#avatar-general
351 messages · Page 50 of 1
AH
Locate the VRCSDK Tab in your unity, then you can do the auto conversion once you select your "Specific" Avatar in the hierarchy
Backup, and duplicate your current avatar in the hierarchy then try the auto conversion
phys bones are out so just go to the beta world in game
anyone know some good animation websites
mmm yes so as I was gonna say @meager gyro
I wanna use a mix of blender and vroid
Like make a vroid avatar then in blender edit it a little and make a hand puppet onto it
Or just make an invisible avatar with a hand puppet but idk how tf to do that
Hell I've never even used blender
So, I remember one time someone saying that the Rusk base model was free, is that true? If so, I'd like to try making my own variant. If not, that sucks.
So for Blender you will need to download a mod to be able to use it but its pretty simple. Vroid is nice for basic avatars but any unique designs or props will need to be added from a different program.
You’d need to download an addon for blender. Look up “blender vrm converter” and you’ll find one.
that sounds complicated
It isn't. Rusk costs you 5000JPY
Modding blender is super easy, its designed to accept them so its (almost)as easy as click and dragging a file
CATS nativly supports VRM importing
meow..?
Gonna be honest thanks for the help but I'm stupid
When I get blender I will try
Lame.
Actually you can get it for free online. I think they’re talking about another addon
Thanks for the info
Your welcome
i am looking for some one to make avatars for free and pc and quest
You could maybe use a computer at a library or school
(OR and I don't know how well this works and based on what you've said before might be too complicated for ya but it is technically possible to run Blender on an Android phone def not setup for it though)
How do i remove the damn walking animation, it wasnt like this in sdk2, how do i revert to those animations?! I have done legit eveything. Give me the short answer. I DO NOT USE FULL BODY TRACKING.
stupid arms go up and down up and DOWN
You can do stuff related to walking/falling/running/sitting etc with a locomotion layer
Presumably there you can have it not do animations or use something like the toggle some FBT people use with WetCats or gogos locomotion to stop animations
sliddeeee
You really can’t get a decent avatar for free. If you want one rigged with custom animations and everything, it can cost over 300 dollars or more. If you want one for free, don’t expect more than a block.
Anyome know a good conversion chart for dynamic bones to phys bones? I know there's a button for it, but they aren't quite identical in movement
The physbones are a little too rigid when there's not a lot of bones
Are there any rules to make quest to pc physbones interaction possible?
Like do they have to be 1:1 or can one have more colliders or not? n stuff like that
There's not any rules against different dynamics for a quest and pc variation of the same avatar.
But will it work with interaction like grabbing etc?
yo what version of unity does the new sdk need to be on?
That's a good question... my guess is that it would likely desync if the bone structure was different. I don't think the bone positions themselves are synced, just what affects them.
Unity 2019.4.31f1
ok
Yea thinking so too, was just wondering if they had built in a block if values werent the same. Guess Ill have to abuse my quest friends for it, thank you!
I've seen there is a way to interact with physbones in unity, does anyone know how?
If it’s just pushing, you can make a collider for the physbone and move the collider around during play mode.
okay so, I have a rexouium avatar and I really dont like the blend shapes or the general shape of the breasts, and I wanna take the breasts from another avatar's FBX, the hyenid, and put it on the Rexouium. How would I go about this?
you would have to:
- cut a hole in the chest of the rex, separate off a similarly sized area off the hyenid, and then align it best you can
- match the topology (# of edge loops) of the hyenid chest to the rex chest
- merge vertices around the cut section to make it a uniform piece (if loop # matches, you can simply select both rings in Edge selection mode, then right click > Bridge edge loops, and enable "Merge" in the pop up)
- sculpt to make sure the boundary is smoothed out. should also do Alt + N > Reset vectors with the area selected to fix normals
- fix UV mapping by pinning all of the UV vertices (hit P) except for the chest from the hyenid, aswell as the ring of vertices where the hole was cut. then, hit U > Unwrap to "patch" the hole
- (optional) redo blendshapes to change the size of the chest
oh wait, you can move it around and grab it using the camera. Center the camera on the avatar, and you can move around any bone you have "grabbed" and "physbone" enabled :3
ty!! i'll try this when im more awake haha
A tip for PHYSBONES
To prevent the bone from pushing into a mesh, don't use colliders, they take up too much data and can lag.
Use angle limits. Reduce the angle until it matches whatever curve you need for the bone chain in particular.
Use the Yaw, Pan, and Roll to angle the bones to match the curve. Don't go past the middle line, or it'll become stiff.
You can also apply a "curve" to the bones. The higher the curve is, the further it'll torque the angle to that orientation.
Could some one edit an avatar for me
(reposted from help) anyone know how to make prop toggles so that the prop stays attached to your hand (right now i basically have to guess where the hand's gonna be when rendered)
yes
finally lol
people will be able to touch the capes and it'll move in their hands
thats super cool
quick question: do contact receivers work if you toggle the gestures off?
oh, I guess it makes sense to ask the in #avatar-dynamics
Soo, for some reason my ears stretch really far for quest users, even tho max stretch is set to 0.15 just like my PC version, is there any reason this is happening ?
do locomotion animation replacements work in 6-pt FBT? (walking, running etc)
Yes, if you specifically set your locomotion controller to target it, or if you enable 'Force Locomotion in 6-Point Tracking' in the Avatar Descriptor
why is there a massive discreperancy between the shine on the avatar in unity and actual gameplay while using mobile shaders?
OK, so it seems that the Metallic Smoothness shader on Standard Lite shader is absolutely useless
The limits of Oculus 
it doesn't even work on PC. Why do they even include that option?
I would assume it is homework from Unity's standard shaders
So some things on comp might get chopped
Have you checked your lighting tho
Lighting does effect how metalic things can appear
yeah, I have been in fullbright worlds and dark worlds, it is the same
LAME
I can use MatCap Lit for shine effect on quest, but then Emissions become impossible
Maybe it is an error with their shaders? Make a Canny on it
New SDK (VRCSDK3-AVATAR-2022.04.21.03.29_Public) is causing tons of errors and not loading correctly in unity. Dependencies are missing etc. Would post a screenshot but I cant in this channel.
How and where do I report this to the DEVs ?
You can't post images here because this isn't the help channel, #avatar-help for help from other users on how to fix
@karmic totem but I don't need help. I want to report bugs in the new VRC SDK. See my screenshot in the avatar-dynamics channel
A bug report channel would be really nice. Where you can get into dialogue with the VRC team
are we able to take eachothers props now or is that something that can't be done.
^
yea I know, thanks. But usually I don't get response there for ages. Not sure if anybody ready those reports ... :(
They do.
I will try my luck once again
So are old dynamic bones going to stay messed up forever and my collection of avatars and avatar worlds are just worth deleting at this point because it was 5 years worth of work and I don't have all those projects anymore?
I'm in a dark place v.v
Im pretty upset about all this. They destroyed millions of avatars and just kind of shrugged at us.
No, they let people know well ahead of time.
Even had the chance to experiment with it during the beta.
Similar thing happened when they upgraded the Unity engine version.
People were pissed at first but then it eventually became status quo.
So basically, yes, I should scrap all my messed up avatars and start over?
No earlier of a warning could have helped with this. I've been building these for over 5 years. And they are all messed up.
I get what you're saying we'll get used to it and just keep building I know but never has an expansion destroyed an avatar before.
No I have to delete over 200 avatars and years of work over just being able to pull on peoples bones. It doesn't seem fair for a game thats basically created by us creators.
