#avatar-general

351 messages · Page 42 of 1

neon finch
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this

agile solar
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Oh, that's different then.

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Gotta be more specific with that request.

neon finch
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I mean what other way is there?

agile solar
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Asking someone to log into your account and upload it there, which is TOS-unfriendly.

neon finch
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oh

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so yeah for clarification I want somebody to upload an avatar to their account so I can clone it

stray fjord
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You're probably best off just playing for a while and then uploading it yourself once you reach new user.

neon finch
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theres a chance support might respond to me before that though

agile solar
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Respond to what, though?

neon finch
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my request

lament portal
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I had the idea of making a ultra-realistic avi in MetaHuman and using that in VRC to freak people out

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Buuuuut. exporting it is not very easy

stray fjord
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It may look ultra realistic in MH but when you get it into Unity it'll be a different story 😄

lament portal
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Honestly, how does anyone have the patience to make a avi from scratch?

stray fjord
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Some people enjoy modelling, some don't

gloomy fog
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hips

stray fjord
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hips

neon finch
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what virsion of unity do i use to ad my blender model to vrc

gloomy fog
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what? I don't even rember writing this. Might have accidently typed in discord instead of google.

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yes hips.. hips bad.

wild hawk
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what is the style called that makes the avatar really bright with an dynamic outline?

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and is it easy to turn my avatar into this style?

wind linden
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Anyone have spongebob avatars?

fringe plaza
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can someone do commission for my vrchat model

exotic thistle
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asking for a friend. uh is vrchats new limit for avatars 10 mb?

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theres no way its that little?

stray fjord
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Where did you hear that?

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For Quest it's a max of 10MB after compression

plain python
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as far as i know there's isnt any changes to the limits

ocean laurel
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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.

bold cloak
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Does anyone know how to make the blur tool on vroid not crash?

normal turtle
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I can do art but can't do modeling so

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If you want art of a model sure if you're talking about getting a model made unfortunately I cannot help

smoky path
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Anyone here make avatars, if so what can a $50 steam gift card get me

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Or a $10

agile solar
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No.

normal turtle
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Damn wish I could make models right about now

smoky path
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So no one here does modeling?

normal turtle
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Brb taking 2 hour blender tutorial

normal turtle
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Idk that person is a bit uptight

agile solar
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How am I uptight? o_O

smoky path
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I don’t know where to ask

normal turtle
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If you're interested in Commissions maybe check VRC traders it's a discord server

agile solar
smoky path
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Aight thank

neon finch
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Could anyone upload an avatar for me

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Ive got files

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Dm me please

agile solar
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👀

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?upload

dusk coralBOT
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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

fringe plaza
robust orchid
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I'm looking for some Ears

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anyone know of any models people rip those from

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I see alot of characters that are all based on the same mesh

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and they all share assets but i can't find where these assets are hosted

left arch
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....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

solar sedge
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hey guys

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how hard is it gonna be to have an action animation where when you toggle it you have 2 characters being animated

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I am aware of the basics of vrc unity so I suppose It shouldn't be too hard

robust orchid
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Anyone with experience on making tails wag in animation

narrow zodiac
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hey I'm trying to get an avatar made where do i go to find somebody to do this?

agile solar
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Expect to pay a good amount for anything custom.

neon finch
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public avatars all the same trash so

narrow zodiac
opaque mantle
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when i draw with the vrlabs pen on my avi the drawings are scuffed they are all black thick lines that look blocky

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how can i fix

gray bloom
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Hey is it easy to make avatars?

stray fjord
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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.

sacred yew
stray fjord
sacred yew
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ok thought so

stray fjord
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Using Vroid to make VRChat avatars isn't the most difficult, still a bunch of steps in terms of getting it into VRChat.

sacred yew
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but honestly learning the basics of vroid isnt that hard imo

stray fjord
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It's more getting it from VRoid into VRChat

sacred yew
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vroid -> blender -> unity -> vrchat

stray fjord
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Yeah, and there's multiple steps in each of those 😄 not difficult if you know what you're doing or can follow tutorials

sacred yew
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ah damn i forgot you cant use server emotes other than the ones here

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._.

stray fjord
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But there's a lot of outdated tutorials and such that people end up following (or people somehow don't follow them properly)

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You can if you have Nitro 😛

sacred yew
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nope

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and i do have nitro

stray fjord
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Ah do you maybe have to boost the server? I'm sure I've seen people in here using them.

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Or has it been blocked now I wonder.

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Yeah seems like it may have been blocked recently

sacred yew
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oh yup, gotta boost to use emotes from other servers

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i would assume same goes for sending pics

stray fjord
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Some channels you can send pictures in, some you can't.

sacred yew
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oooooo

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mkmk

gray plaza
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Question, if i set the camera height for my character and scale, etc in unity, after uploading can i update the same avatar?

