#development-advanced

1 messages ยท Page 14 of 1

urban tapir
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no this is just me moving in a seat to show

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but I think I might have found the solution

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normally, you would see a shrunk head there

raw heart
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How come I still end up in the old Hub?

urban tapir
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Clear cache

tough folio
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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? ^^

acoustic saffron
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it usualy means that the eye bones are connected, and not at zero rotation;

tough folio
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Zero rotation should be "roll" isn't it? Roll is 0ยฐ - or have I missed something^^

acoustic saffron
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yes but is that the eye bone selected in [head]

runic mauve
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need recenter your eye bone in your head

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so you have move back more to head

acoustic saffron
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The Api is not to bright in sellecting the named bone vs one close to eye :3

tough folio
acoustic saffron
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it should use LeftEye, and not hablahabla

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๐Ÿ˜›

runic mauve
tough folio
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Yeah, the other one is kinda.. oops

runic mauve
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bone cant to close to front

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because that make go in the head

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so you have adjust till it right

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for your avatar

acoustic saffron
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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.

runic mauve
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you should only have 1 bone

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for eye

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not 2 bone hook togther

tough folio
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Yes, I'm trying to correct those things right now ^^

acoustic saffron
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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

runic mauve
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i only weight the eye to pupli mesh only

acoustic saffron
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i dont

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i just hook the old mmd bone to the zero rot new bone;

runic mauve
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that take to you long lol

acoustic saffron
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not realy

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is 1 click

runic mauve
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dublicate the head bone make perfect eye bone

acoustic saffron
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vs activate weight, select bone from list; paint; get out

runic mauve
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you just go to material select the pupli texture material go edit mode hit select it give you vertex for them

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anime avatar dont need move the white part

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because eye 2d

acoustic saffron
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i knows, but my way works to; withouth the hassle of weight painting ๐Ÿ˜‰ mean for me it works and gives the result i want.

runic mauve
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i dont need weight paint i use vertex groups

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material give you vertex group

acoustic saffron
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i dont use "groups" at all

tough folio
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well, next try ^^

runic mauve
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well just tell simple way to do it

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you can do the hard way lol

acoustic saffron
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not hard about it

tough folio
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in the end: whatever works ^^

runic mauve
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yea

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just share some easy tips in blender

tough folio
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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...

runic mauve
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reason i use head bone so i dont need figure out the roll

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head bone dont have any

urban tapir
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Is there a way to fade into another mesh

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Like instead disabling and enabling a mesh for animations

strange fable
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๐ŸŒˆ Shaders ๐ŸŒˆ

urban tapir
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Thats what i expected I guess...

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Any idea what it might be called?

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So I can look it up?

dull umbra
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@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)

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If you want a direct morph, you can use blend shapes.

urban tapir
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ok, I'll check that out then

warm niche
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@runic mauve Holy Shit your tag is my opposite

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We can both be Satan

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/s

runic mauve
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@warm niche what you mean?

warm niche
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Uh wrong one sec

runic mauve
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oh lol

warm niche
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xd

dapper obsidian
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who could I talk to about makeing a world?

weary mica
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Elaborate

verbal tusk
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I'd say the first few things to do would be get an idea, and some references for it

merry coral
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sooooooo

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no one knows

hot stone
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Don't suppose anybody here writes shaders?

lyric stone
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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?

runic mauve
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@hot stone there people do but good luck them share it lol

hot stone
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Honestly I'm willing to hire someone at this point

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Problem is finding someone

runic mauve
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i know tcl, snail,warpuppet, claw know about shaders

hot stone
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@rough sleet are you alive then?

rough sleet
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@hot stone What are you looking for?

hot stone
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You, sir

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Hello

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Do you write shaders?

pale violet
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is there a good way yet to make a flying transport so that the passenger can control the direction?

runic mauve
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would need to play with standard asset plane script @pale violet

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no one really use that yet

pale violet
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plane script??

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is it whitelisted?

runic mauve
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standard asset has a aircraft script prefab in it

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yea

pale violet
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oh nice. but someone must be using it then

runic mauve
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not yet lol

pale violet
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people make flying vehicles using colliders that don't work super well

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i assumed they'd use it

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if they could

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so there's a prefab in standard assets?

runic mauve
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yea

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you would need to do same way we did with car and 3 person script

pale violet
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same way, you mean you used it?

runic mauve
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i use car and 3 person script not plane one yet

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lol

pale violet
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what do you mean by 3 person script?

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it can only take 3 people?

