#avatar-showcase

15 messages · Page 1 of 1 (latest)

restive pike
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wait theres an easier way??? have i been doing it wrong for 6 years??? 😭

pallid fulcrum
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Like shift+middlemouse-button to pan

restive pike
pallid fulcrum
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Middlemouse-button to rotate view

restive pike
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awkward as in ive been doing it wrong

pallid fulcrum
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Surprised you never found out from any video

restive pike
pallid fulcrum
coarse kestrel
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My Furality Ultra fit. We going kidcore for this one

waxen forge
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avatars im working on

latent warren
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people's been loving this new avatar I made recently that I'm selling on my gumroad

brazen meadow
shut torrent
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This fella or fellarem is sure to knock your socks straight offǃǃ They'll sock ya‚ play ya a toon‚ or give you a joke that'll even make your uncle laughǃ Gnarlyǃ

The Creative Artificial Intelligence Networking Entity‚ THE REAL ONE․․․․․

山積みのリボンまさに、取り組むのが至福のひとときとなる「黄金の体験」でした。

lime creek
glass stream
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ive been interested in replicating doom eternals shading for vrc for years including dark ages and i think im happy with my final version of it theres some things i would love to fix but it looks perfect to me

blissful wolf
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my furality avi my partner and i kitbashed :)

red steeple
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In the retopology phase now , will update later

unkempt geode
short scarab
white pendant
sly jolt
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Funny fake player

lime creek
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in the process of doing a certain viltrumite suit for the nardo and novabeast :p

proper warren
# sly jolt Funny fake player

That's low key sick if you could like change its name and like like a certain select amount of like simple avatars like fall backs and such

brazen meadow
past kayak
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not at showing anything off you're not lol

woeful brook
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crying bc im third

lean pagoda
wintry lion
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nani

full pendant
woeful brook
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hope its okay for me to post reactions in here amidst all the videos

all this shit is super cool already, also great to see everyone doing the headset shuffle after they start recording LOL

autumn tartan
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oh boy a new way to make giants

finite spoke
final yoke
oak wind
obtuse gulch
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Voice Command???

covert blaze
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O w O

obtuse gulch
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thats legit possible now?

cedar bear
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avatars have udon now???

covert blaze
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okay ima need a tutorial on that one chief

scarlet olive
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@cedar bear no, no Udon in Avatars

lyric vessel
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tl;dr on Hai's video: They're monitoring a sequence of viseme parameters hard-coded to detect that phrase

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very VERY much an advanced use-case

past kayak
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Maybe udonlite(tm) on avatars one day... 😛

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shh

woeful brook
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ok this is cool and all. but idk wut it is but for like 2 months now, someone simply changing avatars lags me completly or even loading. fix that then ill care about all of this

past kayak
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Ok. I'll get right on that.

woeful brook
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thx love u bro

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😛

past kayak
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lol

twilit spire
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I wonder how perfectly I could tune voice commands with TTS

final yoke
dense raven
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Wow this all looks incredible. So excited for the future here.

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I haven’t even been in VRChat since the Knuckles days but i’ve been keeping tabs. I just finally upgraded my PC and am looking forward to seeing everything new in the game

hasty jasper
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that inventory generator script seems nice

keen sundial
oak wind
worn arrow
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i just hope that my old toggle emotes are still working with this

keen sundial
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old avatar stuff remains working but AV3 avatars are basically to be build from the ground up

hasty jasper
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i think you should transfer it to AV3

keen sundial
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you can reuse the animations and blendshapes but the avatar setup is fully different

worn arrow
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i dont rly wanna cuz i have like 40 avatars

keen sundial
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yeah just treat it as the "only for new avatars" way

worn arrow
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so the old ones still works? like changing clothes?

keen sundial
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i got about 250 avatars in my backlog, im not intending to upgrade them

oak wind
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@worn arrow my old inventory emotes toggles work just fine still in 3.0 don't know your specifically but they should still work

keen sundial
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yes since its a AV2 "flagged" avatar

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it still runs old logic right?

worn arrow
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ok, and even the handgestures that turn things on or of or do animations?

oak wind
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but with old av2 inventory emotes you still gotta deal with desync where with avatar 3.0 you don't have to worry about that

keen sundial
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indeed and its super simple, no more needing weird scripts and anim hacks to get a toggle prop to work

worn arrow
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yeah but some avatars i cant update cuz files lost cuz off my old hdd died

keen sundial
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you can even have one parameter change the way your avatar behaves completely, like upbeat/sad changing walkcycles and emotes and spawning extra elements like a raincloud or sunshine etc.

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the sky's the limit

worn arrow
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i just hope that i dont have to update my avatars, cuz i cant update em all

keen sundial
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you can make a parameter move a texture UV around so you can do a 2x2 shirt design texture that animates to each different design based on a parameter

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old stuff stays working like the old stuff

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but you wont get new features

worn arrow
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okay

keen sundial
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out of the 250 avatars i have i probably have like 3 to 4 being my "main" avatars, and even then i usually tweak/reskin new iterations

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so all i do is make one good "av3" base of my main and when i wanna make a new... halloween version, i just swap textures, or i just tag on a "halloween" state that adds a spooky hat and some ghost particles

obtuse gulch
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Pretty much ending the neverending variation new avatar creations

keen sundial
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indeed

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my demo avatar in the demo world has a nanachi with a body configurator

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so you can go thin/thicc for instance

obtuse gulch
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I really hope the optimization would prevent the avatars from becoming 100MB+ sized

keen sundial
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it used to be that i would make a new avatar for each occasion/party/style but now you can make this part of just 1 master avatar

hasty jasper
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this is gonna be annoying to update for, it would be nice to try out but it seems slightly annoying

keen sundial
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but yeah size/perf is gonna be a bigger issue if you make a "god" avatar that has a whole shopping mall's worth of clothing on it

hasty jasper
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i have 100 avatars, and now i gotta mess with them

bold kernel
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the world wont load the avatars for ,e

keen sundial
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did you launch vrc in the new beta

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you got to go into steam to select it first

bold kernel
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oh ok

keen sundial
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just start with one, avatar, you can usually carry over elements to other avatars once you got a base

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note that you cant see non-beta players while in beta, so its mostly to load into the beta and test/try out the demo avatars and start work on your won before it goes live later on

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vrc version mismatch = invisible players (no nametags/models/voices, only "player is in same world" listed when looking in the social menu)

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17 emotes spread over 2 variables

dreamy sand
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Showoff more cool stuff :D

oak wind
keen sundial
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there's more but i haven't recorded much however if you load the beta there's a avatar i made

obtuse gulch
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bruh we can finally capitalize the unity's animator system without constraints

keen sundial
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indeed, native animator support is sooo nice, no longer you have to fumble with hacky anim exploting scripts to make inventories

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the complexity is about the same (but different) as AV2 as a start, but it blows the roof of what you can do as the upper limit

oak wind
twilit shadow
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Woah ^

obtuse gulch
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Is it possible to like assign the writing onto objects like a post

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for people to see?

shrewd condor
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You’re telling me I can have a tiny Sans Undertale floss in the very palm of my hand without even using extra animators or worrying about hand gesture space?
Truly an amazing time for this community.

oak wind
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yep if you wanted to take the time to setup the animator for them. In my example i had to covert my standard dance animations from a humanoid animation to generic animations so that i could make the root to the puppet in my hand and change only its transforms not my own avatars.

shrewd condor
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Huh, more complicated than just attaching essentially a second avatar on your hand, but much more effective!

lean pagoda
shrewd condor
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Jesus that was fast-

covert blaze
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Is the inventory making different things on your avatar enable/disable? (Like having different weapons, or say different hats) @lean pagoda

lean pagoda
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yes

covert blaze
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oh sweet! thank you~!

lean pagoda
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👍

regal quiver
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Its not much, but i guess it shows how straightforward it is to set up a toggle that animates a material param now. Love it!

hasty sand
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What shader is that orels

regal quiver
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the blue thing?