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and how?

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never mind, figured it out myself

robust rain
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Hi guys i recently found an avatar on booth if possible can I get someone's thoughts on it?

stray fjord
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Feel free to post it

narrow zodiac
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anyone have a model of the iron spiders legs?

sacred yew
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find one yet?

dry pumice
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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

merry swan
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default sitting controller is not set up correctly, will never do a custom chairanim right unless you fix that

dry pumice
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its only on emotes tho

merry swan
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Had friends test my avatars (dont have index), they work and others see it correct

dry pumice
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yes, its a bug with the Index Controller finger tracking

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my guess, is its something with how they setup the overrider to allow finger tracking on avatars

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it ONLY happens with 3.0 avatars
2.0 avatars are completely unaffected by this bug

merry swan
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mmd world chairs work with index user (my friends got em) but the default sitting controller will never work

dry pumice
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mmd worlds do not work with index controllers

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I have tested this in 3 different worlds

merry swan
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You never set up a sitting controller

dry pumice
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Locally the animations play fine

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but for everyone else, the avatar is locked to 0,0,0

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if there is a way to fix it, PLEASE tell me

merry swan
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Like i said twice now, my friends had my avatar tested ,they have index, i have custom sitting controller, it shows for me

dry pumice
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I have animations on my action layer as emotes

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I want my friends to see them the same way I do

merry swan
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This is the chair one, never used dances other then toggles , never emotes

dry pumice
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they play completely fine when my index controllers are not on

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but as soon as I use my controllers, they break

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it's extremely aggravating

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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

merry swan
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Just make em a toggle then, why emote

dry pumice
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they are toggles

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you're not understanding the bug

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it's regardless of what layer the dance is on

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if you use an Index controller, the animations do not play properly for other people

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period

merry swan
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No? i had friends test it , they were told to wobble around with controllers, didnt break anything and showed correctly for me

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I do not use default controllers

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aka gesture/fx/action

dry pumice
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of course VRChat doesn't embed links here

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the point is

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this has been plaguing users for over a year, and I want to know if anything can be done in Unity to fix it.

barren hemlock
dry pumice
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yes

barren hemlock
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It's possible that this is an issue that VRChat has to fix sometime

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I'm not sure if there's a workaround in Unity right now

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You'll just have to wait until they patch it

dry pumice
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it's been over a year

barren hemlock
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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

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It took them over a yeah to add desktop item rotation as well

dry pumice
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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

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Seriously considering not paying for VRChat+ anymore until its fixed

barren hemlock
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Well you purchased it to play VR, not specifically do MMD dances in VRC

dry pumice
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no you're right

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but I mostly just play VRChat

barren hemlock
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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

dry pumice
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I respect these things take time

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just

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wish we had some sort of update on progress towards fixing it

barren hemlock
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The team is very busy with the new UI updates and Avatar dynamics

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Eventually they'll get to it

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It's just low on the priority list

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For now, use a Avatar 2.0 for those worlds

stray fjord
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oof avatar 2.0

dry pumice
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I'd love to if I could take my 6 months of avatar 3.0 work and downgrade it to avatar 2.0

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but thats simply impossible

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otherwise
I would have done it already and never upgraded to Avatar 3.0 in the first place

barren hemlock
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If you specifically just want to use an MMD dance world just swap to a 2.0 avatar real quick

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Otherwise you just have to be patient

uneven halo
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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?

thorny pier
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Hi good evening, Im looking for someone that creates original avatars, if someone is up let me know

neon finch
neon finch
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Anyone here have a dedede avatar I can copy, I don't have dedede avatar for oculus

fossil terrace
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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.

bold garnet
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use a mirror or the camera?

fossil terrace
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i tried

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no work

barren hemlock
harsh hull
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whatever vrchat does to make fingertracking work breaks root transform in animations

cobalt yew
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@harsh hull far as I'm aware root transform is not supported to begin with. It's disabled by force in game.

harsh hull
cobalt yew
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ooh right.

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NVM me i woke up like 10 minutes ago

merry swan
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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

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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)

harsh hull
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seems vertical movement kinda works, horizontal movement is completely borked

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which is what i see on my roll afk

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rolls at center while still slightly bobbing up/down for index

merry swan
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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

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mostly just done chair/anim tests tho, vrc_AvatarV3SittingLayer , but 'dance' chairs definatly work fine on index

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if you edit that cause default they did something really wrong with setting tracking wrong twice

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sdk prefab for chairs (3.0/udon) is also broken, have to set up your own

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(all of them had fbt+index, incase someone jumps in its only fbt issue too)

red path
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I see that a lot, but only on animations done in Action menu.

lean patrol
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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?

karmic totem
lean patrol
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Ah cheers, should've realised that would've been it lol.

