#avatar-showcase

15 messages · Page 5 of 1

ebon verge
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With write defaults I find you tend to need to duplicate poses across many animations. If you want to change it, you have to change it in a ton of animations so they all flow together

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Without write defaults you can just have it persist and not be in all the other clips

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With write defaults masking becomes sort of mandatory

covert agate
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write defaults on and off both have their benefits and downsides, in the end they're different workflows for different things when you think about it

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personally prefer on but I see the use in having it off in some situations where you want certain attributes to persist

left bone
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i'd much rather have this because it tells you at one glance what animations can be active concurrently

true needle
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Made 3 avatars so far with wd off , for what im doing they seem to just add alot more work for the same behavoir

ebon verge
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I’m sure they have a reason for recommending write default to be off in the future. I’d just like to hear it

covert agate
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I can think of two reasons why that may be recommended

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one, I'm unsure but I heard something about it helping with performance, as with write defaults off it'll affect less things at once, while with it on it has to reset anything that is left unaffected at that moment

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and two, it would align with their own workflow of having write defaults off

ebon verge
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I don’t mind doing it, I actually didn’t know about it until the docs recommended it. I actually like how animations behave with write defaults off, they are more like macros that edit the parameters and it stays that way which is what I thought would happen initially

left bone
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#1 conceptually write defaults should be more performant at resetting than doing it with animations, as long as you're resetting everything, which you probably are

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and it's not like VRC itself uses a lot of animations, it's all user content

ebon verge
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The implementation of write defaults is that every single parameter is inserted into the animation clips at runtime so it’s really just bulkier animation clips

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I don’t know if that actually means it’s less performance though

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I know there’s general increased lag with avatar 3, I don’t know if write defaults is the cause, I think people are just asssuming that it is

covert agate
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I think the lag is rather because of the synced parameters being a thing

ebon verge
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Weren’t they always?

covert agate
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I really don't understand how they do it but I see so many people fill up that list completely for no reason

left bone
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pushing 16 bytes per avatar per network update is absolutely and completely negligible

covert agate
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yea that's also true

ebon verge
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It’s not even per update, they don’t change often

left bone
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for context, each full body tracker will add 12~24 bytes.. it's really not an issue

ebon verge
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And fullbody changes constantly

covert agate
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well that debunks my theory then

finite spoke
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The WD workflow change is because WD on has side effects for other layers. If VRC uses WD on by default, it will affect anyone that tries to animate with WD off. Specifically, undesired property values will persist while mixing WD on and subsequent WD off layers. With VRC choosing WD off by default, custom layers can be made with either WD on or WD off in mind. WD off is what I recommend if you want custom layers other than your own to work on your avatar without the need to refactor them, because you can't very easily/successfully mix WD on and WD off layers, and anyone making avatar packages is going to be following the VRC standard. Otherwise, they risk their assets not working with VRC standard animation workflow.

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Aside from that, WD on is more work if you are making complex state machines, because you will need to have the whole layer rest on a state in order to persist values, or keep adding properties to your animations to prevent a reset to default

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In many cases this will straight double your state machine complexity

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You're free to do whatever works and is most comfortable, but one day there is likely to be a "don't use rig hacks"-type situation and something you want to do will be problematic because of deviation from the standard

ember dock
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i wonder when rig hacks will ever be disabled

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maybe in 5 years

grim belfry
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Remember AV3 general? Yeah, me too

random helm
grim belfry
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@random helm, for the halo clothing changer thing, was that a blend tree that you are slowly minipulating from 0 to 1 using another Layer and the Parameter Editor?

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considering you were able to start from a part of an animation and switch it the other way

ebon verge
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Not mine but I’m guessing it’s a clip with normalized time using a parameter. Transitioning it from 0 to 1 and back would play and reverse the animation

grim belfry
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Oh, is that how those work?

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I have never really gotten too technical with Animations as I have always done 2D devwork in unity

ebon verge
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Normalized time just plays a given part of a animation based a Float. There’s probably other ways to do it not sure if that’s what he’s using

grim belfry
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I see

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I was wanting to do something similar with weapon summons

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I wanna make it feel super Twilight Princess-y

atomic shell
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This isn't too impressive but I want to share its adorableness!

I adapted VRLab's follower package to create a chain of adorable dinos that follow me/each other around, and as they speed up to catch up with me their custom walk animation speeds up to match. Multiple size options and people can ride on the big ones 😍

astral sand
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@ me if you know

copper dirge
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Wrong channel.

astral sand
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Where then @copper dirge

copper dirge
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There isn't a channel for "where can i find this avatar?", that question is frowned upon.

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If you knew how regularly people disrupt conversations with that question you would understand why.

astral sand
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I guess

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Im not trying to be an annoyance or something, jsut its my last option and I hoped someone would know

copper dirge
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Besides, most cool avatars you see are private, so you can't get them anyways.

astral sand
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This one, surprisingly, was public

copper dirge
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You could have just cloned it, provided they had cloning enabled.

astral sand
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Nah I got it from an avatar world

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but idk the creators name so i cant find the world

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idk the name of the world either

copper dirge
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There is a "view avatar author" button when you select someone in the quick menu. But to see the author name of an avatar you are using you have to go to the VRChat website.

astral sand
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Doesnt work when the avatar is deleted

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the person who makes them changes the world every once in a while

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and deletes the avatars so he can update them or something

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so then I lose the name

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and the entire avatar

copper dirge
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Oh, nothing you can really do about that unfortunately.

astral sand
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Yea Ik

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thats why I tried here

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Hoping that some rando may have used the same avatar and knows the name

errant narwhal
woeful brook
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This would be a really cool avatar

ebon verge
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While I agree, this is not the purpose of channel vrcEretNice

dreamy sand
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This is really just starting to turn into a joke.

whole karma
lean torrent
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@astral sand filn made it

ember dock
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what shader lib is that

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amplify?

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also that avatar reminds me of a creator but idk who

harsh tapir
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It's Amplify, yeah. I'm super new to Unity, but super used to game engines, so I prefer making my own shaders

ember dock
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theres a free thing made by unity that is much like amplify

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called shader graph

harsh tapir
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I might check it out, but Amplify is basically a carbon copy of the Unreal graph editor

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which means I like it

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a lot :v

ember dock
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shader graph has been giving me a ton of issues so i havent used it much

harsh tapir
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Then it sounds like I might not want to check it out!

copper dirge
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called shader graph
@ember dock Shader graph only works in the scriptable render pipelines, not the default renderer. So they won't work in VRChat.

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Unless there is some form of workaround i don't know about anyways...

harsh tapir
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Gottem

wind otter
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danm i like that model

bright pelican
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THICC fur base

true dock
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last pic kinda weird

true needle
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🤔 3.0 features?

whole karma
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probably its fbt using av3.0

dreamy sand
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This has nothing to do with 3.0

bright pelican
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🤔 3.0 features?
new avatar descriptor

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also try to make the fur more fluffy

dreamy sand
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People aren't showcasing 3.0 AVATAR FEATURES anymore. They're just slapping a descriptor > upload and call it a day.

true needle
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There's no other avatar 2.0 showoff is there, should just rename it #avatars-showoff 🤔

dreamy sand
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Even tho we're suppose to show creativity and the possibilities you can do with the 3.0 features.

