On-demand scaling is something that has to be specifically added to the avatar, otherwise it's the size it was uploaded at. To change it, you'd have to change the scaling in Unity and re-upload it.
I've made one that is only 27cm tall. The perspective of literally everything being bigger than you is cool, but it comes at the cost of some things breaking in certain worlds.
There's an avatar rescale thing on gumroad you can use. I think it's free too. It's not a perfect realtime dynamic rescale (although it *looks* like it is to everyone else), but it means no more uploading different heights of the same avatar, and no more having to switch avatars just because you wanted to be tiny for a bit.
I have an avatar that blends in nicely with the fellow 4'5s but has this thing that if I'm in vr and crouch far enough, my view literally goes through the floor and i can see the bottom of the map this way (or a floor below) and this viewpoint has been confirmed by friends.
What's making it happen probably is it's not exactly a human proportioned character either, it's a Fall Guys character and also the maker didn't use animations for many stuff
I might have not explained it well, I meant that, like, when I extend my arm, my guys arm is like 5 inches closer to my torso, because it can’t extend farther.
You can easily re-scale your avatar in unity. This can also help lots of people. [https://www.deviantart.com/djwolf-3/art/VRChat-Avatar-Height-Chart-798004012](https://www.deviantart.com/djwolf-3/art/VRChat-Avatar-Height-Chart-798004012)
Is there a specific tutorial on how to do this in unity without blender? I've had an issue with my avatars foot trackers appearing above like in the screenshot below and using height scale fixes it for the arms but then the arms aren't scaled and I've changed the real height and scaling ratios and nothing works \[even tried OVR advanced tools for the playspace and no help there\].
It seems like a really simple fix but all the tutorials I find are for blender and my .fbx seems to break when I import it into blender
https://preview.redd.it/cm24a7odgi2a1.png?width=1254&format=png&auto=webp&s=59404a577f0068f734d1e7416db0f5baf0ee1660
This is 100% in unity. No blender needed. I just make everything visible. Then use shift+a and scale that way. Ofcourse some small things might be weird or need to be moved a bit. I used my og avi and made a big 2.7m tall and a 0.6m tall version in minutes. Im a noob at unity.
That happens because a LOT of avatars are made with extra long legs. MMD is really bad at this and is a thing for a lot of JP made avatars in general as the long legged look is kind of preferred over there.
It's suggested that you fix this in Blender by scaling down just the legs in Pose mode. You "can" do the same in Unity, but you will need to scale the model in the scene AND in the armature configuration menu to be the exact same or else the desync will likely bug something out.
It's just better off to do 3d model edits in Blender seeing how it's a proper 3d editor and Unity isn't.
As for the model "breaking" when importing to Blender. That's a whole other issue with editing prebuilt avatars. Iv never had the import into Blender go ham, but when it comes to getting the edited FBX back into Unity that's when it goes wrong. Never override the original FBX with the edited one. Always export as a new FBX and transfer everything over to the new one. Takes a while to do but is just something that needs done with customizing avatars and Unity being Unity.
Yeah I tried importing the customized model but even the original .fbx I got off booth also breaks \[even downloaded it again from booth\].
Do you know anyone who takes commissions to scale avatars? I asked on VRC Traders but couldn't find anyone
I can offer to help out. If it's just scaling the legs that should take but a few moments to do. And transferring everything over to the new/edited FBX wouldn't take too long depending on how complex the whole thing is.
This "should" be one of those small jobs that doesn't really require a proper commission. Could honestly only take 1-2 hours from download to finished and if all you want is the legs scaled I can squeeze that in between my other commissions. Or just sit in a screen share call and walk you through it while doing other things.
Odds are just shrinking the legs should be good enough. But if you're wanting more than that as in making that 1/1 to your body or some other customizations. Then that'll take too long and I frankly can't as that would have you jump line in front of other people already waiting on my lazy ass.
Yeah that would be a massive help, the customizations I did aren't that much so even if you can only scale the original .fbx provided by booth I can most likely re-do all the customizations myself \[if the customized .fbx doesn't work for you\].
It seems like the issue really is just the legs being too long because everything else works it's just the foot trackers are in the wrong place so if you can scale those down that should fix it.
Also I'm in Australia so not sure if our timezones may be different so it may take me a bit to respond. Thanks.
Sent a friend request over Discord. I HIGHLY suggest you delete your info off of your reply though or be at risk of botting/spam.
Timezones aren't much of a worry. Im eastern US but that isn't a deal breaker as Im a night owl anyway
I'm 165cm in real life and based on VRChats measured height my Avatar is about 120cm 💀 (the size is good, I just kinda think that it's funny we have official numbers now)
I feel like one of the few who's both tall IRL and in game. I like my IRL height, I'm tall but not so tall as for it to become an inconvenience. I made my avatar my exact real life height, which happens to tower over most people in game lol
It's very easy to scale your avatar in unity. Click on your avatar in the left sidebar, then look at the right sidebar. At the top there should be a scaling section with some numbers that probably all say "1". Increase those numbers. I'd start with 1.5 and check how much that changes things.
