#animation

1 messages · Page 3 of 1

tawdry flame
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i'm trying to make a Particle System that emits from a Mesh Renderer and it seems to just completely stop emitting particles when i switch the Shape to Mesh Renderer. the Mesh Renderer is coming from a Capsule that i created in the Scene. any idea what the problem could be? i'm new to using PSs so don't know if this is the intended workflow

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OBS didn't capture the dropdown menus 😛

nova rover
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hey i need some help trying to set up some transitions for my avatars sound animations, basically i have a couple of dance animations that has a start (aka intro) animation and a (looped) animation, i got the starting animations to transition to the looped animations but im having issues with the song animations, i got the intro of the song to work but it doesn't transition to the looped animation of the song, it just reloops the starting animation

nova rover
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if anyone does know what is going on and how to fix it, I would appreciate it alot, I've been stuck on this part of my avatar for a few days now trying to figure out how to get it to work properly

steep panther
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this was recorded by a friend bc im way too laggy

steep panther
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working on a new animation ( u can tell what is is by the screen)

muted prairie
steep panther
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Group logos are in place

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Plan to add more but idk

flint bison
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Does the new audio state behavior allow "play oneshot"?

clear yew
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Hey this is more of a “looking for” but I saw this animation on an avatar that basically broke away the vertices/face of your mesh but it traveled through the entire avatar clothes, if anyone knows where I can get something like that please let me know!!

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It kinda looks like this but instead of highlighting it, it would separate the faces and then move them back after a while

dusky jewel
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Thats vilar

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Its his shader on github. Vilar24 and the one in the video is his personal one not the one on github. Also use the fork for spi.

dusky jewel
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Also side note for other shader google his name backwards.

spiral sand
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i got quite the hefty question and I KNOW its gonna be difficult for a beginner but heres me question....

so i wanna add a spring joint to one my avis, thing is i want to know if theres a video on how to animate the spring joints to where i can throw them for a far distance and have them recall back to me. ive seen some avis with that as a thing but this avi i have dont and just has a normal one that im not to sure where its attached to on her body as ive tried messing with it in game and it kinda just floats there and move around?, but i want one like i said that i can throw around and mess around with for more fun that i learn to animate myself through a guide or 2.

white ridge
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Hey,
I've seen few avatars having animated tears/crying animation that is 3d (or at least looks like that)
And I've been thinking of implementing something similar for my avi, but I don't seem to be able to find anything about how that works by searching on yt&google

So my question is, that does anyone here have any idea what kind of black magic is used to do that
Just some 3d model with shape keys and toggle on animator or some plugin that does liquids or some weird technicality I haven't thought off

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Oh, and by this I DON'T mean particle emitter

flint bison
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Anybody have this issue where sometimes when I press play to test my avatar, it creates a new floating animator window, but when I try to delete it, it breaks my existing one? I've had to start collecting them...

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it's super weird

nimble ridge
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What the, I don't think you are even supposed to be able to open multiple animator tabs

fading nimbus
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What are some methods of creating complex avatar animations such as the example here (https://www.youtube.com/watch?v=Y9NRcc8ICf8) ? Did they animate it by hand in unity using some sort of tool, in blender, with mocap? I haven't tried anything outside of of animating some non-humanoid bones and blendshapes by hand in unity and the tooling makes it seem like a daunting task.

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fading nimbus
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Or if there is a guide on how to setup blender ik based animation using vrchat rigs

unreal swan
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maybe ai camera mocap, mixamo has sitting at camera typing you can use that @fading nimbus

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computer*

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@fading nimbus

unreal swan
flint bison
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in fact setting it to default didn't fix it at all, it just seems to delete my scene window

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it's very odd

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okay it seems to have worked this time, though I expect the animator windows to come back eventually xD

unreal swan
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yeah either two avatars in same scene is the issue or switching between different layers like action and fx

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Yeah forgot to mention deleting all the windows til they all have errors and everything looks wrong lol @flint bison

narrow oyster
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For sprite sheets, how big or small does each frame have to be to be centered?

The sprite sheet itself has to be 1024 x 1024 but what about each frame?

steep panther
stone drift
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I would love to replicate something like this with a particle system

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i made from scratch a skull model which i've set as 3d mesh for a particle system

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but i have no idea how to do the trail

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i tried with particle trails and ribbons but not ideal for what i want
sub particle system emitted with 3d mesh?

karmic dome
steep panther
analog girder
topaz summit
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Can I make Unity's Animation Controller stop scrolling the window to top when updating the layer settings?