This is why you keep the files saved somewhere.
I dont ever know if that would have helped.... I have the models and I have the projects but these date back. It's not just the sdk it's the unity version they are on, the poi shader version they are using Uninstalling and reinstalling the new sdk, upgrading every model to psybones. This would take forever for how many avatars there are.
Should be updating those suckers to Avatar 3.0 anyway. 2.0 is slowly drifting away.
I am a noob to blender but I got my experience in CAD modeling for 3D printers in Fusion360
How can I seperate my head from my body? So I have two objects to toggle in the end
Edit mode, select head part of the mesh, hit P and by choose separate Selection
hello i have a problem i had a skin from a person except that i can't do the dance to do a backflip how do you use it?
thx
is there any good reason to update from blender 2.79b
What shaders to quest makers normally use for stuff like hue shift?
Are physbones finally out of beta? If so YAY
Please answer as soon as you can I’m very hyped right now
You could see in #announcements yourself
honestly i'm happy that alot of my old avatars are incomprehensibly fucked
Can we send pictures to this general group?
No. 👀
Yo how would i make it so my tail and such dont clip through the floor when sitting down and just kinda lays down instead
Anybody having trouble getting an earring bone chain to work properly with physbones?
plane collider is apparently infinite
I had my uploads fail. Concerning.
Anyone knows why when I put an object on my avis head with in the armature hierarchy, the Object does not stick to the avi
it is just stuck in space
Could be because of bones are too small https://feedback.vrchat.com/avatar-dynamics-reports-and-feedback/p/1187-small-bones-no-longer-move-at-all-with-physbones
Yeah. I kinda figured it was a bug
Thanks for the answer
905 votes now 😄
Anyone do avatars for a good price hmu
vrctraders in #community-servers-old
what are some good avatar shaders for 3.0?
Can I have help I'm trying to find a particle effect like the super Saiyan from Goku or like the nen ability from HxH idk how to or where I would find such a animation
Have you tried poiyomi shaders
They are PC shaders though I don't think they work on quest
im a bit stupid do avatar worlds only work for that specific world or do u get to keep
any Avatar as you grab from Avatar pedestals you can wear in any world
thank you friend
ive been trying to find a specific giant avatar that i got rid of a long time ago. its a giant anime girl with white hair and white bikini.the hands and shoulders have seats that people can sit on. i can see the avatar on videos googling it. but they copied it from someone else and they don't know who made it and i haven't gotten a response out of from them yet. if its been deleted then oh well. but if anyone knows the name of the avatar, who made it, and where i can find and favorite it. i and others would very much appreciate it.
so is anyone else having an issue with the lasted SDK on the website? I've been waiting for a new release because Im thinking , " surely the realize theres a problem with it". I can load the 4.20 SDK with no issue into a new project or old but the 4.21 SDK fails with and error in or new or old project.
Ive seen a few other people with the same issue. The only option you get is to reload SDK at the top which doesnt work.
Do you have pumkin tools installed? If you do, either upgrade it to version 1.0 or delete it
No, it does this with nothing else installed. I can create a new project and load only the SDK.
Do you have the correct unity version installed? it should be 2019.4.31f1
yes
any errors in the console?
I have no issue with the 4.20 SDK only the 4.21 SDK
yes, i tried to post a image here but seems I cant
try posting in #avatar-help seems like people post screenshots there
quick question
how hard is it to build an avatar from scratch being a complete beginner
define scratch
the model from zero too?
for you to get literally anything going, not very, just takes a lot of time to learn the tools
to get something that doesnt look like a potato? very hard
i need phybones avis for quest please tell me were some are i have 4 and need more
Kurais avatar world has some
thx
any others
why do gestures that use the blink shapekey not work, is it because im using the blink shapekey for vrchat blinking? how do i fix this without making a duplicate key
holy shit wait maybe i can use the vrc blink shapekeys
wait i dont have that on this model, any tips?
blendshapes used by the ad-hoc function, visemes, blink, cannot be used in any other places. So far, the only way is to duplicate blendshapes
i thought 3.0 was supposed to be advanced . bruh
.________. mfrn
that is legit some dumb shit
in 2.0 you could have an idle animation use the same blink shapekey if you didnt want to use vrchats blinking, and you could still use blink in your gestures on top
3.0 IS advanced. That's just game engine blendshape conflicting. It's like assigning values to algebra in math. So it's a math problem not sdk 3.0 problem.
what do you think of this
Mechanism giveth, mechanism taketh. Things works differently back in 2.0 maybe, and because of that, maybe there are other things that becomes a problem. So in order to make 3.0 better, sacrifices had to be made.
and in the future, sdk 4.0 could also be different.
guess i just wont be blinking then because id like to use blink in my gestures, dont want to go back into blender, and only have a wink on one eye so i cant use that
Has anyone noticed some Avis are bugged because of the update? Like I have a few that the arms just bug out when they didn’t do that pre update
i saw my arm vibrating today
Yeah, I think it’s the interactive bones on my arms acting weirdly. It happens sometimes if you move your arm too quickly, put your hand near your face or move for an extended time
Why not set a an animation that blinks in your Fx layer either through rng parameter drivers for a random pattern or through a longer animation which is easier to set up but will always repeat in a predictable pattern. From there you can stop said blinking logic when the face expression plays as you control the blinking or you could put the blinking layer above the facial expression layers.
I feel like the reason 2.0 worked fine is because you were just overwriting existing controllers which were set up using that second option. Having the blinking be on a layer above the Facial expressions means the expressions can 'take control' of the blendshape when being used.
ive seen people make static avatar objects, how do i do that?
constraints (pc only)
Which avatar?
cant send images
it was named "Jellybean Meme | Beserk Skeletons — Mortugues"
when holding grip, its spawns multiple copys of yourself, that dont move along with you
you could "drop" an object by using a world mesh particle
the common methods are through rigidbodies and constraints where neither of them work on quest
so I'm just tossing an idea
I'd have to see it's behaviour to make any better guesses but it being a particle is the only other way that comes to mind.
I don't know of another way to "attach" an object to the world
unless something has popped up with Phys bones and/or Contacts
mhmm...
where would i ask for help involving animations/expressions?
So, I recently added PhycBones to my Rexouium avatar, everything works nicely expect one thing, which is me or anyone else cant interact with them. I can interact with others, my settings all allow people to do so, but it still wont work. Anyone know a solution?
sounds like you probably didn't do the Radius setup properly
Is there a way to move the camera position with a toggle?
viewpoint? only temporary for static'ish animation
With the new phys bones update can we go ahead and add phys bones to avatars or do we have to make dynamic bones then convert them?
the latter would be pretty stupid, Physbones come with the SDK and you can add them to anything
Can you do user-specific modifications to an avatar?
For instance, if someone was named "JoeBro23", can i have it so when they use a specific avatar, a crown appears on their head, but no one else who uses the avatar has that happen to them?
I know it's possible with Udon and world SDK but that's not really available for vrc.
yo how does the avatar worlds thing work? i just click on an avatar and i get it forever?
You can save any avatar in favorite list so you can change to it later.
you can use it as long as the avatar creator keeps it public
if they ever delete it or make it private, you can't use it anymore
Anyone know if the Rusk Avatar has a server? I just bought the base and kinda want some help and stuff but since the owner only can help in japanese i hoped they had a community server
Just thought of a cool idea!