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which would be fine

runic mauve
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3 person script just control avatar inside vrchat

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i made with horse

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it would need same method for cars

pale violet
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thanks! will be fun if i can make this spaceship fly over this ice planet

viral verge
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Has the new sdk removed anything? Stuff from my old world does not work anymore when moved to a project with new sdk

old bridge
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@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

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@viral verge I had the same issue. Closing and opening Unity solved it

viral verge
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Sadly did not fix for me, going to try build a new project

old bridge
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Well..I used just simple things like chair prefabs
May be other ones got changed without backwards compatibility

viral verge
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Works in a clean project, Not sure what happened with the other one

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guess i just start over q..............q

low star
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please help me. how move bone from one armature to another? in blender

brittle lagoon
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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

runic mauve
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@brittle lagoon go to vrc world click on add componet type in vrc players mods

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add mods

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only run and jump work

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in it

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make sure you have news sdk

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from webpage

brittle lagoon
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@runic mauve do i need the old world prefab or just add player mode to the current world prefab

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@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

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@runic mauve do i need to click that box

runic mauve
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you would need update your sdk

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it has to be new 2017.10.26.17.36

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make sure delete old sdk before update it

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if not show up you have to messenge @sudden smelt

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he want to make sure there actally bug in sdk

brittle lagoon
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is that right do i need to click the box as well

sudden smelt
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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
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deleted old one then reopened and imported new one its the current version

runic mauve
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@brittle lagoon cant use that client anymore in your client path

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need to be hook to steam one

brittle lagoon
runic mauve
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your sdk outdate

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we on 2017. 10.26

rough sleet
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@hot stone Yes, what are you trying to do that you need a shader for?

hot stone
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Huh

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Hi again

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There exists no good toon shader and I'm not exactly a coder

runic mauve
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cube shaders does toon shaders

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i know that model work with it

hot stone
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Those are pretty limiting

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Many aren't built for all around rendering

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Only standard or toon only

prisma void
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All around rendering?

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Looks like you have mesh issues

runic mauve
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look like somone delete to much on the face

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or smooth out to much because it one side ploygon now

old bridge
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@hot stone this outline is really thicc ๐Ÿ˜…

runic mauve
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i think he missing some material on the face as well

wintry portal
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Are you able to set custom animation overrides on things that aren't humanoid?

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I've tried to, but all it does is make the game unresponsive until I reload

sturdy frost
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Yep

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You just need to tell the animtions that it can animate the different bones (mask options to do this)

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That is if you are having extra bones on the humanoid. Otherwise you can upload your own animator with a generic rig

wintry portal
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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.

sturdy frost
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I'm not entirely sure how it actually works. I would think that a custom animator wont play well with VRChats menus

wintry portal
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Alright, I'll try some custom keybinds then if I can.

sturdy frost
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Tell be how that goes, could be interesting if you get it all working ๐Ÿ˜ƒ

dull umbra
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@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.

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Also, emotes don't work. You'll get stuck if you try to use them.

wintry portal
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Yeah i figured that much out, Is there any way to do custom animations that are similar to emotes? the overrides dont do anything.

sweet crystal
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Maybe this belongs here more... How should I hide my avatar's weapons?

runic mauve
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turn off the mesh render off first then use animation to turn it back on

sweet crystal
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They're part of the avatar's mesh

runic mauve
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make it own mesh

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change skin mesh to mesh render component

sweet crystal
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Can't I change the scale through animation?

runic mauve
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yo would still need to make it own mesh

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it part of the avatar

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if you leave togther

sweet crystal
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Okay, I'll try changing the scale and see how it goes

sweet crystal
runic mauve
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@sweet crystal because game obj is off

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before you load in

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if want your weapon to show only turn off mesh render

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from it

sweet crystal
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What object

runic mauve
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the weapon instead turn off the game obj look for mesh render

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then turn that off

sweet crystal
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I don't understand you

runic mauve
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uncheck that the obj not on top

sweet crystal
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I don't think you understand that my avatar is one object

runic mauve
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reason i say make it own mesh

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only turn off mesh render show in the mirror

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turn off game obj or make shirnk

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wont work in the mirror it become animation then

ruby cave
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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?

sweet crystal
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Oh, you should have said that to start with then

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The key steps are assigning the root and setting the parameters properly

analog trout
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is it possible to do an animation like a toggle

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that turns off and on something on a model

autumn hatch
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Not that I know of, no

pale violet
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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.

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i'd really love it if there was a way to stream bandcamp

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or maybe i could stream songs using webpanels, if the link was an mp3 i uploaded?

old bridge
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@runic mauve thanks, I never knew it will show up in a mirror if I only disable mesh renderer

pale violet
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@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.

raw heart
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Are small animations labor intensive on resources?

warm niche
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@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

pale violet
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just made one like twenty minutes ago. really would love a music player without the video bandwidth.

sturdy lynx
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does anyonw know how i can make the particle not follow the character and fall from where it spawns ?

dark epoch
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@sturdy lynx change world local to world simulation

sturdy lynx
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how do i spawn mesh with particle

dark epoch
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im pulling my unity up. I know how cant remember where it was

sturdy lynx
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XDD

dark epoch
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@sturdy lynx way down there is a render tab. click it on and where it says renderer change it to mesh

sturdy lynx
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mmm

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when i click simulate nothing comes out

dark epoch
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simulation space to world

sturdy lynx
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yea

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nothing comes out

dark epoch
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is it too small or too big. zoom in and out

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if its not its own object when you scale it with its parent it directly affects the size of particles

sturdy lynx
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the moment i click my mesh

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nothing comes out

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particles go up

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but i see nothing

dark epoch
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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

sturdy lynx
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is there a way for me to highlight the particle

