#avatar-showcase

15 messages · Page 6 of 1

velvet token
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@drowsy haven okaaaaay

harsh tapir
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Wrapping up my avatar customization menus with a preset tab, allowing hotswapping without needing to upload variants of the same avatar over and over

long cypress
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So cute!

iron snow
valid valve
lilac kindle
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spooky

valid valve
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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.

drowsy star
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If that has any noise it'll hurt a bit too, but 200 isn't too bad.

valid valve
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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. ^ ^;

rough needle
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some tail controller action by me :3

rough needle
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Thanks! Visit Nanachi huts to see her!

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Public avis in there!

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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)

sleek iris
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uuh it would get banned again for being a hitler avatar?

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if you are really desperate you could use the model from wolfenstien 2

drowsy haven
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Imagine helping somebody make a Hitler avatar... Also this isn't the place to ask for avatars.

visual wagon
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(Hue Shift Blend Tree lmao)

kind veldt
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Does anyone have a Finn or Adventure Time avatars I can clone into?

real cliff
sleek iris
misty girder
hasty badge
ebon verge
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Uncaaaany vallley

lilac trout
wary cedar
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Does anyone know how to get the nutter butter avatar

bright pelican
bright pelican
lilac trout
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Oh yeah, I've looked through them before. I just don't have anything I can apply them towards yet.

bright pelican
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MuteSelf and VRMode are cool to experiment with

acoustic steppe
eternal shoal
bright pelican
jaunty helm
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Id really love to make n avatar but the last time i tried it didnt really go well

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It worked but when it came to quest compatibility it just went downhill

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Any recomendations of sites or anything i could use if i tried again?

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@heavy widget id also love to know how you made your dragon

bright pelican
jaunty helm
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Good idea

topaz igloo
balmy cliff
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the face was ripped from a model from a paw patrol game

main crag
topaz igloo
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I am, yes 😄

main crag
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Pleeeeease tell me you fixed the bouncing leg problem with the IK.

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That bugged the crap out of me.

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(No pun intended)

topaz igloo
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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

sturdy olive
woeful brook
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so talented wow

true needle
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🤔 3.0 ? features ? , wrong place to post, this isnt the place for 'look at my avatar'

drowsy star
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Gotta love the volunteer mods.

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Well, volunteer-unofficial mods.

real cliff
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Can we please have a "please look at my 3.0 avatar"/ avatar image dumping ground channel

random helm
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finally done

sly abyss
woeful brook
vagrant drift
gilded lintel
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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.

woeful brook
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They look great love the finished product

bronze pasture
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@white parrot may i ask for some tips, ive never made an avatar before and would like to try

lilac trout
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It's simple, but I just realized a trick that let's me store multiple sets of mood wheels.

white parrot
topaz igloo
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The public one that is

peak nacelle
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That looks so good

desert hull
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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

modest swift
woeful brook
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domo arigato mr.roboto

woeful brook
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@desert hull damn that's cool. I'm hoping to do something similar with my avatar once I find someone to build it haha.

ripe meadow
brittle lintel
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Hi

woeful brook
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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.

visual flint
true needle
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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)

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Thats just one layer tho there's 6 more

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🤔 hurg

desert hull
true needle
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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

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this is a ooold 2.0 one im converting made it year~s ago, might as well try stuff with it

desert hull
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nice

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but how do you make a randomizer?

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like i was thinking about cycle based one, but it's not really a randomizer

true needle
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just have one that goes between states and whenever you use it , it does stuff , not really great

desert hull
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oh, so it's cycle based

true needle
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this one just change every 3 second , yeh there's no way i know of where you can do random int number

visual flint
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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

true needle
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redid one avatar with just bools, went from 128 memory to 37 cause of bools

desert hull
true needle
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Its similar all over really, once you done it you can copy paste it to other things and replace what they do

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learn how to toggle an object, there you have nearly everything you can do with this (same all over)

visual flint
desert hull
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same on my controller, just changed beatmap & song for player but animation is identical to each other

visual flint
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I already did some toggles of object

desert hull
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dm me & ask that question, let's not flood here xD

true needle
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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

desert hull
true needle
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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

drowsy star
sharp ocean
ionic pawn
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who's laughing

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👯👯

sharp ocean
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its a cube

drowsy haven
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looks like a rectangular prism to me 😂

hushed salmon
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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

edgy moss
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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..