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just a custom shader i made

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and the toggle animates a mask over specificly setup uvs

hasty sand
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aa i need a shdaer just like it for my outfit

sudden trout
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@oak wind thats not what i men't by hand puppeting but thanks for bringing joy into my life

twin quiver
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That makes life so much easier!

austere crest
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lol bai

silk sundial
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Thanks bois

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<3

livid ridge
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how dose it work?

full pendant
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Ive made spaghetti

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animator controller spaghetti

kind quest
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Anyone got a video of the directional stuff you can do?

final yoke
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For those who are confused about what the LookUp/LookDown blendshapes do on Eyelids:

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If you look carefully on the right, the area around the eye will slightly move depending on the direction where the eyes are looking. These are what LookUp/LookDown blendshapes are for

formal fractal
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Whoops, capslock lol

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The immersion

final yoke
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you might need some modeling skills to accomplish this, or maybe the blender plugin has support for that, I don't know

cloud nymph
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More natural looking

somber rain
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@final yoke holy shit that voice commands based on vismes is such a cool idea

indigo yarrow
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ooooh, amazing stuff!

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@oak wind about the desync, does this mean that if a new player joins the instance, the existing player won't have to reapply anything for the newly joined player to see any old changes?

final yoke
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@indigo yarrow it's going to be synced without doing anything for late joiners

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there are some very rare cases where sync is not going to work, examples:

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  • very long animations, you play a 1 minute long animation with music, and someone joins after 30 seconds, they are going to see the animation and music beginning from the start rather than resume from the middle
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  • you start to make really really complex animators, a bit like this, then syncing needs to be thought of carefully:
indigo yarrow
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ah, that's understandable, probably not an easy feat to get that synced up properly

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but for stuff that's toggled including things like weapons, outfits, expressions it's potentially synced up?

final yoke
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yes

indigo yarrow
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nice!

oak wind
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yep what Hai said!

ancient karma
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most notably toggling between two sets of hand gestures on each hand for double the hand gestures

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and sitting on the floor without FBT

oak wind
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nice work!

final yoke
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This is extremely good

random ibex
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Yash, you're doing the persistent letter thing with the keyboard!

oak wind
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Its just my standard particle keyboard but setup using a toggle control in the expression menu. The letters stay until either the keyboard is toggled off or they are erased or timeout

ashen prairie
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It all just looks like air traffic to me emoji

random ibex
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@final yoke Animations triggered by speech patterns is a feature I occasionally requested, thanks for this!

full pendant
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weew

pearl mauve
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nice

scarlet moss
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Very Nice

torpid frigate
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wait , what the hell is this

full pendant
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A nanachi

ashen prairie
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👀

torpid frigate
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i mean like this menu

full pendant
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Avatars 3

torpid frigate
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this is awesome

icy vessel
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you probably know already but the ears don't change color as you change the body's color

torpid frigate
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i need this

ashen prairie
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more stuff to learn

torpid frigate
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yeah but first i need to fix the 14664 problems that i had on unity + blender

full pendant
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thanks for catching that

icy vessel
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👍

full pendant
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hops back into unity

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also the fluff clips with the pants

gaunt sun
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@full pendant Wait I though toggle expressions didnt appear on your mirror clone?

full pendant
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I didnt use toggle I just used a few buttons and an integer value

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the clothes are toggle though

gaunt sun
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matsix I'll understand eventually

shrewd condor
proven girder
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This looks cool, but because my joystick is broken and makes me spin without touching it, it will be really annoying for me to use this thing

hallow belfry
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Now I don't need 4 versions of my model that have different heights XD. Thank you to those in #avatar-help who helped me with some of the problems I had when making this.

proven girder
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That’s cool

scarlet moss
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I want to do something like that, but with power armor.

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Right now I'm just trying to understand the document.

shrewd condor
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managed to recreate the vanilla emote menu

rancid plover
ashen prairie
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could you go W I D E mode using this?

random ibex
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I don't see why not. Joshuarox100 just posted a height change demonstration

ashen prairie
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nice, I can se this system being the gauntlet of memes.

hallow belfry
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I uh, also may have found out how to increase scale at an infinite rate as well by accident in the process. So yes, you can definitely go wide mode.

pearl mauve
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lol

ashen prairie
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sick

hallow belfry
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Although be aware that doing what I just said will cause your avatar to implode into a mass of vertices.

ashen prairie
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good

random ibex
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I see this as an absolute win

lyric vessel
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@full pendant Your avatar is now in the Hub world 🙂

mystic owl
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@hallow belfry How'd you do that? I have 5 Ant-Man avatars at different scales, so I'm sure this'd help a lot!

full pendant
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Yeah Stabby just dropped down a portal haha

chilly wedge
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How O.O i been trying to do it for a while if we could talk in #avatar-help

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@shrewd condor

vivid vale
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@hallow belfry make your avatars skin turn green when you get bigger (and increase muscle mass) 😄

hallow belfry
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@mystic owl The basic idea is that you scale your avatar in an animation, and once you finish adjusting the scale you use the VRC Animator Set View script to update your viewpoint to the location of your head bone.

prisma crown
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oh, huh, the scale thing is nice, does it update ipd to match the new scale too with the vrc animator set view

hallow belfry
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Unfortunately it doesn't currently. This is still beta so that could change though.

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For smaller changes in scale, you can kinda get away with just adjusting the User Real Height ingame.

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It would still be cool if they made an option to also adjust the IPD scale when the viewpoint is set though.

lofty violet
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quickish question. can the viewpoint be updated continuously? it would be sickening, but I wanna try putting the camera on something like a giraffe =p

hallow belfry
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You'd have to first reset the viewpoint everytime you wanna change it, but if you can reduce state switch delays then maybe?

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That'd be interesting for sure though.

lofty violet
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yeah, i like to try n mess with things in a weird way. already got a quadruped with 6 legs (hexaruped? think a 6 legged triceratops) that blends between having the front 2 legs switch to IK when standing still (toggling a rotation constraint to copy invisible humanoid's arms, neck, and head) and it works great! mostly... (toggling rotation constraints dont really like mirrors the current system lol)

prisma crown
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hopefully the ipd adjustment is somethin they can do

cedar widget
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Wait so are you saying the scaling thing isn't very useful in practice because not everything scales properly? Dang that was the first thing I wanted to try and do

crystal torrent
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hey, did avatar 3.0 fix that generic avatar problem that made the animations play only on my screen?

drowsy topaz
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You can do generic things on a humanoid transform

crystal torrent
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really?

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how?

keen basalt
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wassup

drowsy topaz
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I had a friend test it so I only know its possible

keen basalt
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do u guys know how to set up an avatar on vrchat?

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Like does it cost anything

crystal torrent
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nope it's free

scarlet moss
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Only your time and your undying passion.

crude snow
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@crystal torrent I’d also like to know if it’s fixed

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Can someone explain what 3.0 means for non humanoids

scarlet moss
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I think it mostly means more freedom on animations mostly.

woeful brook
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only for vr

bleak cave
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you can still access the new menus in desktop mode

woeful brook
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its just an error

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thats it

scarlet moss
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This is probably better posted in #avatar-help than in showoff.

woeful brook
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ok

shrewd condor
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also decided to give the mask ireses to try out the eye tracking 👀

lime prairie
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Question: with AV3, are we still limited to 70K-poly models?
I've been working with Daz Studio as my modeling engine, and have gotten pretty good at optimizing my avatars as much as possible without loss, but its been a game of trade-offs to keep my avatars under the 70K limit. Atlasing works out fine for keeping draw calls down to a minimum while maintaining high detail, but my best works ring in at anywhere from 120K-polys to 470K-polys.

brittle path
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You might have better luck asking around in #avatar-help or #avatar-general , but I haven't seen anything in the documentation about a change in that area.

vapid summit
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i don't think so

royal pine
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There isn't any limit, however you obviously will be marked as very poor with such an avatar.

random ibex
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@shrewd condor Cool! But sad kick looks like dashing, and I think backflip needs to be, uh, flipped.

shrewd condor
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Yup, still messing around with them

random ibex
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All the others are great

lime prairie
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Right. Thanks everyone. :)

royal pine
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Also, you should look into baking high poly meshes into low poly ones if you're not already doing that. Needing to go above 70k tri for a single character is a bit overkill for any characters for multiplayer games

crude shell
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How do you guys make multiple expressions work? I'm only able to get one at a time working.

full pendant
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Use blend tree

random ibex
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Overwatch characters are around 80--100k

bleak cave
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actually OverWatch characters are about half of your estimate

torn meteor
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yea believe it or not a lot of characters in big games are fairly optimized (by vrchat standards)

