#avatar-general
351 messages · Page 49 of 1
Lol what is the point of making an avatar if nobody can see it
It’s only 70mbs I figured out the problem
Who here makes avatars?
70 aint that good either
Its a bit safe to assume that most people using the avatar creation channels are people making avatars
Well I haven't been there yet
This is one of the channels related to avatar creation
If you are looking for someone to commission for an avatar, that isn't on the VRChat server. You need to look for VRCTraders in the #community-servers-old channel
Yea well idk what there speaking
What does that mean
Lol
Click on that link it's not English
Scroll up??
Nope I tried
That hole thing is in a different language
I tried the other channels it had on there too
You're not supposed to join the spanish server mate
Go find the vrc traders link in #community-servers-old
That's what it took me to
You know there is a whole list of servers, not just the last message. They are all different, that is why I say, and others say, look for VRC Traders and join it
I give up, he joins the first server he sees lmaoo
No I seen what yall were talking about it just had to load 1st tho
But I'm not looking to trade I want a avatar that looks like me and I'll pay for it
I'll send the outfit I want front and back
I already have a hole list for this
Read the description for the VRCTraders server again.
It’s a server that offers a place to easily commission custom work and more.
If you’re willing to pay, that’s the place you’ll want to be.
some people can't join it
Because the bot wont work
And then the mods don't help people
I've not had that issue, myself, but YMMV
maybe it depends. After the server maintenance, feels like it's much more performant. Or perhaps it's just placebo effect.
Look into avatar stations.
I have a seat on my avatar that avatars can sit on.
ok me saying this was uncalled for, it's not that the mods don't help people, I definitely think they do. It's just the only one I tried dming didn't help me
And if I keep joining and keep trying to get in I'll be banned
From what I understand, the issue is that there's a handful of very dedicated scammers that have repeatedly tried entering.
And while most people don't fall for them (they're dumb AF scams, for real) it's a concern for the...lower knowledge users. If I'm being polite.
Well from the start all models are made in a program like blender from scratch. if not by the VRC player then by someone else.
But someone, somewhere, made every model
for free (and paid) gumroad assets, this is a good site to search on https://vrcassets.com/?query=free
to clarify: this website is just a glorified search bar, because gumroad's search bar is awful
I have a question, is it possible to make visemes with material swaps in 3.0? I have a friend that wants to learn how to make an avatar with 2D Visemes without having to swap materials
texture offset can be used instead of swaps
how do I get someone banned for ripping my avatar
It won't matter if it's already on a site, though...
Quick question. I want to add a little creature following my avatar on the ground :3 but I don't know where to start :c I have the file for the follower
Following how specifically? Like walking behind you?
Like, walking around, following me :3 staring at people
I could code it, but you can't add custom script for avatar :c
I'm not sure about looking at people, but you could get away with placing your follower behind you or beside you as a game object in your avatar object, then rotational constraining their legs to follow yours whenever you move. It will always be where you put it when you rotate though.
I'm sure someone can come up with a better idea
ohh , I kinda want to make it feel like a pet, and not a prop >,<' but I guess it's almost impossible
the VRLabs Follower prefab should get you most of the way there
you can have it follow you, and it can have an idle animation/walking animation
making it look at people automatically is not really possible, but what you could do is make it look where you're pointing using either constraints or AimIK
ohhhh, gotcha :3 I'm going to try it then <3
Anyone have a good sanji avatar
I'm not really sure where would be best to ask this but I'd really like some help; I'm currently making an avatar and would like to add the Persona 4 Heaven dance animation as an emote. For the life of me though I can't find this anim anywhere online. I do know it's out there somewhere though, as the world 'Dancing VR Night 3' has it available to preview. Does anyone know where I could get the animation itself, or if anyone could give it to me? I'd really appreciate the help!
It might be out there as an mmd motion.
Ask the world creator.
Any ETA on when physbones come out of beta?
nope
Anyone else have problems with their knees buckling on the ikbeta test?
Try asking in #ik-2
Likely bones arent straight
"The signed in account does not have access to the blueprint associated with your VRC_Avatar descriptor." Welp, I chose a bad time to update my avatar.
Hey!, hope you are well. I am a quest playing and I have been looking for avatars for a long time now, but I can't seem to find the perfect one, I was wondering I'd someone could design and make one for me to have, of course I know this is a big ask and I Completely understand If you do not want to do it, but I thought to ask :)
#community-servers-old -> VRC traders discord, request a comission there
Thank you
had to ask, but is there a way to record an arkit session (lipsync) to then convert to an animation file thats usable in unity? Im wanting to make multiple face animations, but having to adjust for each one is very tedious....
when building an avi, does anyone know what with an avatar can make frames drop 20 or more fps compared to another very poor rated avatar that does not do that?
could be many things. you haven't given us enough information to help you. you could start by showing us the performance stats screen in the VRChat SDK
ok one second, thank you
is there a place i can post the snapshot in here?
What is it called when avatars let you do things to other players? Like sit on them or pick them up
It's the seat/chair mechanic
You add a chair somewhere in the avatar and people and interact with it, as far as I know the other person has to actually click it.
If you're asking about picking up other players and holding or throwing them, I believe that is done using a paid script for custom worlds. There is supposedly a public world or two that use this script, but don't know the names as I've never been to them
i miss the slow crouch/prone transition on desktop sometimes 
can someone help please?, it's saying "the following component types are found on the avatar and will be removed by the client", and in the list it includes "Transform, Animator, VRC_AvatarDescriptor, etc..."
change to windows build, and then change back to android build
tried it, same issue
anyone know where i can find the vrchat plugin for unity i got a new pc and forgot to transfer it over from my old one (nvm found it)
Is there still male and female animations for walking like in SDK2?
So I cannot use any shaders outside the limited ones for the Quest 2?