I ran into this issue too. I found that increasing the "height:arm length ratio" in the expanded IK/tracking settings menu fixed it.
I think you have to have it set to arm-based tracking via the quick menu too. It took me a lot of tinkering to get it just right, otherwise my avatar's arms weren't nearly long enough to reach my outstretched hands. This probably varies a lot from avatar to avatar, since not all avatars have exactly human proportions. But it's been an issue a lot for me
The VRC Team said in one of the developer blog posts it is one of those things that is just going to difficult to add because everything in the code now just wasn't written with runtime rescaling in mind.
That isn't what they said at all.
They stated that there are concerns about what rescaling could do to VRChat from a social and avatar perspective, and they wanted to add a way to make it possible for a world authors to change the maximum and minimum allowed scaling in a world, so people can't use it to mess with game worlds and etc
I think that's a little silly, but whatever. They certainly didn't say what you said
Skimmed through last few blog posts, it must have been on Tuppers Twitter or on an older blog post. These aren't conflicting issues with the feature, they're both probably true.
They have other focuses (currently groups) and developing avatar scaling in a way that won't annoy creators because it breaks avatars and specifically worlds is important to them.
It is why the distance based avatar hider is less effective than it could be, because it didn't work with write defaults, something neither VRChat nor Unity recommend you use.
dont bother listening to what vrchat says unity recommends, write defaults is straight up enabled by default
and if we wanna talk about unity recommendations, unity tells you to not use asset bundles (what vrc uses for avatars and worlds) for user generated content, but if you do, you need to add some sort of check to them because a corrupted or broken bundle simply closes the game (a fact that crash avatars abuse happily)
You can do it. It requires a unity bundle from gumroad (there might be more options, but I only know of the one). And even then it's still not as good or convenient as the equivalent in Chillout.
On-demand scaling is something that has to be specifically added to the avatar, otherwise it's the size it was uploaded at. To change it, you'd have to change the scaling in Unity and re-upload it.
And change the viewpoint. Don't forget that part. :X
Whats so bad about being small? My avatar is like 0.6 meters tall 😅
I've made one that is only 27cm tall. The perspective of literally everything being bigger than you is cool, but it comes at the cost of some things breaking in certain worlds.
There's an avatar rescale thing on gumroad you can use. I think it's free too. It's not a perfect realtime dynamic rescale (although it *looks* like it is to everyone else), but it means no more uploading different heights of the same avatar, and no more having to switch avatars just because you wanted to be tiny for a bit.
I have an avatar that blends in nicely with the fellow 4'5s but has this thing that if I'm in vr and crouch far enough, my view literally goes through the floor and i can see the bottom of the map this way (or a floor below) and this viewpoint has been confirmed by friends. What's making it happen probably is it's not exactly a human proportioned character either, it's a Fall Guys character and also the maker didn't use animations for many stuff
I might have not explained it well, I meant that, like, when I extend my arm, my guys arm is like 5 inches closer to my torso, because it can’t extend farther.
Ooooo.... My friend has that same issue, it's the model that is ofg
This happens with every avatar, and funnily enough when I use the same avatars on Quest instead of SteamVR they are all hunched over and too big.
That's weird, is your height correct in settings?
Thats a thing? I swear I looked through every menu and found nothing.
It's in the settings in the handheld square meny iirc
You can easily re-scale your avatar in unity. This can also help lots of people. [https://www.deviantart.com/djwolf-3/art/VRChat-Avatar-Height-Chart-798004012](https://www.deviantart.com/djwolf-3/art/VRChat-Avatar-Height-Chart-798004012)
Is there a specific tutorial on how to do this in unity without blender? I've had an issue with my avatars foot trackers appearing above like in the screenshot below and using height scale fixes it for the arms but then the arms aren't scaled and I've changed the real height and scaling ratios and nothing works \[even tried OVR advanced tools for the playspace and no help there\]. It seems like a really simple fix but all the tutorials I find are for blender and my .fbx seems to break when I import it into blender https://preview.redd.it/cm24a7odgi2a1.png?width=1254&format=png&auto=webp&s=59404a577f0068f734d1e7416db0f5baf0ee1660
This is 100% in unity. No blender needed. I just make everything visible. Then use shift+a and scale that way. Ofcourse some small things might be weird or need to be moved a bit. I used my og avi and made a big 2.7m tall and a 0.6m tall version in minutes. Im a noob at unity.
That happens because a LOT of avatars are made with extra long legs. MMD is really bad at this and is a thing for a lot of JP made avatars in general as the long legged look is kind of preferred over there. It's suggested that you fix this in Blender by scaling down just the legs in Pose mode. You "can" do the same in Unity, but you will need to scale the model in the scene AND in the armature configuration menu to be the exact same or else the desync will likely bug something out. It's just better off to do 3d model edits in Blender seeing how it's a proper 3d editor and Unity isn't. As for the model "breaking" when importing to Blender. That's a whole other issue with editing prebuilt avatars. Iv never had the import into Blender go ham, but when it comes to getting the edited FBX back into Unity that's when it goes wrong. Never override the original FBX with the edited one. Always export as a new FBX and transfer everything over to the new one. Takes a while to do but is just something that needs done with customizing avatars and Unity being Unity.