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so i can find it

dark epoch
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you can change the material to something bright

sturdy lynx
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no use

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i changed the spawn size

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1 up to 1k

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down to 0.01

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nothing shows up

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but particles goes up

dark epoch
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turn down start speed and make sure gravity is on

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change gravity to anwhere between .5 to 1

sturdy lynx
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still nothing

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i can only select the wireframed mesh

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but not the textured one

dark epoch
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change the material to its coresponding material

sturdy lynx
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it dosent recognize the mesh

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when i drag the mesh in to scene and clicked
choose from scene

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theres nothing

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all the meshes of my avatar come up blank too

dark epoch
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well if you cant even see it as a mesh its not going to work as a particle send a screenshot

sturdy lynx
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a screenshot of what

dark epoch
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of your unity. I only have a fague idea of whats not working right if your just telling me

sturdy lynx
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the mesh is the white thing inside right ?

dark epoch
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it literally tells you whats wrong at the bottom left cornor

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all you have to do. is in a modeling program is join all the meshes together and it will work

sturdy lynx
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isnt it just one mesh @_@

dark epoch
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if its an mmd model you got somwhere i bet every little bit on there is its own mesh

sturdy lynx
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its all joined together in blender

dark epoch
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are you sure

sturdy lynx
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one full object

dark epoch
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hmmmm

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try selectin your mesh in blender. hold ctrl+a and then apply scale

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I know if Im ever using cloth physics on anything If I dont do this it freaks out and breaks

sturdy lynx
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nothing happens

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google says not more than 1 texture

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but that hat only has 1 texture

old bridge
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did anyone have problems with visemes when mouth just keep changing them semi-randomly while you're silent?

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or more likely, changing from closed mouth to "a" shape like 3 times a second

dark epoch
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the game is probably picking up little minut' sounds coming from your mic

autumn hatch
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Do you have simulated eye tracking set up?

old bridge
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@autumn hatch yes

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had no such problems with (looks like) the same setup with other model

autumn hatch
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Then you need to reorder the blendshapes in blender.

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The first 2 blendshapes after the basis one are used for blinking

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3 and 4 are used for eye squinting

old bridge
autumn hatch
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Hm that looks right

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Guess double check that the blinking and lower lid shapes deform correctly

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Also make sure you move atleast one vertex on those first 4 shapes otherwise they won't import into unity

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Like just a millimeter

old bridge
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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

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Not it works

viral verge
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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

jovial jasper
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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?

runic mauve
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@jovial jasper you would need make animation turn on and off volume of the ptich

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pitch

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turn off audio componet dont work in vrchat

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that what mimi told me

jovial jasper
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Oh ok cool I'll check that out thanks!

runic mauve
dark epoch
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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

runic mauve
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@dark epoch problem car script dont have wake on it lol

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it total different script for sound for the car

dark epoch
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ahhh. I see. yeah. tricky, scripts can be sometimes

runic mauve
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only way turn off the sound on standard asset was make animation turn the volume down till vrchat add feature to script

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basic standard asset script we using

dark epoch
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I am curious about this now. because of this

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I was also thinking of modeling his bike and putting a vehicle script on it

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do they happen to have a video tutorial for using it?

runic mauve
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nope video or tutiroals i dont think script let you put on avatar it can be only use in the world

dark epoch
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in a seperete world. just for playing around with

runic mauve
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mimi told me how to do it

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she might have better verison

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just look over the trigger on the demo

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it basic show it will work

dark epoch
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thankyou

jovial jasper
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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.

dark epoch
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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

jovial jasper
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yeah, now my OCD is kicking in. But i will have to manage lol

runic mauve
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this car script work on xbox controller vr controller and keyboard

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with 3 person script cant use jump on vr controller

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but you can use keyboard and xbox controller

dark epoch
pale violet
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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.

old bridge
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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

calm nacelle
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sounds like you have a collision issue

marsh elk
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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? :')

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Figured out the animation part, just don't know how to add the audio to it

autumn hatch
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@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.

old bridge
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@calm nacelle which collision? if you mean dynamic bones, I don't use any

marsh elk
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@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

final wigeon
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@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.

fallen juniper
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does anyone know what's actual poly limit for imported model in Unity so it won't crash?

old bridge
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@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

final wigeon
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Are the other users in VR or desktop mode?

old bridge
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not sure. I've only asked those in desktop mode so far

final wigeon
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Okay, that lines up with what I've been experiencing then.

old bridge
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ok. looks like they are twitching for everyone

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regardless of if they use VR or not

final wigeon
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Damn, different issue to me then.
That probably means there's something up with your rig somewhere though.

old bridge
final wigeon
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Some of those bone rotations on the arms look a bit freaky.

old bridge
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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

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I can try rotating the hand bones though

final wigeon
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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.

old bridge
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not sure what you mean by bone axis. can I somehow see a gismo of the bone's local transform?

final wigeon
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in the armature tab, enable axes, and to rotate the bones, in edit mode ctrl+r

old bridge
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ok, got it aligned this way...gonna try it

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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

old bridge
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nope, nothing works

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looks like I just need to put it into Mixamo or something and then tune it ๐Ÿ˜‘

warm niche
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Is there a way to disable the option to create portals on a map?

maiden crescent
calm nacelle
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Are the controls and interactions handled by steamvr or homemade scripts?

runic mauve
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It use steam vr api system

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Need steam vr driver want Use vrchat

urban tapir
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anyone know why the avatar doesn't move around when dancing?