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the industry uses a LOT of crazy techniques and overall great skill to make things look fantastic

crude shell
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So just put it on a blend tree instead of directly attached to entry?

bleak cave
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well a lot of sources of too many polygons are pretty much eliminated on properly optimized game characters like there is nothing under any characters clothing

random ibex
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Note these are rough, they were collected through ripped models hence some pieces are missing

bleak cave
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yes but still they're not going to double the number

random ibex
royal pine
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Overwatch has 12 player characters per session, VRchat has up to 50-60 if not more.

random ibex
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But hey, maybe these are just the character select and Play-of the-Game models

random ibex
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Or maybe the ripped ones are LOD's

sacred maple
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probably a mix of player model and weapon, for fps games they go wild with the weapon since that is pretty much all you see

random ibex
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I think they have an entirely seperate view model for that

sacred maple
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might display a lower version for others

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yea

bleak cave
crude shell
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@full pendant How do I set the blend tree up? Do I just branch the gestures off of it? Is there any other transitions I need to make?

sacred maple
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looking at a mei blaster from one of her skins rn, its like 17k by itself

bleak cave
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anywho considering how many people we typically want in a vrchat map you would be targeting the more lower end numbers because you need a lot more of them on screen

random ibex
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That's true, but the exact phrase I was contesting was Needing to go above 70k tri for a single character is a bit overkill for any characters for multiplayer games

But it looks like the models used during game are much lower than that to run on consoles. The models I'm looking at are surely for the character select and end-of-game animations

crude shell
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Can anyone show me how to set up a blend tree? I'm experimenting with everything but I think I'm missing something. :L

cedar widget
mystic prawn
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@hallow belfry have you tried your scaling avatar in VR, per chance?

hallow belfry
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I have

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It sets the height of the viewpoint correctly, but since the Animator Set View doesn't recalculate the IPD Scale your body grows but 'you' don't. Easiest way to describe it is like having your User Real Height either set way too high or way too low.

mystic prawn
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hmmm, then I'm doing something wrong with my animations, because I just tried scaling myself in VR and it still does the typical 2.0 thing that consists of either being crampled inside a box with your hands next to your head, or hanging around midair like a puppet

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do you mind if I bring your wisdom to #avatar-help for a moment?

hallow belfry
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Sure

mystic prawn
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thanks!

rancid plover
rancid plover
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i don't wanna go back to live. just push the update aaaa

cedar widget
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this^

acoustic viper
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I'm so excited for this, all the stuff I see here blows my mind

noble sun
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This stuff seems neat. Will it be on quest?

drowsy topaz
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Dont push the update all my stuff is broke lol

lilac kindle
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That's what you get for not just using a TDA scion

worldly lily
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More stuff than that is broke 👍

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I'm really liking being able to sync everything ^^

drowsy topaz
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Yeah the syncing for inventory systems seems real nice

worldly lily
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Glad I have a ton of experience in animators from on-step swapping. Knowing how to actually do things with parameters is a godsend

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I'll have some stuff to show off soon 👍

sacred maple
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You're the real godsend 🙏 👼

worldly lily
lyric vessel
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@rancid plover That looks great! We can't wait either but we've got some more stuff to fix up first so the launch goes nice and super smooth 🙏

serene scroll
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the god has spoken

rancid plover
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:) thanks tuptup. Hope all goes smooth, i love it so so much already

ember dock
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fine lol

fierce scaffold
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i like that it had the sword icon

ember dock
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lmao

quartz owl
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lol nice

copper dirge
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The detail in those textures tho.

timber bay
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It's pretty sloppy but I'm content.

atomic coral
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Nice

upper field
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Yay!
I know it's not much but i finally managed to figure out how to blend masked animation on top of other locomotion animations

honest kindle
ember dock
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nice and something you can also do is equip weapons by opening their submenu

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and then dequip when closing

honest kindle
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i was thinking of doing 3 weapons which you can choose from and in sub menus you could further change out the weapon attachments on each of those guns

ember dock
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u can close the menu while still in a submenu

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i think it keeps the value on

honest kindle
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hmm interesting ill have to test this

ember dock
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if u re open menu keeps u in the submenu

pure flame
whole karma
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that's some very smooth flying too

pure flame
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lol thanks

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but yea, i'm so glad that these parameters exist

real pivot
hardy star
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This would be useful for allowing hand rotation on the desktop client

shrewd condor
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Managed to make a functional water sprayer... Ok I know it's not impressive but I made extra sure the animations blend seamlessly when I press the trigger button

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I'm starting to figure out that toggling items can be much more impressive with an entry, hold and exit animation

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Darn, can't show off that well cause I'm away from my headset XD

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But basically, turn on the hammer, then fist to summon it. It stays in my hand until I use the open hand animation

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4 anims
Ready: Hammer on Hip
Summon Hammer: Transitional animation with the parent constraint weight going from 0 to 1
Holding Hammer: Hold animation
Return Hammer: Transitional with weight going from 1 to 0

proper trail
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Interesting, can you explain how exactly you use parent constraints?

drowsy topaz
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Usually you have the hammer be a child of the hips, then parent constraint it to the hand. Or have 2 parent constraints, 1 to hips and 1 to hands. Then swap the weights between the two in the animation.

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For the latter the hammer would just be a child of the gameobject

proper trail
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Ah I see
Yeah I've never messed with parent constraints before

drowsy topaz
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Parent constraints are the optimized way of doing it, in this situation you can just have the hammer be a bone so your model could still just be 1 skinned mesh and 1 armature

proper trail
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So parent constraints can also change the position of something instead of it just making something move along with something else? Interesting

drowsy topaz
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It depends on your offset, define your parent constraint to have an offset of 0 and when its weighted it will drag the object from where ever it is to where it needs to be

proper trail
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Ahhh

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So that's how people do that

limpid lake
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@real pivot Wow that's pretty dang cool! that's the stuff I was waiting for people to do 👍

shrewd condor
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There we go. I'm only using the point emote to display it better from desktop, the hammer follows your hand

proper trail
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Oh I like this a lot

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Even has a sound when it nyoms over to your hand

sacred maple
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UwU detected 👀

whole karma
sacred field
random ibex
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Very nice, appreciate the debug menu

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We should all be using the debug menu

shrewd condor
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Oh yea I changed some textures and normals on the hammer

proper trail
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Ohwow

rancid plover
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@timber bay that looks real nice, did you model your avatar? its real pretty

ember dock
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progress....

woeful brook
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is this finger tracking via a normal controller?

ember dock
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no

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its sign language without even moving ur fingers

proper trail
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Just a lot of animations

woeful brook
#

Oh! even mire clever!

livid light
#

thats so cool ✨

proper trail
#

Yeah that's really nice

#

Very much going to look forward to what the sign language community will do with this

ember dock
#

as of right now its a bit too difficult to use

#

and the SDK also limits how many controls you can have per menu

#

which kinda stinks

proper trail
#

Hmm I see

ember dock
#

if i had like 22 controls instead of 8

#

it would make life a lot easier

shrewd condor
#

Considering you can add different hand animations to each hand gesture you get 18 basic hand gestures, and that's without combining them

ember dock
#

theres only 9 per hand

#

but the issue is that this is for sign language

#

plenty of signs will mix and match hand shapes

shrewd condor
#

That's not a problem anymore! You can have hands play a ton of different animations

#

Wait, I don't really know h l so I may be wrong

sand karma
#

ASL would be difficult to implement without heavy use of menus

limpid lake
#

Kung did I read that right :pog:

#

Thats awesome

ember dock
#

this is better sec

#

is there any way to make the image/sprite just go away

sacred field
#

Maybe add a transparent one?

ember dock
#

it displaces text

sacred field
#

Ah...