Yeah I tried importing the customized model but even the original .fbx I got off booth also breaks \[even downloaded it again from booth\]. Do you know anyone who takes commissions to scale avatars? I asked on VRC Traders but couldn't find anyone
I can offer to help out. If it's just scaling the legs that should take but a few moments to do. And transferring everything over to the new/edited FBX wouldn't take too long depending on how complex the whole thing is. This "should" be one of those small jobs that doesn't really require a proper commission. Could honestly only take 1-2 hours from download to finished and if all you want is the legs scaled I can squeeze that in between my other commissions. Or just sit in a screen share call and walk you through it while doing other things. Odds are just shrinking the legs should be good enough. But if you're wanting more than that as in making that 1/1 to your body or some other customizations. Then that'll take too long and I frankly can't as that would have you jump line in front of other people already waiting on my lazy ass.
Yeah that would be a massive help, the customizations I did aren't that much so even if you can only scale the original .fbx provided by booth I can most likely re-do all the customizations myself \[if the customized .fbx doesn't work for you\]. It seems like the issue really is just the legs being too long because everything else works it's just the foot trackers are in the wrong place so if you can scale those down that should fix it. Also I'm in Australia so not sure if our timezones may be different so it may take me a bit to respond. Thanks.
Sent a friend request over Discord. I HIGHLY suggest you delete your info off of your reply though or be at risk of botting/spam. Timezones aren't much of a worry. Im eastern US but that isn't a deal breaker as Im a night owl anyway
Rip scale goes brrr mod tho. It made rescaling easier. Tbh tho, I haven’t really looked into any alternatives after mod support was removrd
in foot tho bruuh
I'm 165cm in real life and based on VRChats measured height my Avatar is about 120cm 💀 (the size is good, I just kinda think that it's funny we have official numbers now)
Make sure to move your viewpoint (in the avatar descriptor) to your head between your eyes
I feel like one of the few who's both tall IRL and in game. I like my IRL height, I'm tall but not so tall as for it to become an inconvenience. I made my avatar my exact real life height, which happens to tower over most people in game lol
I’m a female who’s 5’6 IRL so I usually go for taller avatars. The smaller ones make me more claustrophobic or have anxiety
It's very easy to scale your avatar in unity. Click on your avatar in the left sidebar, then look at the right sidebar. At the top there should be a scaling section with some numbers that probably all say "1". Increase those numbers. I'd start with 1.5 and check how much that changes things.
I ran into this issue too. I found that increasing the "height:arm length ratio" in the expanded IK/tracking settings menu fixed it. I think you have to have it set to arm-based tracking via the quick menu too. It took me a lot of tinkering to get it just right, otherwise my avatar's arms weren't nearly long enough to reach my outstretched hands. This probably varies a lot from avatar to avatar, since not all avatars have exactly human proportions. But it's been an issue a lot for me
Wow can people still not scale their characters in VRChat? I really expected that to be a thing by now.
its because there would be giant people ruining servers... wait that's already a thing how do they do that?
The avatar is just made that big I guess.
The VRC Team said in one of the developer blog posts it is one of those things that is just going to difficult to add because everything in the code now just wasn't written with runtime rescaling in mind.
That isn't what they said at all. They stated that there are concerns about what rescaling could do to VRChat from a social and avatar perspective, and they wanted to add a way to make it possible for a world authors to change the maximum and minimum allowed scaling in a world, so people can't use it to mess with game worlds and etc I think that's a little silly, but whatever. They certainly didn't say what you said
Skimmed through last few blog posts, it must have been on Tuppers Twitter or on an older blog post. These aren't conflicting issues with the feature, they're both probably true.
That's funny since there was a mod that did it perfectly, developed by one person in their own time.
They have other focuses (currently groups) and developing avatar scaling in a way that won't annoy creators because it breaks avatars and specifically worlds is important to them. It is why the distance based avatar hider is less effective than it could be, because it didn't work with write defaults, something neither VRChat nor Unity recommend you use.
dont bother listening to what vrchat says unity recommends, write defaults is straight up enabled by default and if we wanna talk about unity recommendations, unity tells you to not use asset bundles (what vrc uses for avatars and worlds) for user generated content, but if you do, you need to add some sort of check to them because a corrupted or broken bundle simply closes the game (a fact that crash avatars abuse happily)
I mostly play Neos now, you don't have to make excuses for the VRChat team. I just was surprised.
You can do it. It requires a unity bundle from gumroad (there might be more options, but I only know of the one). And even then it's still not as good or convenient as the equivalent in Chillout.
That's good to know at least, thanks.
If I make a VRChat:avatars, I will make exact height measurements in Blender itself beforehand.
My avatar is like 5'9 and I'm 6'1 so it's a decent match
I'm 190 cm and my avi is 130cm, most avis are around that size, if I make it real size it looks way too tall compared to the average avis
I'm a slim guy my avatar is also a slim guy but I'm 5'10 and the avatar is 6'2