#avatar-general

351 messages · Page 47 of 1

smoky path
#

I need help finding a part with standard shader

deft elbow
#

Anyone know anywhere I can find a 👌 emote animation for hand gestures I can use? (Preferably for the Rex)

patent wraith
#

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.

proud dock
#

hihi! this isnt avatar related but uploading related, i'm getting a blank screen when i open the uploader

neon finch
#

Could some please help with my avatar problem, please =~=

quick totem
neon finch
#

Huh?

quick totem
#

Don't ask to ask, just ask*

neon finch
#

I did ask

quick totem
#

I scrolled up hella far where is it?

neon finch
#

I didn’t ask here, why so rude..?

quick totem
#

Not trying to come off as rude my bad

neon finch
#

Well sounded pretty rude to me, but I asked in the um..

#

Avatar 3 help channel

toxic forge
#

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,

toxic forge
lyric ledge
toxic forge
#

They're telling you to explain your issue and what you want to do

neon finch
#

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

merry sierra
#

Is it normal for the left hand gesture to only work when there's a not 0 Gesture on the right hand?

quick totem
#

Like, hand animations or face animations?

merry sierra
#

Hand gestures that trigger animations

quick totem
#

Yeah but what kind of animations lmao

#

Hand or face

merry sierra
#

Face

#

The avatar doesn't have hands to animate ^^

quick totem
#

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

merry sierra
#

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

quick totem
#

Turn Write Defaults Off

merry sierra
#

I guess I should read up on what that does :o
Thank you!

merry sierra
#

Read up on it. Seems to create some sort of Bug.. since that shouldn't affect anything the way it does? Weird

quick totem
#

Wdym?

merry sierra
#

Turning the Write Defaults Off. I guess for every single Node in all of the Animations in all layers?

quick totem
#

Exactly

#

Turning WD Off can cause issues yes, but theres an easy fix for it

#

Generally speaking you want it Off on everything

merry sierra
#

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

obsidian ferry
#

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.

earnest ridge
#

How do I get those custom avatars from websites on quest? I don’t have a good pc to run vrchat on pc mode

karmic totem
#

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.

earnest ridge
#

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

karmic totem
#

You need a PC to upload to both Quest and PC.

lunar hornet
#

hey can someone help me with my avatar im trying to figure out why the material list has no materials

neon finch
#

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

stable talon
#

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

vale shore
#

hey so i resenlty got the ghosty canine model but when i tryed to upload it it said VRCexpressionParameter object missing can anyone help?

lyric ledge
south orbit
#

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

south orbit
#

so are all the envelope weight stuff only in blender?

neon finch
# lyric ledge delete the toe bone assignment

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?

neon finch
copper orchid
#

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?

neon finch
#

Is an SDK but umm

#

Am also curious about that

copper orchid
#

I'd assume it's probably part of the vrc SDK?

#

I'll take a better look into it

neon finch
#

I believe it's a seperate one as it's still in beta

copper orchid
#

that would make sense, thank you for giving me more knowledge into this

neon finch
#

Am sure I dl it somewhere before I started using Unity but am now unsure where I got

copper orchid
#

I can Google it

neon finch
#

Or unless it is built in?

#

Shall take a look as well

copper orchid
#

this is something I found

neon finch
#

Found it!

copper orchid
#

amazing news!

#

thank you very much

neon finch
copper orchid
#

I should've checked that place first

neon finch
#

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

lyric ledge
neon finch
#

I did just unassign

graceful nest
#

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

merry sierra
# earnest ridge How do I get those custom avatars from websites on quest? I don’t have a good pc...

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

merry sierra
#

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

merry sierra
#

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...

earnest ridge
merry sierra
earnest ridge
#

fair

#

I’ll try find a link to show you I guess

#

I couldn’t find one

#

But now I have another question :D

left arch
#

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.

jolly hinge
#

Hi lads, any idea on how to change an avatar wearing high heels to regular feet positioning ?

fluid grotto
#

Is it possible to get your animator to respond when another player has sat on a station on your avatar

graceful nest
jolly hinge
#

@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 ?

