#development-advanced
1 messages ยท Page 13 of 1
would be cool if a made a lil monitor with a gif on it
yea
Does anyone here use Amplify Shader Editor?
@sturdy lynx you can try that
it work like this https://i.gyazo.com/adb4ac6da15a0cb97b31862aa2f84b65.gif
what if we use particle system
then set the particle to not move and not expire
then we use our sprite on it
but if we cant use it
how do people have avatar thats a looping png image
you can have the painful task of creating multiple quads as frames and turning them on and off using an animator
:c
BRUTE FORCE!!!!
@dull umbra @runic mauve @viral verge thank u i will look in to it
is there a way for me to loop my animation in simple avatar controller
will it stay on always?
Use "Animation" on the object to have it always loop
The component one i mean
wait i dont get it
im using simple avatar controller for my animation which i plug as my controller
so can i loop that ?
how you uncheck same thing item it wont let you do that in animation
when uncheck and make key it check back tge first key change to check mark as well
So it just uses a texture instead of sprite?
To do flipbook?...Is there a way to hook it to a cookie I wonder. You could use it to protect caustics or tree shadows cheaper.
it still a spirte sheet use
but need make custom spirte sheet for that shader or reprogram
to fit the texture spirte sheet yourusing
ok i found easy way to do make it 1 colum spirte sheet like this
nope
or u can set in shader
it just shader do it
muti colum was hard to get it work lol
k
yah just dont want to go over 2k long
๐
i think it's not that hard to make one in shader forge
just subdivite UV and move it on time
it work in vrchat
@runic mauve can you dm me how you made that work ๐ฎ
like the instructions
like after doing the slice thing
im using a simple 2 frame gif
hold on
how do you get the spirte sheet
eh wait
@runic mauve
after i get this what do i do
wha ?
@sturdy lynx i use this shader https://github.com/thnewlands/unity-surfaceshader-flipbook
i just cut top row off a spirte sheet
just place that spirte texture in the shader
So this is how the gif invasion starts
i cant install the shader
oh no
wheres the unity thingy
just drag and drop it
it work
dont need to be in unity installer thing
you can mostly drag and drop from zip file into unity
just click on show explore in your folder
now what
make plane or somthing to drop texture on it
then click on shader go to custom folder in that
call spirtesheet
ok it worked TwT
now i needa do some advanced photoshop
to fit everything
@runic mauve but what about the lighting issue
it should show up in light area
make metalic and smooth 0
well the shader might need to be edit with better shader for color and lighting
is there a component i can add to light it up
i think i can get around it
ill be using png image so the white wont be so obvious
no you would need edit the shader it self
to show the right color
i lack at edit shaders lol
for now leme try out this new trick for something special
as a desktop user
you gotta have something cool ๐
๐
any workaround for this
newproblem
Probably doesn't Support html5
isn't crunchyroll flash?
if you have a player that will work tell me
With flash being phased out, highly doubt it
dam
web panels are quite unstable right now, it's warned at least in the docs you shouldn't use them for video as it might not work and it will crash the panel when you change room after. It's advised you use video players instead where possible
but then i need to change it every time and last time i used it it was just white noise ear rape
comeing out of it
the white noise was probably due to it playing a video format it didn't support
youtube
some old youtube videos aren't in nice formats, it can be annoying
there are also solutions to have the video dyanmically change whenever the player loads but it is quite out of the way, if you know JSON I can tell you how to use something I have set up for it. You can still try using web panels, just be aware of the instability, I wish they were working as well but the fix for them isn't simple
nah if it crashs it crashs its a private room anyway
Is there an easy way of using the cloth render on unity
Or is this something I'll just need to check unity for
As I don't see this having a VRChat specific thing.
What's the sites compatible with the video player again?
youtube, vimeo and dailymotion
@sudden smelt Thanks. So streaming from DropBox won't work?
if you have the direct video file link that too will work (thats what the video player natively does) compatibility for that is listed here https://docs.unity3d.com/Manual/VideoSources-FileCompatibility.html
@sudden smelt Thanks
@analog trout im testing cloth now and there is a bug in vrchat when u add collides to legs avatar will fly
but im still finding a solution to that
as for cloth alone u are fine
Kk good
Would I need a different set of colliders? @crude schooner
Or do I need to do the ones I made for dynamic bones again
no different ones
its called capsule colider
u add it to bone
like dynamic
has similar settings
Ahh
Also anyone know why the fuck my shapekeys never work?
It literally always has my mouth open
I can't find out why
@crude schooner Try setting the colliders to IsTrigger?
k will try when im home
It should work, but admittingly I haven't used cloth since earlier on in 5.3.
