#avatar-general
351 messages · Page 42 of 1
I mean what other way is there?
Asking someone to log into your account and upload it there, which is TOS-unfriendly.
oh
so yeah for clarification I want somebody to upload an avatar to their account so I can clone it
You're probably best off just playing for a while and then uploading it yourself once you reach new user.
theres a chance support might respond to me before that though
Respond to what, though?
my request
I had the idea of making a ultra-realistic avi in MetaHuman and using that in VRC to freak people out
Buuuuut. exporting it is not very easy
It may look ultra realistic in MH but when you get it into Unity it'll be a different story 😄
Honestly, how does anyone have the patience to make a avi from scratch?
Some people enjoy modelling, some don't
hips
hips
what virsion of unity do i use to ad my blender model to vrc
what? I don't even rember writing this. Might have accidently typed in discord instead of google.
yes hips.. hips bad.
what is the style called that makes the avatar really bright with an dynamic outline?
and is it easy to turn my avatar into this style?
Anyone have spongebob avatars?
can someone do commission for my vrchat model
asking for a friend. uh is vrchats new limit for avatars 10 mb?
theres no way its that little?
as far as i know there's isnt any changes to the limits
yeah the 10MB is only for Quest avatars, did one recently which had that issue and i had to remove parts of it to be able to fit.
Does anyone know how to make the blur tool on vroid not crash?
Depends
I can do art but can't do modeling so
If you want art of a model sure if you're talking about getting a model made unfortunately I cannot help
No.
Damn wish I could make models right about now
So no one here does modeling?
Brb taking 2 hour blender tutorial
They do I just think this isn't the right place to ask about Commissions maybe?
Idk that person is a bit uptight
How am I uptight? o_O
I don’t know where to ask
If you're interested in Commissions maybe check VRC traders it's a discord server
#community-servers-old, VRC Traders.
Aight thank
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
oh ok
I'm looking for some Ears
anyone know of any models people rip those from
I see alot of characters that are all based on the same mesh
and they all share assets but i can't find where these assets are hosted
....I should work on the waifu avatar and not this abomination. But this abomination is going to be my fallback, and as much as I love (and I mean LOVE) @stray oriole 's zucc avatar, the visemes aren't cursed enough, lmao
hey guys
how hard is it gonna be to have an action animation where when you toggle it you have 2 characters being animated
I am aware of the basics of vrc unity so I suppose It shouldn't be too hard
Anyone with experience on making tails wag in animation
hey I'm trying to get an avatar made where do i go to find somebody to do this?
#community-servers-old, VRC Traders.
Expect to pay a good amount for anything custom.
What kinda avatar you want?
public avatars all the same trash so
i got it done dont worry about it
when i draw with the vrlabs pen on my avi the drawings are scuffed they are all black thick lines that look blocky
how can i fix
Hey is it easy to make avatars?
From scratch it's not the simplest thing, no. There's lots of tutorials out there on it for doing it in various ways, or you can use websites such as https://readyplayer.me to get a customized avatar.
when you say from scratch do you mean using no software (ex vroird) at all or no?
Well, using modelling software to create something without using parts from other models is what I mean by "from scratch"
ok thought so
Using Vroid to make VRChat avatars isn't the most difficult, still a bunch of steps in terms of getting it into VRChat.
but honestly learning the basics of vroid isnt that hard imo
It's more getting it from VRoid into VRChat
vroid -> blender -> unity -> vrchat
Yeah, and there's multiple steps in each of those 😄 not difficult if you know what you're doing or can follow tutorials
But there's a lot of outdated tutorials and such that people end up following (or people somehow don't follow them properly)
You can if you have Nitro 😛
Ah do you maybe have to boost the server? I'm sure I've seen people in here using them.
Or has it been blocked now I wonder.
Yeah seems like it may have been blocked recently
oh yup, gotta boost to use emotes from other servers
i would assume same goes for sending pics
Some channels you can send pictures in, some you can't.
e.g. #avatar-help allows images
Question, if i set the camera height for my character and scale, etc in unity, after uploading can i update the same avatar?
and how?
never mind, figured it out myself
Hi guys i recently found an avatar on booth if possible can I get someone's thoughts on it?
Feel free to post it
anyone have a model of the iron spiders legs?
find one yet?
Thank you
Can a VRChat team member at least give me some information on how to fix the stupid Index controller bug
Everytime I do a dance animation on my avatar, or in a MMD world, everyone else sees my avatar locked to one position whereas I can see it moving around the room normally
this bug ONLY happens when the Index controllers are in use, headset or platform does not effect this.
it's been over a year since discovered
default sitting controller is not set up correctly, will never do a custom chairanim right unless you fix that
its only on emotes tho
Had friends test my avatars (dont have index), they work and others see it correct
yes, its a bug with the Index Controller finger tracking
my guess, is its something with how they setup the overrider to allow finger tracking on avatars
it ONLY happens with 3.0 avatars
2.0 avatars are completely unaffected by this bug
mmd world chairs work with index user (my friends got em) but the default sitting controller will never work
mmd worlds do not work with index controllers
I have tested this in 3 different worlds
You never set up a sitting controller
Locally the animations play fine
but for everyone else, the avatar is locked to 0,0,0
if there is a way to fix it, PLEASE tell me
Like i said twice now, my friends had my avatar tested ,they have index, i have custom sitting controller, it shows for me
I have animations on my action layer as emotes
I want my friends to see them the same way I do
This is the chair one, never used dances other then toggles , never emotes
they play completely fine when my index controllers are not on
but as soon as I use my controllers, they break
it's extremely aggravating
I don't want to send my friends to a 700MB world just to show them a couple dances I already have on my 80MB avatar
Just make em a toggle then, why emote
they are toggles
you're not understanding the bug
it's regardless of what layer the dance is on
if you use an Index controller, the animations do not play properly for other people
period
No? i had friends test it , they were told to wobble around with controllers, didnt break anything and showed correctly for me
I do not use default controllers
aka gesture/fx/action
of course VRChat doesn't embed links here
the point is
this has been plaguing users for over a year, and I want to know if anything can be done in Unity to fix it.
Do you have "Use Root Motion" checked on your animator?
yes
It's possible that this is an issue that VRChat has to fix sometime
I'm not sure if there's a workaround in Unity right now
You'll just have to wait until they patch it
it's been over a year
Certain bugs take time to fix, and some are lower on their fix list. It's being tracked internally currently so eventually they'll get to it
It took them over a yeah to add desktop item rotation as well
I just find it aggravating I purchased a $1000 headset to play this game, and I can't even enjoy it the way I want to lmfao
Seriously considering not paying for VRChat+ anymore until its fixed
Well you purchased it to play VR, not specifically do MMD dances in VRC
And MMD dance worlds aren't the entirety of VRChat. It's a very small portion of it that isn't high up on the priority list
I respect these things take time
just
wish we had some sort of update on progress towards fixing it
The team is very busy with the new UI updates and Avatar dynamics
Eventually they'll get to it
It's just low on the priority list
For now, use a Avatar 2.0 for those worlds
oof avatar 2.0
I'd love to if I could take my 6 months of avatar 3.0 work and downgrade it to avatar 2.0
but thats simply impossible
otherwise
I would have done it already and never upgraded to Avatar 3.0 in the first place
If you specifically just want to use an MMD dance world just swap to a 2.0 avatar real quick
Otherwise you just have to be patient
Hello all, right now I have a avatar with a toggle-able sweatshirt. I've learned how to retexture it, and I now would like to create multiple variants of this sweatshirt to select from (as opposed to just one I can toggle). Does anybody have a tutorial that shows how to do this?
