#avatar-general
351 messages · Page 47 of 1
Anyone know anywhere I can find a 👌 emote animation for hand gestures I can use? (Preferably for the Rex)
Anyone have or know where to find HUD prefabs? I've seen a few different ones in game, but I don't know where to find them or how to make them.
hihi! this isnt avatar related but uploading related, i'm getting a blank screen when i open the uploader
ill put this in #avatar-help
Could some please help with my avatar problem, please =~=
Don't ask just ask
Huh?
Don't ask to ask, just ask*
I did ask
I scrolled up hella far where is it?
I didn’t ask here, why so rude..?
Not trying to come off as rude my bad
Craziest thing is, they're not videos theyre either sprite sheet particles with material changes, poiyomis gif converter thing, or manually animated frame by frame image changes,
Take an existing hand animation like fist, duplicate it, and animate the 👌 yourself
use the format :
-What have you tried
-What do you want to achieve
They're telling you to explain your issue and what you want to do
I explained it before but I got buried under everything in the help channel
I’m just waiting until other people are done needing help so I can get help
But I have tried fixing the rotation in unity but that didn’t work..
I don’t know much about unity or blender I’m honestly just a beginner
Is it normal for the left hand gesture to only work when there's a not 0 Gesture on the right hand?
Like, hand animations or face animations?
Hand gestures that trigger animations
Alright gotcha
Okay so the way that Animators work is that Layers in your Animator overwrite the Layers above them
Your right hand gesture Layer is most likely underneath your left hand gesture Layer, so when doing any hand gesture with your right hand and therefore playing a face animation, your left hand can no longer animate your face because the animation gets overwritten by the right hand
That's why your left hand Animations will only play when your right hand is in idle, because your right hands idle position doesn't have an Animation
That does make sense! But I phrased my issue incorrectly.
Left hand gestures trigger left eye anims, right hand gestures trigger right eye anims. Ican only trigger left eye anims when right hand is also doing a gesture
Turn Write Defaults Off
I guess I should read up on what that does :o
Thank you!
Read up on it. Seems to create some sort of Bug.. since that shouldn't affect anything the way it does? Weird
Wdym?
Turning the Write Defaults Off. I guess for every single Node in all of the Animations in all layers?
Exactly
Turning WD Off can cause issues yes, but theres an easy fix for it
Generally speaking you want it Off on everything
Okay. Did the manual Reset way with the extra Layer. But I still can't animate the left eye unless the right eye is in any other state than 2 (no buttons pressed)
Oh well! It is what it is then. It's pretty difficult to not press any buttons on the controllers anyway. So I guess it shouldn't be a real issue.
You can't "hold" the valve knuckles without triggering right into State 0 (Idle) anyway. Vive Wands are perpetually in state 0, unless you press the trigger... which was weird. And Touch should be sensible enough to trigger 0 or 1 (fist) easily
Has anyone ever experienced personal models randomly vanishing from your account? That you uploaded? Is it a known issue? I haven't experienced this myself but a friend says their models vanished.
How do I get those custom avatars from websites on quest? I don’t have a good pc to run vrchat on pc mode
If you want to upload avatars that aren't on one of the free services that use their own bases and assets, you will need to be able to use Unity on your computer. You do not need to be able to play VRChat on the PC to be able to upload.
I still don’t understand
I want to be able to use it, on my quest, my apologies if I can’t explain this well XD I’m not even 100% sure what I mean
You need a PC to upload to both Quest and PC.
hey can someone help me with my avatar im trying to figure out why the material list has no materials
Is there a way to diminish how much my avatar tippy-toes depending on how high or low I look?
Changing my Height just transfers the problem elsewhere
yes you can level out the feet bones so they're lower and flatter
thats what I had to do to my VRoid avi
since it defaulted to like a weird angle
hey so i resenlty got the ghosty canine model but when i tryed to upload it it said VRCexpressionParameter object missing can anyone help?
delete the toe bone assignment
if i have a driver trun off a bons deform property will it also do the smae in unity/vrchat or is that only happen in blender
only blender
so are all the envelope weight stuff only in blender?
Elaborate
I edited the fbx I imported to delete those bones but it didn't quite help, do I need take that fbx back into the scene and do all the edits again for it to take effect or should it have updated the one I already had in the scene as well?
I'll lower them down some more tho mind sharing a screenshot of how your feet bones ended up looking like when you have a chance to share?
I'm sure this is an over asked question, and maybe I'm just not very well informed, but how do I get the new physical bones in unity? is it an addon?
I believe it's a seperate one as it's still in beta
that would make sense, thank you for giving me more knowledge into this
Am sure I dl it somewhere before I started using Unity but am now unsure where I got
I can Google it
Was in their #open-beta-announcements section
I should've checked that place first
I believe there is a newer one if you scroll down a bit, still checking
Actually that might be the same one I already had, will keep on looking into it
Here's a video if you're curious how to go about using it
& yep I'm able to use phys bone now!
after importing the sdk
Dont delete the bone. Just unassign the toe bone for the humanoid fbx import.
I did just unassign
you're exporting an fbx so only the simple stuff gets exported
modifiers get applied (if set to), bone weights get exported regardless of if you're using envelopes or vertex groups since it's just the armature modifier
Do you mean Use them or see them?
The way VRC works is that when you're on the Quest Plattform (As in, your VR headset not connected to the PC) then you get a graphically "downgraded" experience in most, if not all games. The power your Quest has is good, but limited. Most fancy avatars are too complex to handle for the poor Quest and thus disabled. Instead you'll see a Fallback avatar which is easier to handle for weaker System, such as the Quest/Quest2
Sssoo~~ I had an avatar that was actually working fin as Test Uploads but it broke during a full, real, upload? Does stuff like that happen or did I mess up?
Hhrrm.. nope.. it#s something else entirely
Alright...
So... when Disabling the "Write Defaults" on all of my Layers and each animation it freezes the Avatar after some time.
Enabling "Write Defaults" does not make it freeze...
The ones I see on tiktok, they show like a link for it (quest standalone users, not pc or pcvr) but idk how to get it with the link
So they're either found within a World in VRC or they're links to a Download which will give you the Unity File so you can make some adjustments and upload the Avatar yourself I guess
fair
I’ll try find a link to show you I guess
I couldn’t find one
But now I have another question :D
TFW working on a new, shiny base body, but you can't stream it or share it anywhere because it's not got pants on yet.
Pain.
My life is pain.
Hi lads, any idea on how to change an avatar wearing high heels to regular feet positioning ?