I didn't find solution online, maybe my keyword is wrong...

lament jolt
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Hey, I want to add a gesture to my avatar that will let me stick out my tongue, but the blendshape I want to use for the animation is being controlled by another animation on a lower layer of my animator. It's an animation that makes my tongue stick out when someone touches my nose. Is there any way to get them to both work? To have both the gesture to stick out my tongue and the animation to make my tongue stick out when someone touches my nose?

quiet basin
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Hey all; I'm having a bit of a weird issue with an animation. Basically I want to do a simple glowing pulse in sync with the wings moving (and I've done it before on an older avatar) but for some reason the animation is working fine in Unity but goes out of sync in VRChat. The wing movement and glow are all in the same animation so I'm not really sure what's causing it. Any help would be appreciated

quiet basin
quiet basin
# quiet basin I've made some progress by changing it so that it changes the emission colour no...

Finally fixed it. For the sake of anyone else who may be stuck in the same problem in the future, the solution took 2 fixes:

  1. Changing the colour saturation of the emission not the emission intensity

  2. I had to move the animation pause to the END of the animation not the start of the animation

WHY these fix it is beyond me... apparently the first is a glitch Unity has had for years, the second.... maybe has to do with how animations loop? Honestly I'm a bit lost as to WHY it works but it works and that's all that matters!

heavy creek
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That scrolling is a unity bug

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This fixes it and adds some other features

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There's also another paid tool called MACS that also fixes this bug and adds even more features

nova rover
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hello guys, im having another animation issue where im trying to make a ear pulling animation play whenever someone pulls my ears, i set everything up correctly but the aniamtion for the blendshapes does'nt work, any ideas on how to fix it?

ornate ember
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so question if anyone knows, does the unity VFX graph work in vrc

hearty gust
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Would this work for vrc

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Like the setup of it

dense mesa
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How do you enable something in an animation, such as a buffer?

fallen oracle
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How do additive animations work? and do they work with game objects

wary basin
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On each layer, you can specify the mask and the Blending type. The mask specifies the body parts on which to apply the animation. The Blending type specifies how the animation is applied.

Select Override to use the animation on this layer, replacing the animation on previous layers.
Select Additive to add the animation on this layer on top of the animation from previous layers.
For additive blending to be successful, the animation on the additive layer must contain the same properties as the previous layers.

https://docs.unity3d.com/Manual/AnimationLayers.html

basically for animations that add something extra to whatever's being animated, like blinking. And yes they work with gameobjects since everything in a unity scene is a gameobject

lucid ocean
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What is happening?! I press play and it switches the material and I dont know why.

nova rover
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hey i have a question and if anyone knows how to actually do this please help me out with this, so basically im trying to have "NPC's" on my avatar (not world) and i want them to spawn in whenever i toggle a emote it'll do the other animation of the emote, i got the avatars to spawn in when i toggle on the emote but it doesn't actually do the animation when i emote

steep panther
bold mural
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hi i am trying to add this middle finger to an avatar but idk how to add it, does anyone know how?

errant bridge
full fox
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can someone help me set up animators for my avatr

glad crescent
steep panther
steep panther
torpid kestrel
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can someone inv me to the lating gang dc? dm me if you can. ty

muted lance
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Hello frens, just got an issue. I have an avatar I got, already has everything and I'm experienced with editing/uploading/creating etc but for some reason, in this specific case, I can't seem to get my expression changes to work in game. I've changed the animation, in this case it's fist expression being changed from just pouty lips and the brows going down to a full blink. I've tried remaking the anim, backtracing through all the layers/params and making sure the save is changed, using the emulator it literally works in engine but in game, the expression will go back to the original expression already despite otherwise. Edit: have also tested using 3.0 emulator in-engine and it literally shows her eyes closing on the fist, just will not happen in game. It's like it's engraved into the fist gesture despite those blendshapes not existing in the anim.

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TDLR: Toggle works in engine, does not work in game

tiny marlin
lucid ocean
tiny marlin
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Check your animations, you might’ve accidentally added it there

lucid ocean
tiny marlin
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vrcExclaim oh dang! Sorry to hear that :<

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Best of luck!

steep panther
steep panther
grim glen
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Hey yall, I’ve decided to take on the challenge for myself to create a completely custom avatar, and Im currently in the process of trying to add custom animations. My problem arises here: Whenever I try to add any new animation clips to record something going on, the avatar goes into a “bike pose”. but when I try to exit out of the preview or stop recording, it stays in this position indefinitely until I force it to preview the TPose animation from another animator to essentially reset it. I dont get what I’m doing wrong because Im finding that other avatars dont do this, and instead return to their T-Pose state when you turn off preview. Could I get some help solving this? Ive tried ripping out all of the animators and starting anew and its come with nothing in my favor.

