#animation

1 messages · Page 1 of 1 (latest)

solid fable
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Thank you Krampus, I'll switch my focus from unity to blender

sinful wolf
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So I made the shape keys in blender and now its uploaded to Unity. How do I make the shape keys into an idle animation? How should I start?

elfin rampart
sinful wolf
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KK thanks

lament light
sinful wolf
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for some reason the avatar will move downwards when im animating. It was fine before but in game whenever I move the avatar lowers like its crouching.

frail plover
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Might someone be able to help me out understanding how to make a puppet for ears/tails? Please DM me if you could.

remote hawk
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Some objects' animations in my world randomly stopped animating and started freezing. What stuff can interfere with animations?

frail plover
remote hawk
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They initially had loop time on and set to the proper animator, some of them freeze mid-animation and continue after about 5-10 seconds

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OH I'm silly

fierce pollen
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Not sure right place to ask, but...
question: do you need animations outside of walk\run and emote when uploading avatar to vrchat? --if only using vr for tracking. ...or do all vrchat avatars need to have full movement animations and the base ones that come with starter avatars?

elfin rampart
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I don't think you need any animations unless you want the avatar to use them. If there is no falling animation, for example, they just won't do that.

fierce pollen
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ah, awesome! Then it can be tested without animations, cool! Yeah.. I wasn't sure if I could just finish model in Blender, have the shapekeys, emote, walk\run and be upload. Awesome! Then could really get this going on transfer from Blender.
Well, outside of ear and tail animations [unity?] -- or can those be done solely with shapekeys too?

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though... if animations are set to bones, do I need to remake the animations per model or can I just use prior animations from same unity base Armature?

elfin rampart
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You should be able to reused any animations that reference the same vertex groups. You could animate a tail with shape keys but shape keys just move vertices in a linear direction so you're not going to get a wavy animation with shape keys

fierce pollen
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ok, awesome! That is quite doable then, but ah.. okay, will have to figure out with tail, thanks!

radiant sphinx
cinder turret
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Do shapekey names matter on your avatar? If so, is there a list that I can check to make sure I have it all?

compact marten
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for anything else, no

broken ore
elfin rampart
cinder turret
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Ah, awesome. Thanks guys!

compact marten
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you don't seem to have any portfolios or any social media linked in your profile, you probably want to do that to increase your credibility

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that page still has none of your past work on there

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not to be rude but that's kinda sus if you're trying to get people to commission you

onyx wadi
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Hey guys,

I try to toggle an asset for around 5 seconds each time I change my hand gestures. I already have an animation that toggles the asset and deactivates it after 5 seconds.
How do I archive this goal?
I currently have a animation layer which runs the animation when a bool parameter is true else it runs into a default off animation but how do i set this parameter to true ones each time i change the hand gesture

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or is this a completely wrong approach

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Any help is appreciated

flint bison
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a couple of examples of fun physbone based interactivity from a prefab I'm making

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Simple little details are very important IMO

torn canyon
flint bison
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Thanks!

night parrot
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could anyone help me with a walking animation it looks very janky

golden maple
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Does anyone know how to adjust a pre-made animation? my avatar has non-human legs so any animation that i put into the locomotion looks VERY off T-T

mild girder
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why take away clients

clear yew
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They look very dope

outer wolf
sharp heart
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does anyone know of a good way to control the paths of particles? trying to find a good way to direct particles towards/follow a nearby player.

sly venture
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Hmm trying to modify an animation, but Add Property is grayed out and I can't record.. internet says to select the game object I want to animated in the hierarchy, then I can add properties, but when I click that it just switches to a blank animation?

ancient ore
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does the VelocityX/Y/Z parameters only apply when the user is moving in-world using joysticks? or does it apply for any type of movement

prisma blade
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does anyone know how to make these types of animation that can be applied to any animator object?

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every time i try to animate, it's always GameObject specific, not universal

elfin rampart
prisma blade
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can they not be created while recording? i could do that but sounds impractical

elfin rampart
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Created while recording? I'm not sure I understand. Recording will save the keyframes to that animation and then you can copy it over to another animation. Not sure about using the same animation file on multiple armatures. In theory it should work but I think I've had problems with it so I usually just copy the keyframes.

prisma blade
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how do i edit Animator properties to record to the animation

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i have an armature hierarchy, but editing those records GameObject properties

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i wouldn't be able to reuse it for another avatar without renaming every property

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sometimes i even get this error trying to do that

fringe hatch
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I'm a lil confused as where else to ask this, but I'm trying to make a world with an avatar that dances but I have no idea how to make the animation play when the world is loaded, could somebody help me?

compact marten
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alternatively, use the Animation Muscle Editor addon

elfin rampart
prisma blade
frail pagoda
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I need help with a very specific issue, I'm trying to find the NPC dance from Goat Sim, does anyone know where I can find it

broken ore
mighty marsh
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Oooo

clear yew
paper lantern
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Is there any particular reason why an Animator might not let you copy and paste the animations from the Animator? For whatever reason, I am simply unable to copy the animations, I don't mean in the Project Assets section, I want to copy/paste a load of animations in an Animation Controller into the same layer.

dreamy skiff
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A copy is made via ctl+d, if there are errors, then this is not possible.

vestal trellis
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im having an issue with a toggle animation. when i test the toggle it spawns the boxes but the quick menu is always saying its playing the animation. also any tips on getting audio to play? i tried attaching the audio to one of the cubes, but it wont play on awake.

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btw i should mention the menue shows the toggle is on even though its off

weak vector
hasty bridge
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Is there a way to make a radial puppet scrub through an animation? I tried enabling the parameter for Motion Time on a blendtree with one animation and controlling that, but it didn't seem to work

tiny kiln
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I have a Fighter jet 3d model how can i make an animation of it flying forward?

elfin rampart
# tiny kiln I have a Fighter jet 3d model how can i make an animation of it flying forward?

Click on the object, open the animation panel (it's in Windows if it isn't open by default), create the animation clip, press the red record button, move it slightly on the first frame to keyframe that, then move it to the final position on the last frame. This probably won't look great so you'll have to mess with the curves to get a satisfying effect but it'll get you started. You might want to watch some animating in Unity tutorials.

tiny kiln
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i got the first part but do i record while i move it to the final position?

elfin rampart
tiny kiln
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the star position becomes the end position when i drag it

elfin rampart
limpid jay
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Would it he possible for me to take a prop from my avatar and attach it to someone in game ?

If yes how ?

I have seen hints that it is possible but i am very puzzled as to how

elfin rampart
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There are ways to place an avatar prop in the world but I'm not sure about placing something on someone else's avatar. I'd say probably not but 🤷

limpid jay
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I have an avatar in my favorites that can place a sign on someone and it follows them pretty well.

Same thing with the people with puppets that follow them i would assume.

I am very curious about thos type of systems

noble torrent
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idk if this is the right area, but is anyone good with cloth physics that's willing to help me get a skirt to work better?

flint bison
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Satisfying Bolt Cutter action using constraints

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(I know the little connector bit doesn't move up and down like it probably should, but I gave up)

rough musk
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I recorded this ragdoll animation on a copy of the model and its fine when i play it, but when i try to play it on the main model it does this :/
any thoughts on why this is happening?

flint bison
grizzled fog
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Is there a way to get the default VRChat animation clips for locomotion? I like the default animations, I just want to edit the movement of the forearm so it's not as wild. There's proxy animations but those a 1-frame animations and they don't have movement to them.

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The Cannon is it's own bone, and that bone is parented to the Forearm. The problem is the Cannon sways back and forth just like the forearm, which I would like to tone down or disable. Ideally I would like to make the Cannon bone set to IK, but I know that isn't possible. Instead, I would like to change the locomotion layer so that the forearm rotation is reduced.

wise bone
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Is there easier way to do quad leg animation?

placid gorge
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I've run into an issue where a animation on my avatar works flawlessly locally but only plays sometimes to others.

placid gorge
prime aspen
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then they need to be synced. turn on local only and if not already add the parameter used in the contacts or parameter drivers into the avatars parameters

placid gorge
prime aspen
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that is also true.

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know that for others its even slower.

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i believe vrchat doesnt send all your motion at realtime

placid gorge
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gonna try moving it to the fingers closed fist resting position for more consistency.

prime aspen
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know that if you do the local only thing, when it plays for you it also plays for the other people around you so i still recommend that😊

mild plinth
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Flame animations?

chrome rune
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Does anyone have know where I could get the floating walking animation for avatars?

wise bone
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Does anyone have animation of foxes or umbreon animation? I'm planning to test something with avatar I'm working on

foggy ore
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ok it's my first avatar and i don't know what i'm doing. how can i add an animation on the roulette you can have in your hand?

vestal trellis
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any ideas on how to do a floating avatar? i did a test and it just sinks into the floor.

elfin rampart
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I'd probably just give it a humanoid rig with the mesh weighted to the chest and the feet placed appropriately to have it hover the desired distance above the ground.

wicked coral
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So, idk how to say this properly but, I have a gun animation toggle, and it have 'mods' that i want to put animation to toggle on and off. how do you that?

drowsy minnow
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who has the griddy emote, i would like to have one

clear yew
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can anyone help with rigging facial expressions to hand gestures? i used to be able to do it but the sdk changed

elfin rampart
hidden jolt
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am i missing something or is that tutorial outdated

elfin rampart
hasty sail
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anyone know how to aninate a tripod to walk

clear yew
elfin rampart
clear yew
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oh i found it lol thank you! do you know how i might add that sitting pose stuff to him?

elfin rampart
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Never messed with the sitting pose, no.

graceful marten
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Hey Hows it going very new to animation and the controllers but i cant get contacts and senders to work with a button on my avatar photos soon

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i dont know how to get the contact and sender to work together. when the sender touches contact nothing works the parameter changes to 1 when in contact but ive seen no definitive way to apply this to a model

red shard
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is there something in vrc's locomotion layer that can allow an animation to completely override the default walk? as an example i have shadow the hedgehogs skating animation from sonic forces and when i put it into a slot for the blend tree it does play it but some aspects are missing like in the animation itself the model should sway side to side keeping the foot thats normally connected to the ground in that part of the motion centered relative to the viewpoint but instead that side to side motions gone in game

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as in the model stays centered and the head doesnt tilt down in the animation like it should (force center really shouldnt matter anyways since the animation in question is for desktop users rather than vr)

lunar crag
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Some of my facial animations are messing up and not working in VRC but just fine in Unity, any suggestions

hasty sail
earnest arrow
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What is the best way to disable all of my write defaults but not break everything on my avatar?

spring isle
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What tool is there that will help me make animations in unity?

bleak tapir
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Ctrl+6 brings up the animation tab if that's what you're looking for

spring isle
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no I mean packages

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@bleak tapir

elfin rampart
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I wouldn't make animations in Unity unless it's simple stuff like moving and scaling. Blender is much better for that and then you can just export from there.

smoky gate
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Anyone know how to disable the blink when a gesture expression is active? It adds on top of my closed eyes and looks weird

hazy crater
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Does anyone know anybody who’s good at making dance animations and stuff?

nimble portal
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minus the lights and music, that part is easy. how would you animate the rig?

elfin rampart
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I'd do it in Blender, IK would certainly help. I think you can animate using IK and then just not export that.

ruby portal
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Hey all! I thought you may find this tutorial I made very useful. It goes over the process of converting a Unity/VRChat skeleton to a Rigify rig. It's a very quick process with this add on!

solar relic
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Does work thank you and yes please for another video explaining tails/skirts/extra bones for rigify.

muted prairie
# nimble portal minus the lights and music, that part is easy. how would you animate the rig?