Is it possible to get your animator to respond when another player has sat on a station on your avatar
try making/using a blendshape that moves the feet down, in blender
@graceful nest Okay. Is it possible for me to export the specific mesh from unity, make the necessary edits, and then reimport it back into unity to be used by the right asset ?
you should have your mesh as an fbx in unity
just import that into blender
right click it in assets and open containing folder
is there a way to get bone envelopes to work with unity/vrchat
yes, you can override the file in unity when you go to export from blender
depending on what modifications you do in blender, doing the switcheroo will break the avatar gameobject
it shouldn't. if the model is exported with different export settings, mainly different scaling, you'll probably need to drag the FBX into the scene again and copy components using Pumkin's
but every time after that, overriding it will work just fine
as long as you don't unpack the avatar
If you need to remake the GameObject, then why even swap the FBX out? You can keep both the original and the modified one.
you only need to remake it if you don't know what export settings were used originally
but yes, you could do that too
and then just keep overriding the new one
I'm pretty sure when I added a mesh or shapekey or changed the armature, the avatar GameObject didn't like that
gotta have the same export settings kek
No, if I only changed the weight painting it was fine
Anyone know a good place to find clothes for avatars?
I need help I want to report @sam ♡#5592 (. Roxy .)
Tyy I reported her successfully
rule 5 too
Who did u report
i wouldn't ask. they're not supposed to post the persons discord either @fathom gull
They changed their user plus I already filed the report so it should hopefully be dealt with
Depends. Replacing the fbx is usually not an issue but if you made any changes to bones (added/removed) you will need to go back into the rig config and resetting the pose, then enforcing t pose
If your export settings are different your avatar will likely implode
Because the scale difference will be of 100 units but the positions of your avatar's bones (game objects) will be the same as it was before
Does Anyone Know how to Make Quest Avatars See Through?? Like By shader or Model?
impossible
you can't do transparency on quest
can only use the SDK provided mobile shaders
unfortunately you straight up cant
what sacred said
Hi, I want to script my own avatar to act like an npc in my VRChat world, can anyone guide on where to start? or maybe some sources I could follow
as I didnt find much
I want to add some AI features to the avatar
@crude panther
https://github.com/Centauri2442/SimpleAI
is it possible to have multiple legs?
Oh yeah definitely
You can even have separate IK for the legs
You need FinalIK for that tho
Which is like $100 with tax

you want use it in fbt?
if not you just make custom locomotion for it.
oh ok because this avatar has 6 legs
where would i find the custom locomotion for the walk animation is it called "proxy_walk_forward"
That's the one
You have to make one for all 6 directions
And then plug them into the Blendtree
avatar broke because vrchat didn't like the rig
It's important to not use the proxy animations when making your own locomotion
The proxy animations get replaced by VRChat at runtime
is there a way i can group 2 legs into the middle leg?
Wdym
so i have 3 legs on each side so is it possible to group the front and the back leg with the middle leg
you could use rotation constraints
in unity?
Yep
All your legs need to have the required bones tho
there are 3 bones for one leg
That is all of them yeah
going have to rerig since it didn't have all of the bones in the chest
You add a Rotation Constraint Component to the Bone, activate it, then drag the corresponding Bone of your actual leg into the Constraint
And thats pretty much it
probably want to add the source before you activate it
Either one works because they should be in the same starting rotation either way
Activating it first and then putting in the source will force the bone to take on the same rotation
Doing it the other way around will take the current bone rotation as the rest rotation
so dunno if this is the right place to ask this question: so im in the process of making a bottle for my avi. it's done so to say. but im having some issues making the content of said bottle in to a liquid with wobble effect. does anyone have some good advice or good turts. that works
do i set the legs in the rig as the middle leg bones?
But with DB you will have to take it into Blender and add a Bone that the liquid is weighted to
That's up to you I guess
Depends on where your hip bone is tbh
Your armature should still go straight up
If you want the front legs to be the main legs then you should move the hips and all that stuff to the front legs
for the bottle, could also use a Poiyomi stencil to only make the liquid visible when viewed through the bottle
That's true yeah
might be an issue when looking through the bottle though, since stuff on the other side may be visible
You could also use the thingy where it cuts off at a certain point
Whats that called again
would the component be called Rotation Constraint
hmm thanks i might try to look into that ^^
There's an option in Poiyomi specifically for stuff like this
It's the thing
The thingy
Brain come on
Yes
....stencil? xD
or vertex offset?
do i put the constraint on the middle leg but only on the first bone?
You know how the Liquid in a lot of VRChat worlds works? Where it just cuts off at a certain point and then there's a lighter color of the main color on top where it cuts off?
There's a name for that
idk if i did the constraint right
is there a guide on how to use poiyomi for it? . course im dumb when its comes to poi . i'll admit that xD
Liquid shaders exist btw
You could also just... do that
As long as the liquid in the bottle is it's own material you're good to go
yeah i know. i do have one. but for some reason the shader and the shadergraph dunno if its bugged or something, dosen't show me whats its suppose to show.
VRChat doesn't support Shadergraph
At all
Just you having a Shadergraph in your Project means you're on the wrong Render Pipeline all together
Unless we are talking about Aplify Shader Editor
hmm make me question the way they get the wobble effect in liquid tho xD
Shaders
Shaders that were made specifically for simulating liquids
That's where Poiyomi alone would begin to suffer
hmm arh okay.
You can get away with stencils, but that wouldn't allow you to actually simulate volume and wobble
now everything just became harder xD
I like that when i make an avatar, that unity tells me that vrchat wil violently implode when i use it but when i use it everyone on quest gets a stable 40 fps and pc players dont even notice the fps drop
Doing it with just stencils would mean that when you rotate your bottle, the liquid would become less in volume, so you have to move the volume mask with the bottle in a calculated vector to retain volume
gussing another way would be with particles
Sounds hella jank
true. hmm might what kind of shaders im able to fine S:
so do i add the first bone from the other 2 legs into sources in the constraint?
put a constraint on every bone in the other 2 pairs of legs, each with 1 source. put the corresponding bone in the middle leg in the constraint
so on the other 2 legs when i put the constraint does the source need to be the middle leg bone
The upper leg on the other 2 legs needs to have the main upper leg as it's source
The lower leg on the 2 legs need the main lower leg as their source
And the same for the feet
no
constraints are to copy a transform from another object
the target object doesn't need any more setup
The main leg gets animated by VRChat just like any other Avatar would
Cause that's what's defined in your Unity rig
for some reason there are 4 bones in each leg
seems right? upper leg, lower leg, foot, toes?
Probably toes
hopefully it won't break since the leg bones are bent here and there
ok is that all i need to do for the constraint
Yep
so when i make the animation do i only need one frame?
would it be fine when the legs are sideways
sideways like spider legs
well i think so
Alright
Well
Just upload it and see!