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Bit of a wall but please i really need help solving this…

grim glen
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update!: im just stupid lmao

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figured it out alas

steep panther
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this is going straight on an avatar soon but its finally done! 😄 | Cosmic Conquest 3D Laser Animation

cerulean apex
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Howdy folks! 👋🏻

I've been working on a companion mod of my own for FNV with western themes and a pretty extensive questline. I've made quiet a lot of progress but I'm starting to realize a lot of what I wanna do might be beyond my current skillset and/or might be too large of a workload for myself alone. I am looking to focus more on the story elements of the mod and hopefully collaborate with a few people on the more technical aspects of the mod. If you or anyone you know might be interested in collaborating on this project with me please reach out to me!

Follow up with me via DM if you're interested. It's quiet a large project considering it's my first real attempt at a big mod.

I'm looking for some people who might be able to help me with the following mod elements:

Voice acting

  • Custom armors/outfit meshes

  • Custom armor/outfit textures

  • Custom armor/outfit world models with collision

  • Custom weapons (potentially with custom animations)

  • Custom weapon meshes

  • Custom weapon textures

  • Custom weapon world models with collision

If you're interested in learning more feel free to reach out via DM! 👍🏻

slim plume
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any tips on how to animate a chainsaw anyone?

steep panther
steep panther
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and yes this is going on an avatar lmao

austere monolith
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making a world with these in it as animations would make more sense

steep panther
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I like to test the limits on what can and can't go on an avatar

steep panther
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^ about this. I got a animation that brings even the best computers to its knees (it was to mimic what I get when I played the original animation)

shut fern
steep panther
sacred jacinth
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Hello!
I'm a tf2 animator
But I like vrc so I figured I could use my blender knowledge for this game

Any suggestions on what I should do first?

bleak merlin
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Ive added added Full Body Biped so i can animate the hips but when i upload it doesent work. I thought it was the ik execution order but that didnt work either, im not entirerly sure how to troubleshoot this

sacred jacinth
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welp this is my first test for doing vrc animation
trying to work out the unity stuff now! ^^

bleak merlin
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why does Full Body Biped work in desktop but not in vr?

sturdy kindle
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Does anyone know how to animate the parameters in a phys bone? I'd like to be able to change the gravity of one on the fly.

glad crescent
warped oasis
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Can anybody help me with my avatar toggles? Whenever I'm on quest, pc users cant see my toggles, but when im on pc, quest users cant see my toggles. This just makes things so much more hard to do

civic sparrow
warped oasis
warped oasis
civic sparrow
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no

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but if they are the exact same synced parameter lists then they should just work

warped oasis
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but it doesnt

eager sand
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hello people! i tried looking around but couldnt seem to find any info on the issue that im having. in unity i created an animation and wanted it to stop on the last frame. i did the animation in unity and looked up how to stop it, i found two ways, both of which dont work. i turned off "loop time" and make the wrap mode "clamp forever" neither of which seemed to work

steep panther
steep panther
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gonna put it on a new avatar like soon so i can test it

fading nimbus
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Is there a way to edit hand muscle animations without having to tediously type in the values one by one and then carefully copy and paste the values so that both hands are mirrored? There has to be a better way moment.

glad crescent
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I do it in Blender with mirroring on, it's kinda annoying in Unity

fading nimbus
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Any tooling or is it just native blender animation?

glad crescent
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just plain blender

fading nimbus
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Do you need to do anything special to use a looping animation for custom hand gestures? None of my animation clips play fully when replacing existing hand gestures.

violet moss
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what the best way to make the transition between walking and standing take more time? i want to have a "started running" and "stopped running" transition animation but it's difficult because moving is a blendtree

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everything i've tried does not make it a smooth transition

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(i use a running animation that entirely takes over tracking control)

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i'd like a way to smoothly bring back the tracking control instead of having the hands snap back to being controlled by controllers

violet moss
# bleak shuttle i can do for you

I'm more interested in learning how it's done rather than requesting work. No need to explain if you don't feel like it, just hoping for someone who is.

bleak geyser
weak sapphire
lime raptor
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Does anyone have experience converting vmd animation files to something I can use in vrchat

cosmic ember
civic torrent
steep panther
civic sparrow
civic torrent
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how can i animate then?

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cuz i needa use those bones for a transform animation

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that and new gesture animations

civic sparrow
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Animator keys rather than transform keys

civic torrent
civic sparrow
civic torrent
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how do i find the animator keys for these panels? and if they dont have any, can i make some?

civic sparrow
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Click the add property button

civic torrent
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k then?

civic sparrow
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Just scroll through till you find the bone you need to animate

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Usually they come with multiple properties for different rotations

civic torrent
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these are the bones

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thats for the entire right arm

civic sparrow
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You pick whatever its rigged as in the humanoid rig

civic torrent
civic sparrow
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The animator properties are entirely used to have any animation using them work with any model without much need to edit them

civic sparrow
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That image tells me nothing

civic torrent
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What image would help?