Is it possible to edit a humanoid rig's eyes so they don't look around?
without unlinking the bones that is
Via VRchats simulated eyetracking?
Either rename any of the bones or unassign the eyebones from the avatar config scene
Then the script will collapse
It's a bit of a dilemma; I need them to be assigned to the eyebones because the custom animation I made wouldn't work otherwise, but it's assigned to a mask (Opening/Closing) which looks broken when the eyes move about
Would it work to not have your bones accepting rotation from the eyebones?
Just untick that option in blender
But then it wouldn't rotate with the headbone...
I don't see why it would be needed to be parented to the eyebone and not the headbone directly
But yeah, you're right
Can't think of another solution
It's because the eyebones rotate to open the mask, I tried using blendshapes, but VRChat doesn't accept scripting
@median flare it helped thank you
@placid current Hi! I'd like to disable backface culling in your (nicely done btw) Unlit shadowed shader, but I'm not too good at shaders. Can you help me with this one?
@old bridge Open the shader in a text editor and look for "Cull Back." Change it to "Cull Off"
If it's not there, add it above the Pass block.
@dull umbra yeah, that's what I planned to do but it was nowhere to be found
ah...ok, I'll try it then
@dull umbra yeah, that worked! ty very much. I'm just vaguely familiar with shaders so it wasn't that evident for me ๐
No problem. ๐
Speaking of shaders, I've seen some avatars with glowing emissions... yet the standard unity emissions shader doesn't glow, nor does VRChat accept any form of rendering component. Does anyone know how they got around that?
The standard shader does allow for emission. Just enable it, set it to 1 and put in the albedo texture in the slot
Also some worlds have Post Processing which can add glow around emissive objects.
Yeah, I know about the emission, it was the glow I was asking about
That's just a world using bloom with post processing stack
Depending on world settings, emissive parts on avatars might or might not "glow"
It's nothing avatars have direct control over
Oh well... I guess I'l have to deal with what i've got
@frigid crescent or use shade forge try to create your own
you can code your own shader script
Hmm... I'll see what shadeforge can do
I'm still having major issues with Unity Editor's UI "freezing" after about 2-4 minutes of work. I've tried new projects, clearing registry, clearing GI cache, reinstalling completely. It only seems to occur when I'm working with avatars-- worlds have no issues.
I am completely unable to make new avatars or edit existing ones. ๐ข
To be quite honest I'm pretty close to just reinstalling Windows.
i read it somewhere that was cause by something you done
when you messing with the models
forgot what was it
oh
directx
what about it?
If I force DX9, shaders look terrible. :S
Of course they look alright when I upload, but still...
Well.. I can't update Unity ๐
yea i know
Guess I'm stuck with seeing standard shaders in editor mode until we upgrade.
@sterile cipher Add this to the end of your unity shortcut -force-driver-type-warp
Fixed lag/crashing i had with it, Should look something like this when done "C:\Program Files\Unity\Editor\Unity.exe" -force-driver-type-warp
@dull umbra where exactly in the shader text file do I add Cull Off, I'm not familiar with terms used in this at all
First time I've ever encountered this, the bone is clearly there in blender and in the heirarchy list of unity but its like unity doesnt register its there? Ive checked its positioning too. Anyone have an idea what is causing this?
@delicate niche First look for a section titled Properties. If there is one, add Cull Off on a new line between the { }. If there isn't one, then look for a block titled Subshader and add it into the braces above the Pass block.
@dull umbra thank you!
I've been trying out unity's physics joints and while it works as expected in unity, when I bring it into vrchat it just freaks out, twitching and stretching all over the place. At least in VR, I haven't tried it in desktop mode.
Any ideas?
If it has anything to do with the hip bone dont expect it to work. Only advice i have
Nah, doing it quite far down the heirachy away from the hip bone.
Ok. Wouldnt know man. If i find something out ill let u know
I know hackspanner mentioned that it's doable and performs much better than the dynamic bone script. Just takes more time & effort to setup and configure.
problem take to long to do everyone want easy way to do it lol
i think best way vrchat could do make there own version dyanmic bone
that less perfomace issue
@sterile cipher Be warned, i just noticed that doing this seems to fix problems but puts alot of load onto your cpu
Hello guys, working with eye blinking right now. So i'm create shape keys, set name to vrc.blink_left and vrc.blink_right, and its not work. ๐ฆ This my shape keys hierarchy.