The proxy animations target your main Armature and animate your main legs
And since the other legs are Constrained to the main legs, they will also move with the proxy animations
if your goal is to make working spider legs, the best way is using FinalIK to have the legs automatically step and target the ground
^^^^^^
however, FIK is 90$ but often goes on sale for 45
Yep already mentioned that
oh did you?
ah
Which is fair cause it is pretty expensive
But the results are night and day tbh
Not only do the legs move individually and more naturally but also automatically ground themselves to the worlds meshes
weird now i am getting a error saying this avatar was not imported as a humanoid rig
Did you change it to humanoid?
can you show your Rig import settings
would that be where i change it from generic to humanoid
never unpack your avatars lol
I was saying that if it was unpacked, that's probably the cause of your issue
no
idk what is wrong with it
did you click Apply after setting your rig type to humanoid
the avatar is set to humanoid with the middle legs rigged and everything is green
yea i clicked apply
for some reason me changing the settings on the animator fixed it
now i am getting a error saying keyframing rotation on humanoid rig is not supported
rotate the legs and arms to make a walking animation
if you're trying to animate bones in the humanoid rig, you need to animate the Animator muscles, and also disable tracking to those parts using VRC Tracking control
ah
either in blender or in Unity by animating the muscles, which is a bit tedious by hand.
you can use Muscle Animation Editor to help do it in unity, but that's a paid asset
how do i make it where it doesn't animate the legs?
weird the animations i did in unity ain't working right in unity
decided to get Aplify shader editor xD
weird it put's my character in the ground when it plays the animation
like there is no animation when there is
Thanks mate 😄 ill see if i can work it out 😄
Just don't include the script part
how do i export the animation out of the fbx i imported
arh xD
i don't know any way to fix these animations
why can't i use lightmapped for avatars?
Lightmap is for static object, eg, world objects
dang i was wanting to use it because it was the only option that didn't make my texture have blue spots everywhere
can you show what you mean
yo when an avatar is privated does that mean that everyone who has the avatar can use it or is it only me
Only you, it revokes access to those who may have it.
Unless they upload it themselves, it's yours.
A private avatar means only you can wear it AFAIK. For another person to wear it they would need to have uploaded a copy themselves.
A public avatar can be cloned, shared, and worn by anyone.
Mk thank you guys!
Would anyone be interested in a utility/editor script that simplifies single-scene multi-platform uploads?
I was able to write one for myself that lets me specify which model is for PC and which is for Quest of the same ID, and switches between them based on build target. It even handles blueprint IDs, for avatars not-yet uploaded (so it'll copy the ID of the uploaded platform on first upload, and add it to the yet-to-be-uploaded platform).
Wanna gauge how "worth it" this kind of script is to continue developing further.
You should probably watch or read some stuff before you continue. Maybe the official playlist from VRChat https://www.youtube.com/playlist?list=PLRUlfYGZBxVeEAVXkaG1uydyzFZAMOuMd
thanks
Anyone got any tips?
Im currently tryna make my sonic oc into an avatar i just downloaded unity
This my first time making an avatar
is it possible to upload avatars without a pc, asking a mate who is quest but only has a phone as another device
Nope
cheers all is good now
Does anyone know how to make tall avatars? Is it as simple as just scaling it up in blender or is there more to it?
Scale it in unity
Ah alright, thank you!
what shaders do I get for an anime look?
Mochies or poi's work fine for about anything last I checked
thx
Thanks for the nudge in the right direction @graceful nest I finally got my digitigrade legs rig working! Now to work on the expressions and clothing haha https://cdn.discordapp.com/attachments/951178423466872922/956781020970115092/VRC_Azan_WIP.jpg
so sometimes I see naked avatars despite the fact that I have all of my safety settings on as shown in the bottom image link... Any explanation? Unless I click on a user and show their avatars, it won't happen... Is it because the avatar authors are using write defaults on?
nice!
Could be poorly setup animators but i dunno
As in you have it set to not show people's avatars across the board? Maybe it's because those are their fallbacks...in which case, poor choice for a fallback
A fallback avatar is a user defined avatar right? I might be mistaken it, but this is how I'd like to think of an avatar fallback, but what I understood from you is that a user can set a fallback avatar for each avatar of theirs? If that's the case then yea it would make a lot more sense~!
Is the Cherub Bot usable on quest 2?
Thick discord
does anyone know the image ratio of the social menu avatar images? I thought it was 16:9. That fits bios perfectly but still gives me bars on top and bottom in the social menu
Classic,Toei/Junio Sonics?
it's 1200 by 900
any1 know how to get custom avatars for quest?
or where i could get a cool avatar?
To answer your questions in order: Yes, for the right price, and depends on your definition of 'cool'
vrc traders in #community-servers-old if you're willing to pay money. usually people won't work for free
My avatar's viewpoint is getting messed up, the whole point is to the left but its not when I set it, also the left arm is correctly positioned but the right is offset(the bottom of the pos it should be)
Is it possible to add one of those working clock things to an avatar?
How do you make animated avatars
@keen nacelle
Is there any quest shader that allows avatar outlines?
Just do the blackface culling trick
Damn, autocorrect be doing you dirty.
Is there a way to put seats on an avatar? I've seen people do it before
the what?
Is there pvz avatars?
how would i go about doing that?
Where can I find free rigged robot models? I can't rig anything to save my life. And whenever I try I get severe depression.
Try some PVZ worlds I think o saw some that have them
Set the fbx to humanoid, then Click on the animation inside the fbx where you can see on its little icon it unfolds. Then click on the animation clip and press Ctrl D and it will duplicate the animation file and take it out of the fbx
Froggy car where
There's no Pvz avatar worlds
cdn being slow today? avatar uploading but not showing up
what makes metallic with the quest shaders appear blakc in nearly every world this sucks
Dang
i think they either rely on having realtime light sources in the world, or theyre just broken. i remember someone saying the quest matcap shader was broken before
probably the realtime light thing though
one way to easily test would be to upload a vrchat world and leave the default directional light in it and see if it fixes it
its realtime lighting, my metallic matcaps work fine
also would the gesture layer or fx layer be better for hand gestures? ive seen people do it on both but idk which i should do cuz i have toggles on the fx layer
toggles in fx, hands in gesture I'm pretty sure
if you want your hand gestures to do facial expressions or something you can split hands into animations and faces into other animations
tested a little with it, it only messes up when i have it set all the way to 1
i realize im replying to a 5 hour old message but whatever
I'm on a verge of making a meme youtube video named "Boolean driving" because how it syncs differently from user and other clients is getting ridiculous
Never had a problem with bool driving
If you drive them "too fast" it shows different results for your client than observer clients
I just drive them locally
Even with my counter which does 1 bool change every frame I never ran into network issues
Is that synced boolean and also driven in remote side?
If it synced, you won't want to drive it in remote client
playable sync also only updates every 0.2s to 1s
Driving locally does not help, just tested it
By locally you mean not adding it to your Parameter List?
Like the VRC Parameter List
Not the Animator Parameters
I need to have it there, because it's controlled by OSC
I just checked the local checkbox
Introducing delays worked for me before
So I will try to do it again, but it's a meme solution
OSCs have a limited update rate anyways right?
I need to introduce delay in my controller in the FX layer
I know that Floats can only update 4 times a second
I have no idea, I did not have to get into details like that yet
Did not need it
I sync every minute now, becuase when I synced every second it crashed the game quite fast, in like 40 seconds
I don't know your exact setup or what you're trying to do exactly, but you can avoid a lot of the OSC jank with the FX Layer yeah
I Cannot post images here, Lol
Actually I might have to rewire the whole layer because of this lmao
I think I cannot use Any State because of the speed
You can do a lot of stuff with timers and counters on FX Layers to compensate for the update rate
Smooth Float increases can be handled by interpolating between value changes using the Exponential Smoothing formula inside a Blendtree
I am having problems with booleans, not floats
If you want to smoothly increase a OSC Float from 0 to 1 within a second you're gonna run into problems because Floats can only update 4 times a second, so it won't be a smooth increase.