So, with the Avatar Dynamics, there's Sender and Receiver components that can be used to modify avatar properties. These can be used for menu buttons that can change the avatar.
For proof that this works, check out the demo world for Avatar Dynamics! https://vrchat.com/home/world/wrld_f995a2eb-7ddc-4558-aef1-815c3b23df6c
My idea is that there's password-locked avatar-specific inputs.
This will allow people to have custom modifications done to avatars without having to upload to their account, only that they remember the passcode they can set.
So let's see how it works! I'm going to use a pseudo language to explain this initially, but explain fully what happens after.
On startup: [code setup is 2319]
- Group 1 Input Block (G1) initialized (number pad from 0-9) [awaiting input]
[presses 1] - button press audio cued. button lights up to signify press. G1 is reset, no visual changes to board. - G1 is awaiting input...
[presses 2] - button press audio cued. button lights up to signify press. G1 is replaced by a Group 2 Input Block (G2). No visual changes to board. - G2 is awaiting input...
[presses 3] - button press audio cued. button lights up to signify press. G2 is replaced by a Group 3 Input Block (G3). No visual changes to board. - G3 is awaiting input...
[presses 4] - button press audio cued. button lights up to signify press. G3 is replaced by a false Group 4 (FG4), no visual changes to board. - FG4 is awaiting input...
[repeated steps until correct code is produced: 2319]
[presses 9] - button press audio cued. button lights up to signify press. board flashes green to signify a correct code. Player-specific mod is applied (in this case, a crown is put on the head)
A more human explanation:
- So when the avatar is initialized, there's a expression that'll turn on a number pad on the arm, or directly in front of the avatar. The player can press all of the 10 buttons between 0 and 9, and it'll light up the button, and emit a small beep sound. There'll also be 4 lights above it that'll turn on when 4 buttons are pressed. If the player knows the code 2319, they can put in all 4 buttons to change something on the avatar, like a crown. So when the number pad appears, we can designate that as Group 1. When the player presses a button on Group 1, it'll check to see if it matches a code in the database, and will switch out the Group 1 pad to the Group 2 pad that corresponds with the code. In this case, let's call it Group 2A. For this scenario, if the player presses 2, it'll switch to Group 2A, otherwise, it'll move to a false Group 2, 3, and 4. Once the 4 combination code is finished, either it'll be a real code and activate the crown on the head of the avatar, or it'll fail, flash red for a few seconds, and restart back to Group 1.
TLDR: I thought of a cool idea for a number pad, for combination-locked avatar stuff using Senders and Receivers.
I dont know what chat is right for this but,
I think avatars are hard to work on
But like
So exciting to finish
And i think ima break down
Because of it but i know ima be happy when im done
The thing that tells the game where is your in-game camera
The viewpoint
did they kill off ik 2.0 or something? its not saving my calibrations between avis when they said it would
ik2 is the only accessible beta right now
ooh its still beta, mbad
only avi dynamics is out of beta
😭
it’s out
standard lite is the only shader that supports it iirc, and making it look good depends on what ur doing
its looking good ty
Is there any worlds that have the new phys bones stuff that are quest comparable
I know this is random but I would love to see avatar dynamics on a toast or phone
Wym like a stretchy piece of toast
lol that would be funny
Maybe like a toast prop that spawns with the bread half slotted in
Then you just press it inwards to toast 😄
Anyone know why
Android Support: Yes
Keeps turning on and how to turn it off?
thats just the plataforms you've uploaded your avatar to
It is telling me 'it is too large to upload onto this platform'
I already uploaded this same one two days ago ..
For some reason, unity is making prefabs of my avatar??
Whoa, there was a LOT of unlocked materials left on the avatar.
That did not fix it though ..
Hey, My boyfriend is uploading an Avatar from Vroid on Unity. He is trying to convert it for Quest but it says too many Pys bones. He has it to 60 Is there a way to compress or replace them so it works?
that is not something you can "compress". you would need to remove phys bone components and make some parts not have physics, or merge bones (and associated weights) to other bones to reduce the total amount of phys bone affected transforms
yes
Did they add constraints to quest???
no
Even without many physbones, your vroid hair can still look natural if you know what you’re doing. If there are physbones on EVERY individual hair strand, #1 it doesn’t look natural #2 it has too many bones. Try grouping some strands together. Hair doesn’t move individually like that in real life. Turn the bone count down as well.
Hello
i have question about the new senders and recivers! (i have alot of sync issues)
Everything working for me! but its not working for others
They cant see me toggleing thing on and off
Worng place!
hey what are some cool unity packages i can add to my avatar to do cool stuff? i already have go loco.
Curiosity for those that may have both Pandabear's normal and fit base:
Out of the two, which would you guys prefer in terms of better rigging / over-all compatibility?
Whats with the new avatar descripter menu? It looks horrible
What year is this? its been around forever or you broke it
2005 bro, lets play that half life game
Is there anything I could add to an avatar that would allow others to pick it up entirely? (not just strands of hair like physbones, the whole avatar) Im making an avatar thats supposed to be a doll so I thought that would be neat
🤔
A stretchy root bone, parent of the hips, that you let be moved around via phys bones?
Just thinking
Is it possible to change the image in the bubble above the avatar? I'd like mine to be my Discord PFP.
if you mean one besides nameplate you need vrc+
Hello, is SDK 3.0 the one to pick to use Physbones ? Or should I use the beta one ?
one from website have them
The one that shows in the nameplate that you see above everyone's avatar, but can't see your own i the mirror.
Oh, sorry Whiren, that's the one. OK, I'll get VRC+ soon and will change it. Thank you.
Yeah, I confuse myself sometimes... 🤪
Sorry, I didn't understand.. On the website, I only see the 3.0
that's the one you get
So this one have physbones ?
they do bcs it's live now
I uploaded my avatar. Is public!!!! B) BD
does anyone do commissions?
Anyone having any issues with newest sdk file?
You'll need to be more specific, and also should be in #avatar-help for sdk3 avatars, or #user-support-old if issues with importing or getting the SDK to even show up in Unity
hey so what are some cool unity packages to add avatar functionality? i already have gogo loco and have heard about things like spring joints and avatar pens and stuff, any specific suggestions?
prefabs are of failed uploads usually resulting from console errors, either youve added something that broke your project like a new shader or new tool, and the other issue oif its too large for the platform (over 10mb) then you need to remove or crunch assets
theres people in #avatar-help who can walk you through it
Oops wrong chan
so the root bone being able to rotate is extremely annoying
can we have an option to turn that off
(talking about physbones if it wasn't obvious)
I'd like to just use my head as the root of my hair but obviously my head is moving when people grab it
if i disable posing on physbones things will come back to place after someon grabs them?
yep
@tender steppeyou have the problem when you move ur head ur body move to ?
my problem specifically is
I have a physbones script rooted to my head that I use for my hair. Even if I add the head to the list of exclusions my head is still able to move when people grab my hair because it is the root bone.
dosn't happen to me even i did the same is u did
I see two solutions, since this was something that seems to have been done intentionally.
