#development-advanced
1 messages ยท Page 14 of 1
but I think I might have found the solution
normally, you would see a shrunk head there
How come I still end up in the old Hub?
Clear cache
hi
quick and simple question: the moment my avatar starts moving the eyes disappear.. in the preview they appear. If I attach SimpleAvatarController in Unity they appear.. the moment I move in VRChat (non VR for testing) they vanish.. any hints? ^^
it usualy means that the eye bones are connected, and not at zero rotation;
Zero rotation should be "roll" isn't it? Roll is 0ยฐ - or have I missed something^^
yes but is that the eye bone selected in [head]
The Api is not to bright in sellecting the named bone vs one close to eye :3
Yeah, the other one is kinda.. oops
bone cant to close to front
because that make go in the head
so you have adjust till it right
for your avatar
to close makes it not move at all; or move just weird.. but the api selects the bone by default that is most close to the mesh; rather then choosing the bone that caries the name.
Yes, I'm trying to correct those things right now ^^
yah officialy you weight the new bones to the eyes; and remove the old one; but most of us are to lazy to do so
i only weight the eye to pupli mesh only
that take to you long lol
dublicate the head bone make perfect eye bone
vs activate weight, select bone from list; paint; get out
you just go to material select the pupli texture material go edit mode hit select it give you vertex for them
anime avatar dont need move the white part
because eye 2d
i knows, but my way works to; withouth the hassle of weight painting ๐ mean for me it works and gives the result i want.
i dont use "groups" at all
well, next try ^^
not hard about it
in the end: whatever works ^^
Hm.. I think I have something.. despite the roll being 0 in Blender.. the X rotation in Unity shows as 90ยฐ - which in the sample avatar it doesn't...
Is there a way to fade into another mesh
Like instead disabling and enabling a mesh for animations
๐ Shaders ๐
Thats what i expected I guess...
Any idea what it might be called?
So I can look it up?
@urban tapir Easiest way is to animate the alpha channel of the mesh's materials (make sure the shader you're using supports alpha blending)
If you want a direct morph, you can use blend shapes.
ok, I'll check that out then
@warm niche what you mean?
Uh wrong one sec
oh lol
who could I talk to about makeing a world?
Elaborate
I'd say the first few things to do would be get an idea, and some references for it
Don't suppose anybody here writes shaders?
So, I want to animate a 1911 to shoot. I want the trigger to move as I move the trigger irl, and when it's fully pressed, I want it to start the actual shooting animation, is there any way for me to do this?
@hot stone there people do but good luck them share it lol
i know tcl, snail,warpuppet, claw know about shaders
@rough sleet are you alive then?
@hot stone What are you looking for?
is there a good way yet to make a flying transport so that the passenger can control the direction?
would need to play with standard asset plane script @pale violet
no one really use that yet
oh nice. but someone must be using it then
not yet lol
people make flying vehicles using colliders that don't work super well
i assumed they'd use it
if they could
so there's a prefab in standard assets?
same way, you mean you used it?
what do you mean by 3 person script?
it can only take 3 people?
which would be fine
3 person script just control avatar inside vrchat
i made with horse
here prefab how to make trigger for chair on movmentable obj https://cdn.discordapp.com/attachments/375449918409539595/375762153904275466/working_car_demo2.unitypackage
it would need same method for cars
thanks! will be fun if i can make this spaceship fly over this ice planet
Has the new sdk removed anything? Stuff from my old world does not work anymore when moved to a project with new sdk
@lyric stone there's no continuous finger detection, only open/close state. When you trigger the animation two poses will be blended a bit so it will look like smooth trigger pull
@viral verge I had the same issue. Closing and opening Unity solved it
Sadly did not fix for me, going to try build a new project
Well..I used just simple things like chair prefabs
May be other ones got changed without backwards compatibility
Works in a clean project, Not sure what happened with the other one
guess i just start over q..............q
please help me. how move bone from one armature to another? in blender
hey i have the jump prefab do i replace the new world prefab in the scene with the old world prefab im unclear on how to use it
@brittle lagoon go to vrc world click on add componet type in vrc players mods
add mods
only run and jump work
in it
make sure you have news sdk
from webpage
@runic mauve do i need the old world prefab or just add player mode to the current world prefab
@runic mauve when i added player mod to the current one it gave me know options just a click box that says is room player mods
@runic mauve do i need to click that box
you would need update your sdk
it has to be new 2017.10.26.17.36
make sure delete old sdk before update it
if not show up you have to messenge @sudden smelt
he want to make sure there actally bug in sdk
you shouldn't need to, just to make sure on the settings page it says the latest version. also how did you update the SDK, did you just reimport the package or did you close unity, delete the VRCSDK folder, open unity again then import?
@brittle lagoon cant use that client anymore in your client path
need to be hook to steam one
and screenshot this video not setting
@hot stone Yes, what are you trying to do that you need a shader for?
Those are pretty limiting
Many aren't built for all around rendering
Only standard or toon only
look like somone delete to much on the face
or smooth out to much because it one side ploygon now
@hot stone this outline is really thicc ๐
i think he missing some material on the face as well
Are you able to set custom animation overrides on things that aren't humanoid?
I've tried to, but all it does is make the game unresponsive until I reload
Yep
You just need to tell the animtions that it can animate the different bones (mask options to do this)
That is if you are having extra bones on the humanoid. Otherwise you can upload your own animator with a generic rig
Well that's the thing. I've set up an animator with a generic rig for this Facehugger, I set up an animation that enables an egg mesh, and animates it opening, and the facehugger crawling out. However, I cannot seem to actually get that to work in game even though it looks like it should. I replaced the default waving emote with this, and its essentially softlocks the game for me.
I'm not entirely sure how it actually works. I would think that a custom animator wont play well with VRChats menus
Alright, I'll try some custom keybinds then if I can.