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I think I noticed this is vrchat as well

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but in unity it moves fine

dark epoch
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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

urban tapir
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can you show me a good example?

dry dagger
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i've got the same issue

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@ me if y'all get an example o rsmth

urban tapir
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We gotta make vrchat a dance heaven

urban tapir
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How do I slow the animation on the mixamo animations?

sturdy lynx
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how do i fix
Particle system meshes will only work with exactly one (1) sub mesh

real sphinx
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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?

autumn hatch
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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

real sphinx
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Oh ok, thank you

winged lintel
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jeez, I forget what a difference Bloom can make

urban tapir
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Post processing effects are amazing as long as you dont over do it

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Remeber to get vr user feedback if on desktop mode

winged lintel
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yeah, I'm putting it to good use with the HDR emissive materials I have

dark epoch
fathom slate
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Ghost Riders in the Sky.

winged lintel
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playmaker is 32 bucks right now on the asset store

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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

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and Dynamic Bones

dusk pewter
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Don't forget the packs with world assets, those could be really useful.

winged lintel
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thats why I mentioned beside model assets

dusk pewter
#

and ShaderForge

winged lintel
#

huh, I'm not seeing Shader Forge on the sale

#

Is Real World Terrain compatible with VR Chat?

runic mauve
#

Gaia is really useful to

#

that cheap as well

#

if you want to make world with big open land

warm niche
#

Gaia is amazing. Really recommend picking it up if you do terrains in your world

winged lintel
#

hmm, might grab that one then, since it does have a good sale going on right now

runic mauve
#

yea does alot lighting for you in gaia

#

and LOD

winged lintel
#

sweet, thanks for the suggestion

tranquil jackal
#

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?

runic mauve
#

@tranquil jackal you just add audio source to world map

tranquil jackal
#

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

sweet crystal
#

What's Vertex Tools Pro for?

runic mauve
urban tapir
bright dragon
#

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)

crisp violet
urban tapir
#

change the scale

#

during an animation

#

you can change your scale permanent if you add an animation component

bright dragon
#

Do you mean that I can have any X, Y, and Z, as long as it's inside the animation?

urban tapir
#

yes, but don't abuse it

#

just make two frames

#

both of which are the same

bright dragon
#

Hmm, thank you alot, gonna try it tomorrow

urban tapir
#

getting the flair to sync up correctly

urban tapir
#

anyone know how to fix this?

old bridge
#

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

urban tapir
#

tbh, without the bypass scale stuff

#

we would not have giant robot fights

winged lintel
#

probably shouldnt discuss that on this channel

pale violet
#

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.

maiden crescent
#

0 to 1 is same as 0% to 100%. Probability of action

pale violet
#

@maiden crescent hmm, so if i want it to randomly choose between a list of different possible animations or animation paths, is that possible?

maiden crescent
#

You can trigger multiple animation bool, float and triggers and randomize animations.

urban tapir
#

Whats the cause that makes your character spin while moving?

runic mauve
#

@urban tapir dyanmic bone on hip bone

urban tapir
#

Oh

runic mauve
#

need to make root bone for hair and and clothes

urban tapir
#

Hmmm

runic mauve
#

just dublicate the hip spine bone

urban tapir
#

Ill just make a gameobhect then

runic mauve
#

then reparent the skirt to that

#

name skirt

#

this in blender @urban tapir

#

need to do this

#

tupper video tell how to do it

uneven wolf
#

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
#

where would i put the bloom script to add it to my world

#

refrence camera?

final wigeon
#

@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.

jovial jasper
#

cool thanks!

cursive sapphire
#

is anyone familiar with Mesh Particle Emitter?

zenith kayak
runic mauve
#

@zenith kayak nice find

warm niche
urban tapir
#

@runic mauve so how do I do this world scale thing?

warm niche
#

Problem just seems to be inside the unity player. Kind of odd that it will turn off and not on inside unity.

warm niche
#

Is there any way to increase the responsiveness of rigidbody collisions?

warm niche
#

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

warm niche
#

on second thought i think i'm just going to put the snow around the christmas tree

sweet crystal
#

Would anyone know why my world's model is stopping me from turning my head?

sturdy lynx
warm niche
#

Just don't make too many... could lag lots of people--

sturdy lynx
#

just 3 umaru that stays

#

world spawn

warm niche
#

๐Ÿ‘

dark epoch
sturdy lynx
#

gonna add that annoying umaru music as spawn sound

warm niche
charred bramble
#

For the animation override, is there a time limit that your suppose to make it under? [Trying to make a custom emote]

sturdy lynx
#

10 second

charred bramble
#

thanks

warm niche
#

@dark epoch thanks so much ๐Ÿ˜ƒ

charred bramble
#

Is there any way to make the emote animation stand correctly?