Yeah I know I just wanted to point that out
In case you ever run into that problem
Ok, I'm not doing that
Hellow you fine people!
I was wondering if there's a limit to many Blendshapes an Avatar can have after running into Hand (it a 3-claws hand for a robot) animation issues I probably want to Blendshape them >.>
there is no limit, but the more blendshapes you have on a model, the bigger the file size. you should avoid having a lot of blendshapes active at once, since it can impact performance depending on the poly count of your mesh
for hands, you should be using bones, not blendshapes.
blendshapes just move vertices in a straight line to a different spot
it does not work well for things that "bend"
well yea if you just use the default VRC hand animations, it's going to look weird
I can't think of another way to make this work because VRChat thinks it's a Hand and ignores the animations I hand crafted
you probably want to animate them yourself and use those
custom hand animations go in the Gesture controller
if you're using Index controllers, those get ignored however
unless you set the tracking mode to "Animation"
Hhrrmm... can't post pictures... but I imagine you were talking about the line where it says "Base" in the VRC Avatar Descriptor
When you said Gesture Controller
I left that one blank >.>
#avatar-help if you want to post pictures
I feel like I got it!
Now... I only need to change to my Wands...
Where do I set this Tracking Mode?
using the VRC Tracking Control behavior script, which you add by clicking "Add behavior" when you click on an animation state
OOooohhhhhh~~~~~~
I would just recommend adding another layer above your two gesture layers with a single empty state, just to add those behavior scripts
Instead of spending a couple of minutes setting it up for each individual animation. Yeah @.@
That just saved me a ton of time... hopefully... Thank you very much!
Yeah... SecondLife implemention IS easier than VRC XD
maybe for your specific character, sure
Yeah :/
It's my third time. Frist was essentialy just a rebuild for a friend. Second was my own but without hands. And this one is... special XD
always expect to be doing more advanced setup when you're not using a standard humanoid frame
Yeah :/
Nope... it still thinks it's a human hand leading to some distortion. Better than before. But still not how it should be. It I feel like I'm on the better track now
another way to do it would be to have both the rig for the "claws", aswell as the rig for a humanoid hand with 3 fingers
then use rotation constraints to drive the claws based on the humanoid hands
This isn't so much an avatar question as much as a reference question, but what weapons did Tarro Blood have specifically?
Does anyone know something about dps? Need help etc
I know very little about unity and am about to start messing with avatar dynamics. how hard do you think it would be to make a bag that you can unzip and open to pull something out?
uff I just started with Unity...I have no idea how hard that is...but I think that is already hard
Hey guys I’m new to the group, just joined today and I just made my Avatar with readyplayer and it says my character will appear in “other” I’ve scrolled though this app trying to find where “other” avatar options are and I’m finally asking for help. I’m sorry if this question gets asked a lot
Does anyone know how to make hue change and scrolling emmisions for quest
only way you'll be able to do hue changes is through material swaps. can't do scrolling emissions
that's all stuff that requires custom shaders which isn't supported on quest
Then how does jazminevt do it
I have no idea who that is, sorry
you might be able to animate some material properties like the main color tint
if so, you could do a sort of hue shifting that way
Once you understand how unity works, absolutely no way I’d go back to server based scripting. Unity editor Scripts automate any sort of grunt work. Though it’s better to learn how to do it in unity manually first before you go get a bunch of programs to make it easier
Hey I have this object that rotates on y spinning but when I attach it to my shoulder bone it rolls
Any help would be appreciated 👍
should I be making multiple avatars all on one unity project or do I have too keep doing a separate project for each one
I personally have one project per avatar base
multiple variants of a base per project
ok cool. its just slow going though all the parameters menus and making setting the face animations for each one. is there a way to pull that from one project and it work in the next? thanks
what happens if i drag the menu too far down? can i just pull it back up?
by menu i mean the control panel in unity
if "too far down" isnt too far down then yeah
i just reset the scheme or whatever every time something disappears off my screen
I guess the shoulder bone is weird attached to the head and worked perfectly
I wanna get into avatar creation but im a total noobie. Anyone know of a good tutorial thats up to date?
Maybe!
But I'm not doing any active source code programming/Scripting in SL.
I'm just meshing and rigging my stuff in Blender, paint it in Substance then upload it to SL, test it, slap the textures on and pack it up. Done.
So the whole "Make sure your stuff works within the parameters provided" which I have to do for VRC is already being taken care of in SL
sounds quite handy doing it in substance painter has you can have different export presets for second life and vrchat
so the Avatar works with second life rendering but could be nice in PBR on vrchat
Yush! Although I do work in a different Shader when doing Sl stuff. I like to see how stuff will look in SL. You can't see Colored specs in the standard shader for example. You need to switch to the non-PBR-spec-Gloss shader in Substance.
And in that shader the channels for Metal and Rough are ignored XD
kind of half makes me curious a comparison between the second life version of the Avatar and the vrchat version
as far as the look
Difficult and heavily artist dependant x3
There's people that bake all the light information into the textures and switch them to FullBright (So that the mesh does not recieve any light information) While that stuff can look photorealistc, easily. it looks shit when you're in a night time environment.
And then there's people that create awesome looking stuff without any light baking at all
Pretty much boils down to knowing how to use your tools. If you give a "stiff" artist more options, their stuff won't look any better if they don't know/figure out how to properly use it
Well making read my stuff is like 1 million times more complicated than VRChat in my opinion. You just get to make your own armature and do whatever you want, Instead of needing to model around their specific rig and weight to their specific deformed bones and God the worst one of all, no shape keys or shaders
Yes. But atleast it's standard. When you want 3 Finger hands. You mangle the Rig, you animate the hands and it's all good.
When you want to do the same in VRC... well... I'm just through this and am using Blendshapes now.
I'm also currently fighting the whole "Write Defaults" stuff because with it On my Avatar works for the most part. With it off my avatar breaks and the tutorial from the Cam guy doesn't really seem to be helping either @.@
You're right with the shaders though. if you can't make SL's shading model work then you stuff looks like shit x3
I just couldn’t get past the no custom armatures of SL. It is totally backwards how the real world models content
If you have anything non-humanoid you can’t even animate it
Nope. You mangle the existing Skeleton just like you magle it in VRC.
Want a pony? Human on hands and feet.
Want a wyvern? Human with wings instead of arms.
Want a western dragon? Human on hands and feet with wing bones being used
Want a centaur? Human with hindlegs and Tail bones being used.
Want a snake? You guessed it! Human with no hands and only one leg being used for rigging
You do have to make your own custom animations, naturally. But you don't really have too many limitations these days
The only things that really are limited is the total amount of Bones you can use on your rigged mesh
I wasn’t aware you could make your own armatures that must be new. I was really annoyed that you couldn’t just make your own tail or wings, they gave you too few bones when I used it
Plus I really needed shape keys
And since I couldn’t have my own shader I ended up just making the whole thing fullbright and baking my lighting but then it never fit into the lighting of the environments
You can not make your own. You're still bound to mangle the rig that you're given. But by mangle I mean magle
Yeah that’s just . Not how I want to model
Fair x3
Atleast you don't have to fight this weird Write Default stuff which goes over my head because turning it off breaks my avatar entirely and having it on makes it work for the most part...