graceful nest
#

you should have your mesh as an fbx in unity

#

just import that into blender

#

right click it in assets and open containing folder

south orbit
#

is there a way to get bone envelopes to work with unity/vrchat

loud cape
main pond
loud cape
#

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

main pond
loud cape
#

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

main pond
#

I'm pretty sure when I added a mesh or shapekey or changed the armature, the avatar GameObject didn't like that

loud cape
#

gotta have the same export settings kek

main pond
#

No, if I only changed the weight painting it was fine

silver pumice
#

Anyone know a good place to find clothes for avatars?

fathom gull
#

I need help I want to report @sam ♡#5592 (. Roxy .)

worn burrow
fathom gull
worn burrow
#

rule 5 too

daring walrus
#

Who did u report

worn burrow
fathom gull
#

They changed their user plus I already filed the report so it should hopefully be dealt with

graceful nest
#

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

neon finch
#

Does Anyone Know how to Make Quest Avatars See Through?? Like By shader or Model?

loud cape
#

impossible

#

you can't do transparency on quest

#

can only use the SDK provided mobile shaders

toxic forge
#

what sacred said

crude panther
#

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

quick totem
deep moth
#

is it possible to have multiple legs?

quick totem
#

You can even have separate IK for the legs

#

You need FinalIK for that tho

#

Which is like $100 with tax

deep moth
#

dang

#

is there another way of doing it?

west nest
#

if not you just make custom locomotion for it.

deep moth
#

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"

quick totem
#

That's the one

#

You have to make one for all 6 directions

#

And then plug them into the Blendtree

deep moth
#

avatar broke because vrchat didn't like the rig

quick totem
#

It's important to not use the proxy animations when making your own locomotion

#

The proxy animations get replaced by VRChat at runtime

deep moth
#

is there a way i can group 2 legs into the middle leg?

quick totem
#

Wdym

deep moth
#

so i have 3 legs on each side so is it possible to group the front and the back leg with the middle leg

loud cape
#

you could use rotation constraints

deep moth
#

in unity?

quick totem
#

Yep

loud cape
#

ye

#

to copy the rotation of the middle legs

quick totem
#

All your legs need to have the required bones tho

deep moth
#

there are 3 bones for one leg

quick totem
#

That is all of them yeah

deep moth
#

going have to rerig since it didn't have all of the bones in the chest

quick totem
#

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

loud cape
#

probably want to add the source before you activate it

quick totem
#

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

sinful tapir
#

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

quick totem
#

Dynamic Bones/Phys Bones

#

Can't think of a tutorial from the top of my head tho

deep moth
#

do i set the legs in the rig as the middle leg bones?

quick totem
#

But with DB you will have to take it into Blender and add a Bone that the liquid is weighted to

quick totem
#

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

loud cape
#

for the bottle, could also use a Poiyomi stencil to only make the liquid visible when viewed through the bottle

quick totem
#

That's true yeah

loud cape
#

might be an issue when looking through the bottle though, since stuff on the other side may be visible

quick totem
#

You could also use the thingy where it cuts off at a certain point

#

Whats that called again

deep moth
#

would the component be called Rotation Constraint

sinful tapir
quick totem
#

There's an option in Poiyomi specifically for stuff like this

#

It's the thing

#

The thingy

#

Brain come on

loud cape
#

or vertex offset?

quick totem
#

I mean yeah you could also do that

#

Wait gimme a second

deep moth
#

do i put the constraint on the middle leg but only on the first bone?

quick totem
#

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

loud cape
#

depth fade or something?

#

Grabpass?

deep moth
#

idk if i did the constraint right

sinful tapir
#

is there a guide on how to use poiyomi for it? . course im dumb when its comes to poi . i'll admit that xD

quick totem
#

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

sinful tapir
#

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.

deep moth
#

do i put the other 2 legs in the sources?

#

but only there first bone

quick totem
#

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

sinful tapir
#

hmm make me question the way they get the wobble effect in liquid tho xD

quick totem
#

Shaders

#

Shaders that were made specifically for simulating liquids

#

That's where Poiyomi alone would begin to suffer

sinful tapir
#

hmm arh okay.

quick totem
#

You can get away with stencils, but that wouldn't allow you to actually simulate volume and wobble

sinful tapir
#

now everything just became harder xD

vernal trench
#

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

quick totem
#

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

sinful tapir
quick totem
#

Sounds hella jank

sinful tapir
#

true. hmm might what kind of shaders im able to fine S:

deep moth
#

so do i add the first bone from the other 2 legs into sources in the constraint?

