#avatar-showcase
15 messages · Page 6 of 1
Wrapping up my avatar customization menus with a preset tab, allowing hotswapping without needing to upload variants of the same avatar over and over
So cute!
3d Character of one of my OC's (My first avatar made)
WIP particle thing. Now trying to figure out which properties I can manipulate with AV3 for fun results.
https://gyazo.com/15191fce6df8c656f8c1cb4fd54cf16e
spooky
Currently these are guided by the direction my head is facing. Think I'll do some hand guided ones too.
Will try out some action menu controls to adjust their behaviour. Can make them follow the ground instead, or rush out forwards. Wondering what else.
Averages only about 200 particles, though makes heavy use of Poi shader trails, which will cost a little more than usual, probably.
If that has any noise it'll hurt a bit too, but 200 isn't too bad.
Yeah, is using noise, collision, and a few curves on various settings. So not a light weight system.
Isn't something I'll just be using at random in populated instances anyway though. ^ ^;
Thanks! Visit Nanachi huts to see her!
Public avis in there!
I try to offer the highest quality public Nanachis- and I have been branded “rolls Royce” of Nanachis by a couple of groups ❤️❤️ Assets made by me (other than these specific tails)
uuh it would get banned again for being a hitler avatar?
if you are really desperate you could use the model from wolfenstien 2
Imagine helping somebody make a Hitler avatar... Also this isn't the place to ask for avatars.
Does anyone have a Finn or Adventure Time avatars I can clone into?
Dear lord dude, this isnt a channel to beg for avatars you could search for by yourself ingame.
ikr fuck that guy.
Check the forums for this.
protogen 
PogChamp
Uncaaaany vallley
Only discovered the "IsLocal" parameter today, but holy moly is it useful for believable HUD effects.
Does anyone know how to get the nutter butter avatar
Why are people like you think that is choosing this channel for questions like this is a good idea?
i'm sure that you will be surprised even more when you see a whole list of parameters that you can use:
https://docs.vrchat.com/docs/animator-parameters
Oh yeah, I've looked through them before. I just don't have anything I can apply them towards yet.
MuteSelf and VRMode are cool to experiment with
It took me a week to model and animate the whole thing but my rift generator arm is finally done. It even works as a semi functional portal gun in game ;3 https://cdn.discordapp.com/attachments/781235971307339827/799439296385777735/ARM.gif
I know I'm about 2-3 years late for the hype. But it's still fun to make.
Cool as always, Cactus-sempai
Id really love to make n avatar but the last time i tried it didnt really go well
It worked but when it came to quest compatibility it just went downhill
Any recomendations of sites or anything i could use if i tried again?
@heavy widget id also love to know how you made your dragon
if it's quest, why do you ask here instead of #avatar-quest channel?
Good idea
I finally decided to give the tail thing a try
the face was ripped from a model from a paw patrol game
Are you the spider-Kon maker? 
I am, yes 😄
Pleeeeease tell me you fixed the bouncing leg problem with the IK.
That bugged the crap out of me.
(No pun intended)
I can try to fix it a bit better but it would all go away if vrchat hadn't messed with the IK in the first place
so talented wow
🤔 3.0 ? features ? , wrong place to post, this isnt the place for 'look at my avatar'
Can we please have a "please look at my 3.0 avatar"/ avatar image dumping ground channel
#vrchat-pictures exists though so idk
made a camera drone (ghostie boi) with gesture controls
got my personal avatar programmed now. it will display 1 of 180 random different options to people in a room. someone may see me in a fish necktie, others with a scarf, another with a rave hoodie, or orange purple polkadot bowtie! still medium quality. not sure how to screenshot or show off randomness that I can't see locally.
They look great love the finished product
@white parrot may i ask for some tips, ive never made an avatar before and would like to try
It's simple, but I just realized a trick that let's me store multiple sets of mood wheels.
Why not
Thanks
Omg I love that avatar.
My friends and I wear it all the time 😄
The public one that is
That looks so good
just finished making my avatar w music player & music visualization, for now it has 12 different songs w animated beatmap for them, also it allows to control volume of the music ^^ https://www.youtube.com/watch?v=kxuQH4HMqF0
I have finished him
domo arigato mr.roboto
@desert hull damn that's cool. I'm hoping to do something similar with my avatar once I find someone to build it haha.
Finished my Anbu avatar
Hi
good luck xD
Haha yeah. I was thinking just one audio. But maybe it's better I make a room that I can load a premade set into or something.
Can you explain this abomination ? XD
redoing one of mine to bool's , if you change a int to bool you have to remove the condition if its a old int, then replace it with the bool (change int to bool in parameters will semi break it currently)
Thats just one layer tho there's 6 more
🤔 hurg
woah
mid 4 states are activator/deactivator for player & other states just animations for visualizator and song selector
waiting for chairs to ever be fixed before im done with it tho, its a afk/desktop dancer/stuff can randomize its music/dances , this is just a pic since its nowhere near done 🐇 , mostly when i test 3.0 things i add to it
this is a ooold 2.0 one im converting made it year~s ago, might as well try stuff with it
Dude wtf is that ? XD
nice
but how do you make a randomizer?
like i was thinking about cycle based one, but it's not really a randomizer
just have one that goes between states and whenever you use it , it does stuff , not really great
oh, so it's cycle based
this one just change every 3 second , yeh there's no way i know of where you can do random int number
Omg when i make something like that it's only 2 thing xD my brain hurts when i try to understand what you did xd
redid one avatar with just bools, went from 128 memory to 37 cause of bools
it just looks complicated but it's kinda easy to understand
Its similar all over really, once you done it you can copy paste it to other things and replace what they do
learn how to toggle an object, there you have nearly everything you can do with this (same all over)
Can you explain to me then ? X)
same on my controller, just changed beatmap & song for player but animation is identical to each other
I already did some toggles of object
dm me & ask that question, let's not flood here xD
i just try random stuff and make pics on how to do it , want custom sitting/prone crouch toggle in action > , but not really the channel for it
did you know what u can use temporary pose space to move ur view point not only for sitting but also for changing locomotion blend tree?