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@true needle True tbh.

bright pelican
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btw, how do you make a gif? i want to show you my plane

true needle
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Gyazo is easy to use , bit limited on lenght

bright pelican
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it's fine

bright pelican
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well, it's very limited :Р

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i can't show it properly, it uses 2 puppet menu to control, so i need to ask some of my friends in vr to show it ;D

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I made it the same as in childhood: as soon as you are a little distracted, it will fly out of your field of vision or crash into the house :в

astral sand
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@astral sand filn made it
@lean torrent THANK YOU SO MUCH

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Do ya happen to know if they had disord?

lean torrent
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No, they actually have me blocked lmao, long story

dark nimbus
ebon verge
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Streamable deletes my old stuff stuff :(

visual wagon
ebon verge
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Nice shader

harsh tapir
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I made it ( ´ 3 `)

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You can buy it in a day or two when I'm done putting it together

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Or if you just want the raw model you can buy it from me now I guess, but it'd probably be better if you wait a bit

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😍

harsh tapir
ember dock
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does it not have dynamic bones yet

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also u should set transition duration to 0s so that it doesnt blend stuff like spritesheets moving

ebon verge
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Looks great can’t wait. May I recommend: custom menu icons

harsh tapir
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That's a good idea, I'll slap some together

quasi perch
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working on a gpu particle system that does not use camera's, so non friends can see it as well.. still has some issues like it not working in a lot of worlds for some reason.
@left bone Bro do we have like the same brain this is one of my projects on my docket too except with different application

left bone
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i fixed the issues with my system.. works nicely now

long pelican
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just some sudo randomized ear twitching, depending on the visime parameter, with a 5s cooldown :3

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(and disable it if I make a facial expression which mostly invoke ear movement as well)

drowsy haven
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Who needs full body

long pelican
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nice :D not really a lot of use for FBT users, but still nice

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how do you deal with the viewpoint?

drowsy haven
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my head follows the viewpoint perfectly

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no need to do anything

long pelican
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hm...

drowsy haven
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the poses are triggered by the upright parameter

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so when I get to certain heights, it switches

long pelican
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I wish that would be true for index users... they really need to fix that...

drowsy haven
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but the pose always blends to accommodate where my head should actually be

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this is a rework of the built-in standing-crouching-prone system

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I just added a step between crouching and prone, for sitting or crawling

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(and a toggle to switch between relaxed, and normal)

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doesn't work for desktop users, only 3 point vr

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(the new step anyway. the others should still work)

primal rain
drowsy haven
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That's a different take on what that means haha

lean torrent
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Purrfect

hallow dirge
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It looks like it’s gonna tell it’s mummy and doddy on u because u stepped in here walking path

ashen marsh
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@harsh tapir i would personally recommend using a texture array in place of a sprite sheet for texture swapping, amplify comes with a utility to create them

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you might find it a little more versatile

harsh tapir
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@ashen marsh Thanks, I will check it out!

random helm
grave hinge
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gotta model fast

modest zealot
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That was pretty fast

grave hinge
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i did it as fast as i could

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that's why it has a few errors

woeful brook
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Do I need VRC+ to view the avatar?

shy isle
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You made that in 10 minutes?

feral storm
timber bay
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Almost looks like an entirely different game! Nice job!

wheat halo
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^ i modeled her completely from scratch, there are definitely issues with it but i'm proud of it and i've learned so much for the next avatar i make, so excited haha

drowsy haven
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reminds me of Lili from Tekken

wheat halo
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it's supposed to be Katya from Archer

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but i'll take it haha

final valley
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I knew it was Katya from Archer immediately, great job!

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@wheat halo ^^

wheat halo
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😄 thanks so much @final valley

timber bay
velvet crow
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bruh

wheat halo
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Aaaaahhh I've wanted to do this

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That is so cool

timber bay
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It's basically a bunch of shapekeys, I have one where it's hidden inside the hand, one where its "toggled" but closed, and then one that opens it.

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My parameters are 0 = Toggled off, 1 = Toggled on(closed), and 2 = toggled on (open).

celest knot
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to controll it I need to use only fist gestures except loading which is point

lucid nebula
drowsy haven
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not that I know of

lucid nebula
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:c

upper field
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a bunch of Temporary Pose Space state behaviors with +0.1 delay time to each one until the animation is done vrcSunglasses

ember dock
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doesnt work too great, but im waiting for remeasure avatar to come out again

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so u can scale the avatar

frank agate
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anyone know any good get rich quick schemes

rose matrix
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Make an onlyfans

lean torrent
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Sell a kidney

quiet tulip
vestal gorge
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anyone do any commission work?

rancid plover
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Basically i just put the velocity parameters into the FX layer so it would trigger an animation moving the parent contraint from hand to foot

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It's more fun riding in FBT then walking

left stump
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are you making avatars in Blender?

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because i dont have VR glasses and i just want to make an avatar but i dont know how to do it so maybe i can get some help 🙂

long pelican
left stump
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i did

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but there was things that i dont understand like where are they drawing and how where do they get clothes

long pelican
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I guess it's a bit more complicated than you might think it is. Don't forget that there is a whole industry for 3D Designers...

long pelican
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hm?
you mean for the cloth simulation?
I used blender and Marvelous Designer

left stump
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ohh

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im literally so bad at it 😂

bright pelican
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There is no shame to be bad at something, shame is not learning how to get better.
Anyway, please, use another channel for questions, like #avatar-help or #avatar-rigging

left stump
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okey

modest swift
main crag
true dock
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looks like groot

acoustic steppe
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Burnt groot... "I am soot"

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Looks cool tho.

bright pelican
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he is just tired

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*ba-dun-tss*

random helm
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Buddy of mine buys avatars out the ass and I decided to give him the gift of 3.0, we just threw literally everything we could think of at this avatar

https://streamable.com/w1blwn

ebon verge
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I need to add a yo-yo. I am easily amused and can mess with those for far longer than seems sane

silver mesa
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Ok i've seen spring joints controlled by one hand but i havent seen a two handed spring joint, unless its just two parent constraints with half weights? or possibly something else? 😄

lean torrent
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You put a parent constraint on the anchor object and parent that to both hands

steady wharf
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woa that yoyo is impressive, nicely done

ember dock
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i guess the yoyo need rigidbody

radiant fog
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do anyone know avatars with cool animation

bright pelican
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<@&397642795457970181> ▲ posting the same question or statement across multiple channels ▲

timber bay
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I got around to sorta fixing some animations on one of my models, need to figure out how to fix that weird glitch with the texture swap.

crimson heart
timber bay
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👀

hidden briar
blissful terrace
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I am looking to commission a custom Avatar - Please DM me with fees, Approx time needed to complete and an example of work would be nice 🙂 if interested... I will provide more detail and scope, then.