Hi good evening, Im looking for someone that creates original avatars, if someone is up let me know
if you want to find a reputable commissioner then u can go to VRC Traders Discord #community-servers-old
Anyone here have a dedede avatar I can copy, I don't have dedede avatar for oculus
i got a "very rare avatar" but cant see my avatar so can someone join me and send a pic to me of what it looks like its the "Dead Brush" Avatar.
use a mirror or the camera?
Then it's not real
my rolling afk animation completely breaks only for index
whatever vrchat does to make fingertracking work breaks root transform in animations

@harsh hull far as I'm aware root transform is not supported to begin with. It's disabled by force in game.
thats root motion, not root transform
Yeh you guys are doing something wrong, 2 of my friends both have index, ive made their afk / random controllers , nothing broke on those and other people see it correct
But since i dont have index , ive not really put that much effort in testing it, chair/anims however ive done alot and they definatly work for index long as you change the default sitting controller wich is all sort of wrong (ill have some of them test it again this weekend see if my controllers still behave)
seems vertical movement kinda works, horizontal movement is completely borked
which is what i see on my roll afk
rolls at center while still slightly bobbing up/down for index
Know about it, yet to actually see it on anyone, only tested it once like 5 weeks ago with a friend had him test my av , toggle a dance and move around didnt break anything and spam all the keys, also had him sit on a cup av i have that animates , didnt break either
mostly just done chair/anim tests tho, vrc_AvatarV3SittingLayer , but 'dance' chairs definatly work fine on index
if you edit that cause default they did something really wrong with setting tracking wrong twice
sdk prefab for chairs (3.0/udon) is also broken, have to set up your own
(all of them had fbt+index, incase someone jumps in its only fbt issue too)
I see that a lot, but only on animations done in Action menu.
Hi there, having issues with the view position, the ball thing that's supposed to appear doesn't appear. Anything I can do to fix this?
Look at the scene window, the 3d one with your avatar and what should be a camera and light. Look at top right. Look for the word Gizmos, if you are using Dark theme, that text should have a Light background, if it is dark, click on the word
Ah cheers, should've realised that would've been it lol.
Yes, sometimes people disable the gizmos so they don't see the camera and light icons, but that also hides the view ball
Reis's Avatar World
It's possible, but they are a site you shouldn't be using anyways, they host paid content for free, regularly can find paid Unity packages for free, all around bad site.
TYSMMM
🔨 That site is bad , lots of avatars thats been repeadely dmca'd but people keep putting it on there
seems like it dont even exist anymore
the site is still there, but something happened to the database, either its finally going to die off, or someone messed something up
hoping the latter. There are plenty of places to get models for free that aren't going to risk you getting banned, and morally bad
how do I make It so people see the avatar I'm actually wearing so I don't get accused of being a furry
maybe you shouldn't block the bot. If you posted a link, it was because you aren't allowed to share certain links. If you said stuff in all caps, it told you to stop yelling.
i block it cuz getting dms from it is cringe
and i did neither
Tell them to show your avatar because you are probably using an avatar that is getting perf blocked by their settings, or change your fallback
You don't get DM's from the bot
i was literally saying the sites i had for models
oh
one of them was probably one that is blocked, same rule as with links
what one is blocked
and it was most likely blocked because it contains stolen content
I can't say which one it is because, it is blocked, bot will do same for me
could say the first letter it starts with
that isn't helpful, there are 3 that I know of that use the same letter, and only 1 is allowed. If you are looking for certain types of avatars, you can ask in #avatar-search-old, people will sometimes give links to Booth or Gumroad for them, or worlds you can find public ones.
the ones i said all have different first letters
so its neither booth or gumroad
ima guess
vrcm __
i guessed correctly
so how likely is it to get banned for using stuff from there
Does anyone have a recommendation for a tutorial that’s about turning music on and off with a toggle
Because right now I can’t find any
Exact same as any other prop unless you want the music to fade in or out
anybody know how to merge layers in unity avatar 3.0
Question, how do I keep a prop pinned to world space and not local space. I am trying to make it so a barrier can be placed down in a single spot by the user. Rigid bodies don't seem to work.
Constraints
Ok, what what sort and to what. I know of parent constraints, but what should they be constrained to?
Using this will be easier if you don't know what you're doing, follow the instructions.
https://vrlabs.dev/item/world-constraint
Ah, thank you.
Hm... I can't seem to figure it out. Anyone got an example for it to work?
Did you read all the instructions from the link?
Yea, but I am having trouble with the layout. I am currently doing some experiments to see how it works.
Hop over to #avatar-help if you're stuck
Hi
I'm very new to avatars.... I found an avatar that seems to be some kind of "you take your own avatar and put this ontop of it" kind of deal... how can I download avatars to do this?
if im on quest will pc players see the pc version or the quest version of my avatar
the PC players see the PC version
so if i upload a higher poly model with dynamic bones on the pc version theyll see it even when i cant?
yes
cool thanks
Oh I tried adding dynamic bones to my pc version but it straight up said N o . And greyed out the upload button, maybe it was some weird error I could try it again
Can someone private dm me bc i need help uploading an avatar and i have a video of what its doing
can someone do commission for my vrchat model please
Where do I find the pipeline manager?
I'm trying to detach a blueprint?
im just trying to make this avatar upload
on avatar component
So I set the descriptor hight right where I want it but it's still floating above my Avatar
Or my vision is still above the Avatar
What could the issue be?
y
click on avatar
in scene
on right there should be vrc descriptor and below it pipeline manager
Anyone got an idea?
is your avatar humanoid?
Zero out the avatars position in the transformer
does anyone know how likely it is to get banned for using the sites with stolen content
Bruv…
?
Its better to just not use those for obvious reason
when you have no money you get everything that you can
Or just use public avatars until you get money
Or learn how to do it yourself
If you're still having this issue, are you in full body, normal vr, or desktop?
Allright...I feel really stupid for asking this, but in the lastest SDK, what did they do with the little ball that shows you where the view point is? I have three projects open in this SDK and none of them will show me where the view point location is.....did they change something?
it's still there, make sure gizmos are enabled or it won't show
Thank you, there it is....I knew it was something stupid.
You can turn off individual gizmos to avoid that too
Gotcha....the problem I'm having is when I load into the avatar, my arms are up in the air, and I'm looking down on the avatar, I assume I've got it set to high, so hopefully this corrects. How far within the head should the ball be? or should it be outside of the head...I can never find a clear answer on that one, seems everyone has a different idea :)
Inside the head a small bit
Generally it should be inside or on the edge of the head right between the eyes
It depends per avatar due to scale. The camera has a set clip distance, and you kind of have to play with it to get it accurate
I can touch my nose in game and out for example with my normal model, but the same spot for a smaller one would be off
Minor correction the camera kinda has a set clip distance it changes per world* (If the world has one custom set)
or it'll stay as whatever your home world has it set as
I...wasn't aware the worlds could change it, that's kinda screwy but does explain rare weirdness
OK I'll give that a try...I find if I'm putting it too far forward it feels like I have no arms.
I believe it's also scaled to your wingspan but I'm not certain on that
That makes way more since lmao do you know how to change the distance of clipping for a world?