Even like, the performant vertex-lit shaders?
correct. the quest is too underpowered for most custom shaders, you're limited to the provided ones under VRC/Mobile
Standard Lite has quite a few features for being a mobile shader
I tested my shaders in a unity project on the quest, it ran smooth, no lag.
supports PBR textures and emission
If it has 3 point texture filtering from the N64 I will use it.
keep in mind that when playing VRChat, your quest has to render
- the world
- your avatar
- everyone else's avatars
all while still trying to hit a high framerate at a high resolution
I find it odd that no Vertex-Lit shaders are there, when in testing, then run better than most of the standard shaders
oh, and it has to do it twice. once per eye
I made a scene with a shit ton of high poly spheres with a single shader and material for seeing if they run fast, my N64 Filter shader ran fine, and the vertex shaders ran better than the standard ones
the SDK limitations are a hard limitation. all I can really say is that you can make a Canny post to request more shader options for quest
How'd I do that?
could either ask in "Quest creators" or "Feature requests"
you could maybe improve your chances by profiling the mobile shaders vs the ones you want to use
ah
just as an FYI, the mobile shaders do use Vertex colors
there are no visible options for it, but they are used
not sure about per-vertex lighting, but definitely per vertex colors. might need to do some more testing for that
I'm not much of a shader expert sorry
when i try logging into canny it just does nothing
nvm
If I made a avatar with the shader and published it, would it be usable
wait
are there not even any unlit
Also, Seeing that you can use vertex colors, I could just make a script to calculate the vertex shading, though it would take a performance hit.
wait
what unity ver do i use, i use 2020.3.21f1
oh
the documentation feels messy so i dont use it 
i cant ever find what im looking for from the main page, am much better off googling it to find the relevant documentation
is there a specific place i can go to get price points for specific models?
sorry if im in the wrong place
Not in the base ask.
#community-servers-old VRCTraders. There's a spreadsheet with aggregated commission prices.
that is wild, thank u
Sad but true.
My buddy hammered it together to help people not get ripped off coming or going.
It seems to have helped a lot.
that is amazing 😄
one downside to that spreadsheet is it uses a lot of terminology that only someone who makes avatars would understand LOL
Fair. It can be a bit daunting.
ngl my avatar could probibly be made in like 30 mins i just have no experience in it
sounds like your avatar was to large in the latest build
What does that exactly mean? Never had this issue.
do you mean "This avatar was to large to load into this current platform?
Yea
im going to DM you
Okies
Still having issues, tried everything.
Is 'SUPPORT ANDROID: YES' supposed to be on??
I don't remember that saying yes.
It seems that was somehow toggled, and had to use a different version of the SDK
avatars can't have custom scripting on them.
but if you're referring to animationcontroller stuff yes you can use that on Quest
damn
cant i modify the vrchat shaders then export with the modified ones?
I just wish to modify the diffuse shader to use vertex lighting
you can load custom shaders on PC but not on Quest
you can see if you can find a Vertex lighting Shader for your PC Avatar but not the quest version
Unity comes with Vertex lit shaders.
then try that on your PC Avatar
im targeting quest
Does the game apply the shaders from the avatars code/model or does it use the games internal stuff
games internal stuff
so you cannot use custom shaders in the slightest on Quest avatars at all
so no vertex lighting for you
I find it weird how they want the stuff to run good, but they dont even offer the most efficient stuff
Because unless you're going PS1 style avatars it's going to look at ass and several the Shader is literally have like just change the Avatar entire color for the lighting which is even faster
Old CGI in general for me
maybe try a matcap for trying to replicate like pre-rendered CGI look
For reflections thats good
for anything else no
minus toon
can i have semi-transparent matcaps tho
no
damn
transparencies are too expensive for the mobile Hardware
:v
The N64 is ashamed
fr tho
I find that hard to believe, how can pcs and consoles from the late 90s early 2000s (super high end ones) do transparency in real time but a quest cant, when it can run said programs faster
let me rephrase that technically the quest Hardware can run transparencies it just can't run it at a fast enough framerate for vrchat to be comfortable with folks having transparencies on their avatars
because it's very easy to induce lots of overdraw if all the avatars have transparency
i mean, the sphere demo i made didnt tank and it had a bunch of stuff going on, now granted it was like, 30 fps, but i think thats the minimum
as said, each sphere had like, 10k tris
30fps is too low
minimum
30fps would make a lot of people sick/throw up
There are over 100 spheres moving around that each have 10k tris
its reasonable to drop lmao
not in VR
By that i mean its expected to drop down
yes and it's not a useable VR product
i dont expect as much stuff to go on in vrc tho.
yet i still get 40ish fps in some maps
yet again said maps have alot of highly detailed models that im surprised could be used
so yeah there's a good reason why there's no transparency allowed on avatars
basically none of us are trustworthy enough not to melt people's headsets with it
still surprised they dont have any per-vertex shaders tbh
because that would look kind of ass outside of retro models
If the model is already dark itd look fine
i dont mean specular anyway, that always is trash unless the models are super high res
that still wouldn't help it being dark
normal Maps exist
they should still supply both
normal models look like ass with vertex and old school models look like ass with lambert
vrchat hasn't added any new shaders for the quest in a while so I doubt they're going to add that to appeal to your retro niche
still more performant.
most of the models ive seen are retro anyway, either unlit or lambert, the unlit ones looking better since, as said, lambert looks like ass
"most", e-people avatar are the most these days lol
vrchat isn't going to be making their Shader decisions based off of illegal game rips
"Illegal game rips"
That but without quotes
#avatar-showcase enjoy my low poly model I made myself
yes any avatars from old games would be illegal
I just like the automatic, "All low poly avatars are ripped from games" tone you gave me
this part is what made me go with game rips
I didnt see any that looked ripped from any games except a kronk one
because a good chunk of avatars on vrchat in general are illegal
I guess my avatar from my own game is illegal then
I wasn't referring to your avatar in particular now that you've clarified
and you would need to give a canary feedback post for vrchat to even be able to observe your request for a vertex lit Shader
but yeah I wouldn't hold your breath on vrchat adding that
they sorta got code that could work
in the matcap shader
hell, if they just made that per-vertex that would satisfy me.