Sounds like you are missing undo animations
You don’t need write defaults off, you just won’t be able to incorporate other purple’s stuff if they made the opposite choice. If you are rolling your own, do whatever you want. But the standard is, clean up after yourself and don’t rely on defaults so everyone’s stuff works together.
I'm mainly using Blendshapes. I have one animation that has all of my Blendshapes on 0. This is packed into a layer right underneath "Base Layer" and plays above all the other layers
Yeah every layer should clean up after itself and not rely on another layer to undo it via side effect. You are going to make a mess in the long run :p
Yeah. But in Unity my Booleans are not reset anymore for starters. In VRC this freezes the entire avatar
Where can I find the "Tutorial Avatar" in the VRCSDK3?
Because I need to measure the height of my avatar...
You can create a default Cube for reference, which has dimension of 1x1x1 meter.
Scale Y = 1.83 = 6ft irl on the cube, irrc
Can use cross multiplication to get other height values you might want.
scale of "1" feels like 100 meters high
Probably your model is wrong size
you most likely exported with incorrect scaling. simplest fix imo would just be to click on your FBX in unity, and change the import scale to 0.01
I know how to scale in unity, but why was the tutorial avatar removed in sdk3? I mean it was a good and easy example for measurement
no idea. but I know that in the Beta SDK, there's an example avatar which is just the default robot + physbone ears and tail
does anyone know a server where someone can recolor my avatar for free
can always download Substance painter and do it yourself. don't expect people to spend hours upon hours doing free labor for you
there are plenty of people that are open for doing paid commissions though
VRC Traders in #community-servers-old is a good place to find some
If I use more than 4 Materials in my avatar, I got the changse to get performance blocked.
But does the image resolution also matter of the 4 materials?
Can I also get performance blocked, if I just use a few materials, but with 8192p resolution?
no it doesn't count texture resolution but you probably wouldn't want to use A 8K
as that's a stupidly large amount of vram
How huge?
Because I have 24 textures and want to make them to 2x materials with 8192p images to get all my stuff in....
give me a sec to get you the exact number and have you tried stacking your textures yet to see how big you would need it
256 mb of vram
And if i only use 4000?
divide by 4
256 sounds not that high, i mean a deafulf gaming gpu have 8gb...
PBR materials
overhead because of steamvr
like if you have a pbr 8k avatar you're basically using a gigabyte
So what is worse? Multiple small materials (24 in my case) or a few high reso mats?
I can't remember, does unity unload textures from vram if the material using them is on a mesh that is disabled?
cut it down to as few materials as possible like if you have to use two materials to have it be more efficient as far as not wasted space that would be better then wasting a bunch of vram to have a texture with a bunch of empty space
Hiw does it looks wirh cloth physics? I dont know if I should only use weight painted skirts, or if I should make a skiet with cloth physic and colliders on the legs?
What of them are less worse for the vrchat performance block system?
I may... have found the issue...
depends on what kind of skirt it is, and the poly count of the skirt
if you're using cloth, every vertex essentially becomes a physics object
The right-eye blendshapes are using skinned mesh renderer. But not Body:skinned meshrenderer
500 or 1k
are the eyes not part of the same mesh?
Yes
that's a bit high
would try to get it at like 200-300
max
otherwise, use weight painting
Woght painting is very boring...
But i also want that quest use4s see it, does cloth physic work for quest avatars?
no lmao
quest doesn't even support constraints
it's a super bad platform to make content for tbh
for quest you'd have no choice but to go with weight painting
Does quest support the new phys bones of the sdk from tupper in this discord?
yes, but a limited amount
Hello Is there any way I can get a wwe avatar like roman reigns
I... I got it... OMG...
This took.. indeed the entire day to figure out...
And yes. it was the difference between "Body: Skinned Mesh renderer" and "Skinned Mesh renderer"
Same armature, same Mesh same prefab
Edit: wait you said UNLOAD.
No I think it loads everything at once regardless of hidden or not and doesn't unload it unless you change avatars. Possibly even change worlds
has anyone had this issue when buying from booth?
it says access was blocked due to illegal payment
How are you paying
paypal
Is paypal giving you this error or booth?
booth
Is the item marked R18?
Hmm not sure then. I've never bought off booth
Maybe they block US payment banks/cards
How do I control the position of stations?
The same ways you can control the position of any object. Move the object it's attached to
it doesn't come attached to anything
besides my avatar as a whole
I want it parented to (and the size of) my head
Then drag it to your head bone in the hierarchy
Then where is the station object
It has to be somewhere or else you have no station
the only way I get it is from the avatar descriptor
Don't attach it to your avatar itself
Put it on an empty game object and move that wherever you need
then how do I change the scale?
Same way you scale any object
You need to know how to use Unity at least somewhat
I mean it's hard to visualize an objects scale when you can't even see it
It's like scaling an empty in blender
you can't see the final size of the volume
How easy would it be to piece together things from online and make a semi personal avatar. (body, head, and everything else needed)
Unity 2018 is refusing to open.
trying to access an old project, i opened 2 and it literally just does nothing.
it says its running but the window never opens. just started happening. help?
Hi, does anyone know if it's possible to lower the polygon count without making the material look weird?
delete pieces of the model no one will ever see? light decimation?
thats pretty much all you can do
For some reason it doesn't seem to work last time I tried, but I could try again
How bad would it be, if someone would make a quest Avatar with 8196p materials on it?
I heared there is no performance block system made for this, would this may be crash a quest user? Or what qould be the consequenz of overloading the vram on quest?
anyone know how to turn several connected bones into fewer bones, but still maintain the same shape?
Merge bone to parent?
thanks
The correct terminology should be 8k texture. Quest 2 and other mobile devices don't use dedicated vram, so what's available is 6GB ram to store texture and other information. Texture dimension would be limited by upload size limit. Without texture compression, it wouldn't be able to upload at all.
Anyone know how to reset my avatar's pose, it's in the ground in unity.
Install Pumpkin's avatar tool. It has a function to reset a pose.
Where can I get that?
Thank you
Or google if any doubt
Is there a way to make a working flashlight for a quest avatar
Ik lights don't work for quest but I've see a couple of avatars with working flashlight?
It's a PC version of the avatar
I was able to use it tho?
You can if it has quest version, but quest version won't have a flashlight
But the light was only on quest side
Do you have a link to the avatar?
Ok, the light you meant actually is light source that can shrine on other objects, or just a flashlight model?
an actual light sorce
its all good tho im just gonna leave it been at it for a while
If so, possibly they're using modified sdk to bypass component check to be able to upload with light. Just my speculation though.
ok i thought it was using a particle system or something like that
If your avatar is too heavy to be displayed by the Quest. Does it even make sense to get the Android label?
