#avatar-showcase
15 messages · Page 5 of 1
Without write defaults you can just have it persist and not be in all the other clips
With write defaults masking becomes sort of mandatory
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
personally prefer on but I see the use in having it off in some situations where you want certain attributes to persist
i'd much rather have this because it tells you at one glance what animations can be active concurrently
Made 3 avatars so far with wd off , for what im doing they seem to just add alot more work for the same behavoir
I’m sure they have a reason for recommending write default to be off in the future. I’d just like to hear it
I can think of two reasons why that may be recommended
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
and two, it would align with their own workflow of having write defaults off
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
#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
and it's not like VRC itself uses a lot of animations, it's all user content
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
I don’t know if that actually means it’s less performance though
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
I think the lag is rather because of the synced parameters being a thing
Weren’t they always?
I really don't understand how they do it but I see so many people fill up that list completely for no reason
pushing 16 bytes per avatar per network update is absolutely and completely negligible
yea that's also true
It’s not even per update, they don’t change often
for context, each full body tracker will add 12~24 bytes.. it's really not an issue
And fullbody changes constantly
well that debunks my theory then
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.
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
In many cases this will straight double your state machine complexity
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
Remember AV3 general? Yeah, me too
@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?
considering you were able to start from a part of an animation and switch it the other way
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
Oh, is that how those work?
I have never really gotten too technical with Animations as I have always done 2D devwork in unity
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
I see
I was wanting to do something similar with weapon summons
I wanna make it feel super Twilight Princess-y
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 😍
Wrong channel.
Where then @copper dirge
There isn't a channel for "where can i find this avatar?", that question is frowned upon.
If you knew how regularly people disrupt conversations with that question you would understand why.
I guess
Im not trying to be an annoyance or something, jsut its my last option and I hoped someone would know
Besides, most cool avatars you see are private, so you can't get them anyways.
This one, surprisingly, was public
You could have just cloned it, provided they had cloning enabled.
Nah I got it from an avatar world
but idk the creators name so i cant find the world
idk the name of the world either
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.
Doesnt work when the avatar is deleted
the person who makes them changes the world every once in a while
and deletes the avatars so he can update them or something
so then I lose the name
and the entire avatar
Oh, nothing you can really do about that unfortunately.
Yea Ik
thats why I tried here
Hoping that some rando may have used the same avatar and knows the name
While I agree, this is not the purpose of channel 
This is really just starting to turn into a joke.
#avatar-showcase turning into #general-media 😔
@astral sand filn made it
what shader lib is that
amplify?
also that avatar reminds me of a creator but idk who
It's Amplify, yeah. I'm super new to Unity, but super used to game engines, so I prefer making my own shaders
I might check it out, but Amplify is basically a carbon copy of the Unreal graph editor
which means I like it
a lot :v
shader graph has been giving me a ton of issues so i havent used it much
Then it sounds like I might not want to check it out!
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.
Unless there is some form of workaround i don't know about anyways...
danm i like that model
THICC fur base
last pic kinda weird
🤔 3.0 features?
probably its fbt using av3.0
This has nothing to do with 3.0
People aren't showcasing 3.0 AVATAR FEATURES anymore. They're just slapping a descriptor > upload and call it a day.
There's no other avatar 2.0 showoff is there, should just rename it #avatars-showoff 🤔
Even tho we're suppose to show creativity and the possibilities you can do with the 3.0 features.
@true needle True tbh.
btw, how do you make a gif? i want to show you my plane
Gyazo is easy to use , bit limited on lenght
it's fine
well, it's very limited :Р
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
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 filn made it
@lean torrent THANK YOU SO MUCH
Do ya happen to know if they had disord?