I will say
I dont like the idea of a material limit, my avatars would be fucked over
there is a limit on the amount of material slots on the Avatar ranking system
how many
My models have around 10 textures/materials
since I aim for maximum compatibility with 3DS, N64, and PC.
put them in a texture Atlas
I would need to rework everything
because the texture size limitations that led to that many materials no longer applies and has no effect on the aesthetic
compatability
just do a separate version for vrchat
Nah
because you're literally making it more expensive by having it be 10 materials
with textures that are 32x32 max
yes because each new material incurs a new draw call
avatar ranking
texture size has a lot less impact on performance for vrchat then then material count on vrchat
Wont be that big of a performance hit
yes it would
what
you're talking about a mobile phone so they're very draw call Starved
it would be less than 1%
Ive used the model i showed in several projects in vr and got no hit
if i get a massive hit with em, ill merge
if not, ill keep seperated
👍
also, on pc mine were green and they had like, 30+ materials if i remember correctly
yet again the shaders used were per-vertex and unlit matcap
Pcs do happen to be stronger than quests on average
my pc is crap
So they have different limits for rankings
isnt that per material
literally the documentation on how expensive swapping a material is for the quest
if so then my model will only have like, 10 draw calls
better than how many it will have on the n64.
that's still way too many for vrchat
considering the budget is only like 200 draw calls
its not rendering that much to begin with
so if you had 20 avatars in a room with your draw call amount you run out of budget before the world
so it would crash
the problem is it's a CPU cost to do a new material so being a literal N64 model has nothing to do with the cost of it
N64 model + n64 materials
it being a N64 model would only be relevant to the GPU
The n64 can only handle 1 material per object.
and I don't care because we're talkin about vrchat model making not running on a literal N64
I find it amusing the N64 can run it better than a Quest 2
no it doesn't
Because it sure is sounding superior in this case lmao
because the shaders are the same mhm yes
10 calls aint that bad for a model
As said
I would point out that the quest has to run at a very high resolution and refresh rate
the quest is a cellphone in a box
Go play vrchat on the n64 then lol
so basically your frame budget is small
Mobile vr needs compromises
nobody will be your avatar at very poor
literally just put it on a texture Atlas and everybody will be able to see it
lemme tell ya most quest users are very much used to enabling everyone's avatar lol
but yeah that's the easiest option really
that's what they shouldn't have to do that for a freaking N64 style model
Im sure they'll be delighted to unhide this very poor avatar just to see some n64 lookin ass eating up performance lol
😂
.
plus you are not accounting for the matcaps and color shifing bits
*shifting
oh no I just noticed it's also separate objects for each body part
there would be 7 materials if i combined all the bits that are color changing
yes
When I import it into unity it merges on itself
The segmentation is editor only

🤔
Idk if thats something unity 5 does that 2019 does not
you cannot use Unity 5 for vrchat
and what is the harm anyway for making a texture Atlas
broken uvs
like that would make your performance better on PC in your actual game
and i would need to reset a few of em
broken uvs is because of the atlas addon you're using lol
plus some bits would need to be their own atlas anyways for the ability to shift its color
the pants and undershirt of my model for instance would have to use its own materials
like honestly you probably shouldn't bother with the color shifting on Quest
dont you sort of have to "fake" color shift on quest too?
i can't remember but its not exactly the same on pc
so then the pants, gloves, undershirt, boots, and helmet will be white
aka, it will look shitty
even more shitty than it already is
I would use vertex colors, but idk how to export those
just put them as vertex colors or put it onto the texture
you just export the model no extra steps required
you can change the shininess value in the Shader to not be shiny
that
has nothing to do with anythingg
*thing
plus 2 materials for the matcap anyway
4 materials about
since i use 3 matcaps for better reflections
you're going for an N64 style model so you shouldn't need any reflections
erm
I hate to break it to you
but the N64 uses matcaps
in a shit ton of games
every game almost uses them
can you literally demonstrate a example
look at the windows in goldeneye
the reflection examples in zelda
the metal cap from sm64
look at those
Fair
that was a kinda stupid statement
actually, kinda is an understatement
okay I was mistaken
Have you even seen any N64 games?
still should Atlas the model
or played any?
or developed any?
you're not going to help by hammering that
Legit matcaps are used everywhere since there are hardware registers to do it lmao
Im just
dumbfounded
anyways
my statement still stands
I don't particularly care for authentic to n64 at the expensive of performance
If the model is too heavy, it will be simplified
it is at the moment
if you're showing up as very poor in the sdk it's too heavy
& Mirrors exist in vrchat which basically would double the draw called cost of your avatar
I keep getting errors from the sdk anywas
*anyways
"Error CS0103: The name 'visioncontrolsettings' does not exist in the current context
dont cherry pick errors if theres more than one
Oy
I was just looking at the error that pops up on the bottom tab.
legit just importing it from the website gives errors, the VRCSDK2 package did not do that
is 2019 not the right ver
SDK 2 is deprecated so you shouldn't be using that
Does anyone know where to access the phys bone script
Okok
Physbones aren't available to the public yet.
bruh.
It is available to the public. Just on the open beta branch.
does unity still use 2019 4.31f for avatar uploads?
yes
it is
Still in beta so yes but also no
Using lindesu’s world constraints, is it possible to have multiple on one avatar?
Not sure about lindesu's one. I use VRLabs' one and it's possible
I think I use both?
In that case, good… very good…
using the vrlabs one , have a jukebox that can drop 6 stations in world (dance thing on em)
Gotcha
I’m thinking of having advertisements for a group I’m in around the world
Keep in mind that the position you dropped an object will not be synced for late joiners
So I’ll need to reset the avatar and drop the constraints again
Anybody knows of a good tutorial for avatar creation?
Also, does anyone know what issues you would encounter as an avatar creator?
I’d like to know beforehand
https://www.youtube.com/channel/UCk5rOzOFIIX5tjozbU9hWZg these 3 videos will show you the basic terminology and how to set up and upload an avatar
but that's assuming that you already have a model
How would you get a model?
you can either start from a base model you can find on websites such as Booth.pm or Gumroad, or you can make your own from scratch in a 3D modeling program like Blender. note that making an avatar from scratch takes a lot of work, and will easily take you days or weeks. you can also use https://readyplayer.me/vrchat to create a humanoid avatar based on your likeness or customized. there is also VRoid to make anime avatars.
for base models, you can also browse this list https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Avatar-Models for mainly anime avatars and a few random ones, or this one https://www.vrcarena.com/category/avatar for furry avatars
I still have a few Avatars in my Unity project, that uses The VRC SDK for Unity 2017...