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because these bones im trying to animate will open the arm up and let out a minigun

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where am i supposed to put that in the rigging menu

civic sparrow
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You dont put anything in the rigging menu

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The bone you tried moving was probably the bone you rigged as one of the arm bones

civic torrent
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the bones that control the arms hands legs spine and everything is fine, the problem is that im trying to animate the extra bones on the model, that turns the arm into a minigun and those extra bones are considered as part of the humanoid skeleton, which wont let me animate those extra bones without animator keys

modern imp
austere monolith
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toggles go brr

flint bison
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Just made this cyberpunk inspired effect for when my oculus or steamvr overlays are open

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(it's my afk animation so triggered automatically)

flint bison
austere monolith
civic sparrow
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my question is why you didnt just use the any state

flint bison
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or this

austere monolith
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its just the way i prefer to do it

hearty gust
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If I wanted to learn how to make a beam for an avatar, would I just use a video on how to make a beam in unity?

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For reference

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Is this still good if it’s from 2 years ago.

torpid marsh
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unity doesnt ever really get rid of stuff in updates, just moves stuff and adds new things

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so it should still work just fine

flint bison
hearty gust
flint bison
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Does the state behavior "animator play audio" not work if placed on the same state that has an animation enabling the audio source gameobject? (Audio source is a child of the Heart Sword Gamobject)

glad crescent
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you can just leave the audio source object enabled

flint bison
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There is a hard cap of three active audio sources. I would not like to keep it active.

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And as I said it is a child of the sword which is disabled.

glad crescent
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ahh

steep panther
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i just need charges and im done with the 1st half of the animation finally 💀

livid echo
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I click the button, and it toggles the Intro On, but for some reason, everything else works, But the actual Animation,

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so in short
Button Pushed -> Intro Bool gets Checked -> Transistion Turns on - > - Animation Doesnt Play

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Fixed.

idle orbit
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I have a Direct blendtree with a number of subtrees that drive humanoid finger movement, which works fine.
I'm trying to animate transforms instead of the humanoid rig. This works, but result in smoothed movement lagging far behind what the animation controller is doing.
All the animations are a single keyframe, and nothing is different from the previous setup that used the humanoid muscle params, other than the layer masks. Single state that leads to the Direct blendtree.
Behaves the same in-game.
Anyone familiar with this issue?

idle orbit
dim ice
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did they change how viseme parameters work or something? trying to do 2D visemes the same exact way i used to and it just. doesnt work now
but 2D expressions work the exact same
(animating texture coords, not blend shapes)

dim ice
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ok ive found more info on my issue! the visemes and the emotes on my avatar work (viseme parameter only using an int) and the visemes only work when either using a toggle using my emotes int, or when the layer using the emotes int has 0 weight
any idea how to fix that? two animation layers like battling for weight??

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basically tldr
my viseme layer and emote layer are using the same animation controller so they can both be plugged into the FX layer of my avatar descriptor. however the visemes only work when the layer using the emote int has 0 weight, or the viseme are set to a toggle using the emote int ( when the emote int has weight)

wind forge
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Lower layers will override higher ones.
If you actually have both the layers in your controller, you can put the visime layer below the expressions layer, and move the sil viseme to the expressions layer when your emote int is 0. In the Visemes controller, you will want to be in an empty state when Viseme is 0

Otherwise, you'll probably have to reference the previously mentioned built-in Viseme parameter (int) in the FX controller, and have the expressions layer switch to an empty state whenever Viseme Not Equal to 0

dim ice
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what is sil viseme?

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if its a specific shape, this avatar has 2D visemes and only 1 mouth shape

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i did move the viseme layer to the top, but now the expressions dont work (unless theyre blendshapes)

dim ice
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ah i fixed it!

wind forge
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Ebic

dim ice
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the viseme layer had to be at the top, and the emotes transfer to an empty like you said

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i had moved the viseme to the bottom and then tried and it didnt work :T

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now at least i know, thank you so so much!

glad crescent
light granite
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having trouble exporting my NLA tracks - only one animation exports, but the rest don't export.
the difference between the two groups is that one has three keys with a long length, the rest have only one key but for multiple bones (mostly hands).
the track that does export is a track, not the active action for the rig

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iris i will keep tinkering!!

light granite
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figured it out - strips needed to be on the same track

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vrcEretNice an hour and a half gone, but a lesson learnt

static wasp
steep panther
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back to animating i go lol i need to finish this

carmine lodge
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keep going you got this!! :3

steep panther
glad crescent
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wow that's a lot. In a good way.

