#avatar-showcase
15 messages · Page 3 of 1
how i did my full rgb color picker.. its super tedious with 30 animations per material
Wait why do u have 10 state per layer instead of just a blend shape float between 0 to 1 on the RGB value
yeah didnt make blend shapes on this model
for color.. would probably have been faster 😄
ill check that out
U can just make a blend tree with 0 and 1 state
Then it will be a continuous fucntion that map between 0 and 1
yeah makes sense
So u would get the full 255 on each rgb that way
Plus it is more clean
Then u use a radical slider on ur menu
👍
unity blend tree OP
@gaunt sun that was sick, i wish i could even just do a basic version of that with a pistol ;-;
When I look like omg he made a lot of greater and less than transi
Also u might be able to get away with using only 2 variable instead of 9
Which is significantly smaller since we only have 16
Actually let me think about it
U forsure can if u r doing the 10 state method in the picture
Not too sure about blend tree
Ya idk if it is possible to reduce variable using blend tree method
In this case maybe separating is superior
got the blend tree working
dont think its possible to reduce amount of variables though
could separate it into hue + brightness instead of rgb
well not even sure if thats possible to animate
Maybe not using blend tree
If u were doing ur original thing
U could just have 1 to control value
And 1 to control the item
For a total of 2 variable
that might work, one variable for current selection and then 3 for rgb
instead of 3 per item
Don't need 3 for RGB unless u want to switch between them super fast
Other wise one to map to all is fine
i see
Ur selection would just include the rgb
Interm of variable reduction from 3* number of item down to 2 for everything is a lot
Since u have 3 item aka9 taking up 9/16 space versus 2/16 space
Yeah.. though probably quite annoying to select in game
no it will be the exact same thing as u have in game now
since u could have the selcetion variable set on menu open
My color wouldn't be persistent for new players joining the instance though
pretty sure nothing wil be right
Since it only has the state of the last variable changed networked
Only the variable s in parameters
It's instant
When I spawn I have a state setting all my rgb vars to default color, and all those vars are synced over network
damn i had the impression vrchat doesn't sync anything anywway
but i could see why it would be synced
eatting 9 variable slot is the biggest rip tho
Too bad the values don’t persist through the session but reset on new world or avatar change
Or allow a world button to be pressed to change the values for the avatar directly, like show off presets?
making presets is easy
you just cant change presets since they're baked in
like i got one state doing this
I mean like push a world button. Sees the avatar, changes some settings or toggles tied to the avatar
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
Maybe this is better for feature request
you can do that with a preconfigured avatar
Got me brainstorming, I want to keep on topic with channel though, I’ll continue elsewhere 🙂
https://streamable.com/6y4zag still WIP
nice
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 🤷♀️
^ link in there if you want to download the unity package
doesnt contain everything since i will always mess around with it, so put it in the public world
medium performance, was 1 audio away from poor
Ehh. Say if Im wrong but isnt that avatar like. Not suppose to be free?
henna sheeps' ? they are all on the twitter if you want them , the car is free licence
he posted them there at around xmas
Yeh he did change them i remember the old didnt want it around
Oh. That looks interesting. What's the car about? It toggles to looking like you're driving it around?
Squish squish
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
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.
nice work!
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
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.
@valid valve I just wanted to say your avatar is so cute!
appreciated
Working on an inventory system similar to J1I7T except with a Float.
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).
@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.
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.
That said, I cannot find specific documentation about quantization. Have you confirmed that the last 4 items properly synced?
Why does the animator become so large?
i heard about the 8 bit float as well
aka 8 item
which is same as int anyway but float is harder to deal with
also i don't think u nesscary need that many state
u can just use 8 layer instead
I don't think I know enough for that to answer my question
Unrelated: Can anyone link to a video example of Avater 3.0 puppeteering of hands?
it becomes large because instead of them using parameters for each separate toggle which is very simple
they make a gigantic network of state machines
to check and set the value of a float
kinda makes you wonder if they should just expand it or implement a different animation controller for non-essential props and other such things
Oh, I see how it works now. I guess I just imagined a blend tree
That's impressive, great job!
thanks 😄
@chilly laurel what'd you use to make the little cupcake thing follow you like that?
its a follower prefab
for whatever reason, i cant tell you the site because it gets deleted immediately
euw,
i know the follower prefab, didn't want to use it because of how unoptimized it was.