#

Could maybe try a funky aspect ratio or something if that would work to keep the text from sinking 🤷

ember dock
#

hm

sacred field
#

@limpid lake Yeah it doesn't work 100% of the time though if I add enough other ones the idea is to make my face sort of expressive matching what I'm talking about

#

I can adjust the sensitivity with the transitions back to the check viseme state. Basically if it finds anything wrong it starts going back but it keep current state on interrupt

#

so if the right viseme comes through fast enough it'll still take it

#

It's loosely based/inspired on the detector @final yoke made

timber bay
#

@rancid plover
This is a really late response… but yes! It's of one of my OCs.

limpid lake
#

Yeah thats what I was thinking

#

Having a more expressive face based off what it is you saying aka the visemes

#

Neat idea

ember dock
sacred burrow
#

using custom guestures layer to make gestures have alternates if performed in certain ways.
On vive.
is a bit finickey.

prisma crown
#

||t pose at the end.....||

sacred burrow
#

still needs a lot of work

#

for some reason opening steamvr menu makes tpose

pearl mauve
#

opening steamvr will activate the afk state, might have something to do with that

sacred maple
#

damn, lookin gud hito

sacred burrow
#

i think i know why
thanks nate

i still need to get moving while keeping legs on fbt working

full pendant
#

you can have all of your blendtrees share a layer if they dont interfere with eachother by passing them all through a direct blendtree with a blank paramater set to 1

final yoke
#

I am currently working on a project to generate animator layers which detects hand gesture combos and trigger face expressions.
This is what I used to create the Vket-chan avatar in the official world, so you can have multiple sets of gestures in a single avatar, and combine it with the new Avatar 3.0 features such as blend trees, and disabling eyes blinking when the face expression has eyes closed.

fast rivet
#

how you get that amount of slot. @ember dock

mystic owl
#

@mystic owl The basic idea is that you scale your avatar in an animation, and once you finish adjusting the scale you use the VRC Animator Set View script to update your viewpoint to the location of your head bone.
@hallow belfry I have NO idea how to do that. I haven't messed around with it at all yet. Is there a way to take a file and just add it to mine? Like a prefab?

hallow belfry
#

Uh I can try to make a prefab, give me a couple minutes

lean torrent
#

I'd love that prefab too if you get around to making it matsix

hallow belfry
#

In the middle of creating a README for it to explain how to set it up or incorporate it into your own stuff.

lean torrent
#

Bet

crude shell
#

I need to figure out blend trees too.

mystic prawn
#

Can I get that prefab as well? vrcInvitereq

hallow belfry
#

Of course. I'll let you all know when I'm done with it.

mystic prawn
#

Thank you vrcLove

ashen prairie
#

Crazy looking stuff. Loads to just disable something while another becomes active.

worldly lily
#

Driver parameter can access as many states are there are floats(to precision) from 0-1

#

Doesn't confirm a value to drive until the logic is sound and will prevent the wrong thing from enabling.

hallow belfry
#

Very interesting

worldly lily
#

Proof of concept. More of an experiment than anything I'll make something with.

#

Still neat imo ^^

oak wind
worldly lily
ember dock
earnest vector
#

I'd love if you could take screenshots that way.

#

ik we have the default camera, but this way feels more real

ember dock
#

u can if u make a custom shader

#

i was gonna add a screenspace shader that if u put camera close to phone it will snap pic of the render texture but i didnt finish it

upper field
torn meteor
#

awww lil pocket pal!

pearl mauve
sullen raven
#

@upper field That made my morning, I actually do a decent nep impression as its pretty close to my voice and the first thing I see when I join this server is that adorable creation it mustve been fate. ❤️

crude shell
#

@upper field I love the animation! :) I'm about to dive into complex animations as well. :D

supple silo
#

voice recognition by Lip Sync. When I say "Lightning bolt!", then emit particle.

acoustic steppe
#

... now i wanne see someone do the really old "magic missile" meme with this.

whole karma
#

or fireball

copper dirge
#

Inb4 someone makes a Mega Man X avatar where you say the names of his weapons to use them, just like how X (and all the other characters) shout the weapons names every time they use them in the later games.

pearl mauve
#

Naruto characters...

finite spoke
iron gate
#

I wrote an editor script to emulate Avatars 3.0 in the editor. This can be useful for debugging state machine issues, though be aware that is only an emulator, and will not replicate all behavior precisely.

#

I'm still bugtesting, so not quite ready to distribute the script, but let me know if you'd like to test it.

noble sun
#

Voice sync with commands?

#

I wanna see a Tachanka skin with LMG amounted and loaded

#

That would be amazing

prisma crown
#

oo, that's really friggin cool, lyuma

noble sun
#

I don’t know anything about avatar making so I can’t figure out stuff and I’m a quest player so

lyric vessel
#

@iron gate What's that display in the top right?

iron gate
#

That's an asset from Package Manager (show preview packages) called PlayableGraph Visualizer. It's kind of shit actually because there's no zoom but it gets the job done I guess

lyric vessel
#

hmm, i see

#

neat

tidal lagoon
#

Bru.. voice sync with commands is like.. Holy you can do a whole mage cast system and summon a hyper kitty cannon on activation owo

#

I just realized that all dragon ball fans will be trying to get Kama hama hama ha working with that system...
oh no..

mint tartan
tidal lagoon
#

OML on that dance

supple silo
#

I need spell cast system's editor. (Just planning now)

dire anvil
#

i am growing powerful

prisma crown
#

oh, that's pretty damn cool

tidal lagoon
#

yass

rancid plover
timber bay
rancid plover
#

love your model once again. also nice job on the gestures

strange otter
#

@rancid plover are all of your heads separate meshes? could you do something like this for, say, face morphs? i've been working with some of the ARMS models and i'm struggling to get the morphs into blendshapes, but if i could toggle them with 3.0 that would make my life 300x easier

ember dock
#

i made an avatar yall will love

#

head over to the avatar 3.0 hub bc its public right now and u can clone it off me in a couple of hours

#

also @lyric vessel u can put it in ur world if u wish

#

ill record videos later

ember dock
#

what? and wrong channel

silent seal
#

Sorry, is the SDK for The 3.0 avatars out yet?

royal pine
silent seal
#

Nice, it looks like it's still in beta

pure flame
acoustic steppe
#

how are you triggering the thing going off. is that a gesture or momentum based?

pure flame
#

just gesture

#

repeatedly doing the same gesture to make a chain combo

green seal
#

oh i saw you on avatar 3.0 that was really nice! 👏

acoustic steppe
iron gate
oak wind
tropic raptor
#

I love AV3 so much

north tapir
#

Heh. I'm still trying to wrap my head around it.

#

Yeah, still trying to figure out how to assign shape keys to a hand gesture. >.>

#

Let's take this into help.

rancid plover
#

@strange otter my avatar was all 1 mesh

#

It was material changes

oak wind
halcyon cove
#

Made this to showcase Avatar 3.0's ability to activate animations using Viseme Int Values.

More detailed explanation in description of the video. Will release a step by step guide in the upcoming future.

https://youtu.be/83csr4o7s8M

austere crest
#

nice, thats exactly what i was wanting to add to this avatar im working on, however im kinda new to this stuff and dont really know what im doing

rotund viper
halcyon cove
#

@austere crest will be making a step by step tutorial in the near future.

austere crest
#

ok, just got the avatar into unity so maybe ill just mess around and see if i can get something going

halcyon cove
#

if you understand the parameters its decently simple to work with.

austere crest
#

unfortunately i dont, but im sure there are plenty of people to help here

calm linden
#

A good tutorial would be someone converting the gesture emotes from the old system to this new one. Lot of people like myself trying to prepare and the documentation and current videos dont really provide that atm.

hallow belfry
prisma crown
#

Neat, it will be fun to see what other prefabs people come up with

lyric vessel
#

Please try to keep this channel for showing stuff off you're working on, keep help and discussion to the appropriate channels-- let people show off the cool stuff they've made 🙂

past kayak
#

+1

ember dock
worldly lily
#

why do you see your own nose

pearl mauve
#

viewpoint set behind it

ember dock
#

bc vrchat dumb and need to fix

sacred maple
#

We all always see our own noses

finite spoke
#

@ember dock i have the same problem with my anu. i am having to fix it in shader. my anu is also a tiny avatar.

