GTX, nooooo! D:
Posts by ShiftTRB
[immediately after convo]: “I think that went well!”
[1 day later]: “wait, why did I say THAT?!”
[3 days later]: “do they hate me?”
…
[14 years later]: 🤦♂️
It's important to rest up well, so we can take care of ourselves, so we can take care of others we love, so we can all get to a time where we all can relax and smile and have it well 💚
The perfect ceiling light doesn't exis-
A screenshot of a VRChat player's avatar statistics screen. It contains: Download Size - 100 MB Uncompressed Size - 310 MB Texture Memory - 624 MB Triangles - 228461 out of 70000
A screenshot of a VRChat player's avatar statistics screen. It contains: Download Size - 71 MB Uncompressed Size - 147 MB Texture Memory - 304 MB Triangles - 202134 out of 70000
A screenshot of a VRChat player's avatar statistics screen. It contains: Download Size - 41 MB Uncompressed Size - 190 MB Texture Memory - 326 MB Triangles - 171014 out of 70000
The "Mega" version avatar in question. Shadunis, an Avali, furry species, with red markings, standing in focus of the picture. Shadunis is winking at the camera with their tongue out. He holds a finger up to their jaw from below from their left arm. Their left arm wing is covering their clothed chest. On their left wrist, they have an Avali Watch. They use their right hand to hold onto their left elbow. The background is blurry. To the left of Shadunis, behind him, we can see his blurred tail. Generally, behind Shadunis, we can see a blurred fighter jet with its cockpit window open. It's a 2-seater. No obvious markings to indicate exactly what the jet is.
For starters: This is the statistics of my "Mega" version avatar, which contains pretty much ALL assets I can fit in that I use. It is not my social version.
And what we see here is my current Mega version, vs WIP Mega version, vs my current "Cloths Heavy" version...
Optimisation is guuud uwu
... Well.... Damn... No transparency, got it...
Well, had to learn it one day or another x3
Oh-... It gets rid of transparency?....
Well... Yeah, no... That's... Kinda bad...
How does embeds work?...
derpibooru.org/images/3695732
.... Not much better from what I can see in post-preview...
An red-striped Avali OC, with primarily dark grey fur and light grey front-fur, holding a larger than themselves My Little Pony Friendship Is Magic changeling OC with red thematic design. The red changeling is looking sceptical and/or concerned at the Avali holding it. Whilst the Avali smiled happily, looking at the changeling with a glee.
Well... Finally made *some* art again since forever!
Now... Next one should probably be to update the pfp and/or headers? x3
(I have no clue if/how BlueSky compress images, so, here is a link to the derpibooru upload of this image:)
derpibooru.org/images/3695732
If I were to make a dedicated "Dance Avatar" however... /Then/ it might get worth it, but... Until then?... Eh.
And that, is where due to discovering just how much parameter space the /selector/ menu takes and how funky it may be if I can even get the receiver menu to /work/, that I figure; on-the-go customization is not worth it, considering everything else I could fit on an avatar instead of it.
However, this comes with the caveat as you can see on the post at the top, where you can see at the end, switching to another "item", the settings for the previous item remains.
Meaning, suddenly, switching from Item Nr. 3 to Nr.4, Item Nr.4 gets Item Nr.3's configured settings.
A cropped screenshot of the Unity editor, showing the "Inspector" tab for a "VRC Expression Menu" object/component. It has two controllers in it. "GlowTwo" and "GlowOne", both are the "Type": "SubMenu" "GlowOne" is currently highlighted. "GlowOne" has a Parameter selected; "TRB.Glow/InterfaceSelector, Int". The Value that gets applied when the user enters this "SubMenu" is "2". It opens the "Sub Menu" labelled as "TRB.Glow Menu", an "VRC Expressions Menu".
This way, I could use the exact same menu, and set the "ID" I use upon entering the menu, to drive whatever animation controller a compatible item may have, that uses the "ID" as a key.
(Yes, you can set Bools, Ints and Floats upon entering a SubMenu, RadialPuppet or any AxisPuppet menu.)
The idea itself was this:
I wanted a template menu, that I could put onto everything that had an emission that I wanted to be able to modify, and to find a way to use the least amount of parameters or "synced bits"
The idea was to use an "ID Selector" and parameter logics to decide what gets edited
.. Huh, you're still here, or scrolling to the end just to see how long this is... alright.
"But, how did you imagine the thing to work?" is coming up next!
So, if you want to show off the configured glow settings or change them on the go, each item you want to configure needs a duplicate of these parameters to keep the information synced, as far as I understand it.
VRCFury has a way to compress parameters, but... By how much exactly?...
A cropped screenshot of the Unity editor, showing the "Inspector" tab for a "VRC Expression Parameters" object/component. It shows that 39 out of 256 Synced Bits will be used. It contains 11 Parameters in total. All of the parameters are prefixed with "TRB.Glow/" and the "Synced" box is checked. The parameters and type is as followed: AudioLink[Bool] InterfaceSelector[Int] AutoHue[Bool] Hue[Float] Saturation[Float] Brightness[Float] The next parameters are additionally prefixed with "BandSelection/": Bass[Bool] Low[Bool] High[Bool] Snear[Bool] Volume[Bool]
For those still interested in "why", I will explain what I /think/ I know.
VRChat has "Expression Parameters".
Syncing these parameters has a memory cost.
Selecting I *may* be able to get away with not syncing, but each AL item would require a synced version, unless you want to disco alone.
I say "at most" because I haven't really looked into what the "receiver" component of this menu would require, really.
So this project is dead as fast as it started, and I now know why avatars with many AudioLink stuff to them either have few AL items or not much of on-the-go customization...
So, I had this idea for a VRChat menu system to allow for customising emissions, their hue, saturation, brightness and AduiLink of course.
From what I can see, technically possible, but... Assuming your avatar has no other toggles, you can only have 6 synced modifiable emissions at most! :D
Repost with Alt Text.
...bc yeah, THIS.