-
add an option to disable root bone rotation
-
make it so adding the root bone to the exclusion list actually excludes it
Why not make the root bone the next bone in line
because that would be more scripts
I don't have a root bone for my hair because there is no need normally
anyways something else I find odd is that the number of scripts affects your performance rating even if its more scripts but the same number of bones
I guess it makes some sense
but regardless, my original issue stands and I feel it would be a good option to have in general
I haven't touched physbone but from what I read there are senders and receiver colliders that link avatars right
I'm keeping my avatar good performance at all costs and if that means I have to turn grabbing on my hair off so I don't have to go back in to blender so be it
Here's to hoping my head wont rotate when someone touches it because I hadn't considered that
More scripts isn't neccesarily bad anymore
Because of the multi-threaded nature of PhysBones, it isn't always the most efficient to put all bones into a single chain. Multiple components allows us to break up the work across threads. However, you should still strive to have fewer components... but it's not as bad to have a few on your avatar as it was with Dynamic Bones.
-The VRChat Documentation
It makes my avatar medium performance when I use a script for each part of the hair
unfortunately
which is odd
that would only be
8 scripts on my avatar in total?
might be one or two more don't quote me
but right now its only 6
actually I'll just hop on my pc to check I feel like thats wrong
does anyone know why unity might be snapping any object i move?
its at really random intervals... like sometimes its 1 and sometimes it 0.785 or some shit
is your Ctrl key stuck
11 not 8
but oh well
(I still think my original solution should still be applied because it would be nice to have as an option)
So, this thing about the VRChat devs maybe removing the "Very Poor" performace ranking is a very bad idea imo
Not only is it very difficult to get most avatars under 7500 polygons, its just unnecessary to remove it
Well the right solution is to add a parent bone to all the hair
why is that right?
like tell me objectively why you would say its "right"
that is a different solution sure
and would fix this specific issue
but it would be nice to have the option still
Make a separate root bone in blender & add the phys bones to that.
Dont add phys bones to the rig related bones
Because it allows you to have 1 single script and have all the hair bones on that script. Making the engineers add a feature for that is generally not the right thing
ok so
my avatar was 6mb
i added a single particle system
it is now 122mb
WHY
It could be useful for other things and convenient for tons of people
not sure why that's "generally not the right thing". I'm not sure how you don't see that
The texture for the particle is probably massive
Then create a canny for it
I HATE canny
its literally 🅱️
its trash
The current solution is to make a new root bone
And how big is the texture for it
Canny is the only way your request will be heard
download VRWorldTool kit from Github, and then run a Build and test of your avatar
it will give you a breakdown of which files were included in the avatar build, sorted by file size
I am aware. even if they realistically should monitor their discord
I am very done with this conversation though
Discord is too large and not set up to be monitored
That's where they go wrong then
Most actual studios have some sort of outside log for tracking things
I am at an impass importing this skin into Unity. It is a Unity file and I have the right version but it is causing errors because every parameter doesnt have "smoothing"? can somebody help?
never mind it may have been an older file for sdk2 I will check right now
screenshot the whole console please, so we can see what the actual problem is
errors are literally there to help you diagnose issues
I actually got this fixed in #avatar-help so I am good thank you!
can you not change transforms with animations in vrchat?
So I have a basic animator set up to activate when I preform the Rock and Roll gesture, however it only plays the first frame. Anyone know why?
can't change humanoid bones with animations by default
can anyone suggest any unity packages that add cool features to avatars? i already have gogo loco and i don't think i need vrclens because i don't stream? i've heard of stuff like spring joints and avatar pens and stuff but don't really know what's out there
Heya Im Looking for a drawing tablet for my avatar, any Ideas on where I can find one?
anyone who can send me the newest beta sdk?
it says i need beta to use physbones though
Its released, so is in the sdk
Are the assets for the robots that are displayed when you hide a avatar available anywhere and is anyone allowed to use them?
That’s not at all what I asked
where can i download blender 2.93 ? i have blender 3.12 and my cats fix model stopped working after updating
Does anyone know noodleboxdragon? I want to see if I can buy an avi of theirs so I can convert the dynbones to physbones
It's like my main avatar
thanks!
sorry to interrupt/// is there like a avatar commission channel? im looking to get some made and someone suggested i come here..not exactly sure where i should go though lol.
I have a question about avatars camera, Where actually do i put it?
Like do i put it right next to the eyes or actually behind them?
VRCTraders discord server
i usually put the view point between the eyes and halfway inside the head
Okay, I thought my avis were being wierd
How can I see my Phsy Bone spheres and capsuels in unity? What is the setting?
enable gizmo if its off, if you have 0 radius theres not much to see
thx
Where do I download the phyboners
Its in the sdk
you might need math+burst if you have issues getting those updated (sdk shoulds install it auto)
Cuz I already downloaded it, I brought a model because I wanted to personalize it, but it has no bones. Do I add them manually? If so, where’s the option?
add component to where you want one ' Vrc Phys Bone '
yo can someone hellp me find a shark puppet avatar?
Hello, I have a question I have seen quest avatars with lights before (ex: a lightsaber) but the lights are disabled on quest, so I was wondering if there were other techniques to simulate light ?
what am I doing wrong in Unity when I try to upload an avatar for pc AND quest, but it shows up as two different avatars (one with the blue pc icon and one with the green quest icon)?
I upload the pc avatar for windows and the quest avatar for android. i make sure it has the same name on upload
would anyone be willing to voice call with me and help me figure out some issues im having with bones and materials?
emission on a standard lite shader could work
if the light is a separate material from the rest of the avi
So uh, any channel where i could ask someone to import a model i made?
unity doesnt work properly :(
what error you have?
well
i downloaded the sdk thingy, i have unity installed, but like, idk how to open the thing
uhm you know you have tutorials on yt? you just gave up bcs you don't know that you need to open new project....
https://www.youtube.com/channel/UCk5rOzOFIIX5tjozbU9hWZg/videos watch vids on this channel
ah crap i forgot that all models i have are vrm's. yeah im screwed
holy crap
i thought this community was like, a mess but honestly getting helped is pretty coo'l
remember that it uses other unity you just need unity 2019.4.31f1
and it works same as in tutorials
so like, i need a newer unity, or a specific one?
specific one 2019.4.31f1
alr
if you have unity hub then go to this unityhub://2019.4.31f1/bd5abf232a62
copy and paste it on browser
then after you install this you can follow tutorial
? you don't need payed ones at all
hello, how do you get the glide/float across the floor walking animation for vrchat? usually used for full body
Disable forced locomotion when uploading an avatar
is 34 avatars in one scene too many
meh, long as they arent all active 🤷 , only my quest project have them all in scene
everything feels noticeably slower i feel likke i should maybe split it up
anyone know if avatar contacts are able to be tested in unity? 
ah lyuma?
yep
havent updated since like 1.2.2 because a lot of people complained it was buggy but ill give it a go
bool/int/float contact & recivers work in it now
kk! thank you.
https://github.com/lyuma/Av3Emulator/releases/tag/v2.9.8 eeh yeh its abit higher version now
yeahh im aware, i just didnt like how they updated the way you test toggles i guess.
i instantly turned off the gesture manager, wheel thing, screen full of clutter already
join the club?, you wear it , its out there
oh i wasnt aware you could revert back to the older version view :o
theres password lock systems to make it so even if they reupload it, if they dont have the password, they cant use it.