It is called SDK2, but what is the SDK1 ?
VRCSDK1
sdk 2 became deprecated too
read about sdk2
SDK2 is considered deprecated and legacy. It will only receive occasional maintenance updates, and will no longer be available or permitted for use in the future. Please migrate to the latest VRChat SDK as soon as you can.```
so it's a rip
i mean you can still use it they haven't removed it like the sdk1
it's not recommended to use it
I mean, I stream making avatars and answer questions live, often with a team of three other avatar creators, if you're interested.
Today we're actually doing some rigging, visemes, texture stuff, and maybe even unity stuff.
Is it on twitch? Am I able to rewatch in case I miss the stream?
Or even better do you upload videos to YouTube? That would be useful too
Twitch, I do have plans to upload vids and maybe simulstream on YouTube.
whats the unity used right now? i got a new laptop and im curious to know
2019 4.31f1
Ty
10k max. poligon-count for PC user? Or even older than this?
well it was before my time in 2017 so I don't know
I remember back then, where official "Hub Worlds" was a thing back then that are filled up with players 24/7...
My favorite was the Hub world from 2018 but after Quest joined into VRChat they no longer made any new Hubs. The closest we have is a Avatar3 World from Tupper but he limited the Slots down to only 8 players after 20-30 players loitering around in this world every day... 😦
I mean, Black Cat is basically a hubworld.
Black cat is a community made world, so nothing official by the VRChat-Team.
I saw some older Hubs was been uploaded by the Player: "vrchat"
Ah. Well, tbh, I'd rather them focus on giving us nerds the tools to make worlds.
Community made worlds mostly die out sooner or later... as example, the Open mic night was a good played world, today its rarely filled. But a VRChat made Hub screams indirectly for visitors of every kind as a assembly point. I heard it have to do with quest, but I am not sure why this should be the reason, why no longer new Hubs are made from VRChat Team...
because it's not really worth the development time for vrchat considering how many folks are like on black cats
yes I'm very excited
BASED.
Incredible patch notes
Lets goooo
so i have a quick question about the dynamics and contacts
If my avatar doesn’t pop off again like AV3 I’m gonna cry
i dont have unity on me right now so sorry if its an obv answer
but with collisions and contacts: say me and a homie both have swords we can toggle. is there any way we can have them both classified as a sword, to where a spark plays when the two collide with each other, and then a blood or marker particle spawns on any other contact area?
so theres conditional contacts that can be seperated by tags?
You can tag your contacts however you want
quite a few of my avatars are broken, do i just import the sdk3 over the sdk2?
Call it Sword, SwordBuffMan, Sword99
Oh you’re still on SDK2. You’re in for a helluva upgrade time…
and as long as my homie's sword has the same tag it works?
the non upgraded bones version
bc some of my avatars bones are dead and i need to fix it
As long as it receives the required tag and you send that tag, yeah
lets gooooo
so do i just delete the old sdk and import a new one?
to be able to work on the new bones?
So. You’re not supposed to do the delete whole sdk updates anymore. They give instructions in the link for SDK upgrades
so just import over the old one?
Yyyyep
damn, then i'll be able to work on the new bones?
even if my project uses dyn bones?
confusion
There’s a converter
Yeah, it’s built in. Converts your dynamics to phys
bc some of my avis are rather broken and i'd lvoe to fix it
importing something over the old thing doesn't feel right
for the new dynamic bones do i need to update mine?
if your PC Avatar has Dynamic bones vrchat can convert them at runtime
Quest avatars will need to be manually updated to have any physics bones
yes but it broke some stuff
like this
my god i can't upload pictures
but one of the hairs is dumb
one of my avatars arms is now wobbly
seems like the ability to preview eye-look rotation is gone o:
where can i get the new sdk with physbones or do i need to use a beta version? the one on the website does not have it
mhm did the unity.mathematics auto install work for anyone?
for me the sdk is broken bc that package is missing
and different from what the patch notes say it's not auto installing 😢
auto conversion of dynamic bones probably
how do i fix it
remake avatar
do i need to update my avatar if i don't plan to add dynamics or phys bones?
200 of them...
yup
i wish there a button to have old bones
thank u
wym by "broken"
Yo where's everyone going to test out their new avis now?
things that arent meant to be lifting are
I'm ready to help out with avatar dynamics :)
I'm going to update one of my tutorials tonight
tutorials are probably being made already
nevermind, if this happens to you guys, just sort the errors out, mine was to do with pumkin avatar tools, deleted the addon and it all looks shiney new now
cool
How do I add contacts and the fun stuff?
so kinda dumb question prrobably but ima ask anyway! if i wana use the physbones do i just replace the old dynamic bones one by one?
And become squishy
if i wanted to make like a tie move with physbones how would i do that
New sdk
Blend tree with proximity contact
the is a grab option on physBones
Convert the old dynamic bones, or add a physbone component and add the root of the tie into the transform slot
Select grabable, to make it interactable by you and other players
thanks homie
wheres the new sdk?
Just downloaded the SDK from the website, doesn't seem to have physbones in it?
If anyone is having the "reload SDK" bug or the mathematics issue, delete your pumkin folder if you have it. Pumkin is not compatible with this new version.
Ty
You can watch my video to learn how to use physBones https://www.youtube.com/watch?v=B4MTUG9KhVA
Apparently for some of my quest friends, they're Physbones stuff wont work. even with the new update, unless they activate the beta
beta doesn't exist anymore
it should be gone from list
only ik should remain
Is there a way to disable root rotation? I know original dynamic bones didn't have them and some of my set ups were based around that.
multi child type - ignore
For Avatar Dynamics: is there a way to constrict a bone to 2 axis? My legs push the dress to the side instead of outward
eh nm thats root rotation
Keyword "Quest"
For anyone testing physbones in Unity, grabbing a freecam script for the game camera is incredibly useful for when you’re grabbing/posing in editor.
https://cdn.discordapp.com/attachments/936828379146121278/963573370060943360/FreeCam.unitypackage

Where can I get the sdk with physbones? the one from the website doesn't have them
Is there a way to offset the PB's Collider Capsules so i can make em not stick out of even mold them closer to the Model proportions?
how do i reset the bones they get stuck
anyone got any avatar worlds for quest with dynamic bones
This is fun getting ignored when you ask for help
This is like the start of the beta allover again
im guessing avatars are going into pc mode while you are on quest as well
Me and my friends have HUNDREDS of models between all of us we need to fix. What the actual FUCK VRCHAT
physbone grabbing not working rn?
so for making a new project, should I have dynamic bones still imported so that things with dynamic bones get converted to physbones?
everything is running perfect for me
want to know this too
if you are converting from dynamic bones to physbones you’ll need dynamic bones imported atm
okay I see, thank you 🙏
answered ^
There’s a relevant canny if either of you want to place a vote on it:
Desktop users became the new quest
Backing up my project because Im pretty sure this new SDK is gonna brick my project
👍 always a good idea to backup before an upgrade
Anyone know any worlds where there's avatars at?
the new sdk is not supposed to convert my dynamic bones?