steep panther
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If it's small enough it will be public on an avatar

steep panther
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Alot of them are really old vrcAevSip

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The 2ne and 1st of these video chunks are my Cosmic Conquest animation which is fully made. It's just the character model that didn't make it in

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Realized I accidentally put Imaginary 2 times vrcSkull

mild plinth
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Does anyone know how to move an object while animation is playing in blender

lavish otter
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hello o/ I asked this question in vrlabs as well but i wanted to know if it was feasible to do exit animations in vrchat? one goal of mine is to make assets for it and I'm not sure where to research on the subject. I see a lot of documents for idle/afk animations and spawn animations though but thats not what im looking for

flint bison
mild plinth
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Nvm got it

steep panther
marble quest
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How can change the rotation of parts in the armature in an animation ?

steep panther
dense island
steep panther
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Cars

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Vroom vroom

dense island
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is this road rage 😭

steep panther
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prob lmao 😭

graceful thorn
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ok i need a hand please

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for some reason my animation where i enable and disable an audio source does not play and i cant figure out why

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im not sure if its the contact reciver or what

graceful thorn
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please someone respond

flint bison
wintry heath
covert isle
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How do I get an animation I've made in Blender to export correctly for use in Unity? I want to use an animation that's switching between two mapping uvs on my character's face texture to simulate speaking, but I can't seem to get the animation made in Blender to export on my fbx, or anywhere really. is there something I'm missing?

glad crescent
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I'm pretty sure that's not going to be usable in Unity, the way the two programs do those things is vastly different.

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Armature-based animations work great though

visual matrix
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how do i edit animations from an avatar?

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its greyed out for me

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this is from an avatar i got off Booth that already has animations that came with it

sullen summit
visual matrix
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....one sec

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thanks >.<

sullen summit
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Np hehe 🫡

fickle gate
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~.~

granite fjord
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Questions about Unity and Shapekeys...are they only useable with mouth movements? Or could I use them for animations in general?

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Or is that only doable with weight-painting and bones?

deft meadow
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you can use shapekeys for anything

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common uses are visemes, face expressions, customizing body proportions, and shrinking body parts when clothes are on top of them

granite fjord
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I've got another question about shapekeys, does the animation extend to being able to reposition UVs?

glad crescent
steep panther
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reference vs what i got 😭

soft cedar
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is there away to move the ears and tail of an avatar while using combo gesture expressions

glad crescent
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of course

steep panther
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casually has to make an animation about climate change for a stupid project

deft otter
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wip

white schooner
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I'm trying to have an eye that isn't fully open during normal look, so I set eye.smiling to 50. However, the default vrc.blink on this avatar, when combined with that, makes the eyelids go waaaay down, outside the eye, which looks really cursed. Is there a way to override the blinking so as to only go to 50 instead of 100?

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(I don't wanna move it to another blendshape, as I do want to use the default eyetracking methods without hooking that up as well)

glad crescent
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You can disable the blink action while that expression is active using VRC Animator Tracking Control

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But otherwise no, the auto blinking will set that blendshape to 100

white schooner
glad crescent
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I'm not sure I understand that sentence?

white schooner
glad crescent
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what is "default facetracking"?

white schooner
# glad crescent what is "default facetracking"?

"default facetracking" is the thing, where even if I don't have facetracking added to the avatar, if the "eye look" is enabled, and OSC transmits eye tracking data, the eyelids will close when I blink, and the pupils move wherever I look

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without any avatar changes

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which I wanna keep

glad crescent
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okay that. So yes, this will disable that feature as well, according to the page I linked.

abstract glacier
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Can someone explain to me how VR chat animates speech on avatars. I would like to know more and I can’t think of any logical explanation.

torpid dove
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Checks mic audio for certain phoneme patterns and tweens between different phoneme blendshapes, simplest answer

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Not sure if they use a premade solution or if it's completely custom however

steep panther
fringe hemlock
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Wasn't sure were to put this, but since it's to change the size of the object I guessed animation... sorry if I am wroung, but I am trying to change the size of a object with audiolink using the auio reactive object script on the object but nothing happens....

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am I mistaken on what it does, or how to use it?

agile niche
glad crescent
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well that's not suspicious at all...

bleak tapir
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🚩 🚩

manic bone
thorn temple
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a soul punisher would be crazy

manic bone
uncut sun
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eyes killer 9000

manic bone
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Lmao Vile lives up to his name

steep panther
steep panther
steep panther
granite fjord
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Question: any option for changing materials using animations? So like...change the material for a particle effect and reparent it for a different particle effect?

static wasp
granite fjord
static wasp
granite fjord
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Didn't seem to work with particle systems.

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Oh my god it does

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It must've been the specific way I was doing it.