Have a toggle that disables my locomotion then use placespace to move around, untoggle locomotion and i 'warp' over there only during an animation tho or i will be like a snail dragging myself on ground
Chairs are still broken for you?
its a cube
looks like a rectangular prism to me 😂
made a little color change system that changes color once the char is fully disolved away and undisolves the char back in the selected color. it runs of buttons instead of toggles tho
what did it cost?
Why not toggles?
Avatar creator added the feature I was looking for and now I am more powerful than ever. But I wonder if I can get the avatar optimized enough to work on Quest..
they would keep calling the anystate indefinetly so yea @drowsy haven
also non-shitpost screenshot
Still considering some other funny images to add to the screen
And also trying to figure out if it'd be possible to add like.. a gif material of some sort without needing to suffer through using a texture atlas for it
coming soon
This is what I did to achieve the same effect but with toggles
Idk, too much blue?
I'd say at least put some more varieties of blue on it. It's a bit same-y at the moment.
Even if you just change the light/dark values or saturation on some things
I think lighter hair would look good. Go much darker, and you'll lose detail.
Here's a character I've been working on I thought would be fun to show off!
dude I love that design
@lean beacon Please compress your textures lol
How do I do this?
Click on any texture you're using and on the right I recommend lowering your max size or enabling Crunch Compression at 100%
Try to get every texture below 1.5mb at least
Crunch compressed at 100% reduces file size at no real visual difference, but you can probably go lower
mkay, ill do that
Crunch Compression almost always benefits you
Man, always learning new things about vrchat
Optimization is key to a good experience really. There's a lot to learn about it
95% of users don't optimize and that's why VRC can barely hit 80fps
its just so, out of the way, at least for me, now that I know about it, I can just put it into practice
thanks for letting me know guys =)
You're very welcome! =D
I always want to make it easier for those who don't have the best specs
Ok, he is just looking cool,
People that implemented Avatars 3.0 didn't realize that a person like me exists https://cdn.discordapp.com/attachments/424671979682004993/764955119607087134/unknown.png
Nearly 150 basic words, phrases, and questions thanks to the ASL community on a single avatar.
Yes it did and surpisingly the load size for the avatar only came out to 3.11mb
Would I do it again for future avatars? Hell no..
copy paste it kek
150 materials...?
if it's just swapping out materials then it should be fine peformance wise
since not all of them are drawn at once
Oh it is. Im surpised it only came out to 3.11mbs all together.
I was expecting it to be higher, but I guess the textures I made aren't very big.
Swapping materials still mean the other materials are counted, I believe? Maybe not. UV scrolling would've been another way to do it, but whatever works 🙂
Very impressive regardless of the method used 😛
Well my avatar's texture size might as well be a Discord emote so that likely helped.
Everyone's VRAM thanks you 
I don't think I have any pictures of it. Lemme check. Otherwise it's on my Sketchfab
Well I can't get any better than Blender itself. https://cdn.discordapp.com/attachments/424671979682004993/749123528971911289/unknown.png
That's the colored version, but I do a 1930's cartoon rubberhose aesthetic
You might have seen my newest avatar actually 🤔
This is likely what you seen running around like Friday or Saturday night if I remember right, Tupper.
Ahhh yeah
I do recognize that I believe, but Fridays and Saturdays can be hard to remember 
Hard for me to remember in general. 👍
Material slots are counted, not materials, I believe
wake up
wake up
WAKE UP
I feel pretty good about having a medium performance avatar lol. But I'm sure I'd have to make vast improvements for it to be cross-plat. So many people with terribly optimized avatars..
cool honse
also i use 4k textures and a non-standard shader
Tho I think Mochie's uber shader is pretty popular
@edgy moss My main public world avatar is Good performance and Medium on Quest. Every one of my avatars I make is maximum Medium perf rank. It makes a huge difference
Nice. The one I'm working with is now "good" on PC
Down to 1 skinned mesh from 7 and 4 mat slots from 9
but now I'm having a small issue
in that I can't just turn off the eye mesh now
so I'm seeing if I can mess with my shaders to get that part of the mesh to be transparent
That's what Blendshapes are for
I mean it has a blink blendshape but it's still partly visible
If you plan on making that Quest compatible, Quest has no transparent shaders. They also aren't super performant in general
You can make your own blendshape to hide the eyes
yea, I'll probs have to do that
Research how to create blendshapes in Blender
Also heg, that's gonna be a big deal for me, actually
Also wrong channel for this anyways xP
Since this model does use a transparent blending mode shader for a legit reason
Yeah doing this for quest is going to be a real bitch to get all the features functional
It's never easy but it's very much worth it
I've just barely been able to reduce to 4 mat slots
please use another channel for discussion
I guess we can talk about it in #avatar-optimization
@unique wadi
click the message i replied to
that person managed to hook up voice recognition
BSOD time w/ newly optimized avatar
I wanted to have ear twitching on my avatars, but I didn't wanted it to be an animation that just repeats itself, as that just look unnatural. So I used the Viseme parameter together with a cooldown and several short animations:
In the beta you have a randomizer now
:o
VRCParameterDriver / VRCAvatarParameterDriver
🤔 uh its not named correctly in patch notes tho
Tanks mate
I tryed some Blind avatar creating with no tutorial , i think for a base model it turned out pridy decent
still needs a lot of work to be perfect thow
It’s much easier (and quicker!) to learn how to make models from scratch then learn how to simplify complex models. In the time it takes to get good at doing that, you could have learned 3D modeling proper :)
I mean, I could also just.. do what I did and decimate the geometry and then bake mesh maps from the high-res sculpt
@ebon verge Wait what? It takes months, if not years, to learn how to model good geometry from scratch. You can learn how to edit existing stuff in a month or less
TIL I can't model good
If you've truly been doing it for a month or two, then it's a good guess that's true
Not everyone is born a modeling god Adeon :P
For this case, I think they're meaning the amount of effort it takes to take a 40-70k+ tris model to Quest standards like 7-9k. The amount of pain involved in that and doing it good, is most of the time not worth the effort due to how reliant most models are on their topology.
But instead in this case just doing it from scratch and making a low poly model from the start sounds like less effort to them.
