#avatar-showcase

15 messages · Page 3 of 1

rain nimbus
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OMG! i want to put a slider on a fur shader then i can go super fluffy on command!

left bone
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how i did my full rgb color picker.. its super tedious with 30 animations per material

pulsar garden
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Wait why do u have 10 state per layer instead of just a blend shape float between 0 to 1 on the RGB value

left bone
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yeah didnt make blend shapes on this model

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for color.. would probably have been faster 😄

pulsar garden
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I mean blend tree

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It is built-in unity

left bone
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ill check that out

pulsar garden
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U can just make a blend tree with 0 and 1 state

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Then it will be a continuous fucntion that map between 0 and 1

left bone
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yeah makes sense

pulsar garden
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So u would get the full 255 on each rgb that way

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Plus it is more clean

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Then u use a radical slider on ur menu

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👍

rain nimbus
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unity blend tree OP

idle grail
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@gaunt sun that was sick, i wish i could even just do a basic version of that with a pistol ;-;

pulsar garden
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When I look like omg he made a lot of greater and less than transi

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Also u might be able to get away with using only 2 variable instead of 9

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Which is significantly smaller since we only have 16

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Actually let me think about it

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U forsure can if u r doing the 10 state method in the picture

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Not too sure about blend tree

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Ya idk if it is possible to reduce variable using blend tree method

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In this case maybe separating is superior

left bone
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got the blend tree working

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dont think its possible to reduce amount of variables though

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could separate it into hue + brightness instead of rgb

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well not even sure if thats possible to animate

pulsar garden
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Maybe not using blend tree

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If u were doing ur original thing

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U could just have 1 to control value

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And 1 to control the item

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For a total of 2 variable

left bone
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that might work, one variable for current selection and then 3 for rgb

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instead of 3 per item

pulsar garden
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Don't need 3 for RGB unless u want to switch between them super fast

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Other wise one to map to all is fine

left bone
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i see

pulsar garden
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Ur selection would just include the rgb

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Interm of variable reduction from 3* number of item down to 2 for everything is a lot

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Since u have 3 item aka9 taking up 9/16 space versus 2/16 space

left bone
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Yeah.. though probably quite annoying to select in game

pulsar garden
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no it will be the exact same thing as u have in game now

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since u could have the selcetion variable set on menu open

left bone
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My color wouldn't be persistent for new players joining the instance though

pulsar garden
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pretty sure nothing wil be right

left bone
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Since it only has the state of the last variable changed networked

pulsar garden
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does vrchat persis variable right now

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i thought it doesn't anyway

left bone
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Only the variable s in parameters

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It's instant

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When I spawn I have a state setting all my rgb vars to default color, and all those vars are synced over network

pulsar garden
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damn i had the impression vrchat doesn't sync anything anywway

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but i could see why it would be synced

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eatting 9 variable slot is the biggest rip tho

left bone
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Yeah

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feels good getting rid of all the animations with blend tree

gilded lintel
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Too bad the values don’t persist through the session but reset on new world or avatar change

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Or allow a world button to be pressed to change the values for the avatar directly, like show off presets?

left bone
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making presets is easy

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you just cant change presets since they're baked in

gilded lintel
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I mean like push a world button. Sees the avatar, changes some settings or toggles tied to the avatar

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Could make hidden settings not available to the avatar directly, like equipment or clothing colors for a sports or adventure map, they exist on the avatar but the world button changes that directly

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Maybe this is better for feature request

finite spoke
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you can do that with a preconfigured avatar

gilded lintel
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Got me brainstorming, I want to keep on topic with channel though, I’ll continue elsewhere 🙂

brave salmon
true dock
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nice

true needle
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vrcThinking made this but it kinda looks like an ad, wasnt quite what i had in mind, but its free to download all the credits/links to the avatar/car is also in there , its for those who want to dismantle to learn 3.0 or just err want one i guess, very wip , might be a few bugs here and there 🤷‍♀️

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^ link in there if you want to download the unity package

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doesnt contain everything since i will always mess around with it, so put it in the public world

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medium performance, was 1 audio away from poor

tiny lark
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Ehh. Say if Im wrong but isnt that avatar like. Not suppose to be free?

true needle
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henna sheeps' ? they are all on the twitter if you want them , the car is free licence

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he posted them there at around xmas

tiny lark
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Ooh I see.
I had old information then.

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Sorry about that.

true needle
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Yeh he did change them i remember the old didnt want it around

valid valve
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Oh. That looks interesting. What's the car about? It toggles to looking like you're driving it around?

somber rain
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Squish squish

true needle
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Well right now i cant do height remesure so couldnt scale down into it ,but it wobbles around since it detect velocity on 3.0

valid valve
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I'm attempting to make toggleable vehicles for my avatar myself. Currently messing with a mo-ped/scooter and a motorised rickshaw taxi.
Figured it'd be fun to have ways to carry other players around. Using constraints to align the vehicle to my hips rather than head, whilst keeping it level.
Just gotta learn how to do the locomotion animation aspect so it doesn't look like I'm pushing it or doing a Flintstones impression.

true dock
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nice work!

iron bone
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i have a friend that has a car that moves correctly and made specific car sounds depending on his movements, same with the wheels and stuff

valid valve
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my new public model, it has a T3 Astromech that follows her using 3 dynamic bones. when pointing with the left hand the droid will look where you point and use the selected utility, either a spotlight or a blaster (compatible with some pvp/pve worlds)
the avatar also has a violin with 2 different songs, aim constraints keep the violin resting on your shoulder and the bow string in contact with the violin strings.
when fingerpointing with the right hand a vibroblade will be drawn, it has a slashing effect when swung fast enough.

restive prairie
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@valid valve I just wanted to say your avatar is so cute!

valid valve
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appreciated

hallow belfry
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For the record, I'm not trying to contest J1I7T. It just happened to come out after I began working on this a week ago XD. This system uses a single Float for toggling and syncing 12 different objects. Although technically I could expand this to work with up to around 18 or 20 items, the file size for the Animator becomes too large to deal with (around 200 GB). With 12 items it's only 50 MB (compressed to ~1 MB when uploading to VRChat).

iron gate
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@hallow belfry Note that given the notes about the 8-bit Int range and -1.0 to 1.0 Float range, I suspect floats are quantized as they are sent over the network. Be careful about packing too much data in a float. If the float only has 8 bits of entropy, you will not be able to store more than 8 bools of information in a single float.

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Also, the number of states grows exponentially, so your animator controller may become slow or laggy if you go far above Hai's 7 number, 2^7=128 is already large.

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That said, I cannot find specific documentation about quantization. Have you confirmed that the last 4 items properly synced?

random ibex
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Why does the animator become so large?

pulsar garden
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i heard about the 8 bit float as well

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aka 8 item

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which is same as int anyway but float is harder to deal with

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also i don't think u nesscary need that many state

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u can just use 8 layer instead

random ibex
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I don't think I know enough for that to answer my question

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Unrelated: Can anyone link to a video example of Avater 3.0 puppeteering of hands?

ember dock
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it becomes large because instead of them using parameters for each separate toggle which is very simple

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they make a gigantic network of state machines

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to check and set the value of a float

full gust
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kinda makes you wonder if they should just expand it or implement a different animation controller for non-essential props and other such things

random ibex
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Oh, I see how it works now. I guess I just imagined a blend tree

chilly laurel
storm pier
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That's impressive, great job!

chilly laurel
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thanks 😄

valid valve
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@chilly laurel what'd you use to make the little cupcake thing follow you like that?

chilly laurel
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its a follower prefab

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for whatever reason, i cant tell you the site because it gets deleted immediately

true needle
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euw,

valid valve
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i know the follower prefab, didn't want to use it because of how unoptimized it was.

ember dock
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oh vrc ----

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yea they dont like that site

drowsy topaz
ember dock
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u can make ur own with constraints/joints too

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or dynamicbones

empty wigeon
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using the base made by Azora Husky

woeful brook
gentle hemlock
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Nice VRoid character! @woeful brook

sacred tinsel
vagrant gyro
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Lol you flailing with the sword made me sing "slicing up my knees" with it

final yoke
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@hallow belfry FYI, there are at least 3 existing bit inventory systems: J1I7T, BitActionSwitch by いすず , and Radial Inventory System V2 by ヤギハタ , all of which were released a few hours apart (all three of them are free, 2 are MIT License, 1 is All rights reserved)

upbeat thicket
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How did you change the ui color

grim tiger
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It's really a mystery

marble sigil
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Emm 🤔

sand karma
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probably an xml file

hallow belfry
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@final yoke I know there are at least three that exist already. I've had a look at them though and they don't seem to be doing what I am with mine. Since I last posted, I've changed to using a single integer that can sync up to 85 objects while also working for late joiners.