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Weird...

glad crescent
#

You have to animate properties on the avatar, so if you clicked the material in the project rather than on the avatar, that'd do it

granite fjord
#

Any way to change these using animations?

glad crescent
#

I doubt it, you'd probably have to make two particle system and swap them

glad crescent
#

hmm I wonder now what you can change on particle systems, I suspect not much at all.

granite fjord
granite fjord
glad crescent
#

yeah that happens often

glad crescent
#

I use Neitri's wireframe shader for that

granite fjord
#

Neitri's wa?

glad crescent
glad crescent
#

some great stuff there, I use that one often for looking at how other people have done things

granite fjord
#

Low key, the "LiDAR" I'd set up did also tell me very interesting things about the worlds I used it on.

#

Came for the night-vision, stayed for the education.

#

The interactions were often very unexpected; interacting with physics geometry rather than visible geometry.

glad crescent
#

100% - I've learned a lot from looking at stuff like this

granite fjord
#

I don't know that I'll be able to reuse the LiDAR particle emitter. Maaaybe if I can make a particle effect that doubles as a bullet trail or the LiDAR emitter?

steep panther
granite fjord
glad crescent
#

the what now?

#

grab a .shader file and put it into your project.

granite fjord
#

Feed it into the creator companion

glad crescent
#

the author of that would have to set that up

granite fjord
#

Alright, the old-fashioned way then

steep panther
bleak tapir
#

You know they're trustworthy bc they're already banned

steep panther
#

lmao

sharp shoal
#

Hello. Does anyone here have a rokoko license? I'm interested in paying u to process a MP4 video to an fbx file. There will be at least 1 vid per week and it takes like 2 minutes

glad crescent
#

it seems pretty affordable directly

sharp shoal
candid sierra
steep panther
#

its on an avi but prob wont be public

steep panther
steep panther
lapis flax
#

Hey! Im STRUGGLING with an animation of this Anyone able to help me?

glad crescent
#

you'll need to be specific about what you're struggling with

lapis flax
#

im trying to make the exact movement so to be specific i need help with how to use curves i guess or asking to see how another creator would go about animating it i need a tiny circle in the middle of the animation

#

nvm ill just give it up fr, i wont learn if i don't do it myself.

glad crescent
#

that looks pretty good

livid elk
#

Do you guys know how to make a view shader local only?

glad crescent
#

only enable it when IsLocal is true

livid elk
#

how about when avatar

ionic wren
#

Can someone ping me if they know about animating particle system behaviors? I have a particle system that has another particle system as a child, I like it fine the way it is except I want to trigger an animation that makes it “foof out a whole bunch of particles very quickly, maxing them out, and continuing to make new ones and kill the oldest ones for a second, then it goes back to normal.” I have a transformation animation that I want to be accompanied by a glittering cloud, but none of the settings I try to change… do what I want.

My skill level is “I figured out how to animate emission on and off without disabling the system.” I’d really like to briefly animate emission rate somehow.

severe loom
#

How does VRChat locomition work?
I see the blend tree with the animation slots for diferent movements expected from the velocity X and Z

#

but the animations inside those slots only have 1 singular frame

#

Where is the rest of the walk cycle?

#

I want to change to a more personalized walk but even if i make my own walk cycle, i dont know how to replace it

finite light
#

I've created an animation with 3rd party software that uses "Animator" properties, like in the attached image. I'd like to attach these to a toy robot that I have as a prop, but the animation plays on my root avatar and not the robot. It's my understanding that all animators get squished down into one when you build the avatar, so is there no way to keep an animation on the nested robot/avatar?

#

This works fine in a world by the way. I'm just trying to set it up as an avatar prop.

alpine meadow
#

Hi, I have an issue with my face animations. I've created some animations for my gestures that includes not only face blendshapes but also state changes of the ears and the tail. I can see the animations just fine in game for the face, but the ears and tail dont change like in my animation previews. I've tried turning write defauts off which only made my face animations blend into each other, still without the ears and tail moving. I've also tried applying an "is animated " state into the VRC Phys Bones controller I added for the ears and tail but it also didn't change anything. How can I fix this ? ( For example here the same animation in Unity and in game : see pics )

vagrant hearth
#

I need to find and overwrite the default finger idle animation. I have no idea how to find it, or override it. It doesnt play in the editor.

finite light
#

I have recorded an animation in Mocap Fusion that I would like to apply to a toy robot prop. When I try to use it however the animation applies to my avatar, not the robot. I know that there are some limitations for VRC, like all the animators getting squashed into one when uploading, but is there a way to do this?

void cloud
#

Any wants to do Donation let me know its about trillion of people's life

glad crescent
#

?

slim plume
#

i already sent on avatar-help, but im also sending it here just in case, so the arm isnt supposed to glitch like that, and in unity, it looks fine, what did i possibly do wrong??

sand prairie
#

Hi!
I have a technical question.

if for what ever reason I make an animator controller that has 10K animation states that are in the same layer, does the inactive animation states affect the performance of an avatar?

sullen summit
obsidian vector
#

Anyone got a good kneeling animation they could toss my way? One knee sort of thing.

hollow sun
#

Is there a way to immediately turn off an animation or does it have to play out to completion if it spans around 3 seconds?

civic sparrow
brave zodiac
#

does anyone know how to make a model go invisible after it plays an emote toggle animation? I did make a invisible toggle that work by itself.