elfin zinc
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Does anyone have any YouTube channel recommendations that would have detailed tutorials on how to create an avatar, including what programs to use?

ember dock
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well the programs u might use depends on the quality

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and also pereference and budget

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some people sculpt in ZBrush or some vr sculpting games

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others do it in blender or not at all

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and then theres the modelling phase where u make the model with simple shapes

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usually in blender or maya but for vrchat prefer blender

alpine thunder
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i think the hardest one to find is a alternative to substance painter for cheap

ember dock
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materials can be made in stuff like photoshop or gimp but tools like substance painter/designer are amazing and make it a million times easier to get high quality assets

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and u would need to learn how to use all this software individually

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and combine ur knowledge over a couple of months into making one avatar

brazen marlin
next raptor
hybrid cradle
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does ayone have ny good avatar worlds that are big and quest compatible?

vagrant sleet
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Does anyone know of a sloth avatar that I can use 🙂

dreamy sand
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Does anyone know if this channel could be used for its actual purpose...

ember dock
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does anyone know what avatars-3 is

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||/s||

woeful brook
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@next raptor bruh

drowsy star
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Still a WIP, but I felt like showing what I've accomplished so far.

main crag
drowsy star
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Z-buffer?

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On the mute icon?

main crag
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Mhm.

drowsy star
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Ah, see, if I could figure out why Unitychan toon does that, I'd fix it myself.

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For some reason, I can't use another shader.

main crag
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Seems to only happen in the mirror(?)

drowsy star
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OH

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I get it. That moment in camera in the beginning during AFK.

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It didn't seem to do it in mirrors.

lost hinge
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I need to know where i can get some Lewd anime girls for vr chat on my oculus quest 2

main crag
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Wrong channel.

timber bay
silent crown
crisp pollen
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that looks really nice

woeful brook
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3.0 having custom menus(even with some issues with emotes not showing other objects), made me have a lot of fun using dumb funny funny reference stuff

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Adding on, I feel like I've used Vroid before, but this is the first ever Vroid model I've done from what I can remembered

woeful brook
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That’s amazing

void tinsel
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I made an anime Cortana, but didn't know if it's too lewd to upload. Thoughts?

ember dock
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ive seen way lewder stuff so

finite oxide
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I mean, the original Cortana looks like it’s not covered by much clothes, so I would say it’s fine... but also some people could see it as bad... so I would say it’s fine but be careful

smoky edge
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i would put some lines so they would look like circuits and it would look less like a naked woman

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but it looks good so far

atomic shell
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I decided to make a feature-rich particle focused Kon variant using avatars 3.0 (currently waiting for approval to make it public.) It has:

  • A magic wand that can write, shoot sparkles, or shoot a particle heart bomb
  • Desktop arm control for head pats/control of the wand/etc
  • A Kon fairy helper that displays information on how to use various effects/etc depending on which submenu you have open
  • 12 facial expressions
  • Color changing for clothes, hair, ears/tail, and eyes, as well as several presets you can choose from, and an emission toggle for maps with bloom
  • A toggleable particle trail
  • A "particle body" mode in which your entire body becomes rainbow particles
  • The ability to drop particle clones as you move around, which you can then dissolve or explode

It is a lot, and of course it's well over the particle limit for vrcPerfVeryPoor rating, among other things. However the effects are as limited as possible, I really put a lot of effort into optimizing them. And using avatars 3.0, things are designed in such a way that only certain components can be active at a time. Even with the max effects active I don't drop a single frame maxed out in VR. I also want to mention that I used VRLabs' awesome particle shader as well as their follower package for the helper fairy. They have a lot of really great stuff: https://github.com/VRLabs/VRChat-Avatars-3.0

I might add more effects in the future. Can't wait to make it public, hopefully midori gets back to me soon!

copper valve
copper valve
woeful brook
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@copper valve those are awesome my dude

copper valve
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thanks

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changes colors on its own

tight panther
copper valve
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omg

copper valve
tight panther
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Who ever created it saved my day

ember dock
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tfw u use #avatar-showcase not only to show off an overused model with nothing added to it + its not even for vrchat

abstract pond
smoky edge
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wow

atomic shell
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Took me way too long to realize you weren't in front of a literal mirror, I was wondering what exactly you were trying to show lol

ebon verge
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Is that a copy of the armature? Or some camera or shader shananagans?

dawn wyvern
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Shhhhhh

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I saw nothing

tight panther
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I didn't see anything

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Oh

ember dock
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this channel for showing creations with avatar 3.0 system

ebon verge
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People just see “avatar” and “showoff” and don’t read the description. I wouldn’t expect it to stop lol

drowsy topaz
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I hoping for an avatars-2-showoff and maybe an avatars-1-showoff just to shake things up

ebon verge
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That’s fine just be aware that people are gonna say wrong channel

abstract pond
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It looked fine on vr but on the video it looked pretty confusing yeah lol, my bad
No shader or world tricks, it's an actual mirror clone and it doesn't have to be the same avatar either. Can be 2 different avatars

ebon verge
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Is it rotation constraints?

abstract pond
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Nope, rotation constraints aren't able to have a weight below 0 otherwise they don't work, so you can't use them for mirroring

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it does have rotation constraints though

drowsy topaz
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Constraints can have negative source values, which mimics negative weight

ebon verge
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My line of thinking was do a regular clone and then scale it’s parent game object by -1 on a axis to make him mirrored

drowsy topaz
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I've avoided doing clones due to file size and performance issues. I've got enough of a performance impact with Final IK 😅

ebon verge
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I’d probably hide it on a separate blueprint so it doesn’t trash my performance rank

ember dock
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u can use negative weights if u want to do stuff like world constraints

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also yea u can use them for mirroring

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the only parts needing negative weight are common ones like the torso

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the rest can be reflected, left joints to right joints

abstract pond
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A Negative weight on a rotation constraint causes it to do nothing.
Reflecting the parts or/and using only rotation constraints is not enough to make it behave properly when facing different directions.
Using a negative scale only flips the visuals

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Trust me, not as easy as you think vrcAevSip

ebon verge
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P sure you can use normal 1.0 weights and have a parent Game object with -1 scale

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Benifit: model gets mirrored too, if you have asymmetrical hair or w/e

drowsy topaz
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I've never realized how much I dont care about mirrored, just nullifying rotation is a blessing lmao

abstract pond
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I wish it was that way Adeon, however this is what happens using that way

drowsy star
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Probably taking advantage of the order of Anim, IK, Constraints, etc. I don't remember the actual order. Was going to use it to have a tuar that worked in FBT, but gave up on the tuar.

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Something like letting Final IK run things in reverse with constraints and animations helping to flip the model twice every single frame.

ebon verge
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Mirror clones that don’t reverse you are cooler anyway. You can do secret hand shakes

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(Joking, awesome that you got it working)

abstract pond
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I need to learn IK before I understand what you mean Saigo lol, maybe?
Thank you Adeon, it took me a while to figure 👍

drowsy star
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TBH, what I described would be the most useful and probably the easiest method.