hushed salmon
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they would keep calling the anystate indefinetly so yea @drowsy haven

edgy moss
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Still considering some other funny images to add to the screen

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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

woeful brook
drowsy haven
lean beacon
woeful brook
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Even if you just change the light/dark values or saturation on some things

lean beacon
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I'll do it for the hair then

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@woeful brook idk, lighter or darker hair

woeful brook
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I think lighter hair would look good. Go much darker, and you'll lose detail.

lean beacon
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done lol

fierce perch
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Here's a character I've been working on I thought would be fun to show off!

lean beacon
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dude I love that design

slate drift
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@lean beacon Please compress your textures lol

lean beacon
slate drift
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Click on any texture you're using and on the right I recommend lowering your max size or enabling Crunch Compression at 100%

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Try to get every texture below 1.5mb at least

lilac kindle
lean beacon
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at 100% ah man

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will it lower the quality per pixel or nah?

lilac kindle
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Crunch compressed at 100% reduces file size at no real visual difference, but you can probably go lower

lean beacon
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mkay, ill do that

slate drift
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Crunch Compression almost always benefits you

lean beacon
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Man, always learning new things about vrchat

slate drift
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Optimization is key to a good experience really. There's a lot to learn about it

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95% of users don't optimize and that's why VRC can barely hit 80fps

lean beacon
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its just so, out of the way, at least for me, now that I know about it, I can just put it into practice

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thanks for letting me know guys =)

slate drift
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You're very welcome! =D

lean beacon
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I always want to make it easier for those who don't have the best specs

lean beacon
storm pier
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Nearly 150 basic words, phrases, and questions thanks to the ASL community on a single avatar.

steady wharf
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well shit

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that's pretty cool

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looks like that took a while to set up lol

storm pier
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Yes it did and surpisingly the load size for the avatar only came out to 3.11mb

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Would I do it again for future avatars? Hell no..

steady wharf
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copy paste it kek

storm pier
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One sign, 150 materials.

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Well technically texture swaps, but still.

steady wharf
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150 materials...?

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if it's just swapping out materials then it should be fine peformance wise

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since not all of them are drawn at once

storm pier
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Oh it is. Im surpised it only came out to 3.11mbs all together.

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I was expecting it to be higher, but I guess the textures I made aren't very big.

lyric vessel
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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 🙂

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Very impressive regardless of the method used 😛

storm pier
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Well my avatar's texture size might as well be a Discord emote so that likely helped.

lyric vessel
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Everyone's VRAM thanks you blobthanks

storm pier
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That's it right there.

lyric vessel
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🤔

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What does your avatar look like?

storm pier
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I don't think I have any pictures of it. Lemme check. Otherwise it's on my Sketchfab

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That's the colored version, but I do a 1930's cartoon rubberhose aesthetic

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You might have seen my newest avatar actually 🤔

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This is likely what you seen running around like Friday or Saturday night if I remember right, Tupper.

lyric vessel
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Ahhh yeah

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I do recognize that I believe, but Fridays and Saturdays can be hard to remember cirLaugh

storm pier
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Hard for me to remember in general. 👍

lilac kindle
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Material slots are counted, not materials, I believe

edgy moss
edgy moss
edgy moss
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also i use 4k textures and a non-standard shader

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Tho I think Mochie's uber shader is pretty popular

slate drift
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@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

edgy moss
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Nice. The one I'm working with is now "good" on PC

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Down to 1 skinned mesh from 7 and 4 mat slots from 9

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but now I'm having a small issue

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in that I can't just turn off the eye mesh now

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so I'm seeing if I can mess with my shaders to get that part of the mesh to be transparent

slate drift
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That's what Blendshapes are for

edgy moss
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I mean it has a blink blendshape but it's still partly visible

slate drift
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If you plan on making that Quest compatible, Quest has no transparent shaders. They also aren't super performant in general

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You can make your own blendshape to hide the eyes

edgy moss
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yea, I'll probs have to do that

slate drift
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Research how to create blendshapes in Blender

edgy moss
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Also heg, that's gonna be a big deal for me, actually

slate drift
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Also wrong channel for this anyways xP

edgy moss
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Since this model does use a transparent blending mode shader for a legit reason

slate drift
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Quest allows no custom shaders

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And no transparency

edgy moss
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Yeah doing this for quest is going to be a real bitch to get all the features functional

slate drift
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And quest has some hard limits to be Medium