Avatars 3.0 Emulator Control / inspector , legacy menu gui, disable the shadow clones - unless you use it
you can make an alarm if they dont enter pw in certain timer blare sounds, made a pw system like that awhile ago and all meshes was disabled
cause everyone gonna mute/block you if you do sounds loudly
Lol
Thing is my avatars are community avatars
So they're meant to be used by certain people
But ehh a community blacklist will do so the users can't join any community group related to w40k
Imagine having avatar sounds enabled at all
🙉 😎
how can i have extremely hunchback characters be semi-functional
FBT and method acting 😄
i dont know how much of a joke that answer is
this is what my spine looks like in real life
I mean, you asked for one way, not the best way haha
You can probably push the head a little forward before breaking ik? But if i had to guess you'd have to just push the torso mesh backwards, while the bones look normal
Don't really know how crazy you can go with bones before breaking humanoid rig
gonna just try a bunch of really wacky stuff i have in mind until i get tired of it
I have been having the most difficult time finding Raccoon ear and tail assets on gum road and VRAssets. Does anyone know anyone with these assets or where I can find them?
surprised that i'm not having a bunch of weird clipping with my view but it stands so stupidly and its really funny
does anyone know how to make a pc avatar to be compatible with quest, I don’t have a pc but was wondering if someone can make an avatar I bought to be compatible with the quest
we found a glitch that fixes the root motion on emotes while using index controllers
https://cdn.discordapp.com/attachments/801352387506733066/968671801322381343/2022-04-26_20-33-25.mp4
we thought that if we recorded it, it may be a step in the right direction to fixing the issue
if i wanna put a avitar in a world dose it need to be public to work
canny
oh okay, link me
thanks
id add it to the comments, or make a canny about your bug that fixes it
bet
Hey so a few days ago I got a laptop and I got vrc and I can't find the phys bone script and it's a brand new version of 3.0

Is there a guide / spreadsheet for generically good physbone parameters for X like hair or booty :P ?
Hello there, just tried updating my SDK to the new Physbones version but it seems, even though i overwrote files on import, none of the actual new features show up
I dont have physbones components and manually migrating to physbones also doesnt show up
Do you have Pumkin Avatar tools on your project? Chances are you have an older version of something on your project that is not letting the SDK update properly. You should always take a look at the Console tab to get some clues on that could be wrong (look for red errors)
Already done and checked everything
cleaned up everything and only have the sdk and the avatar aswell as my shader in there
just did the offline update process though and that seems to have worked flawlessly
thanks a lot anyway!
What do I need, if I want to make my particle system interact with the world floor and generates a inpact particle on the floor?
Is this where I go for help with phys bones?
so why does the new pyhs bones give a red warning at 1? are they really that bad for performance?
It shouldn't. What did you actually see?
Recommended is a number for Excellent perf rate.
anything over 1 is instantly red
Could you screenshot the build panel and post in #avatar-help ?
you might be using dynamic bones instead?
auto convert at runtime doesnt increase the rating if you use the old version
where would i put vrc_AvatarV3FaceLayer im trying to reduce blink speed
Question about physBones i could not get any information on . Is there a maximum render distance for them and where can that be changed?
cats?, its a thing - ignore it
nope also sound about right , most of them are
这到底是怎么发生的我的朋友。这对你来说很不幸
anyone here done any koi exporting to make avatars?
hey does anyone know where i can find male and female human avatars with sit down toggle poses?
does anyone here have a good tutorial video on how to add physbones without having dynamic bones
i cant find one on youtube
you get the new version from the website and literally just add the component to the desired bone
there isnt really anything else to it other than some of the funky stuff you can do
figure out good options for the sliders yourself
can i dm a few pics to help
cause
yeah i guess
ok
So like general question, does anyone know how i could get a avatar in the mint 3.0 character style for cheap
because i broke af-
And i want it to be a custom designed one-
you can make it yourself for free :v
a full custom design is usually costly but you could get some different models from a storefront and combine them yourself
Nanachi body, hobkin head, NKD protogen ears, mamagen feet, some random fox tail 😂
can someone explain why i cant use someone elses fallback? like people can clone it but not use it?
y e s
i know but why cant i let someone else use them rather then having to go to their profile and do it that way
Hey could I get some helping uploading a avatar
And finding one
Dude this stuff is so complicated, how hard on average is it usually too import a avatar?
All this hard ship for a dnag navi puppet
In the Control panel builder tab when uploading an avatar, what will happen if i switch the build target to android? It's been a while since I've done anything quest related. i remember being recommended to make a separate project for quest related things, Would it not be a good idea to switch the build target to android if i have alot of pc-standalone avatars in my project? will it do anything to them? I have a lot of really good performance self made avatars for reference.
Excellent on PC is still very poor on quest most of the time plus you'll need to change at least the shaders to mobile ones and do any fixes for the lack of transparency, etc. It's not usually as simple as switch to Android and rebuild to make a cross platform avatar - you might have better luck doing the quest version in another project and copying over the blueprint id
But it depends on how you made it, polygon count, etc
Especially if you want a fallback capable avatar, where the quest version must rank good ( <10k triangles, etc)
i can dm you every source for cutie mint 3.0 which you can use to budget out your own version/similar avatar
only things that’ll be missing is my 3.0 logic, my umbrella, and the link to the snow outfit as nyamama was pulled from booth
Please do and thank you
Okay thats fine!
Whiskers and noseband are also not publicly available because my gf made them. I have links to the fake dynamics I made for it, but physbones kinda makes it pointless now. 
Hey my vrchat avatar is a generic rig, and when i publish it its sideways
So, I haven't done "splicing" or "kitbashing" of avatars for some time, and it doesn't seem like the CATS plugin moved to Blender 3.0
Is there something people use instead?
I'm trying to switch out a tail and wanting to headbutt a wall lol
the main branch hasn't, but the development version has, you can switch it in the plugin
for CATS, either stick to blender 3.0.1 with the Dev version of CATS, or 2.93.9 with either the normal version or dev version
is there a way to display an avatar parameter from the Animator somewhere on your avatar as text?
Wait can I also get that? It seems like fun to do

@harsh hull btw, don't you have public avatar world for Cute Mint 3.0? The avatar is very useful for quest player, also in general use too.
worlds stink, spread by clone better
like mini virus
also makes people hold onto the avatar longer
I see. Just needed a confirmation if the avatar is intended to be cloned👍

Hi~ ^-^ 🌺
I was working on some utility tools for Avatar Dynamics and was wondering if this looks interesting :3
It's a tool that match the GameView camera with the Scene camera, useful to test PhysBones of your avatar~
It's bundled into my main tool for now, but I may release a separated version if that's interesting~
You can see a preview on my Tweet here: https://twitter.com/BlackStartxVRC/status/1519663975415263232 ^-^
Any feedback is appreciated~ :D ❤️
Isn’t this promotion? Idk but I like it
Uhh, maybe you're right~
I was looking for thoughts about it and tough this channel was more appropriate, in case I can move it~ ^-^
By the way thanks for the answer~ :D ✨
Yea you should be fine but who knows a mod might ask you to move it! Also Np
What’s a good source of free particles?
I’m looking for a particle for a scanning effect as well as projecting a hologram.
seems very useful, do you have a link?
I'm only really interested in that tool specifically, so having the option to have it on its own would be appreciated
Does the VRChat Physbones support cloth physics? (like making a skirt from a bunch of bones)
That isn't how cloth work. Cloth component move mesh without using bone
is cloth physic multi threaded?
Think so, since only thing they said vrchat was single on was dynamic bones, but its a strict limit on it, only have one av with it and its 199 poly cloth
its clientside tho, so whatever you see, is definatly not what others see
What are the safety limits for Unity cloth on VRChat?
200 max
Not unless you feel like an animation with 256 states
Hmm. I feel like I've seen it somewhere before, but it might have been a preset animation. Thanks!