It will, it gives you the option to in the SDK control panel, the place where you click the build button
woops wrong chan sorry
my locomotion is super broken in fbt. anyone else? When i move my hip in certain directions my entire avatar's torso bends up and so does my head
it may be an avatar problem, but if ur totally sure it’s a physbones problem, try either 1, removing any physbones on hips or setting them to isAnimated
hips, spine, etc
So now that the avatar dynamics are there, is it possible to make a prop for an avatar that everyone can grab et al? And if yes, how? Because I was thinking that maybe I could make a bottle I have a grabbable item that spawns near me if it was possible for example, just because. Or is it impossible?
i have no physbones in hips
any armature bones at all?
no physbones on any armature bones correct?
yes
i assume the unity dynamic bones package is now irrelevant ?
is chest part of the armature?
then it’s a problem with rigging or the animation of the avatar
yes.
ok it isnt labelled in the fbx inspector so i wasnt sure
ill try uploading without physbones in the chest
its not like wiggly however, it snaps into places and does really weird shit
not in the "oops i put a dynamic bone on my hip" kind of way
still will happen
huh
my avatar movement gets really jittery if i have a physbone in the wrong spot
hm
if it’s not the physbone then it’s the rigging
How do i add phys bones? I only find dynamic bones when i search for add component "bones"
hmm i should see it maybe it didnt install. prob best to make a new project
So when implementing the physbone chain, it isnt applying to the last bone in the chain. Do I need to have a dummy end bone in this case, or is there something Im missing?
do physbone colliders or something need to be on my hands in order for me to touch things?
please give us standard shader for quest
pls pls pls
instead of these toe bone hair
your hands are already set up with colliders
ah okay, was unsure cause I was trying to self interact and it seems any part of me I touch has no reaction..?
oh heck they don't, thank you 🤍
glad to be of help
When I search for the phys bone component nothing shows up :/ I have a new project open in unity with the vrcsdk3 :S
You using the correct version of unity?
I think so? It hasn't been very long since I mad an avatar, unless the version I'm supposed to use updated again :S and the menu where I can upload the model doesn't say anything about it
i looked it up and i should be on the correct version
So with this new Avatar Dynamics and such, is self-interaction via points on the body possible now?
Like, i can press a button on my wrist and it does something?
yes
Wild
is there no counterpart to friction in physbones?
im curious too
Tried clearing the log file, closing and reopening Unity but no changes.
OOo I just realized we can make physical pouches to activate pulling out togglable objects using the self interaction!
yes
Oh shi-
are all dynamic bones on previous models uploaded been converted to physbones ?
yes it'll converts all Dynamic bones at runtime
I'm having an issue where any other phys bones component I add for bones that have the same root transform won't perform their independent physics settings.
(Sometimes you want components with different exclusions, cause some bones from the same root you might want to behave differently)
The settings in the components are clearly different, but in play mode, it's like all phys bone settings are locked to the highest priority phys bone component's values highest in the hierarchy if it shares the same root transform.
With Dynamic Bones, doing this would work just fine.
wait this is not the channel i thought it was
👀
I've been wanting to crate a slider to allow me to move my hand up/down on a polearm prop, anyone know how to go about doing this?
I am not really sure how to control the animation like that, i already have the thing mapped to a bone, so i imagine i just need a way to drag the bone up and down
When they when you when your mom when me when you me when your mom when I does and also doing what
hi, I'm trying really hard to convert my avi to use physbones, but something with gravity doesn't seem to work
specifically:
https://imgur.com/a/yp2ztrT <- here is avi with her skirt put on
and the issue is, her skirt is rolling up
despite gravity set to positive (0.0012) and gravity falloff to 1
trying to increase gravity have no effect -it still curves up
That looks like it's colliding with some colliders that are set to be a bit too big.
uh, it also looks like there's actually ~12 different vrc phys bones going on in there -it duped the dynamic bones
is there a way to mass-edit all the phys bones scripts, instead of changing them one-by-one ?
I don't think so, no.
you can select each individual one in the hierarchy by holding shift and clicking
it'll multi-select and you can edit them all together
Oh yeah, that's true.
I always forget that works for things other than disabling write defaults in animators
with this new update i am so happy. i can be pet
I really didn’t think I’d see the day that avatar dynamics would be added to quest. It felt like one of those things that they wouldn’t get to until the game was optimized in its entirety. Yet here we are and I absolutely love it
essentially every ones avatar performance level got a shade greener XD
Lol yeah. I can’t wait for my rex avatars to have dynamics. That would be a dream. But rn I’m stuck with wickerbeasts. Not bad by any means. Just not my all time favorite
Does anyone know why physbones just doesn't affect every child of the root sometimes? Getting very annoyed with the bone chain not having physics applied halfway through for no reason
nvm, figured it out! I forgot to mess with the multichild type
which one fixed it? I'm having this same issue where the first 2 bones in the hierarchy are dynamic but the rest are just stiff
I'm thinking it has something to do with the way the assets were rigged in blender but I gotta do more testing
Ignore was the was that was messing with me. Both first and average seemed to fix it, but idk what the difference between the two are
so how exactly do booleans work with the colliders? the "on enter" says it sets it to 1 for a single frame, proximity is weird, and constant is "while in contact"
I have now fully decided depending on phys bone parameters is pointless and that I should just use them locally to drive synced paremeters like bools.
