The project has been moved to gitlab.com/farfelu/vrchat-reverse-avali-avatar/ due to insufficient bandwidth/filespace on github.com
Simple project of a semi Quest compatible Reverse Avali Avatar for VRChat with performance rank medium
This is a modified Reverse Avali with the base model from VictonRoy https://vrcmods.com/item/5305
It's fully set up with expressions, emotes and dynamic bones
- Optimized UV Map
- Reduced material count to two
- Optional Quest compatible version
- MMD Blendshapes
- Avatar 3 Expressions
You can find a public demo version and some older versions in the Reverse Avali Avatar Hall world in VRChat
https://vrchat.com/home/launch?worldId=wrld_20ff4251-004e-4086-935f-1d1490719001
- Unity 2019.4.31f1
- check the VRChat documentation for the current supported version
- https://docs.vrchat.com/docs/current-unity-version
- Poiyomi Shaders 7.2 or newer
- VRChat SDK3 for Avatars
- Dynamic Bones
- Substance Painter 7.2.3 or newer - alternatively a Photoshop PSD compatible program
- Clone or download the repository from https://gitlab.com/farfelu/vrchat-reverse-avali-avatar/
- Open the project in Unity (do not open any scene yet)
- Import the VRChat SDK
- Import Poiyomi Shaders
- Optionally: import Dynamic Bones
- Open [Assets] -> [Reverse Avali] -> [Avali Scene]
or [Assets] -> [Reverse Avali] -> [Quest Version] -> [Quest Avali Scene] for the Quest version - if you did not import dynamic bones:
remove the 5 missing scripts on the Avali GameObject (does not apply to the Quest version) - Upload using the VRChat SDK
https://docs.vrchat.com/docs/creating-your-first-avatar
In [Assets] -> [Reverse Avali] -> [Resources~] (folder does not show up in Unity, use your file browser instead) are
- Substance Painter files
- untested Photoshop files exported from Substance Painter
Colors can be changed by changing the layer fill color
The Quest does not support transparency, feathers will show with a black background instead
- The Quest version needs its own texture instead of reusing the normal one due to decimation and suboptimal topology from the base model
- The FX Layer Controller has an empty mask to prevent the Gesture Layer Controller breaking, this is a workaround for a bug https://feedback.vrchat.com/avatar-30/p/1017-bug-default-fx-layer-in-client-breaks-gesture-layer-animations-sample-insid
- The right arm puppet is implemented in the action layer instead of gesture layer as a workaround for a bug https://feedback.vrchat.com/sdk-bug-reports/p/gesture-layers-will-motorcycle-pose-any-masked-humanoid-parts-that-are-not-curre