if you want a toggle purely for blendshapes this is what youd have to do (if you havent figured it out yet anyway) 1. create an empty toggle 2. click on the modules drop down 3. find where it says blendshapes on the "add module" 4. find the blendshape you want then click the little plus sign off to the right 5. and then youll see default and toggled which you would put default at 0 then toggled at 100 if you wanna turn on a blendshape vice-versa if you wanna turn one off
I managed to break my avatar due to not following this tutorial correctly have no idea how to fix him now -_- there is no longer a expression button (cannot be pressed in vrc) and my avatar stuck at T pose anyone had the same issue?
I keep getting "mirror reflection" for my avatar in the gesture manager and nothing works, i managed to make a working avatar with outfits but then everything broke and isnt working across multiple fresh projects :(
can the individual parts that are stored as bool be converted into an int state machine? so that I can, for example, switch 20 individual parts on and off but only use 8 bits instead of 20
Sticky Question and Subject, this all depends on what you are wanting to receive in the end of the toggle and having options or not to individual parts of said parts; (LONG POST, but not sure howelse I could describe in some form of way without just saying 'Use Bools' Don't even bother with Ints unless you do LOTS and I mean LOTSSSS of animations/particle stuff that need so many transitions and timings between motions) xD Int toggles are designed to strictly activate 1 state - You cannot activate more than 1 state within it, but at the cost of 8bit (You can have 0-255 states - Each State has 1 Animation) So if you have 8 pieces to an outfit you are still better off using Bool toggles to keep them individual options to turning the parts on/off separately You can HOWEVER control an entire outfit with 1 Int state (1 animation of all parts turning on) So if you have multiple outfits you can control the WHOLE outfit with 1 state inside an Int but you won't have the option to turn on/off individual parts of that outfit. Short answer is Int will have 1 Option to turn everything on or off for said outfit but you can do that with multiple outfits (State 0-255) Int Toggle 8bit 1 layer = Outfit 1 animation: Outfit 1 Underwear - On Outfit 1 Panties - On Outfit 1 Shoes - On Outfit 1 Shirt - On Outfit 1 Skirt - On Outfit 2 Underwear - Off Outfit 2 Panties - Off Outfit 2 Shoes - Off Outfit 2 Shirt - Off Outfit 2 Skirt - Off Outfit 2 animation: Outfit 1 Underwear - Off Outfit 1 Panties - Off Outfit 1 Shoes - Off Outfit 1 Shirt - Off Outfit 1 Skirt - Off Outfit 2 Underwear - On Outfit 2 Panties - On Outfit 2 Shoes - On Outfit 2 Shirt - On Outfit 2 Skirt - On Outfit 3/4/5/6/7/8-all the way to 255 Transitions You can't toggle individual stuff off or on, they are strictly ON or OFF Full Outfits; but if you don't care for individual options then you best have 8 Outfits for 1 Int to makeup the 8bit useage. But lets be real, if you had 8 Outfits on 1 model you'd addup to a guestamating 8 Outfits = 8 Panties 8 Bras 8 Skirts 8 shirts and however many other accessories there are equaling like 200 materials 200 objects 2000+physbones for skirts etc etc. Its not worth even talking about Ints in the end of the unoptimized toxic Object/Material/Texture/etc for outfit toggles. Bool toggles are designed to strictly activate 1 state as well, but at the cost of 1bit If you want to be able to toggle individual parts on/off with this then you would use Bools to be able to do such. 1 bit 1 layer for Underwear 1 bit 1 layer for Panties 1 bit 1 layer for Shoes 1 bit 1 layer for Shirt 1 bit 1 layer for Skirt 5 Bits instead of 8 Bit on 1 Int Layer Add a Preset to Turn on ALL of those at a cost of 1bit Bool also So 6bit if you add a preset Even if you have 2-3 outfits We are talking 15 bits vs 8 bit Int layer thats adding so much more than just Bits on parameters (Materials, Textures, Objects, Mesh, etc. etc. etc.) In the End you are still 99% the time best off doing Bool Toggles instead of Int Toggles for clothing If you also use Presets then 1 Preset uses 1 Bit to be able to activate multiple Bool layers at 1 time (Full Outfit or specific mixture of stuff) FYI: Kali Suggestion here. 1-2 Outfits per model, Heck I do 1 Outfit per Model now due to requirements and just the consideration to people around me. People would rather download you for 15-30 seconds than have you shown at the cost of performance. Most outfits now days come with more objects - Just looking at the last outfit I did it has 9 parts (belt/bra/underwear/choker/necklace/pants/shoes/socks/shirt) 9 Parts - 9 Bits - 1 preset = 10 Bits useage for 1 outfit (But I combined the belt and pants together so its only using 9 bits using Bool toggles) Again, this is LITERALLY just a sticky question and preference on each to your own way of making and designing your toggles and what you actuallyyyyy want out of it. Int - 3 outfits each having 10 parts = 1 layer = 8bit = 3 Transitions = 3 toggles (Each toggle turns an outfit on/off) Bool - 3 outfits each having 10 parts = 30 layers - 30bit - 30 transition - 30 toggles (Adding 3 Presets - 3 bits - 3 toggles) You could easily do Int type toggles with Bools also without using Presets: Bool - 3 outfits each having 10 parts = 3 layers = 3 bits = 3 transitions = 3 toggles (Each toggle turns an outfit on/off) Making outfit toggles act like Ints within Bool toggles would be the most optimized direction if thats what you are aiming at. :3 3 Outfits - 3 Toggles - 3 Bool Toggles = 3 bits for those 3 outfits (I gotta pressure on the optimization of how many outfits and parts if you do multiple fits on 1 upload) :3
When you are creating a toggle and wanna have it apply it through Av3Creator you would do this inside the Advanced Toggle Menu, there's a Checkbox on the right hand side of the Toggle once you add one. Named: Icon (Check Box that) Then hit the Select button below it in the square Icon and select the icon you would like. Make an edit to this, I might just make a Short :3
I get a unity error when trying to create a preset. It says “Indexoutofrangeexception: Index was outside the bounds of the array”. It’s preventing me from being able to make presets, do you happen to have a fix for this?