Ok so Idk if this is the new update or not but, i upload avatars for quest and pc just fine, my pc friends can see it but some of my quest friends can, most of them can't, it's never happened before so uh what's going on.
edit: I've uploaded the avatar quest multiple times, and when im strictly on quest people still cant see it.
So I just now recently merged my oculus account with my vrchat account, supprisingly I ranked up to New User- So i got granted the power of making avatars. Now would anyone help me figure out how to make one. So like what's the program for it? I have no knowledge of this.
are avatars hard to make
Depends on your knowledge with unity and blender or other programs
no
Kinda takes some time to learn if you never did anything with it
Anyone have Mr.Wolf avatar from the bad guys yet?
Hot take; poor and VPoor avatars are universally disappointing.
With no exception I have yet seen.
Ask @viral mountain
Short answer, no. Long answer, they're exactly as hard as you make it.
Longer answer, I stream making avatars of all kinds on twitch weekly, and answer questions on how to make them directly, if you get stuck.
See above.
This is likely due to dynamic bones being translated to avatar dynamics.
Be sure your avatar is
for quest.
Yes. Custom Shader. Use amplify. Use flipbook, make an atlas for text or numbers.
Amplify as in the shader editor I assume?
Yep.
I've used it to make numerical counts for a variety of things like clocks and even cuz coordinates.
*xyz
so, given that, how would I make the shader reference an animator variable?
Using an animation and "motion by paramater"
It's a setting inside the Animcont. Check unity docs for more data.
I will, thanks!
No worries. Pay it forward.
Not to sound dickish; but making them. Once you grok their basics, a bit of insanity can make a lot happen
Hi I’m not sure if I’m asking in the right chat but I was wondering if anyone could help me find a possible person that is well know for doing cross-compatible vrchat avatar commissions of already pre-existing characters! I’ve never commissioned anyone before but if anyone could help that would be great! Thank you and have a fantastic day!
Check #community-servers-old VRCTraders.
Alrighty, thank you so much!
They vett the artists, tons of them there. Myself included (but my comms are closed because I'm making some cool public aviis)
No worries.
Depending on when you're on, I try to drag a handful of artists into Voice Chat to answer questions.
I've been spending days trying to get my skirt to move in a somewhat natural way and I'm about ready to give up on it :(
Separate the skirt from everything.
Copy the Armature. Delete everything but the skirt bones.
Select the skirt, shift-select the bones, "apply automatic weights"
It won't be perfect, but it's a start.
Check Royalskies or FlippedNormals for tricks on painting skirts.
Hey I just joined ..- can someone direct me to the # for commissions if there is one
Or do what I do, summon ancient powers, make a few pacts, day-trade a spare soul, and let the power of [Redacted] control you.
#community-servers-old VRCTraders.
Whole server.
Im trying to make an avatar with alot of parameters, mostly floats. Any tips to reduce the memory usage?
Depends. What are you trying to control.
I have an entire fully functional firearm using a single sync Int, as an example.
I have a model that has blendshapes that con modify the body. Like 8+ blendshapes I want to control with a radial.
Bruh.
Y tho
Wait no. Don't tell me.
Look into shift register programming.
You can theoretically do it, but you'll have to make some wild stuff.
Or, store it externally using OSC.
Then just update it every second or so.
Don't ask me about OSC. I haven't crowbarred open the brain of good, innocent people who know it, yet.
Not yet, but soon.
But I know it can do that. Theoretically.
how is that helpful lmao
"Yes this is possible. This is likely the best way to do it. The exact solution is not yet forthcoming. Either be patient or use this as a direction to go."
Most people only need a heading and the words necessary, to carve strange and beautiful tracts in the darkness.
Wow
I joined that trading chat and I genuinely was not expecting the prices to be so ungodly.
$1000 is a lucrative price.
Also no place to ask questions.
And like none of the creators make them the way I like ‘em.
I might just make my own
I don’t have the software. See
It makes a lot more sense to spend 1k on a pc than on a digital thing for a game in a pc
When you don’t even have a pc
Blender is free.
And if I had a pc I probably could just make my own. Can’t possibly be that hard. Nearly did it on blender once on a chrome book
Go for it. It's what I do.
Eh
Depends on the model.
Depends on the experience
True.
But I mean. For all intensive purposes I’ve made art for a long time. That’s the part I’m worried about.
It often ends up being below minimum wage, considering the time spent.
It's why I don't do comms unless the idea tickles my fancy.
Kek
Intents and purposes.
Unless that's an intentional malafor.
No it’s not
If it is, that's funny.
Hueeee
I say that so much. I say that at work.
I probably look so stupid
This is the biggest face palm moment ever
Mood.
i know how to seperate the skirt by material and re-merge the rest of the body together so the mesh is separate. but are you saying i should have a second armature with just the skirt in it? you didn't mention this step but I assume the main one named Armature i should also delete the skirt bones from after copying right? do i need to name the second armature anything in particular or does it not matter? or am i misunderstanding entirely?
I really said it to a costumer earlier and felt like they looked at me weird. And now I wanna stop existing.
The way that armatures work is via vertex groups. As long as the vertex groups are the same when you combine everything back together it'll all work.
Copying the Armature and deleting the extra bones is just a way to ignore the other bones when you're making the weight paint automatically.
I actually use this a lot when I'm making kitbash avatars.
Oh so when I'm done I need to merge the armatures back together?
yes, one armature
Ok that makes more sense
anyone know a good way to take 2d photos and wrap them over a mesh? like for a celebrity face or something?
i'm totally failing to understand how to copy the armature and delete bones and re-merge. like what buttons do i need to hit? i can't find the options
depends, for faces there's an addon that lets you create a head from a few photos
if you just want to project you do it in reverse
open an image then project your uv from view
that'll wrap the mesh onto your image from the direction you're looking
then you can bake that to a better uv unwrap
don't really have a good tutorial for you
this one shows some steps for projecting and baking but it's overcomplicating some stuff if you don't know what you're doing with the vertex colors sculpting https://youtu.be/HUdxpSXei2Y
@candid vessel I'd like to chat about purchasing an avatar.
do i still have to import the dynamic bones in unity?
Only when your avatar package uses dynamic bone and you want to use autoconvert.
what if its an avatar made from scratch?
Then it doesn't need dynamic bones
okay thanks!
Is physbones not being able to be moved via transform an intentional thing? cuz i have isanimated turned on but it still just resets the position transform
In tents and porpoises
^
uh, guys, I did an oopsie... is there a way to download my own avatar from vrchat servers?
no, keep backups
RIP
hola
kinda lookin for some advice or tutorials for how to do something incredibly specific. i got an avatar I want to make with the ability to remove their head. i know i've seen a zombie avatar do this and im curious to see if i can make it work.
Make two different meshes of the head, one on the body and one in the hand
Then just do toggles to make the head mesh turn off on the body and turn on, on the hand and vise versa for the toggle off
There's a more opto solution.
Make an orphan bone called "Z-HeadProx"
Make children of that bone "Z-EyeProx_L" "Z-EyeProx_R"
Weight paint the head and eyes to those.
Create a parent Constraint to the Head Bone, and to an empty on the hand.
That means you have one less material and one less skinned mesh.
Forgot, also make a rotation constriant for the eyeprox to the eyes.
It won't be perfect, tho. Better to have a child bone or something that is a bit away from the face, on each eye and have the prox eyes target it.
I am looking for someone who is skilled in Avi making to make me a custom avatar. And yes, I have money. (Please DM me if you would like to help me out).
vrc traders in #community-servers-old
There isn’t a contact form. Also, none of the options to purchase describe what I’m looking for. Mind just sending a few messages about a commission, please?