No, they actually have me blocked lmao, long story
@bright pelican ShareX + streamable.com 👌
Streamable deletes my old stuff stuff :(
Changeable colour I did lmao
Nice shader
I made it ( ´ 3 `)
You can buy it in a day or two when I'm done putting it together
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
😍
does it not have dynamic bones yet
also u should set transition duration to 0s so that it doesnt blend stuff like spritesheets moving
Looks great can’t wait. May I recommend: custom menu icons
That's a good idea, I'll slap some together
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
i fixed the issues with my system.. works nicely now
just some sudo randomized ear twitching, depending on the visime parameter, with a 5s cooldown :3
(and disable it if I make a facial expression which mostly invoke ear movement as well)
Who needs full body
nice :D not really a lot of use for FBT users, but still nice
how do you deal with the viewpoint?
hm...
the poses are triggered by the upright parameter
so when I get to certain heights, it switches
I wish that would be true for index users... they really need to fix that...
but the pose always blends to accommodate where my head should actually be
this is a rework of the built-in standing-crouching-prone system
I just added a step between crouching and prone, for sitting or crawling
(and a toggle to switch between relaxed, and normal)
doesn't work for desktop users, only 3 point vr
(the new step anyway. the others should still work)
Cat-girl.
That's a different take on what that means haha
Purrfect
It looks like it’s gonna tell it’s mummy and doddy on u because u stepped in here walking path
@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
you might find it a little more versatile
@ashen marsh Thanks, I will check it out!
First Avi 3.0 😊
https://streamable.com/w1bc7w
comming soon in vrc+
That was pretty fast
Do I need VRC+ to view the avatar?
You made that in 10 minutes?
Almost looks like an entirely different game! Nice job!
^ 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
reminds me of Lili from Tekken
😄 thanks so much @final valley
added an umbrella to one of my avatars
bruh
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.
My parameters are 0 = Toggled off, 1 = Toggled on(closed), and 2 = toggled on (open).
I made a gun
to controll it I need to use only fist gestures except loading which is point
has someone figured out how to move the viewpoint with an animation yet?
not that I know of
:c
a bunch of Temporary Pose Space state behaviors with +0.1 delay time to each one until the animation is done 
doesnt work too great, but im waiting for remeasure avatar to come out again
so u can scale the avatar
anyone know any good get rich quick schemes
Make an onlyfans
Sell a kidney
anyone do any commission work?
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
It's more fun riding in FBT then walking
are you making avatars in Blender?
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 🙂
your first bet would be searching for some tutorials on youtube
i did
but there was things that i dont understand like where are they drawing and how where do they get clothes
most people use existing assets... some just sculpt it themselfs, I did some of my clothes with cloth simulation
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...
is it called Drape?
hm?
you mean for the cloth simulation?
I used blender and Marvelous Designer
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
okey
an avatar I made completely from scratch at 14k polys and 1 material
Yep, like I said. Super Sentai got absorbed by Venom.
looks like groot
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
I need to add a yo-yo. I am easily amused and can mess with those for far longer than seems sane
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? 😄
You put a parent constraint on the anchor object and parent that to both hands
woa that yoyo is impressive, nicely done
i guess the yoyo need rigidbody
do anyone know avatars with cool animation
<@&397642795457970181> ▲ posting the same question or statement across multiple channels ▲
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.
👀
something i started making on and off today
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.
Does anyone have any YouTube channel recommendations that would have detailed tutorials on how to create an avatar, including what programs to use?
well the programs u might use depends on the quality
and also pereference and budget
some people sculpt in ZBrush or some vr sculpting games
others do it in blender or not at all
and then theres the modelling phase where u make the model with simple shapes
usually in blender or maya but for vrchat prefer blender
i think the hardest one to find is a alternative to substance painter for cheap
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
and u would need to learn how to use all this software individually
and combine ur knowledge over a couple of months into making one avatar
im making a christmas combine dubbed "clausbine"
Probably will add some 3.0 gestures / anims, but this is where it's at rn
44k polys / 4 mats 
does ayone have ny good avatar worlds that are big and quest compatible?
Does anyone know of a sloth avatar that I can use 🙂
Does anyone know if this channel could be used for its actual purpose...
@next raptor bruh
Is that z-buffer normal? o_O
Mhm.
Ah, see, if I could figure out why Unitychan toon does that, I'd fix it myself.
For some reason, I can't use another shader.
Seems to only happen in the mirror(?)
OH
I get it. That moment in camera in the beginning during AFK.
It didn't seem to do it in mirrors.
I need to know where i can get some Lewd anime girls for vr chat on my oculus quest 2
Wrong channel.
Finished this model today! It still has a few issues I gotta polish but it's working pretty well.