Tell be how that goes, could be interesting if you get it all working ๐
@wintry portal Put the override animator on the animator itself instead of the VRC_Avatar_Descriptor component. Just be warned, you don't get any of the default animations with generic avatars, so you'll have to do them yourself.
Also, emotes don't work. You'll get stuck if you try to use them.
Yeah i figured that much out, Is there any way to do custom animations that are similar to emotes? the overrides dont do anything.
Maybe this belongs here more... How should I hide my avatar's weapons?
turn off the mesh render off first then use animation to turn it back on
They're part of the avatar's mesh
Can't I change the scale through animation?
yo would still need to make it own mesh
it part of the avatar
if you leave togther
Okay, I'll try changing the scale and see how it goes
Hmm, it doesn't appear in the mirror
@sweet crystal because game obj is off
before you load in
if want your weapon to show only turn off mesh render
from it
What object
I don't understand you
I don't think you understand that my avatar is one object
reason i say make it own mesh
only turn off mesh render show in the mirror
turn off game obj or make shirnk
wont work in the mirror it become animation then
can someone help through this? I just got dynamic bones and have no idea how it works. I looked at a tutorial, but didn't understand it much. I'm working on my own version of unitychan to start off and learn how everything works, but how can I give the hair physics, and make it so that it doesn't go through my body?
Oh, you should have said that to start with then
@ruby cave Did you watch the super helpful tutorial video? (https://www.youtube.com/watch?v=GXrllGsGlFI)
The key steps are assigning the root and setting the parameters properly
is it possible to do an animation like a toggle
that turns off and on something on a model
Not that I know of, no
i remember @warm niche linked to some streaming service that could be used for music in our rooms, anyone know which that was? i've only streamed via youtube. i've tried to include a playlist of mp3's the download with the environment however it seems like with bigger rooms it just won't properly load, even if i don't have them pre-loaded.
i'd really love it if there was a way to stream bandcamp
or maybe i could stream songs using webpanels, if the link was an mp3 i uploaded?
@runic mauve thanks, I never knew it will show up in a mirror if I only disable mesh renderer
@analog trout could you give some more specifics? seems like you could toggle between two models, just one has that one section deleted or unchecked. depends on the animation though.
Are small animations labor intensive on resources?
@pale violet streaming doesn't work anymore. It is something we would have to reimplement. If there isn't a feature request on vrchat.canny.io then please make one if you desire to see it come back
just made one like twenty minutes ago. really would love a music player without the video bandwidth.
does anyonw know how i can make the particle not follow the character and fall from where it spawns ?
how do i spawn mesh with particle
im pulling my unity up. I know how cant remember where it was
XDD
@sturdy lynx way down there is a render tab. click it on and where it says renderer change it to mesh
simulation space to world
is it too small or too big. zoom in and out
if its not its own object when you scale it with its parent it directly affects the size of particles
hmmm. I think its also affected by the actuall size of the mesh your wanting to use. so if its ridiculously oversized it may not work right. I know a certain wizard whos gotten these to work right
you can change the material to something bright
no use
i changed the spawn size
1 up to 1k
down to 0.01
nothing shows up
but particles goes up
turn down start speed and make sure gravity is on
change gravity to anwhere between .5 to 1
change the material to its coresponding material
it dosent recognize the mesh
when i drag the mesh in to scene and clicked
choose from scene
theres nothing
all the meshes of my avatar come up blank too
well if you cant even see it as a mesh its not going to work as a particle send a screenshot
a screenshot of what
of your unity. I only have a fague idea of whats not working right if your just telling me
it literally tells you whats wrong at the bottom left cornor
all you have to do. is in a modeling program is join all the meshes together and it will work
if its an mmd model you got somwhere i bet every little bit on there is its own mesh
its all joined together in blender
are you sure
hmmmm
try selectin your mesh in blender. hold ctrl+a and then apply scale
I know if Im ever using cloth physics on anything If I dont do this it freaks out and breaks
nothing happens
google says not more than 1 texture
but that hat only has 1 texture
did anyone have problems with visemes when mouth just keep changing them semi-randomly while you're silent?
or more likely, changing from closed mouth to "a" shape like 3 times a second
the game is probably picking up little minut' sounds coming from your mic
Do you have simulated eye tracking set up?
@autumn hatch yes
had no such problems with (looks like) the same setup with other model
Then you need to reorder the blendshapes in blender.
The first 2 blendshapes after the basis one are used for blinking
3 and 4 are used for eye squinting
is this one wrong though?
Hm that looks right
Guess double check that the blinking and lower lid shapes deform correctly
Also make sure you move atleast one vertex on those first 4 shapes otherwise they won't import into unity
Like just a millimeter
Yeah, I have a thougth that may be using basis shape could be not right for lowerlids so I decided to add proper deforming. looks like it was the case. Thank you for clarification
Not it works
Can you get debug data ingame? My world runs fine in unity, but when in game it runs at a crawl for people, and it's hard to pinpoint why without any data
Hey i have a trigger set up to disable a sound script in a car. When you trigger it , you can still hear it. Am i missing somthing?
@jovial jasper you would need make animation turn on and off volume of the ptich
pitch
turn off audio componet dont work in vrchat
that what mimi told me
Oh ok cool I'll check that out thanks!
