
#

Could be

lean hamlet
#

there is

neon finch
#

oh yeah this one 100% has expressions

lean hamlet
#

so when i cant do it work it y followed the tutorials omfg xDDGSAFGS

strong shell
#

You are following the wrong tutorials possibly

#

You don't need to create expressions, just set up the ones that already exist

lean hamlet
lean hamlet
strong shell
#

Is your first language Spanish

lean hamlet
#

if you guys dont know what happen, im donned

strong shell
#

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

lean hamlet
#

sorry for write here now i see the help channel

karmic totem
#

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

silver plume
#

in sdk2 how do you check where the view bubble for the avatar is?

vale fox
#

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

quartz flume
#

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?

strong shell
quartz flume
#

no im not seeing any instructions just to have dynamic bones installed before importing which i do

quartz flume
strong shell
#

there might be a plugin that does it but I don't know which one

quartz flume
strong shell
#

good luck vrcVard

half rover
#

say, why is holding the trigger and face buttons "Rock n Roll", when the only finger you have raised is your middle finger?

fluid grotto
#

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

covert junco
#

is there a way to import an avatar with animations from pc to quest

strong shell
#

(assuming it's yours. If it's not yours, that's stealing and will get you permanently banned so don't do it)

modest nest
#

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.

coral osprey
#

There is definitely at least one material shader in Unity that can do that. I haven't experimented with it much myself though.

bleak glade
#

does anybody have an OK hand gesture animation file i can use? like the actual ok sign

royal otter
#

@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

agile solar
#

So many pings.

modest nest
#

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

lapis zodiac
#

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

bold jewel
#

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

spare canopy
civic light
quartz flume
# civic light 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?

quartz flume
#

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

shut bough
#

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?

wintry glade
shut bough
#

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.

wintry glade
#

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

shut bough
#

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.

wintry glade
#

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 😔

shut bough
#

Hahaha, all menus lol

safe harbor
#

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.

karmic totem
#

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

safe harbor
#

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

median light
subtle cedar
#

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!

strong shell
half rover
#

say, would it be difficult to do something like take the tail of a Rascal Rabbit, and append it to a tailless Nanachi?

terse robin
neon finch
#

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?

left arch
left arch
toxic forge
#

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.

strong shell
#

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

sand orchid
#

modeling hips and legs are hard :3

neon finch
#

hips are impossible for me

#

legs? sure

sand orchid
#

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

iron parcel
#

Do any of you know if it’s possible to make your own avatar and import it to the quest for yourself?

loud cape
#

also you don't "import to the quest", you upload it to vrchat

iron parcel
hasty hemlock
sand orchid
#

damnnn

#

fuck modeling legs

sand orchid
#

alright i see how to do legs now

sand orchid
#

ughhh

#

idk what i did but im missing the axis icon now

#

;/

neon finch
#

can someone tell me what they're doing with the new dynamic bones?!

tawny folio
#

Nah just kidding

neon finch
#

personally that would ideally that would be the case kek

tawny folio
#

You can grab and pull them and stuff

neon finch
#

and they dont kill ur frames

karmic totem
#

also not dynamic bones

neon finch
#

thats the biggest plus imo

karmic totem
#

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

burnt lily
#

No embed perms emoji

neon finch
quiet crown
#

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

burnt lily
burnt lily
#

After idle ends

azure niche
#

when they say poly's do they mean verts,faces or tri's?

hasty hemlock
#

tri's

azure niche
#

oh cool my model is only 9k so i have plenty of space to play around in my creative part

hasty hemlock
#

as it's all going to end up triangles when it gets to the render

hasty hemlock
azure niche
#

oh it took me a moment to figure the meaning to that, the target is for PC

hasty hemlock
#

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

azure niche
#

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

hasty hemlock
#

do you have a screenshot to show an example

azure niche
#

u have a choice @hasty hemlock wanna see the model i am working abs, or the scales?

hasty hemlock
#

scales

rustic relic
#

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

terse robin
#

probably a different answer as to which is actually better and which is penalized less by the automatic rating system

rustic relic
#

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

neon finch
neon finch
#

I want a cally 3d fnaf avatar to my account but I don't know how to use unity

sand orchid
#

when you add 8 divisions in maya on an object by mistake . . .

vague raft
#

yum

sand orchid
#

Why is everything solid green when i select it . . . oh

barren hemlock
foggy pelican
neon finch
#

@ionic forum hello, fan of your gun avatar on your world. did you code that and set the colliders? would like to learn that.

split root
#

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

exotic wyvern
#

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

split root
#

thank you

silver plume
#

im haveing a issue where when i put the earring in on the head armature it disapears into thin air?

agile solar
#

What're you looking for?

cedar plume
#

why do I not have the option to upload under the Vrchat sdk tab?

agile solar
#

?upload

dusk coralBOT
#

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

hollow dove
#

?upload

dusk coralBOT
#

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

hollow dove
#

im trusted tho

agile solar
#

Okay?

agile solar
fluid grotto
silver plume
#

how to create toggles useing bools

azure niche
#

I wanna port a Skyrim dragon into vrchat but idk how I should rig it so it would work properly,

glacial thunder
#

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.