This is my first model made in Vroid Studios, he isnt perfect and there is some clipping but I'm proud x
that looks really nice
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
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
New version
That’s amazing
I made an anime Cortana, but didn't know if it's too lewd to upload. Thoughts?
ive seen way lewder stuff so
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
i would put some lines so they would look like circuits and it would look less like a naked woman
but it looks good so far
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
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!
Just finished my very first 3.0 avatar and im very proud
My second 3.0 avatar
@copper valve those are awesome my dude
Randomly found it and i think it halirous so happy i found it
omg
that is pretty funny
Who ever created it saved my day
tfw u use #avatar-showcase not only to show off an overused model with nothing added to it + its not even for vrchat
I've managed to create Mirror Clones
wow
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
Is that a copy of the armature? Or some camera or shader shananagans?
this channel for showing creations with avatar 3.0 system
People just see “avatar” and “showoff” and don’t read the description. I wouldn’t expect it to stop lol
I hoping for an avatars-2-showoff and maybe an avatars-1-showoff just to shake things up
That’s fine just be aware that people are gonna say wrong channel
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
Is it rotation constraints?
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
it does have rotation constraints though
Constraints can have negative source values, which mimics negative weight
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
I've avoided doing clones due to file size and performance issues. I've got enough of a performance impact with Final IK 😅
I’d probably hide it on a separate blueprint so it doesn’t trash my performance rank
u can use negative weights if u want to do stuff like world constraints
also yea u can use them for mirroring
the only parts needing negative weight are common ones like the torso
the rest can be reflected, left joints to right joints
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
Trust me, not as easy as you think 
P sure you can use normal 1.0 weights and have a parent Game object with -1 scale
Benifit: model gets mirrored too, if you have asymmetrical hair or w/e
I've never realized how much I dont care about mirrored, just nullifying rotation is a blessing lmao
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.
Something like letting Final IK run things in reverse with constraints and animations helping to flip the model twice every single frame.
Mirror clones that don’t reverse you are cooler anyway. You can do secret hand shakes
(Joking, awesome that you got it working)
I need to learn IK before I understand what you mean Saigo lol, maybe?
Thank you Adeon, it took me a while to figure 👍
TBH, what I described would be the most useful and probably the easiest method.
¯_(ツ)_/¯
i think i win the showoff contest
imagine if u could make a delayed copy of urself so u could make animations that loop
like 10 of u jumping over something or handshake with urself 3 times
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.
Any feedback is welcome
... I thought there was a dead pixel on my screen all of a sudden.
sorry I forgot which channel I was in. i'll move it
Working on my new 3.0 avatar, just installed blender. Look at this beautiful icon
please don't criticize me, i'm new and I was banned from google search
look at my roblox avatar its cool
maybe in 2 years i will make it a 3.0 avatar
in the mean time let me prematurely show it off
just imagine it has a cool holographic hand menu
Thank you Wulfe, very cool!
I didn't make it but reminds me of spongebob the clothes
Go on?
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 are they interactable by other players?
Because being able to generate objects other can interact with would be pretty pog
I don't know what happens if another player with a collider touches it tbh
You asking me if you want to touch colliders? We just met
😳
It'll probably do nothing
dont think it will maybe try and find a way to do make it something that would be groundbreaking tbf
first complete avatar i’ve made (ignoring the testing stuff)
surprisingly it has a green for optimization
i want to die
16 entrances and 16 exits
i know this isn't really that impressive but like
this is pain
i'm making a minecraft avatar with 16 skins you can choose from
i got not equal and equal backwards
had to redo all 32 transitions
but i mean it works
just for a reference, you could do it without half of those transitions
This does the same thing , 0 is wait
^^^^^^^^^^^^^^
if u look at the Gesture template it should make it obvious
being completely honest, i completely didn't remember
that's how i've done my animations, but im really glad there's a better way to do it
how?
it's about those people who do not try to find the answer to their question on their own
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?
@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
@lean torrent thank you
@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?
@celest dragon its already on the vrlabs github and discord!
I have learned so much 3.0 over the course of 3 days and my brain is smooth. I hope this paid off well
This isn't a model showcase channel. This is for showing off avatars made with SDK3 features.