#

maybe there is correlation there

boreal idol
#

if the nose is weighted to the head it should be shrunken. Is it on a bone that's constrainted to the head or something instead of being directly on the head?

atomic coral
#

it just shows the head completely and it only happens on beta branch

#

i have noticed it myself. for some reason in the beta it does not seem to shrink your head

austere crest
#

yeah ive had problems where i can see my hat if i crouch on my inspector gadget

ebon verge
#

Oddly head still shrinks in holoport, but yeah it either doesn’t in regular locomotion or the trigger distance was reduced

woeful brook
#

was that avatar using the inventory system?

ember dock
#

is it just me or do people just not read what av3 is

woeful brook
#

^

drowsy topaz
#

Its the same with Udon

ebon verge
#

Maybe hide it with a avatar 3.0 tag like Open Beta does

ember dock
final yoke
#

I am releasing the tool I've been working on to attach face expressions to gestures and generate an animator ( https://twitter.com/vr_hai/status/1283170387631669248 ), but also switch between multiple sets of face expressions using the Action menu. The Vket-chan showcase avatar was generated using this tool.

ember dock
#

u should make a converter for animation overrides lol

#

for the uber lazy

limpid lake
worldly lily
#

If you'd rather use 2.0 overrides just use 2.0 🤷‍♀️

austere crest
#

yeah better make good use of it since after this comes out im honestly not sure how long they will choose to support it

ember dock
#

no as in it automatically converts all the 2.0 overrides into custom animators

#

so u can slap sdk3 stuff on top of it

sacred maple
#

that would be neat, i think thats a big reason why a lot of world creators didnt just switch to udon, they cant just ez port it over

ember dock
#

makes it a billion times easier to change gestures and locomotion animations

#

slight performance drop from using gesture and fx layer simultaneously for hand gestures but

ebon verge
#

It's sort of a upgrade or die thing. They don't need to update worlds - new content will come in to replace it

#

Old stuff breaks, no one can really fault VRC for that

sacred maple
#

yea thats what i was gonna say too, if something breaks on sdk2 in the future, its no longer the top priority for them to fix it completely

ebon verge
#

Being asked to update one of your older versions of something because they don't want to use your current version is just one of those moments where you ponder your how to properly respond

ember dock
#

an example is when shaders and tranforms became bugged on all older avatars

#

but that required less effort than when converting sdk2 to sdk3

#

was just reupload

lyric vessel
#

New update available for avatars3-beta! We're now on 94305. Please see #730973243904753705 for info.

final yoke
#

I intentionally do not make override conversion because most of the generated animations would not make sense, the main point of the tool is to leverage on AV3 features to fix unsolvable issues on SDK2 avatars such as incompatible combined face expressions and make them coexist with AV3 features such as blend trees; also this tool is exclusively for face expressions, not hand positions, not ear/tail/wings positions, so there's some effort needed to convert avatars

mystic prawn
#

the flickering thingy can be fixed by not having to constantly update the viewpoint in a constant loop. otherwise, thanks vrchat devs ❤️

obtuse gulch
#

Is it possible to just scale individual bones say the arm with this method?

whole karma
#

thanks

#

what i do is rescale an empty object and the hand bones have scale constrains on them, seems to work pretty well @obtuse gulch

obtuse gulch
#

ah I see

chrome kayak
#

big feet

halcyon cove
halcyon cove
#

here is a video showcasing this in action. Gif I posted on twitter was broken

ember dock
#

u can just set the transitions to 0-0 and make sure that the sequence is followed perfectly, and also can listen for silence at the beginning

halcyon cove
#

well its more about if you say one of the values by mistake. Which with a 3 variable word, it will happen a lot.

ember dock
#

oh then just use multiple states instead of one

halcyon cove
#

i do

#

🙂

#

I appreciate the SIL recommendation. I'll try that in a bit.

ember dock
#

use it more to prevent accidental triggers in words like
"oof" where you might say "poof" and accidentally trigger it

#

unless thats what you want lol

halcyon cove
#

well mainly I dont want to have to make a weird pause to set up the system. I want to fit the word into idk like an RP thing for example.

ember dock
#

sil doesnt mean huge pause

halcyon cove
#

I know 🙂

ember dock
#

in normal speech it shows up between words if speaking normal speed

halcyon cove
#

👍

atomic coral
#

Once you do a tutorial on this im definitely gonna test it out

halcyon cove
#

😄

lean torrent
#

Though now my default size is big...

sinful flare
random ibex
#

Very late but @austere crest my inspector gadget Where'd you get that?

austere crest
#

oh it was a sketchfab model, just had to do some re-rigging and add the helicopter hat and it was gtg. everything is set up except for the viseme trigger.

random ibex
#

Oh I see

calm linden
bleak cave
#

good tail wags

fast rivet
#

if you go fast enough it create a tornado

bleak cave
#

now I'm curious if you could actually do that with the 3.0

fast rivet
#

velocity yes

storm grotto
lilac trout
ember dock
#

u can use sub-state machines for gestures too

#

u can make each sub-state handle the set of gestures u want

north steeple
iron gate
#

Quest! Nice

fast rivet
#

Interesting. Using velosity to play an animation faking dyna

pure flame
fast rivet
#

that too dangerous

#

should be block saldy

woeful brook
#

I wish I can do something with the avatar 3.0 like this video, unfortunately, my brain explode when I saw how making avatars 3.0 on Unity working : , )

#

Everybody showing off their cool Avatar 3.0 stuff and i'm just wondering from where you get the time? I get only like 2 hours of free time after work every day

finite spoke
#

@fast rivet thats normal station behavior

woeful brook
#

It's cool to show their coolest avatar, but If you want to use avatars 3.0 system for example... a public avatar world, what we suppose to do ? x,D
More like, How I adapt my oldest avatars to this? x) (no need to respond)

finite spoke
#

@woeful brook personally, i lost my job from the pandemic. makes it a bit easier

#

@woeful brook they will exist as they are i guess. you do not necessarily need to do anything for your oldest avatars

#

sdk 2 avatars will still work

woeful brook
#

ok, then
but if I need for example, to know where case I put this animation (anger face for example), I think I still be lost of this ^^'
but anyway

finite spoke
#

there are some tools made by community members to help things along, notably merlin and hai

pearl mauve
#

There are also multiple people putting out tutorials for the new stuff in unity

woeful brook
#

I'm not sure if these links will help me, but I will try it ^^'

woeful brook
uncut ermine
#

nice world vrpill

noble prism
timber bay
#

At the end you can see the hand tracking having an absolute mental breakdown

half mural
#

I am creating Converter from Avatars2.0 to Avatars3.0.
The main function is the modification of the VRCAvatarDescripter.

ivory maple
#

lmao good one

woeful brook
#

I’m scared

real cliff
#

😐

woeful brook
ivory maple
#

bruh

#

narc

real cliff
#

😳

woeful brook
#

why

#

.....

#

Um??

ivory maple
#

rule4 lol

#

quick glance

real cliff
#

W

foggy vortex
#

ty for remove

woeful brook
#

@neon marten it legit only takes 1 sec of your time.

#

Just read it

#

Don’t make trouble for others

stiff lagoon
#

um hello

blazing niche
#

hello

hallow belfry
woeful brook
#

Thanks Josh. I was waiting for this!

upbeat thicket
#

I wish that was fullbody compatible

hallow belfry
#

It is now!

upbeat thicket
#

what

#

oh boi

hallow belfry
#

Additionally I fixed many of the other issues that were wrong with it before, so it should be a lot less buggy.

upbeat thicket
#

yay no constraint required

sacred maple
#

do you have a new preview vid?

hallow belfry
#

I can make one real quick if you want

sacred maple
#

yes pls, thank you

upbeat thicket
#

did you test if it syncs?

torpid sierra
#

It does sync, yes.

#

I was helping Josh test it.

woeful brook
#

Awesome.

#

No more having multiple uploads of the same avatar for different sizes

prisma crown
#

have you noticed if the fbt calibration drifts? i noticed it did with my take on it but maybe i did something wrong

#

guess i can test it myself too

hallow belfry
#

I didn't notice any in my testing but I'll have a close look while I record to see if that's the case.

prisma crown
#

when scaling to a larger size i notice my feet rise up and my eye gets lower down. it feels like the fbt calibration isn't completely keeping up with the scale

#

had mine with an upper limit of 5.00 scale though, so its probably easier to notice with a dramatic change if it is a bug

prisma crown
#

Ye, still notice it with yours, weird issue

torpid sierra
#

What scale is your avatar set to in Unity?

prisma crown
#

.9. Think I should try uploading it at 1.00 and see if I get the same issue?

hallow belfry
#

Yeah try that

upbeat thicket
#

Sooo does it cause issues in fbt or not?

hallow belfry
#

With the new version of my setup, if you don't use 1.0 you need to modify the included Default animation.