Anyone can start a low poly model and kinda block it together, making it work better and move forward is a great place to learn to make more complex content.
I'm certainly not a god. But I was making stuff a week into it. It's all about having the right tutor
People spending months trying to decimate models are really going about it the slow way
But did you go from literally 0 blender experience to making models in a week?
I was taught box modeling, yes
That's quite literally impossible to do though
Though in full honestly, I was taught blender camera mechanics, and vert groups logic long before I ever touched blender
A week is not long enough to learn Modelling, UVing, optimization techniques, texturing, etc.
And I knew how weights work long before I ever touched a 3d editing program, because I worked with animation tools long before i got into 3d modeling
So you have some experience in modelling before this
Don't need to know UV's when your stuff uses vertex colors 
Most people here have 0 experience in Blender, Unity, or even making any assets
I stared simple, booliean weights (no weight painting) and flat vertex colors (no texturing / uv mapping)
Still enough skill to make decent robots!
But most people don't want robots =P
You get a nice result instead of banging your head in blender with nothing to show for it
if you want an anime avatar from the get go, you can slave months trying to decimate someone else's model, I guess
Nothing wrong with kitbashes, they are an art form of their own
But many people wish they could make their own models instead... and with the time they put into kitbashes... they coulda learned
If you are splicing other people's stuff together... retopoligizing other people's models to make them quest compatable... you're like a few hours away from realizing you have the skills needed to make your owns scratch models
it's not that heard to learn how to drop a few verts and connect them lol
Sorry for the rant but I've seen some stuff kitbashers do and they're like "I wish i could make my own" and it's .. bruh... everything you're doing... you know how. you just haven't
make a few simple models and go from there
Brought it up in another channel, so reposting my hard landing animation on my slime.
That's awesome 😄
Yeah, mostly uses Poiyomi vertex options for the shader.
hurray for slime girls
Us: Please fix the common bugs that have been here for ages:
VRChat: What bugs exactly?
the bugs:
Very specific. Chairs are functional though?
Well yes and no. Preset chairs in worlds work however if you see someone sitting in one with messed up audio, good luck finding a disable chair button or finding your invisible friend in the world to come and sit in the seat. Toggleable chairs in 3.0 are also messed up as well
Ooooh. I assumed you meant on avatars because, you know.. #avatar-showcase ..
But avatar chairs work, they only changed stuff without telling anyone.
2.0 seemed buggy though.
This channel is a meme anyway.
Are you a Creator of Chaos? Meet the Dreadomizer.
VRC recently added new features to the Parameter Drivers, one of which is to Randomize a Parameter's Value. This was made to accommodate that.
Dreadomizer will quickly create a new layer which has a randomizing state, triggered on value 0, and filled with all the possible state cases of the parameter.
https://github.com/Dreadrith/DreadScripts/releases/download/Scripts/Dreadomizer.unitypackage
Neat!
Randomized values are going to be a game-changer.
Woah woah hold up now..
Are you telling me...
I can finally make my hammerspace fumbles..? 👀
Time for me to get a rubber chicken, a banana, pair of roller skates, a live octupus, a hammer, a boomerang, various explosives, bag of marbles, bouquet of flowers, E-Girl/Boy repellant, a bug net, thirty seven and seven eighths of various pies, a duck call, piñata stick, and a gun.
Woah now that's the kind of chaos I'd love to see
You're only mistake was not realizing there's a person like me that exists that will take full advantage of this for the use of gags and shenanigans 👀
this is one of the main reasons why I still haven't done 3.0 tutorials for the russian community
I read that as if im single handedly thwarting the Russian playerbase with my antics.

exactly
Thanks to persistent parameters, I can now go incognitis. But also I forget that I have my fake moustache on. A blessing and a curse.
My first avater is a real goldie
@steep gale You could have custom walk anims with 2.0
true that but i have full body tracking anyways
Walking anims still play when walking in full body
The Avatar 3.0 emulator was updated to support some new features: https://github.com/lyuma/Av3Emulator/releases
Saved parameters aren't actually saved: but they do persist across "reset avatar" so you can test it that way now.
New features in v 2.1.0:
- Supports new features in VRChat 2021.1.1
- Removed support for Parameter Drivers from sub-animators, to match ingame. Use a checkbox on the "Avatar 3.0 Emulator" control object to re-enable the legacy behavior for nostalgia sake, I dunno.
- To test saving, there is a checkbox (on by default) which keeps saved parameters when the avatar is reset.
- Supports synced bools and triggers same as ingame. The rules for "Add" and "Set" operations are different for bools and triggers in expression parameters and those not. See my post in #avatar-general for the rules.
- Fixed issues with 8-bit float quantization. Should now match serialization in-game. Quantization of floats is now off by default except if you check the "Locally 8-bit quantized floats" box or make a non-local clone.
- What is quantization? Basically, 0.5 locally is not 0.5 for other users. You should not assume floats are sent precisely over the network. A float is serialized into a value between -127 and 127, and deserialized back to -1.0 to 1.0 range. Only -1.0, 0.0 and 1.0 are sent precisely over the network.
Not implemented: saving and loading saved expression parameters. Parameters are lost every time you enter play mode.
Released a bugfix 2.1.1 to allow using bool toggles in the expression menu simulation in the inspector
You two are the heroes of the SDK
Just saying
Import SDK, pumkin tools, and the emulator. It’s just the default steps.
nonono, thank you
There's a bunch of nice SDK tools always being made by the community
I just kinda jumped on early 
lol
So many tools 👀
I'm working on a little material finder tool for myself aswell. quick browse all the materials on my avatars and find where they're used
(Also if someone wants the tools just ping/DM me.)

This has also led me to finding out that the VRC SDK reports more materials then actually exist on your avatar
as it counts a material for the base slot in a particle emitter even if it's set to no material/set to render none at all.
en enabling trail rendering on a particle system also adds a slot even if no material is actually assigned.
that's.... odd
as right now i have 23 materials used on my avatar. even using "select dependencies" only returns 20 (there's 3 duplicate uses as they use the same material) but the SDK reports me using 27 materials because i have a few particle systems that have the primary particle set to not render and use only the trail renderer..