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And yes, I've tested if it actually does sync correctly.

valid valve
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@true needle Are you still distributing your "3.0 wolf tester" avatar? I have some people interested in using it as an example for learning, but your link is down.

final yoke
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@hallow belfry 85 objects? are you using the int as an address bus and data bus?

somber rain
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I bid you up to 255 toggle objects with 2 vrc synced parameters and x local paramters.
Thought up not by me.

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Idea is basically to use local parameters to save the state and then the 2 synced parameters to sync the state to the other players.
On Idle you iterate through the toggle objects and set the synced parameters for one object at a time. That way you also sync for late joiners.

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Personally i have a third synced parameter that i use as the input though buttons. could leave that out but then you need a button for turn on and one for turn off.

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There are probably ways to make it use only one parameter, but 3 is enough for me

hallow belfry
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Thats actually what I am doing Thryrallo. Just with one parameter like you were talking about.

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And I don't need different buttons for off and on, I can still use a single toggle to flip the state.

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If I were to use 2 parameters like you though, I could have up to 21,845 toggles. That's a bit excessive though so I don't think I'll go that route.

somber rain
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oh, sounds neat, can you go into detail how you utilize that one parameter ?

hallow belfry
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I mean... I'm making a tool that sets it up automatically, but sure I can

somber rain
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oh, neat

hallow belfry
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Essentially, there are two types of layers: a master layer that handles menu inputs and the refresh sync, and item layers that play the animations when they're toggled.

The item layers are simple enough. If their on value is currently stored in the synced parameter, they turn on. If their off value is currently stored, they turn off. If any other value is currently stored, it doesn't respond to it.

The master layer is where the real magic happens. When the avatar first loads, it does a check to make sure that only the local client goes through the refresh loop. If I don't do this a bug occurs where the remote clients do client side prediction of what the parameter will be causing the object to flicker since remote clients will always default to off (I think anyways). Like you described earlier, when the system is idle, it goes through each object and syncs it's current state with late joiners with a loop based off local bools tracking each items state. When an item is toggled, its current state is updated in its respective bool and its on or off value is immediately synced for a second before resuming the loop (This would also immediately update it for late joiners as well). The loop refreshes each item at a rate of 0.05 seconds per item. This does cause an item to occasionally skip being synced on some passes, but they usually end up getting picked up on the following pass anyways so it doesn't really matter too much.

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In terms of parameter usage, each item requires three unique values: one for the menu toggle, one for the on value, and one for the off value.
Given that an Int contains 255 values, divide that by 3 to get 85 separately synced toggles.

left bone
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theoretically you can make a full 8 boolean converter from each int parameter with a massive state tree

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but thats probably hours of clicking without a tool

hallow belfry
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If you wanted, you could also use 0 for a complete toggle of all objects on or off.

left bone
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would be !8 branches which is 40320 states

hallow belfry
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Don't do that

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I've already tried messing with 65,000 states in an animator, 1. it becomes 1 GB, 2. Unity crashes when you select the animator in Editor.

left bone
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its a fully text based format so should be easier to generate it with code

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but yeah the size is an issue

hallow belfry
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It doesn't matter if you generate it, the SDK literally cannot handle it within a reasonable amount of time if it's used on an avatar.

left bone
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this would be so much easier if we just had some math operations on parameters

hallow belfry
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It really would

left bone
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like i'm pretty sure its already turing complete

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but its just a pain

somber rain
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c# to unity animator compiler when

left bone
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the float params are also 8 bit right?

hallow belfry
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I think so.

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Only remotely though

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I hear it does Quantization on them (basically rounding) before sending them through the network.

left bone
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its probably just doing (f + 1.0f) * 128.0f; to encode to byte and (b + 1) / 128.0f - 1.0f; to decode to float

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at least if it was written by a programmer

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though that can break the local full size float checks due to precision so they're probably doing something more fancy

ember dock
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u can make like an integer number as well

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and do the equivalent of making circuits with AND and OR gates to take out specific bit values

pulsar garden
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math on parameter would be really nice

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would simplify a lot of state

left bone
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converting int to 8 booleans right now requires a minimum of 256 transitions each with about ~7 checks

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or a buttload of states which slows things down a lot

analog vortex
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im secretly part bird

lilac trout
torn meteor
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that's so damn cool

storm pier
copper dirge
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I can tell that avatar is automatically going to be vrcPerfVeryPoor with everything you've shown off so far... But it's sooooo cool.

storm pier
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Well only reason really is because it includes everything on the avatar and not what's currently enabled.

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If anything, it be filesize.

orchid hull
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Looks like 80 MB so far

silk sundial
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Still have a few issues with it but everything works for the most part. The arm belts do usually have dynamic bones but I rarely have the coat on so I've just opted out of them in order to make it more performance friendly. Right now, it's sitting at vrcPerfMedium which I'm very happy about.

valid valve
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I made a small icons pack for use in action menus. Figured I might as well share it. Is primarily clothes related icons at the moment, with a handful of misc ones (borrowed a couple from Poi shader and inverted to white too). Will be adding more over time. All are simple bold white lines with a circular frame. Includes a PSD file to allow making more in the same style.

uncut patrol
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❤️

silk sundial
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Thank you dude, greatly appreciated

analog vortex
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this is great!

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thanks ^_^

hushed salmon
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or in this case random objects D;

oak wind
charred elm
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well done

vagrant gyro
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Okay thats neat

analog vortex
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closest i can get to the old crouch/prone that was in the game basically forever till the 3.0 update made it look weird

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behaves almost normally now

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fixes that weird lean forward into a laying down pose thing

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the ik can handle crouching for the most part without any animation needed and then just have it set to transition to prone at a right height for your avatar

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have it setup something like this but you may need to tweak the number for your avatar

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if anyone else prefers how crouching/prone worked for the longest time this setup gets it pretty close

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you can leave the rest of of the locomotion layer alone if you need all that, but for the crouching and stuff just straight up delete crouch and supine and just have it go straight from standing to prone as the ik handles the crouch stage

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this works well in vr, but havnt tried it in desktop yet so idk if it works for that

charred elm
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interesting

analog vortex
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just a lil tip since the number one complaint i seem to see about avatars 3.0 is the fucked up crouching/prone

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^_^

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and tbh if you're in vr i would say its best to delete pretty much all the falling and jumping stuff in the locomotion while youre at it if youre not putting something custom there, as it just looks weird, but thats more up to each persons personal taste

charred elm
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i was personally able to fix my prone animation by using the additive controller and adding a prone idle state under upright idle. the transition is the same as in locomotion from crouch to prone. i also then added a tracking animation control

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to play everything

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works well

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not my view position is messed up

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gotta fix that

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also, i realized that i need to restore tracking XD

lyric shuttle
oak wind
drowsy star
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@lyric shuttle I had a friend wear the older one and I wore this one and we had a Pokemon battle in The Black Cat. These are really fun. Thanks a bunch for making them Public.

lyric shuttle
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Yeah no problem mate. I've got a Zinnia, a Bea, and a Nessa on the list, plus whole teams, healthbars, and damage phases next on the agenda.

gilded lintel
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whoop, got an on-demand mirror working that friends can see. hope to package it in a demo avatar sometime

livid light
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oh my god please teach me

gilded lintel
livid light
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that sounds sick how do you cram that all onto one avatar without capping like a million things

unless you don’t and they’re all rated “Very Poor”

@ Shr00m cuz idk if they’re a fan of pings

gilded lintel
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I got it on mine that's green rating

livid light
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no no sorry

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sorry bad time to post lol

gilded lintel
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DM me and I can share later the steps. currently I need to reverse the X horizontal display, I have a script for it but not sure how to actually get it to load into the vrchat upload

livid light
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oh, i...
i was trying to talk to Shr00m, i’m sorry for confusing you, dude ^^;;;

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though, what, is that a summonable mirror you’re showing off? v cool if so

gilded lintel
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yep

livid light
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niceee

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yeah, my current avatar is a pokémon one so i’d love to figure out how to do what @lyric shuttle is doing, haha
i’ve not touched 3.0 yet but it seems a like a lot

that mirror seems like it could have some pretty cool uses tho

gilded lintel
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so attached to a shader I can manupulate the reference values live. I can now drop an on-demand mirror for friends, then radial puppet change the hue so they display different colors. this could be some fun to dynamically change other things 🙂

pulsar garden
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Are you using a camera or a pallax shader :o

lyric shuttle
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@livid light It took me 4 days to rehierarchize all the keyframes on the animations ripped from the games, and another 3 for the particle systems, but if you're willing to do that then maybe I can help a bit. I showed off my framework for Golisopod a couple days ago, that should get you pointed in the right direction.