Oops sorry 😅
@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
there's no knockback on the gun though
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.
gesture controlled or do u use some of the particle grabbable prop stuff
Very cool. Does it run out of ammo? A state machine where you can keep firing until it runs out and are forced to reload would be a good use of 3.0 states
and dont forget the sound effects
yee, it's just gestures
@drowsy haven no, but I would like to learn about how to work this! it would be really cool
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
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
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
Are they life-sized?
That would be cool
close
I really wish I had some help, but thats wishful thinking as of right now, so I'll just do it all myself
yes, or at least as close as I can get with the models and blender stuff
don't suppose anyones done any of the big lez show characters and wouldn't mind sharing/selling? 😆
ha
coming soon 👀
https://streamable.com/6snlui
I love the deer head.
@random helm nice
tyyy
@random helm that's nice and all but i wonder how's the avatar performance score on that
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
@random helm looks good
❤️
Wow, this is pretty fantastic! Really impressive example of Avatar 3.0, you killed it.
Ooommggg I'm honored ❤
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!
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? 
thank you dreadrith, very cool
Love the idea of dropping consumables and banishing people
@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
Ye! i was going to but I completely forgot tbh! thanks for reminding me!
It seems to me, or is it much easier to do such animations manually? I have no doubt that someone will definitely need this thing, but it makes an already simple action a little more complicated :/
On the other hand, I will say that it is easy to criticise, I have not written a single script; D
then don't use it ¯_(ツ)_/¯
nice tip ;D
anytime 💛
i usually write my own plugins and tools in most programs, it makes doing common and repetitive tasks much quicker
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
I do not argue, plugins are really a very useful thing, it's just that turning on and off is done in 4 clicks
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
huh, in this way this make sense
mine also makes selectors rather than toggles
toggles would just be a selector with on and off
selectors?
nice
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
It looks really good
eh
I made an Abyss Watcher with both phases because I got bored.
Yes, it's public. Watcher gang.
I'll throw a video of me flexing it in sometime tomorrow probably.
physics prototype im working on
imagine if u could sync that
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
Anyone can make an avatar for me? I will pay $
Already answered your question.
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
amazing work!
No. Sdk3 is Avatars 3.0 (and Udon)
im confused though, whats the difference between 3.0 and 2.0
oh, I'm an idiot
thanks
No problem. If you have any more questions you can ask them in #avatar-general or #avatar-help
ah yes avatar 3.0
photo realistic
i put the entire bee movie script into expression menus
all 244 linked together expression menus were generated by a program i wrote myself
here's the code for converting a text file to menu if you REALLY care about that kinda thing https://github.com/Knucklesfan/VRChatTextToMenu
wheres the 3.0 behavior
after PAPA TUNA's post, i'm not sure that's still 3.0 showoff
if it's not an avatar 3.0 feature, please, use #vrchat-pictures channel
please, use #3d-modeling. #avatar-rigging or #vrchat-videos for this non included 3.0 features video
@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?
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
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
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.
a commission for someone
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.
Not true. There are updated systems that work with synced parameters.
But stop-action can easily over-complicate something.
incorrect
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
Well then time to dust off those old stop action prefabs. Or better see if lindesu made something new.
vrclabs already did a long time ago
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.
sure but at the cost of still having worse performance than menu or gesture controls
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.
They try to be performant and they do have use cases where their prefabs are the most straightforward way to achieve something.
A lot of things they've popped out are much more intuitive than VRC's menus and gestures.
Not to mention they've put out prefabs that are much more optimized versions of things people would have normally used.
yea but at least now u don't need particles enabled to see it or even to be near their avatar / have it loaded
so yea i agree its pretty cool but still unoptimized to some extent until vrc adds their own support for it
Wip
Hot looking good
Thanks, it’s my first one
That looks nice
anyone watch naruto
Bro shut up
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.
wouldnt be doomed if it had sufficient moderation
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
Oh, there’s a tutorial for that
Is there anyway you could link it?
Thank you!
No problem!
whoops wrong channel
I put a custom hard landing animation onto my slime avatar.
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
his skin look super shiny
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.
Shininess is only bad with anime models that have shoddy topology.
No offense. Some people fix the mmd topology and standard looks just fine.
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
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.
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.
A shame. Standard is a great shader.
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
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.
how do i even do a fallback if the shader is working fine and its already standard?
Hey, I don't write shader code! They just had ways to check for reflection probes and lighting.
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...