But I made an animation where the avatar digs down and he was supposed to go invisible after the animation ends, but nothing happens. The rest of the animation works, but only the invisible part doesn't.

glad crescent
#

how are you doing the invisible part though?

brave zodiac
#

just like in this video

#

Im also having a problems where animations only play when people look at me even when I already played the full animation.

glad crescent
#

can you summarize in once sentence what method that uses for being invisible so I don't have to watch the whole thing?

brave zodiac
#

I did manage to make the model go invisible after he plays the dig down animation and go off invisible before he digs up, but this only work when people are looking the me.

glad crescent
#

oh

#

okay then that works

brave zodiac
#

so for now the problem is the animation not playing at all when people dont look at me

#

and Idk why

brave zodiac
glad crescent
#

hmm yeah not sure I'd toggle the mesh renderer, that way tends to lose sync

brave zodiac
#

how would you do it?

#

Im new to this so Idk much

glad crescent
#

I do it with Poiyomi's dissolve feature, which uses alpha and cutout rendering.

brave zodiac
#

got it, I might try it If my backup plans dont work, because I also tried to be "invisible" by making the avatar animation drag it very very down under the map, but again, It had the same problem of people seeing me go out of the ground only when they look at me.

#

the animation only plays for them when they look at the model

brave zodiac
glad crescent
brave zodiac
#

Sorry, but I found out after trying everything, it looks like I need to add an exit time number after the blend out

glad crescent
#

ah nice, glad you solved it then

brave zodiac
#

But I found a new problem, every time I leave out from an emote, it locks me from using any other right after for a few seconds

#

So if I want to go to from emote 1 to emote 2, it makes the avatar just stand in idle for a few seconds before changing

brave zodiac
#

does any one know to remove that?

glad crescent
#

not without understanding the cause

brave zodiac
#

well, thats the problem, idk what causes it, that why I need help

#

I already tried changing a lot of things, but nothing works

#

my action layer is just like vrc default

#

so even the default has this problem

glad crescent
#

ahh

#

is it the Playable Layer Control possibly?

#

iirc they do that over some time, though it's small

brave zodiac
#

I have 2 animation that complement each other, and this delay just make the animation not work as intended

#

I will show in a vid

glad crescent
#

If those are in the same layer I'm not sure why there would be a delay other than exit time or transition time

brave zodiac
#

you can see the delay that make me go into idle for a few seconds

glad crescent
#

I'm not sure which one you're referring to

brave zodiac
#

wdym

#

When I click the block emote, it plays just fine, but when I turn it off and on very fast, it waits before playing the block again

#

you can see very clearly when I go from block to block grab

#

it just forces it do Idle again before playing the next emote

glad crescent
#

ok, I wasn't sure from this if that was you doing it or an inherent delay

brave zodiac
#

so I just want to make the animation change instant

brave zodiac
#

ok, it looks like Int parameters have this delay, if I make an emote using a bool parameter it can change from ON to OFF instantly

glad crescent
#

huh

#

never expected that

brave zodiac
#

yep, I found a solution, I made the animations with a bool parameter and each one on a different layer in the action controller.

#

so now that each one has their own layer, they can play on top of each other.

#

with no delay

glad crescent
#

ahhh, yeah ok that'll work

civic dragon
brave zodiac
#

but still thx for trying to help

civic dragon
brave zodiac
#

so most of it is just the animations

civic dragon
#

Ahhh alright you do you, I just give suggestions on ways to improve if I know them, Everyone has their own style! People who complain about others style or call it a rat because it isn’t in their format are painfully annoying

brave zodiac
civic dragon
#

I do not exactly have an idea on screen shaders but I do know you could put a cube over your players head and have your material on that this causing the effect to be on your camera but I could recommend asking that in #shaders

brave zodiac
#

thx, that chat wasnt showing for me

brave zodiac
#

does anyone know about a animation synchrony problem? For some reason animation that I play when someone is not looking at me only starts playing for them and they look at me directly.

#

I have absolute no idea why this happens

#

animations only play for people that have visual of the model.