In Unity Mesh's blendshapes working
in blendshape you need put in this order
vrc.blink_left
vrc.blink_right
vrc.lowerlid_left
vrc.lowerlid_right
vrc.v_aa
vrc.v_ch
vrc.v_dd
vrc.v_ee
vrc.v_ff
vrc.v_ih
vrc.v_kk
vrc.v_nn
vrc.v_oh
vrc.v_ou
vrc.v_pp
vrc.v_rr
vrc.v_sil
vrc.v_ss
vrc.v_th
just move up the blink
there actally 5 one i found use for squiting
plus the blink name dont need be label like just need to be in that order
it's already on top, if you see screen, or i'm need create ALL of shape keys?
only 5
for blendshape for eye
vrc.blink_left
vrc.blink_right
vrc.lowerlid_left
vrc.lowerlid_righ Vrc_squit
it works i just did it
with this avatar
i found there actally 5 blink shape in that row i was wonder why the 5 row was acting up lol
what is Vrc_squit?
@runic mauve ok, so like this?
squint ๐
might be why they are lost
Since squit means "a small or insignificant person." or "diarrhoea" xD
i think he try to make animation when you just turn off bake animation for blendshape
@runic mauve where's no mention of squint shape in "Maya to VRC tutorial". Where did you learned that from? And if there are shapes for closing eyes its kinda strange that they're not squinting automatically
the 5 row was just acting werid
it keep play blendshape
it was move my eyebrow blendahpe near the last blink shape
https://megalomon.gyazo.com/df23c697d5a48a2747542713bbd459ce i edited the parent of the neck and shoulders bc it was parrented to Upperchest , but now i have the HumanDescription Error thing
Either have a shader that does it, or have an animator that animates it
i would like to make a cube with text rotating on the outer circle
I believe you want to look for a Scrolling UV shader
umm
as in
i want the sphere to constantly spin at a slow rate
so like the texture on it seems like its moving
I suppose rotating the sphere and having that shader might give the same effect, but if you want a spinning sphere then just animate it
Select the sphere and click on windows > animation
if lets say i made a png text
how do i make it wrap around the sphere without the scale on the sphere changing the texture
like i want my sphere to be big but the png is small at the middle
You'd have to create the sphere in blender and unwrap the UVs yourself so it looks just like you want it
aww
what makes a shader turn pink? in my case, having custom lighting turns the shader pink. Is there a node or code vrchat needs?
pink is usually a shader compiler error. either the engine can't find the shader you specified or it failed to compile properly
ahh
i fixed one of the shaders by clamping the values, but still have the issue on one of them
how do i check for compile errors in unity?
i recived a scene that has a missing prefab is there a way to check what is its name ?
Don't think so unless you check with whoever sent the scene
is there any video on make shader into Muit mask shader for 1 material? want cool effect and stuff on there avatar because to me make 1 material not going well in vrhcat if no one know how to do it shader let you do the stuff people do in vrchat
this what i think need to be done before make material limit
this just thought for people dont understand shaders at all and people just started vrchat
It's not exactly something hard to make if you know how shaders work
You just need a shader that has the normal rendering path and the special rendering path in the one shader, and then lerp between the two based on the input from the mask texture
@sweet crystal problem not everyone skill in shader
lol
need some info and video
actally do this
The Shader Forge tutorials should teach you the basics
not everyone has money for shaderforge that otherp roblem
$40 for shader forge
i just make it aware we need somthing to be done before make a limit on somthing
Tightly limiting materials is a bad idea
i know but it might possible out come someday
reason better have tutiroals how to do then just one we limit 1 material raise the ploygon count
they destory vrchat
lol
You can't just make a tutorial on that
anything you can make tutiroals. problem people dont want to
You can't match everyone's use case
just give exmaple what thing does
I gave you a tutorial above. Did it help you? Apparently not
Any more in depth and I'd be writing the shader code for you
I said to go there to learn how to write shaders. To make a mask I outlined the whole thing here.
maybe make quick guide what part you watch to make this 1 muit mask shader then
It's like you want to draw an owl. Okay, I can only tell you to draw two circles, but I can't tell you how to draw the rest of the owl because I don't know what your owl looks like.
same way with avatar as well but people share info how to use the tools
No, that's not the same
If you can't get the shader editors for Unity then you need to write the code. At that point you need to learn how to write shader code, THEN you can move on to doing what you want to do.
well need way to make easier way if they want perofmace to fix lol
perfomace we all be problem in vrchat
And someone replacing 2 materials with 1 is going to really impact that?