#

We'll see in a moment.

upbeat thicket
#

kk

hallow belfry
#

It definitely works more though XD

prisma crown
#

Oh, yep, I did modify the default to .9 when I uploaded it

hallow belfry
#

Here's an example of using it in full body for those curious what that looks like. Thank you @torpid sierra for recording what it looks like to others.

torpid sierra
#

❤️

upbeat thicket
#

time to somehow integrate that into my avatar

prisma crown
#

hm, still happens even at 1.00 scale. maybe it is a weird avatar specific issue related to something like hip bone placement or something? ill test it with a few others

hallow belfry
#

It could be honestly. I'm currently getting ready to test your exact setup to see if it happens for me (start at 0.9, go to 5.0).

prisma crown
#

another thing that may be different with my avatars is i have the hip placement changed in the rig editor to affect how far they sink into the ground

sand karma
#

honestly scaling should be on every avatar once SDK3 is public. Seems like its super handy and works flawlessly

hallow belfry
#

Ok I found out what causes the floating

#

It seems to be caused by using Animator Remeasure Avatar itself and has nothing to do with the animations used for scaling.

#

I'm gonna move channels since this talk doesn't really belong here.

unborn turtle
#

if anyone here makes a tutorial on adding a scale slider, that would be dope

#

oh, I scrolled up

#

thank you

lean torrent
#

Haha good timing

gilded isle
#

Some... interesting...

proper trail
#

Is it just me or is the video just a single frame?

noble prism
#

it not just you. what a waste of data

proper trail
#

@gilded isle Fix your videos

sleek yacht
#

Is there anyone here that can make me a avatar cause I’ve been looking and it’s not in the game

finite spoke
#

The videos working for me

sleek yacht
#

Hey @finite spoke do u know anyone that could make me an avatar

proper trail
#

This is the wrong channel to be asking for stuff like that

finite spoke
#

Not offhand. Also ^

sleek yacht
#

What channel is the right when then

woeful brook
#

Ah yes, Mentor. bow

sleek yacht
#

@proper trail what is the right channel then?

proper trail
#

Well, definitely not the one that is to show off stuff

finite spoke
#

You can try this server

sleek yacht
#

I just got here jeez

finite spoke
#

Ah no invite links

proper trail
#

Soooo? You can still read right?

gilded isle
#

I don't know why there's only one frame playing online at discord

sleek yacht
#

Yeah but I didn’t know if ur aloud to ask or not

gilded isle
#

The downloaded files can be played normally

proper trail
#

Find the right channel and ask there

finite spoke
proper trail
#

Or ask in a general channel where you could be asking something like that

finite spoke
#

The first one, vrc traders

sleek yacht
#

@finite spoke u could just dm me the sever if u want

finite spoke
#

Just click the link is ez

sleek yacht
#

Ok

finite spoke
#

Vrc traders. They do commissions

sleek yacht
#

Ok

finite spoke
#

@gilded isle it's just the discord client. I occasionally have the same problem. Not this time though, your vids work fine for me

gilded isle
#

ok

shut burrow
#

this has alot of potential im enjoying the new toys were given ^^

obtuse falcon
#

@Bubblegum#0637 DM me

shut burrow
#

Dm u? for what?

lyric shuttle
#

I've just been checking out what other people have made and it's made me realize that a project of mine that I gave up on is now much more possible

#

I'll wait for full release of 3.0 but hot-damn...

tawdry pecan
calm linden
#

just synced music player 🎵
and other experiments...
https://youtu.be/UROECshvudM
@tawdry pecan

That's sick, would love to see how that was done

tawdry pecan
tight pivot
#

simple, yet repetitious

noble prism
#

wow

crude shell
#

oooh, a music player. Nice! 😄

random ibex
#

Neat

humble parrot
shut burrow
#

the possibilities are adding up im expecting more when future updates are released

vapid shard
#

do particle systems scale with the scaling stuff?

finite spoke
#

I think it depends on your particle settings

#

There are scaling options to determine if the particle gets scaled with a parent

#

Idk if it scales it only for the next emission though

ember dock
#

also world space particle systems still broke

#

need to use parent constraints and put them in the armature

finite spoke
#

Yeah, I think that's probably going to be permanent unless final ik isn't used in a future version

#

It's okay imo. I think people should try to keep things out of their Armature in general, except for headgear

#

It's not a good workflow to animate through your Armature, while having to separate related things because of execution order bugs within the Armature

mystic prawn
#

Probably not @vapid shard, judging from my experience with scaling and particle systems

lost slate
#

Particle systems have their own scaling options. In my experience, if you set your particle's scaling mode to heirarchy, it basically always works if you scale the root of the avatar up and down.

#

Also, I did a quick test, and at least through heirarchy, it scales already existing particles too, no need to wait for the next emission

#

@vapid shard

storm grotto
mystic prawn
#

@lost slate thanks a lot you actually made my life easier with that setting

weary loom
#

hi everyone

lean torrent
#

@storm grotto thanks I hate it 😂

supple silo
#

Voice recognition, 2nd works.
I made "Semi automated Viseme animator controller Generator".

lost slate
#

Out of curiosity, what is the second command saying in the video?

I hear
"Once Upon a time"
"???"
"Happy ever after"

fast rivet
#

mighty grand sword

sour star
#

Likely intended to say "mightier than the sword" (because he's holding a pen)

#

Could someone explain to me what is going on in that video? Was the goal to make the coat change colours in time with the voice? I looked up "viseme animation" and that seems like the most likely thing to me. Maybe it's obvious to others but all VR stuff and animation is new to me.

stiff prairie
#

how do i do that desktop arm movement think ?

lost slate
#

I think the coat changing colors was just an animator visualizer.

Basically, what's happening is that you can check for a 'parameter' and trigger animations based off of it.
Visemes are a parameter as well, so speaking causes certain visemes to activate, and speaking the right combination of them will play the animation.

stiff prairie
#

thanks

lost slate
#

Back to splinter's question, each visemes is probably triggering one animation, the coat color change, and then when he says the full phrase, provided his voice was recognized correctly, it triggers the pen staff to animate a certain way.

supple portal
#

with the help of everyone here i managed to create an avatar i really like a lot :3 thx guys

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this all the same avatar, used AFK mode to let me move faster since the app i was using to record just record 10 seconds LOL

marsh thorn
#

whats the file size of something like that? 😬

supple portal
#

24mb 😛

sour star
#

@lost slate wow I get it, now that I see it, I can't believe I missed it. But who would have thought you could pull out a pen with nothing more than words. Like having a Google assistant but it actually does physical things for you. Well, physical things but in a digital way. Hmm. Thank you for explaining.

lost slate
#

I've not yet messed with Visemes as a parameter, but on my next project, I wanna make an almost Kamen-Rider like transformation sequence using voice commands to activate a certain part of the animation.

sour star
#

<had to google Kamen-Rider first> yeah I can see how that could work. Or a viseme that brings your menu up or changes to another avatar altogether. Or a future SDK that allows generic world triggers that turn mirrors on or turn the music up, or more advanced, world-specific triggers that respond to words like bank left, full thrust, flaps up and climb. Easy for someone like me to imagine possible outcomes when I 'm not familiar with the programming challenges. Thanks again.

limpid lake
#

Thats why too much

#

Thats the kind of stuff I'm afraid of to come with av3 tbh (Edit I'm talking about the videos btw)

lost slate
#

The problem is, you don't want any of those things to come up by accident, especially in common conversation.

Visemes animation as is should only be used in specific circumstances. On my avatar, I'd specifically make it to where I have to manually trigger an animation first, THEN use Viseme tracking for further parts of it.

#

As someone who has a Google home, take it from me that voice activating everything sounds great until you actually try it and it starts mishearing other things as commands.

#

So honestly, driving animations with Visemes is more so something you do either if you wanna trigger multiple blendshapes with one Viseme, or in very specific circumstances during an animation you're already in control of.

#

Worth mentioning since you brought up pulling menus or changing avatars, neither of those are possible. The only thing you can do with parameters is trigger animations. These animations can do all sorts of cool things to your avatar, but it can't directly interact with the world or vrchat UI in any way.