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¯_(ツ)_/¯

worldly pawn
ebon verge
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I think that’s a new record. Not even a avatar, just a texture.

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Can it be beat?

worldly pawn
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i think i win the showoff contest

ember dock
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imagine if u could make a delayed copy of urself so u could make animations that loop

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like 10 of u jumping over something or handshake with urself 3 times

ebon verge
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Working on my new 3.0 avatar. I don't have any features yet but I did make one of the verts for it in blender so far, wanted to show it off.

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Any feedback is welcome

main crag
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... I thought there was a dead pixel on my screen all of a sudden.

iron gate
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sorry I forgot which channel I was in. i'll move it

bright pelican
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please don't criticize me, i'm new and I was banned from google search

woeful brook
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@ebon verge HA!

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10/10

ember dock
bright pelican
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Thank you Wulfe, very cool!

tight panther
tight panther
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Go on?

bright pelican
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just saying that there is a separate channel for screenshots. this one is for demonstration of 3.0 features
but it looks like no longer

finite spoke
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1st half avatar physics working with 3.0 enabled fixes. Second half is without

outer sand
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@finite spoke are they interactable by other players?

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Because being able to generate objects other can interact with would be pretty pog

finite spoke
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I don't know what happens if another player with a collider touches it tbh

outer sand
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wanna try out?

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im not in VR rn but my avatar ought to have colliders

finite spoke
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You asking me if you want to touch colliders? We just met

outer sand
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😳

finite spoke
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It'll probably do nothing

outer sand
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dont think it will maybe try and find a way to do make it something that would be groundbreaking tbf

bitter roost
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dunno what to add xD

nocturne basalt
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first complete avatar i’ve made (ignoring the testing stuff)

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surprisingly it has a green for optimization

tulip meadow
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16 entrances and 16 exits

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i know this isn't really that impressive but like

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this is pain

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i'm making a minecraft avatar with 16 skins you can choose from

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i got not equal and equal backwards

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had to redo all 32 transitions

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but i mean it works

true needle
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just for a reference, you could do it without half of those transitions

tulip meadow
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well dang

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ill do that in the future

ember dock
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if u look at the Gesture template it should make it obvious

tulip meadow
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being completely honest, i completely didn't remember

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that's how i've done my animations, but im really glad there's a better way to do it

bright pelican
# woeful brook how?

it's about those people who do not try to find the answer to their question on their own

tight panther
#

This is where we show avatars right? If so I didn't make this, but I love it! It's in public avatars section. It makes me all in between hyper-happy and confused. Because I think should I really post this?

lean torrent
#

@tight panther no this is where you showoff the features of any avatar 3.0 avatars that you made. #vrchat-pictures is where you'd post that

tight panther
#

@lean torrent thank you

celest dragon
#

@finite spoke May I ask how did you fix physics/intersecting colliders? I'd love to make proper ragdoll stuff. Or are you gonna release it as an package on your github?

quasi perch
#

@celest dragon its already on the vrlabs github and discord!

celest dragon
#

Ohhh

#

I just missed that, thank you

final mason
#

I have learned so much 3.0 over the course of 3 days and my brain is smooth. I hope this paid off well

copper dirge
#

This isn't a model showcase channel. This is for showing off avatars made with SDK3 features.

vagrant gazelle
#

Oops sorry 😅

lean torrent
#

@final mason A gun was my first 3.0 project too, but damn you went way above anything I did. Honestly thought that was one of the guns in the world

tulip glade
#

there's no knockback on the gun though

copper dirge
#

You could easily do that with the force option in the collision settings, provided this is powered by a particle system anyways...

#

Wouldn't work against other players though since you can't physically interact with their colliders.

ember dock
finite spoke
#

looks like gestures to me

#

Cause the way the magazine is dropped

drowsy haven
tulip glade
#

and dont forget the sound effects

final mason
#

yee, it's just gestures

@drowsy haven no, but I would like to learn about how to work this! it would be really cool

drowsy haven
#

Make a layer and just have every bullet be its own state

#

Transition through each state as long as your trigger pull gesture equals 1

#

Make the last state have different transition conditions, like the gestures for reloading for example

#

And loop it

#

I haven't done it myself, but that's how I would handle it

final mason
#

That makes a lot of sense! I'll see what I can do

#

thanks for the tip

ember dock
#

u can make it independent of firing also

#

u can make firing in one layer

#

and in another layer u control a parameter called Empty

#

easier to manage

hasty flume
tulip glade
#

im doing all the colossi, and heres the latest on the one im working on rn

#

Basaran, all the bitmaps correct, and facing forward, as it should

drowsy haven
heavy patio
#

That would be cool

tulip glade
#

close

#

I really wish I had some help, but thats wishful thinking as of right now, so I'll just do it all myself

tulip glade
frank magnet
#

don't suppose anyones done any of the big lez show characters and wouldn't mind sharing/selling? 😆

tulip glade
#

ha

random helm
main crag
#

I love the deer head.

random helm
#

❤️

#

hahah

#

i rigged and did the visemes for it idk why i did it but im happy i did

woeful brook
#

@random helm nice

random helm
#

tyyy

slow rampart
#

@random helm that's nice and all but i wonder how's the avatar performance score on that

random helm
#

awful

#

abysmal

#

but thats because VRChat looks at wholistic numbers, ive designed it to be as performant as I can

#

shes 22mb, and my friends and I were hard pressed to tell the fps difference between her and any other VeryPoor avi

#

most of the effects cannot be active at the same time

vale halo
#

@random helm looks good

random helm
green helm
bright pelican
#

for the first time I see how someone from the VRChat team wrote something to this channel, looks like you really amazed them, nice work!

abstract pond
#

Dunno where else to post these as there isn't exactly a channel for this but here it is anyway
A small tool dedicated to making clips of toggling objects on and off faster
Select the objects you want to toggle, Right Click > Quick Actions > Quick Toggle
Choose their toggle status > Create Clip, done.