loud cape
deep moth
#

so on the other 2 legs when i put the constraint does the source need to be the middle leg bone

quick totem
#

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

deep moth
#

ok

#

does the middle leg need the constraint

loud cape
#

no

#

constraints are to copy a transform from another object

#

the target object doesn't need any more setup

quick totem
#

The main leg gets animated by VRChat just like any other Avatar would

#

Cause that's what's defined in your Unity rig

deep moth
#

for some reason there are 4 bones in each leg

loud cape
#

seems right? upper leg, lower leg, foot, toes?

quick totem
#

Probably toes

deep moth
#

hopefully it won't break since the leg bones are bent here and there

loud cape
#

you can test it in unity

#

even without play mode

deep moth
#

ok is that all i need to do for the constraint

quick totem
#

Yep

deep moth
#

so when i make the animation do i only need one frame?

quick totem
#

No

#

You need an actual walking animation

#

You can just leave it at proxy tho

deep moth
#

would it be fine when the legs are sideways

quick totem
#

Are the actual bones sideways?

#

Or just the meshes

deep moth
#

sideways like spider legs

quick totem
#

Yeah but

#

The bones themselves?

deep moth
#

well i think so

quick totem
#

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

loud cape
#

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

quick totem
#

^^^^^^

loud cape
#

however, FIK is 90$ but often goes on sale for 45

quick totem
#

Yep already mentioned that

loud cape
#

oh did you?

quick totem
#

Yus

#

They asked for another way that doesn't use FIK

loud cape
#

ah

quick totem
#

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

deep moth
#

weird now i am getting a error saying this avatar was not imported as a humanoid rig

quick totem
#

Did you change it to humanoid?

deep moth
#

yea

#

so idk what i did wrong

loud cape
#

can you show your Rig import settings

deep moth
#

would that be where i change it from generic to humanoid

loud cape
#

yes

#

also, is your model in the scene unpacked?

#

if so, that's the issue

deep moth
#

oh then no

#

that didn't fix it

loud cape
#

never unpack your avatars lol

deep moth
#

oh

#

let me undo that

loud cape
#

I was saying that if it was unpacked, that's probably the cause of your issue

deep moth
#

oh

#

since my avatar has spider type of legs do i need to change the skin weights?

loud cape
#

no

deep moth
#

idk what is wrong with it

loud cape
#

did you click Apply after setting your rig type to humanoid

deep moth
#

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

deep moth
#

now i am getting a error saying keyframing rotation on humanoid rig is not supported

loud cape
#

that's correct

#

what are you trying to do exactly

deep moth
#

rotate the legs and arms to make a walking animation

loud cape
#

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

deep moth
#

so i have to animate it in blender?

#

if i want to make it walk right

loud cape
#

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

deep moth
#

how do i make it where it doesn't animate the legs?

deep moth
#

weird the animations i did in unity ain't working right in unity

sinful tapir
deep moth
#

weird it put's my character in the ground when it plays the animation

#

like there is no animation when there is

sinful tapir
quick totem
#

Just don't include the script part

deep moth
#

how do i export the animation out of the fbx i imported

quick totem
#

You can't script on Avatars

#

So no wobble unfortunately

sinful tapir
#

arh xD

deep moth
#

i don't know any way to fix these animations

deep moth
#

why can't i use lightmapped for avatars?

solemn ice
deep moth
#

dang i was wanting to use it because it was the only option that didn't make my texture have blue spots everywhere

deep moth
west dust
#

yo when an avatar is privated does that mean that everyone who has the avatar can use it or is it only me

cloud jasper
#

Only you, it revokes access to those who may have it.

#

Unless they upload it themselves, it's yours.

minor thorn
west dust
#

Mk thank you guys!

minor thorn
#

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.

sharp sparrow
#

what exactly is an avatar descriptor

#

does it come with the avatar sdk?

karmic totem
sharp sparrow
#

thanks

neon finch
#

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

novel swift
#

is it possible to upload avatars without a pc, asking a mate who is quest but only has a phone as another device

novel swift
#

cheers all is good now

oak cliff
#

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?

oak cliff
#

Ah alright, thank you!

sudden veldt
#

what shaders do I get for an anime look?

light forge
#

Mochies or poi's work fine for about anything last I checked

sudden veldt
#

thx

polar patrol
neon finch
#

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?

graceful nest
neon finch
neon finch
limber urchin
#

Is the Cherub Bot usable on quest 2?

neon finch
#

Thick discord

fluid grotto
#

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

neon finch
#

Classic,Toei/Junio Sonics?

copper pendant
#

any1 know how to get custom avatars for quest?