If it's too heavy that can crash the Quest, probably not.
Wait.. so... if you have an avatar with a Performance rating of "Very Poor" that has the Android label (Subjectively about 90% of all the avatars) it still gets displayed on the Quest? o.o
Yes, just not displayed by default and other players have too allow your avatar to be display manually.
Ah! Okay
So far my two Avatars got a Rating of "Good" so I'm not too concerned about crashing a Quest
Good man
does anyone know how to create ur first vr charater in pc?
readyplayerme, tafi, vroid
Thank you
how do i fix this cause everytime i hit autofix it breaks my sdk and gets rid of the builder tab
i imported the model i just made into unity from blender and it does this
how i can get at mewlin free or somes like hobkins
can you move your hair in oculus quest 2
tafi has microtransactions, i would stick to vroid and readyplayerme imo
lots of free clothing textures for vroid on booth too
People with certain avatars not syncing when someone has face tracking say I
Anyone having trouble logging in on unity?
reimport the sdk when that happens. if you see it’s trying to remove the animator component (as well as other required ones), DONT hit auto fix
delete the sdk and reimport it
make sure you have the most updated version
anyone have any anime base male meshes that are free and arent poo poo
a what
Thank you
I can’t remember everyone who has been so very kind to ever help me with working on my avatar here of course, I know some. but if you know who you are then I just wanna say that I’d like to give you almost anything from the Ukraine Humble Bundle I got. so just DM me for that. It’s another thanks from me.
vrc traders in #community-servers-old don't message every channel, its very likely that you wont get what you want without some money
being rude and spamming channels isn't going to help you either kiddo 👍
Making avatars can be a lot of work so unfortunately I don't think people will do stuff for free for you
rip
the question is how much
Can vary anywhere from 50 to 300 for more basic ones
And than the price goes up quite a lot for more complex things looking for high as 600 or even more
600-
I literally have 40 bucks on my bank account LMAO
Found a commission for multiple avatars in the same style, 800$ minimum, for each one 
I am broke sir
Suspiciously wealthy furryes I swear
Fortunately, blender and learning is free
Why is my game lagging? I'm on the quest 2 and my avatar is only 250k polygons. 
lol
only 250k polygons
It really isn't that big of a time investment tbh
You can get decently good really quickly
I've seen people model and upload a fully working Avatar within a week without any prior knowledge of Blender or Unity
Already been modelling for 2 years, still bad at it 
Really simple Avatars sure, but they work!
How much you wanna bet you're not

10$
That sounds more expensive than 10$
But yeah, gotta get better, especially at making hair, and hands, and anatomy
pay with time, yes, but in return, knowledge and skills will be acquired
If only there were more place to use these skills
Well a lot of times you learn multiple skills when trying to learn one
Blender work not only requires modeling, but also texturing, making materials, lighting, color grading, even animating
You never know when things like that will come in handy again
If you ever get into photography, you will already have a good understanding of 3D space, angles, color grading and lighting if you've done renders in Blender previously
Wild example, but that's the first thing that came to mind
I haven’t seen any avatars from the anime yu yu hakusho, and I really want to make one or some of the characters because I think the particle effects would be incredible
does anyone know how i can fix this i want to remove a shirt but when i delete/hide it my arms and body are noodle thin
I took me now 4 hours to remake my whole Avatar Materials and Textures in Blender from my: "24" materials only to "3": 1x 32x32, 1x 2048x2048 and 1x 1024x1024
Was it worth it just for better performance ranking for VRChat?
if it does even matter, idk ....
yes that's going to make everyone's performance better only having 3 draw calls instead of 24
but does I no longer get performance blocked?
I have 32k polygons, 72bones and 3 materials and want also add a few physic bones...
for the skirt and hair
So, I'm working on avatar and trying to do some joking around. I basically made a mini version of my avatar that sits on the main avatars hand, when enabled it starts dancing. However, the animation shows that it was enabled, but rather then enabling it some how messes with my main avatar.
Anyone have a clue why?
would be a avatar even more optimized, if I enable: "GPU instancing" on the materials?
gpu instancing doesn't work on avatars
and on VRChat worlds?
Its a generic rig inside a humanoid rig
I can enable it just fine, but the animation doesn't like to enable it.
I figured it out
yeah you wouldn't get performance blocked
what actually is a performance block?
basically you'll be shown as a fallback Avatar to the person that have their their settings to Performance block above a certain performance rank
depending on each individual settings, your avatar are less likely to be shown if your avatar has poor performance rank
what choosen setting have the most players?
or... what is the default? and what do I have to limit on my avatar, that my one is shown for peoples with tghe default settings?
basically by default there's no performance block on pc https://docs.vrchat.com/docs/avatar-performance-ranking-system#section-minimum-displayed-performance-rank
and basically if you're not very poor you're doing fine
you would be pc good ranked with those numbers
and for quest?
its bad that quest peoples always say to me: I can only see a robot!
you would need some more optimizing for a quest build https://docs.vrchat.com/docs/avatar-performance-ranking-system#quest-limits
"Avatar Performance Rank Blocking on Quest
On VRChat for the Oculus Quest, the Avatar Performance Rank Block is set to "Medium" by default. You can choose to change this to "Poor" to see avatars of that rank, but your performance may suffer as a result.
You cannot disable the Avatar Performance Rank Block system on Quest. In other words, avatars that are ranked as "Very Poor" will always have their display managed VRChat for the Oculus Quest, and may not display at all."
but you can use a separate version of your model for the quest compared to PC
15,000 polygons 150 bones 2 materials would be the quest medium rank limits @cinder urchin
my current avatar without features have 28.5k
so yeah definitely some optimizing that needs to be done if you want a quest version
https://www.youtube.com/watch?v=2mS9WlQMpfI a video tutorial on how to use a feature of cats to auto-generate like a quest version
I am talking about things like, enable /disable a kinfe .fbx in the hand, but I am not sure how you do it today because the most of my knowledge is still from SDK 1 and 2
https://www.youtube.com/watch?v=XqtSg6_W07Y&t=0s video tutorial on SDK 3 toggles
nobody's going to make you a whole Avatar for free
For some reason my avatar won’t update
Like it builds and publishes just fine
But I don’t see the changes in game
Just a quick question lads, do you think it would be possible with a mod to dynamically change an avatar playable gesture layer at runtime and provide animations for it ?
For the context, it's for sign language in VRChat. To make it possible you have to edit avatars, so you can't have custom gestures on any public avatar you find. So a system like this could be really helpful
Could it be done, maybe. Can it be done and not risk the ban, probably not. No injection of external things are allowed, especially not discussion on the official discord that lists doing it as a big No several times in the FAQ
It's not really for me, I'm fine with making my own avatars. But I see a lot of people struggling and that could even be considered a normal feature. On many public avatars some people replace the hand gestures, so maybe having a "disable custom gestures" could be nice. Would just prevent hand params from moving, that could be a start
Possibly having a built in system would work, but it might be along the same lines as them adding text chat that some vocal people want, not happening.