If anyone has tips and info how to make trigger please add them here it help alot people want to learn how to trigger work in vrchat https://vrcat.club/threads/share-info-vrc-trigger.60/
ive been able to get it to work by enabling it and disabling it. its probably not the most effeciant way though. you basically set the animation to do this: first frame is off, second frame on. then the most important steps: make sure you toggle off the loop for that animation you make. then once thats all done, click on play on wake, and then finally disable the audio component before you upload it. this will set it up to start at the off frame
@dark epoch problem car script dont have wake on it lol
it total different script for sound for the car
ahhh. I see. yeah. tricky, scripts can be sometimes
only way turn off the sound on standard asset was make animation turn the volume down till vrchat add feature to script
basic standard asset script we using
script look like this
I am curious about this now. because of this
I was also thinking of modeling his bike and putting a vehicle script on it
do they happen to have a video tutorial for using it?
nope video or tutiroals i dont think script let you put on avatar it can be only use in the world
in a seperete world. just for playing around with
@dark epoch i made perfab how chair on the vechile will work but first need standard asset from asset store first then you can use this https://cdn.discordapp.com/attachments/375449918409539595/375762153904275466/working_car_demo2.unitypackage
mimi told me how to do it
she might have better verison
just look over the trigger on the demo
it basic show it will work
thankyou
OH i found out why my car wasnt working. Ill say this incase other has the same issue. I like to keep my unity projects nice and orginized. Like all the downloaded assets in one folder and models in one and so on. Well when you put the unity standard asset folder into another folder, the scritps break. :/ i guess i should of known that but once i broght it back out into the asset folder. it started working again.
unity is weird about that kind of thing. all the names associated effect everything. I had trouble with unity scripts for years till I found that out. thankyou though
yeah, now my OCD is kicking in. But i will have to manage lol
this car script work on xbox controller vr controller and keyboard
with 3 person script cant use jump on vr controller
but you can use keyboard and xbox controller
so how does the random feature work? i see in the timer that it adds a check box and a slider that goes from 0 to 1, but not sure yet how this functions.
Hey guys! I'm getting a weird twitching of my avatar's arms. She has no hands so I just made fake tiny bones for IK to work. Everything's good in PC mode but when you play in VR others can see your arms twitching as hell (you can't see it yourself though)
I've also heard that a lot of people experience forearm twitching
sounds like you have a collision issue
I absolutely can't figure out how the audio trigger works ;v;
I want to play a sound with an animation (replacing an emote)
Any helpful tutorials or helping hands? :')
Figured out the animation part, just don't know how to add the audio to it
@marsh elk The way I would do it is to parent a deactivated sound source with 'play on wake' enabled to the object so it shows up in the animation properties. Then whenever you want the sound to play in the animation timeline you simply just enable the sound source gameobject in the animation.
@calm nacelle which collision? if you mean dynamic bones, I don't use any
@autumn hatch I can't seem to be able to mess with the animator of the animation? I also can't duplicate it out of the model itself for some reason.. Do you know how to fix this?
Nevermiiind I just figured it out
@old bridge Hmm, that's interesting since I get the same problem but the opposite way around. When in VR mode everything is fine, but when in desktop mode, all users have twitching forearms.
does anyone know what's actual poly limit for imported model in Unity so it won't crash?
@final wigeon I mean...for me (in VR or on PC) everything looks good. And if I'm on PC everything looks good as well. Looks like it occurs only while I'm in VR and it is visible only for other users
Are the other users in VR or desktop mode?
not sure. I've only asked those in desktop mode so far
Okay, that lines up with what I've been experiencing then.
Damn, different issue to me then.
That probably means there's something up with your rig somewhere though.
yeah...but I don't see any problems here though. Looks fine for me
Some of those bone rotations on the arms look a bit freaky.
yeah, that's just zero roll.
seems like forearm rotation is determined by the one of the hand. may be my fake hands are getting kinda glitchy? not sure about that
I can try rotating the hand bones though
For the arms you want to have the x axis of the bones aligned with +Y in blender and the z of the bones aligned with -Z
That's how mine are and I have no problems under normal circumstances.
not sure what you mean by bone axis. can I somehow see a gismo of the bone's local transform?
in the armature tab, enable axes, and to rotate the bones, in edit mode ctrl+r
ok, got it aligned this way...gonna try it
though z axis points in opposite direction for left and right arms. not sure if they really should be the same for both. that means I need to scale bones to z -1
nope, nothing works
looks like I just need to put it into Mixamo or something and then tune it ๐
Is there a way to disable the option to create portals on a map?
@warm niche
Are the controls and interactions handled by steamvr or homemade scripts?
anyone know why the avatar doesn't move around when dancing?
I think I noticed this is vrchat as well
but in unity it moves fine
thats because your root bone is your hip bone. a good work around for what I think your trying is to parent all the bones to a diffrent "root bone" (remember to keep offset) and then in unity change the root bone
can you show me a good example?
We gotta make vrchat a dance heaven
How do I slow the animation on the mixamo animations?
how do i fix
Particle system meshes will only work with exactly one (1) sub mesh
So im new to Vrchat and modeling, and I want to get Dynamic Bones. When I try to on 5.6.3p1 it says my session is to old. Now I know its because the unity version isnt the latest but if I get it on 5.6.3p3 then would it transfer over?
Yes, the purchase will be on your unity account. The session being old just means you need to log out and log back in again, so no need to switch to 5.6.3p3
Oh ok, thank you
jeez, I forget what a difference Bloom can make
Post processing effects are amazing as long as you dont over do it
Remeber to get vr user feedback if on desktop mode
yeah, I'm putting it to good use with the HDR emissive materials I have
Ghost Riders in the Sky.
playmaker is 32 bucks right now on the asset store
so, unless I'm mistaken, the only real asset packs on the black friday sale that might have more relevence with VRChat, beside model asset packs are Vertex Tools Pro,, Amplify Shader Editor, and Playmaker
and Dynamic Bones
Don't forget the packs with world assets, those could be really useful.
thats why I mentioned beside model assets
and ShaderForge
huh, I'm not seeing Shader Forge on the sale
Is Real World Terrain compatible with VR Chat?