#

or where i could get a cool avatar?

neon finch
worn burrow
pallid cape
#

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)

sturdy root
#

Is it possible to add one of those working clock things to an avatar?

fallow zodiac
#

How do you make animated avatars

honest kindle
#

@keen nacelle

jolly peak
#

Is there any quest shader that allows avatar outlines?

pallid cape
vague raft
sharp sparrow
#

Is there a way to put seats on an avatar? I've seen people do it before

umbral stirrup
boreal onyx
#

Is there pvz avatars?

jolly peak
gloomy marsh
#

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.

stiff hemlock
toxic forge
warm meteor
#

Froggy car where

boreal onyx
obtuse pulsar
#

cdn being slow today? avatar uploading but not showing up

umbral valley
#

what makes metallic with the quest shaders appear blakc in nearly every world this sucks

stiff hemlock
toxic forge
#

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

west dust
#

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

graceful nest
#

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

umbral valley
#

i realize im replying to a 5 hour old message but whatever

west dust
#

god im getting the write defaults thing

#

where ur face stays stuck in the anim

spare thicket
#

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

quick totem
#

Never had a problem with bool driving

spare thicket
#

If you drive them "too fast" it shows different results for your client than observer clients

quick totem
#

I just drive them locally

#

Even with my counter which does 1 bool change every frame I never ran into network issues

solemn ice
quick totem
#

^

#

That's probably the reason

solemn ice
#

If it synced, you won't want to drive it in remote client

loud cape
#

playable sync also only updates every 0.2s to 1s

quick totem
#

Yep

#

If you wanna drive something really quickly, don't sync it

spare thicket
#

Driving locally does not help, just tested it

quick totem
#

By locally you mean not adding it to your Parameter List?

#

Like the VRC Parameter List

#

Not the Animator Parameters

spare thicket
#

I need to have it there, because it's controlled by OSC
I just checked the local checkbox

quick totem
#

Oh yeah then that's the issue

#

That's unfortunate

spare thicket
#

Introducing delays worked for me before

#

So I will try to do it again, but it's a meme solution

quick totem
#

OSCs have a limited update rate anyways right?

spare thicket
#

I need to introduce delay in my controller in the FX layer

quick totem
#

I know that Floats can only update 4 times a second

spare thicket
#

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

quick totem
#

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

spare thicket
#

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

quick totem
#

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

spare thicket
#

I am having problems with booleans, not floats

quick totem
#

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

spare thicket
#

Ok, I'm not doing that

merry sierra
#

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 >.>

loud cape
#

for hands, you should be using bones, not blendshapes.

#

blendshapes just move vertices in a straight line to a different spot

loud cape
#

it does not work well for things that "bend"

loud cape
merry sierra
#

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

loud cape
#

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"

merry sierra
#

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

loud cape
#

no, I meant Gesture

#

Base is for the locomotion animations

merry sierra
#

I left that one blank >.>

loud cape
merry sierra
#

I feel like I got it!
Now... I only need to change to my Wands...

#

Where do I set this Tracking Mode?

loud cape
#

using the VRC Tracking Control behavior script, which you add by clicking "Add behavior" when you click on an animation state

merry sierra
#

OOooohhhhhh~~~~~~

loud cape
#

I would just recommend adding another layer above your two gesture layers with a single empty state, just to add those behavior scripts

merry sierra
#

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

loud cape
#

maybe for your specific character, sure

merry sierra
#

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

loud cape
#

always expect to be doing more advanced setup when you're not using a standard humanoid frame

merry sierra
#

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

loud cape
#

then use rotation constraints to drive the claws based on the humanoid hands

neon finch
#

This isn't so much an avatar question as much as a reference question, but what weapons did Tarro Blood have specifically?

forest mesa
#

Does anyone know something about dps? Need help etc

errant owl
#

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?