Yeah the too main effects that having it forward does is making arm length weird and putting your head on a weird axis as the center isn't the center...hope that makes sense
Put a camera in the scene and change the clipping distance on it
or if you didn't the delete the camera that is normally there just edit it
Wow 🤩
I really feel like that should be changed...shouldn't be able to override the avatar's settings >.>
I set it to like 0.002 or something
It's not the avatars setting though
If you could set the clipping distance per avatar that'd be really cool as it'd let you make smaller avatars work more consistently
I mean it screws with the needed viewball position for things
and it should be an avatar based setting, yes
I agree it should be avatar based but it's not so it's not overriding anything as it's not something you can set per avatar anyway
it's not as big of a deal, but it'd be way better
Especially for small avatars like lolis/children/short animals etc
ok "overriding" was bad wording, it messes with the way you have things set
imagine someone increasing the clip distance instead of reducing it and suddenly your hand vanishes near your face
Yeah it's not great
it's not a big deal, but it's not great either shrug
like I said though if someone doesn't manually set it for their world it just keeps whatever the last worlds setting was
so you can make your home world have the perfect clipping distance and it'll keep it for a while
yep, so it's fine for most worlds to set it up one way and leave it
Like here's my world I made specifically to be a home world with the clipping plane adjusted to I think 0.002
https://vrchat.com/home/launch?worldId=wrld_221c6f7a-6e62-486c-adfa-a7dc18e703dd&instanceId=54576~hidden(usr_4f2145a0-6689-460e-8aac-4c7029bbeb53)~region(us)~nonce(5a1d1cf9-0a2a-4dbf-bc45-db741bd283e8)
Name if you'd rather search it: Alternate Dimension HD
Yeah
What would also be nice is if you could just adjust it manually whenever like in settings
this game could be massively improved by better settings/options IMO
very much so, yes
"oh my viewpoint is off" adjusts offset "there fixed"
not to mention something like that would let you test in game to know how much to adjust it later
Yes!! especially with how many avatars just have it too high or too far in front it'd be great to just be able to adjust in game
or saving volume levels cough
Lol
I know lots of people that are either really loud or really quiet...
Too many times have I gone "Oh they're talking fix " or the opposite where I pull my headset away
The game itself scales try to accommodate your wingspan, which it estimates based on your "Real life height"..... why?
(I say why because it gets it wrong and I feel it's just a weird way of doing things)
yeah the avatar wingspan and yours don't always line up, but it's doing it to try to scale everything to the proper sizes around you...which feels like an out of date system tbh most of the time
the in game setting for height should be renamed to world scale adjustment...because that's all it really is
Just for reference of a better way of doing it IMO that I wouldn't be surprised if it'd be difficult to implement considering how weird their backend is* (*from what I've heard and can tell. but take it with a grain of salt as I don't code)
They could scale the avatar to your height and then scale the arms to match instead
like another game I prefer does but is less popular cri
Yeah probably
For now though if you want your avatar to be more accurately scaled toss it in to Blender and use Immersive Scaling
so I'm looking at the avatar and even tho its at 0 0 0 position its kinda floating
i think this could be part of the issue?
is the top level of your armature and the body at 0,0,0 or was it accidentally changed?
some models don't have it at 0,0,0 so better to compare vs the default...but usually it is
oh thx
the ameture thing workede
but now for some reason the ball disapeared
the grey view position dot
make sure gizmos are turned on still and you still have the descriptor object selected
its on
in the gizmos its on and I have the VRC desrptor selected
op nevermind
i had the entire gizmos thing turned off but I didnt notice lol
perfect thx
i did the same thing XD
I've seen it happen fairly often, people disabling gizmo to get the camera, lights, audio, whatever out of the way
and then forgetting
Does the Update Rate Field in the Dynamic Bone script hurt performance a lot if I bump it up?
I get more snappy movements with it higher but im not going to bother if it hurts performance
I already have 3 materials for a sword
Can anyone send me the links and things needed to make an avatar?
Heres the unity version you need
This is where to get the sdk just select the avatar version
this has a link to dl directly to unity hub https://docs.vrchat.com/docs/current-unity-version
so you dont have to go through the trouble of linking it to unity hub
Click here to install the current version of Unity via Unity Hub.
If you download it in fbx form it will be rigged but you will need to put it in blender to delete unwanted bones
Is there anyone I could like hire to do that
I would be able to but im 3 states away from my pc 😂
F
So there’s 3 versions to download
Auto converted format (gITF)
Augmented Reality Format (USDZ)
Original format (gltf)
Which do I do?
anything is riggable bby
fbx doesnt guarentee its rigged but the model file can have rigs in it
Yea thats what i ment^
also noting that the model is ~440k triangles you shouldnt be using this asset unless ur going to get it retopoed or decimated to something reasonable
So which should I download
oh
what about for this
try them all and see yourself ;P
I cant know if any of them are rigged
thats up to you to figure out
Ok
the one you just sent is defintely rigged but in a way that vrchat would accept? unsure
if the info is correct the second one is rigged
ok
you can hit "more model information" and look down at "rigged geometries"
but it's not always right because it's up to the uploader
So I have it in blender, now what do I do?
For some reason unity3d.com/get-unity/download is forbidden 403 for me
Are you trying to download unity?
Unity hub yeah
Cuz after completely downloading this it said I needed to go to that link
Should be in this world https://vrchat.com/home/world/wrld_5ddbce39-7da4-498d-a6bc-dc3aad882854
Thats the direct download to unity i sadly dont have the download to the hub but that should work
@brazen apex
K
Can you please explain
Launcher won't fully load
I might have to reinstall it
Will that ruin my projects?
Try shuting it down in task manager
Where you working on anything
No I just was going to startup the unity hub
Okay nun of your files will be broken there already stored in your pc but id make back ups just incase
How do i get the texture on the model?
Wdym?
well
i got unity hub and unity editor
and i have the model in there
but it's just grey
So you need to create a material which you can do by right clicking, create, and new material
There you can edit the material to have a texture in it
Then drag on you avatar in the desired spot
where do i right click
In the project tab in a open space
At the bottom of your screen where your assets and stuff are
Basically the big area at the bottom
i dont see new material but i do see material
That
Can you Screenshot please
I am looking for a way to spawn an object from my avatar and have it stay put in the word so I can move away from it
Get the world constraint
i am a little confused with the instructions on the page
I take the preset extract into the project' unpack, then move it to the avatar, put the resettarget object out of the world constraint on the avatar then what animation do I need to change to make it work ?
@bold garnet @jade grail you'll find this amusing but, apparently the example sitting controller is broken in the same way my animations were before fixing them. That explains why it wasn't working "the same way". — The example is wrong.
It sets the pose state too early and my model contorts. I'm rather amused by this, retroactively.
slow clap flawless documentation AND examples
ikr?
"we got 3.0 avatars! They care about avatar making again!" :points angrily at documentation and flat out wrong examples:
Currently rigging the sitting controller up the same way (since I like proxy_sit2 better).
nice
Curious, but is there any way to legitimately create a "flying" avatar without colliders? I like the idea of them, and want to rig my avatar up for that, but it's designed to be cross-compatible, and Quest can't use them.
I can do a root transform, but the avatar's "floor" is still on the ground.
(Also, speed reduces by half. :x)
the only way I can think of requires root transform to give you motion...but that isn't allowed
Whatdya mean? I have a "hover" animation that lifts my avatar off the ground, but the hitbox is still "in its place", rather than above ground.
you can use a collider and get some ridiculous speed if you set things up right, but it's also often screwy
And that's not even possible on quest.
Yeah, you can't move your actual root, which is why your collider is still on the ground
Aaaaa I see what you're saying now.
is it supposed to be your own and visible to quest users? or usable by others on quest?
My own, used on quest, visible to both quest and pc.
I can boot my MacBook + eGPU setup into Windows if needed, but it's a hastle, so VRChat Quest is my primary mode of play.
Yeah I think you're kind of out of luck there with quest restrictions...
And my friends on PC have avatars that can fly by mashing jump, but IDK how that works (likely collider I imagine; ping pong/paddle ball).
...I'm not sure if flight would work without a constraint actually....
It might but I'm not sure
I'm also guessing that, like the Sitting and other values, the upward velocity is "read only" on the avatar side?
If not I could in theory hook a radial up to the upwards velocity.
But that seems too easy.