IF YOU DO NOT USE THE PACKAGE BELOW, THIS SYSTEM WILL NOT WORK DUE TO AN UPDATE TO SHADER MOTION !

ADDITIONALLY, it's not longer possible to shift click the .exe, so you'll have to make a shortcut of the vrchat .exe, go to its properties and under "Target:" and add "-screen-width 1600 -screen-height 900", you will need to record the window open...

▶ Play video
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Check out the video description for up-to-date steps

vestal trellis
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so idk what im doing wrong, and im extremely frustrated by this. im making a starcraft 2 probe avi. and im trying to make it spawn a pylon as a static object. for some reason the toggle does not work. i can see in the animator that it should work. but either the plylon wont turn off or the pylon wont turn on.

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figured out a jank way of fixing it off is on and on is off. its opposit day with this avi

nimble portal
storm moon
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how do I export an animation that has all of these constraints?

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when I try to get rid off the constraints, the animation just breaks

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I have tried baking action like so

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Also, exporting like so does not work

storm moon
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I've gotten as far as I could

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Since there are scale animations, I have to give up

storm moon
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why is my foot like this?

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someone else had this exact same issue, but they gave up

young horizon
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Great advice

clear yew
vestal trellis
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any one know what could cause a toggle to be triggered by movement?

noble shell
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detect velocity, do stuff

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vestal trellis
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i only have one controller, one parameter, and that parameter should only be attached to a toggle. yet when i move in game the toggle does not work, and somehow it activates on movement

floral fox
floral fox
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Also if you know the emote Shimmer from Fortnite, I would also be interested in having it. I don't have the patience to try and do the animation myself

floral fox
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Found shimmer.

agile fulcrum
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Hey I came up with an issue while trying to animate? I'm using a vrm while I changed it to fbx in blender. If anyone else has my issue with vrm make sure to use version 2.83 still. 3 doesnt seem to like those plug ins

last obsidian
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Hi all,
How do I get the Preview button in the animation window to play the animation of my avatar in place instead of previewing it as if the avatar was at 0,0,0?
Very annoying.

elfin rampart
last obsidian
storm moon
# storm moon

(Reposting another time since it was buried) Why is my foot like this on an imported animation?

fringe hatch
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Could someone help me with my animations not playing? Do I need to do something extra than with a regular bool/int? Because whenever I try to play the animation I don't get anything happening

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And that's only in game, they work fine otherwise in unity

lavish scaffold
lavish scaffold
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Is the animation affecting a humanoid bone? If not, it should be placed on the FX layer

fringe hatch
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It's changing a colour value on the standard shader

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That's it for the one animation I want to work

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The other that isn't working is just an idle animation for a crown floating

lavish scaffold
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Are both on the FX layers?

fringe hatch
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Yes, they are

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It's a problem with the animation itself not playing as the toggle I have it on toggles the crown perfectly fine

lavish scaffold
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You could try using an emulator like Av3Emulator. That way you can spot the problem directly on unity

fringe hatch
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So id need to add it to the body and crown?

lavish scaffold
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no, you just need an animator on the parent (where the avatar descriptor is) It should animate any child.

fringe hatch
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Fuuu

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That's annoying

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That's the only lead I had any idea of

lavish scaffold
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If it has reference to those childs. But your problem is that the Shader doesnt work when you animate it right? Or it toggles the crown, but it doesnt do the floating animation also

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Try the emulator. It is easy to add to the project. that way you dont have to upload the avatar each time you want to test it. You can test it directly on Unity

fringe hatch
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This is the animation, it works by changing the colour value on the standard shader but it isn't doing anything in game

fringe hatch
lavish scaffold
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How does it look on the animator? Does the layer has a weight of 1? (another common mistake)

fringe hatch
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Sorry I can't do commissions, all of the things I do, I do myself for the most part, thanks for the offer though

fathom sigil
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can someone help when i choose an avatar the hands are like broken they dont do any gesture or whatever they just stay in the same postion

elfin rampart
compact marten
dry ivy
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Did my first ever Blender animation. Nothing fanciful, just a loop animation of my TARDIS model https://youtu.be/dvnJozcQnaE

Desktop Background? Concept Art? Test Animation? Whatever you want to call it. This is the result of my first week using Blender and I think it came out okay. There's still more I'd like to add (obviously the "POLICE BOX" sign and the "PULL TO OPEN" sign).
Just sit and watch the TARDIS hover in the Moonlight!
-=-=-=-=-=-=-=-=-=-
𝔻𝕠𝕟𝕒𝕥𝕖 • https:/...

▶ Play video
oak sigil
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I'm having a terrible stick drift on my quest 2 controllers for a month now, today it becomes basically impossible to do anything about it, I already set 100% dead zones, cleaned and tried to do everything. Before when I had mods, there was one called "avatar immobilizer" that made me being able to dance and not have problems with stick drift, so if anyone knows a way of doing that nowadays, please DM me (and I'm broke besides not being able to buy only the controller here from meta on Brazil)

calm pagoda
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Not sure if this is the right place to ask. Does anyone know if you can remove the grab to hold text when picking up an object

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nvm i was able to do it by removing tooltips. Now im trying to figure out how to get rid of the blue snapping line

elfin rampart
calm pagoda
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looks like it helped a good bit

agile fulcrum
muted prairie
agile fulcrum
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umm okay thank you.

elfin rampart
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You can increase the emission on the material to glow more or less depending on the bloom settings in the world but they can set the bloom to be really extreme or really minor (or not at all) so you only have so much influence over that.

agile fulcrum
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Ah okay. Appreciate that

last obsidian
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Anyone know how to set an avatars position to it's position at the last frame of an animation?
I was using

animator.CrossFade(states[i], -0f,0 , 1);
yield return new WaitForSeconds(0.1f);

,but thats not working well and the position saved after that is off by a good margin.

noble shell
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custom scripts not gonna work in vrchat

last obsidian
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Its more of a general question for my testing and workflow.

noble shell
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i run animations in reverse to start at end (speed -1)

last obsidian
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oh how to you get it to play a state in reverse?

noble shell
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-1 speed it begins at end of an animation and goes to start - instead of making 2 animations you can use 1 to toggle stuff

last obsidian
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So I do

animator.Play(states[i], 0, -1);

and then stop it immediately. It will take an extra frame to to get there though right?

lofty heron
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hey is there anyone willing to help me better understand particle toggles, i've been struggling for some time and just cant get it to work plz dm me or @ me, it would mean a lot

tacit surge
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Does anyone have the mio honda walk animation?

glacial copper
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curious question here, does anyone know why it won't let me do this and it's greyed out?

compact marten
last obsidian
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What is the delay when using animator.Play(state)?
When I call it in my code nothing seems to change for a few frames

last obsidian
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Is there a way to get the Preview button in the Animation Window to Play the animation in place?
It moves my transform to 0,0,0 making it a massive pain in the butt to review multiple start and end positions.

mild plinth
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Anyone have recommendations for muzzle flash packs

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That are also quest compatible

visual fiber
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hi! does anyone know how to correctly export animation with 400 shapekeys from blender for Vrchat? i have 2 of those and they just crash the vrchat app both on pc (the world does not load - it throws me back to the home one) and quest (vrchat app crashes). however test build works ok on pc.

compact marten
tropic saddle
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Im working on something cool

visual fiber
uncut ibex
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Hey ik having an issue, in unity I'm play mode my animation that activates particles and stuff works fine. But in vrchat when the animation is playing the armature or mesh appears but the particles just dont appear at all. Is there a vrcsdk setting that just stops particles from doing their job or that shuts them down or what?

elfin rampart
uncut ibex
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I have everything onnpc

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It's a remake of an avatar I lost and it has a ton of particle animations that worked before and they have all the same settings

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And to test it I even put a brand new particle system default setting so it would play the moment I pulled the object out. But the crazy thing is, nothing came out of it. It's like if it was an entirely different model and avatar

cursive spear
dense ember
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Apologies for the newbie question, but, I'd like to add a swimming animation to my avi so that when I swim in VRChat my avatar is at least horizontal. Does anyone know of a good video or website that explains how to make an animation for VRChat that they could recommend? I can make avatar animations for Second Life (bvh format) bit have no idea how to do this for Unity / VRChat. Thank you! 😊

sharp flint
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My second animation ever! I know it can always be better. But I'm still proud of this one! All models are made by me, altho the animations came from mixamo. And ofc the sound effects were found online But from creating the scene to creating the (pretty bad) video editing. I had to learn a hell of a lot.

So I'm really curious to see what you all think. And if you folk have some tips or advice? Since I really want to get a lot better at this

(https://youtu.be/5th8BsuWAxs)

I was actually planning on doing a scene with just some rigidbody animations. But as always when I start with stuff like this it get's out of hand! Let's just say.. I'm having WAY to much fun with this!

-All models are made by me-
-All animations came from Mixamo-
-All sound effects were free to use-
It's a piece of fan-art

(I'm a starting b...

▶ Play video
vale saffron
muted prairie
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Two different types of particles, one within a cylinder for the main phaser beam, and another smaller and different color outside the cylinder for the radiation/emission

solemn swallow
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does anyone know where i can find some animations for vrchat? I've kinda been using the same ones for a while and I'm looking for some fresh ones!

vale saffron
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ive got a index and i know there something i do in here to make it so when i make props the the fingers will go where i want them to go so they wrap around the prop and not go to the default gesture, can someone remind me what i have to do in here?