forest mesa
#

uff I just started with Unity...I have no idea how hard that is...but I think that is already hard

runic kite
#

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

bold urchin
#

Does anyone know how to make hue change and scrolling emmisions for quest

rough glade
#

my unity saying the account doesnt have acess to the blueprint

#

how do i fix that.

loud cape
#

that's all stuff that requires custom shaders which isn't supported on quest

bold urchin
loud cape
#

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

fluid grotto
analog flicker
#

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 👍

tawny flax
#

should I be making multiple avatars all on one unity project or do I have too keep doing a separate project for each one

loud cape
#

multiple variants of a base per project

tawny flax
#

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

potent estuary
#

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

umbral valley
#

if "too far down" isnt too far down then yeah

#

i just reset the scheme or whatever every time something disappears off my screen

analog flicker
#

I guess the shoulder bone is weird attached to the head and worked perfectly

reef dragon
#

I wanna get into avatar creation but im a total noobie. Anyone know of a good tutorial thats up to date?

merry sierra
#

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

hasty hemlock
#

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

merry sierra
#

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

hasty hemlock
#

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

merry sierra
#

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

fluid grotto
merry sierra
# fluid grotto Well making read my stuff is like 1 million times more complicated than VRChat i...

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

fluid grotto
#

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

merry sierra
# fluid grotto 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

fluid grotto
#

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

merry sierra
fluid grotto
#

Yeah that’s just . Not how I want to model

merry sierra
#

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...

fluid grotto
#

Sounds like you are missing undo animations

fluid grotto
merry sierra
#

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

fluid grotto
#

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

merry sierra
#

Yeah. But in Unity my Booleans are not reset anymore for starters. In VRC this freezes the entire avatar

cinder urchin
#

Where can I find the "Tutorial Avatar" in the VRCSDK3?

#

Because I need to measure the height of my avatar...

solemn ice
grand oyster
#

Scale Y = 1.83 = 6ft irl on the cube, irrc

#

Can use cross multiplication to get other height values you might want.

cinder urchin
#

scale of "1" feels like 100 meters high

solemn ice
loud cape
cinder urchin
loud cape
#

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

neon finch
#

does anyone know a server where someone can recolor my avatar for free

loud cape
#

there are plenty of people that are open for doing paid commissions though

cinder urchin
#

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?

hasty hemlock
#

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

cinder urchin
hasty hemlock
#

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

cinder urchin
loud cape
#

divide by 4

cinder urchin
#

256 sounds not that high, i mean a deafulf gaming gpu have 8gb...

loud cape
#

yea but that's only YOU

#

not including the world, everyone around you

hasty hemlock
#

PBR materials

loud cape
#

overhead because of steamvr

hasty hemlock
#

like if you have a pbr 8k avatar you're basically using a gigabyte

cinder urchin
#

So what is worse? Multiple small materials (24 in my case) or a few high reso mats?

loud cape
#

I can't remember, does unity unload textures from vram if the material using them is on a mesh that is disabled?

hasty hemlock
#

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

cinder urchin
#

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?

hasty hemlock
cinder urchin
#

What of them are less worse for the vrchat performance block system?

merry sierra
#

I may... have found the issue...

loud cape
#

if you're using cloth, every vertex essentially becomes a physics object

merry sierra
#

The right-eye blendshapes are using skinned mesh renderer. But not Body:skinned meshrenderer

loud cape
merry sierra
loud cape
#

would try to get it at like 200-300

#

max

#

otherwise, use weight painting

cinder urchin
loud cape
cinder urchin
#

But i also want that quest use4s see it, does cloth physic work for quest avatars?

loud cape
#

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

cinder urchin
#

Does quest support the new phys bones of the sdk from tupper in this discord?

loud cape
#

yes, but a limited amount

cinder urchin
#

How much?

#

I need 6 vrc phys bone conponments

low apex
#

Hello Is there any way I can get a wwe avatar like roman reigns

merry sierra
#

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

toxic forge
mighty wraith
#

has anyone had this issue when buying from booth?

#

it says access was blocked due to illegal payment

barren hemlock
#

How are you paying

mighty wraith
#

paypal

barren hemlock
#

Is paypal giving you this error or booth?

mighty wraith
#

booth

barren hemlock
#

Is the item marked R18?

mighty wraith
#

i dont think so

barren hemlock
#

Hmm not sure then. I've never bought off booth

#

Maybe they block US payment banks/cards

sharp sparrow
#

How do I control the position of stations?

barren hemlock
sharp sparrow
#

it doesn't come attached to anything

#

besides my avatar as a whole

#

I want it parented to (and the size of) my head

barren hemlock
#

Then drag it to your head bone in the hierarchy

sharp sparrow
#

drag the station?