merry swan
#

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

karmic totem
#

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

ripe cloak
#

🤔

#

This is so confusing ;_;

zealous lintel
#

VRchat realy needs to do something about avatar rippers i just had all mky private models ripped.

vale fox
#

ripping content from games goes beyond a vrchat problem

zealous lintel
#

no not even that, stuff like ripper store

vale fox
#

ah

cyan granite
#

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.

karmic totem
cyan granite
#

Or just a search filter in general?

karmic totem
#

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

cyan granite
#

Ok, thank you. Just using Google got me a load of physics instead of models.

karmic totem
#

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

cyan granite
#

Thank you, anyhow.

plush bone
cyan granite
dreamy harness
#

ive been working on my model and the highlights in its eyes dont line up ;-;

neon finch
#

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?

merry swan
#

Bone stuff (transforms) doesnt work on FX controller, try the gesture instead

red path
#

Yeah, you need to split your animation into non-transforms (everything that is not rotation, scaling or rotating any object) and transforms.

opaque mantle
#

why does quest shaders make everything green

half rover
#

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?

half atlas
#

Can anyone make a avatar for me

solar abyss
half atlas
#

Can I dm you a photo of it

solar abyss
half atlas
#

I can’t

#

I don’t have the permission

solar abyss
#

Does it have a model or is it just reference photos

half atlas
#

Reference I think

solar abyss
#

Yeh someone else will prob do that then
I can't model/rig

half atlas
#

Do you know anyone

solar abyss
#

Nah sorry

half atlas
#

Is ok

neon finch
#

Hey anyone have time to teach me how to make a avatar quest compatible and do toggles? After school today?

neon finch
valid patrol
#

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

neon finch
#

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!!

wintry glade
#

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

neon finch
#

Exactly

hasty hemlock
neon finch
#

ooo thats a good resource

hasty hemlock
#

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

terse robin
#

You can just check a box in unity hub

echo tartan
#

theres ppl who dont use the hub tho

wintry glade
#

Sounds painful to be honest

echo tartan
#

why? the only thing that really changed in 2019 is that switching projects now requires one project to be closed

wintry glade
#

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

echo tartan
#

the only thing you relly need unity hub/2018 for is activating unity when the license expires

idle parcel
#

Hey, does anyone know where i could find a valve index model?

long dirge
#

I know the og model was free but idk where to get it from

long dirge
#

oh ok ty

hasty hemlock
#

have fun

red path
#

Nope, fallback avatars need to be humanoid.

mild charm
#

Is there a way to make avatars for vrchat on mobile or does it have to be a good labtop/or pc

hasty hemlock
#

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

neon finch
#

alrighties everyone, ive made a avatar and spend way to long weighing it. how does one go from blender to working on vrchat

solar abyss
neon finch
solar abyss
#

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

hasty hemlock
neon finch
sand orchid
#

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?

hasty hemlock
hasty hemlock
#

like scale a cube to 1.82 and then reschedule your avatar until it fits that height

hasty hemlock
neon finch
#

Hello everyone! Can anyone explain to me how to insert the chairs on the SDK3.0 avatars? Thanks

solar abyss
#

Cus iirc sdk3 chairs use udon

neon finch
merry swan
#

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

sand orchid
#

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

open dock
#

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..

sand orchid
#

is it a public avatar?

open dock
#

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

sand orchid
#

oh i was gonna say most of the time avatar creators make female versions of it

open dock
#

Well I don't think zeke is a very popular character to be made female 😭

sand orchid
#

ha ha ha yea, sorry i cant help more xD

open dock
#

All good

neon finch
#

will cost moneys so

neon finch
#

nppepepp

neon finch
#

Is there a way to change loco layers with a toggle?

fathom crane
#

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

neon finch
loud cape
fluid grotto
rotund sparrow
#

anyone know where I can get the "cute dance" afk animation file?

wide thicket
#

the main problem with VRCSDK's layer naming is that almost all the examples have the wrong names

neon finch
#

(people should make more asl avatars)

hollow tangle
#

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

agile solar
#

Though, it has to be Good rank or better.

lunar halo
#

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

low whale
hollow tangle
agile solar
#

There's an option in the SDK to list it as a fallback avatar.

hollow tangle
#

Oh, I didn’t realize there was a specific option for fallback

#

Right, thank you

agile solar
#

No problem.

lunar halo
low whale
#

Ah alright cool

vale quiver
#

So uhh

#

My fallback avatar got nuked in the game update? Like, it doesn't exist anymore

#

Simple as reupload? or?

vale fox
#

simple reupload should be fine

#

change the id to be sure

quiet crown
#

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

plain veldt
#

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?

quiet crown
#

whoops just realized this is general, not the help channel. whoops

plain veldt
agile solar
#

There's a capture cam and a streaming cam. You use the streaming cam to record.

plain veldt
#

Okay thanks ^^

keen bone
#

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 🙂 )

neon finch
#

anyone got a cholo avatar

valid violet
#

anyone got a mui shaggy

karmic totem
neon finch
#

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

neon finch
#

Hi can someone help me with removing dynamic bones and missing scripts?