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7.5k polys for medium

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2 mats

edgy moss
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dang

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That's not gonna be easy at all

slate drift
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It's never easy but it's very much worth it

edgy moss
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I've just barely been able to reduce to 4 mat slots

bright pelican
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please use another channel for discussion

edgy moss
primal dawn
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@unique wadi

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click the message i replied to

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that person managed to hook up voice recognition

unique wadi
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i watched

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thanks it helps me to think through

edgy moss
long pelican
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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:

lilac kindle
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In the beta you have a randomizer now

indigo yarrow
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:o

true needle
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VRCParameterDriver / VRCAvatarParameterDriver

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🤔 uh its not named correctly in patch notes tho

lean beacon
steep gale
ebon verge
# edgy moss That's not gonna be easy at all

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 :)

edgy moss
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I mean, I could also just.. do what I did and decimate the geometry and then bake mesh maps from the high-res sculpt

slate drift
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@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

slate drift
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If you've truly been doing it for a month or two, then it's a good guess that's true

acoustic steppe
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Not everyone is born a modeling god Adeon :P

woeful brook
# slate drift <@!80755724644261888> Wait what? It takes months, if not years, to learn how to ...

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.

ebon verge
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I'm certainly not a god. But I was making stuff a week into it. It's all about having the right tutor

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People spending months trying to decimate models are really going about it the slow way

slate drift
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But did you go from literally 0 blender experience to making models in a week?

ebon verge
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I was taught box modeling, yes

slate drift
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That's quite literally impossible to do though

ebon verge
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Though in full honestly, I was taught blender camera mechanics, and vert groups logic long before I ever touched blender

slate drift
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A week is not long enough to learn Modelling, UVing, optimization techniques, texturing, etc.

ebon verge
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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

slate drift
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So you have some experience in modelling before this

ebon verge
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Don't need to know UV's when your stuff uses vertex colors italy

slate drift
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Most people here have 0 experience in Blender, Unity, or even making any assets

ebon verge
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I stared simple, booliean weights (no weight painting) and flat vertex colors (no texturing / uv mapping)

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Still enough skill to make decent robots!

slate drift
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But most people don't want robots =P

ebon verge
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You get a nice result instead of banging your head in blender with nothing to show for it

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if you want an anime avatar from the get go, you can slave months trying to decimate someone else's model, I guess

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Nothing wrong with kitbashes, they are an art form of their own

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But many people wish they could make their own models instead... and with the time they put into kitbashes... they coulda learned

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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

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it's not that heard to learn how to drop a few verts and connect them lol

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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

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make a few simple models and go from there

lost slate
alpine python
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That's awesome 😄

lost slate
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Yeah, mostly uses Poiyomi vertex options for the shader.

gleaming escarp
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hurray for slime girls

stark abyss
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Us: Please fix the common bugs that have been here for ages:
VRChat: What bugs exactly?
the bugs:

drowsy star
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Very specific. Chairs are functional though?

stark abyss
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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

drowsy star
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But avatar chairs work, they only changed stuff without telling anyone.

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2.0 seemed buggy though.

drowsy star
abstract pond
lilac kindle
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Neat!

copper dirge
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Randomized values are going to be a game-changer.

storm pier
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Woah woah hold up now..

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Are you telling me...

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I can finally make my hammerspace fumbles..? 👀

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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.

abstract pond
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Woah now that's the kind of chaos I'd love to see

storm pier
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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 👀

bright pelican
storm pier
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I read that as if im single handedly thwarting the Russian playerbase with my antics.

bright pelican
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exactly

storm pier
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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.

steep gale
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thank you for making 3.0

fathom scroll
slate drift
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@steep gale You could have custom walk anims with 2.0

steep gale
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vrcXiexeBlush true that but i have full body tracking anyways

slate drift
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Walking anims still play when walking in full body

iron gate
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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.

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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.

lilac kindle
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Good work!