Why not use the follower from https://vrlabs.dev/ ?
it's not the coolest thing in the world be it's something
Nice VRoid character! @woeful brook
Finally! Got dance emote working along with toggable music playlist and toggable weapons and visor!
Lol you flailing with the sword made me sing "slicing up my knees" with it
@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)
How did you change the ui color
It's really a mystery
Emm 🤔
probably an xml file
@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.
And yes, I've tested if it actually does sync correctly.
@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.
@hallow belfry 85 objects? are you using the int as an address bus and data bus?
I bid you up to 255 toggle objects with 2 vrc synced parameters and x local paramters.
Thought up not by me.
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.
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.
There are probably ways to make it use only one parameter, but 3 is enough for me
Thats actually what I am doing Thryrallo. Just with one parameter like you were talking about.
And I don't need different buttons for off and on, I can still use a single toggle to flip the state.
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.
oh, sounds neat, can you go into detail how you utilize that one parameter ?
I mean... I'm making a tool that sets it up automatically, but sure I can
oh, neat
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.
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.
theoretically you can make a full 8 boolean converter from each int parameter with a massive state tree
but thats probably hours of clicking without a tool
If you wanted, you could also use 0 for a complete toggle of all objects on or off.
would be !8 branches which is 40320 states
Don't do that
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.
its a fully text based format so should be easier to generate it with code
but yeah the size is an issue
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.
this would be so much easier if we just had some math operations on parameters
It really would
c# to unity animator compiler when
the float params are also 8 bit right?
I think so.
Only remotely though
I hear it does Quantization on them (basically rounding) before sending them through the network.
its probably just doing (f + 1.0f) * 128.0f; to encode to byte and (b + 1) / 128.0f - 1.0f; to decode to float
at least if it was written by a programmer
though that can break the local full size float checks due to precision so they're probably doing something more fancy
u can make like an integer number as well
and do the equivalent of making circuits with AND and OR gates to take out specific bit values
converting int to 8 booleans right now requires a minimum of 256 transitions each with about ~7 checks
or a buttload of states which slows things down a lot
Got my melee attack systems all set up today. Now I just have to wait for my collab partner to finish his Blender work with both the improved model and accessories.
that's so damn cool

I can tell that avatar is automatically going to be
with everything you've shown off so far... But it's sooooo cool.
Well only reason really is because it includes everything on the avatar and not what's currently enabled.
If anything, it be filesize.
Looks like 80 MB so far
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
which I'm very happy about.
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.
Examples
❤️
Thank you dude, greatly appreciated
created a weapon wheel 😄 way cooler then using toggles, and it previews your weapons
or in this case random objects D;
well done
Okay thats neat
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
behaves almost normally now
fixes that weird lean forward into a laying down pose thing
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
have it setup something like this but you may need to tweak the number for your avatar
if anyone else prefers how crouching/prone worked for the longest time this setup gets it pretty close
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
this works well in vr, but havnt tried it in desktop yet so idk if it works for that
interesting
just a lil tip since the number one complaint i seem to see about avatars 3.0 is the fucked up crouching/prone
^_^
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
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
to play everything
works well
not my view position is messed up
gotta fix that
also, i realized that i need to restore tracking XD
I made another Pokemon trainer lmao
If anyone's interested in my Particle Keyboard I've updated my guide to include how to setup on an AV3 Avatar. (download in document)
https://docs.google.com/document/d/1ciaXiPRDF14bngYSwksWLNL_pEqIRWdoNQlmkCPfUC0/view
@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.
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.
whoop, got an on-demand mirror working that friends can see. hope to package it in a demo avatar sometime
oh my god please teach me
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
I got it on mine that's green rating
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
oh, i...
i was trying to talk to Shr00m, i’m sorry for confusing you, dude ^^;;;
though, what, is that a summonable mirror you’re showing off? v cool if so
yep
niceee
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
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 🙂
Are you using a camera or a pallax shader :o
@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.
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.
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.
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
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
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
excuse the furry shit https://twitter.com/trev3d/status/1297364058048520193
nice fur shader!
v cute avatar, i approve
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.