Automatically detects Root if no root is set
Automatically names clips
Highlights created clip
Is Gesture to create clips with 2 frames and loop time on

Am I allowed to post github download links here? vrcThinking

gilded olive
#

thank you dreadrith, very cool

abstract pond
#

Love the idea of dropping consumables and banishing people

lean torrent
#

@drowsy haven I love what you did with the glasses! I'm definitely gonna do something similar in an upcoming avatar. Have you thought about adding a toggle that changes the x-ray mode into a minimap? Would just need an extra camera with a modified near clipping plane

drowsy haven
bright pelican
abstract pond
#

then don't use it ¯_(ツ)_/¯

bright pelican
#

nice tip ;D

abstract pond
#

anytime 💛

ember dock
#

for example i have scripts to generate whole entire animators based on simple things like what toggles go on what layer

#

and plugins i made for blender to make character setup and rigging go by in a flash

#

but most of them are private only and plan to stay that way probably

#

most have specific use cases only so unless ur following my workflow it wouldn't be as useful

bright pelican
#

I do not argue, plugins are really a very useful thing, it's just that turning on and off is done in 4 clicks

abstract pond
#

You're thinking of only making one animation Onii, in which case sure it's not much faster. However the time grows exponentially longer with each object you want to make an animation for with extra clicks depending on what items you want to toggle on and off together.
This tool is dedicated to making all of that take a constant amount of time rather than exponential. You can even just press enter after pressing Quick Toggle and it'll create the clip due to it automatically focusing "Create Clip".
It saves creating a clip, it saves activating and disabling record for each new animation, much easier creation of an "inverse" toggle for the sake of write defaults, stuff like that. Small extras together make a big help

#

You also wouldn't have to go through the need of having to place the clip in the animator just to record it, or to place an animator controller on the avatar at all

bright pelican
#

huh, in this way this make sense

ember dock
#

mine also makes selectors rather than toggles

#

toggles would just be a selector with on and off

abstract pond
#

selectors?

rough needle
#

3.0 Deers ;3;

cold jackal
#

nice

primal holly
#

an avatar I made one time

#

It was very poorly made

#

I might go back and remake it with more time and effort some day

shrewd gulch
#

It looks really good

primal holly
#

eh

lyric shuttle
#

I'll throw a video of me flexing it in sometime tomorrow probably.

ember dock
finite spoke
ember dock
#

imagine if u could sync that

finite spoke
#

it does sync

#

it's a raycasted target, it's eventually consistent

#

as long as my rotations are synced, this will be more or less synced

coral kettle
#

Anyone can make an avatar for me? I will pay $

main crag
#

Already answered your question.

final mason
#

with a suggestion from @drowsy haven,
and after more tedious researching, I figured out my own system of ammo capacity

#

I'm still barely learning how to do 3.0 stuff

#

also yes lack of recoil, it's a bb gun

primal holly
#

what's 3.0?

#

oh sdk2

#

thats what i use

drowsy haven
primal holly
#

im confused though, whats the difference between 3.0 and 2.0

#

oh, I'm an idiot

#

thanks

drowsy haven
solemn sigil
wind otter
#

ah yes avatar 3.0

bright pelican
#

photo realistic

tulip meadow
#

all 244 linked together expression menus were generated by a program i wrote myself

white parrot
ember dock
#

wheres the 3.0 behavior

bright pelican
#

after PAPA TUNA's post, i'm not sure that's still 3.0 showoff

bright pelican
bright pelican
lofty grove
#

@final mason Nice gun, is the reloading and racking the bolt just gestures and well timed mimicking of the motions? Like does it need the new mag to be actually put in the right place?

final mason
#

Currently its just gestures, so all the things can be done without moving the left hand, would be nice to know how to also require positioning the hands where they're supposed to be. Would it work with collider triggers somehow?

#

Also nice Rem pfp

lean torrent
#

I'd imagine you could do some kind of constraint on the bolt with a particle trigger

#

But then you run the risk of desync unless you make things complicated, so honestly it's not really worth it

drowsy star
#

Just gesture and it'd snap to your hand. It's more involved than just adding a constraint though. Think about the pivot and such.

timber bay
lofty grove
#

There is the old system of activating and deactivating objects via particles and colliders but nothing that lets you trigger something in your animator from that so till VRChat developes something for that we are stuck with mimicking.

drowsy star
#

Not true. There are updated systems that work with synced parameters.

#

But stop-action can easily over-complicate something.

ember dock
#

stage parameter drivers can function on any animator in your avatar

#

regardless of where they are

#

so if you wanted to you could make a touch interactive system just like you would in the past

#

but u add a stage parameter driver and control the response in your main animator

lofty grove
#

Well then time to dust off those old stop action prefabs. Or better see if lindesu made something new.

ember dock
lofty grove
#

Had their page open all these months and thought they were ded or so cause vrlabs.dev got no updates since 5 months ago. But it's all on a github

#

Bit of a mess but with all of that it should be possible to make a fully functional gun.

ember dock
#

sure but at the cost of still having worse performance than menu or gesture controls

lofty grove
#

Sometimes you just wanna see what ludicrous thing you can create. I'm sure it will be less of a performance cost than my 30 barrelled shotgun.

drowsy star
#

They try to be performant and they do have use cases where their prefabs are the most straightforward way to achieve something.

drowsy star
#

Not to mention they've put out prefabs that are much more optimized versions of things people would have normally used.

ember dock
#

so yea i agree its pretty cool but still unoptimized to some extent until vrc adds their own support for it

runic sparrow
fast rivet
#

Hot looking good

runic sparrow
#

Thanks, it’s my first one

woeful brook
#

That looks nice

lone quiver
#

anyone watch naruto

real cliff
#

Lmao

#

You literally broke a rule of posting the same thing in multiple channels, and can't even keep it in channels it would fit in.

#

This channel was doomed as soon as avatars 3 released lol.

ember dock
#

wouldnt be doomed if it had sufficient moderation

white parrot
#

white dragon avatar using megumin explosion magic xd

white parrot
#

had fun

harsh coral
# runic sparrow Wip

If you don't mind me asking, how did you manage to put the ears on? I've been using vroid and I can't figure it out

runic sparrow
#

Oh, there’s a tutorial for that

harsh coral
runic sparrow
#

Yes, are we allowed to put links here?

harsh coral
#

Thank you!

runic sparrow
#

No problem!

kindred kindle
#

whoops wrong channel

lost slate
plucky fog
#

this is my custom mmd avatar who i wanted to publish its me but in the anime look

#

but i cant cause VRChat said wait

ember dock
#

his skin look super shiny

austere crest
#

yeah, unless thats the look you were wanting i would recommend using a toon shader like poiyomi or other ones. shininess can lead to very bad results in vrchat from my experience.

#

also you need to the rank "new user" to upload content. i would recommend just playing for a bit and ranking up yourself, that way you can keep the model on your account and reupload it easier.

drowsy star
#

Shininess is only bad with anime models that have shoddy topology.

#

No offense. Some people fix the mmd topology and standard looks just fine.

austere crest
#

no i mean how most of the worlds in vrchat have awful lighting and will either have your model black or ridiculously covered in oil shiny

drowsy star
#

Topology/normals.

#

That can be fixed with standard shaders made with VRC in mind too. Fallbacks for poor lighting. But Worlds with poor lighting can just make me look flat sometimes, and that's fine.

austere crest
#

ive had many models where i have a specular map turned way down or even just some metallic on it and have them completely ruined by alot of worlds. so i just dont bother with it.

drowsy star
#

A shame. Standard is a great shader.

austere crest
#

i use standard on 99% of my models

#

i love the realistic look it can give but alot of worlds on vrchat dont do it justice at all

drowsy star
#

Fallbacks

#

I get it though. I use to have trouble along with a bunch of my buddies like 2 years ago.