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Whoops, different server. Here it is.

The attacks use the same parameters as the default gesture changes, so you don't have to mess with the Gesture layer whatsoever.

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And uh... I don't mind the pings. Just don't be excessive, I've got a life outside of VRChat believe it or not.

analog vortex
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Wait if there's atually a way to spawn a mirror without using a client can somebody DM me the like shade or whatever I need to do it.

closest I ever got was just putting a camera on the Avatar and it doesn't quite look the same as a mirror

dire kite
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I cant see how that would work since mirrors still require some scripting but cameras with an Orthographic view should get really close. Thanks to constrains you can make it fixed as well with no glitching whatsoever

gilded lintel
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Took me a week to figure it out, happy to share the technical things later, not really the channel, just dm me and I can set up a screen share or screenshots

sick elk
livid light
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nice fur shader!
v cute avatar, i approve

valid valve
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If your mirror trick really works, I'd recommend putting together some form of basic guide, that you can either link or copy-paste to people.
Back when I came up with the trick to have blind avatars that can reveal things with their hands, I got at least two dozen requests on how to set it up. Quickly became impractical and unreasonable to do fresh each time via DMs.
And an on demand mirror will be far far more popular than a blind avatar gimmick.

gilded lintel
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I may put something up on pastebin or something tonight. I planned to release a demo one with hue, texture swap, puppet movement, mirror, and simple inventory. Likely put it on a free booth avatar since I don’t model my own

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Unless there’s one people are using to distribute demo examples

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For those who have tried before and failed at the black reference texture display- camera is a friends only element so it will only be friends and local. The camera element also has a parameter that’s not shown on the unity panel: enable. It’s not the activate parameter dictated by the check mark. This enable parameter is set active local but disabled when you upload.

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Just add camera ->enabled to the animation which displays your mirror. Remember it’s not activate, select it from the camera element itself manually in the animation

ember dock
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theres some free fur shaders that look pretty nice

lucid nebula
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links pls

limpid lake
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Most are pretty badly optimized tho so use cautiously

drowsy star
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^

lucid nebula
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didn't matter; had fluffy

sour star
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@oak wind About your Particle Keyboard - isn't that like a game changer for people who are mute in VRC? People go to mute worlds that have keyboards. They get avatars that can hold Yes/No signs. They get crayons built into a finger tip. Didn't you just do away with all of that? Shouldn't someone be publicizing this? Maybe you should let VRChat itself know?

lunar berry
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I mean, it's cool and all, but I think Crayon fingers are more practical

vagrant gyro
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Moons marker is awesome fyi

quasi perch
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@sour star haha yeah his particle keyboard is great, but i mean just like every mute-tool there are its ups and downs. It tanks your stats really hard if you're going for optimization, it still relies on people showing your avatar, etc, but overall I think its one of the best ones out there. Some people like me still prefer to use particle pens so you can draw on top of just writing, and I personally use curiss's particle pen which is constrained to my wrist so I can move my drawing/writing

Their keyboard isn't a new thing, but I mean I wouldnt say they're not publicizing it. With any cool animation stuff, it's always limited to the capability of the user to follow the guide to put it on your avatar, so it takes time for people to jump on that kind of thig

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Also @gilded lintel holy nice work I'll definitely be following that project when you put it out

oak wind
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my keyboard has been out for over 2years now i've had it on many different sites for vrchat

gilded lintel
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was about to do a video then realized I can only get the magic to fully work with poiyomi, trying to figure out shader options through standard or 2-sided standard

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I need to force front-culling only (not 2-sided or back-cull)

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in poiyomi it's just rendering-> cull-> front

pulsar garden
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did u make it a plane

sour star
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Sorry I didn't mean to derail the conversation about Fooma's amazing mirror (uh, magic mirror? 😉 @oak wind I didn't know about your keyboard - I've only been here for about a month. @quasi perch and @lunar berry thanks for the ideas. Also the specific names (Curiss).

pulsar garden
oak wind
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It may tank the stats due to the particle systems material slots but it is setup so that it doesn't drop anyones frames or anything. with limits in place for the systems and uses sprite sheet texture that is also verry small

quasi perch
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haha no worries @sour star yeah theres a bunch of cool stuff out there waiting to be found

gilded lintel
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I made it a pane

pulsar garden
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a plane by default isn't doublesided

gilded lintel
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right so I needed to force the visible side to front culling, I wanted to make it transparent to someone on the other side to avoid screen clutter for others in a room

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I could just use a doublesided shader and display the mirror on both sides but I'm just seeing if I can avoid that

pulsar garden
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i can send u my prefab if u want

gilded lintel
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and you're using standard shader?

pulsar garden
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ya

gilded lintel
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and got it, was a scene lighting issue

pulsar garden
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also u can cull world indeed

gilded lintel
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which camera layers were culled?

pulsar garden
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everything but 9 and 18 i think

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i just copied over the world settings

gilded lintel
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yhea I'd figured it would be importing those world sdk layers, glad to know they upload with the avatar

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good stuff

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going to put the mirror on the Water layer so it doesn't render in normal mirrors by default

pulsar garden
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i just remade the layer in the unity sdk , i heard there are bad thing about putting world sdk with avatar sdk

gilded lintel
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made the rendertexture 1440x1920 with a 1.3 ratio for the mirror

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getting some standard numbers and will post a walkthroughvideo

lucid nebula
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how did you get the VRC_Mirror_Reflection script out of the SDK2 DLL?

drowsy star
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. . .

gilded lintel
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we're using cameras and render textures, trying to duplicate it on a demo scene and will upload

lucid nebula
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oh

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i should give that a try lol

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been messing about with cameras this week anyways

pulsar garden
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u basically jsut remake it

lucid nebula
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was trying to make my own custom view position since theirs was broken >_>

gilded lintel
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yhea but now I broke the standard shader thing again, it's not reversing, hate fiddling with numbers lol

lucid nebula
lucid nebula
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was the culling mask on camera for default for getting rid of default or NOT getting rid of default?
i don't remember

gilded lintel
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things on the water layer don't get reflected in world mirrors

lucid nebula
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edited wording

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xP

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i think it was #2 iirc

gilded lintel
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well I can get this to work on the 2-side standard but that's not part of default unity or the sdk, trying to get this to work in the standard shader, posted in the shader channel, may resolve it there

pulsar garden
gilded lintel
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there we go

lucid nebula
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neat

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was nice of you to hand it out too

#

i already made mine and moved onto discovering theres no VRC_Pickup in AV3 yet x_x

#

anyone know if anyone has figured out avatar interactables yet?

gilded lintel
#

When you enable it in a menu, make sure you manually add to the animation the parameter shown below. that was the trick

#

and now a toggle for HQ and LQ camera using the layers. I'll leave it to more creative folks to make use of this 🙂

lucid nebula
#

great minds think alike :p

#

i was gonna just put buttons on it in world but i'm guessing theres no VRC_Trigger script anymore

old geyser
grim belfry
#

WOAH!

#

That looks sick!

#

Really nice job

old geyser
#

Its for a contest haha

grim belfry
#

I like it

old geyser
#

Portal inspired

grim belfry
#

A lot!

old geyser
#

Thanks lmao

#

Rigging and weightpainting is gonna suck

#

u think this pose could be a tpose

#

probbaly not

#

ree I have to tpose it

grim belfry
#

Actually yeah

old geyser
#

it could?

grim belfry
#

Mhm, if you use the bottom ones as it's neutral position, your upper legs only need the weight paint, and I assume the arms are in their static position?

old geyser
#

Yeah I'd like non vr users to have the arms ther

#

*there

grim belfry
#

Plus, you can always just get the weight paint done, pose and set as default pose

old geyser
#

True

grim belfry
#

So it depends on what route you take

old geyser
#

Now I have to rig weightpaint and figure out what the fuck I have to do to get 4 arms and 4 legs working in vrchat

#

in 3 days

#

:|||

grim belfry
#

Look for the discord called "How the f**k does spider work"

#

It will teach you how to do the IK stuff

old geyser
#

link?

#

Or do i just google that lmao

grim belfry
#

Lemme see if I can find it

#

AHHHH!