You could always check the feedback boards for suggestions of the type of system you are thinking of. https://feedback.vrchat.com/
OSC can allow text chat sort of, but it isn't the same as it being built in
And it still requires much setup by the creator of the avatar
True =/ But there's always something to improve, so where do we stop really =3
You could be the creator to start taking request, build an entire avatar world just for these types of avatars, and have instructions to set it up to use.
All as public avatars
Already doing that, made some public avatars with sign hands with different systems for different people 🙂
if anyone got any black clover avatars hmu
Hey why are so many avatar worlds getting privated and avatars getting deleted
guys how would i change a mask into something cooler for an example
how would i make a plain white mask. into a mask with cracks that have matcap gold cracks
visitors are probably gonna have default settings,
any rank above that i cant say because everyone customizes theres
change out of the avatar, then change back into it
if that doesnt work then i dont know why thats happening
Maybe they're editing to models to work with the current open beta?
Perhaps they were hosting leaked/stolen content and the original creators found them and reported them.
Could even just be a coincidence and they're working on some simple upgrades for their worlds.
There's a whole bunch of reasons. Can't really know unless you contact the creator and ask.
So Question as i am having some trouble trying to figure this out, how do i make a toggle switch that changes my avi's size ingame
Then I'll sit and wait
The problem with avatar scaling is that there's nothing which is scaling the Wingspan/IPD so if you're in Vr, it's not going to be the greatest experience. Else Scaling the Armature should do it. Then you'd just need to enter a Temporary Pose Space behaviour to correct your viewpoint either when you exit the radial menu or looping between 2 whilst you're scaling to move the viewpoint with the radial scaling.
So best not to attempt it then
You can attempt it, but it might not be great
Also another question so i have these wings I am try to attach to the back of my character however when testing it in game the wings are not locked to the back, how do i fix that?
Do i need to set the root bone to liike the chest?
Depends on how they are set up. Putting the prefab into the armature where you want it attached might be enough
put it in the actual armature in the unity hierarchy?
The armature for the avatar in the scene, you shouldn't need to unpack anything
ok
This is usually fine for things that don't move, but for wings, that might not be ideal or work out, especially if they have their own bones and move, but I haven't done work like that as I would be merging them in blender
Ok thanks
hey yo
i need
a fresh pair of anime girl hands
Anyone know where i could get a decent pair of 'em? Doesn't have to be all that detailed/high poly, i just want something that doesn't look weird/oddly shaped in VR
Hello I would just like to ask is there an area in the server where I can find an unity expert that can animate my avatar? I have the model that we'll use I just don't have knowledge and time to make it due to my work taking more time than intended (It's a company that makes me do things that's outside my jurisdiction but since it's the only good paying company in my area so I can't just leave).
TLDR I was hoping to know if there's an area in the server where I can look for someone to hire and put animations and what not to my character.
The amount of avatar worlds with rusk and other booth avatars when you are not meant to redistribute it is alarming
Rusk is honestly pretty much a public model at this point lmao
uh oh, stinky!
Honestly the author should do what kon creator did which is you are allowed to put it in your public world if it has the poster and you paid for it
you know what else isnt supposed to be used the way it is in vrchat? TDA heads 👀
tbh i disike tda thots to begin with, but any thot creator thats tried to make like their own knockoff tda head it just looks uncanny, it looks so wrong.
I jokingly call them second Life avatars
Does the "Open Beta" have exclusive servers for only Peoples, that have the "Open Beta" installed? or are the public World in the Open Beta also for the default version of the game accessable?
I am the only one that can see my "physic bones" hair moving?
Directly from #open-beta-announcements
Please note that this Open Beta is not network-compatible - meaning you will not be able to join people on Live when using this build, and they will not be able to join on you.
Ohh that explains why I kept getting shunted to empty rooms after I enabled the beta
when will be phys bones be released in the official game or when will the Open Beta also be accessible in the Multiplayer?
Open beta is multiplayer. it's for both Pc and Quest but as it's not compatible with live and 99%+ of the community don't participate in the betas, you generally don't see people just chilling. There should be an Avatar Dynamics Hub world which seems to be the best starting point for finding people.
And it'll be out when it's ready. Considering it's a full replacement for a system that's older than most the players have known about the game, they really want it to be ready
so, when we can expect the phys bone realese for the main version of the game?
Soon™
literally the message above you
but the IK beta have no limitations?
right?
Because I really like it that my arm is no longer clipping in my stomach...
yes the IK beta is compatible
and everyone can also see that my arm is not clipping in my body? Even if they don't use the beta?
would not be so nice if this would only be a lokal thing....
I think I read something about that, eyah
Maybe I see myself perfectly standing and interacting but other peoples may see a ugly clipping arm in my stomach... that would be the bad thing if this Inverse kinematic feature would only work on my side of the Screen..
well it's what they're looking at for everyone else so I doubt they'll be all that bothered
Will the Dynamic Bone Support be removed for VRChat in the future? So that older Avatars does no longer work with Dynamic Bones Cantonments? Or will the dynamic bone support continue even if physic bones are released for many years?
If anyone got any black clover or Jin mori avatars dm me asap ty
dynamic bones support will eventually be removed
and all dynamic bones components in older avatar will be automatically turned into physbones
what's with old avatars that no longer gets updates like on Avatar Worlds, where the creators don't care to update the avatars?
They either left the game for whatever reason, or moved on to other projects
I mean lost avatar worlds, where the creators no longer makes updates, will the avatars still work but with stiff not moving hair or will they complettly removed or what?
They shouldn't be removed, per say. Unless they run on 2.0, 'cause eventually those'll all be gone
basically they'll all get Auto converted to physics bones but with Auto converter settings so they might not look as nice
without the unity editor?
yes as there's a function in the vrchat client to runtime convert Dynamic bones to physics bones
k
dynamic bones will automatically be updated into physbones
no need for the creator to update it
autoconvert is kinda 🥔 , its alot better to fix em as most likely will not have a radius = cant be interacted with
not sure if posable is also auto on or not
Think it is from some of the av i converted in unity from old dynbone
I didn’t know if I either ask this in Shaders or here but I want to make a avatar that looks glitchy and weird that compatible for Quest.is there such material out there?
Or shader
Cause I may be wrong but I remember seeing someone use one but idk what one that is
So if anyone knows that would be extremely helpful
if anyone got a black clover or jin mori avatar dm me thanksss
You're simply not allow to use custom shader for Quest. A few quest avatar that look glitchy as I know is by using scrambled blendshape.
Oof ok
thats not true. there are some custom android shaders that work on quest
filamented is an example
on worlds yes not avatars
Alright
I know there’s no transparency support for quest, but I’ve seen some avatars pull it off
Any ideas as to how?
anyone know of any good (preferably free) base models i can use? im specifically looking for human/anthro models
I wonder, could anyone help me with a snake tail?
I’m not sure how to tackle it. I’ve already got the fake leg bones so I’m not worried about that
Depends. Do you wanna set up like...an IK system for it?
Voodoo.
how would that happen to work?
Basically, it'd be able to track in a way related to the legs for full body.
Very complicated. But probably hella cool.