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Still haven't tried the emulator myself, but it looks super good

iron gate
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Released a bugfix 2.1.1 to allow using bool toggles in the expression menu simulation in the inspector

ebon verge
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You two are the heroes of the SDK

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Just saying

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Import SDK, pumkin tools, and the emulator. It’s just the default steps.

steady wharf
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^

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feels like lyuma, pumkin and poiyomi are the heroes of VRC avatar creation

lilac kindle
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Thank you!

steady wharf
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nonono, thank you

lilac kindle
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There's a bunch of nice SDK tools always being made by the community

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I just kinda jumped on early vrcAevSlap

steady wharf
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lol

acoustic steppe
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So many tools 👀

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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.)

lilac kindle
acoustic steppe
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This has also led me to finding out that the VRC SDK reports more materials then actually exist on your avatar

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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.

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en enabling trail rendering on a particle system also adds a slot even if no material is actually assigned.

steady wharf
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that's.... odd

acoustic steppe
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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..

drowsy star
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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.

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Avatar itself is 4 materials, but count the particles systems in the stats and subtract that from total materials.

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¯\_(ツ)_/¯

drowsy haven
drowsy star
drowsy haven
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I know you can animate rate over time

drowsy star
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You can toggle an emission to cause a kind of fade out.

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So all the living particles run their full lifetime.

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But no more will be made.

drowsy haven
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right but I need to be able to fire particles instantly

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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?

drowsy star
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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.

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The particle object would just always be enabled and only emitting when you want it to.

drowsy haven
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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

drowsy star
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I use emission toggling for automatic weaponry.

drowsy haven
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makes sense

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I animate the rate over time for machineguns

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but for a single shot pistol for example, it's hard to set up without a subemitter

drowsy star
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That's the best part of single fire imo.

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Then you have sound on impact and such.

drowsy haven
drowsy star
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Depends on the pistol.

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Understandable though. Not many would appreciate it unless you told them.

drowsy haven
drowsy star
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Nah.

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You could do it pretty easily now with constraints.

drowsy haven
# drowsy star Nah.

is there a method that doesn't involve world constraints that I've just not known about?

drowsy star
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It's like as many empties as rounds in a magazine.

drowsy haven
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ah so you just make a bunch of gameobjects, one for each bullet

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now that IS crazy

drowsy star
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Then you have one audiosource that is parent constrained to every empty.

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Then it jumps between them on impact.

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There's only one object that physically is animated to move.

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The empties just constrain to it.

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Then world drop.

drowsy haven
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oh, but the collision detection would have to use stop action methods right?

drowsy star
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Only one or two triggers maybe.

drowsy haven
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what if one bullet hasn't hit yet, when you fire another

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it would reset the bullet currently in-flight

drowsy star
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Then your world is very big or your bullet is very slow.

drowsy haven
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Or you missed

drowsy star
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Lmao

drowsy haven
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lol

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Fair enough. If you make the bullets have realistic speed, it might not be a huge issue

drowsy star
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You could have two systems and it'd still be fairly lightweight.

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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.

drowsy haven
drowsy star
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Spooderman would rely on carefully animated colliders under their hip bone.

drowsy haven
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for the movement yeah, but I meant when it comes to the visuals of web slinging

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that could be done way more easily with shaders though

drowsy star
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The object would be the aim target for the collider direction.

drowsy haven
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ah interesting idea

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though afaik, colliders don't typically shoot you in any direction that isn't forward or backward right?

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I've never had colliders shoot me sideways

drowsy star
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They shoot you where ever you have them angled.

drowsy haven
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huh. Might need to look into that more. Got any videos on how that works exactly?

drowsy star
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VRC tried to patch it before by making the collider pull be countered by it forcing you out.

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Colliders use to just drag you toward their center.

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Now it's the opposite, basically.

drowsy haven
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yeah

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They force you out of the collider in the shortest direction right?

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so you're saying angling the collider can change that direction

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but only when you disable them?

drowsy star
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Yeah, the timing for disabling to actually launch you seems a little specific.

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Think velocity xyz helps the trajectory too.

drowsy haven
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I'm always iffy about going too indepth with the collider flight things because they break them frequently

drowsy star
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Only two or three times I've seen in the past 3 or 4 years.

drowsy haven
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fair

drowsy star
#

But yeah.

drowsy haven
#

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

drowsy star
#

Should bring something to showoff next time if I'm going to chat in this channel.

drowsy haven
#

Haha

drowsy star
#

Me or you or both.

#

👉 👉

dreamy fern
broken raven
#

a

gaunt sun
#

Using the new random function; synced for remote people too.

real cliff
#

Fucking awesome

dry cave
strong dirge
#

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

woeful brook
#

@warped current

#

I made you the model like you requested, why did you block me?