material make draw calls
that what cause the cpu
plus dyanmic bone and some shaders
cloth is other perfomace issue as well lol
all this funy stuff what make the lag in vrchat
speical particle
big perfomace issue
Particle effects and physics are the real problems
Draw calls are always going to be a problem for something like this, material shortage or not
vrchat get bigger and bigger in popluation most this stuff going cause alot problem
try host huge event lol
Even AAA games have this problem
yea
The new rendering APIs in Unity should help with draw calls a lot
problem people like stay next to each other in vrchat
lol
in video games and mmorpg you mostly in small party
mabinogi get lagging when everyone in channel 1 in market area lol
In FF14 they handle only 100 people on screen at once, but even that slows the game down a ton when everyone goes to a single hunt
And everyone around you starts to fade in and out
No LODs
They do not render anything past 100 N/PCs
maybe make it only render 20 people in vrchat
till get near them lol
i think the lag start at 30 people
I don't think that'll help much
Characters far away should be animated/processed at a fractional rate, maybe that would help, but once you're in a big group of people there's no way to get around the load
guess they need host event in small groups
in different worlds
want keep performace
keep it coming
@harsh nest what your thoughts lol
anyone know how to make pickups destroy after they leave a certain distance?
seems like no one can answer this simple question in #avatars-2-general, so
Are animation overrides possible with generic avatars? I override Idle and Emotes, But Idle doesn't play and Emotes still have default names ๐ฅ
My guess is do an onExitTrigger and set it to destroy object, and that'd be the boundary of the item, I think?
@old bridge you would have to make humaniod avatar but add a generic avatar with it
need put top highearcy of your avatar
generic along wont work beause need finger bones be active
oh...thats some bad news...ty
but generic can use animator scripts
so you can actally maybe program your keyboard to do animation
animator script work i think somone did it
before in 5.3
so any generic avatar will be just static? if you won't add it to humanoid one?
you need to make animator controller
i think your allow to script animator that just a generic
yeah, but I can't use gestures to trigger animation in that case
And Emotes too, I suppose...
damn...If I only knew that ๐ I even made this animated cat and now can't use it ๐ฅ
oh...got an idea
@old bridge that why i say add to humaniod avatar
it can be mesh render can be off
just put avatar inside that avatar
ok, but how do I use my model's animations then? I could copy-paste keyframes, but if animation is made for object on level higher in hierarchy, my model won't be affected
you just make animation you put in the custom over ride it will do the animaton off that avatar
on generic avatar
it dont need your humaniod avatar
it can be anything
but you need humaniod avatar have there to make custom over ride to turn on
just turn off mesh render off the aramture that made for humaniod
@exotic tree does this all the time
he have more info i would think lol
i just know how it some what work
ok...I've tried it. I put my model inside the avatar. But the thing is: override contollers works on the top-level humanoid avatar, and doesn't work on my model. It just plays Idle animation once and that's it. That's what I was talking about earlier
you just make animator
dont need be custom override
animator will do that stuff for walking
the only option I see right now is to put several different models with different animations and enable them when I need it with overrides
animator will work for single animation, but I guess it won't detect if I walk or not, not sure how does this work on VRChat's side
hmm when scripts come back.. do you guys think we could apply scripts to our avatars?
@remote chasm nope
damn
that wat cause the problem
in first place lol
script should be only in world make
to me avatar should give feature
actually what would work .. but probably labour intensive is an option for a "script approval program" where users can submit their scripts... when they are voted up by a portion of users of the community they will get looked at
and become available to all
That sounds awsome. I bet the involvement would make things grow even more rapidly. I do agree on that
they would have to make sure script not hackable
when script is hackable it easy to abuse
yea
what I would do is a certain amount of votes up which grows as the community does. like steam greenlight
they would need docoument and info how it works
don't scripts also come as asset files or so?
for sure
what vrc trigger do
it for worlds making
i see
it visual type programming it make teleport open door etec
i am hoping to make a world, if it's not too dificult
just need to learn what each trigger do
if you read the vrc trigger it tell what it does
i see, thank!
is there a way for a dynamic bone to only go across 1 axis?
maybe only left/right or up/down?
There should be a constraint access
hmmmm interesting
If you message the dev they might add more to it
?
well there is a Freeze Axis.....but if I tell the parentbone to freeze axis on something....the bones get cramped up together
it does work if I give the children their own dnamic bones.....but I want to keep it performance friendly xD
how do you turn a bone upside down
So now that I've successfully gotten my avatar to glow, how can I turn the glow on and off without having to change avatar?
the oats brother
Oi, ill need some help with blender,whenever i try to join/fuse the mech the texture of unitys head get's messed up , anyone knows how to make that not happend ?
i've got a weird issue in unity that is beyond my comprehension -- currently creating an animation clip to overwrite a hand gesture
all seems well! the prop shows up in-game when i make the gesture. but none of the other animation channels save when i try to animate them
the fingers for example, i can rotate them and they show up on the properties list in the keyframe
but it just, doesn't save anything
toggling back and forth between keyframes resets all the values back to default
i have 2 separate uvs 1 for the head and one for the body since they are 2 separate models @runic mauve
they all need be label the same
were say UV maps just make them label the same
then you can merge it
just go in every mesh just paste in UVMap
on each one
or type them
it just need to be same name for Join mesh together
@low sinew
Like this ?
yea
is your unity chain one mesh
i know unitychain come in different mesh
not join together
@torn peak i suggest go back in blender inmport with english check mark
then use Save as: neitri_tools.py
How to instal:
File > User Preferences > Add-ons >
Install Add-on from File.. > Select this file
Testing > enable > Object: Neitri's Tools
Save User Settings
With this addon you can easily delete useless bones.