#

Uh

old geyser
#

AHHHH

bleak pawn
#

tutorial for exactly that. spiders in vrc using ik

orchid cloak
bright needle
#

i have made this in blender its rigged and everyhing

#

but the bones dont follow generic naming convention

#

(i have a mac but plan to get a desktop)

#

so will it be possible to port this avatar to vr chat?

livid light
#

yeah you would have to manually assign the bones in unity tho

#

doesnt take too too long

polar reef
#

(i have a mac but plan to get a desktop)
@bright needle have you tried using Bootcamp? If you know how to use Windows 10 download Bootcamp and you can use Windows 10 through your Mac. You can use this to play VRChat on your Mac if it has the spec

#

Also nice build! It looks awesome

bright needle
#

i could but i dont want to cramp up the limited free space my mac has got

#

osx setup is around 11 gb i think

#

and adding to that windows

#

and the IDES i have installed

#

im not very informed about boot camp and its limitations

#

but im sure my osx applications wont run on windows

polar reef
#

ok

#

yeah you'll need to have a good amount of storage to have bootcamp

woeful brook
#

yeah, i use bootcamp on my mac

#

i typically do my blender and unity work in macos and upload it there, then switch over to windows to do stuff in vrchat and make sure it works good

#

probably a very unpractical way to work but it works for me lol

#

also @bright needle THATS awesome, love my boy juuzo

woven arch
#

@pulsar garden I'm curious about your mirror, how did you do it basically? I have the files but I don't know what to do with those

pulsar garden
#

Just drag onto your avatar
And drag anchor out to your avatar root

woven arch
#

@pulsar garden so like, moving the mirror on the scene, and dragging the Anchor to my avatar?

iron bone
#

right click on mirror and upack

#

unpack

pulsar garden
#

ya you need to unpack

#

you also need to do the naimation for the enabling

iron bone
#

yeah

#

or leave it enable

woven arch
iron bone
#

yes

#

now you can edit it freely

#

put the anchor inside your avatar

#

same with the mirror

#

then add a toggle for the mirror

#

add it and enjoy

woven arch
iron bone
#

yes

#

you should not move the anchor

#

i mean the 3d position of the anchor

woven arch
#

the toggle should be in FX right?

iron bone
#

if i remember correctly yes

woven arch
#

this is packed together with the mirror, not useful right? I mean I can make my own? 🤔

iron bone
#

i dont know what the package of the mirror is abaut but yeah you can make your own

#

its pretty easy

pulsar garden
#

it just toggle the object on

#

keep in mind you also need the camera enable property in there as well

woven arch
#

camera enable property? 🤔

#

so to make a off version I just take the on version and put 0 instead of 1 on both things?

pulsar garden
#

u just need to turn th eobject off for off

#

look at the animation that i included

woven arch
#

not the camera?

true dock
#

please go to #avatar-help or any other help. this is just showoff

analog vortex
#

ah yes, the 3 essentials for any child

#

👌

pastel nymph
#

the FBI gun. always necessary

desert venture
#

lol

desert venture
#

That's sick

#

How do you control it?

#

Analog input via controller?

acoustic steppe
#

right now it just has a few set points that it tracks around me.

#

i'm planning on making it controllable but i've not been able to figure out how to do so using only an animation controller

#

it offsets the near clip plane of the camera to be just above my head. so it only shows the floor i'm currently on :)

#

it's fully animated with sound effects. along with proper spin up/spin down of the blades on take off. took me quite a while to make.

charred elm
#

dope

acoustic steppe
#

i also have a local only animation that pulls the wrist display up onto my hud so i can always see what the drone sees.

devout kraken
#

@acoustic steppe for full movement control, "apply root motion" should work (i havent tested ingame though). it'd need to be its own generic rig though, and will likely be impacted by the parent's rotation. there may be more solutions for those problems though

#

sweet project

woeful brook
#

@acoustic steppe how

acoustic steppe
#

@woeful brook what part of it?

lucid nebula
#

thats a neat idea

woeful brook
#

@acoustic steppe the arm camera screen

acoustic steppe
#

create a render texture and put it in a camera. then use the render texture as the albedo and emission in a material.

#

@woeful brook

gilded lintel
valid dawn
#

I have figured out the basics

#

Csgo deagle for both hands when gun pose done extremely poorly

#

Emotion wheel things

#

Changing clothes

#

Skirt physics

#

memes

tall prairie
gilded lintel
#

Thanks, I hope it helps others

#

Nice one too @tall prairie

verbal venture
#

Time to mute this channel, was nice to start with but now people are too dumb to read what it's for...

lean torrent
#

@gilded lintel that tutorial was oddly relaxing

#

Thanks for the unintentional asmr I guess 😅

woeful brook
#

Bro that’s pretty epic

#

I am pretty amazed

whole venture
#

i like it

winged river
visual depot
#

Many avatars in one.

copper dirge
#

Inb4 someone tries to do that with separate mesh renderers and get's slapped in the face with a vrcPerfVeryPoor.

swift tusk
#

fuck

woeful brook
#

@winged river your avatar looks really good. Can I see some more of your avatars?

winged river
woeful brook
#

tyy ^-^ i'll definitely check it out

plain harness
#

your stuff is rad @winged river :0

woeful brook
#

I agree, screw that guy who left nasty reacts on your pic ^^

dense breach
#

wanted to try doing some toggles for some different outfits too, although i barely know what i'm doing with av3 still:

charred elm
#

well done

#

keep up the hard work

static wigeon
#

Do you apply the different clothes through Blender first then you make animations for it? Im curious.

orchid hull
#

@static wigeon You can either make all of it one body with different materials, which should be better for optimizing and then hide/unhide the materials

#

If you have troubles figuring that out you can also make separate bodies for the clothing

#

That'll tank performance tho

static wigeon
#

Huh.. I never knew that there was a more optimized way to do that! I normaly did the second way. I'll have to try that more optimized way

acoustic steppe
#

more complete overview of the wrist mounted drone i shown off yesterday, now including remote control feature :3

shadow nimbus
#

that is pretty cool

acoustic steppe
#

all the icons are placeholders that i just happened to have left over in the project for now. lol

#

and the Hud mode where it pulls up the screen infront of you is local only so only you see that.

shadow nimbus
#

yeah i kinda expected that

#

man i have not looked into the av 3.0 things yet but wow it seems you can do sooo much stuff with it

acoustic steppe
#

i plan on adding like a nice border around it to make it look like a holographic display and making that visable to everyone. so it's atleast obvious when you're looking at the drone UI.

shadow nimbus
#

like the iron man interface hah XD just without the helmet

acoustic steppe
#

remote control mode without the hud cam is disadviced though xD and i'm considering making it so that turning on remote control forcibly pulls up the hud since you'd generally always have that on anyway (it's really hard to control without it xD)

shadow nimbus
#

hehe

acoustic steppe
#

remote control mode sadly desyncs pretty badly since it's tied to the viewers FPS but it's intended use is a freecam which it provides so i don't really care about the desync that much

mystic ledge
#

here i go

limpid lake
#

🤨 Please no

iron bone
#

performance? what is that LOL

random ibex
#

Here I go killin' again

polar reef
#

more complete overview of the wrist mounted drone i shown off yesterday, now including remote control feature :3
@acoustic steppe that looks awesome, nice work!

ember dock
#

dynamic bones spam = blocked on sight

ivory snow
#

hey @acoustic steppe How did you make it so you could move the drone around? Are you using constrains and resetting them in an animator controller?

acoustic steppe
#

it's done using a position constraint and an aim constraint

ivory snow
#

damped joint as in, a spring joint with damp?

#

that seems smoother than just raw position constrain

pulsar garden
#

the biggest issue when i tried to make a drone was to fine a reliable way to do 6d movement

#

you can do weird jank like root motion / fixed joint but i don't think they are too "reliable"

ivory snow
#

well, I dont think they will properly sync, ever since constrains and joints don't really sync that well iirc?

#

Also not the place to talk about this oops mybad

acoustic steppe
#

and @ivory snow it's a damped position constraint. no joints involved.

#

@pulsar garden could make 2 radial controls. 1 that controls strafe and one that does up/down/turn left/turn right and then set one to left hand the other to right hand. 2 handed full 6d.

ivory snow
#

Woah what? I don't find that kind of position constrain anywhere here :0 Mind if I poke you in dms?

acoustic steppe
#

sure

lean torrent
#

definitely gonna be adding something like that drone to this one

torn meteor
#

LOOOOOOD

charred elm
#

i liek the dissolve fade for the clothes in the first video

finite barn
oak otter
#

Here's My 3.0 avatar, with everything I want (for now)

acoustic steppe
supple mortar
#

that looks great

unkempt dragon
wheat trout
#

Nice! That is smooth almost simplicity brings it to perfecton.

ember dock
lean torrent
#

I put that robot avatar up for sale if anyone's interested 🥺 👉 👈

visual depot
valid valve
#

That drone is amazing. I love the varied feature set. One of the best AV3 examples I've seen yet.

acoustic steppe
#

Latest version is even better.