Usually it uses a constraint (or in the past, fixed joint), and a collider to hold it against you that you "jump" off of and it's still with you
you can slap a world object down with a collider and stand on it (until it throws you off) too, but others can't interact with your colliders so it doesn't affect them
Ye. Like paddle ball. The collider is the paddle, you are the ball, the constraint or joint is the string tethering the two.
yeah your capsule sits on top of the collider and you leap off, but since it can't leave, you land on it...and with the physics how they are you slowly fall downward while standing as it tries to resync
I have a pair of wings with a flight collider as well...though it's out of date and likes to throw me all over the place right now >.>
Franada's gogo loco
booth, yes. Personally, in terms of workflow, I'd just add the google drive shortcut directly to my google drive so that i can access the updates directly
Curious, and I'm sure the answer is "no" but there's no way to animate the pose space is there? It's a bit jarring to have animations "teleport" your vision.
Or am I misunderstanding how Temporary Pose Space works?
Temporary pose space will move your viewpoint to where the head is at the time you activate it. It isn't active, it's a one time change. Typically used to move the viewpoint down when entering a sitting pose, for example, by activating it after the transition to the pose has finished. You can rapidly enter and re-enter pose space by going back and forth between two states that enter it in order to constantly move the view position, but it's janky and not the way it's intended to be used. I used it in order to move the viewpoint along with the head in a rescaling package I made. It works but if you're trying to do it with some kind of root motion flight system it might be nauseating.
If you want it to smoothly move your viewpoint your best bet would be to abuse that setup so that it's re-entering pose space during the entire transition to the new pose. Otherwise it will change instantly and there's no other way around it.
I meant more for my sitting animation. I'd like the view to "move" with the head, rather than having an out of body experience, lol.
Will this avatar ever be public? No.
Am i a weird stickler for details? Yes.
Am I setting myself up for failure? Extremely.
Well, you can do that with the method I described if you think it's what you'd prefer
I'll try it. I'll probably create a "rapid transition" bool, and in a separate layer, enter the loop by setting it(s condition to) "true" at the start of the transition, and exit it by setting it to "false" at the next state.
That should work in theory.
Not really possible unless you do what Rex said, which isn't super smooth. The only other way is against TOS so you may just have to deal with it
For flying, i wasn't wanting to do true 6Dof flying anyways. More like having an "altitude" control, and having my avatar move normally (2Dof). Kinda like my hover ani now, but without my hotbox being on the ground.
Looking at it, it still seems to use colliders & constraints, which are outside the scope of what I was looking for (as colliders are nixed on quest).
Afaik there's no way to without colliders
can you make a quest avi pc
If you have the files yes
is there a discord channel for facial tracking plugin?
You can do this by animating Root Y position additively. Control it with a radial and a float and you can smoothly move up and down, and if you combine it with the re-entering pose space method your viewpoint can follow the entire time you go up and down. I did this in a package I made for scaling and setting Y position (like playspace mover). It is janky though, movement animations and dances and stuff are gonna look goofy. If you're using it for flight I would recommend transitioning into a static pose when you're off the ground, that should look fine. If you want I can send you the package I made which you can either just use, or use as a reference. I made it quite a while ago so I'm not sure if any updates have broken anything since.
is there a discord for creating facial tracking avatar?
the discord channel showed in plugin is Invalid
Hi lads, just a quick question about unity. Let's say I have a meshrenderer with a material named "New material 9" and I can't figure out what it's bound to. How could I somehow highlight the part of the mesh that is handled by this material ?
I'm already doing this with a hover effect (static lower half, Root-Y arial-bound), but the problem with this method of "flying" is your "hitbox" misses its flight (it stays grounded). It's more of a party trick. :P
And you can't manually change the Grounded value nor the VelocityY value.
It'll have to do, for now.
Omg the mirroring for the bones is SO helpful when putting them in the right places
Guys help I’m trying to find super Bomberman r avatars
Has anyone made a RC Car on their avatar that they can drive around?
@wide basalt I'm not aware of any, but in theory you could make an RC Car object as a child of your avatar, and use an 8-axis puppet to animate it with blendtrees. You'd have to "pre-animate" the car (for each axis + neutral), so it'd have limited boundaries, the way I'm thinking, but it would "drive around" level to your avatar's feet.
Others more knowledgeable than I might have a better suggestion, though.
I will try that out! thank you
I have no clue what that is because I’m not pc but ok
I was responding to 2 people at once, sorry.
If you're looking for Avatars, ask #quest-general for Quest or #avatar-search-old for Quest &/or PC.
Avatar channels are for developer assist and talking shop.
can anyone help me make my first avi in blender
Would appreciate any help rigging a avatar for VRChat. The Model is ready I just need it to be rigged for VRChat.
Does anyone upload avatars for free? It’s fine if nobody does, my unity is shit and I need to get this avatar uploaded by next Friday.
I would like some help on a model, I'm new with Blender and want to make sure I have everything
when modelling avatars should i do A or T pose?
If you have messed up textures I’d say you can check under the arms easier with a T pose
Unitys always talking abt T pose and not A pose so its probably better to be T pose
Preference really. I find that T-pose causes more strict/pointy shoulders whereas A-pose causes smoother shoulders. Because of this I typically use A-pose for female characters and T-pose for male
What's the best way of adding an avatar pen, for nice natural smooth lines, not jagged mess
Anyone know what dps does?
Damage per second
It's a shader tool that will attract and deform a mesh towards a specified point based on proximity. People use it like a lewd aim assist but it doesn't have to be used in this way.
I've seen it used for food, weapons, saw a beyblade launcher some time ago for the rip cord.
or if you want a assload of projectiles to all land in a spot
In general are most all people who have HQ PC avitars considered "very poor" from the higher quality / dynamic bones/ mesh etc?
don't forget having way too many materials unnecessarily
Is this just something that's here to stay? It seems very difficult to even find a "poor" avi
a lot of folks don't want to put in the effort to learn how to optimize properly
: /
Curious, but is it possible to drive the Upright value with an Avatar Parameter Driver? I want to make a "manual override" for crouching and prone in VR, but I don't feel like making extra states for them if I can just hook the Upright value to some toggles.
I don't believe you can drive any built-in parameter
gotta do it with temporary posespace 
Ugh. Was afraid of that.
My locomotion layer is gonna be messy.
your answer is sub state machines
I mean yeah, those help, but I was wanting to make the layer as simple as possible.
Though I think blend-trees may be my answer there.
Is anyone else's unity being "unresponsive" ? It won't let me upload my avatars. When I name the avatar and click upload it will start but then pause and stay at a loading bar.
check console for errors
Alright 1 sec
All that I can see from it is that it say faild to upload and can't click on the console
NVM I found a different way of doing it.
im trying to update my avatar and it doesnt seem to be uploading/working
how do i update/add the changes i made to an avatar i already uploaded?
You need old avatar blueprint from pipeline manager and put it on new one
i feel like i already know the answer but your allowed to put actual brands on your avatar right
i think so, this game is full of copyrighted stuff/avatars so i dont think it matters
putting logos of brands isn't forbidden
wdym? do i have to upload it from new/how can i clone the unity scene?
mk thought so, thx
what did you meant by it doesn't work
i click upload nothing happens
check console
above and left assets there is tab called console
looks like it was an avatar emulator addon i had, took it out now it works
it said the emulator was running/setting itself up everytime i pressed play
oh k
Does anyone know the show "The Boondocks"
anyone wanna help me decide which of my characters to make models of
i cant decide
(dm meee)
Do Dynamic bones needs a chain of 2 or more bones to work? I have some set up where it's just the 1 bone and it's not doing anything
Yes, or you need to set a bone length
Ah okay thank you
What do people who have FBT and need an avatar with locomotion animations disabled do?
Will it ever be switchable for any avatar?
For me it is proving a big barrier to entry.
I think one shouldn't need to commission a custom avatar just to get started.