#

Did i say something wrong?

hallow belfry
iron gate
storm pier
kindred isle
#

Wow very impressive, great artwork everyone!

dreamy sand
#

I don't think showoff is to self advertise

#

3.0 features where 👀

dreamy fern
#

um..the supreme pose maybe togle-able? >.>

copper dirge
#

This channel is for showing off avatars that utilize SDK3 features. That's more something for #3d-modeling.

drowsy star
#

¯_(ツ)_/¯

drowsy star
#

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.

lilac kindle
#

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

drowsy star
#

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.

solid creek
#

a single int would require 255 guesses worst case, probably good enough

drowsy star
#

Just trying to make it light weight.

#

So you won't have to sacrifice anything to have your avi locked.

solid creek
#

instead of saving it, require a viseme activated password everytime vrcThinking

#

just kidding please don't

drowsy star
#

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.

abstract pond
#

Aye I did that, wdym it's a sacrifice D:

drowsy star
#

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.

abstract pond
#

not if you make the best out of it

drowsy star
#

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.

solid creek
rotund viper
woeful brook
#

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

void nest
drowsy star
#

Or, I guess swap the face. I put that one on an undetermined hold.

rotund viper
drowsy star
#

And I wanted to keep the face.

rotund viper
#

oh ya. i didnt want to spend the time to do that either.

drowsy star
#

I added transparency to the view area so you could see the eyes.

#

It's a good model.

trim cedar
#

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?

lilac kindle
#

if it's public yes

trim cedar
#

@lilac kindle public as in available in the avatar menu?

lilac kindle
#

public as in it's someone else's avatar you can clone or grab from a world

drowsy star
#

You can check avatar authors regardless of whether or not it's public, goof.

trim cedar
#

yeah i just figured out about that thx

drowsy haven
#

This channel is for showing off Avatar 3.0 functions

abstract pond
#

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 vrcAevSip

abstract pond
drowsy haven
valid cloak
#

i need help creating a avatar

molten lark
warm scroll
#

no thumbnail, huh.

whole karma
sly solar
#

anyone know where i can find a quest general grevious avatar?

warm scroll
#

thanks!

woeful brook
#

lol

woeful brook
#

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

woeful brook
worthy spruce
#

Finished this commission!!

jade roost
azure copper
azure copper
jade roost
azure copper
#

still really impressive!

jade roost
#

💞

#

ty~

unborn mauve
#

That's a very accurate rendition for from ||almost|| scratch. Excellent work!

jade roost
#

Heh

jade roost
#

very nice, vroid is a modeling program right?

azure copper
#

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

jade roost
#

I see..is it just anime stuff?

azure copper
#

kind of

#

you can make the textures how ever you want

#

but the base is anime

woeful brook
acoustic steppe
woeful brook
#

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

floral peak
#

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.

abstract pond
#

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.

drowsy star
#

@abstract pond 😏

storm pier
#

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.

dusty coral
woeful brook
#

Just need to put some gestures, animations, and this hat on her

nova dune
#

the first avatar i've ever imported

#

(from another game)

thorn cypress
#

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

slow rampart
#

Human Princess Luna from my little pony. It's not much but it's honest work.

woeful brook
#

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

drowsy star
#

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.

abstract pond
serene lava
#

@thorn cypress would you mind sharing that one with me? 👉👈

thorn cypress
mossy sluice
zealous thicket
sick sedge
drowsy star
#

Gotta do something fun for those arms.

#

I use ccd sources for those sorts of things.

sick sedge
#

Ccd sources?

drowsy topaz
#

Probably CCDIK in final IK

sick sedge
#

What can you do with it?

drowsy topaz
#

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.

sick sedge
#

Is there any tutorial on it?

drowsy topaz
#

Not for this exact case, but if you search "vrchat finalik" you get tutorials on general things that you could try to extrapolate

real cliff
zealous thicket
real cliff
#

No

#

That isn't important

#

This channel is about avatars 3.0 specific stuff, with animators and stuff

steady wharf
#

there isn't really another avatar showoff channel

zealous thicket
#

^

real cliff
#

Vrchat pictures

#

3dmodeling

steady wharf
#

this channel should be renamed to #avatar-showoff

copper dirge
#

This channel is specifically for showing off Avatars 3.0 features.

real cliff
#

Well untill it is

#

This is 3.0 showoff

zealous thicket
#

minimodding 👍

real cliff
#

Bruh

drowsy star
#

@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.

drowsy topaz
#

I've refrained from using much FIK on bipeds tbh

steady wharf
#

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

drowsy star
#

It depends on what specifically you're trying to do.