#

looks much more natural as it follows you around instead of just being stuck in place

strange orchid
#

Hey y'all! Character artist here working on my first VRChat avatar. :) This is in the blockout/sculpt phase currently. Excited to learn the implementation process! ✨

torn meteor
#

yo nice dude! sweet ass jacket!

woven arch
#

@valid valve how do you get that drone? 🤔

valid valve
#

It's not my drone. I was just commenting on the video. ._.

woven arch
#

@acoustic steppe did you post your drone anywhere or is it personal stuff? looks really good

acoustic steppe
#

@woven arch the current version is tacked together with a lot of loose pieces. i'm currently working on a larger back mounted/armed drone and once i finish the model for that i'll be making a properly setup version of the drone that can easily be packaged and installed onto any avatar.

#

I'll be distributing that here when it's done :3

woven arch
#

thanks, we're all looking forward to it it seems

acoustic steppe
#

yeah i never expected i'd ever be the one to make something so many people wanted.
I'm just happy so many people like my work so far.

#

Oh and for the full release i'm also trying to include it so that deploying the drone can optionally take over your vr camera so you can use the camera to take aerial shots/out of bounds shots in worlds :3

woven arch
#

that'd be awesome

whole pike
#

@lean torrent is the robo avatar quest compatible?

lean torrent
#

no

whole pike
#

Aw dang

lean torrent
#

Sorry, way too much detail on this one to get it quest compatible 😅

whole pike
#

It k

#

I might buy it anyway and just save it for when i get a pc

lusty yacht
#

with the servers going down its a good time to make iron harvest robots, fully pvp compatable and now has smoke comeing out the back exhaust pipes. fires a large bullet with a good sized explosion and can sit in the top hatch

visual depot
#

GG.

ashen drum
woeful brook
tall prairie
#

listen with sound

#

gotta do a bit more to the timing of the animation with the song but its drink time

true imp
#

Pretty simple I think but I've got a prone select menu allowing me to switch how I lay down on the fly.

lunar musk
#

he do be stompin

true imp
acoustic steppe
#

The drone i've shown a few times last few days is now feature complete in terms of what i want it to do which means it's time to rebuild it as a proper easy to setup prefab so i can hand it out around here.

and now with some help from a friend using a custom shader if you take your photo camera and point it at the drone's FPV Hud it covers the camera automatically so you can take pics from the drones perspective including wide angle shots by zooming out :3

charred elm
#

did the fix the problms with prone animation?

devout kraken
#

how did you manage drone flight control? is it true unlimited movement or just within a limited space? Does it require the old animator toggle state machine trick?

acoustic steppe
#

@devout kraken Unlimited flight range. at least i've not found a point where the camera stops rendering./the drone stops.
and It's 100% controlled using just the FX layer in the avatar descriptor.

#

and the only object that gets enabled/disabled during it operation is the camera display. which gets hidden when the drone lands and the camera gets turned off to make sure they camera isn't wasting performance when not in use.

devout kraken
#

that's awesome, I'll try playing with it again

pulsar garden
lean torrent
#

@pulsar garden any possibility of making a filter to highlight other players?

#

For a sort of built in, non client esp?

pulsar garden
#

well that basically just camera with infinity distance

drowsy star
#

Make an xray with a camera that only renders player layer to the texture. If you can overlay display 1 and 2 with it using IsLocal, you get bonus points.

lyric shuttle
#

Surprised hardly anyone has messed with animating audio clips. I made a framework for phase-based boss battle music, complete with smooth fade out transitions when it's turned off.

plain harness
#

can you record switching out which audio clip one audio source will play as part of an animation, or do you need a new source to enable/disable for every clip?

abstract pond
#

new source each one

zinc bobcat
#

@lean torrent how’d you get the clothes to dissolve like that?

plain harness
#

Im pretty sure he used the dissolve feature on the poiyomi toon shader

#

the shader is free if you want to check it out

zinc bobcat
#

Wouldn’t know where to find it tbh

restive basin
zinc bobcat
#

Thanks

knotty grove
#

hey you know that floating orb some avatars have now

#

the one that shows up on the fingertip and kinda orbits around when you move your hand

#

you think you could make a yo-yo

#

eh, i looked up a video for how the floating ball works and its pretty simple using a spring thing

#

i think the yo-yo would take a lot of effort

cosmic horizon
#

@tall prairie can you share that thunder prefab with me, so i can put it on my avatar. my group of friends would love this. hahaha

tall prairie
#

yea add me and I will send it to you when I make the prefab

cosmic horizon
#

thanks bud!

tall prairie
#

all g

#

to spawn from your avatar

cosmic horizon
#

dang. you're ready for drinking night anywhere.

tall prairie
#

Yea I have a spinning wheel too

#

just not a video of it

cosmic horizon
#

you're set my dude. hahaha

tall prairie
#

yea just gotta make it so you can change the textures of the wheel and dice

cosmic horizon
#

thats kinda dope. ngl

tall prairie
#

Its cos I hate worlds like the box but all my mates hang in those kinda worlds when we drink, personally I like ones with games.

cosmic horizon
#

bring the games to them

tall prairie
#

Yea pretty much haha

cosmic horizon
#

lookin' sharp!

woeful brook
woeful brook
ember dock
#

how to make HSV sliders with just a single property

#

the Hue is cycled in the animation, and Normalized Time is used to move the playhead to a specific point in the cycle

#

and Saturation and Value animations just turn it white or black

#

with the way its blended dictating the order of importance

#

probably very useful for anybody who wishes to customize anything without requiring custom shaders

#

if you want to look at the animator idk if this will work but try it

quasi perch
#

@ember dock i've been looking into trying to use HSV instead of RGB for a while now so I'll definitely be looking at this thank you

#

you think you could make a yo-yo
@knotty grove There actually is a very good working yoyo prefab that's out and for sale for the past maybe year or two

ember dock
#

also idk if its necessary but perhaps might need to adjust the other clips so they have the same time length as the hue animation but i dont think it matters

#

also for yo yo i think there is a rope constraint you can use?

#

or a hinge if you want

quasi perch
#

the yoyo i'm aware of uses a configurable joint

bright pelican
#

@acoustic steppe this one is a truly masterpiece! have you got any tutorial videos/manuals for this?

acoustic steppe
#

@bright pelican you mean the drone?

prisma crown
charred elm
#

i have that dance too

#

so good

acoustic steppe
#

@prisma crown what shader is that xD?

prisma crown
#

poiyomi! using the vertex options/rounding enabled/and sliding division amount from 500 down to 10

acoustic steppe
#

oh ok didn't know. man poi's shader has so much stuff hidden in there xD

prisma crown
#

haha, yeah

#

i saw a friend check that setting on the shader in game and i thought
what if i made it a SLIDER

cloud fox
cloud fox
#

Oh thank you Reece <3

supple mortar
#

ahh I love that

#

I want cool fnaf avatars so bad 😭

#

especially with the cool transitions like that

cloud fox
#

I do have a public one for toy bonnie thats public

supple mortar
#

i needs it where can i find? @cloud fox

cloud fox
#

im in game right now

#

Jayie

azure pumice
#

👨‍🦼

analog tundra
wispy torrent
fast rivet
#

what special 3.0 feature it have

wispy torrent
#

@fast rivet my makers of the model, has the ears respond to gestures such as sad excited and such. Gestures for the eyes, ears and mouth. Separate gesture for tongue movement. And a tail wag animation. But I'm slowly learning to add props.

lean torrent
#

Particles really adds a lot

plain harness
#

that's sick

#

how did you do the particles?

lean torrent
#

Set the shape to skinned mesh and assign it to the shirt, then spent my entire day tweaking the shader/ particle settings vrcAevSlap

plain harness
ember dock
#

i make an error in my HSV color thing

#

the Saturation is inverted so i fix and send again

#

to fix on current version just swap them (hue and sat) in the blend tree

woeful brook
#

made it so i can pull out a little shield

#

Also, the guns shoot bubbles

#

sho

bright pelican
#

so, why do you need radial puppet for shield? make a proper toggle animation instead, like idle > open animation > open idle > close > back to idle transition

lean torrent
#

^

pulsar garden
#

i think it just depend on usecase, what if he want to display less of the shield. I think for this in practically it is fine

fossil silo
#

which control feels better with vr controllers for toggling props; gesture toggle or menu toggle?