Gaia is really useful to
that cheap as well
if you want to make world with big open land
Gaia is amazing. Really recommend picking it up if you do terrains in your world
hmm, might grab that one then, since it does have a good sale going on right now
sweet, thanks for the suggestion
I had a question regarding Music. There is a music slider in-game, but there is no clear way to tag audio as beign part of the music for a Scene. Does this feature exist yet?
@tranquil jackal you just add audio source to world map
Yea, I have done that previously, but there didn't seem to be a way to set that source as "music" in ortder for the player to control their personal volume level
What's Vertex Tools Pro for?
guess let you do this https://www.youtube.com/watch?v=SjZqn6veI0c
Can someone tell me, or "put me" in the right direction, on how to make those huge animations that I see sometimes, like that falling moon (to my knowledge it far exceeds avatar's height limit)

change the scale
during an animation
you can change your scale permanent if you add an animation component
Do you mean that I can have any X, Y, and Z, as long as it's inside the animation?
Hmm, thank you alot, gonna try it tomorrow
Not sure if discussion of limit bypasses is welcome here
I bet there's a rule not to discuss it on VRCHat discord as well
probably shouldnt discuss that on this channel
sorry to repeat myself, but... how does the random feature work? i see in the timer that it adds a check box and a slider that goes from 0 to 1, but not sure yet how this functions.
0 to 1 is same as 0% to 100%. Probability of action
@maiden crescent hmm, so if i want it to randomly choose between a list of different possible animations or animation paths, is that possible?
You can trigger multiple animation bool, float and triggers and randomize animations.
Whats the cause that makes your character spin while moving?
@urban tapir dyanmic bone on hip bone
Oh
need to make root bone for hair and and clothes
Hmmm
just dublicate the hip spine bone
Ill just make a gameobhect then
then reparent the skirt to that
name skirt
this in blender @urban tapir
need to do this
tupper video tell how to do it
did anyone ever figure out why characters will spin sometimes randomly if you're using the desktop client?
I think in my case specifically what happened was I enabled full-body ik and then my model started to spin for other people
but it looked normal on my screen
no dynamic bones were used
all I did was add some "dummy" bones to make the game think I had 5 fingers when the model only has 4
and I unchecked deform mesh for the new bones so it wouldn't mess with the model
@jovial jasper For bloom, you need the post processing stack.
Import into unity, create a new post processing profile, add the post processing component to the main camera, then in the vrc_world add that camera in the reference camera slot. Now any settings you change in the post processing profile will occur both in the editor window, and in vrchat when you upload/test.
Avoid ambient occlusion that the post processing stack provides. It's slow and painful.
cool thanks!
is anyone familiar with Mesh Particle Emitter?
If anyone would like to pose or animate their 3D models using their virtual reality headset, try Merper VR, it imports and exports .fbx files. It's also free! http://store.steampowered.com/app/725510/Merper_VR/ , http://cdn.akamai.steamstatic.com/steam/apps/725510/manuals/MerperVR_Help.pdf?t=1509609875
@zenith kayak nice find
Can anyone help please, i can't get it to activate an object when it collides with the default layer.
@runic mauve so how do I do this world scale thing?
Problem just seems to be inside the unity player. Kind of odd that it will turn off and not on inside unity.
Is there any way to increase the responsiveness of rigidbody collisions?
Is there anyway to make snow particles not hit the meshes on your map? Want to add snow to the vrpill room but it would just go through the whole building if added to outside
on second thought i think i'm just going to put the snow around the christmas tree
Would anyone know why my world's model is stopping me from turning my head?
@warm niche tags
Just don't make too many... could lag lots of people--
๐
@warm niche
gonna add that annoying umaru music as spawn sound
@warm niche hows this display picture LMAO

For the animation override, is there a time limit that your suppose to make it under? [Trying to make a custom emote]
10 second
thanks
@dark epoch thanks so much ๐
Really appreciate it though
For a custom animation to override a default emote, does it need to be a certain amount of frames or is there no limit?
Max 10 seconds. Apparently you can make it shorter if you want
@charred bramble this make animation make much easier https://www.youtube.com/watch?v=bb5D-zyn5rc
you have to standup your avatar
for make emote
then when you have it stand up right go to next animation key move it hands
or anything want to do
it long procces to do get it right
emote dont use IK when it goes in that mode
so you have to make your own avatar stand for that emote
i use this app for emote animation
cost $15
I'm to poor :c
it take forever manual type number
in that animation
reason i bought it lol
it worth $15
I know, but I can't get it. RIP
@autumn hatch Any animations that need to be longer need to replace like the idle or something?
I see a bunch of people with super long custom animations
Dunno really
๐ค
And they could just change to a generic avatar and have a animation playing on that
Good point
I'm trying to get a 5 second audio to go into my emote animation, but it won't play in-game, it plays in unity, but doesn't do it in game, any help?
I can give the settings of audio source if needed
hey shader junkies! if you like building shaders with nodes but also like using my toon shader, now you can do both! here's an amplify shader editor template, it'll let you extend the flat lit toon shader with whatever amplify nodes you want! https://github.com/cubedparadox/Cubeds-Unity-Shaders/blob/master/Packages/FlatLitToonAmplifyTemplate.unitypackage
good stuff man
Does anyone know the shortcut for bringing up the debugger in VRC
Menu + 1-5, Menu + 3 is the general debug ui
why is my avatar mode like a jelly when i apply dynamic bones;_;
Just watch the tutorials :) I believe every tutorial on dynamic bones covers this moment. You can search for "dynamic bones tutorial vrchat" on youtube or something like that
@charred bramble disable Oculus attenuation in OSNP script attached to it and chek range
i watched tupper's video and i have no idea why his body doesn't mode
Minimum is 10 and max is set at 50
For the range
Is there any specific property? that has to be from the audio source in order to play it?
nvm, fixed it by making multiple script
Still doesn't work though
hey, so how do I get lip syncing working?
do they need to be those exact names?