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
Unless there’s one people are using to distribute demo examples
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.
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
theres some free fur shaders that look pretty nice
links pls
Most are pretty badly optimized tho so use cautiously
^
didn't matter; had fluffy
@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?
I mean, it's cool and all, but I think Crayon fingers are more practical
Moons marker is awesome fyi
@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
Also @gilded lintel holy nice work I'll definitely be following that project when you put it out
my keyboard has been out for over 2years now i've had it on many different sites for vrchat
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
I need to force front-culling only (not 2-sided or back-cull)
in poiyomi it's just rendering-> cull-> front
did u make it a plane
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).
it work on standard shader for me
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
haha no worries @sour star yeah theres a bunch of cool stuff out there waiting to be found
I made it a pane
a plane by default isn't doublesided
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
I could just use a doublesided shader and display the mirror on both sides but I'm just seeing if I can avoid that
i can send u my prefab if u want
if u make a plane by default it is only one sided
and you're using standard shader?
ya
and got it, was a scene lighting issue
which camera layers were culled?
yhea I'd figured it would be importing those world sdk layers, glad to know they upload with the avatar
good stuff
going to put the mirror on the Water layer so it doesn't render in normal mirrors by default
i just remade the layer in the unity sdk , i heard there are bad thing about putting world sdk with avatar sdk
made the rendertexture 1440x1920 with a 1.3 ratio for the mirror
getting some standard numbers and will post a walkthroughvideo
how did you get the VRC_Mirror_Reflection script out of the SDK2 DLL?
. . .
we're using cameras and render textures, trying to duplicate it on a demo scene and will upload
oh
i should give that a try lol
been messing about with cameras this week anyways
u basically jsut remake it
was trying to make my own custom view position since theirs was broken >_>
yhea but now I broke the standard shader thing again, it's not reversing, hate fiddling with numbers lol
was the culling mask on camera for default for getting rid of default or NOT getting rid of default?
i don't remember
things on the water layer don't get reflected in world mirrors
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
there we go
neat
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?
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 🙂
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
Not rigged or weightpainted yet
I like it
Portal inspired
A lot!
Thanks lmao
Rigging and weightpainting is gonna suck
u think this pose could be a tpose
probbaly not
ree I have to tpose it
Actually yeah
it could?
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?
Plus, you can always just get the weight paint done, pose and set as default pose
True
So it depends on what route you take
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
:|||
Look for the discord called "How the f**k does spider work"
It will teach you how to do the IK stuff
AHHHH
Default unity Cube with 3.0 Visemes using Default unity Cubes
https://gyazo.com/f8b4099929a9ca163550216f6f22fd43
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?
yeah you would have to manually assign the bones in unity tho
doesnt take too too long
(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
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
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
@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
Just drag onto your avatar
And drag anchor out to your avatar root
@pulsar garden so like, moving the mirror on the scene, and dragging the Anchor to my avatar?
it says this
or like this?
like this?
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
so anchor here that means?
the toggle should be in FX right?
if i remember correctly yes
this is packed together with the mirror, not useful right? I mean I can make my own? 🤔
i dont know what the package of the mirror is abaut but yeah you can make your own
its pretty easy
it just toggle the object on
keep in mind you also need the camera enable property in there as well
camera enable property? 🤔
so to make a off version I just take the on version and put 0 instead of 1 on both things?
please go to #avatar-help or any other help. this is just showoff
the FBI gun. always necessary
lol
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 can also take off and function as a minimap.
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.
dope
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.
@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
@acoustic steppe how
@woeful brook what part of it?
just realized. hud mode is nice for desktop use too :)
thats a neat idea
@acoustic steppe the arm camera screen
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
https://www.youtube.com/watch?v=0SA038Av6xs On-Demand Mirror install and setup video, package in description. Forgive my audio, my first video
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
Also more meme
Time to mute this channel, was nice to start with but now people are too dumb to read what it's for...
@gilded lintel that tutorial was oddly relaxing
Thanks for the unintentional asmr I guess 😅
i like it
Toggling variations is so easy in new update 😄
Many avatars in one.
Inb4 someone tries to do that with separate mesh renderers and get's slapped in the face with a
.
fuck
@winged river your avatar looks really good. Can I see some more of your avatars?