finite spoke
#

gesture interface will usually feel better for a toggle

#

but it doesn't really matter how good a trivial action like toggling feels for most avatar characters and props

#

it's not until you're being really intentional about your character and interactions, for the sake of nailing expressions, that the feel of an animation becomes significant

#

facial expressions are a good example. you want that to feel good so you nail the expression with your character

#

so you use gestures

#

but let's say you're toggling something that's just going to pop in with no ceremony and the timing doesn't even really matter

#

doesn't really matter how good that feels. so just evaluate what you're animating, what a given implementation would contribute to the character, and decide from there

fossil silo
#

I don't have vr controllers so I'm wondering what those who have feel about "pulling out" a weapon
you're right, gesture toggle is much closer to that action

finite spoke
#

the only downside with gestures is that it's more difficult to manage and plan for everything you might want to do

#

not prohibitively difficult though

pulsar garden
#

Tldr It depend on use case , you make the avatar , you decide how you pull ur shit out

lean torrent
#

Example: I tend to use menu toggles to change the over all "mode" of my avatar (which may toggle clothes and colors), and use gestures to toggle different props within those modes

full gust
#

hi lin 👋

oak otter
#

I’m the same as apple with my gestures and menus. (Like toggling a gun and using gestures to pull it out and shoot). I also use gestures for face animations.

true imp
#

My attempt at a "shuffle" for some music. Probably way too complicated than it should be as well as it most likely not syncing at all but thats fine. I enjoyed messing with it.

#

In Unity it works but honestly I dont know if I'll use it. There is probably some better way of doing this lol.

acoustic steppe
#

@true imp would sync perfectly if you just hook it to a parameter driver.

true imp
#

Ah, then it should already sync. Thats cool.

#

I just wish there was a better way to get a random number than cycling a parameter in a loop. It works though so cant complain.

#

Its so satisfying when it works. I'm sure it isn't completely random but its close enough.

strange edge
arctic island
#

@true imp bruh you made a pentagram

idle shoal
#

Communing with Satan in order to perfectly code something isn’t that bad of an idea

ember dock
#

ok i fixed my HSV color picker thing so that its more accurate

#

u can also set default colors although i would just leave it as white bc that would prevent future customization storage

#

to change whats being recolored just edit the animations

#

and copy the keyframes i set to another color property

#

like for the color of your shader or something

brave salmon
charred elm
#

nice

lunar berry
#

That whole avatar screams BDO, and I love it

sonic imp
hallow belfry
#

Inventory Inventor is now officially released! With it you can create expansive Inventories with several customizable Toggles, all contained within a single Expression Parameter! You can change several properties of a Toggle: how it syncs, its starting state, what Animations to play when either enabled or disabled, and how other Items in an Inventory react when the Toggle is used.

All Inventories are made and configured within a Preset file. Presets can be used on multiple Avatars and can be applied to an Avatar using the manager as described within the README. Additionally, any Presets you create will retain their settings across any future updates to Inventory Inventor.

I put a lot of time and effort into creating this tool, and I hope you all enjoy! Life has been against me lately so I haven't been able to test everything quite as much as I'd have liked, so there's likely a bug or two that slipped past me. I'm not going to have access to my computer this weekend so I won't be able to fix any issues until Monday. Don't be afraid to throw me some suggestions or feedback!

Be sure to read the instructions for both installing and learning how to use Inventory Inventor: https://github.com/Joshuarox100/VRC-Inventory-Inventor

last pebble
#

Amazing.

atomic shell
#

I haven't had a chance to check it out yet, but that sounds incredible

edgy spindle
#

@lunar berry I mean, the assets for the avatar are ripped from BDO so that makes sense

unkempt dragon
acoustic steppe
#

For those who want the final version of the drone i shown off here a while ago https://discordapp.com/channels/189511567539306508/730948197517885532/748482046019502161
It's currently fully reworked and a lot more optimzied along with easy install script and easy merge toolkit to easily Install it ontop of existing 3.0 avatars
it now has a lot smoother movement as well as tilting into it's movement direction and all that. just lots of little things to make it feel more satisfying to use.
If you want a copy of the package it send me a DM (Free btw.)

glass aurora
ember dock
#

now make edible

gilded lintel
acoustic steppe
#

@gilded lintel your drone seems to be flying at a bit of an angle though. make sure the "WorldConstraint" component is at 0,0,0 and under 0,0,0 rotation.

abstract pond
#

I made a script that sets up a lock on your avatar before usage behind a digit combinational code of your choosing with a few clicks. DM if interested 💛

void crane
#

fuck thats really cool this drone thing

fast viper
#

found these

#

thought i'd send them here

pliant hare
#

Deadly Queen has no weakness

tiny bolt
#

Amazing. Pure art.

cobalt kettle
gilded lintel
#

you got the viewpoint to scale? Good stuff

full gust
#

I thought they disabled the ability to manipulate the viewpoint @cobalt kettle

cobalt kettle
#

apparently not all the ways. (hint: pose space)

full gust
#

not entirely sure what that means

#

but interesting there is a work around

#

all I tried to do was use a radial to resize and manually input different spots for the viewball to follow

#

and it didn't work in all 5 layers

#

so I gave up trying

#

wait... is pose space related to blend shapes?

cobalt kettle
#

it has some issues i still gotta fix or work around with prone/crouching. and some slight viewpoint issues when going too big or small

full gust
#

would this work with a radial too

cobalt kettle
#

i don't see why not

full gust
#

hmm...

#

if only they just released a fixed script

#

xD

fresh summit
#

i wonder how too

dim siren
#

you can add pose space component to animation states to make your viewpoint be at head position (or something like that)

#

Its how people have made better / more correctly working prone / crouch states

fresh summit
#

I'm so frustrated at this point I don't even care about the issues with the size changing script I just wanna put it on my avatar

lean pagoda
#

Does it work in VR? Like scale the IPD and fix the scale of the IK points?

dim siren
#

Not sure about IPD or exactly about IK points but it gave me better results in fullbody than in desktop when using it with custom prone animation
In desktop the legs would bend much further than the animation was animating them, but in fullbody the animation worked exactly as it should

#

Have tracking control on the state too to make sure the feet and hips are animated not tracked

full gust
#

I wish I had that problem

#

the prone animations I used resulted in 4 different outcomes

#

looked different in the animation window, different in play mode, different when dropped straight on the avatar, and different in unity

dim siren
full gust
#

er vrchat

#

yeah I already messed with all that

#

it was animating the properties backwards

#

leg rotations turned into hip rotations, knee into leg

#

and feet didn't work

dim siren
#

rip

full gust
#

I was all kinds of lost as to what was happening

#

oh you did away with the blend tree

#

probably for the best

dim siren
#

I tried both with and without

full gust
#

still scuffy?

dim siren
#

just to try and fix the desktop leg issue but ye

#

same thing for both

full gust
#

I tried to mess with it for a day

#

and just gave up trying

dim siren
#

its weird tho

full gust
#

when you see 4 different results for the same animation

#

and then you delete all leg movement, and the animation still plays it

dim siren
#

because if i make it so that same animation is one of the crawling animations, it plays completely fine

full gust
#

it kind of kills your drive

dim siren
#

but if its the idle, it breaks

full gust
#

yes same

#

I can't even get the head to move properly with the anims - something is off

dim siren
#

locomotion be wild

fresh summit
#

if i knew how the scaling trick worked i could try it out on my pcvr hreadset

hallow belfry
#

Pose Space will never truly be a replacement for Remeasure Avatar. Too many things break when you try it.

  1. Full-Body Tracking straight up doesn't work with Pose Space in this way.
  2. Your Viewpoint doesn't scale, it just moves up or down.
  3. There are so many more problems it causes that are VR and Desktop specific you would need different setups for both.
#

This is what I had initially done before Remeasure Avatar was even a thing.

torn meteor
#

i miss remeasure avatar ;-;

surreal marten
#

hope they bring it back

#

being a little glitchy ain't no thang everything's glitchy in VRC

torn meteor
#

tru

ember dock
#

vrchat is a glitch sometimes

atomic shell
mystic prawn
#

#BringBackRemeasureAvatar

#

Every patch note I read is "is it rereleased? No? Bugger"

torn meteor
#

Same

woeful brook
tiny bolt
final sparrow
copper dirge
#

Why...

drowsy star
#

Those b some really flashy Kuroyu models.

hallow belfry
#

I've been posting quite a few tools in here, but I've yet to actually do something cool with an Avatar. Until now!

I created a cube that contains a different object depending on which way you look at it. I also made it capable of being moved and left within world-space using the Expressions Menu (the AV3 part of this). This is not using a particle system to do so, instead I am only using a couple of constraint components and animate their activation.