Right now it's only per avatar during upload. I don't understand the people that turn off locomotion anims though
Well, no... you can literally clone any public avatar.
But don't I need to edit with the tools to set that flag?
To me it'd only be people who have some sort of motion tracking like KatVR that would wan't that, otherwise it just looks bad
I'm a little confused what your actual issue is
I agree that that option shouldn't be tied per avatar, it should be an option ingame
I'm lookin' fly, then I move and turn into a hunchback; oops, fixed; https://ibb.co/tbJqyjK
👀
For VelocityY, is moving up positive or negative
Up = pos
Does anyone know how I can get the default expressions as a sub menu on the side of a modified expressions menu?
That's because your hands are pulling your head, and IK is doing weird things. Keep your hands up while walking
question: is there a method to 'download' an avatar that you made from vrchat's servers?
Oh, okay, will give that a try, thanks!
Could you explain a bit better?
if you could download your vrchat avatar (probably by avatar id) as a unity file
Yea no that wouldnt work usually that would be like ripping it and thats not tolerated at all by vrchat
ah ok
I have a question I have wondered about for a while, how are people making those avis that turn into two avis? Sometimes of different genders too, it's so weird yet cool. Anyone know?
In blender they made two avatars attached to one armature that they would then toggle between in unity
I may sound dumb. Pretty new to vrc. Just looking for someone to make a basic anime style avi. Is there a specific chat I need to be in or is this it?
request or commission?
https://store.steampowered.com/app/1486350/VRoid_Studio_v120/ this tool can be very handy for making anime style avatars
Request I think? Not sure of the difference?
request is free, commission is paid
I was looking to pay someone
maybe people who are practicing who dont have ideas
the community server tab has a link to the vrchat Traders Discord where commissions are being handled
Of course!
Could anyone make me an avatar?
anyone got any other base programs besides vroid studio?
is there a particular style of Avatar you looking to make
nothing in particular, what i like about vroid studio is that the body is already mapped to bones so there's not much editing i have to do
im willing to look into any similar program
there's not really much else
gonna look into makehuman
i really don't wanna make it from scratch so if i have to stick with vroid studio i will
it doesn't let you make custom clothing or hair in the program makehuman
that's okay, i just need a base
I suppose yeah that could work if you want to look like a vaguely realistic human
i find the anime style of vroid too feminine, even setting it as masculine as possible
just the face/head i think, havent looked into the body options
https://computingforpsychologists.files.wordpress.com/2013/08/screen-shot-2013-08-08-at-09-47-05.png an example of a make human character
perhaps I could have picked a slightly nicer one but so far I haven't seen any that looks great on make human
i mean i guess it is called makehuman and not makeanime
How hard would it be to move and resize clothes/assets off one avatar onto another? I kinda wanna mid 2 models together in a way.
But I'm scared of messing up animations, and like dunno if I'll have to weight paint again... @__@;
Since bones and weight painting are like the bane of my existence lol.
(Plz ping)
there's extensions / plugins for merging avatars, tho i cant remember the names of them but i recon i saw some throughout time,
messing up animations would make sense in terms of how the avatar is created, like it depends, if ur animations are created with partially invisible toggles ( example ur clothing being all animations which means u would have no clothing by default ) then it might not be an issue, in regards to weight painting, its a pretty common procedure that u will have to do, u can try drop it towards the bone u want it on and see if it moves along but i highly doubt it will because again it usually will need to be weight painted, another thing to think about tho is that there might be an extension / plugin that does that aswell, i cant tell tho .
what do I have to do to be able to make custom avatars on vrchat through unity. it says I'm not allowed to because of security reasons?
u prob need new user rank or above
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.
^
ok and does the quest version count toward this time
any version can be ranked up wheter u use a vrchat account, quest account or ur steam account,
ok thanks!
Quest/Steam accounts rank up slower, just FYI.
If you're using an Oculus account, consider merging it with a VRC account.
Yeh true that, in general is always nice aswell to have an actual vrchat account cus u wont end up having 4 random letter / numbers at the end of ur name aswell
For now, don't focus on the rank. Focus on having fun.
I started dabbelding in creating / editing some avatars, but many avatars use exacly the same assets like dynamic bones, poi shaders, locomotion fix. Does anyone have any tips in managing this? Atm they all have their own project, and another for the quest version. Would it be possible to have avatars in the same project to reduce the size used by all those shared assets?
Or would this only create problems
Rank is kinda important tho
You can't even report people unless you're high enough rank
Not... really?
Imagine getting spam reported & you can't do anything about it
Someone doesn't like something you did even if it's within TOS & they report you
You can't report them
If you get reported enough even if you didn't do anything I'm prettyy sure you'd get banned
Or or
You don't get reported but somebody else is having a public roleplay session yeah
You can't report them & they get to do that for a longer period of time
Hello
can somebody help me out
I cant use modeling or rigging
I need help making an avatar for quest
I already have a model
Shoot me a dm if u can help
You can use separate scenes to isolate each avatar while still pulling from the same project asset pool. That's generally how I do mine for iterations and separate pc/quest/fallback versions. I still use separate projects for totally distinct avatars though, otherwise I find the files can become a tangled mess of shared assets and name conflicts. Avoiding a future headache is more important than storage space, for me personally.
If you have a bunch of packages and common assets with settings that you know you'll need for each new project, you can also just bundle them together in your own custom package to import for each new project. Doesn't save space, but it saves time.
Got it thanks 🙂 Guess i'll do it that way too
if an avatar feature says (paid only) is it part of vrchat+ or do I have to pay for it separately?
can u specify what u mean by feature, most features they talk about is probably stuff like dynamic bones or similarities which is a paid feature as if using example in this case dynamic bones setup u should have the original dynamic bones by default purchased from the creator, it has nothing with vrc+ to do
thanks, I mean the ones under expressions
so are the payments handled by vrchat or?
it is hard to define / tell what they mean by paid features under expressions, do u have a screen or does it specify more than that or
what payments exactly are u talking about
idk, it was an avatar customisation that said (paid only)
if u buy avatars it is most likely from gumroad or other sources online which hasnt any to do with vrchat in terms of payment and what not
ok, ty
what install of unity is the vrc sdk 3 2021 using?
thank
Is there a reason the Avatar Ranking System counts material slots rather than materials? I only have 4 materials (Base MatCap, Emissive, Prop A, Prop B), but it counts 8 because:
- Prop A can spawn in both hands, so 1 [material] x 2 slots
- Clothes can be interchanged, so 2 [materials] x 2 slots
It feels kinda insulting to be told to "combine materials" and "atlas" textures when that has nothing to do with the material slot count. My materials are combined and my textures are atlassed, as much as the VRCSDK will allow me to (I could cut back on 2 slots if MatCap Lit allowed emissives).
Are your props and alternate clothes all separate meshes from the base? If so, that's why. You could have only 1 material stored in memory, but it will be rendered separately for each mesh it's on, producing another draw call for each. There's no way to know how many times a given material will be rendered except to look at the number of places it's referenced (material slots).
If Prop A and B can work with matcap lit or a mask of standard lite, you could just join all the meshes and have those UVs fit to a merged atlas under either shader. Same for the clothes. Would produce 1 skinned mesh and 2 material slots.
Oh, I was just assuming you're building for quest, that's why I used those shader names - but it's equivalent either way.
I am building for quest. My gripe was more with the recommendation. "atlasing textures" and combining materials means nothing if they're separate mesh renderers.
My props are enabled/disabled via gameobject, so they have to be separate meshes. And outside of hacky blendshape tricks, I'm unaware of any way to toggle part of a mesh through unity.
[love your PFP btw. Nice taste.]
there's a Shader trick that lets you do it
No custom shaders on quest.
something that would work on the quest would be scaling bones
I also need my eyes and pendant to be "unlit". Only way with Quest shaders is standard lite's emissive. But my avatar is matcap (for a toon effect), so I'm kinda "stuck" using more material slots than necessary.