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nvm i figured it out :3

stable pike
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I'm just trying to make my skin toggles and for some reason when I do animations for both face and skin material, it does this. Anyone know what's wrong?

solar cradle
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I'm having some issues with my gun particles not activating. The component is left on with me animating the burst count for the on off animation. I've also tried animating the rate over time with the same issue. Anyone got any ideas?

steel belfry
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i'm looking for dance animations that aren't from mmd please send help~

proper aspen
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Currently looking for the griddy emote, seen a lot of avatars using it but can't find the animation file, help would be massively appreciated

icy anvil
silent cypress
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guys when i check the animations it shows this

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the animation uses blendshapes

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i tried playing the animation but it doesn't work

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the blendshapes on the mesh are named completely differently

noble shell
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Where did you get this avatar / animation from

dreamy skiff
silent cypress
noble shell
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ah yes avoid the question, whenever i see a animation file like that it is a ripped one

crimson wren
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im trying to animate teh volume of an audio source and it works great in unity but i cant hear it all in game, ive tried blasting volume but its not there at all
the animation is going from 0 volume to 1 on a smooth transition

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ok i took the animation off and just had the sound ready on there and still couldnt hear it, other audio on the same avatar works fine, whys this one no good ?

vale saffron
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i want to be able to throw a object and it to bounce or roll on the floor how would i do that? my friend said it might be something to do with mesh particle they are not sure

vague geyser
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Hi, I hope this is the right place to ask this:
I'm working on making a model and I'm running into a problem with Unity. I'm trying to assign parameters while making the emotes menu, but when I try to do that all that shows up is [none]. What should I do?

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I've added VRC Expression Parameters to the expressions but they don't show up when trying to assign it to the emotes themselves.

elfin rampart
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I added a horse prefab and it comes with animations which look fine in the inspector preview but when I drag them into the animator and click on them, they show up as None (motion) and nothing shows up in the animation panel. Any ideas?

elfin rampart
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Figured it out, I just dragged in the FBX instead of the prefab and then I needed to copy the animation I wanted to a new animation which was working but then broke so I copied it again and that seems to be working for whatever reason.

potent sluice
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Hi i wanna ask about VRC animation ( dance , move )I can't find any tutorial that teach it on youtube and saw someone said make it in blender. So i made one in blen
How do I use it for VRchat now ? I can't put other model in cause i just float like this
Image
and. In blender i create some more IK Bone FK bla bla for easy animate. Do the unity model need the IK too for it to work ? What should i do

noble shell
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if the animation is inside the fbx, set it humanoid, before extracting it to unity - right now its generic

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should have those in the descriptor

potent sluice
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Thank you. I have one silly question where do i set it ? ( In blender when i exported it ? In unity before i imported it ?

sonic citrus
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Hello folks, trying to get animations working through Udon - to make sure it's working i'm just trying to trigger it every update and will change this in future, but it doesn't seem to to play, what am I doing wrong?

sonic citrus
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It is giving this error
UnityEngineAnimator.__Play__SystemString__SystemVoid'.
Parameter Addresses: 0x00000002, 0x00000003

Object reference not set to an instance of an object

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But the animator variable is public, and I can see that it has the correct animator selected in the inspector

sonic citrus
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Fixed: If I check the box in "Parameters" in the above image - then the animation plays.

But i still get the same error???
Any ideas why?

compact mulch
#

If you'd just like the animator to play the default animation, then you do not need to run the 'Play' node in Udon.
The reason you're getting the error is because you're using 'Play', but your first screenshot shows that 'stateName' is blank. It's supposed to contain the name of the state you would like to play

#

Instead of Play, I think you want ot use SetBool, which will let you control your playSkulls parameter via Udon.

#

Here's a video that explains what I mean. https://www.youtube.com/watch?v=Bw4uvjrvdbU

Accessing and controlling an objects animator is incredibly easy through Udon. Here's a short tutorial on how to go about about utilizing it through the example of a basic door. Assets for this and future videos will be available for download over on my Patreon, so if you'd like to work through the assets yourself of simply want to support me an...

▶ Play video
sonic citrus
#

I'm adding more logic so that the animation plays at a specific time - it is actuallly working how I'd like it to, sort of, but i will try your suggestions as they sound like what i'm after. I'll check out tutorial too. Think i watched an older one of Vowgan's on the subject. Thank you

compact mulch
#

Excellent! If you'd like to play the animation at a specific time, you can use an animation parameter for that, too. (Your approach may also work!)

sonic citrus
#

@compact mulch just watching that tutorial, it's exactly what I was looking for. Thanks so much

compact mulch
sonic citrus
#

@compact mulch what is the best way to reset the bool, using setBool, to default (false) after the animation has completed. EVerything i try seems to stop the animation half way, or not affect the bool at all.

compact mulch
#

What type of animation is it?

#

If it's something happens once, and is repeatable, you want to to use a trigger parameter instead of a bool.

sonic citrus
torn jacinth
#

How hard would it be to pull this off?

#

cause I wanna recreate this

#

Or something similar

keen dome
#

Ah geez, too many ideas...

So I want to create a jumpscare whenever a player enters a certain area, such as after rounding a corner a face pops out or light and sound animation, but that also leads me to learn how to create a synchronized event handling different animations like light, sound, and appearance of objects with a click of a button that is master only. Any tips on how I could get that started?

I'm fairly new to creating worlds and Unity, so any help I can get is very much appreciated!

terse dagger
#

so im trying to animate this into a dog walking..but i have no experience with blender, nor animations on blender, ive looked at maybe 10 videos and feel like i should just give up. can someone please help me?

elfin rampart
# terse dagger so im trying to animate this into a dog walking..but i have no experience with b...

Honestly? Yeah, probably. Quadruped animation is hard no matter who you are, let alone if you don't have experience with animating or Blender. There are about a million different things you could learn first that would be much more approachable and would build up your skills to tackle that down the line. But if you're committed to it, I could just look at a dog walk cycle and try to match up all the key poses

terse dagger
elfin rampart
terse dagger
elfin rampart
terse dagger
elfin rampart
# terse dagger oooooh, yeh when i try to move them, it moves all of them at once

Because you aren't in pose mode, presumably. Watch this. It's not going to make you prepared to do what you're trying to do but at least it will make it so you have some idea how to use an armature. https://www.youtube.com/watch?v=IAiTYaiZmY0

kindred crag
#

Anybody have a resource for a four leg walk cycle? Want to animate a smol animal

elfin rampart
acoustic helm
real laurel
#

So i've made a custom crouch and prone animation, but there's still some kind of animation overlay that causes the arms to wiggle a little bit (desktop mode). I know this is some sort of default idle animation but i'm not sure where to find it or how to disable it. Can anyone help me with this?

dull sleet
#

I have made a sitting animation that functions fine if i sit on the ground IRL. The issue is that if i tilt my head to look down my legs move and cross themselves. I tried turning off the tracking to the legs during that time but they still move

acoustic helm
#

anyone able to help me with particles? Im using a quad and a material and Id like for it to orientate itself on the surface it lands on

elfin rampart
#

I have a button that turns on and rotates a light via making a boolean true. I have another button which should turn the light off when the boolean is false. I've made sure that the animator is properly assigned in the inspector, the graphs are the same except one has the setbool value box checked and one doesn't, and in the animator, it's set to transition from an empty state to the turning on animation when the bool is true with "has exit time" enabled then transitions to the turning off animation when the bool is se to false with "has exit time" on that transition set to false, and then a transition with no conditions from the turning off animation to the empty state. I've made sure that the animations play correctly. The button that turns the light on works as expected but the light that should turn it off does nothing. Any thoughts?

#

This is the graph, I know it isn't synced for late joiners, that doesn't matter for this scenario.

elfin rampart
#

I got it. Turning off "has exit time" on the transition to the lights turning on seemed to do it even though there wasn't an issue with the transition to the on state. I don't think I understand what that function does exactly.

clear yew
#

difficult to make this

stiff tendon
#

Do anyone here use Umotion? How do I mirror the entire bone and is Very Animation a better alternative than Umotion?

#

Or I should use Blender instead?

toxic socket
#

hey is there any chance anyone here can help me im trying to set-up animation for a gun for a avatar i have the blender part done need help with unity

cyan chasm
#

I was left alone

tidal holly
#

Does anyone know what happened here? Opened my unity project and some of my animation's icons looked like this and I can't use them anymore

dawn viper
#

Hi, is there any animator parameter that detects if the Action Menu is opened?
I'd like to stop some animations when the player is doing some things in his Action Menu and resume when it's closed, but if I use a parameter set on a submenu and then open it, it will stay true even when I close the Action Menu.

compact marten
#

you should also be able to check the value of the parameter via the debug menu

dawn viper
#

I'm pretty sure, as when I leave the submenu the animation plays again. My problem is that when I enter the submenu and close the Action menu without leaving said submenu, the parameter stay "true"

#

For details: I want the player to be able to change their settings without sticking a tongue out for example when navigating options

compact marten
#

oh I see, yea when you close the main menu the sub menu is still open

dawn viper
#

Yes, so I was curious if they implemented some kind of main menu opened parameter

compact marten
#

I would just recommend not putting gestures that do stuff like that on gestures that get triggered when interacting with the menu

#

either that or implementing a physical menu system using contacts

dawn viper
#

A physical menu can be tricky to do but it's an interesting idea 😄

compact marten
#

could have like a bracelet you can tap on to open a menu

dawn viper
#

That's what I had in mind, thank you Sacred ^^

clear yew
#

anyone know how to make an animation play all the way through before moving to the next state when the condition is met

elfin rampart
clear yew
#

so shoudl that be set to the finish time of the anim?

elfin rampart
clear yew
#

cheers

clear yew
#

anyone have tutorials on animating from blendshapes?

#

I've done zero animation

elfin rampart
clear yew
#

Then I can just use that in the controller right?

hot bison
#

How do i lock rotation of that lever to the arm?

hot bison
#

I figured it out, it needs a secondary object to determine a side

ocean crane
#

so how do i make my expressions stop having a 1 second delay when changing expressions via hand gestures?

#

or is this the wrong spot to ask help on it?

compact marten
#

you might also want to disable Exit time

ocean crane
#

ahh alright, i appreciate it!

clear yew
#

anyone know a good shader that does dissolve?

compact marten
clear yew
#

any others?

#

Unfortunately poi clashes with some other shaders i use

compact marten
clear yew
#

throws a bunch of shader errors of its own and causes others

compact marten
#

are you sure that is due to the other shaders or is it due to an outdated SDK?

clear yew
#

The sdk is the latest version so it seems so

compact marten
#

can you show the errors?

#

you know that errors exist to help you right?

#

they tell you what's wrong, even though you might not be able to make sense of it

clear yew
#

I went through the errors. The error on poi's side was with a bunch of poi's cginc files and i ain't touching that with a 10 foot pole.