modest canyon
#

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

graceful nest
#

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

modest canyon
#

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

merry swan
#

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

neon finch
#

help, all the tutorials say to get the custom override, but i dont have it. what do i do?

graceful nest
#

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

neon finch
#

by characters legs are bent due to something with the animator

#

what can i do about hti

#

this

fringe dome
#

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

neon finch
#

im after an avatar to be made how wouuld i go about sorting this?

agile solar
half rover
#

So, for programming things onto your avatar, is using the Animator the "best way"?

half rover
#

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?

spare canopy
#

the animator controller is your 'scripting' environment

#

truly, a blessing and a curse

neon finch
#

Can someone send me to a nice quest avatar world for men. Like decent looking guy avatars

strong shell
#

also, read the offical vrchat sdk documentation

neon finch
#

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

half rover
#

I believe "trigger and grip" would be the "thumbs up" gesture. Do you already have a gesture controller on your avatar?

neon finch
half rover
#

Are you using a pre-built avatar?

neon finch
#

nope

#

im using the premade human rig by blender tho

strong shell
half rover
#

have you gotten your avatar to a point where you can Build and Test it in VRChat?

neon finch
#

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

half rover
#

on your Avatar object, in the Inspector, look at your Playable Layers. Does it say "Default Gestures"?

neon finch
#

hey, my legs crumble when an animation is played, how does one make it so the legs stay normal

sand orchid
#

man learning blender is a nnightmare

strong shell
sand orchid
#

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

crimson crescent
#

Did you flip your normals though? @sand orchid

sand orchid
#

meh i really just need to at least make a base , its an 9 ft avatar

sand orchid
#

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

balmy stratus
#

wdym blender is easy

#

Theres just so many tools its confusing

sand orchid
#

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

balmy stratus
#

Maybe u just suck?

sand orchid
#

probably

#

im stirll learning so i jus need some more practice

balmy stratus
#

Ok

sand orchid
#

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

balmy stratus
#

Oh my goddddd this laptop is so fucking trash

#

I cant have

#

Blender

#

And google open

#

Or my screen goes fucking black

sand orchid
#

SSD

balmy stratus
#

Bc of shitty ram and gpu

#

Oh great

#

My display driver crashed again

sand orchid
#

ooof i wish you luck on whatevs u workin on

balmy stratus
#

Its whatever

#

Only lost like 3 minutes of progress

#

Have to restart to get this rainbow tv static shit off my screen

sand orchid
#

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

balmy stratus
#

ok

urban viper
#

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?

zenith lily
#

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

low whale
fathom crane
loud cape
#

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

fathom crane
#

I'll look into using more often. used to be as simple as resetting avi

echo tartan
#

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?

merry swan
#

You can play any animation backward with speed -1 , mirror just flips one of the axis forgot wich one

echo tartan
#

speed -1? wth oO

#

thx

terse robin
#

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

echo tartan
#

That would make some of my animations more easy, i made a lot of duplicate animations just for the two states

half rover
#

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)

low whale
# half rover is it possible to have a blendshape in an animation scale with a Parameter? e.g....

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.

terse robin
#

I think you could also do it with a blendtree

low whale
#

You can, yeah

half rover
#

so is there a way to integrate external haptics into a VRChat avatar without using a mod loader?

half rover
#

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

terse robin
#

would have been better to just give trigger pull because they didn't take advantage of it in any other way

half rover
#

Though it's also inverted from the SDK. It starts at 1, and subtracts to 0 as you pull on the trigger.

terse robin
#

no, it starts at 1 with your finger not touching, then goes to zero as you touch, then goes to 1 as you pull

half rover
#

is there any way to pull up a debug menu?

terse robin
#

yes, under options in the radial menu

half rover
#

well, this is odd. The moment I go into GestureLeft 0, the GestureLeftWeight jumps to 0.0, same for the Right side

low whale
#

Why would the weight not be 0 when the gesture is 0 (no gesture)

half rover
#

Gesture 0 is the gesture on Oculus when the trigger, and only the trigger, is pressed. Gesture 2 is the no button pressed gesture

low whale
#

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

half rover
low whale
#

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.

half rover
#

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

low whale
#

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.

half rover
#

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

terse robin
#

the first step is to accept that this is not going to make sense

low whale
#

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.

half rover
#

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

low whale
#

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.

half rover
#

welp, back to the drawing board for my gestures, then

low whale
#

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

half rover
#

it's more that I wanted to have a resting weight and a pressed weight

terse robin
#

or use a puppet menu

low whale
#

Other than that you're just stuck with fist

#

Menus for expressions, gross 🤢

half rover
#

so I could rest my hands on the buttons, then press, not release, the buttons to perform gestures

terse robin
#

srsly? I see people do more accidental facial expressions than intentional

low whale
#

lol you can do that, I'm not personally a fan though, it's much quicker and more natural to use hand poses

#

I'll take some accidental activations over having to go into a menu and select one, it's obviously personal preference though