It's been what put me off of stop action mainly. It's shown in stats for a long time that way. Pretty much since stats were a thing.
Avatar itself is 4 materials, but count the particles systems in the stats and subtract that from total materials.
¯\_(ツ)_/¯
Thanks to this, my avatar reads as like 150 materials, but they're almost all just empty particle system material slots. I use a lot of particle systems that fire other particles, to prevent particles from disabling instantly when I finish an animation.
Toggling emission modules though?
You can't toggle the burst on and off can you?
I know you can animate rate over time
You can toggle an emission to cause a kind of fade out.
So all the living particles run their full lifetime.
But no more will be made.
right but I need to be able to fire particles instantly
So you're suggesting turn the particle system on, and then animate just the emission tab off afterwards, until the lifetime of the particles is up, and then disable the system itself?
That sounds nice enough. You could set it to loop and prewarm and just toggle the emission for a set amount of time in relation to emission rate.
The particle object would just always be enabled and only emitting when you want it to.
I use them for single fire guns and such, and it's much easier (makes more sense) to just enable a ghost particle and disable it after, while having the subemitted particle stay active
I use emission toggling for automatic weaponry.
makes sense
I animate the rate over time for machineguns
but for a single shot pistol for example, it's hard to set up without a subemitter
You could always go crazy and fire actual gameobjects for single shot weapons.
That's the best part of single fire imo.
Then you have sound on impact and such.
Not really worth it for a pistol. Makes more sense for a rocket or something else
Depends on the pistol.
Understandable though. Not many would appreciate it unless you told them.
but each time you fire the pistol it would reset the gameobject no? Thus making firing successive rounds kind of slow
is there a method that doesn't involve world constraints that I've just not known about?
It's like as many empties as rounds in a magazine.
Then you have one audiosource that is parent constrained to every empty.
Then it jumps between them on impact.
There's only one object that physically is animated to move.
The empties just constrain to it.
Then world drop.
oh, but the collision detection would have to use stop action methods right?
Only one or two triggers maybe.
what if one bullet hasn't hit yet, when you fire another
it would reset the bullet currently in-flight
Then your world is very big or your bullet is very slow.
Or you missed
Lmao
lol
Fair enough. If you make the bullets have realistic speed, it might not be a huge issue
You could have two systems and it'd still be fairly lightweight.
I'd agree that you'd have to really love your pistol for that though. Probably better to launch dancing avatars. Or rockets, I guess.
Hahaha exactly. Or grappling hooks, spiderman webs, etc. Something that relies on having a gameobject be at the point of collision
Spooderman would rely on carefully animated colliders under their hip bone.
for the movement yeah, but I meant when it comes to the visuals of web slinging
that could be done way more easily with shaders though
The object would be the aim target for the collider direction.
ah interesting idea
though afaik, colliders don't typically shoot you in any direction that isn't forward or backward right?
I've never had colliders shoot me sideways
They shoot you where ever you have them angled.
huh. Might need to look into that more. Got any videos on how that works exactly?
VRC tried to patch it before by making the collider pull be countered by it forcing you out.
Colliders use to just drag you toward their center.
Now it's the opposite, basically.
yeah
They force you out of the collider in the shortest direction right?
so you're saying angling the collider can change that direction
but only when you disable them?
Yeah, the timing for disabling to actually launch you seems a little specific.
Think velocity xyz helps the trajectory too.
I'm always iffy about going too indepth with the collider flight things because they break them frequently
Only two or three times I've seen in the past 3 or 4 years.
fair
But yeah.
seems frequently to me because it ruins my life every time
lmfao
once you get a taste for quick, free movement, being grounded reeeeaaaally sucks
Should bring something to showoff next time if I'm going to chat in this channel.
Haha
isnt it great
taken from this gem of a video
https://www.youtube.com/watch?v=AInmtOd-6dM
Green/Public model. switching everything to bools
a
Fucking awesome
I made something for a friend
Recreation of my old music shuffler. The new 3.0 update + the stuff I've learned since has made it much simpler and easier to work with.
and ive already improved it a ton since posting this lol
@warped current
I made you the model like you requested, why did you block me?
Did i say something wrong?
Inventory Inventor 1.1.1 is now available for download!
Notable Additions:
- Entirely new UI for editing Presets
- Game Objects can now be used instead of Animation Clips
- New Item types: Button and Control
- Parameter Persistence Support
(Full release notes on GitHub)
Download: https://github.com/Joshuarox100/VRC-Inventory-Inventor
Updated the avatar 3.0 emulator with fix to saved parameters; and better support for animator and playable layer blending and a few more changes.
https://github.com/lyuma/Av3Emulator/releases version 2.2.1
Added a cane and a hat thanks to the bool addition. which means I can do this. https://cdn.discordapp.com/attachments/408107931553234944/803035575019372574/unknown.png
https://www.youtube.com/watch?v=LPOlk22eftg
Wow very impressive, great artwork everyone!
um..the supreme pose maybe togle-able? >.>
This channel is for showing off avatars that utilize SDK3 features. That's more something for #3d-modeling.
¯_(ツ)_/¯
In case you wanted to have an avatar that has a combination lock on it. This way you don't have to make everything private. If you want to share a model with only a specific person or people, you can give them the combination and the bool will be saved/synced, making it stay unlocked.
It uses a single bool (1 bit) and nothing but submenus as the locking mechanism. I made a layer to hide the avatar just as a demonstration.
There are only 5 submenus on this combination, but feeding into the same submenu stacks, making you have to back out as many times as you went in. Hence when I have to back out for a long time. If you pick a wrong combo, you'll just get stuck in the submenu loop.
Also, reaching the Unlock submenu will send you back to the main menu, so you won't have to back out.
Interesting
However can probably be cheated since params are saved locally
But it's probably enough to deter the dummies
Which should be the majority of people who reupload avatars
I've already thought of how to avoid cache scumming.
Just need to add that next.
Worst case scenario it'll involve a couple more bools toggled very specifically. Then only having the avatar files would let you know what needs to be true or false.
Unless you really get bored and trial and error your way through it.
a single int would require 255 guesses worst case, probably good enough
Just trying to make it light weight.