#

(Although, if you made the avatar and world as a pair, I think there's wizardry with particle death you could use to drive world animators, but that's something you have to specifically and intentionally make compatibility for.)

sour star
#

Good point - I didn't think of that. I can relate to the google issue, some times I ask mine the time & you'd think I had asked her for the American nuclear launch codes. I should go silent now and let some people post some of their work here instead!

torn meteor
#

so then all in one avatar you got outfit changes outfit color changes, hair color changes, hair changes, togglable ears and tail, size changing, and you can move arms in desktop mode, that's impressive!

gentle harbor
raw stone
#

Nice

pure flame
#

good one man

rancid plover
#

@supple silo thats real cool, also i love your avatar

supple silo
#

@lost slate Thanks you watching the video.
The second command is
"Mightier than sword"

This is reference to an adage;"The pen is mightier than the sword"
But, My pronunciation is terrible.

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@rancid plover thanks a lot!

#

I agree to YandeRainy.
This animation gimmick to activated accidentally in sometimes.
It need the safety device.
Like, "Only actevate animation with other paramater(called by menu or hand sign)" or "Long spell"

nova mirage
#

Does ANYONE have a giagantic anime girl with chairs on her hands that I can clone?

real cliff
#

bro what

paper belfry
#

@gentle harbor Just wondering, so I can get the hang of the different layers, what action layer did you do that in?

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@storm grotto how do you control the speed of an animation with a parameter?

gentle harbor
#

I used the locomotion layer to go into the combat movement state, and the FX layer for enabling/disabling the weapon, shooting and managing sounds.

paper belfry
#

Did you create separate animations for walking with the gun, or just override the upper body?

gentle harbor
#

I got another set of animations which it will switch to when I equip the gun. It has its own blendtree etc

acoustic viper
storm grotto
#

@paper belfry I just set the animation's speed high and then control the multiplier with a float parameter

hallow belfry
mystic prawn
#

uhm... but what problems were caused by being there?

real pivot
plush tiger
#

Why do I feel like this would be implemented in a mobile version lmao

hallow belfry
#

@mystic prawn The main issue with it being in the Action layer was that the layer's weight had to always be at 1 and would break whenever it wasn't. So if you had also added an emote or tool someone else made for the Action layer that set it to 0 after it finished playing, it caused problems. The move to Gesture was mainly to be more compatible with other things people will eventually put out for download.

solemn jungle
#

Mobile version
when most VR controllers come with touchpads.

Hmmm.... i wonder what could possibly make it seem similar....

bleak cave
#

and if they don't have trackpad they have joysticks

random ibex
#

What if I were to show off someone else's avatar?

prisma crown
#

oh, huh, didn't know that. i guess its probably a good idea to put other toggles on gesture/fx layers too then

woeful brook
#

LOVE these showcases

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Makes it exciting !!

spiral lake
#

Yo JC glad to see your avatar is coming along nicely

gentle harbor
spiral lake
#

I'll make sure to swing by and try to catch you one of these timed

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XD

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Prob swing by sometime tmr I enjoy watching ppl make avatars live its interesting

gentle harbor
#

I usually hang out in the av 3.0 hub, unfortunately it is kinda dead now

paper belfry
#

Where else do people go?

warm scroll
#

I haven't posted this here yet but i should

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The fact that I can continue animations in stages without using multiple gestures (prone to mistakes) and it syncs is extremely helpful

green stone
#

wow, when I see all that good stuff that's already been created here, I really get an urge to put my hands on it too, yet I'm intimidated xD

lost slate
#

Dude, Kamen Rider avatars are conceptually perfect for 3.0. Especially since they're usually a linear sequence of animations that need to be separate for theatrics.

Using animators to add logic even works too, such as if you wanted to do a Build transformation and want different animations based on whether or not the Hazard Trigger is on. I've considered commissioning a Kamen Rider avatar, but the clunkiness of the gesture override system meant a lot of accidents were likely to happen and I'd always held off.

warm scroll
#

Yeah, you can have alternate paths just on one avatar (though it'd be hell to optimize)

#

You can also even use particle death systems to insert things into the belt slots

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And feel like you're actually doing it (instead of manually triggering the animation)

#

Lots more immersive and flexible

lost slate
#

I imagine the easiest to optimize would probably be W if you just split it into two materials and animated color changes, but yeah, it could get complicated fast. Many riders have a ton of variations, so it's unlikely to have one avatar with all the collectable gimmicks.

warm scroll
#

Now if unity would fix/acknowledge their bug with material swapping in a mesh with 5+ materials

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Ah yeah that's true

lost slate
#

How does that bug work? I'm not familiar with it.

mystic prawn
#

@hallow belfry oh, i see

warm scroll
#

Kind of unrelated but related, but if you change more than 5 material slots in an animation and material slot 5 is included (element 4) it will apply all the changes of the latest frame to all frames of animation as well as change material slot 3 (element 2) to be the same as slot 5 in that frame

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It's hard to explain but its consistently reproduced

lost slate
#

That's oddly specific. Wonder how that happens.

#

Does sound like a pain though. Normally I keep my material counts extremely simplified, so I never encountered that.

warm scroll
#

So the only way to get over it is either by having entire separate body meshes or leaving element 4 a blank dummy unchanged material

#

Theoretically

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There comes a point where you need the extra material slots otherwise youd be forced into a 4k/8k texture

#

Also uh shader setting differences

lost slate
#

I imagine that becomes more of an issue when you get to custom shaders. Thankfully, my main shader works with masks, so I've never needed to worry too hard about it. But I know that more specific use cases can justify the need for extra materials.

warm scroll
#

Mmhm

lost slate
#

Also, I was rewatching the video, did you say 'henshin' to flip the key over before inserting it?

warm scroll
#

Ah that was an animation but it was to that effect yeah

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I had to put in lip movement manually because back in 2.0 i had to use a separate mesh (which visemes didnt work on) so if i do say "henshin" my mouth wouldnt move

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So it's an artifact from that time

lost slate
#

Ah, interesting. I just know a few people have been using visemes to drive animations, so I didn't know if that was the case here or not.

warm scroll
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I might do that for a build one if i eventually go back to that

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I know its possible since ive seen people do it

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For other things

lost slate
#

Yeah. Nicer thing about a Build transformation would be the fact that you could use states to make the voice recognition a little better. Instead of fumbling with viseme orders, you could just set it to anything above 0 once you get to the right point in the animator.

warm scroll
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Yeah

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||dekiteruyo....||

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One obvious usage would be delta gear

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The actual toy has a voice activation module too

upbeat thicket
#

Oooh I saw that on twitter~

lost slate
#

Interesting, I'm not familiar with 555, so that's new to me. I'm making a slightly Kamen Rider inspired transformation sequence for a friend, and voice activation is gonna be the final component of it. So I'm excited to eventually get it working.

warm scroll
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Good luck!

lost slate
#

Thanks, it's cool to see the upgrades to the system you've made. Come to think of it, now that gesture slots aren't a limitation, do you have any interest in adding final attacks to your models? I mean, assuming they don't already have them, I just think it'd be a cool addition that wouldn't be too much more of an optimization hit compared to adding in more meshes for alternate forms.

warm scroll
#

Yeah, eventually

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It's been on my mind since i dont need to separate my rider models anymore

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Weapons, finishers, the such

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But maybe once i'm done with more henshins i wanna do haha

#

Looks at metal cluster abandoned for months

lost slate
#

Funny you mention Metal Cluster Hopper, I was just typing out how I didn't even think about the Rider weapons and I'm wondering the viability of having the Metal Cluster blade hook onto the Attatche Calibur.

woeful brook
#

A kinda cool Windows 95 holographic simulator, The Mouse is movable, and reacts to objects (via a threshold), funny errors, and more. I will post a vid soon

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This is attached to the Animation Menu of a AV3 avatar

lost slate
#

Cool looking shader, curious to see what it does.

woeful brook
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Thank you, I will try to get to doing a vid soon, kind of arguing about keeping it as a in front display, or attaching it to my hands

spark fern
#

Thank you, I will try to get to doing a vid soon, kind of arguing about keeping it as a in front display, or attaching it to my hands
@woeful brook
Why not both XD

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Have it so u can switch

woeful brook
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Because I would have to set anims for both

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Which would mean a whole new tree

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Making my avatar that much bigger

drowsy star
#

@woeful brook Parent constraints are too powerful for you anyway. 😤

woeful brook
#

Eh?

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I am guessing you mean for me to enable and disable a parent constraint on the object?

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Can those even be enabled and disabled via an animation @drowsy star

drowsy star
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Yes, they can. You can snap it from you hips to either of your wrists or even drop it in space with a single parent constraint component. @woeful brook

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You would probably have it outside of your armature and Patent Constrained to wherever you wanted it by default. Then on a toggle you could animate it to another position.