#

All I'm looking for is a shader that supports cutout dissolve with noise.

compact marten
#

again, can you screenshot the errors? you can do quite a lot with Poi's dissolve so it would be a good option

#

there are many people here who can help you diagnose the issue

#

I would also make sure that you are not trying to import Poi over top an existing version

#

you should always delete the previous one

noble shell
#

user error / old scripts , not poi's fault - easy debug when you see what it is in error - easy fixable

clear yew
#

Lol by on poi's side mean the errors the poi script was throwing. Not gonna worry about it since i deleted the files. If i reinstall it and retry I'll drop a shot of the console in #shaders

noble shell
#

again, this is caused by other crap in your project thats outdated/broken, so it will throw errors , it will not do it if its the only thing in your project - but since you refuse to even bother showing a simple console image of the error 🔨 🐇

clear yew
#

Probably but I don't care. I'm not gonna spend time making my project compatible with one shader. That shader's gonna get the axe and i'll find one that works.

fallen tangle
#

Im having trouble with gestures on an avi. they turn into claws if i change them to anything other than idle. i need help? if this even the right chat

noble shell
#

check fx controller, remove any handslayer masks and proxy animations on right & left layer (likely you have a duplicated gesture controller on fx = fail with newer sdk)

fallen tangle
#

when i check the animator there are not layers am i gonna have to make them myself?

#

im sorry im kinda new, i know the basics and still learning more

tight trout
#

quick question, i'm using an animation that changes the height and radius of contact senders, but the animation only works for the first toggled animation even though everything else in the animation gets set properly, is this a bug with contact senders or is this only happening with me?

#

I can keep troubleshooting if it is but it'd be nicer to make sure it's not gonna be in vain

thin socket
#

I want to animate avatar movements in Blender, and save them as a file I can place in Unity. Is there an animation rig with basic controllers that I can utilize for this?

I tried rigifying an existing VRChat avatar and that doesn't work.

clear yew
#

Are animator state changes synced in worlds?

#

I'm assuming not

dreamy skiff
#

With udon, yes.

clear yew
vestal trellis
#

is there any way to change the animation clip grid to include minutes?

thick fjord
#

i am just starting on learning animations, i was wondering how to do a spawn in effect. it would be great to know, since no one has posted anything in relation to a tutorial online for like a year. ty!

elfin rampart
thick fjord
#

a game? im just looking for avatar spawn, thats all.

thick fjord
elfin rampart
# thick fjord a game? im just looking for avatar spawn, thats all.

This should get you started https://www.youtube.com/watch?v=r3Nu07EAlAQ

Trying out a new setup with shorter, fully scripted videos. This will absolutely not be used for longer, more complex tutorials, but I haven't quite had the time as of late to produce those. Hopefully this tutorial on a "doorbell" sound system for someone joining the instance will be found useful!

Sound Effects:
https://sfxr.me/
UdonSharp:
http...

▶ Play video
thin roost
#

is there a possible way for me to use my xbox 360 Kinect into a motion capture device to record animations, since i couldn't really find animations that i want for my avatars.

elfin rampart
# thin roost is there a possible way for me to use my xbox 360 Kinect into a motion capture d...

If you can export the animation as an FBX. you can use it in VRChat. I've never used a kinect for mocap myself but this is a tutorial that covers t and you should be able to use the resulting rig the same way you would use any rig. https://www.youtube.com/watch?v=1UPZtS5LVvw

For ages I've wondered if low-budget DIY motion capture was possible using Blender 3D. After some exploration and experimentation, I learned that it is. Here's how...

Materials Shown:
• Kinect v2 on Amazon: https://www.amazon.com/Xbox-One-Kinect-Sensor/dp/B00INAX3Q2/ref=sr_1_1?ie=UTF8&qid=1506118838&sr=8-1&keywords=kinect+v2
• Kinect Adapter ...

▶ Play video
#

Note that there is a reason that more sophisticated (and expensive) motion capture tools exist so your results using a Kinect might not be perfect and might need manual refinement but it seems like it works well under certain conditions.

thin roost
honest isle
#

Anyone able to explain to me how to get an avatar Animation to move vertically?

#

i.e. Enabling an Animation = The avatar moving slightly downward

golden schooner
#

What is your guys' opinion on the ethics of stealing dance moves? Like if I saw a video of a guy doing some sick breakdancing and I animated it frame by frame by hand, is it plagiarism?

stiff tendon
#

I made a animation where view position changes in base layer, but it doesn't work in game, is view position animation is not supported?

honest isle
stiff tendon
stiff tendon
#

Found a good tutorial

harsh goblet
#

Is it possible to use blendshapes to flex muscles when you bend your arms in VRchat?

compact marten
#

for biceps, add an extra bone where the upper arm starts, and add a rotation constraint to it with the source set to the lower arm

#

then, add a little bit of weight painting so the bone makes the bicep muscle go up

harsh goblet
compact marten
#

blendshapes add extra CPU overhead for every active blendshape (>0 value), which gets worse the more vertices the mesh has

#

plus, by using the former method, you are adding a pair of contact senders/receivers per muscle, plus animations, plus an extra layer in your FX controller

#

it's far worse than just 1 bone and 1 constraint

harsh goblet
#

You make a solid point.

compact marten
#

the worst offenders for performance in VRC are:

  • material slots
  • high poly meshes with lots of active blendshapes
  • too many high resolution textures (high VRAM usage)
  • too many skinned meshes
  • large amount of animation layers (especially when using Any state)
#

if you're ever been to one of the VRCFaceTracking meetups, you know about the latter

clear yew
compact marten
clear yew
compact marten
#

either way though, blendshapes still have a CPU impact to my knowledge, even if it doesn't need to calculate normals

clear yew
#

I just tested with a sphere with 2 millions polygons, disabling calculate Tangents almost tripled my FPS from 2100 to 5000 when the blendshape is (>0)

#

(in the editor)

compact marten
#

what's the perf impact from having 0 blendshapes active to having let's say 10 active?

clear yew
#

@compact marten yup yup, I confirm it definitively improves active blendshapes performances

#

I have the feeling it just remove the CPU overhead for blendshapes

compact marten
#

what about tangents off vs legacy blendshape normals on?

clear yew
#

wait

clear yew
#

disabling Tangents make a big difference, especially on joined meshes into a single skinned mesh

#

well it doesn't remove all the CPU overhead, but reduce it a lot, I dont know for what are used tangents, but if it doesn't break avatars, maybe vrchat sdk should requires to disable it if it can globally improve ingame performances

sullen lance
#

From my quick testing I can easily tell it changes how my model receives lighting. There is also a downside mentioned:

The Mesh has no tangents, so this doesn’t work with normal-mapped shaders.

clear yew
#

I'll give a try to use import instead of mikkTSpace

clear yew
sullen lance
#

So you say it's best to try it on models which do not have normal maps assigned in shaders?

#

practically that's barely ever a case😅

plucky mauve
#

so this hasn't happened before, i've been messing with an animation that changes a pose, but whenever i move a bone that ISN'T on the animation (like for example i finish the legs and go to start on an arm), the entire animation resets

#

i've never seen something like this before and i have no idea why it's happening

plucky mauve
#

sorry for another message but i'm having some other issues now, though i fixed the first problem. i have animations that play fine when i test them on the avatar by dragging them onto it, and an animation controller that switches through animations just fine, but when i try to make the animator play the specific animations, they don't play at all

#

i've checked in the animator controller while the project runs and the animator is definitely triggering, it's just not playing the animations i've given it

ivory grove
#

Is anyone able to help me with putting custom sitting/laying down positions on my avatar? I cant' seem to figure it out @.@

autumn valve
#

Hi! I'm working on this avatar that has a fidget spinner on her hat. Is there a way I can have the spinner rotate continuously even in idle/AFK? I've seen other avatars do this, and I was wondering if anyone else knew how to do it.

compact marten
flat cliff
#

Hey, I’m looking for someone who can be a VR Actor for recording motion capture animation. Anyone with over atleast 6 points of tracking, plz dm me or anyone you know. Thank you

flat cliff
slender heart
#

how do i stop my avatars face from reacting to my controller

#

i am quite happy for it to be static

sullen blaze
#

Im currently working on an animation that applies a position transform to a game object on my avatar, it is using a radial puppet parameter as motion time to determine its position. The issue is that when testing it with other people they see the object in a different position (usually off by a few meters) than where it is on my client. Does anyone know how to fix or at least reduce this desync?

sullen blaze
dark vapor
slender heart
#

i cant record an animation

#

just had to select the object

#

x.x

tight solar
#

uhh

#

oh you figured it out iris

faint pelican
#

quick question. i'm trying to make a laser that has a starting point and ends anywhere it hits collision, is there a way to do that so I'm not using a giant cylinder as the beam?

faint pelican
#

i tried to do a line renderer but that has a set end point and couldn't figure out how to make it where it's not always active

radiant sphinx
#

haha... wut 😃 I just want this to rotate in place, i've tried a few things like messing with probuilder settings, I got no clue how to fix this nor make this just... rotate. Removing the parent does nothing either, the cylinder behaves the exact same on its own

elfin rampart
radiant sphinx
#

I made the position property to try fix the issue which didn't help either. Rotating from the center is all i have been doing, when rotating it normally (outside of animating or in the game) it works fine but as soon as I put that in the animation tab it breaks entirely and when I press Undo it will throw the object to a different point around that area. I noticed that no matter what I do the x, and z Positions are being changed even tho it wasn't moving at all, only until I click "play" does it mess up

In the video at about 45 seconds you can see the position changing when attached and unattached from the parent, but that parent is dead center of that cylinder... aaa ;-;

radiant sphinx
#

Done more testing, all objects from probuilder will mess up, ima tinker with proB settings and see what happens

radiant sphinx
#

Found a fix. Instead of manually rotating. You apparently should just type the angle instead into the Rotation transform, lil weird but yeah, super easy fix. I hate unity :')

compact marten
wicked coral
#

Hello, I'm trying to make an afk animation that is sitting in a chair, the sitting animation is working properly. but the chair doesn't show ingame. but in preview version in unity it's showing that it is sitting in a chair

inner sequoia
#

Can you have a gesture change the direction your eyes are looking?

compact marten
#

sure, you can do anything

inner sequoia
#

I don't know how to change an animation to humanoid if that's a thing

clear yew
#

heyah! I use PC, and I'm curious.. how can I get the hand animations to work during dances? I tried tracking, but not sure what setting they should be on. I know the dances have hand movements with them, and the hands have no issue moving with gestures, but they won't move during emotes :x

compact marten
#

and back to Tracking when the dance is done

#

normally you should be adding dances in the Action layer

#

the same way the existing emotes are set up

#

you can either replace the emotes, or simply expand the system

clear yew
#

I really love the dances and hands would make it better

rough vigil
#

Can someone help me with adding custom emotes to my vrc avatar? I managed to add the action layer with all my emotes and tested the build, i have the emote wheel but nothing in it what did i do wrong?

rough vigil
#

So i managed to get the emotes on a wheel, but they wont react

#

Anyone?