#

They started writing custom pbr shaders.

austere crest
#

how do i even do a fallback if the shader is working fine and its already standard?

drowsy star
#

Hey, I don't write shader code! They just had ways to check for reflection probes and lighting.

austere crest
#

yeah custom shader code is way outside of my spectrum of knowledge

#

if i knew how to do that stuff i would be having alot more fun on some models...

drowsy topaz
#

IIRC Amplify works for VRC if you wanna try node based, otherwise you just need to learn HLSL

harsh tapir
#

Amplify has been fantastic, strong recommend. Feels exactly like the UE4 material editor

#

which is to say, great

lament basalt
#

are link embeds off itc?

main crag
#

Mmmmmaybe?

#

Yep, seems so.

#

Only uploads work.

lament basalt
bitter roost
#

Made a custom tail and a extra set of arms for my proto o3o

lament basalt
#

cool

bleak river
#

finished it just now!

dusky dock
final mason
dusky dock
#

noiiice vrcLike

final mason
stone solstice
#

smooth as butter

drowsy star
#

ping 💜

short scarab
calm linden
#

Hype to see cyberpunk assets in VR

ebon verge
#

Ho boy

drowsy star
#

Only last gen versions, please. 😏

solar reef
#

😬

ember dock
#

i want model for V and that one furry in cyberpunk

austere crest
#

i dont have any plans to touch cyberpunk but im just waiting to see how long it will take people to bring keanu into vrchat. cant wait to see lobbies filled with even more very poor avatars since i know people wont try to optimize him.

hidden briar
#

turned one of my drawings into an avatar because i liked the outfit

austere crest
#

looks really nice!

#

i wish i had modelling skill..

whole karma
austere crest
#

lol ive tried. literally 0% artistic skill or knowledge of that sort.

#

i could try to send a pic through of my 1 semi-okish looking model but i dont want to embarrass myself quite frankly xD

drowsy topaz
#

You can always start on less artistically bound things like robots to get practice. Can't expect to sculpt a masterpiece on your first go.

austere crest
#

lol ive tried that too

drowsy haven
#

@final mason Looks great!

whole karma
austere crest
#

well i think what he meant is that robots have a very low skill floor and a very high skill ceiling. robots starting out can be alot more simpler than the human form but at the top end can be infinitely higher in levels of complexity.

whole karma
#

that's more like it, Spirited knows how to word it vrcSystem

drowsy star
#

Yeah, I've got a few nearing the ceiling.. 👀

#

Ofc I didn't model those.

drowsy topaz
whole karma
drowsy topaz
#

Robots are also great because they are a good playground for unique IK

#

If you think your biggest weakness is artistic modeling you can always do the more practical stuff like IK and rigging

whole karma
#

nice shill for ik there

drowsy topaz
#

It's all I have 😔

whole karma
#

kinda wanna see Scionzenos making robo model

drowsy topaz
#

Still has some kinks to work out in game in relation to AV3 rotation problems

whole karma
#

eyy noice noice, and interesting concept, human using you as a backpack

whole karma
#

🤔 very interesting av3 avatar

#

hey <@&397642795457970181> check out that super cool av3 avatar

limber aurora
#

Went from knowing nothing to this in about 2 dayssss

indigo yarrow
#

@real cliff the alt + s method seemed like it had good potential, everything that scaled well animated nicely with no clipping, but fingers and reverse normal areas made it tedious to work with, so material swap in the end
definitely something I can find use for in the future though

woeful brook
#

It cool to post my avatar even though I haven't been able to upload it?

steady wharf
#

@woeful brook go for it

woeful brook
iron gate
#

A fun little avatar 3 project I made ("a pretty customizable synced Avatar 3.0 menu.") https://twitter.com/Lyuma2d/status/1340030008656465920
I tried to focus on optimization, so the whole menu system is one drawcall. I hope more people experiment with custom GUIs (touch based? putting something on? Etc). The possibilities are quite vast.

iron gate
finite spoke
lilac kindle
woeful brook
#

Sorry had to do it this way, i dont know how to screenshot at the laptop

edgy spindle
#

did you make that?

woeful brook
#

Yes

true needle
#

win+shift+s , there you can take a snip screenshot

#

very handy and easy to paste anywhere

woeful brook
#

Function (FN) + Printscreen button?

lilac kindle
#

depends on your laptop

#

pc keyboards generally don't have Fn keys

abstract coral
ember dock
#

looks like just an upload of the gumroad coyote avatar

royal pine
#

Nothing mind blowing, but I got my clothes toggles set up with a custom dissolve shader.
The shirt dissolve if it's still enabled when you toggle on the sweater since they clip in each other.

finite spoke
#

Add the collision sounds

meager tapir
#

amazing man! does it have a random path or is it just the animation.

cursive flax
floral peak
#

Used the official Windows XP Visual Guidelines documentation which Microsoft made back in 2001 so people can make their own XP graphics

#

Had to abide the pallette restrictions

ember dock
#

made from scratch so this iwas result

acoustic spindle
#

How do you set something up to be steerable like that?

lean torrent
#

Rotation constraint

bright pelican
#

huuuuuh, i'll try that

drowsy star
#

Or just world mesh particle with local velocity.

#

Would be easier than a world space object that you could guide off wrist rotation. But using a moving game object would be more fun.

drowsy star
#

Subjectively, using an actual game object. Just more work.

ebon verge
gloomy shore
terse ice
#

Nicee

lean torrent
#

I've gotten so used to thinking in constraints

ruby tree
#

this was surely a pain because I don't know programs written in English (Unity🏄)that much

#

first avatar btw

meager tapir
#

that looks awesome especially for a first!

wooden portal
humble mango
bold flame
#

How do you publish

humble mango
#

New user then hit build for windows in the SDK

bold flame
#

I keep getting error

humble mango
bold flame
#

No one helps so I was asking here

#

It looks like this

torn meteor
bright pelican
torn meteor
#

ah ok

oblique hamlet
kind thorn
#

noice

meager tapir
#

it looks really toony, is that a unity thing or vroid?

torn meteor
#

this makes me very happy, was wanting a ripped granblue naru lol

drowsy star
#

Good shading. Was waiting for rips from the newest game that was in development.

oblique hamlet
#

She is a very powerful warrior of the draph race

woeful brook
#

my mobile discord's suffering just to load these gifs ._. looks nice tho

main crag
#

That looks epic, Naruko.

drowsy star
#

A generic-like 3.0 with those animations on gesture with your viewpoint set like a third person camera. 😌

noble prism
#

my thanks go out Jar for give me img i was missing!

dry hazel
#

👍

woeful brook
#

@noble prism what did you use to make your own charecter ?

noble prism
#

i use blender. great tool

low bison
oblique hamlet
hot sundial
oblique hamlet
cursive flax
#

Dang that's dope

finite spoke
#

that's very cool, but imagine being spawned into existence like that and you're just like "thanks"

ember dock
#

daddy issues when naruto leaves

vagrant urchin
#

lol

main crag
#

I've seen that animation before.

atomic coral
#

nice spawn animation

woeful brook
oblique hamlet
#

Thank you! ^_^

drowsy star
#

The colliders though. vrcVPoorThinking vrcVPoorThinking vrcVPoorThinking

#

But I can remember doing similar on a model before figuring out stiffness and curves.