It can automatically delete all zero weight bones and vertex groups.
It can also delete selected bones and add their weights to their parent, which is useful expecially for twist bones.
Adds into space menu:
Delete Zero Weight Bones and Vertex Groups https://image.prntscr.com/image/DqZZV5gES6eEq9ZlKDzaFA.png
Delete Bone and Add Weights To Parent https://image.prntscr.com/image/sBkJBzwOTq_xM_8zsri27w.png
Downloaded from: https://pastebin.com/raw/uSGRv1uv
this plugin will make eaiser to work on
how do i save it
go to webpage right click then click save as then save as neitri_tools.py
when i rename the body UV this happens ^^
did you make sure the body was label same as well
thank you jaz
if you forget captial letter @low sinew
it mess up to
it has be extacly same for each mesh
oi thx
i had to call them all UV1 (change the unity uv's and not the rinhart(body) one)
best to altas it reduce material on it
?
how do i edit the emojis and add my own
@warm niche you cant
the error.mdl dude did
he made with emote i think
they didnt give use access with the Emojis
they should. i dont like the current ones
ive already used mine up lmao
what if my character doesnt have a chest bone and hands?
am i going to have to make them?
texture baking losing details, is there a way to avoid this?
When overriding the emote animations, do they have to be 10 seconds or can you cut them shorter?
You can cut them off shorter.

yo, unity 5.6.3p1 is acting weird, i can only clear cache with sdk, not upload. Anyone got a solution?
mmd 4 mechinem installed?
i could publish the model before i restarted unity
reinstall?
that'd remove my model :/
Is there anyone who's done VMD importing before? If so can I ask a few questions?
the sdk?
reinstalling sdk will not delete your model
unless you put avatar in sdk folder... you should be fine
reinstalled sdk
doesnt work
still cannot publishยจ
@solemn bloom
i cant even login now
wth
you know where the settings menu is?
i am pretty sure that you dont need to put the model in the sdk folder, otherwise i have done all i can, sorry
@fading sparrow close unity delete vrcsdk folder with crsdk.meta, open unity reimport sdk
you rename your vrcsdk folder into crcsdk? )
just need to delete folder and .meta of this folder with closed unity, and then open unity and import sdk again
then create new project
Just FYI that's what happens when you install MMD4MECHANIM. Don't use that plugin. It has malicious code in it that will delete files from your project. You can fix it by deleting both the mmd4mechanim folder and the VRCSDK and reimporting the VRCSDK
Although it's been like 4 hours so I'm sure you figured it out by now :)
even if you have old verison mmdm
it block on sdk
they put the mmd4m code blacklisted
best to learn blender
Ah, the SDK blocks it now? good
@sterile cipher yea they made if
has any script from mmd4m it tell to remove it
you cant remove mmd4m script on a item just
remake it self
plus even can manage get in unity still parent the bone
shotariya make a parent blender plugin just for mmd lol
like neitri did for remove usless bone
i think givemeallyourcats doing a a auto atlas plugin lol
We should collect all these community-made tools somewhere. If we had a more traditional forum we could use that, but... :S
we could make a unoffical fourm verison
maybe get vrpill pin to avatar channel
if they dont want to do it
@sterile cipher I support a traditional forum
should we just make a proboards? i know vrchat wouldn't want to officially make something because then they'd have to moderate it
I'll throw together a feature request.
but a community one could be fine i'm sure
update wikia is not an option?
Wikis are good for "mapping" information, but lacking when it comes to usability for the average member and supporting community-driven content and posts. I think forums would be a much better format in the case of VRC.
Hello to all, and good night. How I can revert the default pose when I do an animation? The model is bugged with that kneeling pose with hands in front. I forget did a duplicate...
Ingame the character is bug too with the pose
Typical pose
I tried to re-import the .fbx, disable animation component, deleting it and nothing.
Fixed
Look for your default model in assets, and expand it. There must be a default T-pose animation. Drag it to the Animator Controller as a new state. Then open the Animations window, select the T-pose state, and then select a frame on it. You will see that the character returns to default T-pose. You can close the animation window and delete the T-pose state you had dragged into the Animator Controller.
Nothing, T-pose ingame
This is killing me, I've tried various ways to fix this issue I have with VMDs but it just refuses to do facial animations.