#

Like, I think I used them way back before NetIK.

drowsy topaz
#

Yeah the old "replace everything with FFBIK" doesn't really work since NetIK came out

drowsy star
#

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)_/¯

drowsy star
steady wharf
#

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

drowsy topaz
#

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

steady wharf
#

been trying to figure this out for a little while, any insight would be helpful

drowsy topaz
#

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

drowsy topaz
steady wharf
#

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

drowsy topaz
#

To be honest I tried using Final IK for digitigrade legs but it proved very difficult

steady wharf
#

I should have it rigged in a way that should work, and it does work in unity

drowsy topaz
#

How are the legs attached to you?

steady wharf
#

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

drowsy topaz
steady wharf
#

alright, let's do it

#

I really want this to work lol

ebon verge
drowsy star
#

Those legs could probably function fine off of constraints alone, tbh. Rotation or aim. However you feel like doing it.

drowsy star
# steady wharf

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.

drowsy topaz
#

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

drowsy star
#

Constraints make IK stuff pretty straightforward now though.

steady wharf
#

I tried to use constraints for this breifly, but didn't get very far

#

I'm not sure which ones to use and where

drowsy star
#

Like spider IK could probably do its thing off of 8 grounders and constraints.

drowsy topaz
#

I wouldnt want the spider legs to all copy the human legs though. It's nice for each leg to have its freedom

drowsy star
#

Nah. Raycasters work fine without VRIK.

#

And you can adjust step.

#

Wouldn't be terrible.

drowsy topaz
#

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

steady wharf
#

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

drowsy topaz
#

Can you show a gif of it working in editor?

steady wharf
#

one sec

steady wharf
#

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

languid cypress
drowsy topaz
steady wharf
#

I can also compensate you for your time if you'd like

#

that bone is the one that is mapped in the rig config

woeful brook
livid kettle
#

remember to check your view position before uploading, even if you thought you set it before 😅

boreal valve
snow vector
real cliff
#

Show 3.0 features if you are gonna post here

snow vector
#

oof

sturdy olive
glossy spindle
#

That's cool

jaunty agate
#

tf does noteoo mean

whole karma
#

looks good, but the moon could use some retouching, making it a bit thinner and pointier to resemble the reference more

valid valve
whole karma
#

"stand by for titanfall pillowfall"

lilac kindle
acoustic spindle
#

I say this as a compliment, but that Boo is just impressively awful to look at in motion.

lament summit
#

Tweet with the world link ^

fossil badger
jaunty agate
#

ohh

jaunty agate
# steady wharf

I think you've got to make the inverse kinematics affect three bones

#

idk i use blender

rancid plover
dusk dove
drowsy star
#

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.

remote oxide
#

i like it a lot 🙂

dusk dove
#

it is 3.0

steady wharf
#

it might be 3.0, but did you use any of the new 3.0 features?

#

like radial menus, toggles, etc

copper dirge
#

Technically, according to the top text this channel is just for SDK3 avatars period. Though actually showing SDK3 exclusive features is encouraged.

real cliff
#

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.

copper dirge
#

A separate channel won't stop people from posting in the wrong one.

real cliff
#

It mitigates it, a bit of moderation would help too.

hidden briar
#

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

torn meteor
#

spider go brrrr

junior lodge
bright pelican
glad storm
#

Made an avatar of me, kinda sloppy hand painted textures that I will maybe rework eventually.

lilac kindle
#

I think you guys are gonna have to give up on expecting that this channel will be used for 3.0 stuff

drowsy star
#

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)_/¯

patent falcon
#

It just says showoff. Sounds like you guys are creating false expectations and letting yourselves down with them.

split sorrel
#

3

#

Avatars 3.0 darn it.

#

3 must mean the poly count

woeful brook
#

nice avatar 3.0
finally something good from it

storm pier
#

You must optimize more!!

#

Do I see a material!?

bright pelican
storm pier
#

Or just direct them to the appropriate channel and let them figure it out.