I'm trying to get a 5 second audio to go into my emote animation, but it won't play in-game, it plays in unity, but doesn't do it in game, any help?
I can give the settings of audio source if needed.
It works when I put it on the model itself, but I want to put it on a specific emote for a model.
I know having allot of dynamic bones slows people down and I don't want to do that so does anyone know a good number to have without it being to manny?
how can i make attached object not moving along with character? like person with avatar cat and house
make a particle system that drops one particle, and change the render to a mesh
doesnt work
Amplify or ShaderForge?
@hearty nova exact names, exact order. That would make sure they'll work
Damn. Because the model does have visemes built in, just not those names.
Yeah, I tried that. Maybe not using it correctly though
Oops, that reminds me I forgot to post my topic
Again, tried that. Does it work if there's already blend shapes in place?
@hearty nova it make all the blendshape in vrc format
name
the A and O and cha what it use mix the other blendshape together
Yes, I know that. I know what it's supposed to do
But that's not what it did
I'll try again tomorrow. I really should be sleeping right now
can i play with the quality settings of a scene in Unity? or doesn't care because VRChat will overwrite it anyways...
VRChat will overwrite this
in that case I think vrchat is messing around with the Anti Aliasing fx, which is causing me a lot of weird artifacts
Is there any way to disable AA forever?
Actually got a question. Let's say I were to split these letters off of the mesh, but still have them be a part of that Object in Blender. Will VRChat still just consider it one mesh for draw calling, or does it care more about how vertices are linked rather than whether they're considered one object?
It considers another mesh another draw call. If you can. keep it all one mesh ๐
It also leads to less Culling issues
It'll be considered one mesh even if it's not structurally connected. Otherwise it wouldn't allow for floating geometry which is very useful for some things.
Hang on huh? I was told otherwise. sorry ๐
It's why you can just select all the bits of an avatar and do a quick ctrl+j in blender so you can have it as a single mesh.
And don't worry, now you know. :D
anyone know how the cloth and collision work in blendeR?
Yes, what are you wanting to do with it?
prevent my leg clip through skirt and hair goingin my body
looking at the google search result but doesn't work on mine
When I've needed to stop things clipping through I've usually made a lower poly collision mesh and set that to a collider so it'd keep the cloth in place. Also turning up the simulation quality helps, at the cost of longer simulation times.
cloth and collision also show and behave as modifiers.
how to test if it work?pose mode?
alt+a to play and move the bones around I guess
You do know blender's cloth sim won't transfer across to unity, right? You'll have to set up cloth in unity using unity's system and configure that.
daamn it
if i made an animation in blender how do i use it as custom emote
it just shows me being stuck on the floor
if i make an animation that turns on a mesh
and another animation to turn off the mesh
like drawing and holstering a gun
would that work
so like i'd hold the gun indefinitely if i hit the first gesture
and put it back if i hit the second
I'm doing something similar myself, so I'm gonna be testing this out very soon
Working on this for my titan avatars ๐ค
I guess I'd have to have this play on a unique avatar that just plays this, then switch to my normal avatar after the animation is done playing?
if you are timed right
Yep ๐ if you have the "drop in" avatars idle set to this animation. (With time to wait while you get in possition and switch) you can make a more seemless one. However not everyone with have it loaded in. You can do an emote on the "drop in" avatar, with time to spare while you change avatar. However you will not be able to move when you switch until the original animation is done. You can optimise time. but I normally just have all mine set to 10 seconds (of total animation) and just wait it out. I have a laggy computer and alot of avatar variants to scroll through so its good for me ๐
I've got this animation to ~3 seconds
Mate, if you can switch avatars that quick. go for it ๐
but just add a duplicate frame down the line to extend it
yea
also... is this animation all you?
Yea
Sweet my dude ๐
however. dont be scared to let him shoot down real quick. with a smoke particle effect, if you can make that work, you can make it feel that much more heavy and awesome ๐
Oh it's gonna have particles
๐
I can get the audio files from the game too so it'll have those ๐
Sweeeeeeet ๐ have you tried speeding up the decent?
And I have to make a variant where he lands and does a dab
Woooooah ๐
slows down before it hits the ground I gotta mess with the curve values some more
best be sure that bounding box doesnt cull it out
That's one thing im worried about
Oh, mr bright. just see if you can have the fall either, linear, or Smooth In
yea i got it already ๐
๐
Oddly enough, was thinking about the titan fall animation today. ssuprised no one did it yet ๐ cant wait to see it ingame, especially if its going have particles ๐
๐
๐
@near obsidian it can be done on same avatar just when turn off game obj off and turn it back on animation disable see it in a mirror
I extended the section where it lands so its paused for a bit and then gets back up
Figured I could just replace an emote with this right?
since it sunder 10 seconds
awesome
๐
You just gave me an idea for one of my avatars
@near obsidian
And your animations is really nice to.
Thanks, animating for ~6 years really helps xD
How do I remove IK?
Causing some weird stuff in Unity
hands are like 90 degrees off too
if you made the animation in blender just extract the animation file out of the fbx file
I made it in max and exported to FBX
you set to humaniod right?
there be tab call animation tab in there
should hav list animation it on it
its playing on that dummy model, the animation is playing just fine on the titan its just the feet are messed up
humanoid riged?
Yea
he make emote with it
smoothe know more lol
Emote... that, should just use raw animation though?
wait nvm
lol what was it?