#

If you're wondering why I didn't use stream camera for this, for some reason the cube stutters a bit in mirrors and the camera (local only though).

atomic shell
#

That's neat, I've used the abyss shader from booth to do something similar, but it only allows for two different 'states'. Did you make your own shaders for that effect?

#

Also that thing about it stuttering in cameras/mirrors is unavoidable with world constrained objects or even world particles, but yeah it looks correct for other players so it's not a big deal

hallow belfry
#

I made one shader for the box, but all the objects on the inside just use poiyomi toon

full gust
#

thats a stencil

hallow belfry
#

Yup

woeful brook
#

There’s a surprisingly low amount of Felix Colgrove content for VRChat so I created Double King! This is still a WIP, but it’s getting closer to being public very soon!

edgy spindle
#

Oh shit. I love double king

tight pivot
#

this is awesome! 😄

woeful brook
#

YES This is great

modest creek
#

Hey! I have an avatar I would really love to make but I don’t quite know how to do it... DM me if you could help me out, please I need someone to make me this avatar!!

timid moat
#

also

copper dirge
#

Ah yes, Dynamic Bone. Something i want, but ain't going to pay $20 for.

#

Also, nice work. Rigging is a huge pain in the backside.

modest creek
#

Hey! I have an avatar I would really love to make but I don’t quite know how to do it... DM me if you could help me out, please I need someone to make me this avatar!!

steep grotto
#

@modest creek You misspelled "Hire someone"

modest creek
#

I didn’t say Hire @steep grotto

#

Bitch I don’t got money

fervent island
#

oh so a choosing beggar that doesn't respect others' skill nor time

rigid thistle
#

cant wait to get new user status so i can upload him

#

If you want to ask, model is less than 9000 triangles

grim belfry
#

Nobody is going to waste their valuable time on someone who won't appreciate the amount of hours it takes to make an avatar @modest creek. Also, get out of #avatar-showcase, go to #avatar-general or something.

#

Really epic job @rigid thistle!

modest creek
#

Stfu

rigid thistle
#

3D modeling isn't even that hard, i have maybe less than 100 hours of blender experience.

#

ALthough i have thousands and thousands of hours as a professional artist which does help getting everything like shape and proportions and all those kinds of things right.

#

But still, the actual 3D portion of modeling isn't insanely difficult

#

just ask someone who is willing to help you and be willing to listen

grim belfry
#

The thing is they are overlooking the fact that it is a job and not a charity, and then casting backlash at anyone who tells them that it will cost them a couple of bucks.

rigid thistle
#

Yeah that's not something to do if you want to be on the good graces of anyone

grim belfry
#

More than likely Nuisence rank... probably cannot even upload

#

I doubt they put 5 minutes into research with that attitude

steep grotto
#

I mean... I'm starting to learn blender so I can make VR avatars out of my sculpts in Medium, but they'll be crude AF.

grim belfry
#

Starting somewhere is better than nowhere

#

And then cruelly comanding others to do your wishes

steep grotto
#

So, realistically, 100 hours of blender to learn to do VR avatars?

#

I'm willing to put in the time,, it just sounds a lot like MMOs of "Oh just put in 100 hours and then it'll be fun." I get that there's always room for improvement, I just want to have a reasonable expectation.

sacred maple
#

I mean, it is an art form, you could spend a year drawing and get no where or become a god at it, no way to be certain unless you try

shell mica
#

Would give in game pics, but don't often make them and don't really wanna promote in here

acoustic steppe
#

First iteration, Full armor probably somewhere next week.

#

(the scuff on this like the bent arm plates and the missing plates on 1 side are on purpose as this is a rp character who in character is still actively developing the suit.)

torn meteor
#

yo that is fuckin cool dude

#

you gonna do like a helmet too? i feel like you'd make a badass one 👍

viral garden
#

Oohh I love the tail motion

cloud fox
vagrant gyro
#

@acoustic steppe everything you do pog

plain harness
#

facts ^

acoustic steppe
tough fiber
#

Kinda 3.0 related~
Made myself a nice PBR shader with a trippy AFK animation. ¦3

vagrant gyro
#

Nice reminds me of the predator cloak

orchid hull
#

Initiate Combat Mode

orchid hull
stiff temple
brisk gate
polar reef
#

@brisk gate join the VRC Traders discord server, there are lots of people who can make avatars for you there, there is an invite link to it in #community-servers-old

brisk gate
#

May u dm me link please

#

@polar reef May u dm me link please

polar reef
#

sure

brisk gate
#

Tx@polar reef

restive dome
#

if you have any improvements i could make let me know

abstract pond
#

I mean Animators have to do with 3.0 a lot right?
I made a MultiTransition Editor tool!
This tool can:
~ Edit Selected Transition Settings, go figure
~ Add and Edit Transitions Conditions
~ Conditions are filtered so that only common ones are shown
~ Easily Select transitions by selecting inbound or outbound ones from selected states
~ Easily Make transitions From any number of States To any number of states
This tool can't:
~ Spare your first born child, I'm sorry

DM If interested!

analog owl
#

dread you hero, if only you'd shown me this yesterday

abstract pond
#

Sadly i've only finished this today, managing conditions was much more difficult than what I hoped for

atomic shell
#

That sounds so helpful for when you have to make like 30 transitions to/from something with all the same duration/etc

woeful stag
#

I was wondering if anyone would be willing to make an avitar for me for fun. It’s about dnd.

acoustic steppe
timber bay
#

Hot tip: use fortnite dance animations to test your avatar's weightpainting.

Now I just gotta figure out an AFK animation.

whole karma
#

nice ava vrcEretNice

digital bane
silver mesa
hallow belfry
#

@fleet loom I wasn't planning on it honestly. If you do a bit of research on stencil shaders you can replicate it easily.

whole karma
tough fiber
#

I mean Animators have to do with 3.0 a lot right?
I made a MultiTransition Editor tool!
@abstract pond - That would actually be super useful for making the transitions for 2D visemes!

abstract pond
#

Mhm, it's useful in many cases that have to do with animators

acoustic steppe
#

Improved Drone Characteristics for the 2.0 release.

acoustic steppe
#

And with that I've eliminated any need for any physics joint i can imagine. I've replaced all movement systems by purely constraints .

silver mesa
#

@whole karma im working on it 🙂

#

Actually, now that i realize that if i wanted to do that i would either have to seperate each mesh where the hazard sybols exist and then independantly animate each seperate mesh, this would be horrible for optimization. so maybe ill just give you the option for her different variants like Head hunter , x bot , personal assisant , blue bomber ,etc

#

Also i made it so you can fire missiles which is fun

whole karma
#

could also do it with materials, and a scrolling texture

#

only one more mat slot for all the joints, so not that bad

#

the problem would be to get it on beat, all the shaders i know only have constant speed scrolling

silver mesa
#

Believe it or not i dont actually know how to do a scrolling texture yet

#

so i would have to learn that

whole karma
#

eh, how hard could it be
-Bahka's last words

silver mesa
#

welp ill try an animate the uvs and see if i can get them to scroll

whole karma
#

Oh, that's actually a very good idea, no more dealing with shaders, just an animation for the texture offset

silver mesa
#

Well that would work well, But the Area where the hazard colors exists is a elevated cylindrical curve, so no matter how you unwrap it , it will be curved. so i would have to manuallly go in and make them rectangular. Ill pass lmao

shut python
silver mesa
shut python
#

thx

tacit smelt
ember dock
#

@silver mesa maybe make it a separate mesh and spin it

#

or unwrap your model in a way where the material takes up an entire square for each loop

#

and you just move the UV along that square

iron gate
#

It's been a while so I'm just going to plug my emulator script here: https://github.com/lyuma/Av3Emulator - if you're making complex state machines , this script can provide a means for testing them including support for state machine Behaviour scripts such as ParameterDriver in editor.
If you're testing by putting a controller in the animator slot, this works for some things but it is actually not accurate and unity will process some things differently if it's added into a PlayableGraph by script (which VRC and my script both do).

true needle
#

🐰 wops

drowsy star
#

@iron gate While I have been using it to play around, I noticed it didn't transition with gestureweights very accurately.

#

My accuracy was closer to in-game via just inputting different values in the parameter tab manually.

#

It seemed like it'd skip several frames on normalized time animations.

#

Aside from that, it's pretty great and I wish there were a place to send you monies.

#

Oh yes. I just reread the git. You mention the weight.

iron gate
#

I actually didn't implement gestureweights... I think they were broken in VRC when I worked on it and I couldn't figure out what they do

#

is it just for fist?