So you won't have to sacrifice anything to have your avi locked.
instead of saving it, require a viseme activated password everytime 
just kidding please don't
Lmao. Make you thank me every login to use it. 😏
Was originally going to make a keypad and use an int to drive the pin code layer, but it got heavy enough that someone would need to make a sacrifice to use it, and I didn't want that.
I'll make a keypad anyway, why not.
Show it here later.
Aye I did that, wdym it's a sacrifice D:
It's a waste of bits.
But I still like my substate idea. Can also do something janky on the unlock layer to make it not accept the bool any other way than in-game/realtime. Had an idea for that.
not if you make the best out of it
I think the best bet is the janky layer that only works if you press it in that moment.
Then changing the cache won't do anything but make it true when you load in.
But false after unless you do it the way I'm thinking.
lets move to #avatar-general for this
you have to jump and prone mid air to get this little bug but its so funny to me its now just a feature hahahaha
i love my avatar hahaha
you also need an animation playing
Cyberfurry 2077
Gotta add all the bones or manually do the face shapes. 😫
Or, I guess swap the face. I put that one on an undetermined hold.
Its already rigged the model just had some extra bones so i moved them around to work in unity. and to meet the good rank i had to remove polygons so i removed the face and some extra polys. currently not using any blend shapes.
I mean the face had no bones, let alone shapekeys.
And I wanted to keep the face.
oh ya. i didnt want to spend the time to do that either.
i didnt make this avatar but id love to figure out who did
coolest shit ive ever seen
is there even a way to check the author of an avatar?
if it's public yes
@lilac kindle public as in available in the avatar menu?
public as in it's someone else's avatar you can clone or grab from a world
You can check avatar authors regardless of whether or not it's public, goof.
yeah i just figured out about that thx
These belong in #vrchat-pictures
This channel is for showing off Avatar 3.0 functions
I made this tool to help visualize what Int values have been used by conditions in Avatars, Controllers, or Layers. For you inventory crazed creators out there 
uhh feels conflicting now that I posted this lmao, but no idea where else to post these
Nah you're fine. What you posted is atleast relevant to AV3
i need help creating a avatar
https://www.youtube.com/watch?v=JDWcMZUQgFs finally finished an avatar i can publicly make available
no thumbnail, huh.
Woah, now thats pretty epic, really nice work man 👍
anyone know where i can find a quest general grevious avatar?
I NEEd ITttttt
cool
thanks!
lol
Big layer bois.
vibing
the notes come from the speaker of the TV
i had to use that camera to see them mirrored as they are invivible in proper mirrors
i am still working on some things like toggleables
just exporting a new test model
so see if i fixed some issues
Someone need a ride?
nice one
My first 3.0 avatar, made almost from scratch in blender, and did all the 3.0 stuff myself over the course of a few days.
I just finished one of my first avatars in vroid
it looks really good wish I could do scratch avatars like that
Thanks, I didn't make the actual mesh's. But I made the textures, animations, and rigged it all, so almost from scratch xD.
still really impressive!
That's a very accurate rendition for from ||almost|| scratch. Excellent work!
Heh
uwu
very nice, vroid is a modeling program right?
kind of
it's like the sims but you have to make the textures
theres no props so the mask is just hair
it's weird
I see..is it just anime stuff?
introducing allie's Shooty thing of devastation
Fun easteregg in that world is that if you enable the collision message system on your particle system you can crack the mirror by shooting it
oh wow
hahahaa
ill try it tomorrow
its 2:16 AM rn so i better hurry on exporting this so others can see it for later today
lol
im gonna blow some friends minds with this haha
Upgraded my Best Boi to have my super ultra mega epic feature of 3rd person camera without any mods; all legit! Switching the camera position/activity by Right Shift + F1 through F5.
A Quick Showcase of my Password Creator
Summary: The Password Creator Script will lock your Avatar or your Features behind a Password Lock with just a few clicks in Unity. Recently Updated to Save the Unlocked state and Lock SubMenus, and a few other features.
@abstract pond 😏
Imagine that time lock, but when it locks it scrambles the vertices using shape keys until it's unlocked.
Or blacks out the user's viewpoint.
Like a "please input password" box
But you know, im surprised there is no "Friends Only" avatar setting along with Private and Public. On the other hand I can see how that could go horribly wrong.
This is only to restrict people that clone or force clone the avatar. ^^
But if we go darker, they are still. x)
Still a good feature though, but I hope people don't abuse it like the Orange status being abused. xD
Can’t wait to finish making her
Just need to put some gestures, animations, and this hat on her
Probably the wrong channel but can anyone help by telling me what this character is? I’ve seen other variants of it in less obnoxious pallets but I don’t know what they’re called
Give me a ping if you know what this is called/where it’s from
sorry couldnt freecam this or anything but i finally got my larger ship model to detach from me, Meaning i can now have it hover on the map wherever i choose
look on the screen there and youll see me below the ship
also riding the ship
lol
Addressed this when I posted a lock earlier in the chat.
Dread can just script, so they made it super accessible compared to me just putting out a prefab.
Probably still ways to keep people from cache scumming.
I have my own ways of dealing with that. It's not necessarily only for protection but it still gives a layer of it
Idk if anyone answered but it’s called an impim
@thorn cypress would you mind sharing that one with me? 👉👈
Someone dmed me about it but thank you as well for the time to answer my question ^^
not sure if im allowed to advertise here but this is technically a public avatar as well!
https://twitter.com/medicin3_seller/status/1356028455893278720?s=20
emission is good fun :)
Pretty humanoid right?
Ccd sources?
Probably CCDIK in final IK
What can you do with it?
CCDIK is basically an IK chain. You can connect 1 point to another and it uses inverse kinematics to position the bones in between
VRC uses FBBIK from Final IK to control our avatars, however, you can have an empty rig (at least for the arms/legs) and then use a correctly rigged armature controlled by CCDIK target this humanoid rig so it bends more realistically.
Is there any tutorial on it?
Not for this exact case, but if you search "vrchat finalik" you get tutorials on general things that you could try to extrapolate
Explain what avatars 3.0 specific stuff you are showing here
are you a mod?