IIRC Amplify works for VRC if you wanna try node based, otherwise you just need to learn HLSL
Amplify has been fantastic, strong recommend. Feels exactly like the UE4 material editor
which is to say, great
anyway , i imported an original character i 3d modeled, pretty happy with the results
cool
Festivized my Avi3 x3
It's me again with the smooth brain learning, I tried it on a pistol
noiiice 
smooth as butter
ping 💜
Hype to see cyberpunk assets in VR
Ho boy
Only last gen versions, please. 😏
😬
i want model for V and that one furry in cyberpunk
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.
turned one of my drawings into an avatar because i liked the outfit
time to learn modelling
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
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.
lol ive tried that too
@final mason Looks great!
calling robots less artistic
ok buddy pal chump buddy pal amigo buddy ol friend biscuit
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.
that's more like it, Spirited knows how to word it 
Artistically BOUND, I'm smhing my head at you rn

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
nice shill for ik there
It's all I have 😔
kinda wanna see Scionzenos making robo model
Travelling Merchant made a spider bot for me so I made it into a backpack if that counts
Still has some kinks to work out in game in relation to AV3 rotation problems
eyy noice noice, and interesting concept, human using you as a backpack
That’s great!
🤔 very interesting av3 avatar
hey <@&397642795457970181> check out that super cool av3 avatar
@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
It cool to post my avatar even though I haven't been able to upload it?
@woeful brook go for it
Totally not a femboy (My first avatar)
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.
did you make that?
Yes
win+shift+s , there you can take a snip screenshot
very handy and easy to paste anywhere
Function (FN) + Printscreen button?
looks like just an upload of the gumroad coyote avatar
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.
Add the collision sounds
did you just say “nothing mind blowing”? bruh, you disintegrated my brain with that! that is amazing!
amazing man! does it have a random path or is it just the animation.
If I was too guess, by watching his arm through the mirror, he actually controls where it goes
Finally got my WindowsXPsona Best Boi up and running!
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
How do you set something up to be steerable like that?
Rotation constraint
huuuuuh, i'll try that
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.
so which one is better?
Subjectively, using an actual game object. Just more work.
I love it
Nicee
And that's how you know I need more practice with particles lmao
I've gotten so used to thinking in constraints
this was surely a pain because I don't know programs written in English (Unity🏄)that much
first avatar btw
that looks awesome especially for a first!
Dominance asserted
Just moved my SDK2 avatar to SDK3.
How do you publish
New user then hit build for windows in the SDK
I keep getting error
ask in #avatar-help not this channel
Look at the time, mate ;D
He already ask it in another few channels
ah ok
Am working on turning this into an avatar
noice
it looks really toony, is that a unity thing or vroid?
this makes me very happy, was wanting a ripped granblue naru lol
Good shading. Was waiting for rips from the newest game that was in development.
It’s Narmaya from granblue fantasy versus
She is a very powerful warrior of the draph race
my mobile discord's suffering just to load these gifs ._. looks nice tho
That looks epic, Naruko.
A generic-like 3.0 with those animations on gesture with your viewpoint set like a third person camera. 😌
this avatar is almost done. just got make it quest friendly 🙂
my thanks go out Jar for give me img i was missing!
👍
@noble prism what did you use to make your own charecter ?
i use blender. great tool
That looks AMAZING!!!!!!
Thank you!!
It looks really good. Something I would use as well
Dang that's dope
that's very cool, but imagine being spawned into existence like that and you're just like "thanks"
daddy issues when naruto leaves
lol
I've seen that animation before.
nice spawn animation
thats so cool
Thank you! ^_^
The colliders though.

But I can remember doing similar on a model before figuring out stiffness and curves.
Also hopefully no 2D audio with world-sized range. 😅
2D audio i always hate unless its like a party or club or something
u cant figure out where its coming from by ear
Cuteee
First avatar
proto dances (actually 2.0 but I'm updating it to 3.0)
Noice
Off topic, but what world is that? That looks so peaceful
think its called Yuki's home... but ive seen a ton of uploads of it. Think its some architectural render demo project or something that people are using
Might just search nomic, since their worlds are the ancient originals.
first avatar I made with super stupid looking face (on purpose)
cool
well gl
the second one got me laughing lol
Great use of animations. 