@@yamiyo5614 I linked Lyuma's Link, if you go download the unitypackage and just open it in your unity project (Hit Import) It should load and appear in toolbar.
Sorry I mean when I import my model in blender I can’t with everything on it, they don’t show up as separate objects in unity. Just as separate materials. So I couldn’t click on the objects to do what you did.
@@liliannavelez97 if you have the objects joined together then no you won't be able to separate them with this. I always recommend separating clothing for a version of a model you want while also making an optimized version that they are all joined together (like in your instance)
would a tutorial on what other other little modules do and how to use them be possible? such as the blendshape one
Oml i was trying to do this myself this saved me so much time thank you
hi can u make a video for dissolve for multiple outfits?
Thank you for this video!! It helped me so much
Kikyo my beloved
Just you wait, I have her in blender right now :3
YOU ARE A LIFESAVER KJLHKFJHGKDFJGHJDFK
Need help my Av3Creator won't work anytime i put the toggle and i go on vrchat to see if it works it doesn't show the asset
Question, how would I go of adding Blendshapes too the mix?
if you want a toggle purely for blendshapes this is what youd have to do (if you havent figured it out yet anyway)
1. create an empty toggle
2. click on the modules drop down
3. find where it says blendshapes on the "add module"
4. find the blendshape you want then click the little plus sign off to the right
5. and then youll see default and toggled which you would put default at 0 then toggled at 100 if you wanna turn on a blendshape vice-versa if you wanna turn one off
I managed to break my avatar due to not following this tutorial correctly have no idea how to fix him now -_- there is no longer a expression button (cannot be pressed in vrc) and my avatar stuck at T pose anyone had the same issue?
I keep getting "mirror reflection" for my avatar in the gesture manager and nothing works, i managed to make a working avatar with outfits but then everything broke and isnt working across multiple fresh projects :(
Followed step by step and in game my model has no toggles or anything.
Please drop by the discord and ask in the support channel 🙏 will definitely figure out whats going on for you.
SAME like The default state will not load up! The avatar appears naked
can the individual parts that are stored as bool be converted into an int state machine? so that I can, for example, switch 20 individual parts on and off but only use 8 bits instead of 20
Sticky Question and Subject, this all depends on what you are wanting to receive in the end of the toggle and having options or not to individual parts of said parts;
(LONG POST, but not sure howelse I could describe in some form of way without just saying 'Use Bools' Don't even bother with Ints unless you do LOTS and I mean LOTSSSS of animations/particle stuff that need so many transitions and timings between motions) xD
Int toggles are designed to strictly activate 1 state - You cannot activate more than 1 state within it, but at the cost of 8bit (You can have 0-255 states - Each State has 1 Animation)
So if you have 8 pieces to an outfit you are still better off using Bool toggles to keep them individual options to turning the parts on/off separately
You can HOWEVER control an entire outfit with 1 Int state (1 animation of all parts turning on) So if you have multiple outfits you can control the WHOLE outfit with 1 state inside an Int but you won't have the option to turn on/off individual parts of that outfit.
Short answer is Int will have 1 Option to turn everything on or off for said outfit but you can do that with multiple outfits (State 0-255)
Int Toggle 8bit 1 layer =
Outfit 1 animation:
Outfit 1 Underwear - On
Outfit 1 Panties - On
Outfit 1 Shoes - On
Outfit 1 Shirt - On
Outfit 1 Skirt - On
Outfit 2 Underwear - Off
Outfit 2 Panties - Off
Outfit 2 Shoes - Off
Outfit 2 Shirt - Off
Outfit 2 Skirt - Off
Outfit 2 animation:
Outfit 1 Underwear - Off
Outfit 1 Panties - Off
Outfit 1 Shoes - Off
Outfit 1 Shirt - Off
Outfit 1 Skirt - Off
Outfit 2 Underwear - On
Outfit 2 Panties - On
Outfit 2 Shoes - On
Outfit 2 Shirt - On
Outfit 2 Skirt - On
Outfit 3/4/5/6/7/8-all the way to 255 Transitions
You can't toggle individual stuff off or on, they are strictly ON or OFF Full Outfits; but if you don't care for individual options then you best have 8 Outfits for 1 Int to makeup the 8bit useage.