#

re.skipping frames in normalized time... this might be because I re-set the parameter every frame, and I apply 8-bit quantization to simulate network encoding, but even on the local avatar. so it might match what other people see, not sure though.

lost storm
#

My first 3.0 model and textured, soon to be rigged and animated, (hair Mesh is by (Ni-chyP) AND TDA). Will be looking to make a world soon as well for the models i make. 🙂 -- Programs -- I use Zbrush and Substance Painter.

last pebble
#

imagine t-pose

snow sparrow
grim belfry
#

Funny bowling ball

livid light
#

:o
can you make items like that pickup-able at any range/throw like a much lighter object?

slender drift
#

@lost storm nice. Don’t forget to retopo for low poly otherwise everyone will hate you

lost storm
#

@slender drift Thanks, its currently sitting at 93k Tris, so im fairly happy with that. I know that to get a good rating its better to have it under 70k but i wanted detail in areas that maps couldn't provide. I find its more important to limit the use of dynamic bones/shaders, and to make sure that the model textures are atlas.

slender drift
#

@lost storm detail in what way? Shouldn’t need more than 4 maps total if you layer your AO properly in bakes. 93k is pretty high lol

#

most games are like 40 to 50k max with 4 maps idk 93k seems overboard

tropic tiger
honest kindle
acoustic steppe
#

@honest kindle Oh hey i set one up like that for a buddy of mine too. i feel your pain of having to make an animator for that.

woeful brook
#

most games are like 40 to 50k max with 4 maps idk 93k seems overboard
@slender drift modern games are 200+ with weapon and 30+ texture sets

#

Charachter based games can have even more + over 500 shapekeys or over 1000 bones

#

Welcome to 21th ceuntry

slender drift
#

@woeful brook im talking about indie games not AAA studios

#

vrchat is very much considered indie imo

woeful brook
#

Indie games can have whatewer their collective cargo cult consider "optamazation"

fast rivet
#

no

woeful brook
#

Actually all those hidden meshes still affect ram-gpu streaming and actually being stored in memory so everything is quite good

#

I think vrchat team should make red avatar slots paid

#

Because people just doing lag carriers with 3.0 features, paying like 10$ per slot will make them think if they really need detailed model of yamato battleship in toggle, three dicks and banana outfit

#

Or just will force them to consolidate materials textures and meshes

#

That they too lazy to do

#

And yes i use red avatars and im ready to pay for few slots

#

Also it will be good idea to make test parser scene that flips all toggles and anims and measure avg render time before upload and do actual perfomance rank

#

I actually wery irritated to see models that same heavy as my avatars, but literally represents cube with extruded limbs

ruby thicket
#

Hey guys, kinda feel like this convo should be taken else where.

woeful brook
#

Yeh, nah. Imagine making your first avatar in vrchat and it not being just perfect and pristine, so it ends up red because you used some too large textures accidentally, and boom now you're turning content creators away with a paywall simply because they're inexperienced.
@fleet loom
I seen a lot of people that just "rofl ahaha i dont care i too lazy"

#

Oki

charred elm
#

i disagree with having red avatar slots being paid. no thanks

woeful brook
#

Red avatars that are can be done brown or even green are actual scourge of vrc. There are lots of models that just consume fps without any actual art value. Just because creator dont cares about others.

#

People will just spend more time on their creations, and will pay more attention.

#

And av3, instead of making avatars more entertaining - just used to create lag carriers

woeful brook
#

I know I already showed this off BUT, incase yall wanted to kow, this avatar is now public! If you see me out in the world, feel free to clone it!

analog vortex
#

The SDK didn't have a smug face and my attempts to make one in Gimp didn't go well so I just used this instead

#

👌

#

Also having fun adding submenus of effects for various props ^_^

tired pine
#

t a n k

whole karma
#

oh you can make the movement sound be speed dependent by using the velocity as a variable to drive a blend tree

tired pine
#

I already tried that but it went all glitchy

#

But then again, I had only tried doing it back in the beta

whole karma
#

it worked ok for me a while back, dunno if they changed anything in the meantime doe

tired pine
#

it had kept cycling between the idle and moving sound like 100 times per second

grim venture
#

@analog vortex a neat thing you can do, and you may already know this, is instead of making parameters for everything and putting each in a menu, you can have the object toggle in the menu with its own parameter, then use gestures (either on that hand, the opposite or a combo) to activate certain animations or toggles with that prop as long as the prop itself is enabled. Let's you add something like... 48? Animations to something with one parameter

tired pine
#

yeah thats the same concept I did on the tank to switch between the different ammo

it comes in handy so you dont use up all your parameters when you can have one to cycle through things you likely wont have out simultaneously

grim venture
#

Absolutely. That's pretty much how I've been setting up all my 3.0 animations

#

Because I hate accidentally triggering something, so I basically use the toggles as safety nets lol

analog vortex
#

To be honest especially since I have index controllers I'm basically just trying to avoid gestures completely at this point and make everything be on toggles

#

And I actually have my menu of like seven different plushies all running off of the same parameter ^_^

#

Really helpful since I never really need more than one of them spawned at a time

analog vortex
#

Probably some better way to do it. but hey it works.

#

XD

fast rivet
#

use any sate

grim venture
#

So how's that work, a radial menu? Nah. Hm... Yeh, how's it work to have multiple on different values like that @analog vortex?

#

Because even on Oculus controllers I'm aiming to not really use gestures except for subtle things

analog vortex
#

just a toggle menu like all the others

grim venture
#

But

#

Wouldn't that just toggle 0-1

analog vortex
#

It toggles to whatever value you have set in the value slot

#

So you can have a setup like this

#

Only downside is that due to the fact that you're changing the value on the parameter they all use you can really only have one enabled at a time unless you start getting Fancy with your greater than less than conditions
But I can only think of a few specific use cases where that would be necessary

grim venture
#

Oh man
How have I not caught on to that yet

#

I have a radial menu setup using a float that spawns things based on how far you've swivled it

#

That's so much better

analog vortex
#

Whatever gets the job done

grim venture
#

Easily labeled menu items get the job done better lol

#

Just realized with a 30 day ban, my avatars gonna be sick by the time I get back in game 😌

analog vortex
#

@fast rivet what exactly am I supposed to do for that? because I've had a few people offer me that suggestion but it just straight up never works in game plus this other setup is already basically instant

somber rain
#

for each state you just need on tranisition from the any state. just make sure that "can transition to self" is unchecked, so that it actually executes the animation on the state

sacred maple
#

any state does same thing youre doing without the need to go back to a default, so you wouldnt need to make exit transitions for every one
you already got it working the long way so theres not like a need to change it i guess

analog vortex
#

Fair enough

#

Never really got the any state thing to work anyways so I'll just stick with the method that I know works for me

sacred maple
#

they dont have an example controller for viseme parameters, but they got some for hand gestures which use any state, can find em in the vrcsdk folder if you search up Examples3

lean torrent
abstract pond
#

ᴵᵍⁿᵒʳᵉ ᵗʰᵉ ᵠᵘᵃˡᶦᵗʸ ᵖˡᶻ 💛

grim belfry
#

@abstract pond, I think you mean less sufferable although I think less painful may also work

abstract pond
#

oops

orchid hull
#

@lean torrent you might wanna have the particles that come out with modified color over lifetime

#

Just set the Alpha at 0 for start and end and make a middle key that has 255

#

that way they dont plop so hard and smooth out more

orchid hull
#

Ah thats pumkins

abstract pond
#

at the beginning yeah, only used it to remove the bones and colliders. Pumkin's tools are awesome

lean torrent
#

@orchid hull I ended up using size over lifetime instead

#

Also, @abstract pond Jesus christ that's a lot of dynamic bone scripts, you could've just put one on the head excluded the things that weren't hair

orchid hull
#

That also works

grim venture
#

Why... Do I never think of that
Time to optimize all my bones everywhere

abstract pond
#

I was showing an extreme example to showcase what the script is capable of

lean torrent
#

@abstract pond That's fair; also sorry to call you out like that lmao, the script itself looks awesome

#

any plans on sharing it?

#

Just being able to edit things in the scene like that is amazing

abstract pond
#

It's alright lol, as for sharing it, weeelll you're gonna have to message to find out 👀

grim venture
#

What's a good way to showoff an avatar using just unity rather than in game?

finite spoke
#

3.0 emulator

grim venture
#

Unfortunately obs has never worked to record unity for me

visual shard
#

I found a way somehow but I don't remember what the trick was

#

there are of course unity plugins which turn a unity camera into a virtual webcam