@exotic ermine ask lather
Getting an issue that stops me from uploading new worlds, had a fatal error that I sadly didn't capture, after which the "Uploading world" progress never progresses, the loading bar appears but never moves on, meanwhile this error appears at the bottom:
My hard drive was somewhat out of space when the error occured, so I do wonder if it ran out of space and is now somehow stuck, even though I have cleared up some space.
Issue was fixed, fixed it by removing the folder where it was looking for that file, most likely the customscene.vrcw.manifest file was messing with it, incomplete data I'd imagine.
5 seconds after it drops, this teleports a pickup object back to any position you like. In this case the 'Spn' object is the spawn position and needs to sit outside of the pickup object to work properly.
yo does anyone know if VRChat/Unity will animate an IK set of legs? Like if I animate my legs with an IK, and I bring it in as an animation. Will the legs still animate like normal or will the 'ik bones' be the only ones animating?
Wait will just baking the animation on export be all G?
Nvm for some reason blender thinks this models bones arent actually bones... how about that
@sturdy frost i think @warm niche was use different leg animation on humaniod
on his mitlary anime girl
or he has fullbody tracking
lol
yesh
k let me just make one
๐
oh ok
not object space
i would put in box
just add to project
and u will have new material category
like in my screenshot
@sturdy lynx
XDDD
does animating the resize on an object allow it go surpass the 5m limit ?
@crude schooner
y
sure go for that
so i wana put up signs to say music inside
XDD
life is so hard for me now that i made that tutorial hehe
gotta compete with other mmd dances TwT
in a sense im still ahead
:3
heh
now im just making custom textures for my music zone
dont wana surpass the 8k resolution limit
i made my on 2k
cuz i need it to be spread out on 5 meters without my sphere deforming the text
so i needa make the Y axis on the png bigger
plus its animated wink wink
@crude schooner how do i use multiple animation for my object?
like one is rotation one is scale
i have 2 animations
as in i have a sphere
i set 1 animation to rotate
1 to scale
cuz if i put them together it will loop
i want the scale to stop
Question with the screen space shader. Does it look crazy in VR mode? People say the hair is hard to see with headsets, whereas desktop mode is fine.
@sturdy lynx u want scale to loop but rotate to not ?
just have 2 objects with animation parented to avatar
rotate to loop
scale to stop
is there i way i can make the rotate play after scale
using the animator
@crude schooner poke
well if it loops then when it will know where to end
but i guess there is some scripting to tell when to jump to next
@sturdy lynx
but on the animation you can check whether to loop
this is hard :C
im just gonna parent the rotating object to another new sphere which ill scale
cuz im lazy
XD
yeap i
when u export hide he mesh that will get activated @sturdy lynx
@sturdy lynx maybe change the texture Wrap Mode
dont worry XD
i fixed it
so ive been playing for a bit and my models arms are longer than mine, is there a way to fix that?
like my models ares there is always a bend
arms*
Manually shorten the arms in blender
You will need to edit the armature and the mesh a tiny bit
i dont think thats the problem
i have to scale the distance of my controllers
i assume increasing hieght in game would fix it, but only a little
when i tried
Player height only helps you fit in your avatar better
It does not increase your actual height
in reality the hieght scales the player to thier model
i need a way to scale the player
figured it out
i think you can scale the armature in unity itself
ill be testing it if it fixes the problem
huh
you know how you can scale a model itself
yeah
you can sperately scale the armature
the same bone structure you put dynamic bones on
for humanoids
i see
hopefully it doesn't do some wonky stuff
seems like the whole model scales when changing the armature
lul
yeah
my model woriginally worked
i put dynamic bones, suddenly my arms are to short
i thought maybe i scaled the armature
or touched something
no idea
Are the dynamic bones affecting your armbones?
no
my older model has the perfect arm lenth and works just right
my newer model with physics cant fully extend her arms
how do i view the uv map of a texture on blender ?
@Shana If I'm correct, the UV map is bound to the model, and not the texture. In the top bar, where the dropdown says "default", click that and change it to UV editng. In here, any polygon you select - IF it's UV mapped - will show itself on the left hand screen. I'll grab a screen.
@sturdy lynx
The dropdown bar is next to Help.
does anyone know if/how i can fix flickering dynamic bones? my bones flicker when i touch them with colliders. they do not always do that. also it seems that there have to be mirrors in proximity for it to happen.
I think that's framerate related. In my experience, at 90fps in VR pushing dynamic bones around makes them flicker, but as soon as the framerate drops (often when reprojection kicks in and it comes down to 45) they behave as expected.