urban tapir
#

root T

#

adjust that

charred bramble
#

thanks

#

I feel so dumb now

charred bramble
#

Really appreciate it though

near obsidian
#

For a custom animation to override a default emote, does it need to be a certain amount of frames or is there no limit?

autumn hatch
#

Max 10 seconds. Apparently you can make it shorter if you want

runic mauve
#

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

charred bramble
#

I'm to poor :c

runic mauve
#

it take forever manual type number

#

in that animation

#

reason i bought it lol

#

it worth $15

charred bramble
#

I know, but I can't get it. RIP

near obsidian
#

@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

autumn hatch
#

Dunno really

near obsidian
#

๐Ÿค”

autumn hatch
#

And they could just change to a generic avatar and have a animation playing on that

near obsidian
#

Good point

charred bramble
#

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

urban tapir
#

its possibly really really low

#

make it max

#

usually 0.1 is the starting point

placid current
charred bramble
#

good stuff man

oblique marlin
#

Does anyone know the shortcut for bringing up the debugger in VRC

sudden smelt
#

Menu + 1-5, Menu + 3 is the general debug ui

turbid moon
#

why is my avatar mode like a jelly when i apply dynamic bones;_;

old bridge
#

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

turbid moon
#

i watched tupper's video and i have no idea why his body doesn't mode

charred bramble
#

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?

turbid moon
#

nvm, fixed it by making multiple script

charred bramble
#

Still doesn't work though

hearty nova
#

hey, so how do I get lip syncing working?

turbid moon
#

@hearty nova maybe this help

hearty nova
#

do they need to be those exact names?

charred bramble
#

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.

rich pendant
#

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?

wary epoch
#

how can i make attached object not moving along with character? like person with avatar cat and house

dark epoch
#

make a particle system that drops one particle, and change the render to a mesh

wary epoch
#

doesnt work

sweet crystal
#

Amplify or ShaderForge?

old bridge
#

@hearty nova exact names, exact order. That would make sure they'll work

hearty nova
#

Damn. Because the model does have visemes built in, just not those names.

runic mauve
#

this plugin will do all the hard work

#

for it

hearty nova
#

Yeah, I tried that. Maybe not using it correctly though

sweet crystal
#

Oops, that reminds me I forgot to post my topic

runic mauve
#

need setup A Ch and O in the 3 slots

#

they make the rest

#

for you

hearty nova
#

Again, tried that. Does it work if there's already blend shapes in place?

runic mauve
#

@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

hearty nova
#

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

zinc basalt
#

can i play with the quality settings of a scene in Unity? or doesn't care because VRChat will overwrite it anyways...

maiden crescent
#

VRChat will overwrite this

zinc basalt
#

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?

lethal moth
#

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?

sturdy frost
#

It considers another mesh another draw call. If you can. keep it all one mesh ๐Ÿ˜ƒ

#

It also leads to less Culling issues

final wigeon
#

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.

sturdy frost
#

Hang on huh? I was told otherwise. sorry ๐Ÿ˜“

final wigeon
#

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

turbid moon
#

anyone know how the cloth and collision work in blendeR?

final wigeon
#

Yes, what are you wanting to do with it?

turbid moon
#

prevent my leg clip through skirt and hair goingin my body

#

looking at the google search result but doesn't work on mine

final wigeon
#

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.

turbid moon
#

@_@

#

do i add that aas modifier or is it ok to just edit in propeties?

final wigeon
#

cloth and collision also show and behave as modifiers.

turbid moon
#

how to test if it work?pose mode?

final wigeon
#

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.

turbid moon
#

daamn it

sturdy lynx
#

if i made an animation in blender how do i use it as custom emote

#

it just shows me being stuck on the floor

proven drum
#

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

eternal granite
#

I'm doing something similar myself, so I'm gonna be testing this out very soon

near obsidian
#

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?

turbid moon
#

if you are timed right

sturdy frost
#

Yep ๐Ÿ˜ƒ 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 ๐Ÿ˜ƒ

near obsidian
#

I've got this animation to ~3 seconds

sturdy frost
#

Mate, if you can switch avatars that quick. go for it ๐Ÿ˜ƒ

#

but just add a duplicate frame down the line to extend it

near obsidian
#

yea

sturdy frost
#

also... is this animation all you?

near obsidian
#

Yea

sturdy frost
#

Sweet my dude ๐Ÿ˜„

near obsidian
#

There's no way to decompile animations from Titanfall atm

sturdy frost
#

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 ๐Ÿ˜„

near obsidian
#

Oh it's gonna have particles

sturdy frost
#

๐Ÿ˜„

near obsidian
#

I can get the audio files from the game too so it'll have those ๐Ÿ‘Œ

sturdy frost
#

Sweeeeeeet ๐Ÿ˜„ have you tried speeding up the decent?