The feet are backwards but in the rig configuration theyre fine
oh no theyre not, they kinda effed up
switching to default then back to humanoid fixed it ๐ค
gif cuts off the end cause of size limits, feet are a little floaty too but oh well
Rooted transofmration (Y) let you adjust the feet on the ground
I see
thanks for the help guys
How am I able to add audio and particles to my animation? Says in the animation tab it's read only and wont let me add anything to it
@near obsidian this video tell how to make non read only https://www.youtube.com/watch?v=cNnnaHqhks0
๐ค
@near obsidian My guy you adding a ground poof :3
ofc ๐
sorting audio out first though
Woo, got it to work, thanks @runic mauve
okie dokie, who know about that CATS plugin for blender?
I've got some questions about visemes
@near obsidian i love your playermodel it is so cool
help with visemes?
@distant bay thanks
Was hard to set up cause of the bone hierarchy as it's not a typical human skeleton, but it's cool to hear people's reactions ๐
best avatar ive seen ๐
Either way, I love the animation, and I bet it looks even better in VR.
Mr. Brightside never fails to impress with his amazing avatars
yeh
I'm not sure on what kinda models to port next, I have the strider Titan from tf1 to port, wish it was easy enough to port Titanfall 2 models I want my legion waifu
Also I think brochacho has me beat ๐
So when i try my animation, my avatar just hangs in the air and does the animation, there's no root motion so it doesnt fall to the ground :L
has to do somthing with the baking part of animation unity dont know good setting to maked it work
so might have to play with them bake setting
In unity or in max
in unity
when i play the animation in unity it works just fine
ok
I just applied these settings
(all the checked boxes)
one of them are red maybe somthing wrong
fuk
ill just try this and if it doesnt work ill mess with it more tomorrow
thanks though
if i use a generic model
and animate it in unity
am i able to use the animation as walk animation ?
and also is sound emote only do-able for unity made animations or does it work on blender animations too
anyways if anyone has the answer please @ me
I need to ask again here since no one answered me in avatars. How do you put parallax image on mesh in the avatar is it a shader?
@sturdy lynx you can copy keyframes from animation created in blender and add it to unity animation. I've made meowing cat this way.
@sturdy lynx as for generic rig, I believe there's special simple avatar controller or something like that to make it walk and run (havent't used it yet though, but you can see running wolf and horse avatars out there). You won't have any gestures this way though thus no overrides
but wont the model drop halfway thru the ground ?
or does the copy and pasting
saves the transform position too
@sturdy lynx it happens only with humanoid rigs, I believe. Also you can always make animations with copy
ยฏ_(ใ)_/ยฏ
@covert ice not sure what do you mean parallax images on character. Since parallax is associated with scrolling backgrounds usually
@old bridge yes thats right I saw someone on their mesh Its like moving pictures or probabily an illusion like it's moving since you can only a part of the picture as the avatar moves
@covert ice Are you talking about a scrolling shader, or a parallax map?
prababily the scrolling shader I guess
Yeah, just searching for unity scrolling shader should help you out.
@near obsidian, root mode isn't needed, if there are weird things going on in the animation, make sure in masks, that every bone that needs animating is checked, and set all those bake animation feilds to original :)
Also, if you translated the hips for the fall, it won't animate correctly. You need a bone before the hips for translation to work
Humanoid rig for some reason doesn't like to translate any part of itself
asking here if anyone knows: How does one go about adding custom walking animation to a non-humanoid?
I have all the anims prepped, but the "animation override" method doesn't seem to work.
Is the VRC_Stereo Object (panorama) working?
it's working on editor but when i press play, the sphere turns to 100% white
I just animated a sword on my avatar when i do the gesture to activate it it comes out. But my problem is that when i try to move (HTC Vive) it resets the gesture and the sword is gone. Any tips?
By gesture, you mean hand gesture, right?
Yeah
I have it set to Rock'nRoll but when i move around it gets reset and my sword is gone
i presume you have to hold the trigger
hello.i tried to create an animation in Unity where when you without a VR headset,use for example "Point" in VRChat,it replaces the Point animation with what i tried in Unity.Basically,i wanted to make a insane bright light to trigger when i click "Point" and then i use via microphone on Youtube the Super Sayan scream thing,it lasts for 5 seconds.However,I uploaded the character,but when I do the gesture,my character breaks,and gets in some sort of crouch stance or something,i cannot move,nothing happens etc,but for 5 seconds(so i guess it picked up the 5 second duration).i redid this a milion times but i still haven't succeeded.i followed other turorials that are based on anime face expressions n stuff to do this but it doesnt work.can someone help me maybe?
You can't hold the trigger, as i said when you run around it gets reset
noticed that too showerking
might just be how it works
also having trouble getting a particle system to start playing when i use a gesture
mesh shows tho
maybe you're supposed to handle mesh and particle triggering through a vrc trigger rather than game object.is active in the animation?
but i figure vrc trigger is for worlds not avatars
I created a set of custom walking/idle animations in blender to add to a character but when I import them and change the rig to humanoid it gives me this error for all of the animations: https://i.imgur.com/QMWjIF7.png
If I try to load it in game it has very basic first frames of the animations. I've done this before with a different model (but it had a different skeleton) and had no issues like this. Does anyone know what the cause of an error like this could be?
im pretty sure the humanoid rig in unity only supports rotation not translation
how is translation different than rotation? is that positioning?
Ok why does my other model not have this problem though. The animation is essentially hovering and on the other model it doesnt have any of these issues
is the other model rigged as humanoid in unity
yes
ok you got me then
The animation works fine in the viewer of unity, but when brought into game it just breaks and does what I said. could it be something with the bones in the model?
ok the animations i use for the other one has some of the same errors but its no where near the scale of the current one
https://i.imgur.com/lSGo11n.png
I just dont understand what causes these errors
@sturdy frost The entire skeleton is animation, down to the root and all the bones are checked in the transform mask list
is animated**
@near obsidian do you have a bone that is before the hips in the heirarchy?