No
That isn't important
This channel is about avatars 3.0 specific stuff, with animators and stuff
there isn't really another avatar showoff channel
^
this channel should be renamed to #avatar-showoff
This channel is specifically for showing off Avatars 3.0 features.
minimodding 👍
Bruh
CCD IK and constraints to avoid excess effort.
@drowsy topaz
Just place sources appropriately and those will be the CCD chain tracking to hand bones as the targets. Then the arm bones are constrained to those. The arms themselves could be weighted still since constraints take precedent over IK.
I've refrained from using much FIK on bipeds tbh
I've also been trying to do something similar but I was using Limb IK. it works fine in unity, but does not work at all in game, any ideas?
I added a FBBIK script to the top most object of my avatar, aswell as the execution order script
but I might have configured those incorrectly, not sure
The way I do IK stuff requires neither FBBIK nor Execution Order. I can't remember ever using either, tbh
It depends on what specifically you're trying to do.
Like, I think I used them way back before NetIK.
Yeah the old "replace everything with FFBIK" doesn't really work since NetIK came out
I think I might use FBBIK on a follower something. But other than that, probably not.
Most followers would likely be set up on FK anyway.
¯\_(ツ)_/¯
Limb IK might be good for digigrade legs actually. Thanks for mentioning it in this context. I should've done that by now. eks dee.
I also just tried using FABRIK and it works just as well
I have not tested it in game but doubt it would work since nothing else changed
weird how it works in unity but not in game
VRChat specific things have broken Final IK in different ways. It works so well in the editor because VRC hasnt gotten its hands on it yet
that's unfortunate, do you know of any ways to make any of their scripts work in game?
been trying to figure this out for a little while, any insight would be helpful
The main thing is to keep your Final Ik outside of the unity humanoid, then connect it back in via constraints
I usually have the scripts and influenced parts as siblings of the hips, but direct children of the armature or main gameobject is probably best
Also you cant have VRC and Final IK influence the same bone, so usually I have them separate and then have a third that takes the influence from both via constraints
there are two sets of bones for the lower leg
the normal lower leg and ankle for the IK system which is mapped in the rig
and the bones that actually follow the leg
which are the ones weighed to the mesh
To be honest I tried using Final IK for digitigrade legs but it proved very difficult
I should have it rigged in a way that should work, and it does work in unity
How are the legs attached to you?
the ankle bones that move the mesh are rotation constrained to the IK ankles
I need to tweak the bone positions a bit but the idea is there
the IK bone is longer, which means that extending your foot should also drag along the smaller, actual ankle bone
and because of the two knee joints, it should extend to follow
Should probably go to #avatar-rigging , rig looks fine though
Only one knee. The lower long bone is it’s foot! And it’s walking on it’s toes. (Sorry pedantic pet peeve 🥴)
Those legs could probably function fine off of constraints alone, tbh. Rotation or aim. However you feel like doing it.
Since you already went out of your way to add dummy bones.
Such a thing as overcomplicating a solution and turning it into more problems.
It's easy to over complicate it to the point it doesn't even work when you bring FIK into something due to all the workarounds needed
Constraints make IK stuff pretty straightforward now though.
I tried to use constraints for this breifly, but didn't get very far
I'm not sure which ones to use and where
Like spider IK could probably do its thing off of 8 grounders and constraints.
I wouldnt want the spider legs to all copy the human legs though. It's nice for each leg to have its freedom
Nah. Raycasters work fine without VRIK.
And you can adjust step.
Wouldn't be terrible.
I'll judge it if I see an example of it, how about that? Sounds like it would work but I doubt the end product would be too similar.
Would probably be good for a more optimized variant? VRIK+Grounders takes 0.6-1.0ms in the profiler
okay so I've got all my targets and such like this
the bones are rotation constrained
and the ankle is also parent constrained
once again works fine in unity, and nothing works in game. the ankle does follow, but the leg is just broken
I'm open to any suggestions
Can you show a gif of it working in editor?
one sec
I now also notice that it doesn't exactly do what I want it to, but it still doesn't change the fact that it mostly works in the editor, and not at all in game
Where is left ankle ik located?
do you think it'd be easier if I shared my screen?
I can also compensate you for your time if you'd like
also, is this the one you mean?
that bone is the one that is mapped in the rig config
remember to check your view position before uploading, even if you thought you set it before 😅
Show 3.0 features if you are gonna post here
oof
Making a avatar for my friend
That's cool
tf does noteoo mean
looks good, but the moon could use some retouching, making it a bit thinner and pointier to resemble the reference more
Adding a bit of spawn animation to my world objects.
Orbital drop pillows. For when you need comfy on demand.
"stand by for titanfall pillowfall"

I say this as a compliment, but that Boo is just impressively awful to look at in motion.
It’s public in my avatar world if you’re interested
Tweet with the world link ^
Not 3.0, you need to show the avatars 3.0 features to post here
ohh
I think you've got to make the inverse kinematics affect three bones
idk i use blender
People really just be posting #3d-modeling stuff here smh
made an edit of an existing avatar. just re-textures and re-colors, but im super happy with it!
Should really change the channel name to #avatars-3-features or something. I think having "showoff" in the channel name makes people just go for it without reading anything else.
i like it a lot 🙂
Please
it is 3.0
it might be 3.0, but did you use any of the new 3.0 features?
like radial menus, toggles, etc
Technically, according to the top text this channel is just for SDK3 avatars period. Though actually showing SDK3 exclusive features is encouraged.
It was created during the 3.0 beta, to show off new 3.0 only features, 99% of what is shown now that beta is over is features already in 2.0 and just content that would fit in #3d-modeling and #vrchat-pictures
I want this channel to be about cool 3.0 things like the udon channel is. Be nice if there was a separate channel for this stuff to encompass everything else.
A separate channel won't stop people from posting in the wrong one.
It mitigates it, a bit of moderation would help too.
did one of those radial color things a while back, not too impressive since all i did was follow a youtube tutorial, spiders change colors too
spider go brrrr
where's 3.0 features?
Made an avatar of me, kinda sloppy hand painted textures that I will maybe rework eventually.