#

Throw them in the deep end and hope they swim

bright pelican
#

we need to rename this channel and create another one "showoff"

split sorrel
#

No, only the big brained 3.0 users deserve to show off

woeful brook
#

😔

junior lodge
#

Oh I didn’t know it was specifically for 3.0, but I was already planning on putting 3.0 avatars features on it

real cliff
#

It says avatars 3 showoff, show 3.0 features, not a 3d model, even though it looks pretty cool.

woeful brook
#

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

dry cave
woeful brook
junior lodge
#

Omg it’s Mario 64

#

@dry cave yes!

#

Cuz I make vrchat avatars

woeful brook
drowsy star
dawn panther
#

there we go LMAO

split sorrel
#

Son of a

lilac kindle
#

Looks super neat

dawn panther
#

oops

#

yesyes! vroid and some medibang editing as well as booth

woeful brook
#

Ohhh, Cute Avatar by the way especially with the bunny ears

woeful brook
split sorrel
#

the 3 in the channel tittle stands for 3/10 avatars

drowsy star
#

Unless that wasn't sarcasm. Then 🙏!!

#

There's the prefab list, but I can just toss it around regular channels.

split sorrel
#

You gotta make a github and become a big boi

drowsy star
#

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.

woeful brook
real cliff
#

Why are you asking for help on uploading a model

#

In the 3.0 showoff channel

clear heron
#

I didnt ask here???

real cliff
clear heron
#

Okay?

real cliff
#

😐

clear heron
#

Its so people can open and look at it

#

I thought that was normal

real cliff
#

It isn't even avatars 3.0

#

It's just a vrm file

clear heron
#

What is avatars 3.0??

real cliff
#

Leave this channel if you don't know what avatars 3.0 is

clear heron
#

Bruh why not tell me

real cliff
#

That is literally the point of it

#

Bro

#

Look it up yourself

woeful brook
drowsy star
drowsy star
real cliff
#

No

#

I don't feel like leaving the discords I don't use

drowsy star
#

Mute them Hecc. vrcLaughing

real cliff
#

All of them are

woeful brook
woeful brook
#

nice avatar 3.0 features

lilac kindle
#

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

woeful brook
lilac kindle
#

complain to mods until they change it

drowsy star
#

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.

lilac kindle
#

😔

late perch
#

Oh someone already answered, discord mobile was just shitting itself, my bad

woeful brook
gilded lintel
#

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).

real cliff
#

cool, but whats the performance ranking

gilded lintel
#

medium

real cliff
#

damn

#

thats good for that many combos

copper dirge
#

I knew we would start seeing some crazy stuff when they added an RNG function.

gilded lintel
#

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)

copper dirge
#

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.

gilded lintel
#

absolutely

split sorrel
#

@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

gilded lintel
#

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

split sorrel
#

aah

gilded lintel
#

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

split sorrel
#

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..)

gilded lintel
#

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

split sorrel
#

SDK2 is obsolete. 🗿

gilded lintel
#

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

copper dirge
gilded lintel
#

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

steady wharf
#

@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

gilded lintel
#

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

drowsy star
#

So I still like SDK2 worlds.

#

😏

split sorrel
#

Um, what the hell kind of scuff is that

drowsy star
#

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.

split sorrel
restive flame
lilac kindle
#

nope

woeful brook
#

neat

drowsy star
ashen drum
#

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

woeful brook
#

Still testing, thanks tho!!

fiery stratus
woeful brook
#

ahh yes man of culture i see

#

hahaha

molten lark
heavy vigil
#

personal Rex texture for me to use it will be PC and Quest compatable

#

first time texture editing too!

#

I've already tested her out but now im just tweaking a few graphical errors in her texture

drowsy star
half grove
woeful brook
#

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

narrow ridge
woeful brook
#

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

real cliff
woeful brook
#

i seriously do not know myself

#

it kinda just jumped from 2 million to that

#

when i added the T-90

#

if it was

real cliff
#

Why do you need 2 million?

woeful brook
#

id crash

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its the model im using

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it has so many damn polys

real cliff
woeful brook
#

and because i have clones of the model

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for emotes that move the avatars location

#

it kinda increases

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theres also other models of destiny vehicles i have because the avatar is mostly destiny themed

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with other things just slipped in

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because its my personal avatar

real cliff
#

yandere dev

woeful brook
#

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

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want to do something else

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ect

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so

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if my avatar has so many features on it