@woeful brook Thanks!! You can see more of my work on my twitter or my sketchfab ^.^ https://twitter.com/JuliaWinterPaw https://sketchfab.com/JuliaWinterpaw
tyy ^-^ i'll definitely check it out
your stuff is rad @winged river :0
I agree, screw that guy who left nasty reacts on your pic ^^
wanted to try doing some toggles for some different outfits too, although i barely know what i'm doing with av3 still:
Do you apply the different clothes through Blender first then you make animations for it? Im curious.
@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
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
more complete overview of the wrist mounted drone i shown off yesterday, now including remote control feature :3
that is pretty cool
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.
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
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.
like the iron man interface hah XD just without the helmet
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)
hehe
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
🤨 Please no
performance? what is that LOL
Here I go killin' again
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!
dynamic bones spam = blocked on sight
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?
it's done using a position constraint and an aim constraint
speaking of the drone. constraint based damped joint with speed based tilt for the drone. https://gyazo.com/ed4842a07ce8a8931a8d3ba1927b0bdb
damped joint as in, a spring joint with damp?
that seems smoother than just raw position constrain
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"
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
and @ivory snow it's a damped position constraint. no joints involved.
https://gyazo.com/92ee1614a5dbac61bd3891d58f19528b increased follow speed and reduced the rotation strength along with a better visualizer.
@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.
Woah what? I don't find that kind of position constrain anywhere here :0 Mind if I poke you in dms?
sure
My previous 3.0 avatar I made (a lil lewd, sorry)
The one I'm working on now
definitely gonna be adding something like that drone to this one
LOOOOOOD
i liek the dissolve fade for the clothes in the first video
More progress on the drone. it now has smoothed movement when following me/flying and it leans into it's movement direction :3 https://gyazo.com/39d43ffe5e191433b612d3f144d869e8
that looks great
just a small and simple AFK anim
Nice! That is smooth almost simplicity brings it to perfecton.
Has menus to change their facial expressions

That drone is amazing. I love the varied feature set. One of the best AV3 examples I've seen yet.
Latest version is even better.
looks much more natural as it follows you around instead of just being stuck in place
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! ✨
yo nice dude! sweet ass jacket!
@valid valve how do you get that drone? 🤔
It's not my drone. I was just commenting on the video. ._.
@acoustic steppe did you post your drone anywhere or is it personal stuff? looks really good
@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
thanks, we're all looking forward to it it seems
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
that'd be awesome
@lean torrent is the robo avatar quest compatible?
no
Aw dang
Sorry, way too much detail on this one to get it quest compatible 😅
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
GG.
https://www.youtube.com/watch?v=47os8jAHNB4 Showcasing my 3.0 RPG avatar suited for multiple practical situations.
For who ever drinks in vr
listen with sound
gotta do a bit more to the timing of the animation with the song but its drink time
Pretty simple I think but I've got a prone select menu allowing me to switch how I lay down on the fly.
stickbug dances along with the stompin
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
did the fix the problms with prone animation?
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?
@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.
that's awesome, I'll try playing with it again
update on the mirror project, now including mirror filter 1
@pulsar garden any possibility of making a filter to highlight other players?
For a sort of built in, non client esp?
well that basically just camera with infinity distance
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.
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.
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?
new source each one
@lean torrent how’d you get the clothes to dissolve like that?
Im pretty sure he used the dissolve feature on the poiyomi toon shader
the shader is free if you want to check it out
Wouldn’t know where to find it tbh
@zinc bobcat https://github.com/poiyomi/PoiyomiToonShader
Thanks
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
@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
yea add me and I will send it to you when I make the prefab
thanks bud!
dang. you're ready for drinking night anywhere.
you're set my dude. hahaha
thats kinda dope. ngl
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.
bring the games to them
lookin' sharp!
ehm, yeah that's preatty big avatar
Made a 3.0 chibinachi
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
@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
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
the yoyo i'm aware of uses a configurable joint
@acoustic steppe this one is a truly masterpiece! have you got any tutorial videos/manuals for this?