Booleans is yes/no, true/false, 1 or 0.
Did it enter? 0 0 0 0 1 0 0 (yes)
Proximity 0.0 to 1.0 - Closer the contact, the higher the number.
constant is 1 or 0 (Touching? Yes or no)
Then you can say if touching, turn a light on.
i know
but how do you get it to where like
you tap a button and a toggle activates until you tap it again
is that not possible?
why are phys bones freezsing in place when I toggle them off rather than resetting to their normal rotation state, is this some kind of feature? I just need to know how to disable this
I have to delete my entire locomotion layer to be able to use my model in game now. Also interactable phys bones arent working on my models. The update hasnt been nice to me
Is there any world that have phys bones avis for quest
I'm gonna say it, the PhysBone hard cap has been exceedingly helpful for me. It has forced me to rely less on collision checks and actually learn the components better so I can make great PhysBones without relying on cheese essentially.
https://files.moonvrc.com/Unity_E17rE1I7aH.png I'm in pain
Headpat.
Is there any better way for a wildcard check?
What exactly are you trying to have happen here?
Looks like you only want it when your left hand is at 0 or 1 and your right hand is at 0
At this point I’d just use the Less than 0 or Less than 1 if you don’t want any of the other parameters to be considered
That looks like something yandere dev would do.
Shouldn't it be easier to have Parameter equals [number]
instead of Parameter NotEqual [everything existed in the coding]
Equals would be the most efficient if there is only one way you want the effect to go off
Also, the fact that you can use bone twist/bend limits makes it even fucking better, because you wont need 500 bone collision checks if you don't want things clipping into your avatar. Like tails, long ears, hair, clothing stuff like strings or chains. I'm excited for the performance boost that'll happen in public worlds. It'll take some time, like possibly months, for a majority of avatars to convert, but man. Hype.
https://feedback.vrchat.com/avatar-dynamics-reports-and-feedback/p/bug-small-bones-do-not-work feel like I should leave this here because I think this will break a lot of things
Heyo Paci.
Shame there aren't descriptor leg colliders users
PSA: Scale your avatars to like 5x to test physbones to eliminate that a small bone in the chain not moving correctly is changing your outcomes!
i can make a video of the issue soon
might help
can post it in the canny
ty
actually
just realized
probably a bug but it has to do with scaling somehow
had the same issue with a tongue
convert units was set to 1 cm (file) to 0.01m (unity)
now changed it to 1m (file) to 1m (unity) such that it's 1:1 units
and now it works
physbones seem to not like being small
like
scale any avatar with physbones to .1
boom phybones broke
whys it make hair look weird too
I dont think working with physbones will be possible unless you scale your avatar to like 10
thought i had found something but its broken
Its stupid that I cant disable physbones with animation how I did it with dynamic bones
sorry this was probably asked a few times before me but i cant find any posts. are there any tools which auto convert dynamic bones to phys bones?
commented with gif @teal path
The SDK can do it automatically
However, it won’t change animations affecting dynamic bones
uuuUUUUUUH!
VRChat SDK > Utilities > Convert DynamicBones to Physbones
sexy! Ty!
Thats lifesaving right there!
Hyy 
The values will be very dramatic compared to normal. Like mine were very elastic so play with the values as per usual.
https://docs.vrchat.com/docs/physbones
Seek this if you don't know what value does what
Are/will there be any tutorials on how to allow others to hold an unrestrained object from your avatar? Like the chips from one of the example avatars?
Most likely, there will be a tutorial for everything and some people even selling pre-made stuff on gumroad/booth
i want a PVP System with a life bar going down when hit by a weapon HYPED
lmao think someone got too excited
ah so thats what it was son of a bitch lol
yes it was meeeeee
i've been troubleshooting me and a friends avi for a while and we absolutely cannot figure out why her hair wont move and mine does, despite both of ours being the exact same model, and i now i'm thinking its because my avatar is scaled larger?
but i'm also having an issue with my toungue where it wont animate at all anymore and jitters and glitches around too
It's usually enabled by default, when you convert, but double check Is Animated is enabled
If you uploaded the model, tweak the values. I noticed that being an issue too, just lowered the value for Momentum and that fixed the issue
yeah there used to be the inertia scale on dyn bones that changed the amount of influence that your thumbstick movement would have on the bones, and i'd always set it to about 0.8 so that the bones didnt freak out when i walked around the map
it looks like now you're supposed to use the Immobile option
Tweaking Immobile value should help as well, according to the docs Reduces the effect movement has on bones. A value of one means the bones will always stay in their rest position unless moved by collision or grabbed.
but that seems to affect the bones movement overall as well
i'll keep messing with it tomorrow i've literally only had like 2 hours to mess with stuff
odd, I haven't tried everything in-game yet. Too busy updating all of my avatars to physbones
right now my absolute biggest issue is with my avatars tail, i have used a floor collider in the past to let my tail lay on the ground when i'm sitting down, so if i sat down the tail would rest on the floor. But now as far as i can tell, i still have a lot more adjustments i can try, but it seems like that once i have the tail touch the floor, the whole tail like aims upwards to the sky instead of setting itself down XD
i'm thinking i just need to adjust gravity
i did a super awesome thing with my hair that i'm sure lots of people found out already but thought i'd share anyway, but by adjusting the rotation limits on a few axis' and setting curves for said rotations, i've made it so i dont even need a collider in my head for hair collision anymore, and it even looks better than before since now it doesnt have to slide alone a colliders surface
really awesome stuff
I cant get anything to move the way it used to
I give up and hope theyll just somehow figure it out
they've said from the start that things will simply move differently unfortunately, we'll just have to adjust things til they're close or better
Imma wait
I just hope theyll do something to fix the big issues soon
I wish theyd just let dynbones coexist and just fix their threading issue (update to new dynbones or something)
hmm... I thought I fixed an issue from before but it isn't working. I have a bone with physbones applied, but all of the children are not being affected. I tried messing with the multichild type, which fixed my previous issue, but it doesn't seem to be working now. Any other ideas?
scale it up to like 5x and check if that works
i am concerned with this new avatars thing tho , i can imagine gonna use it for certain things 😳
good thing people can toggle it on and off
yea
Can't you add the chain as an exclusion to the tail root, then add another component in the chain with it's own settings? 🤔
Just guessing
hello, i found an avatar that i like, though there are some problems with it that i wanted to fix. is there any way to export and edit an avatar from vrchat?
there isn't
I noticed something interesting about this update since PhysBone is live.