I think you guys are gonna have to give up on expecting that this channel will be used for 3.0 stuff
I come here to see neat Avatar 3.0 ideas. Stuff I could get some inspiration from. Not really here to see people posting pictures of models doing nothing.
Sad day.
¯_(ツ)_/¯
It just says showoff. Sounds like you guys are creating false expectations and letting yourselves down with them.
3
Avatars 3.0 darn it.
3 must mean the poly count
Hey guys, check out my new 3 avatar
nice avatar 3.0
finally something good from it
Too many polys! Ree!
You must optimize more!!
Do I see a material!?
maybe we need to ask moderators?
Or just direct them to the appropriate channel and let them figure it out.
Throw them in the deep end and hope they swim
we need to rename this channel and create another one "showoff"
😔
Oh I didn’t know it was specifically for 3.0, but I was already planning on putting 3.0 avatars features on it
It says avatars 3 showoff, show 3.0 features, not a 3d model, even though it looks pretty cool.
attention all ships, Horisons Carrier has arrived!
it gets engulfed in a cloud on exit, it will slowly disperse over time
the style is based on the Aurora from subnautica
it will auto Spawn when i enter the world as i as of current have Absolutely no clue how to make it have a unused animation, as my exit animations never work
but i can toggle it off mid game if i want
Didn't know you were here
Trying to import this fella in
Well i wouldn’t say sm64 but Mario teachs typing yes
It's a fun toy, so I thought I'd share.
Here's an uncustomized prefab.
I just edited particle properties, added local visualizers, and moved stuff around for mine.
https://media.discordapp.net/attachments/742624193044021319/807161380541169674/unknown.png?width=253&height=676 Used a few stuff from booth as well as some editing
there we go LMAO
Son of a
Someone should really compile at list of these
Looks super neat
Ohhhhh VROID
Ohhh, Cute Avatar by the way especially with the bunny ears
Ronin Pose
the 3 in the channel tittle stands for 3/10 avatars
It'd just get lost on the prefab list.
Unless that wasn't sarcasm. Then 🙏!!
There's the prefab list, but I can just toss it around regular channels.
You gotta make a github and become a big boi
Nah.
I thought about it. I'm going to post the prefab from the video tonight. So you won't have to do so much work for the same effect. 👍
At work or I'd do it now.
I didnt ask here???
Okay?
😐
What is avatars 3.0??
Leave this channel if you don't know what avatars 3.0 is
Bruh why not tell me
That is literally the point of it
Bro
Look it up yourself
Or ask in #avatar-general
It wasn't sarcasm, no
The kin of Pum does the sarcasm enough to justify. 😏 👉 👉
Dude, check your discord.
Mute them Hecc. 
All of them are
art
nice avatar 3.0 features
Well, considering this channel is above the rest, I think it's a lost battle
And being passive aggressive about it is just annoying to read
Mods have to do something about it
then don't read 🙂
complain to mods until they change it
This is the customized prefab from the avatar in this video:
#avatar-showcase message
This installation video is also included in the Unity package.
It should function on either Writes Defaults on or Writes Defaults off workflows. I have two controllers but they're literally same. Just with the Writes Defaults boxes ticked/unticked. The clips should make it work either way.
I'm sorry I don't script, so it's a manual installation of the prefab. 🙏
Also, if you use a controller merger, it'd be easy to integrate it with your current avatar. Otherwise, manually adding the parameters and copy/pasting the layers will work.
Wars aren't won in a day
😔
It's called an Impim. I made the variant you are wearing there. Small world xP
Oh someone already answered, discord mobile was just shitting itself, my bad
Ra Ra Rasputin
Randomized clothing appearance, it loads a different appearance for each person in the room (it captures a snapshot of the random cycling values on their load of the avatar). They can hide/show my avatar to reroll a different appearance (I can also trigger randomization manually). over 180 combinations but this is very hard to capture in unity view (animation glitch is due to unity demo).
cool, but whats the performance ranking
medium
I knew we would start seeing some crazy stuff when they added an RNG function.
I had it working before the random function, but it's much more consistently random now (I would just cycle 1-9 locally between empties and parameter driver that value to the animation pick)
Sure, i know this stuff was possible before. But having a built-in function for it rather than using a hacky workaround is really nice.
absolutely
@gilded lintel set the transition time for those shape key animations to 0, they won't slowly shrink or upscale, instead it would be instant
it's only for the cycle to show in the video, in game they don't shrink as it will load a single appearance until rerolled
aah
had to slow down the transition or it would just blink through 10 at a time
but that is good advice for those trying the randomization, the transition times really the key to this, they can act to control rarity of certain values depending how fast you allow it to direct it to the animation pickers
Or you could use a range of numbers, so say you have 3 outcomes, make 1 happen if the number falls between 0 and 5, the other if it's 6 to 9 and the last one if it's 10 to 11. The 1st one should be most common. (I thiiiink..)
or even go the traditional randmization by a table to duplicate entries so it will land on the duplicates more often than ones with lesser entries. ended up going that way so my scarf is 3x as rare as any other combination
not sure if the random parameter function is available in world sdk2, but the classic randomization methods should be. can have objects randomly load either globally or by local-appearance
SDK2 is obsolete. 🗿
I stayed away from world sdk2 until I learned that it uses animators like avatar sdk3, now I'm really interested in making functons in it. Noodle graphs are just magic to me
Not for people that want to create simple content without too much Unity knowledge. But it is better to learn SDK3 instead in the long-term.
yhea I thought world sdk2 was just dealing with scripts and toggles and I was not interested. But then I learned it can just send variables to animators and I'm in a comfort place where it's like programming a 3.0 avatar animator controller
@gilded lintel you still have the issue that those variables are not synced over the network
so late joiners in a world would not see the same thing
for me that's the point, I want each to have their own variable set that loads. I could alternatively instead put a parameterdriver on the animation picker to a synched variable. for world sdk2 randomization though I'll leave it to that channel to solve
Heads up, SDK2 worlds are the only places avatar chairs function right now.
So I still like SDK2 worlds.
😏
Um, what the hell kind of scuff is that
Right.
I can't use my chairs in Udon worlds.