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 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).
sorry ; /
Be ready as over 150 new quest and pc avatars with good proformance and amazing animations comes soon 2021Mid
sounds scary
Will there ever be an explanation of how you make your system work? or is there already documentation somewhere
2 parts theatrics, 1 part stop action.
Little bit of constraints for fun.
The state machine for the clip should be straightforward enough.
added a couple new scanner modes for my avatar
what shaders draw wireframes/normals/etc??? are there any keywords you can share to help me learn or maybe there's some sauce? 🙂
Look up Neitris Shaders. They're on github
Bro i wanna know how to make avatars that looks sick lol
lol might do the other pups too lol
lol can you select the image you want lol
yeah i gues you need to do some pagination or something
hhahahha probably
nothing special
Whoa
why does the FACE look so ACCURATE
Updated the Avatars 3.0 emulator to make it easier to test expressions and view the animator!
https://twitter.com/Lyuma2d/status/1344389694511976448
you can download it here btw to avoid going through twitter :-p
https://github.com/lyuma/Av3Emulator/releases
||IRL|| Me in VRChat Kmart
lol nice
I don't have a gun, but I have this. nice.
is that a follower companion?
yep, inspired from NieR:Automata. :)
have a tutorial I can follow?
https://www.youtube.com/watch?v=XdVvN3XK6NE check it out!
and I added some functions (color change, Gatling, Rotate) with my own
Thank you :3
found a glass shader. got a great idea
lol it broke
that actually made me laugh way more than it should have
Also this is my first Laser FX that im somewhat happy with. Tell me what you guys think
made only with particle systems btw
nice 👍
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
i accidentally set the toggle to the wrong one
I'm glad you updated that one over to 3.0. It's one of the few tda avatars I appreciate. 👍
nice, but this channel was created for 3.0 features, not just avatar showoff. For your screenshots and photos please use #vrchat-pictures
ooohh, sorry, still learning ^^' @bright pelican
a) That's a cool shader!
b) What world is this? It also looks really cool!
a) Thank you!
b) The Shore
It's really cool, I like most worlds made by that author
thanks, I'll have to check those out too then!
heyyy
This is a new record I think it’s the first time I’ve seen someone expect an answer without even saying anything.
this works somehow
Watch the video showing off the SDK 3 functions here: https://youtu.be/4k3CdrP6K5w
Spent the whole day working on this! I think it turned out well 😄
very nice!
Does anyone have a broly avatar with animations
Yes
anyone know where to find animal/dog/wolf avatars that arent furries?
How did you manage to do this, if you don't mind me asking? Was looking at doing something similar
XD
Also, does it actually count ammo, and is it the same I'm assuming hand gesture to trigger every stage?
Yes, it does count ammo
Im guessing it just changes a int parameter every time you press the button
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
Now does it actually acknowledge the position of the mag or did you just make it so you press the button again?
Then I gotta do a series of gestures to reset the stages
It does not detect the mag position no.
As someone who has made a 30 round mag that is properly synced with anmo count. You don't want to... My hand still hurts thinking about all those connections
Would be easier with a single animation clip on normalized time with a control layer that drives the float parameter.
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.
Would cost a float parameter per gun though. But that means sync anyway, so.
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.
Confused on how you'd use an int for your single normalized animation clip though.
you wouldn't use an animation clip in any of these.
the states are used purely for data management
If you use more than one state in animation in order to fire your gun, my point still stands.
or well in this case each of these has an animation that's just a single round fire animation with a looping sound source.
but this is a old setup
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.
Plus a float could be used for two guns actually.
and that triggers the actual gun firing animations
There's a lot of different ways of achieving the same effect tho
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.
Using gestureweight and a single float makes everything so much simpler, tbh. Same effect, same sync. More utility. Less animation clips.
How is gesture weight relevant in all of this? you only use that as the trigger pull.
and in the example up top it is a single int.
Gestureweight is a freebie synced float that you use to transition.
It is.
that constantly changes as long as you have your hand closed.
You don't have to waste one of your sacred 16 with it.
using your controllers overrides gestureweight tho.
- you can't use them to detect a trigger pull if you use it for anything else.
That's why your gun is set up accordingly.
You want to fire your gun on anything other than trigger pull?