I don't have full body
Yet
hmm ok
That's outside my specific area of expertise, but there's loads of tutorials. I think MSage made a decent one.
If not, I'll batter him with a axe handle until he does.
vrchat is not the only game to support full body
It’s the only vr game I really play anymore, I’d only use it for that
fair
Just not worth for me
Definitely worth for someone who plays a lot of vr games and spends a lot of time with it
But I wouldn’t
yes
how can I change hand gestures
could you elaborate?
theyre not getting deleted theyll be there forever
they may break over the years though
and eventually so will 3.0s
it better be good, we need to preserve legacy content
it probably wasnt transparency then
I saw that the Open Beta have a setting for "converting dynamic bones to phys bone"...
Is this lokal or global? and does this option get removed in the future until this phys bone stuff is multiplayer ready?
that options is in 2 places; in game, and in the SDK. the one in game is to convert all dynamic bones on everyone's avatars with phys bones on the fly, attempting to match behavior. this is mainly to help with performance, since dynamic bones are notoriously bad for CPU usage. the one in the SDK is to replace the dynamic bones on your avatar with Phys bones in Unity, so that you can then tweak the values yourself to have full control over the behavior and interactions
Global Means, that everyone is affected and lokal means, only you. so if you turn on that Dynamic bones should be phys bone, I think that this means, that it turn them (lokal) only for you visible and calculated as physic bones, while everyone else with this chebox not enabled see the Dynamic bones... Is that right?
the conversion is only local
but the server performance is still affected of the unoptimised Dynamic bones?
what server performance? Dynamic bones are all calculated on your CPU
the worst part is that Dynamic bone is single threaded, it's a huge bottleneck
whats with the CPU of the Servers itself?
your own PC is responsible for rendering everyone's avatars and calculating physics
Does poligon count effect the server?
Those are only available for world creation. For avatars, only defined shaders are allow.
I'm not quite sure why you're asking about VRChat's servers, it's not something you really need to ever worry about
doesn't change anything about your framerate
And Lobby crashes & rubberbanding?
crashes are most often caused by crasher avatars, people who abuse certain effects like particles to crash people in the instance
rubberbanding is most often a network thing. Dynamic bones are not networked, so it doesn't affect that at all
sounds good, thanks.
Gestures such as the peace sign
I’d like to customize them
Only with Standard lite. Can't say it's too noticeable, but that depends on the map
Only way you could do that is if you made your own avatars.
Yup, it can be weird sometimes.
Yes, I have the avatar in unity
Oh, whoops! When I read this initially I thought this was in #vrchat-general-1 !
Does anyone have a tiny spider avatar? 😅
Go to #avatar-search-old
What you'd want to do is duplicate the Default gesture controller in the VRC SDK package. From there, the thing I'd do(Unless your bones are named diferently) is copy one of the gesture animtions and mess with it however you want. Then in the controller, replace the default animation with the one you want in the desired gesture slot
A fallback has to be Good or better on both PC and Quest. That means the avatar that you want to be a fallback must be quest compatible and the quest version must be Good perf or better
Yes Good is acceptable
Don't use Cats for decimation. Use manual decimation
Blender
Unity can't do any model editing
Blender shouldn't mess anything up on import
If it does then it's something actually wrong with your model
How are you importing
where do I find that
If I wanted to make my character Fredrick, how would I start?
I would show them, but attachments are blocked
It’s a little hard to explain without screenshots, but there are tutorials for it out there.
It really comes down with how you’d want it to look. If you want it to look art-accurate, then you might want to go from scratch in blender. If you want something akin to it, best find a base of a model that matches what you’re going for and customize it
I guess I'll be learning blender.
So, I would model them in Blender, fully?
Or, would I follow a specific model?
Um…yes? You can do either
just wondering is it I possible to upload avatars on mobile?
does anyone know a world with ben
no, you need a pc
I had a skin that went upside down i then started talking in an austrailian accent
Unity doesn't have a mobile version...
https://github.com/Whinarn/UnityMeshSimplifier/releases
and Polytool from gumroad
among probably other tools let you decimate in Unity
I just had an interesting idea for avatar security.
So when you rip an avatar, you get the mesh assets with the blend shapes set to 0. If you were to make a blendshape that makes your avatar absolutely crazy unless it's at a very very specific number, then if people rip your avatar, all they'll get is a huge mess unless they know what the blend shape should be set to. Would effectively serve as a password.
Just an idea.
Don't know if it would really work, but you could even have the blendshape set to 0 and have some animation or something in fx that sets it to something specific IDK
The problem is an animation would need to animate the blendshapes to the correct values. An animation they would also get and could just look at.
Tru, unless maybe you made like a thousand animations. Had a radial menu with like the ability to set each digit of a 3 digit number. Then they'd have to try all 1k combinations. Would be super bulky. IDK
Something similar was done but using a shader where without that specific shader settings it would stay broken but then in game when people have shaders off you look very broken.
Oh yeah, shaders could do a good job to. IDK it's like 5 am where I am. I've just been grinding away in blender/unity and the thought occurred to me.
Of course would have similar issues if people had avatar animations disabled or something.
I guess if you could figure out a way to discretely set the value of a float in expression menus and then have an animation set a blend shape to that value, you could do it without having a million animations.
Tip: when making avatars and you’re a beginner, using other’s models isn’t bad
Oyy, i'm actually looking for a good unity asset to help me with animation. i'd use to work with Muscle animator editor but the problem its it doenst reconise non-humanoid bone like ears, tail, wings
You can simply record animation for non-humanoid bones with just a rotation tool.
Without using any asset ? Cauz i cant find any mirror toggle or things like this. Its kinda pain in the ass to trying to mirror them manualy
You can consider animating in blender too. There's a lot of tools to help you there.
Oh, it might be a good idea, i'll take a look there then ! Thx
i'm good with toggle, layer and animator. My question its really more about creating an animation. I know how to do it manualy with unity but was wondering which asset can help me.
By exemple for humanoid Musle editor its ansewome but doenst works with furry avatar
At the end I talk about using blender to make your own
oh yeah i can see it, its sad cauz i wanted to use unity for that. For exemple by what i'm doing rn, i'm creating a animation for wings but the wings are in a different FBX than the body, so using blender mean i have to reset the body + wings manualy
its why i'M trying to find a asset or tips for unity xd
I have a question
There’s a toggle for certain avatars that allow you to change its sitting pose and height etc it also allows you to lock yourself it’s an avatar thing, what’s it called?
I’m commissioning an avatar and didn’t know how to describe that
gogo loco?
Quest comparable?
It’s used in a lot of the Kings Raid and time Defender Avatars
THATS IT
Thank you
does anyone have a prefab or know where to look for a working assault rifle?
i'd like the same but for any realistic looking weapon and not crossfire-type shit 
links arent permitted
frfr
ok then
OML
SERIOUSLY
oh woops
where can i commission an avatar?
I am also wondering this
i feel like they should have a channel for it, if they dont already
Yes
VRC traders in #community-servers-old @glacial coyote @onyx plover
Thanks babe
