[1311] Avatar Scale Parameter
complete
ZenithVal
It would be nice if a float that matched the current avatar scale was exposed to avatar animators. Being able to adjust things on the fly based on the current scale would be wonderful.
EG: Head proportion. When I make a taller version of my avatar I usually bump the head scale down to 90% to make it feel proportional.
Some constraints with offsets will also break when scaled and this could be alleviated by letting us manual adjustment them based on the current scale.
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complete
Thank you for your request! We added the
ScaleFactor
parameter to avatars last year. We hope you enjoy it!(Please not that there's a known syncing issue related to this parameter.)
S a c r e d
I believe this should be marked as complete, unless I'm missing something. https://creators.vrchat.com/avatars/animator-parameters/#avatar-scaling-parameters
ZenithVal
S a c r e d Yup, agreed. (They also fixed constraint offsets with their own offset adjustments)
kanadianborn
As of writing animations that change the viewpoint like laying and or sitting animations are broken from the avatar scale and wont move up or down (at least on desktop)
bd_
kanadianborn: you might want to file that as a separate canny, this one is already completed and they’ll probably close it
Cyberboy55126
GoGoLoco is a thing you know. Just use that. It's WAY less limited than ANYTHING that VRChat will force into the world
kitlith
Cyberboy55126: You might have missed the memo that VRChat is planning on patching all bugs that are used for avatar scaling going forward, now that they have a solution that they're planning to support. (They likely held off on patching the bugs until they had a solution they were willing to support.)
Cyberboy55126
kitlith: What bugs? I don't know of any size changing bugs. Everything is just fine for me :D
ZenithVal
Cyberboy55126: The GoGoLoco route adds extra complication and a performance toll I don't care for. Each individual animator layer, running or not, has a performance toll. VRC adding adding a scale param fixes any issue I have with their scale system. (or allows me to fix my own issues like constraint offsets) The most recent beta has scale parameters and it's wonderful.
kitlith
Cyberboy55126: The GoGoLoco scaler works
because
of a bug. which is why it's apparently in the Go "Broke" variant, because the expectation was that it was going to be broken at some point, and that has always been the communication from VRChat -- this is going to break eventually, and they consider the fact that it isn't currently broken in the open beta a bug.michika
I also want a bool parameter for whether the avatar scaling radial menu is open.
EG: When the cloth component is on, it is not affected by avatar scaling, so I want to turn it off during settings.
Tayou
michika: I am currently doing this with my own implementation, so continuing to have that available in the future would be nice.
There are other things, that would benefit from it too, like disabling world space props, although I'm hoping we get those natively at some point.
Tupper - VRChat Head of Community
tracked
Tupper - VRChat Head of Community
Would this be a read-only parameter or a read-and-write parameter?
The reason I ask is that read-only is easy. Read-and-write is interesting, but it complicates the feature request and requires further consideration and time.
DJDavid98
Tupper - VRChat Head of Community: Read-only would be a good start
SenkyDragon
Yeah, read only makes sense to start. Read/write would be cool, especially with OSC integration, but that's bonus. Read-only at least keeps parity with what already exists.
Tupper - VRChat Head of Community
SenkyDragon DJDavid98: Got it. That's a way easier sell. Thanks!
Scionzenos
Tupper - VRChat Head of Community: Read only would be nice to be able to manually fix things so that niche scaling issues could be addressed by the avatar creator.
Read-write would be great to be able to give avatar creators more options with AV3.
AirGamer
Tupper - VRChat Head of Community: Ideally read/write, as that would allow avatar creators to do scaling based animations, i.e. replicating Pokemon Gigantamaxing, something I had seen pulled off prior to this beta.
gonsodany
Tupper - VRChat Head of Community: Id say read only is a good start, but most creators would really prefer to be able to write to it to. I've done avatars that rely on scaling the avatr when the user wants, for example an alice in the wonderland avatar that when you eat or drink something you shrink or get bigger, i did it using something similar to gogo loco's scaling, but now thats broken, and the parameter not being a write parameter i cant even fix that feature at all. Please make it write too
ITBERYAN
Tupper - VRChat Head of Community: I personally would love to have it be read and write, could make for some interesting interactions.
Personally would use it as a donation incentive or trying to beat a game world while slowly losing height as a challenge.
Flint_Locke
Tupper - VRChat Head of Community: Read/write would definitely be the hoped goal for the future, or at least being able to use the scaling value to automatically drive a custom animation. Being able to have the scale drive a mesh swap and some particles would be amazing for things like a werewolf transforming avatar or like Bruce Banner to Hulk, etc.
bd_
Tupper - VRChat Head of Community: for my purposes read only is fine. Read write would be interesting too, but more of a niche gimmick imo
Cyberboy55126
ITBERYAN: I'd personally like to solve a game world while slowly GAINING height ^^
kitlith
Cyberboy55126: Worlds can now be built with that explicitly in mind, through world authorative scaling. ^-^
Cyberboy55126
kitlith: I don't want any authorization to do stuff! It's my avatar! I can do whatever the heck I want to do with it, WHERE EVER I want! World creators shouldn't get to decide what I do with my avatar! I don't care how it breaks the world, it's MY avatar! Not theirs!
kitlith
Cyberboy55126: Then this is the incorrect place to make that complaint, because this canny post is not about whether worlds get control and when, it's about increasing visibility of the current scale of the avatar, so that avatar authors can make decisions based on the current scale.
Heather May
Tupper - VRChat Head of Community: Going to add my vote for R/W. With the old system I had a menu with several preset sizes that I could select without needing to use a radial. Which the "match eye height" can partially alleviate that, one of those sizes was my RL eye height which happens to be really useful in human-scale worlds.
Having it writable would allow me to reimplement this. (Alternatively, for this specific use: Being able to define multiple scale snap points would also work)
Yes, I'm late to the party.
SenkyDragon
This is apparently still broken for late joiners: https://feedback.vrchat.com/bug-reports/p/scalefactor-is-not-synchronized-to-late-joiners-or-existing-players-in-newly-joi
Crispyseaweed
This seems like an edge case until you start thinking about the uses. There are a lot of technical reasons to add this but also some really fun creative functions.
bd_
Note that head proportion changes will require further adjustment of the eye height to work properly. That said, a parameter is important for other reasons (eg - adjusting face camera culling parameters).
bd_
Here's an example of how a face camera can break down as a result of culling parameters not being adjusted for the avatar scale.
Tupper - VRChat Head of Community
bd_: Is this the native face camera? If so, please submit a seperate Canny!
bd_
Tupper - VRChat Head of Community: nope, this is a custom one I use because I don’t like the layers and culling distance of the native one
kitlith
Additional suggestion: Consider (additionally) providing the inverse scale as an animator parameter. I.e. if the multiplicative scale is 1.1, inverse scale would be 1/1.1, or 0.9090 repeating.
This is targeted specifically at the scale invariance usecase. While I know of a way to perform division/reciprocation using blendtrees (making use of the normalize blend weights option, making sure that weights other than the divisor are canceled out with an equal negative weight), it breaks if the divisor is less than 1 (aka, the avatar is scaled smaller than default).
There is a way to make the division work with an arbitrarily small divisor, but it comes at a potential performance risk. (if you want to support divisors that are at least 1/10, you need to list 10 copies of that divisor.) So, it seems like it would be better if VRChat did this, and provided it as an animator parameter for us.
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