As for a fix, idk.
oh
so that might actually be because of the fps limit then
like that i have 90fps and the bones are capped to 60fps
or no that does not make sense
I'm pretty sure the flickering and fps are related, but exactly how, I don't know.
@trim ibex my guess is bones are cpu intensive and they are rendered locally, so other may seem them in different places and states. When you go near the mirror, your fps drops or something that's why they are jittering for you.
I've made some hair bones with gravity recently. If you look at them from your character's perspective - they are perfect. But for the others they are like some rigid vertical columns
so is just tried
my fps dont drop when i go near a mirror
and i tried capping my fps to 45 as opposed to 90
and they stop flickering
i still think this must have something to do with the dynamic bones being computed with 60fps
since before the update where they capped that it did not flicker
Make them 60 fps then
I've set ribbons to 30 fps for performance optimisation
Ok
But they are still rendered locally - I checked that
yeah they are
i might try to set the fps lower actually to see if it might have something to do with the cpu
May be the physics engine gets capped for you to have these smooth 90 fps near the mirror as well
the thing is that i often get told by people that my bones flicker
at least when i actually use the colliders to touch them
Well...it would be cool if it would be at least synchronized for everyone...but we have what we have. I wanted to make a pet based on dynamic bones, but everyone saw him in a different places ๐
And sometimes I had issues with mesh as well. Like half of people could see my avatar, another half - couldn't. So it was like oh! Look at this cute kitty. Kitty? Don't see any
ok i just tried a lower dynamic bone update rate
the issue is the update rate being lower than the framerate
when i have the update rate on 20fps it flickers
if i have it capped to 45fps or not
the thing is it got capped to 60fps in an update
before the update i did not have thoose issues
Also I believe dynamic bone gets capped to 60 or so because people were setting the tupdate rate to things like 120 and above. Now imagine the extra work everyone's CPU is having to do because of it.
the issue seems to be that the game runs at 90fps but the bones get capped to 60
Devs may have optimised something for performance then
i still think it is weird that the flickering only occurs when using colliders
not when moving
Colliders are tricky thing
They are not continuous
So once in a while game sees that it is like half within a bone and have to move it out quickly
And then that flickering happens
so when the fps is higher than the update rate of the dynamic bones it looks like my arm also flickers (switched between two rotations)
the arm flickering happens when dynamic bones move, even without using colliders
@trim ibex I would recommend against putting the dynamic bone script on any bone that is in the IK chain.
Bone joints are not continuous as well, you know ๐
i mean i have everything excluded that is part of the ik
Oh. So we need to add another root bone and apply dynamic script to that one instead?
You may be able to solve your flickering if you create a new bone as a child of the current dynamic bone root and make the dynamic bones children of it.
yeah that could work
I don't know if this will solve this problem but it has solved other issues before.
Also are you seeing this in VR or desktop?
on vr
but many other people see it too
i mean i was thinking about it having to do with the ik
and since my root bones are both in the ik
is anybody here?
could anybody help me with adding a sound to an emote?
i have this i just need to know how it would be different because this plays when i spawn.
please @ me if you know
@trim ibex best make root bone for hair and skirt never use on chest,hips spine head or leg or arm bones
that connect to the humaniond slots
@warm niche just turn off "Play on Awake"
i did that and now it just does not show as an emote
actually i dont think it ever did but still
@warm niche Since we don't have any way of calling the Play() function on Audio Sources, the best way to do it is to keep "Play on Awake" on but disable the GameObject it's attached to. When you play the emote, just enable the GameObject and the audio clip will play.
Yeah, you could do that too I guess.
and right now i should probably focus on getting the aniamtion in the emote. i did all the right override things but it wont work. could it be due to my model not being humanoid?
Although some things like Animators will behave differently if you disable the component vs disabling the GameObject.
Non-humanoid models won't have any animations by default. If you copy in the TemplateAnimator from the sdk, you can override the animations in there, but you won't get any of the default ones provided by VRChat.
You can get some pretty good animations at Adobe's Mixamo website.
ive already did all that
i put in the override. i just need to play the sound on an emote but the animation is not there
its still the default emote
Oh. Then you probably are using a humanoid (in Unity terms at least) avatar.
no. its a static object set to generic
generic item can do animator controller script
can or cant lol
Yeah, but the default emotes for generic avatars are bugged. They lock up your character and won't let you move unless you change worlds.
im trying to override them to just play a sound. no movement.
Main problem with the current methods is that the audio cuts off when the animation ends, so you have to have some kind of animation accompany it for the duration of the sound.
it plays the whole time.
Only if you have it on by default. Then you get the problem where it plays when you spawn.
how would i put 3 animations on one override? i have one for walking and 2 for 2 lights
i need them all on idle
If you're using a generic avatar, then you should be able to just add another layer to the animator and play them there.
how would i go about doing that
Select your avatar, open the Animator window, click the Layers tab and add a layer. Make sure to set it's weight to 1.