Since some of my friends have slow internet(WiFi and not cable) I noticed that every interaction with PhysBone, me or anyone kinda fluctuates their ping like they get high ping. Is it cuz every Interaction with PhysBone are being sent to the server vice versa?
a question I use physic bones with a tongue no matter how I use it tongue stays stiff why?
even when converting
You have to redo the animation to make it toggled on and off along with the tongue having such
does it start moving when u scale it up
Set the root bone to one bone above the tounge bone. That did it for me
Had the same issue
It's still a little scuffed but it works
Canny to stop people from uploading avatars with too many physbones is complete
just received a mail about it
Only way is to get the file by contacting the author, or whoever is selling it. Getting & reuploading the file directly from the game is called ripping and can lead to a ban
What happened before if you had too many bones? It just let you?
i will try to get in touch with the author
Yup :)
Yeah, it was confusing
the canny was opened before the beta was released, but it didn't make it into the full sdk
I don't recall dynamic bones having much of a limit or did it
I forgor
I havent even checked how's the limit, i assume its plenty high on pc
I feel like the Update Checker of the SDK is a bit outdated xD
it says there is an Update..... from 2020
they should just remove
What's the most popular shader people use nowadays?
poiyomi, standard, toon lit (for quest) lol
Oh, Poiyomi is still the most widely used? Thanks
that's what i see at least
hey guys sup
im testing something with the new update
sometimes when i pull my own hair it goes back to his position, but other times the hair just stay floating.
anyone know a fix or is normal?
ayyo anybody got some ideal physbone settings for hair they've been using and wanna share? 🤍
I'd say liltoon and poiyomi are actually fairly on par these days
When you press the trigger after grabbing phys bones you pose them and lock them into a position. Grab that bone again and let go to unpose
Turn off posing on these bones, that'll fix it
Or just don't pose it with trigger, yeah
how to unpose them?
i am thinking of adding a bone to a sword sheath i have at my waist, sounds interesting being able to handle it around and freeze it in different rotations
ty, is a bit weird when you're using index
if i want to move a single bone, do i need a root bone separate of the bone i want to move?
i.e. a root bone somewhere at the hip bone, or just putting the component in there is fine
I think you needa set the child mode to 'first' and define an end position
also can others really only interact with my physbones through only hands and fingers? is there no way around this?
apparently you can but they dont seem to work with anyone else's physbones
from my testing
i see
anyone else's phys script not working on butt/chest bones?
what unity do i need
Does anyone have an Arceus Avatar
Can PC users see all Quest avatars automatically, or do they have to choose to enable them, too?
If the Quest avatar has a PC version uploaded, yes it can be seen. If it's only uploaded to Android (Quest) however then PC users cannot see it.
ah gotcha gotcha
thx
How can I touch/interact with phys bones in unity?
play mode / game tab , click'n drag
everything there is 2D and my avi is way above
yes she does
but thank you anyway
how would I get my hands on the new VRCSDK with physbones?
vrc website
mhm
is actually standard in the fingers
?
If I have a toggle that disables the bones for, example, hair. Do I need to enable isAnimated? Or can I leave it off. I'm not animating the bones, I'm just turning them off
also this got buried pretty hard but is actually kind of annoying https://feedback.vrchat.com/avatar-dynamics-reports-and-feedback/p/1184-physbones-freeze-in-whatever-position-they-were-in-when-disabled
BRUH; is that why my fking tounge won't move
probably yes
test it by scaling ur tongue up
if it moves then yea
then its that bug
I don't wanna update my avatars with broken tongue for my customers. That's just stupid
but this would be a nice to have. right now if u toggle physbones it doesn't reset the transforms of the bone
its fixable by manually resetting the position of the bones
but that's something that wasn't needed with dynamic bones
yeah, I noticed that on my hoodie toggle lmao
and such would be great to transfer over to physbones
@woeful ruin Will this be updated soon? I don't want to update my avatars with broken tongue bones
It there any possible way of safely switching over a project that has 2.0 over to 3.0 without it braking the entire project?
descriptors will not survive, totally different, other things shouldnt change
Like if I just delete all of the 2.0 SDK stuff and just import 3.0, that would work?
Been awhile since i converted mine , i would strongly recommend a backup 💾 before changing
Alright
I tried copying it over and had no phys bones installed. had to remake a project to make it work.
anybody tried using the action menu to toggle physbones posable/grabbable?
not sure which chat to put this in but trying to convert an avatar for quest but no idea how to reduce phys bone transform count anyone know how to by any chance?
my unity game tab where I want to grab test my phys bones only shows me a view from way beneath the avi in the void
tried playing around but cannot seem to change it
any idea?
try moving the camera
did that
I'm sorry for tagging but I need to know if the issue with small bones not moving at all will be updated soon or not. I need to update my avatars but I don't want to update them twice if it's getting fixed soon @tough epoch
Depends what you mean by soon
for some reason every avatar thats generic rig never loads
Soon as in: is it worth for me to update my avatars (that I'm selling) with some broken phys bones or is the update coming in a day or so
Ah, no that issue won't likely get fixed for a while
We're currently working on that
Thank you for some feedback on the issue!
any quick explanation how i go on about getting a face gesture to pop up when hair being pulled? all I did so far is put 'Hair' in the paramter slot of all physbones scripts
Ruuubick is correct, it's a lower priority bug. The "small bones" are... really, really small. Like, less than a millimeter. You shouldn't have bones that small. I'd suggest editing the avatar's armature to solve this rather than waiting on a bugfix, although we'll eventually get to it.
hey people! i just got done redoing stuff for physbones. these are the settings im using for my rusk avatar. pull: .22 momentum: .225 stiffness: .42 immobile: .34 gravity: 0
you can use this as a base if u want
Yall know a good Custom avatar creator?
the issue is that every tongue asset is broken, tongues have small bones
How many bones is that tounge, cause all mine still work (3 bones)
One's like 15, the other is like 10 cause it has a chain attached. The 15 one some bones move, some doesn't. The 10 bones on is completely still
They're assets. and If you want a smooth tongue movement that's what you gotta go with
Not true at all but you can belive that, im not trying to change peoples mind, your tounge is not that floppy at all
Not a VRChat or system issue, it's a creator issue.