near obsidian
#

And I have to make a variant where he lands and does a dab

sturdy frost
#

My

#

guy

near obsidian
#

Im gonna tweak that yes

sturdy frost
#

Woooooah ๐Ÿ˜„

near obsidian
#

slows down before it hits the ground I gotta mess with the curve values some more

sturdy frost
#

best be sure that bounding box doesnt cull it out

near obsidian
#

That's one thing im worried about

sturdy frost
#

Oh, mr bright. just see if you can have the fall either, linear, or Smooth In

near obsidian
#

yea i got it already ๐Ÿ˜›

sturdy frost
#

๐Ÿ˜„

#

Oddly enough, was thinking about the titan fall animation today. ssuprised no one did it yet ๐Ÿ˜ƒ cant wait to see it ingame, especially if its going have particles ๐Ÿ˜„

near obsidian
sturdy frost
#

๐Ÿ˜„

near obsidian
#

๐Ÿ‘Œ

runic mauve
#

@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

near obsidian
#

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

runic mauve
#

yea

#

you can do that

near obsidian
#

awesome

runic mauve
#

emote disable the Ik on the model

#

if it humaniod

near obsidian
#

๐Ÿ‘

charred bramble
#

You just gave me an idea for one of my avatars

#

@near obsidian

#

And your animations is really nice to.

near obsidian
#

Thanks, animating for ~6 years really helps xD

near obsidian
#

How do I remove IK?

#

hands are like 90 degrees off too

runic mauve
#

if you made the animation in blender just extract the animation file out of the fbx file

near obsidian
#

I made it in max and exported to FBX

runic mauve
#

you set to humaniod right?

#

there be tab call animation tab in there

#

should hav list animation it on it

near obsidian
#

I exported it as Z up though, I noticed in Unity Y is up so im gonna try that too

runic mauve
#

drag your fbx file on to that dummy model

#

it become that model

#

your mecha

near obsidian
#

its playing on that dummy model, the animation is playing just fine on the titan its just the feet are messed up

sturdy frost
#

humanoid riged?

near obsidian
#

Yea

runic mauve
#

he make emote with it

near obsidian
runic mauve
#

smoothe know more lol

near obsidian
#

Foot IK is off here

#

actually

sturdy frost
#

Emote... that, should just use raw animation though?

near obsidian
#

wait nvm

sturdy frost
#

lol what was it?

near obsidian
#

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 ๐Ÿค”

runic mauve
#

Rooted transofmration (Y) let you adjust the feet on the ground

near obsidian
#

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

runic mauve
near obsidian
#

๐Ÿค˜

sturdy frost
#

@near obsidian My guy you adding a ground poof :3

near obsidian
#

ofc ๐Ÿ˜„

#

sorting audio out first though

#

Woo, got it to work, thanks @runic mauve

runic mauve
#

no problem

#

that video show me how to do it lol

hearty nova
#

okie dokie, who know about that CATS plugin for blender?

#

I've got some questions about visemes

distant bay
#

@near obsidian i love your playermodel it is so cool

hearty nova
#

help with visemes?

near obsidian
#

@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 ๐Ÿ‘Œ

edgy heart
#

best avatar ive seen ๐Ÿ‘

charred bramble
#

Either way, I love the animation, and I bet it looks even better in VR.

near python
#

Mr. Brightside never fails to impress with his amazing avatars

charred bramble
#

yeh

near obsidian
#

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 ๐Ÿ‘Œ

near obsidian
#

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

runic mauve
#

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

near obsidian
#

In unity or in max

runic mauve
#

in unity

near obsidian
#

when i play the animation in unity it works just fine

#

ok

#

(all the checked boxes)

runic mauve
#

one of them are red maybe somthing wrong

near obsidian
#

does this need to be set to the root?

runic mauve
#

might ask smoothie

#

he better at animation maybe know more

near obsidian
#

fuk

#

ill just try this and if it doesnt work ill mess with it more tomorrow

#

thanks though

sturdy lynx
#

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

covert ice
#

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?

old bridge
#

@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

sturdy lynx
#

but wont the model drop halfway thru the ground ?

#

or does the copy and pasting
saves the transform position too

old bridge
#

@sturdy lynx it happens only with humanoid rigs, I believe. Also you can always make animations with copy

sturdy lynx
#

:\\\

#

hmm

#

im lazy

#

XD

old bridge
#

ยฏ_(ใƒ„)_/ยฏ

#

@covert ice not sure what do you mean parallax images on character. Since parallax is associated with scrolling backgrounds usually

covert ice
#

@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

final wigeon
#

@covert ice Are you talking about a scrolling shader, or a parallax map?

covert ice
#

prababily the scrolling shader I guess

final wigeon
#

Yeah, just searching for unity scrolling shader should help you out.

sturdy frost
#

@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

frigid crescent
#

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.

zinc basalt
#

Is the VRC_Stereo Object (panorama) working?
it's working on editor but when i press play, the sphere turns to 100% white

gray cobalt
#

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?

frigid crescent
#

By gesture, you mean hand gesture, right?

gray cobalt
#

Yeah

#

I have it set to Rock'nRoll but when i move around it gets reset and my sword is gone

turbid moon
#

i presume you have to hold the trigger

weary star
#

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?