karmic totem
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Yes, sometimes people disable the gizmos so they don't see the camera and light icons, but that also hides the view ball

sacred yew
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is it just me or vrmodels died

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im getting "MySQL Error!"

karmic totem
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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.

sacred yew
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oh

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well for a broke mf its heaven

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does it work for you?

neon finch
merry swan
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🔨 That site is bad , lots of avatars thats been repeadely dmca'd but people keep putting it on there

sacred yew
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seems like it dont even exist anymore

karmic totem
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the site is still there, but something happened to the database, either its finally going to die off, or someone messed something up

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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

sacred yew
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wtf

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i have the bot blocked and didnt see what it said

proper imp
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how do I make It so people see the avatar I'm actually wearing so I don't get accused of being a furry

karmic totem
sacred yew
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and i did neither

karmic totem
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You don't get DM's from the bot

sacred yew
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i was literally saying the sites i had for models

sacred yew
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saying them

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not linking

karmic totem
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one of them was probably one that is blocked, same rule as with links

sacred yew
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what one is blocked

karmic totem
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and it was most likely blocked because it contains stolen content

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I can't say which one it is because, it is blocked, bot will do same for me

sacred yew
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could say the first letter it starts with

karmic totem
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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.

sacred yew
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the ones i said all have different first letters

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so its neither booth or gumroad

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ima guess

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vrcm __

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i guessed correctly

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so how likely is it to get banned for using stuff from there

empty vector
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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

bold garnet
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Exact same as any other prop unless you want the music to fade in or out

lavish fossil
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anybody know how to merge layers in unity avatar 3.0

sacred anvil
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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.

bold garnet
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Constraints

sacred anvil
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Ok, what what sort and to what. I know of parent constraints, but what should they be constrained to?

bold garnet
sacred anvil
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Ah, thank you.

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Hm... I can't seem to figure it out. Anyone got an example for it to work?

bold garnet
sacred anvil
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Yea, but I am having trouble with the layout. I am currently doing some experiments to see how it works.

bold garnet
storm ether
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Hi

humble tundra
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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?

neon finch
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if im on quest will pc players see the pc version or the quest version of my avatar

hasty hemlock
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the PC players see the PC version

neon finch
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so if i upload a higher poly model with dynamic bones on the pc version theyll see it even when i cant?

hasty hemlock
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yes

neon finch
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cool thanks

neon finch
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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

neon finch
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Can someone private dm me bc i need help uploading an avatar and i have a video of what its doing

fringe plaza
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can someone do commission for my vrchat model please

west nest
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and vrc traders

white tusk
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Where do I find the pipeline manager?

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I'm trying to detach a blueprint?

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im just trying to make this avatar upload

west nest
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on avatar component

neon finch
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So I set the descriptor hight right where I want it but it's still floating above my Avatar

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Or my vision is still above the Avatar

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What could the issue be?

white tusk
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@west nest I have a screenshot

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of everything

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Im new to this

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may I send u it?

west nest
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y

white tusk
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Im new to this

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and cant find the avatar component

west nest
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it's called vrc_descriptor

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as i remember

white tusk
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im so

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small minded

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rn

west nest
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click on avatar

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in scene

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on right there should be vrc descriptor and below it pipeline manager

neon finch
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Anyone got an idea?

west nest
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is your avatar humanoid?

neon finch
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Mhm should be

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Lemme double check

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Yep

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Humanoid

sly crescent
neon finch
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Oh ok!

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I'll do that when I'm able to hop back on to edit

sacred yew
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does anyone know how likely it is to get banned for using the sites with stolen content

sly crescent
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Bruv…

sacred yew
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?

sly crescent
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Its better to just not use those for obvious reason

sacred yew
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when you have no money you get everything that you can

barren hemlock
bold garnet
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Or learn how to do it yourself

bold garnet
inner condor
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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?

bold garnet
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it's still there, make sure gizmos are enabled or it won't show

inner condor
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Thank you, there it is....I knew it was something stupid.

bold garnet
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You can turn off individual gizmos to avoid that too

inner condor
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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 :)

marsh trail
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Inside the head a small bit

bold garnet
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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

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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

marsh trail
bold garnet
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I...wasn't aware the worlds could change it, that's kinda screwy but does explain rare weirdness

inner condor
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OK I'll give that a try...I find if I'm putting it too far forward it feels like I have no arms.

bold garnet
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I believe it's also scaled to your wingspan but I'm not certain on that

sly crescent
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That makes way more since lmao do you know how to change the distance of clipping for a world?

marsh trail
marsh trail
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or if you didn't the delete the camera that is normally there just edit it

sly crescent
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Wow 🤩

bold garnet
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I really feel like that should be changed...shouldn't be able to override the avatar's settings >.>

marsh trail
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I set it to like 0.002 or something

marsh trail
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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

bold garnet
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I mean it screws with the needed viewball position for things