This is why toggles are generally discouraged for quest, but you can use bone scaling - there's a comparison of different options with regards to performance at the bottom of this article:
Right, you'll need at least 2, unfortunately. I feel the same lament every time I just want a pair of baby blues. But that's still medium performance.
Hmmm. It seems like one of those things where you "just gotta take the lower rating". I can't exactly reduce my poly count anyhow, since the prefab it's built upon is optimized about as much as it can be without breaking it, and my toggleables are what send me into very poor territory (between optional overwear and props, it's an additional 9K over the 20K limit).
If I use methods of combining meshes, it'll be more expensive, realistically, in exchange for "one less" warning in the VRCSDK. — One of the many cases where the Avatar Ranking System fails.
Ironically, the only reason my avatar is "medium" on PC is the skinned mesh renderers (body [head/hands/feet], clothes, overwear). Everything else is in "good" territory.
Right, there's definitely limits on what can be done depending on the complexity of the original model, but it's still a fun challenge to try and see how many miracles you can work within the system.
Yeah. I wish my avatar was at least ranked "poor"... It is, in practice, pretty performant, at least in small groups of 4 - 5 people. And everyone I've spoken to about has said that in large groups Quest can lag no matter what ranking they're at, depending on the world, and vice versa, avatars much worse than mine have performed "fine" in large groups with reasonably optimized worlds.
But until something else comes along, ranking wise, this is the system we deal with.
Aye, that be true
Yeah, I would definitely like a way to explicitly define mutual exclusivity of mesh enablements within the SDK so that you're not forced to actually reduce optimization in the name of universal compatibility by increasing concurrent geometry when implementing toggles. But for now, it is what it is - just not something that's built into Unity like material slots are.
Quest 2 is also more powerful, but rankings target first gen hardware, which adds additional pain-points. (Though I have a #feature-requests open on that on canny.)
TBH if the VRCSDK had an "Optional Avatar Component" you could add to game objects, that would blacklist them from the initial avatar ranking, and give the avatar a "secondary" ranking with all optionals provided, that'd be nice.
Kinda like how the safety system can disable audio or shaders on avatars, the initial ranking would determine what is shown by default based on the user's minimum avatar ranking setting. The "full" ranking would determine if optionals are shown against that same setting, or require "show avatar" to be on.
Or just compute the ranking at runtime
I've been told that's a "bad" idea for various reasons. I suggested "Avatar Benchmarking" and some people were not having it because they felt computing the ranking based on performance at runtime would be inconsistent and unfair.
At the moment just upload a new avatar for each outfit
It would be nice to just set a single frame time budget and any avatar whose avg frame time contribution exceeds it should be blocked, rather than arbitrary slots/polys/audio sources/etc
Feels like all these toys are given with SDK3 and you can't use them on Quest without immediately getting a "very poor" ranking. – Worlds, meanwhile, are too lenient in ways, and not enough in others, to where you'll crash out on a Quest 2 solo.
I just make one quest variant, so my avatar is at least visible, and never update it again
I play primarily on quest, is the deal. So it's kinda inverse, where the PC one is "just so my avatar is visible".
Only difference between the two is an audio-source object for PC.
No
So many quest kiddies running around with no idea that their PC avatar is making obnoxious noises
If you’re making publics please don’t do that
My avatar is private, so it's just for me.
Cool
The prefab I built it on requires that as part of the license.
Wut
It's a character model that is available as a public avatar. But you can buy a license to it from the artist to modify for personal use. — Private upload only.
I used it as a "base" for my own personal avatar, and it's personal enough (with the modifications) I wouldn't want it public anyways.
I did file a feedback on that, suggesting an alternate audio system for quest avatars that'd hopefully be more performant.
Ohhh I read that as an audio source is required as part of the license, doh
oh lmao
i must be dumb ever shader i get is grayed out and cant change anything
ive tried to export, import, unpack or anything
In Unity?
yes
You change the shader on the material, not mesh
its grayed out there to
Screenshot?
hang on
i cant post it here can i dm it
sent
hey is it possible for a dynamic bone to be "heavy"
i’m not sure what you mean exactly. i suggest messing around with the inertia slider and see if you can’t get the result you want
you can test bone physics in play mode by moving your avatar around. "heavy" sounds to me like you want low elasticity and dampening
Do avatars need rigs? Like if I just wanted to be a cube do I need one
technically no
you'll have to animate it yourself if you want it to do anything other than exist
the ultimate avatar: the vibe cube.
No animations. Quest compatible. No gestures or movements. Just viiiiibes.
and just a quad inside that says "vibes"
Thanks for the help, ended up using Cats to simplify the bones of the clothing I wanted to apply, then simply parented the meshes to my existing bone structure as it was the same.
Everything worked in Pose Mode, and I'll check if it works in Unity tomorrow.
Oddly there's no (or I couldn't find any) tutorials covering advanced clothing modification, that doesnt just use some automated tool.
anyone got a male avatar base mesh they could give me please?
ran cats tool in blender, my model is now laying down A posed. How do i get it back vertical?
Hey I’m looking for someone who can do avatar recoloring and a png change for a avatar I use. @ me if u can do this for me please and thank u so much in advance if anyone can
Blender and Unity have different points for "vertical". I believe for blender it's Z-axis while for Unity it's Y-axis
Can somebody help me search for an avatar?
Im trying to find ririkka momobambi from kakegurui
SO many things downgraded
with each update
total bs
Whats the deal with animators in the latest SDK? Why isn't it auto generative?
....
it's really pissing me off, I know how to do it no problem but common
why take the autogenerative animators away
It’s stupid
Opened model: HELLHOUND - Kells, and it doesnt have a scene. can someone help me out? never had to work with scenes before.\
Wrong chat for that
k
hi i know im replying to a literally ancient message but can i have some
i only know of one rn lemme search my dms
awesome sauce
radical beans
How do you use dynamic pene——-? It’s always there but I’ve never known how to use it
its basicly a toggle to enable collision between meshes
Anyone know how much $$$ it'd cost to get a Quest Compatible version of an already existing avatar?
Also got an avatar from booth but the texture on it has some artifacting, that's noticeable if you get super close. Is there any way I can fix that, or should I just not worry about it?
Are there artifacts on the PNG?
Don't worry about it. Nobody actually notices that and chances are it is keeping your avatar much more optimized
#community-servers-old, VRC Traders.
hey guys i have a problem i need to reattach animations to an avatar that i have done a little remolding on(i have permission). could anyone help me, i would stream on discord and i am willing pay 5 USD for you help and info.
What's the difference between using lilToon, Poiyomi, Arktoon etc?
If you only edited the models and left the bones intact, the animations should remain?
i had to take out of unity and over to blender and back to unity and textures and animations were lost i have solved the textures but i have no idea how to do animaions
give it more damping if you want it to stop
dude you can do this with 3 clicks in unity
to start, lookup the "toonlit" shader in your sdk
ok got that but now it wont stay where i want it to stop like at the tip of the finger for mine its below the hand?
min distance at 0?
High enough spring?
spring is 100 and min distance is 0
So are Avatar hands supposed to render behind the menu?
It's so jarring and nauseating visually to use the menus for too long because visually my hands are "behind" the menus, yet by distance, the menus are positioned "behind" my hands.
behind what menu
avas arent supposed to overrender gui elements
theres some bugs that would still allow that, but in order to achieve that youd need to break some intended stuff on purpose
This is bad visually though. I'm hyper sensitive to visual elements rendering "over" objects closer. E.G. when you open the oculus menu, the UI renders over the current application at a set distance. Objects that were closer to the point of view render behind the system menu, despite the system menu being "farther away".