gray cobalt
#

You can't hold the trigger, as i said when you run around it gets reset

proven drum
#

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

desert jasper
#

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?

proven drum
#

im pretty sure the humanoid rig in unity only supports rotation not translation

desert jasper
#

how is translation different than rotation? is that positioning?

proven drum
#

yes, or movement

#

that isn't rotation, that is

desert jasper
#

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

proven drum
#

is the other model rigged as humanoid in unity

desert jasper
#

yes

proven drum
#

ok you got me then

desert jasper
#

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

potent canopy
#

@proven drum facy meeting you here :3

#

fancy

proven drum
#

oh hey

#

small world

near obsidian
#

@sturdy frost The entire skeleton is animation, down to the root and all the bones are checked in the transform mask list

#

is animated**

sturdy frost
#

@near obsidian do you have a bone that is before the hips in the heirarchy?

near obsidian
#

Yea root

sturdy frost
#

Thats not on the Humanoid config right?

near obsidian
#

No sir

#

Hips is the lowest it goes in the config

sturdy frost
#

And youve given that the drop animation?

#

Like thats the thing that drops the avatar

near obsidian
#

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

sturdy frost
#

let me jump in and see what you mean

near obsidian
sturdy frost
#

add me ingame if you havent

near obsidian
sturdy frost
#

Im in game and sent you a friend request ๐Ÿ˜ƒ

near obsidian
#

Ok gimme a few

#

Anyone else having issues signing in inside unity

proven drum
#

just a moment ago

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i signed in fine but it's slow on future proofing now

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so maybe servers are taking a beating

near obsidian
#

Yea it's doing that too

#

When I cancel it, it tries to login and takes like 5 minutes

proven drum
#

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

near obsidian
#

I always keep mine local

proven drum
#

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

near obsidian
#

I think world works ok on like smoke

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hmm

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I did it just fine on a navi particle thing I quickly made

#

lemme open it up and see what my settings were

proven drum
#

cheers

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speaking of i think my ice is frozen

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imma go make a cocktail

near obsidian
#

Yea the simulation space is set to world

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If this helps

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they dont follow my avatar

proven drum
#

yeah okay might be why then?

near obsidian
#

Might be

proven drum
#

cuz the particle and the cigar mesh is on the hand bone

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but only the mesh follows

near obsidian
#

Did you add the particle system component to the cigar mesh

#

or did you just attach it

proven drum
#

no, they're both children of the hand bone

#

i was gonna try that next actually

near obsidian
#

Yea, I have a mesh for navi and just created a particle system compnent on it

#

tracks just fine

#

give it a shot

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oh cool, unity logged me out of my account

proven drum
#

man i remember when the terminology master and slave was still used

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parent and child works a lot better :V

near obsidian
#

๐Ÿ˜›

#

Still keeps getting hung up on "Fetching user data..."

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rip

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oh hey it worked, yay

proven drum
#

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

median flare
#

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

near obsidian
#

Ive seen brochacho with a cigar on one of his snake avatars

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smoke looked really good

#

maybe try reaching out to him?

potent canopy
#

Can we create our own IK system in unity to use on avis?

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like for 6 legs

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O_O

near obsidian
#

Thanks to smoothie I got my drop animation working in game now ๐Ÿ‘Œ

sturdy frost
#

@potent canopy if its possible @mental narwhal will know ๐Ÿ˜ƒ

mental narwhal
#

@potent canopy why yes you can. But we only support FinalIK for this. Unity's built in stuff isn't usable without open scripting.

potent canopy
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$90.00 >_<

mental narwhal
#

If you know of another one, we could look at possibly white listing it.

potent canopy
#

what about basic constraints like orient, point, and aim?

mental narwhal
#

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)

potent canopy
#

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

mental narwhal
#

you mean track where your real hands are -- no, not currently. you'll need to make a shadow human rig for that.

potent canopy
#

mmm

mental narwhal
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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.

potent canopy
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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

mental narwhal
#

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.

potent canopy
#

ooh, and now with the vive trackers shipping in december

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that should be fun

mental narwhal
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FinalIK does have some of those scripts, but yeah, its spendy,

potent canopy
#

like I was cool with buying dynamic bone since it was realatively inexpensive for what it was

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would this method work?

mental narwhal
#

No because it requires that IKControl custom script. and we don't allow that on avatars.

potent canopy
#

is that one free?

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I mean its in the example XD

mental narwhal
#

it would need to be modified for your particular rig. So we could whitellist that particular one, but it wouldn't work for much

potent canopy
#

I only have experince writing IK scripts in python >_<

#

for the source engine

mental narwhal
#

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

potent canopy
#

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

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on my logicoma rig

mental narwhal
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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.

potent canopy
#

no idea how this mess would translate

mental narwhal
#

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.

potent canopy
#

its what I do :3

turbid moon
#

oh tachikoma!

potent canopy
#

logikoma tachis are smaller and blue

mental narwhal
#

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.

potent canopy
#

what really surpised me was unitys native support for delta blendshapes

turbid moon
#

oh wait

potent canopy
#

spring joint?