Yea root
Thats not on the Humanoid config right?
And youve given that the drop animation?
Like thats the thing that drops the avatar
Its playing the animationin in game, from what I can tell everything is moving, it just stays up in the air where the animation starts
let me jump in and see what you mean
add me ingame if you havent
I am getting errors in the import messages
Im in game and sent you a friend request ๐
just a moment ago
i signed in fine but it's slow on future proofing now
so maybe servers are taking a beating
Yea it's doing that too
When I cancel it, it tries to login and takes like 5 minutes
hey are particles always supposed to be in local space, i had some attached to specific bones in world space but it doesn't track the hand
so im assuming its gotta be local space
I always keep mine local
the particle in question is from a cigar so i'd like to leave a trail behind me or whatever if i move
but i guess i can't do that
I think world works ok on like smoke
hmm
I did it just fine on a navi particle thing I quickly made
lemme open it up and see what my settings were
Yea the simulation space is set to world
If this helps
they dont follow my avatar
yeah okay might be why then?
Might be
Did you add the particle system component to the cigar mesh
or did you just attach it
Yea, I have a mesh for navi and just created a particle system compnent on it
tracks just fine
give it a shot
oh cool, unity logged me out of my account
man i remember when the terminology master and slave was still used
parent and child works a lot better :V
๐
Still keeps getting hung up on "Fetching user data..."
rip
oh hey it worked, yay
nope putting the particle as a child of the mesh didn't work
seems like it may have to do with the fact its a humanoid rig
hmm now that its the child of the cigar mesh it seems superfluous to toggle both of them, that might have to do with it, will experiment
but apparently a world space simulated particle cannot be a direct child of a bone, it bugs out
gotta be something inbetween
Without going into detail, it's an issue with the IK. World space particles won't follow the bone transformations
It's not an issue on your end
Ive seen brochacho with a cigar on one of his snake avatars
smoke looked really good
maybe try reaching out to him?
Thanks to smoothie I got my drop animation working in game now ๐
@potent canopy if its possible @mental narwhal will know ๐
@potent canopy why yes you can. But we only support FinalIK for this. Unity's built in stuff isn't usable without open scripting.
$90.00 >_<
If you know of another one, we could look at possibly white listing it.
what about basic constraints like orient, point, and aim?
oh yeah, the phys constraints should all be fine. as long as you don't have to add scripts.
You'll either want to make a generic rig (makes sense for a spider/insect) or some kind of shadow rig (if you still want to track your human head and hands)
if I use the generic would it still be able to add my own IK limbs?
I am approaching this as a Maya technical animator :V
you mean track where your real hands are -- no, not currently. you'll need to make a shadow human rig for that.
mmm
i'm looking into a way in a future sdk to provide tracking points (up to 6) in the sdk so you can custom IK to those.
like the shoulders on my robot model have all these pistons and mechanics inside them that make them look nice when they move
how would I go about rigging that up in unity, in maya most of them are driven by either aim constraints or set driven keys
unfortunately, that takes a bunch of custom scripting, which you can't do on an avatar right now. you could at least make a few emotes or animation overrides with custom animations that rotate those.
FinalIK does have some of those scripts, but yeah, its spendy,
like I was cool with buying dynamic bone since it was realatively inexpensive for what it was
would this method work?
No because it requires that IKControl custom script. and we don't allow that on avatars.
it would need to be modified for your particular rig. So we could whitellist that particular one, but it wouldn't work for much
This kind of stuff is not our focus right now, but we do have a Avatar focus in our Roadmap, where stuff like this may get looked at closer, that might be when I get a chance to add the Tracking objects and maybe we'll allow some kind of scripting there.
For now, if you want to show off cool Maya rigs, i'd import them as Generic, and just play some animations on them. Maybe make your own animation controller to blend stuff against movement. Later, you could add the shadow rig or possibly in the future, you could add the tracking points
what about a basic IK script that just took 3 bone joint chains and other than that they could be applied anywhere on the skeleton
yeah I could do that but since I have a full room vive setup without the tracking I would have no way of postioning the feet if I intend for the head to move likesay
on my logicoma rig
Right now, we have no support for non-human tracking setups, and for human tracking its very specific to work well with a typical human avatar (so that we can support all the human avatars we have right now). We don't have any other stuff in place, though.
You can basically try some tricks with using a humanoid shadow rig to get the head and hands positions and then making a separate rig to do the rest.
but you are going way out there as far as pushing the sdk.
its what I do :3
oh tachikoma!
logikoma tachis are smaller and blue
With that, you could just put a spring joint on the turret and let the body kind of follow the turret around as you turned your head.
what really surpised me was unitys native support for delta blendshapes
oh wait
One of unity's physics joints
yeah, there's a few types, you could have one that rotated around the vertical axis, but "pulled" the body around. It gets a bit complicated though, because the whole avatar lives inside the "Player" space, so when you turn your head, you are also rotating this space. If the body was a heavy physics rigid-body though, it would drag behind a bit, i think.
are spring joints actual model joints or interactions of unity assets?
you might even be able to pull this off with a carefully placed dynamic bone.
jello legs!
spring joints are part of the Unity physics system, so you have to connect them to rigid bodies, etc.
you can make the legs rigid but use the dynamic bone to make the "neck" springy
You can configure bones to be ignored which will keep them rigid.
personally though, just making a Generic rig with no tracking would be much easier and you could do lots of cool animations easily. trying to be "embodied" inside the tachi is a bit much.
crazy non human rigs is my lifeblood
thats why i recommend generic
what ifffff
I made the eye bone the "head
and made it so it just roates
rotates
Hi fellas, I hope this is the right channel -- I had someone really helpful from this channel last night give me some tips, but I have some more questions. Maybe you guys know the issue I'm talking about. When my avatar walks, like when I control him with the thumpad on the Vive controller, he's constantly spinning. This nice man said it had to do with the model being backwards? I need to flip it in Blender?
that happens to me when I lay on the flooe
floor
my avatar spins when in prone
sloply
like a carousel
do you?
cant you make those edits in unity?
unless the skeleton is misaligned too somehow?