My commissions are closed currently sorry.
Which # within that server?
I joined it and I can't tell where to post.
i don't know, i don't use the server. just find a general channel and ask about it
Well, the server seems to quiet. So I'm not gonna go there.
I looked, several people made commissions and no one is taking them, and the server is really quiet, so nothing is going on
So if you know a good/active one, Please let me know. @agile solar
find your artstyle and then find a creator who has similar work i guess? i don't use that discord bc their bots are broken
usually people accepting/inquiring about commissioned work go straight to some ones DMs anyways. maybe check the #shameless-self-promotion channel every now and then, people post their gumroad/websites about VRC quite often
Ok. Thanks for the info
For chest tracking, is it implemented to where it will work if even in unity, when you rig the avatar humanoid, and not assign a chest bone, it will still work? Also, is chest tracking only in IK-beta?
chest tracking is only in IK beta. any vrchat avatar needs a chest bone anyway
Thank you!
Pfft, no I'm definitely willing to pay. That's the channel I was saying was quiet.
they should add cubes to phys bone colliders
Is everything under the "3D character" tab in booth already rigged
most likely
I guess if it says vrchat in the description it should be
To make an avatar full body friendly or disable the walking motion, where in the settings would I do that?
Is there a place where VRC publishes changes to the avatar SDK?
One would think
but I'm not finding it
I also say this with the disclaimer that I can miss what's in front of my face
I'm the kind of person who gets into specifics second hand.
Can I get some help on uploading a bought avatar to vrchat? I recently got one and can’t seem to figure out how to import it
do you have it in unity already?
I do not currently
okay well if you have the fbx file you should be able to directly drag it into unity
if you dont have the fbx, you can use cats to export it as one
If he bought the avatar from somewhere then he probably has the unitypackage file to be honest
Just import that and open the (hopefully) setup scene inside, on a pre-prepared project with the vrc sdk
Which sheep key for your mouth is the resting animation?
I thought it was default, but now my mouth is constantly open
Does anybody have a nike tech avatar if so dm me
Ping me if anyone knows which shape key is default for closed mouth animation
Why are so many avatars broken
I go to load one in and I’m in third person and the avatar is tiny
Could of sworn it was sil, as that's what it uses for silence.
Sorry forgot to ping. I bleiev it's the one ending in _sil.
As that's used for "silence" in the visemes.
Well that sounds likely
Desktop or vr player?
In vr I believe it’s the weird esc or whatever setting causing it
Yeah I looked into it and apparently a lot of the avatars got messed up bc of new update
Which is causing issues for a lot of ppl
lately ive been trying to make an easy way for desktop mutes to talk, but it seems avatars cant carry what is need to make this happen.
so what I tried was a UI canvas with an inputfield and a 3D textmesh render and it works(in unity), but avatars cant carry literally anything that is needed for this to work ingame
so the way it would work is you would be able to toggle the UI and be able to type in it and would display what you r typing in real time
I don't know any detail on how it works. Just know that it exists
You can type in OSC app and send the text too
i see also i just realised something, also ty
There is no way to acquire any keyboard input inside of an avatar in game, if you ask
i completely forgot about OSC
anyways if what im trying to do doesnt work, the thing u sent at least does, ty once again
at 1st i thought it was a keyboard i had already seen
Can I ask questions about making a avatar here?
There is #avatar-help
this ^
thank you!
update it worked on test and it didnt work on published and broke my avi
blocking means that it doesn't show in your avatar list or displayed as yellow robot?
it broke one of my other toggles
how did you add it into your avatar?
the same way it shows on the link u sent
There's one note: Your avatar animator should be designed using write defaults off to avoid any issues.
where do i change/ check that?
On every state in animator would have Write Defaults option unchecked
But that require you to rework on all animation to account for WD off too
they r all off
Not sure why it'd break your other toggles. Try looking in debug mode and see if states get transition correctly
the other toggle broke itself, it was timing so thats fixed
but the this still doesnt work
i think i found the issue
still doesnt work in published
it works in unity, it works in test, but where i need it to works it doesnt
is there a way to see what your avatars size is in unity? I just see the "object scale" which doesnt really tell me
good idea I'll load in my Standard Metric Banana™️
each square on the grid is equivalent to 1 meter
I'm not sure if this is the place for this, but I've seen a lot of talented people here in this server! I was wondering if anyone would be interested in an art trade. I haven't got a lot of experience 3d modelling so if anyone is willing to trade some digital art pieces for a quest compatible custom model, I can send some examples of my work.
Anyone knows why my animation on my poi shader does not work anymore once it gets locked?
I just set an Value from 0 to 1
Works fine when unlocked, one thing I notice that the clock symbol is not next to the parameter in the shader like in the premade example
Question, as someone who's just visited VRChat...
What makes an avatar Quest-only, if PC is more powerful in viewing things that uses intensive graphic levels and is technically capable of viewing those avatars?
Lock FIRST then record the animation
I see...
thanks
got it to work also just now by right clicking the parameter in the unlocked state
clock symbol appears
Oh, you should do ctrl right click for the red clock. It lets you animate all your materials separately on the same mesh, so if you're doing toggles and stuff you can still have everything be 1 mesh
Just a tip 
With the red clock you'll have to animate after locking in though
mhm cool
thanks 😄
Heya. Does anyone know if it's possible to add more sounds without impacting your ranking?
I've got a few 8-20kb ones I'd like to add.
It doesn't look like you can:
- Have an animation change the sound on an audio source
- Have an animation play part way through a sound
- Split audio channels without making the sound 2D and reach the whole world
- Add any scripts
You are correct except the 2D one; 2D audio sources are still affected by falloff
Oh really? I thought 2D had no falloff. Hmm, I'll have to play around with that then. I saw you can shift the source left/right to play only one channel if it's 2D. Thanks! That could double the number I can use.
Hmm i think that might just shift the entire audio to either left or right; I dont think it lets you choose which channel to play
It worked when I did it in Unity, but I haven't tried it in-game.
Oh wait, it does just play it on the one side. By bad. Missed that.

Is it possible to add a light source to an avatar? would you use just like a physical light object?
question
are the emote emojis like throwing thumbs up icons part of the unity partcle system?
As far as I know, yes
okay cool!
im actually looking at making an owl character that can breath magic breath
Why are most of my avatars now loading in 3ed person like, above the avatar’s head so I can look down and see it.. Like is this just a me issue or something and would I fix this bc It even happens with like, the default avatars you can select in the home world
make that at least 4 users that I have found experiencing the same bug as me, I wrestled with this for like 16 hours, I give up. if anyone else sees this upvote this detailed bug ticket I wrote with my findings to hopefully get the developers attention: https://feedback.vrchat.com/bug-reports/p/loading-worlds-with-any-avatar-detaches-user-from-avatar
The only solution I found for the bug was to completely uninstall and reinstall vr chat, after I did that I don’t experience the bug anymore, hope this helps
can you have dynamic bones and phys bones in the same project? yes i know i cant use them both, but could i
I reset my whole oculus quest and reinstalled VRChat that did not solve it for me at all.
yes, and you need to if you want to convert them with the SDK
epic thanks
Sorry if this is a silly question but is it possible to make a object throwable with physbones? Like an object attached to my avatar.
ive seen throwable knife prefabs so yes but i dont exactly know the setup
Thank you! I just wanted to know if it was possible. I'll keep nosing around.
why does my radial menu bug out at 50. my animation has 100 frames what did i do wrong
I still have some avatars, that uses Unity 5.6.3p1 , can I update them directly to Unity 2019.4.31f1 ?