Wait for creators to update their assets.
yeah i was about to say
it seems like the tongue issue is a thing on rexo avatars, i dont even think the creator has updated the package with physbones
I'm going to try and merge bones myself in blender and if it doesn't work I'm just gonna remove the tongue from my avatars for now
Rex one i fixed earlier had 3 tongue bone, only need 2 + endlenght to work (av scaled to his height at 6'1)
no cap, I managed to fix one of the tongues combining bones, thank you for the tip. It looks a little bit scuffed but atleast it works
so theres a newer sdk on the vrchat website than the one tupper linked for the avatar dynamics beta, which one should i use?
The newest SDK because we're live now.
Don't need the beta one anymore.
thanks
just curious if someone 'poses' your phys bones, how do you reset it so it's not annoying or anything
Last time i tried to reset them with a button or something , nothing, grab & release or reset av , why i dont have anything poseable
yeah that's what i thought, i should probably disable it if that's the case
its not synched either for others that arrive late , 🔨 i think
Grabbing and releasing resets them. @merry swan
Trigger while grabbing sets it as a pose, grab and release without trigger resets
Desktop does not currently have the ability to reset or pose physbones. ^
Made some shorts ago with a zipper thats contacts, and it could be posed, but when zipper goes up its ment to reset posed stuff (not gonna work since animation cant tell it to reset 🔨 )
Can someone describe in a nutshell all the three different multi-child types to me please?
the docs don't seem to mention the difference
It's pretty neat, actually.
If you have a root with multiple child bones, you can observe how the root is included by flipping through them.
ignore is handy it will never move the root
Still... what would be a good way of setting up a contact receiver to receive particle damage and tick a float up to 1 in intervals of .05, or would that be a little complex?
dynbones had to use radius to avoid that
Okay so ignore will ignore the root bone which is nice
but what does first / average do?
im guessing first will move the root, as opposite of ignore?
average moves the root too, first is.. odd it will move one of the strand of bones thats first in order or something
think i have a small vid of it somewhere showing it
you can just flick it in vrchat and see yourself
Average seems to just make everything move a lot more, I'm not really sure what it's doing or what it's supposed to do
I can see first taking effect though
It makes the first strand of bones move a lot more like u mentioned
so i just need to understand what average does
I'm not really sure where else to ask this, but is there a specific reason why only one hand can grab a physbone at a time? Or is this a setting I'm just not aware of? I'd set up a bunch of root bones to reduce the number of physbone scripts needed to have my model in working order, but at the end of the day I basically have to set it up just the same as dynamic bones.
I got some bones with bone length 0.006 - 0.008 m, meaning 0.6 - 0.8 cm, so multiple millimeter. I export with FBX units scale, so Root, Armature and Mesh have scale 1 and not 0.01.
From testing and scaling the headbone, it looks like everything smaller than 0.01m stops working, which would mean less than a centimeter, not millimeter.
I could totally understand if bones less than a millimeter would not be considered, but less than 10 millimeters?
Someone please?
I also have to stand behind this to be honest plus I wouldn't really call about 120 upvotes on a canny in half a day a low priority bug
Is there any way to have an animation cause a chain of physbones to return to the bones' original positions?
if posed?
After being affected by gravity
eeh disable their gravity i guess
I guess my next question would be is it possible to have an animation adjust a curve graph for one of the phys bone properties?
it's usually pretty scuffed, it takes in account all the bones in the chain and uses the average as the end of the parent bone
Damn I just checked this new feature of physBones, and I dunno what you think about it, but to me out of the box it really do suck. When I use it, i loose all the softness in the animation of my tail, and ears when I move my body and head around (like they do not move at all). I can grabb, but even that is quite bugged. Maybe i'm using it wrong and havn't seen some setting ?
If I reactivate the dynamic bones then I can see them moving fluently again.
Did you have a different experience ?
Yes, physbones don't do a great job converted from dynamic bones
the model has to be re adjusted quite heavily in unity to get the same/similar results
this!
Oh I see
that makes sense from what I see visually
thanks !
I can grab a different bone chain in each hand. Grabbing the same bone chain with two different hands they probably didn’t have any IK with two anchor points. IK may be magic but it’s not as magic as people assume.
Please move all Avatar Dynamics chatter to #avatar-dynamics !
yike
Idk which avatar channel to put this so imma just say it here
So i plan on trying to make my first avatar being a rex. And i want to know which one of the website is the real one so i don't pay for something and i get nothing out of it.
singular
https://rezilloryker.gumroad.com/l/MYutV legit one
id be sceptic about buying one right now unless they fixed it to physbones, you would end up having to do it
auto convert is...eeeee.h.. well
that ^
So wait a bit? Or what do you mean.
Right now it has dynamic bones (wich you dont need anymore and cost) , physbone can do it better & free, but you would need to set them up
Ive changed one of those to phys, its not too hard if you know how to move sliders around
Yeah idk anything on avatar making or anything on it really. But hey i'm willing to give it a shot
if you dont know you probably should just wait a bit
Hey
Does anyone know I could play a sound from a toggle for its full duration? Mine is only playing for a short time while the value is true
Hello does anyone know if VRCLENS works for quest user to see the camera? not to use it?
Hey so... I've been having an issue with particles on quest avatars and I just found this thing on the canny that seems to be my exact issue. It's also quite new, coming from this month. Would anyone mind upvoting it so it could get fixed?
thx
somehow i managed to blindly stumble my way through making one of those hand sliders for spear props 😄
small victories
how can i set up the new avatar dynamics? if i update the sdk to the last version and in my project i delete old dynamic bones, the new avatar dynamics will wok?
you would still need Dynamic bones in the project to use the auto converter
What does the 'Is Animated' option even do to the Physbone?
basically it keeps changing the rest pose for the bones to match your bones animation
at least for AD