#

@grand mango you're vrc team can you help me out? 🙏

compact marten
#

bruh .-.

#

that is not what they are there for

rough vigil
#

What they here for ._.

#

Am sorry tupper, just really want help and nobody has gotten back to me ive asked around a few dc for about a week 🥲

signal spoke
#

Is there a way for the particle system to trigger with the emission blinking? Every so often 2 lightning emission layers hit and I want it to spark some electricity with the effects, but rn its just constant

signal spoke
#

think I found how

violet moss
clear yew
#

I've noticed that in my elevator animation my avatar bounces up and down during decent. Is there some direct way to pin avatars to the floor of the lift during decent?....same thing going down stairs rapidly....sort of bounced downward.

elfin rampart
clear yew
clear yew
#

can anybody help with hand-tail gesture animations.
I made some months ago that worked just fine, now I remade them however I dont remember how I got them to work before and these ones are for a whole new set of tails.

#

(using hand gestures to change the shape of the tails)

#

the animations work but they dont want to work in game/in the gestures/fx layers

clear yew
#

is there a way i can export a blender animation to be useable in unity?

elfin rampart
sudden jackal
#

I got a very annoying animator issue within avatars: the facial expressions made by the left hand layer does not seem to work whatsoever, while the expressions on the right hand layer seems to be working fine. All I did was copying the FX layer of an avi and changed the animations in both the left and right hand layers. Nothing else has been changed.

Does anyone know how to fix this issue? I've been looking for an answer for days without a result

sudden jackal
clear yew
#

Hello everyone am a professional in creating animation, avatar and furry avatar

#

And my price is very achievable

tight solar
#

i smell scams

balmy bronze
#

How do I set up animations like https://youtu.be/BHou2toTbms?t=112 this guy to make him in my world?

Bertrum Piedmont Boss Fight | Bendy and the Ink Machine | 4K 60 FPS

"Bendy and the Ink Machine™" is a first person puzzle action horror game that begins in the far days past of animation and ends in a very dark future.

Play as Henry as he revisits the demons of his past by exploring the abandoned animator's workshop of Joey Drew Studios. With ...

▶ Play video
tight solar
#

im not sure what the question is

balmy bronze
#

how do I make him rotate and stop like he does in this?

#

idk if its a random animation groups or a script that makes him spin or stop

noble shell
#

rotate to set time (or random) stop do another animation / enable disable stuff if its ment to be hitable) - doable in controllers

balmy bronze
#

Oh

#

so it rotates the hub? and stops to play another animation like a attack?

modern flax
rose crater
#

Damn I wish I was good at rigging

elfin rampart
#

Using the automatic rigging at Mixamo.com can get you like 80% if the way there, you just need to do some clean up of the weight paint

rose crater
#

Thanks! Will give it a try

clear yew
#

anyone haze the vrc bone template

clear yew
#

yes

clear yew
#

No

tight solar
clear yew
#

i can help you use toggle assistant

dull sleet
#

I need some help fixing an animation transition that used to work and lately doesn't work on non local side in VRC only.
The animation is in 2 parts on 2 different Layers. The action layer controls the body animation and the FX layer Controls the Visual effect.
Everything is triggered when i turn on the emote then waits for an input. This so far still works so i know that the parameter for the emotes is valid.
The rest is triggered by holding fist and both the visual and the body animation do not work on non local side. It works fine in unity though and also fine when i use the model.... but not when i look at it.

mental gorge
frail pagoda
#

I wasn't sure where to put this but I am having a problem with particles, I want to make it so I get a burst of particles when it collides with something but they won't appear

#

NVM

#

I did a dumb

sacred saffron
dull sleet
#

maybe i should enter a Canny ticket for it

torpid current
#

I'm having an issue with an AFK animation that I'm trying to make. It's working properly in Unity, but once it's in VRChat the avatar seems to be rotating the wrong way. I've tried a lot of different things in the animation for compensating for this incorrect rotation but no matter what it keeps rotating like this in the game.
Here's what it's supposed to look like in Unity:

#

For the rotation, I'm just rotating 100 degrees on the X axis on the whole avatar.

#

Like this:

thin sierra
#

Hey gyz is there a way to combine 2 animations ( a dragon and a character ) to play at the same time in 1 toggle?

mild stag
clear yew
#

is there a way to get the vrchat default animations so I can test avatars ?

#

pick up, crouch, etc

thin sierra
thin sierra
mild stag
#

Yes but you'll have I wait

waxen creek
#

My avatar doesn't walk when I play in VR but it does on PC, any idea why?

noble shell
#

TrackingType detect vr disable locomotion animations

#

option you can do in base controller

waxen creek
#

Thank you so so much!

#

👍🏻

noble shell
#

VRMode also does the same 1 vr 0 desktop

#

(not sure why that is an int though)

waxen creek
#

It work! again thank you @noble shell

clear yew
torpid current
tame linden
#

Question: Should I use Physbones or dynamic bones?

compact marten
#

@tame linden never dynamic bone, they will get auto converted to physbones in game anyways

#

and may or may not work the same

#

so always use physbones. besides, they are a lot more performant and have a lot more features

modern flax
#

And free!

clear yew
#

not vrchat related, but anyone know tutorials on rigging specifically for vtuber setups

rancid whale
elfin rampart
#

Imagine if you could actually do that on a server this large. Good try, though.

cyan belfry
#

:(

rigid moon
#

this is animation test

#

thats not the vodeo audio i forgor to turn my mic off

elfin rampart
#

That was scarier than it needed to be, probably gonna die in a few days but it seems to deform reasonably well. I'm not sure if you still have unnecessary geometry elsewhere but you seem to have enough at the deformation points

rigid moon
#

he just stares into your soul….

#

the heavy breathing….

#

the waving…

#

the way he looks up….

#

I didnt mean to make it scary

#

the lighting dosent help either

#

im scared of my own oc

#

the reference image isnt as scary

#

ksnnd

#

he just said you have 7 days

#

my charatcer but 3d is cursed

elfin rampart
rigid moon
#

honestly i feel like i might die in a few days too

fickle gyro
#

whats a quick way to make a looping animation not stutter?

simple scarab
#

In Unity, is there a way to control particle death through animation? As in on command no matter where a particle is at I can force it to reach the end of its lifespan

flint bison
#

But if anybody knows of a better way, that'd be great

#

(though if the particle already has world collision it might not work out)

simple scarab
#

That makes sense, kindof following the particle driver idea.
Though, if I have a set of like 10 or 15 particles.
And I want to only force one of them to die on command.
That's kindof what I'm trying to think of.

flint bison
#

Ahhh, yeah I'm not so sure about that one.

#

AFAIK there's no way to just kill a particle with the animator directly

#

You might be able to use the ring buffer mode for something

#

but that would involve creating new particles to kill the oldest one

#

And idk if it kills it (triggering on death subemission or the like) or just makes it go away

#

Oh and I just looked and the thing I said about world collision isn't applicable because I meant animating the radius scale in the triggers section, which doesn't affect actual collision

rigid moon
elfin rampart
#

Inside 😔

surreal apex
#

4h to get mmd animation to work

noble shell
#

🐇 handy tool anyway

surreal apex
#

yep thou i've been doing retargeting in blender and fixing stuff by hand to match the character

#

thanks for the tip i will try to use it

fickle gyro
#

anyone know why my animations arent moving my ears even though the animations are working in unity?

flint bison
#

If so, make sure that the check box at the bottom of the script that says "Is Animated" is checked

fickle gyro
#

ye i got it fixxed

flint bison
#

cool cool

acoustic helm
#

anyone here knwo why when trying to create an animation it says the game object is missing even tho its right here?

muted prairie
#

Might need to press F2 and edit its name to be the same as the one in hierarchy

#

or to edit its path

acoustic helm
#

Will try, I hit record and selected it from my heirarchy and hid it that way

acoustic helm
muted prairie
#

It's Tactical/Patrol Hood ?

#

What is the path showing when doing F2 ?

acoustic helm
#

Its all of my game objects besides the ones on by default

#

one second ill upload a gif

#

@muted prairieAny idea?

muted prairie
#

What about the F2 function ?

acoustic helm
#

It just tries to rename it and it wants to rename it as Chest: Assault/Commando Backpack

#

Same as its listed in the hierarchy

muted prairie
#

Have you tried the other way around ? Renaming the gameobject to the name shown in the animation tab list ?

#

The yellow name is usually just an incorrect path, afaik

acoustic helm
#

they are both the same name tho, When im looking at the add property tab i have errors on most o fmy game objects that say, "The avatar definition does not match the property path. Please author using a hierarchy the avatar was built with" however I havent done anything special besides import the model from blender

#

chaning its name seems to work

muted prairie
golden forum
#

Is there a way to randomize animations/audio sources? trying to make a gun shoot but sounds different each time

clear yew
#

This is covered a bit under the "Random" section of the VRC state behaviors doc
https://docs.vrchat.com/docs/state-behaviors

#

Not sure how random, or if there may be sync issues, but should work.

warm geyser
#

Hey can someone help me out

#

I have a MB file (maya project file) and I don’t have the software so could someone convert it to something can pop into blender it is a rigged model of link from tloz

acoustic helm
#

just download it and convert it

stray valley
#

When making my own custom rig animations, should I make them in blender before exporting my model to Unity? Or is there a way to make my animations in unity?

elfin rampart
stray valley
elfin rampart
stray valley
elfin rampart
#

Might be helpful to have an image of the error, not sure I've seen that one and I have done armature animations in Unity but it's still best to just use Blender.

stray valley
#

I'll just do my anims in blender. I didn't know if they exported directly or not but I guess they do

elfin rampart
#

Yeah, you just have to expand the FBX in the project tab and you'll find them

mighty oar
#

Hi there! A question which i hope fits in here. I have added a ANIMATOR to a Unity object (just a basic sphere in the Scene not on a Avatar) which should just moves the sphere up and down .. BUT, it does not show up INWORLD (after publishing it). It works fine in the Unity Editor. What am i missing? (Yes, i`m 1/2 a Noob) TY for any feedback ..

river flax
#

im trying to get a laying down animation to work for my avatar
the animation is supposed to have my legs going straight out but when it gets played in vrchat my legs are bent

elfin rampart
mighty oar
elfin rampart
# mighty oar The rotator script actually is a U# which rotates the sphere (next to the ANIIMA...