People kept talking about my "spin attack", and then the guy from Discord said that only other people can see it, not me, so it sucks since I won't know myself if I fixed it.
Oh yeah see that's where I'm confused
since I didn't think orientation translated over like that
whatever you do dont delete the model from your account
I deleted my avatar from my account to upload a patched version
everything IK-wise works perfectly, but the walking anim (generic, injected by VRChat?) is bad
ah ok
and it wouldent let me because it said the avatar already existed and only gave me the option to update it
which didnt upload the new version so I broke it
daaaaaaamn
Anybody know a good tutorial for adding muzzle flashes? any assistance will help immensely
Basically just add a particle system and enable for gesture...
You just need to tweak the particle system so it looks like one
@near obsidian did you end up fixing that import error?
Yup, the animation is working just fine now
Just needs some cleanup
I made some quick particles and hooked up audio from the game onto it as well ๐
What did you do to fix it? I am having the same issue
Make sure you have a bone that comes BEFORE hips
The skeleton I decompiled for it already had a root bone so I did not remove it
@old bridge Is it the same methodology as when adding in items in the animation tab, or is it different? because i've got them in, I just can't get them to actually show up
@near obsidian What bone on your rig is the Root bone? is it a bone below your hips?
@steel wigeon yeah, the same. Just enable the object with particle system there
Yes
ok thank you so much
Root is the very first bone in my skeletons hierarchy
@old bridge I found my mistake, I had added the flashes to the model I used for the animations instead of to the model I was uploading, Works fine now, thanks
Hopefully this is the right chat for this question: I followed every step of this tutorial and set the animation override to my Emote1 slot. The new emote shows up in VRChat but no sound plays, despite it working fine within Unity. I play VRChat in Desktop mode if that helps at all. Any ideas on how I might fix this? https://www.youtube.com/watch?v=m4OCpPjzJ-0
Disable oculus attenuation in OSNP script attached to audio source. May tweak the distance (5-7m) and volume as well
I'll try that thanks.
Just did two more attempts with the new settings and it still doesn't seem to work, here's a screenshot of my audio source settings
while we're on the subject of sound, is there any recommended volume level, i'd hate to make someones ears bleed by accident
I usually set it to like 0.02 for songs
To not overpower conversations
You most likely have to go by trial and error. The sound in the editor doesn't sound like how it does ingame at all
yea...ill probably just go somewhere isolated
You can create a private instance of a world
that works too, though right now the sound isnt working, so I cant even test it o3o unless i set the volume too low but i doubt thats the issue
How is the soundsource parented to the avatar?
Im using gestures to do it, its alright though, im not sure what it was, but after redoing the animation it started working, all is well ๐
@errant peak check "play on awake" :)
Not sure why you guys like linear rolloff. Since logarithmic is natural for sound. You can make the distance a bit farther to compensate for volume decrease
May be it works better for songs this way, I dunno
Was just following the tutorial, I might change it to logarithmic
I'll see if I can get it working with play on awake checked.
for any of you who use 2 or more animation overrides, what 2 gestures would you say are the least likely to make by accident, or rather which gesture is the hardest to make by accident
because now im triggerhappy
Is there any way to rotate a bunch of bones by a certain amount at once? ...But only their tails.
Does anyone know what adapter is needed for full body tracking with a kinect
driver4vr http://www.driver4vr.com/ @solemn knoll
If any item is disabled in inspector, what it still have any effect on rooms performance?
seem to be having a issue importing custom trees into unity
cant get the leaves to show up
Can someone post list of all supported video sources by VRC_Sync Video Player?
https://vrchat.readme.io/docs/vrc_syncvideoplayer
"Accepts YouTube, Vimeo, and DailyMotion URLs"
also until fixed i would be careful about putting more than 1 video on the videoplayer. in my experience testing it, if there is a playlist of multiple videos, people joining midway through a video will see just a white screen
also dont use more than one video player. the screeching audio is horrid
If any item is disabled in inspector, what it still have any effect on rooms performance?
@maiden crescent It also supports any MP4 that you host up at an appropriate host. I use a Namecheap shared hosting site. I re-encode videos I'm going to use for VRC as H.264 in an MP4 container (web optimized), 720p at 21 quality. I also encode audio to MP3 because I have issues with AAC sounding tinny. 30 minutes of video ends up being about 300 mb, depending on what kind of video it is.
@sterile cipher thanks for tip.
I remember someone posted a list of few thousands supported video hostings. From plugin support forum.
Ok, found this list.
https://rg3.github.io/youtube-dl/supportedsites.html
Yo quick avatar question, which axis should I worry about for bone rotation for fingers ๐
anyone have experience with mixamo?
im trying to rig my character but it is being really really stupid as in my markers are clearly on the character i am rigging and it is telling me they are not
so you know how they ask you to place those circles
OH, That issue
and if you zoom up you can see that there is a cross in the center of the circle
what browser are you using?
clear cookies and cache?
let me try
the plugin can get wonky like that sometimes, usually the best thing is to do that and keep trying
hope it works
thinking this might be the right channel as ppl in #avatars-2-general dont know when i ask, is there a list somewhere of what the bone stretch numbers are of the regular fingergun/rocknroll/etc emotes? Would be good to know for replacers
think you can get the gestures from the mixamo site
trying microsoft edge
Oh Right, I completely forgot those were the ones, Thank you flashfire
best broweser you can get
you could also try exporting as a different format
i am kinda giving up on mixamo