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i literally cannot get bored of it

split sorrel
#

It's a bug with the poly count, I think something to do with import settings, but I do not remember properly.

woeful brook
#

thaught so

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lol

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oh well atleast i can now say, My avatar literally broke the 32 intager cap

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when its literally the same as almost every other very poor performance avatar

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and some of the lower end crashers

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though mine isnt a crasher

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well it would be if i made every emote and feature go off at once

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but i physically cannot do that

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so yeah lol

alpine python
#

You just have read and write disabled in the mesh import settings causing it to default to max

real cliff
#

not like it still fixes how unoptimized it is

woeful brook
#

i may have turned if off when trying to find out why unity sometimes just breaks meshes

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i have a capital ship spawn emote but half of that things mesh is inside out

#

ive tried everything in blender to fix it

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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

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im surprised the tank survived

#

usually anything i import does that

#

and its annoying as hell to fix

drowsy star
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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.

copper dirge
drowsy star
#

||Also, the root being named _CustomAvatar means you probably got it from the bad place and it's ripped straight from the game..||

lean torrent
#

Yee looks like the base is ripped

copper dirge
#

Oh, i didn't even notice that...

heavy vigil
valid valve
#

More of a Poiyomi thing than AV3 truly, but I have a personal shield toggle for my space suit now.

autumn stream
#

Among us

woeful brook
#

bruh thats cooooolllll

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my shields aint as cool as that

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just a bubble

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same for my ghost companion

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it is a sphere just for some reason cameras see the ghosts animated textures through it

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no idea why

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in mirrors and normal looking though its fine

median carbon
wet trout
#

that colors tho

median carbon
#

😉yup Modeled after my drawing for my group

split sorrel
#

But how's it related to 3.0

wet trout
#

its showoff channel

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you are showing off

split sorrel
#

AV3 Showoff

supple path
#

people see the word "showoff" and don't read the first part of the name

valid valve
#

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.

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Am also planning to try a tire screech sound effect that only plays when moving both forward and sideways whilst turning at speed.

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Maybe add a tire trail that lays flat and stops drawing if not grounded.

woeful brook
gilded lintel
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@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

drowsy star
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My bad. ¯_(ツ)_/¯

#

So the object is named "World Space " when it should be "World Space".
Also this: #avatar-help message hecc

fierce scaffold
kindred urchin
#

boye :0

heavy vigil
wet trout
#

good looking but in price of performance.

heavy vigil
#

XD

#

I mean when im on my quest it works pretty well

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🤷‍♀️

wet trout
#

quest without pc?

heavy vigil
#

yeah

wet trout
#

well if it works k

heavy vigil
#

ye-

wet trout
#

i wonder if other quest users will see it

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probably not

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10k is limit on quest

real cliff
#

Ok 1, where are the 3.0 features. 2, that is horribly unoptimized for quest, jesus.

ebon verge
wet trout
#

i didn't know there is force show on quest interesting

ebon verge
#

“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

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Not recommended on quest

sterile ruin
#

I try to optimize my avatars for Quest, so people don't have to enable it and also for performance reasons

copper dirge
drowsy star
#

Honestly, it's no different than people going in the out door and looking at you sideways like you're in their way.

#

Annoying.

copper dirge
#

Technically, this channel is general SDK3 avatar showoff. The top text doesn't specifically state you need to show AV3 features.

drowsy star
#

In what way do you show that your avatar is 3.0 with any static image of a model.

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You don't.

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You actually use 3.0

copper dirge
#

This channel just needs to either be deleted or renamed...

drowsy star
#

Let me take an image of my av2 and say it's av3.

wet trout
#

well i think showing off avatars isn't annoying as long as they are made in sdk3

drowsy star
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No different.

wet trout
#

being salty not gonna change anything

drowsy star
#

Not salty.

#

Just got a lot of people that are entitled or don't read.

#

¯\_(ツ)_/¯

copper dirge
#

This channel is placed pretty poorly ngl. It's right in-between the SDK3 and SDK2 channels.

wet trout
#

Well there is no show off channel for any avatar

#

so where they suppose to post it

ebon verge
#

Or name it SDK3-show off. Anyone who does Udon will know to keep it in Udon showoff

drowsy star
#

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

wet trout
#

well w/e just keep it to yourself when someone post avatar this isn't spammed anyway

drowsy star
#

There are a few channels for random VRC stuff.

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This isn't for random VRC stuff.