Would be a shame.
well if you use gesture weight as a control value you'd have to .
that's what i'm getting at
the way you describe would mean you can't use it for the trigger pull.
I'm trying to think of a way to respectfully express that what I described isn't that.
I just re-read what you said. that's litterally the setup i used.
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.
only difference in the setup is that i do ammo counting locally and it exits to a state with a driver on trigger release.
so you're not constantly writing values every frame
The difference being that I'm driving a float on a single normalized animation clip that gives your sync even for late joiners.
what's the point of that animation clip tho?
To not use an animation clip for every separate bullet?
you don't use a clip for every bullet
To keep sync with a menu parameter?
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.
So you don't have a physical clip mesh, is what you're expressing.
what you wanne model all 30 rounds in the physical magazine?
If you have a physical magazine, you wouldn't use a single looping animation.
Are you sculpting them all? Like 10 poly a piece and you can actually fire them.
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.
there's high detail and invisable detail though
I guess I don't see your gun and you don't see mine. But I understand your use case.
people wasting enough resources as is. i ain't gonna add invisable detail when it ain't needed for the immersion.
unless you walking around with a transparent mag
^
also i just realized maybe we shoulda moved this to general.
oop
conversation got a bit out of hand 😅
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.
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
that's why i stuck with a int xD
Hi4
Tho admittedly. if you wanne add a ammo counter a float is def the way to go. normalized ammocounter animation.
thank you
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
I understand your use case. I just hadn't considered making a gun without a physical mag, tbh.
maybe i should start with that auto setup script i was planning to do sometime.
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.
since you can't see the others anyway
Can you use a state to increment an animator value, or only set it?
only set
Damn.
Exactly.
if we had add/subtract statements making guns like this would be a breeze
this whole conversation would be irrelevant lol.
you could make a 255+ round mag in 3-4 states.
but i'll just go back to working on my laser guided missile launcher. much easier to deal with single shot weapons anyway :P
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.
Because of all of the motion of a physical gun being animated every shot is lost when you just go .1,.2, .3
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
so you get a proper fireloop
3 layers for an immersive gun. I'll do it and report back this channel later.
I mean. immersive gun shouldn't need more then 2.
one to handle the ammo one to handle the rest of the animations
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)
well main problem is that making the transitions as well as you would like it would be near impossible
cuz unlike most first person shooters where u can interrupt the firing animation by firing again before it finishes
cant quite do that with animators since we cant trigger a state immediately
not unless u have something like this
Any State -(if Firing and ammo)> ShootGun -> Idle
Entry -> Idle
this lets u interrupt transition to idle
gun will be auto tho
Scrolled up and saw this. Looks badass. Where'd you get that shader/how'd you do that?
3rd layer governs gun positions. 👉 👉
why can't that just be part of the animation layer tho? not like you gonna play a fire animation when it's on your back :p..
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.
Interesting, looking at the layer, I assume it's all on the FX layer and using constraints, right?
Either hand, two hand, world drop, back. A lot of things.
Do I want it firing from my shoulder? Do I wanna jokingly misfire? Possibilities.
Yep
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.
Looks really good i wanna see that in vr
finally finished my first vrchat avatar!
https://twitter.com/lyninxmusic/status/1347704137807392769
there are still lots of tweaks i need to make, but so far i'm happy!
That looks so good. I love the hair colour and the eyes ^^
My Denathrius avatar ❤️love it so much
Denathrius is also my favourite Character in SL<3 His Villainy is just so godly
nice, but this channel was created for 3.0 features, not just avatar showoff. For your screenshots and photos please use #vrchat-pictures
i maked 2 in 1 avatar.
This feature is designed for other users who are lagging when changing their avatar.
mouth shape is possible.
i tried..
My first SDK3 avatar! Tutorials are very helpful
Not the coolest looking avatar but I was able to make it into quest compatible
Please use this channel only for demonstrate 3.0 features. For your screenshots please use #vrchat-pictures or #avatar-quest channels
U should let me clone
Of course.
@woeful brook I plan to make it public
Thanks! Pretty much everything you need to know is there in the screenshot of the Animator Controller! But if you're talking about the Lightsabers themselves, I'm using a dynamic bone for the trail, and particles with collision and subemission for the sparks!
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 ^^;