This makes sense with System Menu vs Software, as the System would have to "inject" itself into any given application otherwise.
But for VRChat UIs this is nauseating when you notice it. My hand is pointing at the menu, but is "behind" the menu, despite being farther from my PoV than my hand. — This only makes sense for non-user elements (other avatars, world-elements), not for the user's own avatar.
This is really the intended design?
hands should be rendered in front of the menu
what i meant is elements BEHIND it normally cant overrender it
Mine aren't.
They're always behind the menu.
The pointer is in front, but the hands are beneath it.
For no discernable reason.]
might be a shader issue
I'm using the stock VRChat mobile shaders.
(Quest compatible avatar)
try to modify the render queue, i didnt really check lately when interacting with menus
Are avatars supposed to be on a certain layer in Unity? I know they recently changed which layer internal UIs render on.
might be a similar problem to what i posted in #shaders where light and shadows would pierce through matcaplit
uhm default should work
heh. I'm using MatCap lit for my avi. I really do wonder if that's related.
(Toon shader is bogus. Two Tone MatCap does the job 10x better)
Yeh my avi is in the default layer.
all menu elements overrender everything*
intentional game design, some shaders could block the menu before the ui layer change
Hands should be in front of the menu tho, no?
no, only the controller display you hold
From a design and usability perspective
oof
Hi, searching for place where I can commision someone to add a feature on one of my avatar ^^;
#community-servers-old VRCTraders
ok thank ^^
This is pretty jarring on Quest at least. (They don't even show the right controllers on Quest 2...)
It'd be better if they just hid your model in the menu.
Is there any way to detect the menu opening via animator parameter?
I.E. Could i disable the root game object when menu = open?
only parameter set is Upright
it returns to 1 when opening the menu, which causes weird issues when prone
you can somewhat detect prone -> standing as opening the menu, but not while standing
Yo, can someone help me? im working on an avatar edit and the quest verson wont build and upload all errors are optimizing stuff that works with other avatars. the only uncommon one is the first one of the list. not sure what i issue is i optimized it all so far.
Look for a red stop sign. Not 🔴 but 🛑 — These are build-critical issues for your avatar.
Move to #avatar-help and share a screenshot of your SDK control panel.
alr
—
In other news: I got a clear answer on "Write Defaults" from stack exchange:
In 5.0 we have added a property on the State to "Write back default values". Meaning that if turned on, it will write back the default values of all animated properties ( on a Controller wide-basis) that are not animated in that State.
By default, its "on", so we don't change the behavior that we had before.
So if you want the non-animated properties of a State to keep the value it had previously, simply turn it off.
In essence, "Write Defaults" sets all properties animated by that controller back to default if they are not animated by that state. – (e.g. FX, Base, Locomotion, are all a controller).
E.G. if the FX layer animates a blendshape in state 1, and you transition to state 0, if state 0 does not animate that same blendshape, it gets "reverted".
It's essentially a button that says "don't save whatever the animation sets", but only for that specific [layer] controller.
— So if you animate something in action, FX won't reset it to default unless FX also animates it at some point in some given state.
—
Only question is: _do you apply it to the state you want it to reset on, or on the state you want it to reset from? — About to test.
If you go into any worlds that use a camera with motion blur or any worlds that use complex shaders it will break afaik so be careful turning that off if you go on camera a lot.
Best to keep it on just incase you ever go on a show or something that has motion blur.
does it drastically increase memory usage tho
It shouldn't considering it is automatically checked on for everything.
Motion vectors are super cheap afaik.
🙏
biggest problem with this, is I'm not sure if they import your controllers into one controller (to condense and control it better for a single avatar)
Or if you ACTUALLY have those 5 controllers separate for your avatar.
If it's the first case, write defaults won't reset something if it's changed in ANY of your controllers
If it's the second, write default won't reset something changed in THAT controller specifically
Which is why it's far safer to just reset it to default yourself...don't rely on it resetting it for you.
Like the docs say "devs would agree on whether to use it or not, and we don't use it"
I like sleeping with jeans on
You actually have 5 controllers, as far as I can tell. You can see it in the debug panel, and its behavior is at least consistent with there being 5 distinct controllers.
In my testing, unless you make reset animations for everything, you need Write Defaults.
...But it's an all or nothing approach. Trying to mix write-defaults and no write-defaults in anything but the base layer seems to cause extreme inconsistency and misbehavior. You can't have your cake and eat it too.
That seems to be why my avatar has been so badly misbehaved. I turned Write Defaults off for a lot of things because the SDK seemed to indicate it was unneeded without actually explaining why.
In my case, no, it is very much needed. But you have to use it whole-layer. Not just in one or two states. Only exception is layers like the base, where a mixture may be used where write-defaults is used on critical states, and intermediaries may leave it off to continue the previous state.
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Action layer seems to exclusively use it for this reason (Since action layer animates everything you want it to set the model back to defaults for unanimated properties in any particular emote, else its animation may play incorrectly).
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It's also whole-layer too, sublayers and all. So if you leave write defaults off for even a single state in another sublayer, it may end up setting values for the previous animation as a result. Which is bad for cosmetic toggles, in particular.
So far I've just assumed it will not behave, and have reset animations for EVERYTHING I change
Assuming something will work as expected with unity and vrchat is often cause for issues
And from what you're saying...it's just easier to ignore write defaults entirely and do it yourself
I can see uses for it in some cases where you need to jump between a few states that may or may not fire, and returning to the previous could be useful
For myself, it's more of a headache to create reset animations, as in FX layers when you may want to "blend" animations, it means you can't just create "one" reset.
Which seems to be its strong-suit: mixing animations between sublayers. It allows unity to infer the default at runtime, when creating an exhaustive set of reset animations is impractical.
Hellooo, so I'm looking for someone that could possibly commission an avatar for me. I really just want several outfit/color change toggles. I'd be willing to pay quite a bit to get the perfect avatar 🥲
If you have a very strick "one animation at a time" setup, or have very simple toggles, yeah, WDs are not necessary, and can fail.
But in more complex situations where the "defaults" may change depending on context, Write Defaults can become your friend, with a little practice.
And the action layer itself seems to be designed ignoring it even exists whether it's set on or not
They have all their emotes go to a blend out returning to the stand still state, and then into tracking re-enabled
#community-servers-old apparently has some places where you can request or commission avatars.
Oh okay thanks
At least, that's what I've seen others say around here.
look for "VRC Traders"
That's the one. Was on the tip of my tongu- er... fingertips.
I love how once again following the docs shot myself in the foot and resulted in hours of troubleshooting. =3=
im confused
say my char had a sword on the back of it while im on my vr. How tf do i take it off
have an animation that uses a parent constraint being enabled to attach it to your hand
im pretty sure i do but idfk how to put it in my hand
You have multiple options depending on platform.
Quest compatible? An animation toggled either by gesture in the FX layer or by a toggle in the actions menu.
PC only? a parent constraint like @bold garnet said.