#

But it doesn't appear in my heirarchy

barren hemlock
#

Then where is the station object

#

It has to be somewhere or else you have no station

sharp sparrow
#

the only way I get it is from the avatar descriptor

barren hemlock
#

Don't attach it to your avatar itself

#

Put it on an empty game object and move that wherever you need

sharp sparrow
#

then how do I change the scale?

barren hemlock
#

Same way you scale any object

#

You need to know how to use Unity at least somewhat

sharp sparrow
#

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

sudden swift
#

How easy would it be to piece together things from online and make a semi personal avatar. (body, head, and everything else needed)

toxic forge
#

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?

torpid mural
#

Hi, does anyone know if it's possible to lower the polygon count without making the material look weird?

toxic forge
#

thats pretty much all you can do

torpid mural
#

For some reason it doesn't seem to work last time I tried, but I could try again

cinder urchin
#

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?

umbral valley
#

just join a world with digi in it lol

#

find out

umbral stirrup
#

anyone know how to turn several connected bones into fewer bones, but still maintain the same shape?

umbral stirrup
solemn ice
neon finch
#

Anyone know how to reset my avatar's pose, it's in the ground in unity.

solemn ice
neon finch
neon finch
#

Thank you

solemn ice
#

Or google if any doubt

hasty grove
#

Is there a way to make a working flashlight for a quest avatar

hasty grove
#

Ik lights don't work for quest but I've see a couple of avatars with working flashlight?

solemn ice
hasty grove
#

I was able to use it tho?

solemn ice
hasty grove
#

But the light was only on quest side

solemn ice
hasty grove
#

no vrc bugged out when i Favorited it didnt save it

#

it was a gmod skin or somthing

solemn ice
hasty grove
#

an actual light sorce

#

its all good tho im just gonna leave it been at it for a while

solemn ice
#

If so, possibly they're using modified sdk to bypass component check to be able to upload with light. Just my speculation though.

hasty grove
#

ok i thought it was using a particle system or something like that

merry sierra
#

If your avatar is too heavy to be displayed by the Quest. Does it even make sense to get the Android label?

solemn ice
merry sierra
#

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

solemn ice
merry sierra
#

So far my two Avatars got a Rating of "Good" so I'm not too concerned about crashing a Quest

neon finch
#

Good man

light haven
#

does anyone know how to create ur first vr charater in pc?

lyric ledge
light haven
neon finch
#

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

stone fern
#

how i can get at mewlin free or somes like hobkins

earnest basin
#

can you move your hair in oculus quest 2

frigid tusk
#

guys

#

i want a fakeplayspace without any extra stuff

#

can someone help me with this

worn burrow
#

lots of free clothing textures for vroid on booth too

zealous pike
#

People with certain avatars not syncing when someone has face tracking say I

languid frost
#

Anyone having trouble logging in on unity?

umbral stirrup
#

delete the sdk and reimport it

#

make sure you have the most updated version

neon finch
#

anyone have any anime base male meshes that are free and arent poo poo

daring crater
#

hey does anybody have a rex texture

#

rexoium

low sequoia
civic merlin
#

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.

worn burrow
#

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 👍

graceful nest
#

Making avatars can be a lot of work so unfortunately I don't think people will do stuff for free for you

#

rip

lost ravine
#

the question is how much

sonic spade
#

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

sonic spade
neon finch
#

I literally have 40 bucks on my bank account LMAO

sonic spade
#

Found a commission for multiple avatars in the same style, 800$ minimum, for each one Alma

neon finch
#

I am broke sir

sonic spade
#

Suspiciously wealthy furryes I swear

lyric ledge
#

Fortunately, blender and learning is free

sonic spade
#

Not really

#

You still pay with time

grand panther
#

Why is my game lagging? I'm on the quest 2 and my avatar is only 250k polygons. tororo

#

lol

quick totem
#

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

sonic spade
#

Already been modelling for 2 years, still bad at it vrcTupDead

quick totem
#

Really simple Avatars sure, but they work!