Np, what you might be running into is since you're animating position, you're not going to be able to move it around since it's going to snap back to the position specified in the animation once that starts playing. One way to get around that is to parent it to an empty game object and then animating the movement up and down so that movement is relative to the position of its parent object rather than stuck at a certain area of the world.

warm cradle
#

I'm trying to disable locomotion during some of my animations while still allowing for joystick rotations. Is there a way to do this?

elfin rampart
grizzled ivy
#

I have a hand gestures package downloaded n I wanna put them into the avi I'm uploading but I can't find any vids to help me

wheat sapphire
#

Is there anyway I can find the Griddy animation?

stray valley
#

So I'm trying to create custom gesture expressions, as laid out in this tutorial: https://www.youtube.com/watch?v=lh0knsa0XLM&ab_channel=Wolfy_527

but my animator keeps throwing these errors literally every frame that my avatar is selected in play mode with the animator window open (figure 1)
I'm using AV3 Emulator to test out my avatar in unity if that helps, but literally everything else works, including the FX layer animator, it's JUST this one that's not working and I have no idea why. My animator is setup exactly as it's laid out in the video and it doesn't work. Please @ me to respond, thank you.

Hey everyone, in this video I cover how to set up custom face expressions on your avatar! This video should help you get started on making your own face expressions along with a reset layer that you can use in place of others for your hand gestures or even be used with physbones being stretched and causing face expressions!

Cam's Write Defaults...

▶ Play video
#

I just transferred everything to the FX layer and now it works. No idea why.

#

I suspect it has to do with the Gesture Animation Customization thing being so specific in it's restrictions. I'd rather not have to make everything that's custom inside of my FX animator though, so if anyone has any idea as to why this is happening this way please let me know

acoustic helm
#

Looking for some weapon shooting prefabs, preferably an automatic shooting prefab

red latch
#

Aight, maybe I can shoot it here and it'll be better. Forgot there's an animation section to this discord.

I'm gonna copy and paste to save time-----

So, using write defaults OFF I have non humanoid transforms on the Gesture layer, as is recommended. However, these don't like playing if the FX layer isn't masked.

I decided to mask it.

Eureka, it works! Caveat; My material swap animations no longer work.

I have yet to find a solution that isn't "Put your transforms in the FX layer." I know it'll probably work in the short term but I need to know what's up. I've masked it all the way I need to and these things still conflict. It is driving me up a wall on how hard and desperately I've been looking for answers.

red latch
acoustic helm
#

Screen shot what you mean

red latch
#

I'll have to do so in a bit, but it's not terribly complicated. I guess a simpler question would be what is a proper way to implement a material swap in a write defaults off environment?

#

I guess I can be more verbose and put together a plethora of images, etc.

#

It'll just be a bit.

stray valley
#

so the basic idea is to have every animation you make toggle everything off except for the thing the animation is for, then have your default "state" as another animation with whatever you want to be on by default (before any toggles are turned on/off)

#

if anyone knows of a better way to do it than that they can say it, but that's the most reliable method I've found thus far.

red latch
#

I have that. I think now is my issue with Masking.

#

My gesture mask is made up of everything I need. The docs say to make a mask that lets that gesture layer through by masking off those same bones effected by the nonhumanoid transforms for fx.

#

I do that, but nothing gets through.

#

The minute I try to adjust my mask, it all gets through.

#

In play mode mind you.

#

Right now, I'm trying to parse exactly what I'm trying to figure out.

stray valley
#

well I can't help then, I don't work with masks, at least I haven't yet.

red latch
#

Yeah, it seems it's still new territory for most, I'm finding out.

#

The docs give me an example; I'm just trying to follow it to narrow down a... path to combat it, you know? Find out what I DO know, so I can figure out what I don't.

stray valley
#

makes sense. Idek what they're used for at the moment 😅

red latch
#

Basically just telling things what to animate and what not in a given layer. If you have a run animation, but also a reload, you don't want the reloads default stance to override the run. So, you tell the reload to only effect what it needs; spine up for example, and that allows the run animation below the reload to show through where it can, ie your legs move as you are running.

#

That is a very simple use case, but it gets the idea.

#

the end result is a run animation that can persist, even when the reload animation kicks in.

#

Some avoid it by putting non humanoid transforms into the FX layer. Don't need to mask it if it's added last.

red latch
#

My Gesture Layer looks as such. Each section has it's own mask, specific to what it needs, ie tail is all off but tail bones, everything off but the ear bones, hands are green on the humanoid but nothing else is on. This is where my idle/repositioning/scale animations for the tail/ears are. Blendtree's for positioning, simple Idle animation toggles for the ear and tail toggles. The animations are a minute or so idle for ON, with an animation of just them in their respective default positions for OFF.

The Tail Scale uses a blend tree for scaled up and down. Again, masked appropriately and in the "All Parts" section is a mask including all things.

#

The FX Layer has a single mask that masks off everything except the Body, the skinned mesh the avatar uses. This is due to having blend shape animations and the like inside.

#

My issue is, everything works. Except the tail and ear transforms from the gesture layer. something is overriding them and causing them to not be allowed through.

#

Originally, I had a "Nothing" mask which masked off everything and everything worked except the material animations.

#

And now I kind of regret throwing this information up as I'm just... still not 100 percent sure what I'm trying to solve.

#

Something is screwed and I don't know what it is. and now, messing with it has screwed it up fresh.

#

Okay, now I'm back to the beginning issue.

#

I've cleared all but my FX and Gesture Layer. Gesture Mask is identical to how it was before; Ear Left and Right plus it's root bone, all bones of the Tail and the hands of humanoid green.

#

FX Mask is Nothing but the Body Skinned mesh.

#

Material swaps in FX Layer do not fire.

#

Odd issue, this originally was causing my mirror clone to apply the swaps, but not my actual avatar.

#

Testing to see if this is still the case.

stray valley
#

I actually ran into a similar issue earlier today when fixing up my pen for my own avatar, so I don't think that has to do with masking, though that is a pretty neat thing that I'm definitely going to look into. 👀

red latch
#

It may still be, as messing with the mask can cause it to apply to both my avatar and clone, but again; blocks the tail/ear transforms.

#

Okay, this is driving me nuts.

#

Now the material swaps work, but they are again stopping the ear and tail animations.

stray valley
#

basically in my system, I wanted gesture expressions to work from my right hand when my pen was inactive, but to be disabled when the pen was in that hand. I found that sometimes it's possible for a state machine to work non-locally, while it doesn't work locally. it's suuuper odd, but I fixed it by essentially tweaking which parts were synched in my state machine and eventually got it to the point where it works

red latch
#

Yeah, I'm starting to wonder if I know anything.

#

Or I'm just winging it and getting lucky.

#

Hell, this worked before I packaged it up as a really bootleg "it just works" way.

stray valley
#

oh don't let this problem get you down, unity 2019 is full of bugs and I've always hated working with it. For now, try re-examining the logic in your animator and see if you can rebuild it a different way. Then, do that and see if that works for you.

red latch
#

I had that one layer's states write defaults and have no mask, while everything else had a nothing mask.

#

Worked fine.

#

Export out, and into another project.

#

Broken and it seems it never should have worked.

red latch
#

I'm about to throw all this Write Defaults OFF and masking in the bin and just continue being a problem.

#

Been trying to wrap my head around it since I started messing with avatars, knowing "This is the way"

stray valley
stray valley
#

but anyway I have to head to sleep so I'll check back up on this tomorrow sometime

red latch
#

Try and get some sleep, I'm going to continue to yell at clouds I guess.

#

I still don't even know how to exit my stuff.

#

Okay I've narrowed it down. No Mask on FX layer?

Ear and tail animations don't play, Material swaps are respected on my avatar and my mirror clone.

#

Mask on the FX layer allowing the body skinned mesh to be animated only?

Ear and Tail animations do play, Material swaps are respected on Mirror Clone Only.

#

Finally, a basic rundown of my issue that's reproduceable.

#

Is it related to how? I have a Quest version that's synced up, running similar stuff.

#

That one has no issues just... working. Materials swap and the masking issue is nonexistent.

#

Is it because of material count? PC has two materials swap in on a single skinned mesh, but Quest is 1 to 1 on the swaps; 1 material swapped, 1 mesh effected.

#

The masks there are identical, except the FX layer is completely masked with a "Nothing" mask, which is self explanatory.

red latch
#

So yeah, sorry a bother again. So my final, proper issue is that this is what I look like when I material swap in both the mirror and first person. Essentially, my mirror clone and camera clone respect my swap. I'm... not sure where to start when there is an issue like this. I've heard of things being respected personally, but not in a mirror, but I'm just not sure how this is happening, myself.

#

If I was in VR This would be a better shot, but it's a bit of a commit to put the headset on. Suffice to say, neither of the materials that swap do so for me.

#

It looks like it's specifically the FX controller that is having the issue, as loading an avatar with just that, still has this.

#

Maybe it's just... broken.

red latch
#

Okay so now I've stripped her down to just an FX layer with the swaps. Each time I build the avatar, sometimes the above happens and sometimes it works fine now.

What is even going on anymore.

fervent pivot
stray valley
# fervent pivot Idk how to make this work for vrcgat

a lot of those nodes are likely incompatable with unity, though I have seen people make shaders with simillar effects to this, but they probably wrote their own shader code to do it. If blender has a thing to export the shader as a file, then that might help, but idk.

elfin rampart
#

Shaders don't transfer but you can bake a lot of that to various maps https://www.youtube.com/watch?v=MUTdHgif65g

Grant's Character Course discount link: https://www.gamedev.tv/p/blender-character-creator-2/?coupon_code=GRABBITT&affcode=45216_9b6dqwx2
Grant’s Drawing course discount link: https://www.gamedev.tv/p/complete-drawing/?coupon_code=GRABBITT&affcode=45216_9b6dqwx2
Beginners guide to baking for intermediate blender users. make sure you have a basi...

▶ Play video
acoustic helm
acoustic helm
#

I gots another question! Im trying to add a clicking sound effect when enabling/disabling a prop, However if i just add an empty game object and have it toggle on and off on my fx layer it doesnt play any sound. iirc you have to set it up on the action layer but im not to sure. Hoping someone can give me a hand

acoustic helm
#

Figured it out, you can thave the audio source on the empty game object that you turn on and off, you have to upt that empty underneath another empty that you enable/disable

fervent bone
#

anyone know how to trigger a random sound between 4? O:

glad crescent
#

"between 4"?

stray valley
glad crescent
#

ohhh hey that makes sense.