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and it should be an avatar based setting, yes

marsh trail
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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

bold garnet
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it's not as big of a deal, but it'd be way better

marsh trail
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Especially for small avatars like lolis/children/short animals etc

bold garnet
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ok "overriding" was bad wording, it messes with the way you have things set

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imagine someone increasing the clip distance instead of reducing it and suddenly your hand vanishes near your face

marsh trail
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Yeah it's not great

bold garnet
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it's not a big deal, but it's not great either shrug

marsh trail
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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

bold garnet
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yep, so it's fine for most worlds to set it up one way and leave it

marsh trail
marsh trail
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What would also be nice is if you could just adjust it manually whenever like in settings

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this game could be massively improved by better settings/options IMO

bold garnet
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very much so, yes

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"oh my viewpoint is off" adjusts offset "there fixed"

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not to mention something like that would let you test in game to know how much to adjust it later

marsh trail
bold garnet
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or saving volume levels cough

marsh trail
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Also as far as clipping distance/plane is concerned

marsh trail
bold garnet
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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

marsh trail
bold garnet
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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

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the in game setting for height should be renamed to world scale adjustment...because that's all it really is

marsh trail
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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

marsh trail
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For now though if you want your avatar to be more accurately scaled toss it in to Blender and use Immersive Scaling

neon finch
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i think this could be part of the issue?

bold garnet
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is the top level of your armature and the body at 0,0,0 or was it accidentally changed?

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some models don't have it at 0,0,0 so better to compare vs the default...but usually it is

west nest
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You might saved fbx wrongly

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with center point else where

neon finch
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oh thx

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the ameture thing workede

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but now for some reason the ball disapeared

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the grey view position dot

bold garnet
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make sure gizmos are turned on still and you still have the descriptor object selected

neon finch
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its on

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in the gizmos its on and I have the VRC desrptor selected

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op nevermind

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i had the entire gizmos thing turned off but I didnt notice lol

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perfect thx

inner condor
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i did the same thing XD

bold garnet
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I've seen it happen fairly often, people disabling gizmo to get the camera, lights, audio, whatever out of the way

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and then forgetting

neon finch
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Does the Update Rate Field in the Dynamic Bone script hurt performance a lot if I bump it up?

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I get more snappy movements with it higher but im not going to bother if it hurts performance

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I already have 3 materials for a sword

brazen apex
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Can anyone send me the links and things needed to make an avatar?

neon finch
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so you dont have to go through the trouble of linking it to unity hub

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Click here to install the current version of Unity via Unity Hub.

sly crescent
brazen apex
sly crescent
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I would be able to but im 3 states away from my pc 😂

brazen apex
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F

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So there’s 3 versions to download

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Auto converted format (gITF)
Augmented Reality Format (USDZ)
Original format (gltf)

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Which do I do?

neon finch
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fbx doesnt guarentee its rigged but the model file can have rigs in it

sly crescent
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Yea thats what i ment^

neon finch
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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

brazen apex
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So which should I download

neon finch
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try them all and see yourself ;P

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I cant know if any of them are rigged

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thats up to you to figure out

brazen apex
#

Ok

neon finch
#

the one you just sent is defintely rigged but in a way that vrchat would accept? unsure

bold garnet
#

if the info is correct the second one is rigged

neon finch
#

since its doing an animation

#

yea

brazen apex
#

ok

bold garnet
#

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

brazen apex
#

So I have it in blender, now what do I do?

sly crescent
brazen apex
brazen apex
sly crescent
#

Thats the direct download to unity i sadly dont have the download to the hub but that should work

#

@brazen apex

brazen apex
#

K

pulsar trail
#

Uhhh uh oh

#

I think I broke my unity

sly crescent
pulsar trail
#

Launcher won't fully load

#

I might have to reinstall it

#

Will that ruin my projects?

sly crescent
#

Try shuting it down in task manager

sly crescent
pulsar trail
#

No I just was going to startup the unity hub

sly crescent
#

Okay nun of your files will be broken there already stored in your pc but id make back ups just incase

pulsar trail
#

Wait that fixed it

#

Disregard 🙂

brazen apex
sly crescent
brazen apex
#

well

#

i got unity hub and unity editor

#

and i have the model in there

#

but it's just grey

sly crescent
#

There you can edit the material to have a texture in it

#

Then drag on you avatar in the desired spot

brazen apex
#

where do i right click

sly crescent
#

In the project tab in a open space

brazen apex
#

project*

sly crescent
#

Basically the big area at the bottom

brazen apex
#

i dont see new material but i do see material

sly crescent
#

That

brazen apex
#

but how do i put the texture on?