@bright pelican you mean the drone?
im glad i dont need to open blender to decimate anymore
@prisma crown what shader is that xD?
poiyomi! using the vertex options/rounding enabled/and sliding division amount from 500 down to 10
oh ok didn't know. man poi's shader has so much stuff hidden in there xD
haha, yeah
i saw a friend check that setting on the shader in game and i thought
what if i made it a SLIDER
Oh thank you Reece <3
ahh I love that
I want cool fnaf avatars so bad 😭
especially with the cool transitions like that
I do have a public one for toy bonnie thats public
i needs it where can i find? @cloud fox
👨🦼
I'm the one on the left
what special 3.0 feature it have
@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.
Set the shape to skinned mesh and assign it to the shirt, then spent my entire day tweaking the shader/ particle settings 

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
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
^
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
which control feels better with vr controllers for toggling props; gesture toggle or menu toggle?
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
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
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
Tldr It depend on use case , you make the avatar , you decide how you pull ur shit out
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
hi lin 👋
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.
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.
@true imp would sync perfectly if you just hook it to a parameter driver.
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.
"These textures didn't look like this a second ago...🤔 "
@true imp bruh you made a pentagram
Communing with Satan in order to perfectly code something isn’t that bad of an idea
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
lil afk anim is done
nice
That whole avatar screams BDO, and I love it
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
Amazing.
I haven't had a chance to check it out yet, but that sounds incredible
@lunar berry I mean, the assets for the avatar are ripped from BDO so that makes sense
make one avatar out of three avatars 😆
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.)
Udon! Works in both VR and desktop
now make edible
@acoustic steppe Amazing Drone work, here's a demo after import
@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.
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 💛
fuck thats really cool this drone thing
Deadly Queen has no weakness
Amazing. Pure art.
Here's my testing of getting resizing working so far.
you got the viewpoint to scale? Good stuff
I thought they disabled the ability to manipulate the viewpoint @cobalt kettle
apparently not all the ways. (hint: pose space)
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?
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
would this work with a radial too
i don't see why not
i wonder how too
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
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
Does it work in VR? Like scale the IPD and fix the scale of the IK points?
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
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
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
rip
I was all kinds of lost as to what was happening
oh you did away with the blend tree
probably for the best
I tried both with and without
still scuffy?
its weird tho
when you see 4 different results for the same animation
and then you delete all leg movement, and the animation still plays it
because if i make it so that same animation is one of the crawling animations, it plays completely fine
it kind of kills your drive
but if its the idle, it breaks
locomotion be wild
if i knew how the scaling trick worked i could try it out on my pcvr hreadset
Pose Space will never truly be a replacement for Remeasure Avatar. Too many things break when you try it.
- Full-Body Tracking straight up doesn't work with Pose Space in this way.
- Your Viewpoint doesn't scale, it just moves up or down.
- 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.
i miss remeasure avatar ;-;
hope they bring it back
being a little glitchy ain't no thang everything's glitchy in VRC
tru
vrchat is a glitch sometimes
Particle animation that technically uses some av3 functionality
https://youtu.be/HV03HBPGg-8
#BringBackRemeasureAvatar
Every patch note I read is "is it rereleased? No? Bugger"
Same
He is coming.
👁️ 👄 👁️
Why...
Those b some really flashy Kuroyu models.
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).
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
I made one shader for the box, but all the objects on the inside just use poiyomi toon
thats a stencil
Yup
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!
Oh shit. I love double king
this is awesome! 😄
YES This is great
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!!
I couldn't find a VR friendly Ori model, so I taught myself how to rig to actually upload one!
also
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.
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!!
@modest creek You misspelled "Hire someone"
oh so a choosing beggar that doesn't respect others' skill nor time
cant wait to get new user status so i can upload him
If you want to ask, model is less than 9000 triangles
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!
Stfu
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
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.
Yeah that's not something to do if you want to be on the good graces of anyone
More than likely Nuisence rank... probably cannot even upload
I doubt they put 5 minutes into research with that attitude
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.
Starting somewhere is better than nowhere
And then cruelly comanding others to do your wishes
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.