#

Also hopefully no 2D audio with world-sized range. 😅

ember dock
#

2D audio i always hate unless its like a party or club or something

#

u cant figure out where its coming from by ear

viscid escarp
woeful brook
#

Cuteee

alpine thunder
woeful brook
balmy garden
#

Noice

dull token
marsh thorn
drowsy star
#

Might just search nomic, since their worlds are the ancient originals.

earnest coral
warped elm
#

yuhhhhh

earnest coral
#

cool

warped elm
#

thanks 🙂

#

i wanna add special particles and all

#

but idk how

earnest coral
#

well gl

dry cave
#

My first and only avatar. It can do a couple of cool things

woeful brook
#

the second one got me laughing lol

main crag
#

Great use of animations. BocchiClap

dry cave
#

My only problem is that the sounds are constantly broken on them, and I need to reset my avatar until they aren't. Been trying to find a fix for it for a while

warped elm
#

anyone know of anything that look simlair to this?

#

as a model i can download

copper dirge
#

@warped elm This channel is not for requesting avatars (there isn't a channel for it in fact, that question is frowned upon because people interrupt conversations all the time with it).

warped elm
#

sorry ; /

woeful brook
#

Be ready as over 150 new quest and pc avatars with good proformance and amazing animations comes soon 2021Mid

bright pelican
#

sounds scary

silver mesa
# final mason

Will there ever be an explanation of how you make your system work? or is there already documentation somewhere

drowsy star
#

2 parts theatrics, 1 part stop action.

#

Little bit of constraints for fun.

#

The state machine for the clip should be straightforward enough.

dry cave
marsh thorn
dry cave
#

Look up Neitris Shaders. They're on github

balmy cliff
minor crane
#

Bro i wanna know how to make avatars that looks sick lol

balmy cliff
#

lol might do the other pups too lol

random helm
#

unlimited power

balmy cliff
#

lol can you select the image you want lol

random helm
#

1679 emojis

#

yea its on a radial haha

balmy cliff
#

yeah i gues you need to do some pagination or something

random helm
#

hhahahha probably

true dock
coral whale
#

Whoa

ionic pawn
iron gate
iron gate
thorny geode
lament basalt
#

lol nice

tepid edge
true dock
heady frigate
tepid edge
heady frigate
tepid edge
#

and I added some functions (color change, Gatling, Rotate) with my own

heady frigate
woeful brook
#

^messing around with particles 🎆

dry cave
woeful brook
#

lol it broke

waxen python
#

Also this is my first Laser FX that im somewhat happy with. Tell me what you guys think

#

made only with particle systems btw

woeful brook
#

nice 👍

halcyon zenith
#

but man I learned something neat about hair in vroid

halcyon zenith
lilac trout
bright pelican
#

This channel has been created for showing 3.0 stuff. It's doesn't include just avatars uploaded with sdk3.0. For your screenshots and photos please use #vrchat-pictures

minor axle
#

for quest players who love halo

fringe raptor
harsh tapir
drowsy star
# lilac trout

I'm glad you updated that one over to 3.0. It's one of the few tda avatars I appreciate. 👍

bright pelican
#

nice, but this channel was created for 3.0 features, not just avatar showoff. For your screenshots and photos please use #vrchat-pictures

tranquil wasp
#

ooohh, sorry, still learning ^^' @bright pelican

elfin trellis
# harsh tapir

a) That's a cool shader!
b) What world is this? It also looks really cool!

harsh tapir
#

a) Thank you!

#

b) The Shore

#

It's really cool, I like most worlds made by that author

elfin trellis
#

thanks, I'll have to check those out too then!

woeful brook
#

heyyy

woeful brook
#

?

#

?

#

?

#

?

ebon verge
#

This is a new record I think it’s the first time I’ve seen someone expect an answer without even saying anything.

dry cave
noble prism
#

try make it look like a tiger 🙂

magic ledge
woeful brook
visual hill
#

very nice!

tough granite
#

Does anyone have a broly avatar with animations

woeful brook
grizzled flare
#

anyone know where to find animal/dog/wolf avatars that arent furries?

sudden ridge
dry cave
#

A ton of animation states

sudden ridge
#

XD

#

Also, does it actually count ammo, and is it the same I'm assuming hand gesture to trigger every stage?

dry cave
#

Yes, it does count ammo

sudden ridge
#

Im guessing it just changes a int parameter every time you press the button

dry cave
#

Pressing the trigger moves it to the next stage which is empty, so it doesn't toggle the one after that until I let go of the trigger

#

Eventually it will reach the stage where there is no more ammo

sudden ridge
#

Now does it actually acknowledge the position of the mag or did you just make it so you press the button again?

dry cave
#

Then I gotta do a series of gestures to reset the stages

#

It does not detect the mag position no.

acoustic steppe
drowsy star
#

Would be easier with a single animation clip on normalized time with a control layer that drives the float parameter.

drowsy star
#

Like, gestureweight equals 1 (or less for hair trigger) transitions to an empty state with a parameter driver that drives "fire" float to .1 for 10 rounds (or .03 for 30 rounds), which exits to a standby on condition gestureweight less .5 or whatever value you want for trigger sensitivity. Then standby transitions to an empty state that drives "fire" float to .2 (or .06). Repeat for however many rounds you want, taking advantage of copy and paste. Much easier. All you'd have to do is connect the copy paste then change the driven float value.

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Would cost a float parameter per gun though. But that means sync anyway, so.

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Perfect sync actually. Then late joiners would even read you at the right round.

heavy widget
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i finally did it !

acoustic steppe
# drowsy star Perfect sync actually. Then late joiners would even read you at the right round.

it would make no difference in using a float or a int on how you'd set it up. you'd still need multiple states for each round just to handle the synchornization properly. and at only difference would be that a int would limit you to a 255 round mag. where a float could go much larger then that but i don't think anyone is insane enough to go and hand place that many connections.

drowsy star
acoustic steppe
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you wouldn't use an animation clip in any of these.

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the states are used purely for data management

drowsy star
#

If you use more than one state in animation in order to fire your gun, my point still stands.

acoustic steppe
#

or well in this case each of these has an animation that's just a single round fire animation with a looping sound source.

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but this is a old setup

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basically you use local variable that is triggered by your synced one that determines when you start/stop firing. that goes off once you enter/exit the ammo loop.

drowsy star
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Plus a float could be used for two guns actually.

acoustic steppe
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and that triggers the actual gun firing animations

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There's a lot of different ways of achieving the same effect tho

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i've done mag capped guns in like 3-4 different ways now and i still can't really decide what the easiest/most reliable variant is.

drowsy star
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Using gestureweight and a single float makes everything so much simpler, tbh. Same effect, same sync. More utility. Less animation clips.

acoustic steppe
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How is gesture weight relevant in all of this? you only use that as the trigger pull.

