Switching avatar using ExMenu and/or Contacts
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Sayamame
It would be useful to be able to switch avatars triggered by Expression Menu or Contacts.
I think this is more beneficial now since the IK-Beta has been updated to save the calibration when switching avatars.
This allows players to switch avatars in their own unique way without having to open the menu.
Specifically, like the "Avatar Parameter Driver" available in Animator, this could be accomplished by adding a new Behavior that allows the player to switch avatars by specifying their avatar's Blueprint ID.
It would be good to check the ID at the time of Build so that only public avatars and private avatars uploaded by the user can be specified.
This idea was conceived when I saw that some people wanted to make each avatar as light as possible.
Considering the combination of accessories, outfits, etc., it is inevitable that a single avatar will contain many components and a large amount of data. This is probably why some avatars are really "heavy".
Conversely, giving this up would allow to create multiple patterns of avatars with lighter data. I think the people I mentioned above are doing this.
But even in such a case, switching avatars is still a bit of a hassle. Even if you can switch avatars via Wing.
This suggestion is also intended to present an additional option for those who have such problems.
JP:
Expression MenuやContactsをトリガーとしてアバターを切り替えることが出来ると便利だと思いました。
これは、IK-Betaにてアバターを切り替えてもキャリブレーションが維持される様になったことでより大きなメリットを持つようになったと思います。
これにより、プレイヤーはメニューを開かずに、自身のユニークな方法でアバターを切り替える事が出来ます。
具体的には、Animatorで利用出来る"Avatar Parameter Driver"のように、アバターのBlueprint IDを指定することでアバターを切り替えることが出来る新たなBehaviorを追加することで実現可能だと考えます。
publicアバターと自身がアップロードしたprivateアバターのみを指定出来るよう、Build時にIDを確認するのが良いと思います。
この案は、1つ1つのアバターを出来るだけ軽量化したい人々が居るのを見て発案しました。
アクセサリーや衣装などの組み合わせを考えれば、1つのアバターに多くの要素が含まれ、データ量が大きくなることは避けられません。
これが、一部のアバターが"重い"理由でしょう。
逆に言えば、これを諦めることで、軽量化された複数パターンのアバターを作成出来ることになります。先程の人々はこれをしているのだろうと思います。
しかしそのような場合でも、現状ではアバターの切り替えが少し手間になってしまいます。Wingでアバターを切り替えられるとしてもです。
この提案は、そのような悩みを持つ人にさらなる選択肢を提示するためのものでもあります。
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~Candy Devil~
I fully agree with this, my avatars are extremely performance heavy, due to the fact, "im special" and NEED all kinds of things on my avatars, cause im indecisive, and love playing with things,
Along with this, i think adding different avatar parameter slots and main menu slots, per avatar variant, would also be nice, instead of compressing everything into one parameter list and main menu,
And allowing the different performant variants, youll hear a lot more, "im not lagging as much!!" Which i know our thing is to eliminate lag, but in reality, there will always be lag,
And then having an experimental/very poor variant, would be different than the good/excellent versions, and if there are avatars that have a more optimized model, the remote player can change the local player the optimized version, without losing too much, which would stimulate the need and want of making more optimized avatars, like at events, they can show (very poor version) for whoever is on stage and such, then when they get off they can change it to the optimized variant
Which then the pure protection if lag is still a big issue, the ability to change the remote player to a fallback would still be there
Ghostt
This comment was made originally as a response for this post: https://feedback.vrchat.com/feature-requests/p/counting-hidden-objects-when-calculating-performance-rank-is-a-terrible-idea
Linked avatars
Essentially, let people be able to select different versions of a single avatar using the action menu and then do the performance ranks for each version separately. This way an avatar could have, for example, multiple clothing toggles for different occasions which would actually be different avatars.
e.g.
I have a master Avatar with a sub-menu that contains different versions for different occasions. One ranked Good
for events filled with people, one ranked Medium
that is my main avatar, one ranked Poor
for experimental features that haven't been optimized yet, etc.Benefits:
- The performance ranks feel more "just". - More optimization as hidden objects/logic don't need to be loaded. - Enables way more complexity without affecting performance. - This system could be used to organize different avatar versions in the uploaded page.Drawbacks:
- Possibility of more loading of avatars in general if users like to toggle stuff on and off. - Possibility of crasher avatars existing within the avatar chain, however, this doesn't create the issue, but it d.Thinking ahead:
A way to reduce loading times using this system would be to download the avatar the user selects in the main menu and then download all the other versions in the background. Passing each from slow memory to fast memory when it is selected in the radial menu. Ideally, this preloading should be limited to a certain chain length and that should be an option as people have different cache sizes.Also, avatar authors shouldn't have the ability to put other authors' avatars on their own, as that would: Invalidate one of the biggest selling points of VRC+. Not every avatar creator would be OK with their public avatar being linked to someone else's avatar. It prevents crashers with multiple accounts from linking other crasher avatars from their other accounts.
It doesn't even need to be the same avatar. As an avatar creator and seller, I could use this system to have a master Avatar that has all of my public cloneable avatars that I could use to advertise my avatars and my Gumroad page. So, this system has multiple uses.
Swingly
Absolute simplest way to implement I guess would be a state behaviour using VRC's internal switch avatar function then.
Would need a server-side change for making sure the avatar you're requesting to switch to is made by the same author as the one you are currently wearing though.
Scout - VRChat Head of Quality Assurance
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VRArt1
I've long wanted the ability to do something like this. It would allow us to more easily and conveniently change avatar outfits without having to have more than one in the same avatar. Thus allowing avatars to be more performant!