quick totem
sonic spade
#

10$

quick totem
#

You're asking for too much

#

All I have is my dignity

sonic spade
#

That sounds more expensive than 10$

#

But yeah, gotta get better, especially at making hair, and hands, and anatomy

lyric ledge
sonic spade
#

If only there were more place to use these skills

quick totem
#

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

ionic dock
#

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

mighty wraith
#

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

cinder urchin
#

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 ....

hasty hemlock
#

yes that's going to make everyone's performance better only having 3 draw calls instead of 24

cinder urchin
#

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

shell pendant
#

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?

cinder urchin
#

would be a avatar even more optimized, if I enable: "GPU instancing" on the materials?

west nest
cinder urchin
#

and on VRChat worlds?

west nest
#

since avatars use SkinnedMeshRenderers it doesn't work

shell pendant
#

I can enable it just fine, but the animation doesn't like to enable it.

#

I figured it out

hasty hemlock
cinder urchin
hasty hemlock
#

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

lyric ledge
cinder urchin
#

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?

hasty hemlock
#

and basically if you're not very poor you're doing fine

hasty hemlock
cinder urchin
#

and for quest?

#

its bad that quest peoples always say to me: I can only see a robot!

hasty hemlock
#

"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

cinder urchin
#

my current avatar without features have 28.5k

hasty hemlock
#

so yeah definitely some optimizing that needs to be done if you want a quest version

cinder urchin
#

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

hasty hemlock
#

nobody's going to make you a whole Avatar for free

sharp sparrow
#

For some reason my avatar won’t update

#

Like it builds and publishes just fine

#

But I don’t see the changes in game

jolly hinge
#

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

karmic totem
#

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

jolly hinge
#

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

karmic totem
#

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.

jolly hinge
#

You mean OSC ? I thought that was the purpose

#

Or at least provide support to do so

karmic totem
#

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

jolly hinge
#

True =/ But there's always something to improve, so where do we stop really =3

karmic totem
#

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

jolly hinge
#

Already doing that, made some public avatars with sign hands with different systems for different people 🙂

feral kernel
#

if anyone got any black clover avatars hmu

lilac kernel
#

Hey why are so many avatar worlds getting privated and avatars getting deleted

knotty storm
#

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

toxic forge
toxic forge
#

if that doesnt work then i dont know why thats happening

vague raft
safe eagle
#

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

vague raft
# safe eagle So Question as i am having some trouble trying to figure this out, how do i make...

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.

safe eagle
#

So best not to attempt it then

karmic totem
#

You can attempt it, but it might not be great

safe eagle
#

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?

karmic totem
#

Depends on how they are set up. Putting the prefab into the armature where you want it attached might be enough

safe eagle
karmic totem
#

The armature for the avatar in the scene, you shouldn't need to unpack anything

safe eagle
#

ok

karmic totem
#

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

safe eagle
#

Ok thanks

rigid comet
#

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

neon finch
#

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.

whole jewel
quick totem
#

Rusk is honestly pretty much a public model at this point lmao

whole jewel
toxic forge
#

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.

whole jewel
cinder urchin
#

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?

vague raft
river ether
#

Ohh that explains why I kept getting shunted to empty rooms after I enabled the beta

cinder urchin
vague raft
#

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

cinder urchin
lyric ledge
#

Soon™

vague raft
cinder urchin
#

but the IK beta have no limitations?

#

right?

#

Because I really like it that my arm is no longer clipping in my stomach...

vague raft
#

yes the IK beta is compatible

cinder urchin
#

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....

vague raft
#

I think I read something about that, eyah

cinder urchin
#

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..

vague raft
#

well it's what they're looking at for everyone else so I doubt they'll be all that bothered

cinder urchin
#

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?

feral kernel
#

If anyone got any black clover or Jin mori avatars dm me asap ty

outer fossil
#

and all dynamic bones components in older avatar will be automatically turned into physbones

cinder urchin
neon finch
cinder urchin
#

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?

neon finch
#

They shouldn't be removed, per say. Unless they run on 2.0, 'cause eventually those'll all be gone

hasty hemlock
cinder urchin
#

without the unity editor?