#

is that like springIK?

mental narwhal
#

One of unity's physics joints

potent canopy
#

so its like a jigglebone?

#

in source

mental narwhal
#

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.

potent canopy
#

are spring joints actual model joints or interactions of unity assets?

mental narwhal
#

you might even be able to pull this off with a carefully placed dynamic bone.

potent canopy
#

jello legs!

mental narwhal
#

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.

potent canopy
#

crazy non human rigs is my lifeblood

mental narwhal
#

thats why i recommend generic

potent canopy
#

what ifffff

#

I made the eye bone the "head

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and made it so it just roates

#

rotates

winter lily
#

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?

potent canopy
#

that happens to me when I lay on the flooe

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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?

winter lily
#

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

potent canopy
#

whatever you do dont delete the model from your account

#

I deleted my avatar from my account to upload a patched version

winter lily
#

everything IK-wise works perfectly, but the walking anim (generic, injected by VRChat?) is bad

#

ah ok

potent canopy
#

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

winter lily
#

shit

#

that should be fixed

potent canopy
#

and had to completly redo the avatar in a new unity scene

#

:V

winter lily
#

daaaaaaamn

potent canopy
#

NOW

#

lets talk tentacles

#

^ only overwatch character that hasent been ported

steel wigeon
#

Anybody know a good tutorial for adding muzzle flashes? any assistance will help immensely

old bridge
#

Basically just add a particle system and enable for gesture...

#

You just need to tweak the particle system so it looks like one

desert jasper
#

@near obsidian did you end up fixing that import error?

near obsidian
#

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 ๐Ÿ‘Œ

desert jasper
#

What did you do to fix it? I am having the same issue

near obsidian
#

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

steel wigeon
#

@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

desert jasper
#

@near obsidian What bone on your rig is the Root bone? is it a bone below your hips?

old bridge
#

@steel wigeon yeah, the same. Just enable the object with particle system there

near obsidian
#

Yes

desert jasper
#

ok thank you so much

near obsidian
#

Root is the very first bone in my skeletons hierarchy

steel wigeon
#

@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

errant peak
#

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

old bridge
#

Disable oculus attenuation in OSNP script attached to audio source. May tweak the distance (5-7m) and volume as well

errant peak
#

I'll try that thanks.

errant peak
#

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

steel wigeon
#

while we're on the subject of sound, is there any recommended volume level, i'd hate to make someones ears bleed by accident

autumn hatch
#

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

steel wigeon
#

yea...ill probably just go somewhere isolated

autumn hatch
#

You can create a private instance of a world

steel wigeon
#

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

autumn hatch
#

How is the soundsource parented to the avatar?

steel wigeon
#

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 ๐Ÿ˜„

old bridge
#

@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

errant peak
#

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.

steel wigeon
#

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

autumn hatch
#

Fingergun and rocknroll I'd say

#

For vive controllers

sweet crystal
sweet crystal
#

Is there any way to rotate a bunch of bones by a certain amount at once? ...But only their tails.

sturdy lynx
#

anyone an expert in blender ?

#

need urgent help

solemn knoll
#

Does anyone know what adapter is needed for full body tracking with a kinect

runic mauve
raw heart
#

If any item is disabled in inspector, what it still have any effect on rooms performance?

winged lintel
#

seem to be having a issue importing custom trees into unity

#

cant get the leaves to show up

maiden crescent
#

Can someone post list of all supported video sources by VRC_Sync Video Player?

autumn hatch
warm niche
#

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

winged lintel
#

also dont use more than one video player. the screeching audio is horrid

raw heart
#

If any item is disabled in inspector, what it still have any effect on rooms performance?

sterile cipher
#

@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.

maiden crescent
#

@sterile cipher thanks for tip.
I remember someone posted a list of few thousands supported video hostings. From plugin support forum.

sturdy frost
#

Yo quick avatar question, which axis should I worry about for bone rotation for fingers ๐Ÿ˜ƒ

torpid edge
#

Does anyone know what this means?

warm niche
#

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

winged lintel
#

yeah, mixamo can be stupid sometimes

#

what do you mean by markers btw

warm niche
#

so you know how they ask you to place those circles

winged lintel
#

OH, That issue

warm niche
#

and if you zoom up you can see that there is a cross in the center of the circle

winged lintel
#

what browser are you using?

warm niche
#

chrome

#

tried firefox

#

both didnt work

#

lol

winged lintel
#

clear cookies and cache?

warm niche
#

let me try

winged lintel
#

the plugin can get wonky like that sometimes, usually the best thing is to do that and keep trying

warm niche
#

hope it works

whole crystal
#

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

warm niche
#

rip

#

didnt work

winged lintel
#

think you can get the gestures from the mixamo site

warm niche
#

trying microsoft edge

whole crystal
#

Oh Right, I completely forgot those were the ones, Thank you flashfire

warm niche
#

best broweser you can get

winged lintel
#

you could also try exporting as a different format

warm niche
#

i am kinda giving up on mixamo