#

i dont see an export texture button in blender

sly crescent
#

Can you Screenshot please

brazen apex
#

ok

#

ill screeenshot blender and unity editor

teal anchor
#

can i post a image of my fav avatar here?

#

no nvm

gloomy pier
#

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

gloomy pier
#

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 ?

minor thorn
#

@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.

bold garnet
#

slow clap flawless documentation AND examples

minor thorn
#

ikr?

bold garnet
#

"we got 3.0 avatars! They care about avatar making again!" :points angrily at documentation and flat out wrong examples:

minor thorn
#

Currently rigging the sitting controller up the same way (since I like proxy_sit2 better).

bold garnet
#

nice

minor thorn
#

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)

bold garnet
#

the only way I can think of requires root transform to give you motion...but that isn't allowed

minor thorn
bold garnet
#

you can use a collider and get some ridiculous speed if you set things up right, but it's also often screwy

minor thorn
bold garnet
#

Yeah, you can't move your actual root, which is why your collider is still on the ground

minor thorn
bold garnet
#

is it supposed to be your own and visible to quest users? or usable by others on quest?

minor thorn
#

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.

bold garnet
#

Yeah I think you're kind of out of luck there with quest restrictions...

minor thorn
#

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).

bold garnet
#

...I'm not sure if flight would work without a constraint actually....
It might but I'm not sure

minor thorn
#

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.

bold garnet
#

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

minor thorn
bold garnet
#

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 >.>

minor thorn
#

Those are words, yes. 😅

#

(I found it. On Booth, yeah?)

lyric ledge
#

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

minor thorn
#

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.

minor thorn
#

Or am I misunderstanding how Temporary Pose Space works?

low whale
# minor thorn 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.

minor thorn
#

Will this avatar ever be public? No.
Am i a weird stickler for details? Yes.
Am I setting myself up for failure? Extremely.

low whale
#

Well, you can do that with the method I described if you think it's what you'd prefer

minor thorn
#

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.

barren hemlock
minor thorn
#

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.

minor thorn
# lyric ledge Franada's gogo loco

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).

barren hemlock
whole robin
#

can you make a quest avi pc

sly crescent
urban viper
#

is there a discord channel for facial tracking plugin?

low whale
# minor thorn For flying, i wasn't wanting to do true 6Dof flying anyways. More like having an...

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.

urban viper
#

is there a discord for creating facial tracking avatar?

#

the discord channel showed in plugin is Invalid

jolly hinge
#

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 ?

minor thorn
wind copper
#

Omg the mirroring for the bones is SO helpful when putting them in the right places

neon finch
#

Guys help I’m trying to find super Bomberman r avatars

wide basalt
#

Has anyone made a RC Car on their avatar that they can drive around?

minor thorn
#

@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.

wide basalt
neon finch
minor thorn
minor thorn
bold nebula
#

can anyone help me make my first avi in blender

vernal violet
#

Would appreciate any help rigging a avatar for VRChat. The Model is ready I just need it to be rigged for VRChat.

neon finch
#

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.

vernal violet
#

I would like some help on a model, I'm new with Blender and want to make sure I have everything

dire harbor
#

when modelling avatars should i do A or T pose?

neon finch
#

If you have messed up textures I’d say you can check under the arms easier with a T pose

neon finch
#

Unitys always talking abt T pose and not A pose so its probably better to be T pose

barren hemlock
lapis zodiac
#

What's the best way of adding an avatar pen, for nice natural smooth lines, not jagged mess

bold cloak
#

Anyone know what dps does?

sly crescent
west nest
#

no it is unity thing for avatars

#

it is used for nsfw avatars :/

sly crescent
vague raft
#

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.

neon finch
#

or if you want a assload of projectiles to all land in a spot

neon finch
#

In general are most all people who have HQ PC avitars considered "very poor" from the higher quality / dynamic bones/ mesh etc?

hasty hemlock
#

don't forget having way too many materials unnecessarily

neon finch
#

Is this just something that's here to stay? It seems very difficult to even find a "poor" avi

hasty hemlock
#

a lot of folks don't want to put in the effort to learn how to optimize properly

neon finch
#

: /

minor thorn
#

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.

barren hemlock
harsh hull
minor thorn
#

My locomotion layer is gonna be messy.

minor thorn
#

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.

topaz rose
#

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.

west nest
#

check console for errors

topaz rose
#

Alright 1 sec

#

All that I can see from it is that it say faild to upload and can't click on the console

minor thorn
#

NVM I found a different way of doing it.

tough hill
#

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?

west nest
#

You need old avatar blueprint from pipeline manager and put it on new one

sacred yew
#

i feel like i already know the answer but your allowed to put actual brands on your avatar right

tough hill
#

i think so, this game is full of copyrighted stuff/avatars so i dont think it matters

west nest
#

putting logos of brands isn't forbidden

tough hill
sacred yew
#

mk thought so, thx

west nest
tough hill
#

i click upload nothing happens

west nest
#

check console

tough hill
#

how?