hasty hemlock
#

yes as there's a function in the vrchat client to runtime convert Dynamic bones to physics bones

outer fossil
#

no need for the creator to update it

merry swan
#

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

thick bluff
#

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

feral kernel
#

if anyone got a black clover or jin mori avatar dm me thanksss

solemn ice
umbral stirrup
#

filamented is an example

hasty hemlock
sharp sparrow
#

Alright

#

I know there’s no transparency support for quest, but I’ve seen some avatars pull it off

#

Any ideas as to how?

rose storm
#

anyone know of any good (preferably free) base models i can use? im specifically looking for human/anthro models

hasty hemlock
#

a pretty good text guide on free to download avatars

copper hatch
#

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

left arch
copper hatch
left arch
#

Basically, it'd be able to track in a way related to the legs for full body.
Very complicated. But probably hella cool.

copper hatch
#

I don't have full body

left arch
#

Yet

copper hatch
#

I probably never will lol

#

too expensive

left arch
#

Ehhh

#

$300 isnt that horrible.

copper hatch
#

For one game, imo it is

#

anyway

#

Am I able to make a custom walking animation?

left arch
#

That's like...1000 rounds of 9mm?

#

Oh, yeah, you can just control it via locomotion.

copper hatch
#

hmm ok

left arch
#

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.

humble hatch
copper hatch
#

It’s the only vr game I really play anymore, I’d only use it for that

humble hatch
#

fair

copper hatch
#

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

humble hatch
#

yes

sharp sparrow
#

how can I change hand gestures

loud cape
toxic forge
#

they may break over the years though

#

and eventually so will 3.0s

toxic forge
toxic forge
cinder urchin
#

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?

loud cape
# cinder urchin I saw that the Open Beta have a setting for "converting dynamic bones to phys bo...

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

cinder urchin
#

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?

cinder urchin
#

but the server performance is still affected of the unoptimised Dynamic bones?

loud cape
#

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

cinder urchin
#

whats with the CPU of the Servers itself?

loud cape
#

your own PC is responsible for rendering everyone's avatars and calculating physics

cinder urchin
#

Does poligon count effect the server?

solemn ice
loud cape
#

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

cinder urchin
#

And Lobby crashes & rubberbanding?

loud cape
#

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

cinder urchin
#

sounds good, thanks.

sharp sparrow
#

I’d like to customize them

neon finch
#

Only with Standard lite. Can't say it's too noticeable, but that depends on the map

neon finch
#

Yup, it can be weird sometimes.

sharp sparrow
neon finch
lunar sequoia
#

Does anyone have a tiny spider avatar? 😅

neon finch
#

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

barren hemlock
#

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

barren hemlock
#

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

formal stratus
#

If I wanted to make my character Fredrick, how would I start?

#

I would show them, but attachments are blocked

neon finch
neon finch
formal stratus
#

I guess I'll be learning blender.

formal stratus
#

Or, would I follow a specific model?

neon finch
#

Um…yes? You can do either

sonic sun
#

just wondering is it I possible to upload avatars on mobile?

faint geyser
#

does anyone know a world with ben

loud cape
cinder burrow
#

I had a skin that went upside down i then started talking in an austrailian accent

neon finch
marsh trail
exotic forge
#

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

vague raft
#

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.

exotic forge
#

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

vague raft
#

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.

exotic forge
#

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.

gentle edge
#

Tip: when making avatars and you’re a beginner, using other’s models isn’t bad

viscid wren
#

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

solemn ice
viscid wren
solemn ice
viscid wren
dark sand
#

My tutorial on doing custom animations

viscid wren
# dark sand https://youtu.be/6XC8tp2tgM4

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

dark sand
#

At the end I talk about using blender to make your own

viscid wren
#

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

dark sand
#

Hmmm idk sorry

#

If you use a rig dedicated to only the wings it should work

manic thunder
#

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

manic thunder
#

Quest comparable?

#

It’s used in a lot of the Kings Raid and time Defender Avatars

#

THATS IT

manic thunder
near estuary
#

does anyone have a prefab or know where to look for a working assault rifle?

grand breach
#

links arent permitted

#

frfr

#

ok then

#

OML

#

SERIOUSLY

near estuary
#

oh woops

onyx plover
#

where can i commission an avatar?

glacial coyote
onyx plover
#

i feel like they should have a channel for it, if they dont already

glacial coyote
#

Yes

worn burrow
glacial coyote
#

Thanks babevrcTupSmug