I can't help you with a specific avatar you found and could have been done in a number of ways
mk bc im playing on quest
it's usually either an action menu toggle, or one of the gestures
mk ill look
i would prefer toggle for pc aswell through gesture in the FX layer tho
if it's an avatar you're working on and not one you found in a world, we can help you get it set up
you can use a parent constraint animation with gestures
but why would u do that, if u can just make it a toggle
anything can be a gesture activation technically (maybe not emotes...havent' tried)
the only thing i use parent constraint for is my springjoint
so you can grab the sword into your hand and not have it teleport into your hand
parent constraint means you move the sword on your back to your hand, and not have two different swords for no reason
ah like that yeah makes sense, tho doesnt it take up more in terms of having a toggle that activate / deactivate it completly ? tho i guess u could mix both of them to have both
no it doesn't take up more anything
technically it takes up less for both poly count/mesh render, and less memory for your parameters since it can be driven by the already existing gesture parameter
or set up a toggle to let it happen or not when you grab with a gesture
still less poly/renderers
This wouldn't work on Quest though. Have to take that into account. It depends on their use case.
if only quest wasn't severely limited...supposedly constraints might be allowed in the future
so Himeki, perhaps u can tell me a solution towards
physics objects I get, but constraints are non physics objects and are barely any level of demand
That was said 2 years ago, if I'm not mistaken, and the new physics bones system has them. So it sounds like they were holding off until the new system was in place.
so i have a pc version and a quest version of my avatar right, they both not exactly the same cus i had to change shaders makes sense, beside of that tho they exact the same ( basicly a replicate of the folder ) so how do i make my toggles work for both platforms at once like
i have a valve index, it means i wont see my quest version, but lets say i have a hoodie toggle, and i toggle that on pc, it wont toggle on quest version even the parameters, menu, basicly everything the same
any idea
why does this matters to me ? well it kinda doesnt its rather a convinience towards my quest friends
if it's a blendshape or bone animation to adjust the hood, it should work on both platforms
If it's a constraint to rotate the hood into place you'd have to do something else for quest
the hoodie, basicly all my clothing toggles are based on animations which goes through my FX Layer
as long as they're shared between versions and aren't using anything quest can't do, they should be working the same, seen in both versions
yeah thats the thing they are exact copy of the folder with no adjustments to it, so i felt as if it should work but it does not like
the toggles work fine on my pc version but my quest friends there is no change what so ever kinda thing
i know some of my anims are based on dissolve shaders from poiyomi but i cant see that being an issue as long as the animation is made ? like the anim stays as an anim no matter what was in it right so that means u could use lets say poiyomi dissolve into ur anims to use on a quest right
If it's animating a shader specific property, it won't work.
im not sure it does tho ? i mean isnt that already written into the animation itself or maybe im wrong on that point ?
You can animate shaders, and Unity animations are very rudimentary (you can't even rename something without breaking animations!). If Quest lacks the shader that's being animated, that portion of the animation will be ignored.
It still relies on the shader being there. "Animations" in unity are glorified scripts.
well if that was the case shouldnt my hoodie disappear anyways ? just without a dissolve effect ?
Animations in unity change things on the fly. It's not like animation as in cartoons.
ah if it still relies on shader being there then that must be it cus i know my hoodie toggle is based on a dissolve animation to then completly disappear
Yeah no, if the transparency itself is shader based, it wont work.
yeh i bet it is, i didnt make the anim is a paid avatar that i reworked but yea, i bet its the 100% dissolve effect to make it disappear to then toggle my bodyy
On Quest the hood would need to be removed, either as a game-object (separate mesh), or using a blendshape (more expensive). Unless @bold garnet has ideas?
this avatar in general is a bit messy cus they made it so it has hoodie by default but no body, and the body is in animation aswell toggled on when hoodie is off kinda thing, makes it difficult to work further on it
- yeh that causes issues because of this ^
i mean i actually did remove the hoodie and toggled body into the hoodie as a default for the quest cus i rather have body shown than hoodie but ye
This is likely to optimize performance. The SDK will complain about more mesh objects, but it'll be better in practice as it has to render less at a time.
Instead of rendering a body you cant see + a hoodie, it just does a hoodie.
yeh aswell as clipping i could imagine tho i wish atleast it was the other way, that they hidden hoodie by default and shown body by default
if you have a dissolve shader animating it that DEFINITELY will not be seen for quest
You'd have to remake the animation removing the hood in the ways @minor thorn stated for quest to see it.
i see so basicly just make an animation where it toggles on / off rather than using the default one and it should do the trick if i keep the parameters and so on the same but just change out the anims ?
give the quest a separate fx layer that turns it off if it's a separate mesh, or adjusts a blendshape to have it down
there...might be a check actually one sec
It ultimately depends on how the avatar is structured.
A game-object toggle only works if the hoodie is a separate object. It sounds like it is, so in theory you could just have "hoodie object active = 0" for the animation loop that controls the "hoodie off" state. Vice versa for putting the hoodie on.
This would hook into the existing animation in a compatible way. It'd still dissolve on PC, but at the end of the dissolve, the hoodie would be removed from the model.
this basicly my hoodie layer #avatar-help
yeh its what i was thinking of aswell, cus i worked with a knife just for fun to make sure i could do it from scratch like make a toggle on / off and i successfully did so, i guess same way just with hoodie, it is indeed a seperate object atleast it appears to be in the hierechy, my only concern is the body since i have no actual body like that but its rather an animation im not sure how i would toggle that on while toggling off hoodie in a anim, perhaps i just need to make more udon stuff for that
udon is world only, so definitely not more udon stuff
i meant the animator not udon lul my bad
So are all transparent effects blocked on Quest? I noticed the Alpha Blended mobile shader isn't blocked, but the multiply and additive are. However, it never seems to work (unsure if due to being particle shader, or due to no-transparency effects).
I was wanting the words "afk" to spin around me when Im afk, and the cheapest solution seemed to be a low-poly cylinder with a transparent png tiled across it.
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Also what characters are allowed in avatar name and text fields? I noticed forward slashes get turned into "aio.ki" and the rest of the text following gets mangled.
pff....who properly escapes their entry fields, not vrc clearly
also I'm fairly certain particle shaders are only allowed on particles for quest...but I don't design particle effects for quest so...I can't really confirm it
Particles on quest seem to be on a whole different level of [unspecified behavior].
2 of the VRChat Mobile shaders are not allowed.
But it'll also let you add the one allowed one to other objects, but it doesn't seem to behave. :|
Can't tell if blocked because particle safety (even though it's not a particle), or blocked because of transparency on object.
What about polygons?
2 clicks in cats
theres other ways to reduce polys tho
Yeah but then it breaks things.
edge desolving whatever that means or just deleting unused faces
Best way is to do it manually but I don't wanna do that lol.
not necessarily
like i killed lots of polys on my event ava by deleting hidden body mesh parts
the ava has no clothes toggles so these werent needed
It often breaks things having to do with viseme animations. Yeah I actually did the same and my avatar gets like a green star on the polygon count and went from "very poor" to just "poor" lol.
:c
ya dont start with too hgih detailed avas
or just dont care about optimizing those
theres other places to look for too if you need to get your ava below 10mb
I think the "poor" rating is because I'm using stuff like QT marker and lilToon shaders although those shaders apparently have some fallback compatibility, I'm not sure how that works.
you dont need custom shaders for pens lmao
its just a trail particle renderer
you can just slap toonlit on it
Yeah that's what QTMarker is, I feel like it'd add onto the load though.
idk i just made my own one
custom logic and components, its ez
i dont like using stuff by others too much and at the same time not understanding how it works
I like this one because I understand how it works, it's simple, and already done for me.
excluding face from decimation avoids this...but the face is usually one of the highest poly count areas on a large number of modles...
i just put my particle trailer on the index finger bones end
The only thing that makes me sad is that DBQT didn't accept my friend request.
:sadge:
I did too I just parented the little object that makes the trail to my finger. Setting it up with the bone directly may be a bit better though.
I don't think it'd have any issues on Quest as the difference is that it's just a game object I dunno. Speaking of... I forgot to reparent it when moving it over to my new avatar version.
I might make a pen model since it's much easier to do it via a pen, then with your finger I'm not sure why.
keep in mind that quest doesnt support custom shaders or constraints
ya it might
That's why I have a PC version but want to make a Quest compatible fallback.
omg imagine a pen you activate via voice lmao
it would only emit when a viseme is playing
that would be fun
I mean you probably could do that. Probably could even try to get a sequence of visemes.
Easier to have it as a button lol.