#

nvm got it

west nest
#

above and left assets there is tab called console

tough hill
#

looks like it was an avatar emulator addon i had, took it out now it works

west nest
#

oh k

#

how did you found out it was it

tough hill
#

it said the emulator was running/setting itself up everytime i pressed play

west nest
#

oh k

stable cloud
#

Does anyone know the show "The Boondocks"

hollow idol
#

anyone wanna help me decide which of my characters to make models of

#

i cant decide

#

(dm meee)

chilly bramble
#

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

karmic totem
chilly bramble
winter mountain
#

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.

barren hemlock
agile solar
#

Well, no... you can literally clone any public avatar.

winter mountain
#

But don't I need to edit with the tools to set that flag?

chilly bramble
#

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

winter mountain
#

I have motion tracking 'like KatVR'.

#

My avatar spazzs every time I move.

chilly bramble
#

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

winter mountain
agile solar
#

👀

fluid grotto
#

For VelocityY, is moving up positive or negative

chilly bramble
#

Up = pos

#

Does anyone know how I can get the default expressions as a sub menu on the side of a modified expressions menu?

barren hemlock
undone galleon
#

question: is there a method to 'download' an avatar that you made from vrchat's servers?

winter mountain
undone galleon
sly crescent
#

Yea no that wouldnt work usually that would be like ripping it and thats not tolerated at all by vrchat

undone galleon
#

ah ok

crimson crescent
#

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?

sly crescent
crimson crescent
#

Omg, you're a genius, why didn't I think of that x.x

#

XO

fiery harbor
#

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?

hollow idol
#

request or commission?

fiery harbor
#

Request I think? Not sure of the difference?

hollow idol
#

request is free, commission is paid

fiery harbor
#

I was looking to pay someone

hollow idol
#

maybe people who are practicing who dont have ideas

hasty hemlock
#

the community server tab has a link to the vrchat Traders Discord where commissions are being handled

fiery harbor
#

I didn't think anyone did 😅

#

Thank you!

hollow idol
#

can i dm you @fiery harbor

fiery harbor
#

Of course!

crisp sky
#

Could anyone make me an avatar?

hollow idol
#

anyone got any other base programs besides vroid studio?

hasty hemlock
#

is there a particular style of Avatar you looking to make

hollow idol
#

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

hasty hemlock
#

there's not really much else

hollow idol
#

gonna look into makehuman

#

i really don't wanna make it from scratch so if i have to stick with vroid studio i will

hasty hemlock
#

it doesn't let you make custom clothing or hair in the program makehuman

hollow idol
#

that's okay, i just need a base

hasty hemlock
#

I suppose yeah that could work if you want to look like a vaguely realistic human

hollow idol
#

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

hasty hemlock
hollow idol
#

hm ok perhaps not then

#

i surpose i will just edit the mesh out of vroid

hasty hemlock
#

perhaps I could have picked a slightly nicer one but so far I haven't seen any that looks great on make human

hollow idol
#

i mean i guess it is called makehuman and not makeanime

merry hemlock
#

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)

ocean laurel
# merry hemlock How hard would it be to move and resize clothes/assets off one avatar onto anoth...

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 .

errant mirage
#

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?

ocean laurel
delicate cosmosBOT
#
Unlocking content uploading

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.

errant mirage
#

ok and does the quest version count toward this time

ocean laurel
errant mirage
#

ok thanks!

agile solar
#

Quest/Steam accounts rank up slower, just FYI.

#

If you're using an Oculus account, consider merging it with a VRC account.

ocean laurel
#

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

errant mirage
#

ok. (i use a vrchat account)

#

so hopefully i can get the perms soon!

agile solar
#

For now, don't focus on the rank. Focus on having fun.

humble hound
#

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

normal turtle
#

You can't even report people unless you're high enough rank

agile solar
#

Not... really?

normal turtle
#

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

neon finch
#

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

pale coral
# humble hound I started dabbelding in creating / editing some avatars, but many avatars use ex...

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.

humble hound
barren python
#

if an avatar feature says (paid only) is it part of vrchat+ or do I have to pay for it separately?

ocean laurel
barren python
#

thanks, I mean the ones under expressions

#

so are the payments handled by vrchat or?

ocean laurel
#

what payments exactly are u talking about

barren python
#

idk, it was an avatar customisation that said (paid only)

ocean laurel
#

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

barren python
#

ok, ty

lilac plank
#

what install of unity is the vrc sdk 3 2021 using?

merry swan
#

none ,

#

2019.4.31 still same

lilac plank
#

thank

minor thorn
#

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).

pale coral
#

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.

minor thorn
#

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.]

hasty hemlock
minor thorn
#

No custom shaders on quest.

hasty hemlock
#

something that would work on the quest would be scaling bones

minor thorn
#

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.

pale coral
pale coral
minor thorn
#

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.

pale coral
#

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.

minor thorn
#

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.

neon finch
#

Aye, that be true

pale coral
#

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.

minor thorn
#

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.)

minor thorn
# pale coral Yeah, I would definitely like a way to explicitly define mutual exclusivity of m...