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and in the example up top it is a single int.

drowsy star
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Gestureweight is a freebie synced float that you use to transition.

acoustic steppe
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single synced int

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gesture weight isn't a freebie though

drowsy star
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It is.

acoustic steppe
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that constantly changes as long as you have your hand closed.

drowsy star
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You don't have to waste one of your sacred 16 with it.

acoustic steppe
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using your controllers overrides gestureweight tho.

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  • you can't use them to detect a trigger pull if you use it for anything else.
drowsy star
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That's why your gun is set up accordingly.

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You want to fire your gun on anything other than trigger pull?

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Would be a shame.

acoustic steppe
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well if you use gesture weight as a control value you'd have to .

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that's what i'm getting at

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the way you describe would mean you can't use it for the trigger pull.

drowsy star
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I'm trying to think of a way to respectfully express that what I described isn't that.

acoustic steppe
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I just re-read what you said. that's litterally the setup i used.

drowsy star
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You pull the trigger, gestureweight reaches 1 (or anything under that for your required sensitivity), it fires and stays at that state until you release trigger beyond a specified value.

acoustic steppe
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only difference in the setup is that i do ammo counting locally and it exits to a state with a driver on trigger release.

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so you're not constantly writing values every frame

drowsy star
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The difference being that I'm driving a float on a single normalized animation clip that gives your sync even for late joiners.

acoustic steppe
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what's the point of that animation clip tho?

drowsy star
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To not use an animation clip for every separate bullet?

acoustic steppe
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you don't use a clip for every bullet

drowsy star
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To keep sync with a menu parameter?

acoustic steppe
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you have 2 layers. 1 just has a looping animation. the other layer is just a bunch of empty states that do your actual ammo counting.

drowsy star
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So you don't have a physical clip mesh, is what you're expressing.

acoustic steppe
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what you wanne model all 30 rounds in the physical magazine?

drowsy star
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If you have a physical magazine, you wouldn't use a single looping animation.

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Are you sculpting them all? Like 10 poly a piece and you can actually fire them.

acoustic steppe
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i mean that it's kind of pointless levels of detail to go and actually put physicall ammo in there as generally you can only see the top bullet anyway. which at that point you can just hide/show based on if you ammo count was 0 when reloading.

drowsy star
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Hold it chief. Levels of detail is the name of the VR game, Buddy.

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Ol' pal.

acoustic steppe
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there's high detail and invisable detail though

drowsy star
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I guess I don't see your gun and you don't see mine. But I understand your use case.

acoustic steppe
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people wasting enough resources as is. i ain't gonna add invisable detail when it ain't needed for the immersion.

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unless you walking around with a transparent mag

drowsy star
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^

acoustic steppe
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also i just realized maybe we shoulda moved this to general.

drowsy star
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oop

acoustic steppe
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conversation got a bit out of hand 😅

acoustic spindle
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You use GestureRight/Left equals 1 (as appropriate for the gun holding the hand) PLUS the relevant Gestureweight. That means it only fires on the trigger pull.

harsh tapir
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I'm avoiding stacking states in a float purely due to the lack of an "Equals" transition condition. I can't stomach having to add both a greater and less than check, it is upsetting

acoustic steppe
harsh tapir
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Hi4

acoustic steppe
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Tho admittedly. if you wanne add a ammo counter a float is def the way to go. normalized ammocounter animation.

drowsy star
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thank you

acoustic steppe
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but if you want immersion you're not gonna add an ammo counter to you gun. at which point int is much more convenient and quicker to setup

drowsy star
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I understand your use case. I just hadn't considered making a gun without a physical mag, tbh.

acoustic steppe
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maybe i should start with that auto setup script i was planning to do sometime.

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and it has a physical mag. you just only show the last bullet in the mag based on if the int is 0 or greater. so you don't need to transition through it over time.

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since you can't see the others anyway

acoustic spindle
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Can you use a state to increment an animator value, or only set it?

acoustic steppe
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only set

acoustic spindle
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Damn.

drowsy star
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Exactly.

acoustic steppe
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if we had add/subtract statements making guns like this would be a breeze

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this whole conversation would be irrelevant lol.

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you could make a 255+ round mag in 3-4 states.

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but i'll just go back to working on my laser guided missile launcher. much easier to deal with single shot weapons anyway :P

drowsy star
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Main issue with parameter drivers is smoothing for me. So I'd actually probably use a few empty states for each shot instead of just one.

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Because of all of the motion of a physical gun being animated every shot is lost when you just go .1,.2, .3

acoustic steppe
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hence why i said you'd only use that for ammo counting. the actual gun firing you do in a separate layer that you trigger independently

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so you get a proper fireloop

drowsy star
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3 layers for an immersive gun. I'll do it and report back this channel later.

acoustic steppe
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I mean. immersive gun shouldn't need more then 2.

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one to handle the ammo one to handle the rest of the animations

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anyhow. we've yet continued to flood the showoff channel. crud.. i'm go be quiet now. (by going to bed for it is 3am, good night all)

ember dock
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well main problem is that making the transitions as well as you would like it would be near impossible

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cuz unlike most first person shooters where u can interrupt the firing animation by firing again before it finishes

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cant quite do that with animators since we cant trigger a state immediately

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not unless u have something like this

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Any State -(if Firing and ammo)> ShootGun -> Idle
Entry -> Idle

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this lets u interrupt transition to idle

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gun will be auto tho

severe walrus
drowsy star
acoustic steppe
acoustic spindle
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If the particle effects are parented to the gun, and they rigged the gun with its own parent constraint, they might have it set up for the gun to work in either hand.

lost slate
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Interesting, looking at the layer, I assume it's all on the FX layer and using constraints, right?

drowsy star
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Do I want it firing from my shoulder? Do I wanna jokingly misfire? Possibilities.

drowsy star
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I guess I could have a single layer with multiple substate machines, but which is better at that point? Probably another layer opposed to potentionally pentuple the states.

azure pumice
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Looks really good i wanna see that in vr

worn gull
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there are still lots of tweaks i need to make, but so far i'm happy!

formal cedar
#

That looks so good. I love the hair colour and the eyes ^^

visual wagon
unique nebula
woeful brook
#

Denathrius is also my favourite Character in SL<3 His Villainy is just so godly

bright pelican
regal hatch
#

i maked 2 in 1 avatar.
This feature is designed for other users who are lagging when changing their avatar.
mouth shape is possible.

woeful brook
narrow sand
versed flint
woeful brook
#

Not the coolest looking avatar but I was able to make it into quest compatible

bright pelican
woeful brook
versed flint
#

Of course.

versed flint
#

@woeful brook I plan to make it public

velvet token
#

@drowsy haven please tell me how I can have a lightsaber like that vrcWOAH

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That's awesome

drowsy haven
velvet token
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I'm a noob 😔

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@drowsy haven

drowsy haven
# velvet token I'm a noob 😔

Unfortunately I can't walk you through the entire process. You're going to have to learn a bit more about Avatar creation before any of what I said will make sense ^^;