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
Public model I made from scratch (aside from some gesture items) 3.0 features currently added:puppet (pigtails), material swap, separate handed gestures
Would give in game pics, but don't often make them and don't really wanna promote in here
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.)
yo that is fuckin cool dude
you gonna do like a helmet too? i feel like you'd make a badass one 👍
Oohh I love the tail motion
@acoustic steppe everything you do pog
facts ^

Kinda 3.0 related~
Made myself a nice PBR shader with a trippy AFK animation. ¦3
Nice reminds me of the predator cloak
Initiate Combat Mode
id be will be willing to pay if someone chould make this with working musket if u can pls dm me
@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
sure
Tx@polar reef
not much, just proud of the setup i have here for my emotes
if you have any improvements i could make let me know
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!
dread you hero, if only you'd shown me this yesterday
Sadly i've only finished this today, managing conditions was much more difficult than what I hoped for
That sounds so helpful for when you have to make like 30 transitions to/from something with all the same duration/etc
I was wondering if anyone would be willing to make an avitar for me for fun. It’s about dnd.
Sneak peek for fans of the Quadcopter prefab i made.
Hot tip: use fortnite dance animations to test your avatar's weightpainting.
Now I just gotta figure out an AFK animation.
nice ava 
Made my first avatar! Doesn't do anything cool yet but hey it's progress 
Robo-Fortune's cannon arms 🥰
@fleet loom I wasn't planning on it honestly. If you do a bit of research on stencil shaders you can replicate it easily.
Don't forget the most important part, making these things spin
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!
Mhm, it's useful in many cases that have to do with animators
Improved Drone Characteristics for the 2.0 release.
Still completely physicsless no rigidbodies or joints of any kind where used.
And with that I've eliminated any need for any physics joint i can imagine. I've replaced all movement systems by purely constraints .
@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
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
Believe it or not i dont actually know how to do a scrolling texture yet
so i would have to learn that
eh, how hard could it be
-Bahka's last words
welp ill try an animate the uvs and see if i can get them to scroll
Oh, that's actually a very good idea, no more dealing with shaders, just an animation for the texture offset
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
Im new but does anyone here have an avatar that can do this https://www.youtube.com/watch?v=jvxhwzaQJ3w&ab_channel=РЯДОВОЙРЫБКИН
@shut python This is avatar-3.0 show off your looking for #user-support-old or maybe #avatars-2-general
thx
https://youtu.be/FwC_9oX0Xzs
I made a way to use paramaters to edit RGB color values, like emissions or in this case voronoi :D
@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
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).
🐰 wops
@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.
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.
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.
imagine t-pose
Funny bowling ball
:o
can you make items like that pickup-able at any range/throw like a much lighter object?
@lost storm nice. Don’t forget to retopo for low poly otherwise everyone will hate you
@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.
@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
@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.
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
@woeful brook im talking about indie games not AAA studios
vrchat is very much considered indie imo
Indie games can have whatewer their collective cargo cult consider "optamazation"
no
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
Hey guys, kinda feel like this convo should be taken else where.
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
Ok my kitsubus
i disagree with having red avatar slots being paid. no thanks
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
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!
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 ^_^
oh you can make the movement sound be speed dependent by using the velocity as a variable to drive a blend tree
I already tried that but it went all glitchy
But then again, I had only tried doing it back in the beta
it worked ok for me a while back, dunno if they changed anything in the meantime doe
it had kept cycling between the idle and moving sound like 100 times per second
@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
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
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
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
use any sate
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
just a toggle menu like all the others
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
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
Whatever gets the job done
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 😌
@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
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
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
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
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
rainbow mode go brrrrr 
I made a Dynamic Bone Editor that makes it so much more convenient to set up! DM if interested!
ᴵᵍⁿᵒʳᵉ ᵗʰᵉ ᵠᵘᵃˡᶦᵗʸ ᵖˡᶻ 💛
@abstract pond, I think you mean less sufferable although I think less painful may also work
oops
@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
Ah thats pumkins
at the beginning yeah, only used it to remove the bones and colliders. Pumkin's tools are awesome
@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
That also works
Why... Do I never think of that
Time to optimize all my bones everywhere
I was showing an extreme example to showcase what the script is capable of
@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
It's alright lol, as for sharing it, weeelll you're gonna have to message to find out 👀
What's a good way to showoff an avatar using just unity rather than in game?
3.0 emulator
Unfortunately obs has never worked to record unity for me