¯\_(ツ)_/¯
And VRC is focused on the UI and VRC+ features right now, so a fix may take a while.

is it still in beta?
nope
neat
Hey, just to make sure; it worked alright?
Usually not a big fan of posting stuff here but I have a character in the works for a future fantasy rp and I though id like to share it. https://streamable.com/7g6zj2
Still testing, thanks tho!!
Lover of the Russian queen!
Avatar chairs work in my Udon world 😎
personal Rex texture for me to use it will be PC and Quest compatable
her accents glow in the dark
first time texture editing too!
I've already tested her out but now im just tweaking a few graphical errors in her texture
3.0 avatar chairs?
just made my rasputin emote Much more fun
much particle very wow
dont worry its not as bad as my weather emotes
those kinda spawn about 40k particles at highest
10k if theres a large area with colliders
so as long as theres colliders on maps thats fine lol
but other than that i am happy i got this far
just a note ive been doing this a week or two now
yep seems legit
lol
its working surprisingly well
considering i slapped this together in about an hour
not including the texuring of the tank as the ones the model came with were useless
as unity has a fucking annoying habit of going Oh you have this from the Asset store literally made for this app?
here ill break half the mesh and make the textures unuseable
lucky the mesh was fine
but the textures wernt
yeah this looks fine
How the fuck did you reach the 32 bit integer limit with polygons????????
i seriously do not know myself
it kinda just jumped from 2 million to that
when i added the T-90
if it was
Why do you need 2 million?

and because i have clones of the model
for emotes that move the avatars location
it kinda increases
theres also other models of destiny vehicles i have because the avatar is mostly destiny themed
with other things just slipped in
because its my personal avatar
yandere dev
my main idea for this is to pack so much stuff into a single avatar so i never get bored of it
because my attention span is so short i literally find a avatar, get bored of it after a hour
want to do something else
ect
so
if my avatar has so many features on it
i literally cannot get bored of it
It's a bug with the poly count, I think something to do with import settings, but I do not remember properly.
thaught so
lol
oh well atleast i can now say, My avatar literally broke the 32 intager cap
when its literally the same as almost every other very poor performance avatar
and some of the lower end crashers
though mine isnt a crasher
well it would be if i made every emote and feature go off at once
but i physically cannot do that
so yeah lol
You just have read and write disabled in the mesh import settings causing it to default to max
not like it still fixes how unoptimized it is
i may have turned if off when trying to find out why unity sometimes just breaks meshes
i have a capital ship spawn emote but half of that things mesh is inside out
ive tried everything in blender to fix it
and unity just like
yeah no bud, here have half a broken mesh
so i had to place it in a way its not noticable
im surprised the tank survived
usually anything i import does that
and its annoying as hell to fix
You'll be blocked by default with a funky pink robot with a deformed dome.
That'll probably be what the majority see you as if you care little for making things optimized for others.
SDK bug, happens if read/write is disabled on the mesh.
||Also, the root being named _CustomAvatar means you probably got it from the bad place and it's ripped straight from the game..||
Yee looks like the base is ripped
Oh, i didn't even notice that...
Custom rex model turned out great so far
More of a Poiyomi thing than AV3 truly, but I have a personal shield toggle for my space suit now.
Among us
bruh thats cooooolllll
my shields aint as cool as that
just a bubble
same for my ghost companion
it is a sphere just for some reason cameras see the ghosts animated textures through it
no idea why
in mirrors and normal looking though its fine
👀
that colors tho
😉yup Modeled after my drawing for my group
But how's it related to 3.0
AV3 Showoff
people see the word "showoff" and don't read the first part of the name
For some AV3 features specifically, I recently reworked my old mo-ped/scooter avatar for AV3.
Played with some of the built in parameters, such as grounded and player velocity. Engine sounds automatically increase when moving forwards, and go quieter when idle.
Also plays a thump sound when landing on the ground after a jump or fall. Has some simple toggles for lights, the helmet, to turn the engine off, or to disable the bike entirely.
I still need to adjust the volume and speed thresholds. Would like to have a more gradually increasing system, rather than just two states with a slow transition like it has now.
Am also planning to try a tire screech sound effect that only plays when moving both forward and sideways whilst turning at speed.
Maybe add a tire trail that lays flat and stops drawing if not grounded.
pog
@drowsy star I'm trying out your pen, it's a great concept. I'm running into an issue though if you have some time
What's up? Meet me in help.
If this was broken for anyone else, Fooma noticed I did an oof and left an empty space after the World Space object name in the hierarchy.
My bad. ¯_(ツ)_/¯
So the object is named "World Space " when it should be "World Space".
Also this: #avatar-help message hecc
a good boye
boye :0
good looking but in price of performance.
quest without pc?
yeah
well if it works k
ye-
Ok 1, where are the 3.0 features. 2, that is horribly unoptimized for quest, jesus.
They will. Quest users spontaneously click on every avatar and pick force show. Then complain that Quest is too laggy.
i didn't know there is force show on quest interesting
“Show Avatar” will show the full avatar regardless of safety settings, no matter how laggy it is, as long as its built for your platform and is not over the max file size
Not recommended on quest
I try to optimize my avatars for Quest, so people don't have to enable it and also for performance reasons
You do realize that base is SDK3 right?
You do realize that nothing about those images displays anything related to 3.0 at all, right?
Honestly, it's no different than people going in the out door and looking at you sideways like you're in their way.
Annoying.
Technically, this channel is general SDK3 avatar showoff. The top text doesn't specifically state you need to show AV3 features.
In what way do you show that your avatar is 3.0 with any static image of a model.
You don't.
You actually use 3.0
This channel just needs to either be deleted or renamed...
Let me take an image of my av2 and say it's av3.
well i think showing off avatars isn't annoying as long as they are made in sdk3
No different.
being salty not gonna change anything
This channel is placed pretty poorly ngl. It's right in-between the SDK3 and SDK2 channels.
Or name it SDK3-show off. Anyone who does Udon will know to keep it in Udon showoff
I point out the obvious and I'm salty because others want a place to spam random VRC pictures when they already have that but are too lazy.
smh
well w/e just keep it to yourself when someone post avatar this isn't spammed anyway