#

Much more optimized than multiple objects. Very good for props too.

woeful brook
#

If I have Zero Snap for its location, will it always go back to my wrists?

drowsy star
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Zero Snap? If that's an AV3 term, I don't know. I just watch people play while I wait for Live release.

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Think constraints solve later?

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Wasn't sure if before or after animations but definitely after IK.

woeful brook
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Mmm, I see how it works, still only a good month into Unity, and when you said Parent Constraints, my mind jumped to Maya

drowsy star
#

Ohhh.

woeful brook
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I mainly do Smash Modding, so this is more or less a What if hobby

drowsy star
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Good hobby.

woeful brook
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Yee

modest mural
#

write less! more showoff? Oo

woeful brook
acoustic viper
#

This is so cool! If only you could alter your voice while using the puppet

woeful brook
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Im not a good voice actor :(

hallow belfry
#

https://github.com/Joshuarox100/VRC-Avatar-Scaling/releases
Just finished a new version of the scaling tool which I've dubbed the Normalization Update!
The two biggest changes in this version are that it now uses normalized time for controlling the avatar scale and only two synced variables are needed now instead of three.

#

Also as a side note, there probably won't be any more updates to the tool until the next version of the beta is out, mostly because the plans I have for improving it further would likely be affected by how things end up changing.

acoustic viper
#

I gotta try this out 👀

woeful brook
#

Why is that blocked out

ember dock
sacred maple
#

dont ask questions you dont want answers to

copper dirge
#

If they had to block it out, i think it's pretty obvious what that button does considering the other options on that menu...

sacred maple
#

😳

calm linden
#

Will trade Photoshop/cropping skills for av3 skills

hasty canopy
#

no

acoustic viper
#

The hardest part probably was making the portal object animation trigger in time cause of the different animators for different parts lmao

ember dock
#

@acoustic viper a cheat u can do is that u can just copy over the same animation onto both layers

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it shouldnt cause any issues since theyre both in sync and one takes priority for some actions

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i do this a lot for things like finger gestures

acoustic viper
#

Oh yeah I was about to do that but I thought using the same portal animation twice would make my files more organized

woeful brook
iron gate
#

@acoustic viper (unity tip: you can use negative speed to play an animation clip backwards)

acoustic viper
#

Ooooo never thought about that

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Thanks for the tip!

woeful brook
#

Very cool demonstrations guys! Love it !

hallow belfry
#

https://github.com/Joshuarox100/VRC-Avatar-Scaling/releases/tag/v0.4.1
Here's a new version of the Avatar Scaling tool for you all. This one makes the tool compatible with the new Open Beta. Unfortunately a couple quality of life changes were lost in the process due to how some stuff has changed.

  • Remote clients will now see you at your default size while you make adjustments.
  • Locomotion is now left enabled while your size is being adjusted.

For those curious on how the Safety System affects scaling, if someone has custom animations turned off, you'll appear to either be floating or partially in the floor at your default size. Your IK will still work correctly, so don't worry about your arms flying into space or crushing your internal organs when you change size, it won't do that.

Lastly, expect another version to be released some point tomorrow. I managed to resolve a couple of the issues I was having that are worthy enough for another hot-fix to be released.

ebon verge
hallow belfry
#

Nice icons!

lofty nexus
#

hey

final yoke
#

quick demo of how networked ik works when animations are disabled by safety settings

hallow belfry
#

This is art.

random ibex
#

science

acoustic viper
#

Does it just smooth them?

drowsy topaz
#

Looks interpolated to save networking time

acoustic viper
#

Weird behaviour but it may be helpful in some occasions

lost slate
#

Yeah. That dance has been shown before when all animations were sent over networked IK instead of being played remotely.

fast rivet
#

Animation overall is not block anymore? like blendshape

hallow belfry
#

https://github.com/Joshuarox100/VRC-Avatar-Scaling/releases/tag/v0.4.2
As promised, here is the newest hot-fix I have for the scaling tool. This should hopefully be the last hot-fix I do before I get back to work on v0.5.0. Also, in order to make these update posts not as long, I'll only be posting the update summaries for now on rather than just highlighting a few changes. With that said...

A hot-fix for a hot-fix... Firstly, this version fixes a bug I failed to patch in the last hot-fix where the viewpoint would get incorrectly set if you were either crouched or prone before changing your size. Additionally, allowing locomotion to remain enabled was a BAD IDEA so movement while resizing is no longer possible. Lastly, another Animator has been included that will fix issues with resizing in chairs if you use it.

solemn jungle
#

Also to whoever was saying that we still need the FBT fix, just to point out this is in CATS:

#

(which oddly i'm only using to fix up an avatar for a VRM system i'm going to use)

sacred maple
#

this is the showoff channel

acoustic viper
#

Really cute avatar! Even though this is not a 3.0 avatar, it should go somewhere else

paper belfry
#

Mods really need to move avatars 3.0 below developement

#

Way too many people are posting the wrong stuff

acoustic viper
#

Yeah if we get less than 5 a day we're lucky

jaunty pasture
#

It's not a 3.0? @acoustic viper? I'm pretty sure I made it with the 3.0 sdk

civic lodge
#

I think this is for showing off 3.0 capabilities in particular, not the avatars themselves just to explain!

jaunty pasture
#

Oh, alright. I was going off the channel topic message and thought it was okay

proper trail
#

The channel topic message also says Avatar 3.0

#

Entire category is for Avatar 3.0

jaunty pasture
#

And it is, I don't know what the problem is

proper trail
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That no one sees how it is 3.0 related

jaunty pasture
#

Got it, I'll take it down

acoustic viper
#

It was a nice avatar but when we post avatars here we show off our menus and stuff we've come up with

silver mesa
#

!play micheal jackson carosel

hasty canopy
#

no

brisk portal
silver mesa
#

U0 That looks awesome! i almost thought it was real life for a second XD

#

how did you get live Fps readings and locations as such? that looks so complicated

brisk portal
#

The FPS counter uses a ShaderLab variable called unity_DeltaTime. This allows you to get the elapsed time from the previous frame. Location uses _WorldSpaceCameraPos(ShaderLab variable).

silver mesa
#

Very impressive

faint creek
#

got inspired by you to try a tail thing

bleak cave
#

hopefully when 3.0 comes out folks make nice tail wagging prefabs like what if you could just parent a tail to a hip and have it have all the wagging setup

faint creek
#

oh does mine look bad?

bleak cave
#

no I would say it's a good Tail Wag

calm linden
#

@faint creek how many seconds/frames is ur tail wag, it looks pretty smooth

urban tinsel
#

does anyone know a good retexturing sofware

silver mesa
#

@faint creek yeah I also have a tail toggle for regular movement , my tail mover menu is for situations where I would like to brush people with my tail lol

urban tinsel
#

do you know a good retuxturing software

acoustic viper
#

Don't spam a question in the wrong place please

bleak cave
#

brushing people with tails is very nice

ember dock
#

@final yoke ik this is old but turn off looping on your animations so that normalized time doesnt return to the starting position at 0 when the value is 1.0

final yoke
#

oh cool thanks for the tip @ember dock

#

although I don't know which normalized time animation you may be referring to

ember dock
#

the one responsible for changing speed

final yoke
#

uhhh sorry I'm drawing a blank here

ember dock
#

the one thats making the dance animation

#

go faster and slower

final yoke
#

If you're talking about the action layer animation, there's no faster and slower in this animation, it's a blend tree blending between the Club Penguin dance and the Geddan meme

silver mesa
#

@ember dock if I remove looping animation checkbox for example if I have a eyes closed animation, it won’t show the eyes open again for a second?

faint creek
#

@calm linden I believe its one second

ember dock
#

oh i see

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also you use it when u have an animation that has Normalized Time

#

it behaves the same way except it won't have the issue where it wraps back to 0

silver mesa
rapid tulip
#

XD

faint creek
#

damn you could kill someone with that tail flick

silver mesa
#

Yes indeed , when I’m in full body I’ll just lay down and attack people with my tail 😂

faint creek
#

xD

#

Amazing, I love it

brisk portal
silver mesa
#

U0 that’s amazing , you literally have tons of menus to control everything , very impressive and thanks for showing how it basically works too 🥰