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.

main pond
#

Or just compute the ranking at runtime

minor thorn
#

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.

main pond
#

At the moment just upload a new avatar for each outfit

main pond
#

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

minor thorn
#

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.

main pond
#

I just make one quest variant, so my avatar is at least visible, and never update it again

minor thorn
#

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.

main pond
#

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

minor thorn
#

My avatar is private, so it's just for me.

main pond
#

Cool

minor thorn
#

The prefab I built it on requires that as part of the license.

main pond
#

Wut

minor thorn
#

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.

minor thorn
main pond
#

Ohhh I read that as an audio source is required as part of the license, doh

minor thorn
#

oh lmao

faint eagle
#

i must be dumb ever shader i get is grayed out and cant change anything

#

ive tried to export, import, unpack or anything

faint eagle
#

yes

main pond
#

You change the shader on the material, not mesh

faint eagle
#

its grayed out there to

main pond
#

Screenshot?

faint eagle
#

hang on

faint eagle
main pond
faint eagle
#

sent

velvet hatch
#

hey is it possible for a dynamic bone to be "heavy"

mental cloak
main pond
lilac plank
#

Do avatars need rigs? Like if I just wanted to be a cube do I need one

bold garnet
#

technically no

#

you'll have to animate it yourself if you want it to do anything other than exist

minor thorn
#

the ultimate avatar: the vibe cube.

#

No animations. Quest compatible. No gestures or movements. Just viiiiibes.

bold garnet
#

and just a quad inside that says "vibes"

hollow idol
#

give it an rgb animation

#

id use it

merry hemlock
novel laurel
#

anyone got a male avatar base mesh they could give me please?

coral fractal
#

ran cats tool in blender, my model is now laying down A posed. How do i get it back vertical?

red plank
#

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

hexed mesa
neon finch
#

Can somebody help me search for an avatar?

#

Im trying to find ririkka momobambi from kakegurui

high spear
#

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

fleet otter
#

It’s stupid

ebon wren
#

Opened model: HELLHOUND - Kells, and it doesnt have a scene. can someone help me out? never had to work with scenes before.\

neon finch
#

k

royal wedge
#

hi i know im replying to a literally ancient message but can i have some

royal wedge
#

awesome sauce

echo tartan
#

no embed? sadge

#

also gogoloco has a few basic ones

#

(from vrcprefabs)

royal wedge
#

radical beans

bold cloak
#

How do you use dynamic pene——-? It’s always there but I’ve never known how to use it

ocean laurel
merry hemlock
#

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?

main pond
#

Are there artifacts on the PNG?

barren hemlock
agile solar
snow citrus
#

oh is that where you put it? alright

#

oh wait, nvm

hollow flame
#

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.

merry hemlock
#

What's the difference between using lilToon, Poiyomi, Arktoon etc?

merry hemlock
hollow flame
#

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

whole robin
#

my spring joint keeps circling

#

how do i fix it

bold garnet
echo tartan
#

should i turn off skinned motion vectors?

#

it says it uses additional memory

echo tartan
#

to start, lookup the "toonlit" shader in your sdk

whole robin
bold garnet
whole robin
#

spring is 100 and min distance is 0

minor thorn
#

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.

echo tartan
#

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

minor thorn
# echo tartan avas arent supposed to overrender gui elements

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?

echo tartan
#

hands should be rendered in front of the menu

#

what i meant is elements BEHIND it normally cant overrender it

minor thorn
#

They're always behind the menu.

#

The pointer is in front, but the hands are beneath it.

#

For no discernable reason.]

echo tartan
#

might be a shader issue

minor thorn
#

(Quest compatible avatar)

echo tartan
#

try to modify the render queue, i didnt really check lately when interacting with menus

minor thorn
#

Are avatars supposed to be on a certain layer in Unity? I know they recently changed which layer internal UIs render on.

echo tartan
#

might be a similar problem to what i posted in #shaders where light and shadows would pierce through matcaplit

minor thorn
#

(Toon shader is bogus. Two Tone MatCap does the job 10x better)

echo tartan
#

forgot you cant paste pics in here

minor thorn
#

Yeh my avi is in the default layer.

harsh hull
harsh hull
echo tartan
#

Hands should be in front of the menu tho, no?

harsh hull
#

no, only the controller display you hold

echo tartan
#

From a design and usability perspective

echo tartan
shrewd wraith
#

Hi, searching for place where I can commision someone to add a feature on one of my avatar ^^;

shrewd wraith
minor thorn
#

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?

harsh hull
#

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

ebon wren
#

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.

minor thorn
ebon wren
#

no way to fix it?