#

Ok so then: if we're talking an avatar, first do a IsLocal test, then use VRC Avatar Paramater Driver to generate a random number, and branch on that, activating various empty game objects which have sound players on them.

bleak kettle
#

i tried to move my animation somewhere else and accidently clicked the close button
Does that mean the animations are gone? since i cant realy see them

elfin rampart
bleak kettle
elfin rampart
bleak kettle
#

It says layers and parameters are empty it used to have stuff there
i bought this avi and wanted to change some stuff

elfin rampart
bleak kettle
elfin rampart
bleak kettle
#

I dont feel like starting over again on this model

elfin rampart
bleak kettle
elfin rampart
#

If all you did was close the animator window, nothing should be gone, you might just need to find and select the animation controller. It should be listed under the animator for the root object on the avatar, the one the mesh and armature are parented to

#

You would also need to re-open the animator window if you haven't already

#

I would also recommend periodic backups of your scene to avoid problems in the future

bleak kettle
#

I will try and see if i can find it and fix it

#

Yeah i just didnt expect it to be this bad xd

stable edge
bleak kettle
frail pagoda
#

Hey, does anyone know how to make burn marks for weapons for an avatar? I want to make a bomb/explosion but I want it to leave a burn mark, Or could point me to a tutorial

flint bison
jaunty temple
#

is there a way to use VFX graph in vrchat avatar

elfin rampart
jaunty temple
#

I want to make a fireworks with custom patterns. is there other way to make it

elfin rampart
frail pagoda
#

Hey, I want to make an explosion but I realised I don't know how to make the sound come from the where the particles are and not the emission point

pliant sinew
#

How to enable unity 3D animation?

elfin rampart
# pliant sinew How to enable unity 3D animation?

If you click on the object in the hierarchy and then go to the animation panel, you can create a new animation clip. Then, you can click the red circle to start keyframing your animation. If all you need is it to play immediately and loop, then you should be good to go. If you need it to do something else, you would need to specify tha.t

sly loom
#

I cant get my animation to play on my avatar. I am testing with a singular non-humanoid bone with rotation transform. The animation plays fine in preview but nothing is happening in unity play mode or vrchat. The animation is put on the gesture layer.

frigid cliff
#

probably a very simple solution but im trying to make custom animations for a pose controller. but turns out the animation is missing root transformations and looking at other poses that work its indeed missing alot of stuff

animation now vs what i need it to look like. how do i make it so animations have all of this

past flare
#

I set up a parent constraint to an object that moves positions between the hip and the hand based on a trigger. In vr, I notice that during the transition between different positions the object first flies at high velocity to what I assume is the world origin before reaching its proper position. Why does this happen and is there a way to prevent it?

sand prairie
#

Hi everyone !!! I just want to know if there is there a way for change the physique on a Physbone component throw an animation... I tried adding a radial puppet to change the Pull, but it doesn't work on my animations... vrcAevSip

acoustic helm
#

Does anyone know the fix for the radial menu resetting at 100

lavish scaffold
acoustic helm
lavish scaffold
#

Disabling loop time should fix it

abstract ridge
#

is it possible to turn physbones off with a animation?

uncut ibex
#

Hey just a question if anyone has any good particle sprite sheets of a nuke? similar to fallout 4 nuke sprite sheet. i really like how detailed it is and was wondering if anyone happens to have something similar to that mushroom like effect?

prime crag
#

I want to let my avatar be able to toggle a weapon to appear (left hand holding a sheathed sword), then when I use the "fist" gesture, the sword would appear on another hand(while the left-hand only has the sheathe without the sword).
Using the Open-hand gesture would return to original state of left hand holding sheathed sword.

I was able to create the animation for them all, and was able to create a toggle to make the weapon(in its sheathed state) appear on my left hand.

I am able to make them work separately but I don't know how to make it so that only when the toggle is on, that my right hand gesture will make the sword appear on my right hand, while only the sheathe remain on my left hand?

I was doing this by having 2 of the same asset in the scene and making one appear while the other disappear

What should I do in the Animator layers?

late oriole
#

ok so, im trying to find out if i can find this animation/emote, on the avatar i found it on its called "spooky" so i searched up spooky dance animation and nothing, i checked if the avatar uploader has any social media ,website linked or any form of contact in hes bio but nope, could someone help me out? also im not sure if this is the correct channel to ask about where to find a animation or whatever, ping me if you can help me or to tell me if this is the wrong channel for it, thanks

mild patio
#

By any chance does anyone have a springlock failure animation by any chance?

clear yew
# prime crag I want to let my avatar be able to toggle a weapon to appear (left hand holding ...

You'd be plaing with GestureRight integer. Add it to the FX Layer, if yit doesn't exist.
The animation that toggles it on/off, should be a straight forward Off to On and back transition.
GestureRight 1 true will turn it on. GestureRight 2 will turn it off.

Alternatively, you can add a VRCContactReciever to achieve the same, by playing with the output bool value. Then you'd instead be using its output paramater instead of GestureRight. This is useful as the sword would only be grabbed when the ContactReciever's conditions are met.

You could also merge the two concepts, to create an even finer level of control.
VRContactReciever requires proximity and GestureRight requires a closed fist, for the sword to be grabbed.
VRContactReciever requires proximity to the sheathe to be returned, and an open hand.
in spite of there being a proximity and OnEnter option, Constant option in the VRContactReciever would be best here

clear yew
#

hello. Is there a way to nullify Animator.Root in a dance anim without removing it?
Trying make a dance for 3pt tracking, where arms/head is controllable by tracking.
VRChat allows this if VRCemote integer is Saved, and you enable the Emote, then switch to another avi then back.
Trying to make a toggle for that...
Action or Base, made no difference. Layer Mask throws the legs out into the air unless head is masked green, changing bake settings on the anim sank it into the ground, animation control component needs head to animate instead of tracking to avoid crumpling the spine or walk away.

could remove root motion from the anim, but then I'd need two of it (for when you want it without 3pt). That'd raise the size quite bad. Basically want the head to be the root during the animation instead of the hips, so head can use tracking without having the body walk away.
that possible?

serene drum
#

Trying to create a boomerang animation that plays once when toggled then after turns off the toggle so that I have to retoggle it again to play it again, whats the best way to do that?

random rain
#

Hello. I'm searching for any free animation/asset of inline skating.
Pls ping me.

heavy scaffold
#

Does anyone have any resources or know of good keywords to search for how best to work with facial expressions on write default off avatars? every avatar I've paid for with wd off that's used facial expressions looks like it's used automated tools to set that up and after attempting to set up the logic by hand by yoloing it I have realized it's quite tedious

noble shell
#

easymode, create a layer above with all blendshapes set to 0 (except visemes) , layers below it have priority so they will always change a shapekey but reset to default after you stop using em

heavy scaffold
#

ah neat, thank you!

glad crescent
violet moss
#

What are the walking/running loop speeds that make the feet match with the ground? My running animations have the feet slide along the ground too slow

clear yew
#

quick question if anyone is here is this 2 minutes or 2 seconds?

elfin rampart
clear yew
#

Anyone know how to make your ears move with the different hand gestures? I can't figure it out and for some reason can't find any tutorials on it.

heavy scaffold
clear yew
heavy scaffold
#

no problem, good luck

clear yew
heavy scaffold
#

awesome! glad I could be of help

hushed musk
#

how do I keep the y & z rotation a constant value?

#

in the keyframes y/z are -90 but between keyframes it changes making the animation whobble

muted prairie
#

Make sure your keyframes are linear in the graph ?

hushed musk
#

I don't know what that means

#

also is it possible to move the collider along with the animation ?

elfin rampart
#

To change the interpolation to linear, you need to go to the graph view in the animation tab, right click on a keyframe, select both tangents in the menu, and then select linear

hushed musk
mellow mango
#

anyone know how i could make a toggle for an animation that affects the eye bones? i have an animation clip on the gesture layer (with a mask for the eyes) and i'm animating with animator.left/right eye down-up/in-out and not the bones themselves (also with the toggles and menu stuff set up as well). i thought that would be enough, but the bones still wont rotate, the animation just plays yet does nothing

jaunty temple
#

how to play random animations in animator

noble shell
#

parameter driver - random https://docs.vrchat.com/docs/state-behaviors |
Avatar Parameter Driver

VRChat

When you've got a specific state selected in the Animator view, you'll be able to add State Behaviors. They're a bit like components for states. They do different things. Try adding them, and you'll see what they can do! All state behaviors run on the first frame of the transition into that state. S...

rain tapir
upbeat temple
#

Anyone know of a way to make particles exclude themselves when dealing with collisions?

Sorry if this is a silly question, but I know somewhat what I'm doing with particles/animations but one thing that always bugs me is with the collision. I can make them hit walls/floors just fine but not other players. What ends up happening is when I set collision to everything the particles collide with themselves just as they start to animate from their source. So I remove collision for the UI.

stoic meadow
#

Hello people. So, I have an avatar rigged and ready to set up animations for. I don't believe the animations get automatically set themselves up when you build the avatar for whatever platform you build the avatar for, so..

elfin rampart
stoic meadow
#

Could this be considered humanoid?

#

I haven't worked with Unity and such in so long

#

So forgive me if it takes me a while to get back up to speed

#

Ok so I just looked in the VRChat SDK

#

And it says that the avatar is "not imported as a humanoid rig"

#

So Idk what to do to make it humanoid, since.. the character is basically a form of humanoid in a way

#

Whoa hang on, what have I stumbled upon?

#

And this?

#

Yeah I had no idea what those were my first time fiddling with the Unity part of making a VRC avi

#

Ok is any of this correct?

elfin rampart
#

The rig hierarchy looks good

stoic meadow
#

Animation Type is set to "Generic." Does that matter?

#

In case you need to see anything else, here's a screencap

elfin rampart
stoic meadow
#

There doesn't seem to be any errors popping up like the last time I tried this (5 months ago in fact)

#

Seems like the notice has finally gone away from the "Builder" window in the VRChat SDK..

#

:O

#

(to prove I'm telling the truth

#

All I did was set "Avatar" to "Bubbles (Rig)Avatar" after applying the changes in the Import Settings.

#

I think.. I may be good to go?

elfin rampart
#

Looks good to me

stoic meadow
#

But before that, I just want to quickly go through the "Animation" tab of the import settings.

#

Here's what I have so far. What should I change, if anything?

elfin rampart
stoic meadow
#

Alright, cool!