IDK how they are, I only know that they currently one on a VRCSDK, that uses Unity 5.6.3p1
Those probably are sdk2. You will need to remake them into sdk3
idk, i'm too new to even know the existent of sdk1
It would be interesting to hear, what's happened with SDK1 because not even my oldest avatars are still from that (time-state / time)
Unity 5.6.3p1 as i remember
was first one
then it went to 2017
how did the community upload avatars before of 2017?
but what unity version, if Unity 5.6.1p1 was the first Unity version, used for VRChat Players?
but you say 5.6.3p1 was the first one
so it started with 5.6.3p1 ?
first sdk
with sdk1 and sdk2
I wanna try making an avatar, any starting suggestions?
watch all 3 videos here in order, starting with the terminology https://www.youtube.com/channel/UCk5rOzOFIIX5tjozbU9hWZg
thanks
vroid
Can somebody make a people playground 3D avatar
people aren't likely to make you an avatar for free
I know
my avatar doesn't want to load ingame? it was working before i updated it
man, i thought when i passed out last night that i'd be able to figure out how to cull the unneeded bones and fix the headband and glasses within like an hour..but i can't even figure out where to start... >.<
what is rigify and does it matter with VRC?
Is there a good 'correct proportion' armature floating around?
direct to whose proportion
Just in general
average human
my current armature is definitely not proportioned correctly
https://github.com/Xiexe/OldPatreonExclusiveThings the rig in the locomotion animator here is pretty decent
might need to add upper chest bone tho
not since we have chest tracking
oh so its new?
it's been unofficially supported for a while
Ahhh, alright, cause i remember the last time (like 2 years ago probably at this point) i tried to put an upper chest bone, it freaked out
Whats the most up to date version of the SDK for use with the Quest 2 on its own please? 🙂
(Non beta)
just grab the SDK off the vrc website
Does anyone know if they removed some settings in the newest sdk?
I am missing the playable layers and Lower Body settings
they definitely didn’t
only thing removed is the value property of contacts
and that was when it left beta
just a random quick question, is it possible to put a light source on an avatar? cause im making my model a glowstick necklace and im wondering if its possible to add a light to it
pc yes / quest no , its also very heavy
you can use emissive materials tho....should work fine for glowsticks
Am I the only one crashing more often since the update?
Could just bc bc of public lobbies but even before I didn’t crash nearly as much
Has anyone else tried changing the radius, height, and/or position of a receiver via float value animation? When I do it with a radial menu and three different animation files, it doesn't follow the radial menu linearly. Instead, once it goes past 50%, it'll suddenly start changing to the values of the other animation, at a rate that depends on how far past 50% you go.
For example, say I have three animation files, one is the receiver being small at 0%, one is medium at 50%, and one is large at 100%. Going from 0% to 50% will not affect the size of the receiver. Once I go past 50%, it'll gradually increase in size until it hits 100%. The rate at which it hits 100% increases the further past 50% I go. If I go back below 50%, it will gradually decrease in size until it hits 0%, the rate being similarly affected.
Then again, this was with capsules. I'm going to try it with spheres
Nope, it happens with spheres as well
So that was all with Avatar 3.0 Emulator. In-game, the receivers and phys bones don't scale at all with float values
I believe that values cannot change on them unless you disable and re-enable the component
Found the solution, i was making an avi from base and up with premade assets, and i just had to upload it once and it created the missing settings
Ybots cool eboy bad
is the youtube series pinned somewhere on the server?
https://www.youtube.com/watch?v=xjS8rreIMos official vrchat video tutorial on uploading avatars
yeah i found it. was asking if it was pinned though so if i had to check it again i could just check the pin in the right channel.
It was posted once in #announcements
...i just realized my wedding ring is floating off where my arm woudl be in tpose...
check weight paint / armature modifier
Can someone do me a sold and try and make a avai quest compatible for me I need it done before a party tonight my friend had something come up and suddenly can't do it I can do a photo shoot for you or even would be willing to pay I just need it quest compatible that's it .
and you're highly unlikely to have a commission complete by tonight
I have them
https://github.com/absolute-quantum/cats-blender-plugin/wiki/Bake you could try the vrchat cats bake tool to spit out a quest version
https://www.youtube.com/watch?v=2mS9WlQMpfI video tutorial on how to use the baking tool @tough cliff
I don't know how to do Avis at all idk the first step in making Avis that's y I thought I would ask
Recently finished my wattson ace of sparks model, can someone say good for you
if you want to just wing it in unity quickly
https://markcreator.gumroad.com/l/Polytool
Anyone know of any nice shiny shaders for use with the quest 2?
u can only use shaders provided by vrchat for quest
vrchat/mobile
the Standard Lite with a high smoothness value
Ah, ty!!
Also wondering as well... what does the "max stretch" thing do, and does more of it = more or less stretch?
yes that's setting would control how much stretch
Ah, okay! So sliding it to the right = more stretch?
yes?
Cool^^ Was curious whether it functioned as a limiter see
it's more of distance limit
Gotcha :3 ty!
https://www.youtube.com/watch?v=Eiu7jMC7mgg is this something we should be doing to optimize our avatars?
im not really sure i understand why turning off Write Defaults is important
if you wanna do more work for same effect use wd off, mines wd on for blendshape stuff , either work just never mix
im curious why the video made it seem like a huge deal to turn them off, like it makes the avatar really unoptimized?
I JUST WANTED TO SAY! If any of y'all are making your own full body model, I had the best idea that's so simple yet so amusing
You should put like sock puppets on your avatar's hand if you're doing full body VR, it would be so stupidly amusing
Thank you for the link!
figured you would want to hear from the developers themselves on why
im still a little confused, like if there is any hard data on if either options has a metric to determine if one is laggier than the other, or if its for just for workflow reasons
from what I can tell that's workflow reasons mainly
gotchya!
basically it's easier to make a mess Write Defaults on
as you can get scenarios where like your facial expressions are stuck if you don't plan accordingly
I see, thats interesting, ill consider the work flow for future avatars if i run into any issues, having them on hasnt given me any issues yet
I could really use some phys bones assistance. I'm going nutso.
Hey um the laying animation on avatars on pc are messes up but on quest its fine its not just mine avatar its every avatar I change into that has laying animation I'm not sure if vr chat did that when they did an update or something
Does anyone know how to fix the texture its like the further you get away from the avatar it shows a line from top to bottom spliting the avatar whit a black line
that's due to lower resolution mipmaps sampling pixels from outside of the UV islands
make sure your textures extend past the UV borders
should have a padding of around 8 to 16 pixels
I found an avatar with lights on quest his name is Warrior Protogen and I don't understand how he did it
Finally I am finish with my avatar
All I need to do is add phy bones and gogoloco
So pooped

is sdk3 still compatible whit 2018 unity version?
aparently all I had to do was to remove generate mip maps was on by default
no, don't do that
you WANT Mipmaps, they make your avatar perform better
they are lower resolution textures made from the original texture that get swapped in on the fly the further you are from the model
no point in filling up your VRAM with the high res textures if you're 100m away
but if your textures don't have enough padding around the UV islands, the averaging of the colors will include pixels from outside the islands
causing those weird seams
not sure how to do this
I mean where
what did you use to texture your avatar?