#

PC upload with the same errors worked fine

minor thorn
ebon wren
#

alr

minor thorn
#


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.

ashen lily
#

Best to keep it on just incase you ever go on a show or something that has motion blur.

echo tartan
ashen lily
#

Motion vectors are super cheap afaik.

echo tartan
#

ok well ill just leave it on then

#

thx

ashen lily
#

🙏

bold garnet
# minor thorn — Only question is: _do you apply it to the state you want it to reset _on_, or ...

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"

dapper meadow
#

I like sleeping with jeans on

minor thorn
# bold garnet biggest problem with this, is I'm not sure if they import your controllers into ...

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.

#


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).

#


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.

bold garnet
#

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

minor thorn
#

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.

trim bone
#

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 🥲

minor thorn
#

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.

bold garnet
#

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

minor thorn
trim bone
#

Oh okay thanks

minor thorn
bold garnet
#

look for "VRC Traders"

minor thorn
#

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=

neon finch
#

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

bold garnet
#

have an animation that uses a parent constraint being enabled to attach it to your hand

neon finch
minor thorn
bold garnet
#

I can't help you with a specific avatar you found and could have been done in a number of ways

bold garnet
#

it's usually either an action menu toggle, or one of the gestures

neon finch
#

mk ill look

ocean laurel
bold garnet
#

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

ocean laurel
#

but why would u do that, if u can just make it a toggle

bold garnet
#

anything can be a gesture activation technically (maybe not emotes...havent' tried)

ocean laurel
#

the only thing i use parent constraint for is my springjoint

bold garnet
#

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

ocean laurel
#

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

bold garnet
#

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

minor thorn
bold garnet
#

if only quest wasn't severely limited...supposedly constraints might be allowed in the future

ocean laurel
#

so Himeki, perhaps u can tell me a solution towards

bold garnet
#

physics objects I get, but constraints are non physics objects and are barely any level of demand

minor thorn
ocean laurel
#

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

bold garnet
#

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

ocean laurel
bold garnet
#

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

ocean laurel
#

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

minor thorn
ocean laurel
minor thorn
#

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.

ocean laurel
minor thorn
#

Animations in unity change things on the fly. It's not like animation as in cartoons.

ocean laurel
#

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

minor thorn
ocean laurel
#

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

minor thorn
#

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?

ocean laurel
#

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

minor thorn
#

Instead of rendering a body you cant see + a hoodie, it just does a hoodie.

ocean laurel
bold garnet
#

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.

ocean laurel
#

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 ?

bold garnet
#

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

minor thorn
#

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.

ocean laurel
ocean laurel
# minor thorn It ultimately depends on how the avatar is structured. A game-object toggle onl...

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

bold garnet
#

udon is world only, so definitely not more udon stuff

ocean laurel
#

i meant the animator not udon lul my bad

minor thorn
#

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.

#


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.

bold garnet
#

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

minor thorn
#

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.

echo tartan
#

theres other ways to reduce polys tho

merry hemlock
#

Yeah but then it breaks things.

echo tartan
#

edge desolving whatever that means or just deleting unused faces

merry hemlock
#

Best way is to do it manually but I don't wanna do that lol.

echo tartan
#

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

merry hemlock
#

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.

echo tartan
#

: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

merry hemlock
#

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.

echo tartan
#

you dont need custom shaders for pens lmao

#

its just a trail particle renderer

#

you can just slap toonlit on it

merry hemlock
#

Yeah that's what QTMarker is, I feel like it'd add onto the load though.

echo tartan
#

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

merry hemlock
#

I like this one because I understand how it works, it's simple, and already done for me.

echo tartan
#

parent constraint lmao

#

gl with that on quest

bold garnet
echo tartan
#

i just put my particle trailer on the index finger bones end

merry hemlock
#

The only thing that makes me sad is that DBQT didn't accept my friend request.

echo tartan
#

:sadge:

merry hemlock
#

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.

echo tartan
#

keep in mind that quest doesnt support custom shaders or constraints

merry hemlock
#

That's why I have a PC version but want to make a Quest compatible fallback.

echo tartan
#

omg imagine a pen you activate via voice lmao

#

it would only emit when a viseme is playing

#

that would be fun

merry hemlock
#

I mean you probably could do that. Probably could even try to get a sequence of visemes.

echo tartan
#

14 of them

#

thats just a stupid idea tho xD

merry hemlock
#

Easier to have it as a button lol.

echo tartan
#

but i hate activating the pens via gestures

#

and also thought about triggering it via a qm button but that might be even more annoying

#

holding down the button might be a better idea