#

Uh oh. This looks important. (This appeared after I clicked "Build & Test")

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Also apparently the SDK says "Polygons: 0" even though there's clearly about 1000 or more in the model itself

stoic meadow
#

Also is this standard for a test build?

elfin rampart
#

Have you tried just building and publishing instead of testing?

stoic meadow
#

I'm not ready to fully publish it just yet

#

Cuz I want to test it first

elfin rampart
#

I don't generally use build and test for avatars. Publishing won't hurt anything, you can always update.

stoic meadow
#

Wait so

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If you don't change the avatar's name, and publish it under the same name, does it get overwritten with the altered version?

#

Is that how avatar updates work?

elfin rampart
#

It works just like worlds, if its the same blueprint ID it will update that existing avatar

stoic meadow
#

Alright nice

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I feel my brain earning another groove

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Yk?

stoic meadow
elfin rampart
#

If publishing doesn't fix it, I don't know. I've never seen that error.

stoic meadow
#

I don't think anyone has.

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Is it just me?

elfin rampart
#

🤷

stoic meadow
#

Idk what to do now, but this will have to be saved for tomorrow, since it's getting late for me

stoic meadow
#

Ok so I just thought of something

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I set the mesh to "Bubbles." Now I have a lot of things to fix..

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"Auto Fix" did the job!

#

I didn't get no random error like last time, so..

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Okay but before I properly test it there's this random pink clone of the model that I'm pretty sure needs fixing

stoic meadow
#

Update

elfin rampart
stoic meadow
#

I don't know if I'd want to do that

elfin rampart
#

It seems like the model you want is the one with the texture, it looks like this is some sort of weird duplicate but I always like to make a backup before doing anything risky. Unless it's the magenta version that is the working avatar, then you'd want to delete the textured version and drag the material on to that.

stoic meadow
#

Okay, gonna test.

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Sooo.. What now?

muted prairie
#

Delete the pink one

elfin rampart
stoic meadow
#

Nope

#

I didn't delete anything in fact

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But I did delete the pink one just now

elfin rampart
#

And what happened with that?

stoic meadow
#

I haven't tested it yet

#

I just came across this..

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That pink thing was the Avatar Descriptor, methinks.

elfin rampart
# stoic meadow ..Oh.

Okay so the pink thing was the actual avatar you were trying to publish, then, though I'm not sure why it wasn't complaining about it not being humanoid and then keeping your model in a t pose. The material is easy to fix, you just drag it onto the model, it's the animation that's the issue.

stoic meadow
#

I think I may have just discovered a workaround.

glass panther
#

I'm sorry to be the way but i need some help. i need my character's foot to be the ground.
but My IK rig gets in the way, since it wont work in unity but its the only way to have my animations work with my model.
foot and leg are not connected only because the foot clip though the ground when I connect.
is there a way to not have my feet clip since animating the feet to be at the ground height seems like too much work.

mental zephyr
#

I'm trying to figure a way to make a model be flat in the Y axis making them flat like paper. Also trying to animate it for a toggle. anyone any ideas how I can do this lol

stoic meadow
#

I think that's a Unity thing.
Once you have the model in the scene, look in the Transform section of the Inspector and set Z Scale to, preferably, "0.1"

mental zephyr
#

Tried animating the scaling on the fx layer and it did not work. Does it need to be on the action layer? (oof forgot something in the layer derp) edited

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This is how it looks. Its some reason flipped upside down and backwards and movement causes it to shoot off higher in the air

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This is where I'm not sure how to get it working right

stoic meadow
#

Default layer, actually.

mental zephyr
#

Which one is the default layer?

#

Its been a while since I messed with something like this lol

stoic meadow
#

The checked one

mental zephyr
#

aright got that set let me test that again.

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Its still doing what shown in the picture...hmm

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I have this animation setup in the fx layer under playable layers

#

wonder if there is different way to go about this

#

yeah I found paper shader to do the job I was trying to do lol

stoic meadow
#

Wat-

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Paper shader?

mental zephyr
#

This feature, "Make 2d", will flatten any material onto a vertical plane, by modifying the shader. Featured in screenshot: Amanatsu by komado showing Silent's Crosstone, Xiexe's XSToon 3.0.1 and Poiyomi Toon v7.1.53 To access, select all the materials you wish to convert, then use the gear menu to

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yeah here

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it made it way easier then the way I was do it lol

stoic meadow
#

That's a Unity thing right?

mental zephyr
#

yeah unity shader

#

see there we go. sorry to waste your time on questions lol. Thank god shaders exist

stoic meadow
elfin rampart
stoic meadow
#

Like in here?

elfin rampart
stoic meadow
#

How do I get to the point where I can move bones?

elfin rampart
stoic meadow
#

The rig.. Does that mean the armature?

elfin rampart
#

Sorry, I meant the hierarchy. You're in the project tab but I accidentally said inspector

stoic meadow
elfin rampart
#

Select the bone in the hierarchy

stoic meadow
#

I tried moving a few bones around, and none of the model moved.

elfin rampart
#

Okay, then that means the model either isn't associated with the rig, or it doesn't have any weights.

#

The model has an animator on it, right?

#

There should be a place to assign an avatar in the animator, is there anything assigned in there?

stoic meadow
#

Hmm..

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I tried adding one and..

#

Maybe I'm just not doing something right with it.

elfin rampart
#

Well, you shouldn't have an animator at all on your rig so that's a problem.

#

The animator should be on the parent object.

stoic meadow
#

Very confused right now, so here's a screenshot of my whole Unity screen.

elfin rampart
#

Oh, okay, I thought rig referred to the rig but it's just what you're calling the mesh. It does look like it's associated with the correct rig so maybe you lost the weights somehow? If the mesh is weighted to the rig, it should move when you move the bones.

stoic meadow
#

I should check if that's the case, or if I still have to settle that.

elfin rampart
#

If you open up the FBX in Blender, you can see if the avatar moves the model in there

stoic meadow
#

I have multiple installations; 2.79b, 2.93.1, and 3.4.1.

#

Should I use 2.93.1?

elfin rampart
#

Shouldn't matter for this

stoic meadow
#

How did I completely lose the weighting after the FBX export

elfin rampart
#

🤷 At least you know where the problem is now.

stoic meadow
#

This tutorial I followed.. I don't know whether or not to blame it or look past it.

elfin rampart
#

Do you know if the weights were ever there or had you never tried moving it in Unity?

stoic meadow
#

I had never tried moving it in Unity before today

#

But I sure know I have work to do now

elfin rampart
#

If you have an older version with weights on it, you could try transferring them

stoic meadow
#

Plus I think the bone sizes are a bit.. off.

elfin rampart
#

Yeah, a bit.

stoic meadow
#

I wanna make sure they fit within the model

#

Not sure about the foot bones

#

Oh yeah

#

I actually used this model to do animations before using it for Unity purposes

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Like.. these. (WARNING: These are amateur animations that I did in 60FPS. Watch at your own risk; they have shown their age.)

elfin rampart
#

Looks like it moves reasonably well so the armature is probably fine.

stoic meadow
#

I opened a past Blend file, deleted all of its keyframes, and voila!

#

So, setting up for export, what do I do?

fickle gyro
#

Is there a way to grab an animation from one blender project and import it into another?

elfin rampart
#

Then just copy and paste from one scene to another

fickle gyro
#

dragon anim didnt transfer

#

my vertex groups dissapeared on the version with the anim

elfin rampart
fickle gyro
#

i was just trying to move the anim file instead of just reintruding a new rigged version since i can just do that im just lazy and wondering if theres an easy way to import anims in blender sicne this would also be useful for MOCAP

elfin rampart
# fickle gyro i was just trying to move the anim file instead of just reintruding a new rigged...

Well, the only way I know is bringing the rig into the same scene, then you can link the animation data and delete the other model but I'm not aware of a way to just copy the animation directly. https://irendering.net/how-to-copy-animation-data-from-one-object-to-another-in-blender/

Blender is one of the go-to open-source software choices for animation. We’ll go over how to copy animation data from one object to another in Blender.

stoic meadow
stoic meadow
#

@elfin rampart What should I do?

stoic meadow
#

I have absolutely no idea what to do.

#

I've had Blender open and idle for over a whole day, and I've had no guidance on what to do when it comes to exporting.

stoic meadow
#

So I fiddled around with Unity quite a lot

elfin rampart
#

Sorry, I've been out. Did you get it sorted? I usually export rigged characters using auto-rig pro but I think the defaults are fine.

stoic meadow
#

Pretty sure I've got it all sorted out! I haven't tested it in-game yet, because I want to capture my reactions to it actually working as intended.

stoic meadow
elfin rampart
#

🙌 Huzzah! Nice editing. You might want to scale her down a bit, though, unless you want mascot Bubbles. That's easy enough to do in Unity, you just want to make sure you also adjust the view position.

stoic meadow
#

Well I kinda want players who use this avatar to be able to access the card swipe in VRChat Among Us. Y’know, the world by Jar?

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So maybe I will scale her down a bit, but not too much otherwise card swipe would be a nightmare XD

elfin rampart
#

I don't know that one but whatever works best for you, having really tiny avatars can be an issue but I'd estimate she's over 7ft there, maybe 8 or 9 at the top of her head so you could probably get away with a fair bit of scaling.

stoic meadow
#

Yup

jaunty temple
#

why does my action layer become FX layer

noble shell
#

long > you had descriptor on a generic avatar then changed to humanoid you get 2 fx 'bug'

#

short > reset to default just above that menu fixes it

jaunty temple
#

it is still fx

#

found it

stoic meadow
#

Ok so I fiddled with the camera and got this angle

#

Is this a good angle?

elfin rampart
#

It's a choice. It's a dutch angle which is not super standard and the low angle makes her look larger which I'm not sure on but it's your avatar.

#

You might also think about bringing in a Powerpuff texture and putting it on a plane behind her so the thumbnail doesn't just have the plain skybox.

clear yew
#

how convert mmd danse to .Anim in unity

placid light
# clear yew how convert mmd danse to .Anim in unity

"You can use Blender with cats-blender-plugin. Import a .pmx model into Blender, load a .vmd onto it, then export as fbx with animation. Import the .fbx into Unity and you'll see the animation attached. Ctrl+D to make an independent keyable .anim file"

strong thistle
#

Ya'll how do I put animation on a cube avatar where it is on all sides? I got both mp4 and frames versions, got gif too but apparently unity doesnt support that

strong thistle
#

whenever i tried to transcode my mp4, it gets weridly corrupted

river burrow
#

Any help would be very appreciated. I've been editing ENA models and typically the animations for the other models do work but for this pink one im working on, despite having nearly the same blend shapes is not animating. It has the correct fx animator and i don't know what to do from here. Help please I'm so tired 😦

sand sapphire
#

Is there a way to see the vrchat walking/running etc animation inside Unity? I don't want to upload my avatar 500 times just to see the changes