But lets be real, if you had 8 Outfits on 1 model you'd addup to a guestamating 8 Outfits = 8 Panties 8 Bras 8 Skirts 8 shirts and however many other accessories there are equaling like 200 materials 200 objects 2000+physbones for skirts etc etc. Its not worth even talking about Ints in the end of the unoptimized toxic Object/Material/Texture/etc for outfit toggles.
Bool toggles are designed to strictly activate 1 state as well, but at the cost of 1bit
If you want to be able to toggle individual parts on/off with this then you would use Bools to be able to do such.
1 bit 1 layer for Underwear
1 bit 1 layer for Panties
1 bit 1 layer for Shoes
1 bit 1 layer for Shirt
1 bit 1 layer for Skirt
5 Bits instead of 8 Bit on 1 Int Layer
Add a Preset to Turn on ALL of those at a cost of 1bit Bool also
So 6bit if you add a preset
Even if you have 2-3 outfits
We are talking 15 bits vs 8 bit Int layer thats adding so much more than just Bits on parameters (Materials, Textures, Objects, Mesh, etc. etc. etc.)
In the End you are still 99% the time best off doing Bool Toggles instead of Int Toggles for clothing
If you also use Presets then 1 Preset uses 1 Bit to be able to activate multiple Bool layers at 1 time (Full Outfit or specific mixture of stuff)
FYI: Kali Suggestion here.
1-2 Outfits per model, Heck I do 1 Outfit per Model now due to requirements and just the consideration to people around me. People would rather download you for 15-30 seconds than have you shown at the cost of performance.
Most outfits now days come with more objects - Just looking at the last outfit I did it has 9 parts (belt/bra/underwear/choker/necklace/pants/shoes/socks/shirt)
9 Parts - 9 Bits - 1 preset = 10 Bits useage for 1 outfit (But I combined the belt and pants together so its only using 9 bits using Bool toggles)
Again, this is LITERALLY just a sticky question and preference on each to your own way of making and designing your toggles and what you actuallyyyyy want out of it.
Int - 3 outfits each having 10 parts = 1 layer = 8bit = 3 Transitions = 3 toggles (Each toggle turns an outfit on/off)
Bool - 3 outfits each having 10 parts = 30 layers - 30bit - 30 transition - 30 toggles (Adding 3 Presets - 3 bits - 3 toggles)
You could easily do Int type toggles with Bools also without using Presets:
Bool - 3 outfits each having 10 parts = 3 layers = 3 bits = 3 transitions = 3 toggles (Each toggle turns an outfit on/off)
Making outfit toggles act like Ints within Bool toggles would be the most optimized direction if thats what you are aiming at. :3
3 Outfits - 3 Toggles - 3 Bool Toggles = 3 bits for those 3 outfits
(I gotta pressure on the optimization of how many outfits and parts if you do multiple fits on 1 upload) :3
how can u add the custom images to your menu?
When you are creating a toggle and wanna have it apply it through Av3Creator you would do this inside the Advanced Toggle Menu, there's a Checkbox on the right hand side of the Toggle once you add one. Named: Icon (Check Box that) Then hit the Select button below it in the square Icon and select the icon you would like.
Make an edit to this, I might just make a Short :3
@@KaleidoVR thank you!!
@@kitKatLuvs th-cam.com/users/shortsTHhj69xGypQ?si=pn3qabCCpMxyvGFv
💙💙
can i ask a link to gesture management ?thx
Gesture manager is packaged with Lyuma as well, so make sure you use that 👍
I get a unity error when trying to create a preset. It says “Indexoutofrangeexception: Index was outside the bounds of the array”. It’s preventing me from being able to make presets, do you happen to have a fix for this?
Resolved in the Support Discord :3
Don't hesitate to reach out on the Discord!
thank u bro
You're welcome!
@@KaleidoVR oh ya btw the gesture manager doesn't show up when i go to play mod help pls :c
@@sharkiy_exe You have to enable Lyuma
@@KaleidoVR For me there is nothing in the tool bar. How do i import Lyuma ?
@@yamiyo5614 I linked Lyuma's Link, if you go download the unitypackage and just open it in your unity project (Hit Import) It should load and appear in toolbar.
i tried this and for some reason the parts I want to toggle on and off wont work
Drop by the support channel! discord.gg/N8DTnHaE We can help if there's something going on
im still confused
can you help me with the asset ?
Go ahead and drop by the Support channel in discord if your having trouble with anything!
What if I added everything on my model in blender?
Even if you used blender you can still set the toggles and objects on Unity Side.
Sorry I mean when I import my model in blender I can’t with everything on it, they don’t show up as separate objects in unity. Just as separate materials. So I couldn’t click on the objects to do what you did.
@@liliannavelez97 if you have the objects joined together then no you won't be able to separate them with this.
I always recommend separating clothing for a version of a model you want while also making an optimized version that they are all joined together (like in your instance)
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