Alternatively, if you don't mind having the lights animated for all animations, just add a separate animator to the light objects and animate them from there.
i have all different animations for em but i need to put em on one animator i think
wonder add generic avatar with a humaniod avatar armtaure would the animator controller script still work because it not part of the armature humaniod IK
Generally the armature type is irrelevant. The important part is the Avatar asset that you assign to the Animator component.
If it's humanoid, then it will use the default VRChat controller + any overrides you set. If it's generic, then you'll be able to provide your own animation controller.
could i just make the animation constantly playing?
1- on desktop. 2 - i want it no buttons. i just want a spotlight to spin
and idle is already used
@dry dagger need to make sure when you export bake animation uncheck from fbx export and use viseme not jaw flap
jaw flap is really not best option in vrchat only best option is Visime
yeahh but I'm still a beginner honestly, I was just told to ask here
j@dry dagger i know i told how before try to use it lol
well it did fix my issue so thankss
Quick question, how you get facial expressions for default hand gestures, pls? uwu
heeey im a beginner but can someone give me a quick rundown of dynamic bones for hair, tails, and ears (animal)?
It's in the Cirno video in tutorials channel
I really want to make a gun go pew pew
Why not skrrra pap pap?
It's going to be more appropriate when I import the gun shop from persona 5
Fancy but nah I wanna go pew pew
Understandable
Is there a way to copy physics from one model to a copy of the same model in unity?
Oh let me explain further
I wanna load a model copy with an animation
From blender
So I would have the original import in unity with physics and a fresh copy of the same model, only difference is the animation applied in blender
To the second copy
Also it would be nice to start from 0 from assets without having to redo the physics
Any idea?
There has to be a professional way to do this without copy and paste 1 component at a time
Please @torn peak or private msg me if you know! Thanks!
Do you have the audio source enabled in both keyframes? As well as other stuff
Yes
Yeah...and not sure if VRChat or Unity supports Japanese properly
And what is this skinned mesh renderer?
That's strange than. If gestures work, so must an audio source
You can try add gesture override with some audio source only for debugging purposes
It may as well be way too quiet. Why did you choose these exact values of volume and distance?
Also I'm not sure if linear rollof works with VRChat
So there are a lot of possible issues ๐
I'm actually not sure if its loud but when I go online, the spawn sound plays a bit low than normal at 4.40s
But when I preview it in unity its loud
Turn off oculus attenuation in ONSP script
Eh?
At the bottom of yoyr screenshot
What is it?
Mhm I see it
Should be louder
So leave it on 4.40s?
Anyways this should work. Always worked for me, so try debugging it somehow. Like I said, try adding an override with just some (another) audio source with another audio clip
What do you mean by 4.4s?
The volume
Eh...what is "s" exactly? Your volume here is 0.168
It was only kinda low on 4.40
Try logarithmic roloff with minimum and maximum values set to 1 and, for example, 7
In vrchat
@autumn ore you put your volume to 4.4? ๐ dear lord
No just asking
I hope that track is really low volume one
Well just try doing what I said. Should help determining a problem
Like any other user voice in VRChat, I suppose
Not too quiet but not too loud
What's this?
So...you edited it while animating...and that got recorded
No, these OSNP settings should be default
Oh I'll delete then
They will revert back then I suppose ๐ but I don't really know how to solve that problem with animator saving your actions so...better close the scene or something like that and only then change OSNP settings
Also are you really sure that audio source is enabled for both keyframes? Move timeline cursor (the vertical red line) to the second one and check it
Then everything should work. If not - try starting with simple thing (enable another audio source that works instead) as you said, you have working spawn audio. If it is so then try enabling it for starters
Is it normal to have it uploading with 2 sounds?
Or I turn it off on the main, while the duplicate is on but invisible?
You can duplicate it and use the duplicate for gestures. Just disable that duplicate before uploading
Yeah I did that
Did it work?
Nothing
Do you have the audio source off by default? If that's the case, it will only be enabled for the duration of the animation (in this case, 2 frames).
Its on in duplicate and off on main
It plays in preview too
Did animate while it was on
Is it possible to transfer shape keys in blender
when its the same face for a model?
Only if the vertices are the exact same. Then you can should be able to
How do people walk on tables and such?
Is it possible to add triggers to an avatar? Ive been thinking of making my harp usable by touching the strings which would play a sound
How does the head shrinking work so that I don't see the head mesh of my character when I move around
or at maybe some shader that will help
because I essentially see this
cause waint painting the entire thing again would be a pain...
I would move the camera forward because I dont think we can change the first person camera nearclip