#

heres a vid on how this problem work, the videos were recorded at the same time, from my perspective, and my friend perspective.

brave zodiac
# brave zodiac

here is even worse because for my friend the second animation didn't even play and I would be perma invisible unless I reset the avatar

#

I dont even know what to do anymore

sullen summit
brave zodiac
sullen summit
brave zodiac
#

so even if I set the culling mode to always animate, Vrchat changes it ?

brave zodiac
# sullen summit Yes

my model has multiple parts, do you recommend I extend the bounding box of just one of the parts or all of them to make the animation play even when people don't look at the model?

sullen summit
brave zodiac
#

got it, thx for the help, I was almost giving up

#

I'll come here again it it work or not

plain magnet
#

Would anyone know why my animation wants to move the whole character instead of just the mask?

civic sparrow
#

What did you animate

brave zodiac
brave zodiac
#

since the armature controls multiple parts that are separated

neon kayak
clear yew
#

how do i fix this?

glad crescent
#

put a mask on the first layer in the gesture animator.

#

usually you can use the included vrc_HandsOnly, but it depends on what you're doing.
(it's usually not findable by default when you pop open the dialog to select one, click the eyeball to show them all)

slim plume
#

is there a way to change the velocity of certain animations? Like how to change the "smoothness" of how a certain object changes its position in an animation. I know it has something to do with curves, but i cant figure out how to change them...

civic sparrow
#

theres an entire curves tab

muted cloak
#

I´m currently in search of some animations that I see are used often on funny avatars like the "seizure" animation and such. Is there a collection of these? Cuz I keep finding the same ones with no similar point of origin.

glad crescent
#

Mixamo has a bunch

steep panther
# steep panther

progress is back up and running. the animation is now 11 minutes and 30 seconds long.

#

the new name is Back to Infinite Power

opaque parcel
#

Could someone please help me?
I'm trying to add poses and emotes to my avatar, but since I don't have much experience, I'm following video tutorials. I always get an error, but I'm trying to solve it.

However, now I'm facing a more serious problem:
After I tried to add Kali Locomotion, my avatar simply stopped working properly. I can't change clothes anymore, Gogo Loco is bugged (the avatar starts sinking into the ground), although the Kali Locomotion poses are working.

If anyone knows how to solve this or can give me any tips, I would be very grateful

olive lintel
civic dragon
steep panther
#

i finally got part 3 done.

civic sparrow
wheat lance
glad dune
indigo tendon
patent cradle
#

Made this lil guy in flipaclip.

#

Transparent BG ver.

silk jacinth
#

how to create wind effect? using physbones, or shader, or etc.

clear yew
gentle token
dusty nacelle
#

People please help me I want to record an animation of an avatar for vrchat but I can't figure out how to do it I'm looking for and trying everything but it doesn't work

glad crescent
#

do you mean, in unity?

somber fable
unreal sigil
#

Is there any tutorial I can find or a prefab I can take apart and analyze for creating a functional gun in VRChat that is specifically for a world?

I have seen a lot of tutorials covering gun animations and stuff for avatars, but those are NOT what I am looking for. I'm creating a world that is intended to be a functional shooting range and this happens to be my first time learning how to code scripts.

Obviously this will involve making custom scripts for guns that fire particles and targets that take damage. Much like Avi Wars.

unreal sigil
#

Prefab: https://ko-fi.com/s/bd71ae9102

0:00 Intro
0:38 Bullet Particles
5:04 Explosion Particles
8:33 Create Gun Model
12:00 Write The Udon Graph Script
14:49 Udon Analysis
16:26 Outro

Music Credits:

▶ Play video
GitHub

A simple combat system designed for VRchat. Contribute to Toly65/UdonCombatSystem development by creating an account on GitHub.

GitHub

VRChat prefab for particle guns, complete with damage tracking and automated setup scripts - MMMaellon/P-Shooters

#VRChat P-Shooters Demo Video

Prefab includes high quality gun models, working scopes, grips, grenade launchers, rockets, shield and health system, and automatic setup so everything is pretty much drag and drop.

also guns aren't floaty, they like actually stick to your hands

tired wharf
#

is there any videos on how to add cool abilities to your avatar with a pixel/animation tutorial to???

scenic siren
#

hey how i can made a toggle which active a costum animation of locomotion

flint bison
civic sparrow
# flint bison

one of the layers on my avatar has enough animations to unironically do this

sacred jacinth
#

making a face rig is gonna be a pain TvT

tepid yoke
#

So I'm trying to get my locomotion animations to slowdown on a couple of factors.
Some worlds have faster movement, and there's the matter of scaling the avatar up (either through scripts, built in scaling, or a world that allows scaling upwards of 100m)

I'm trying to get my locomotion to slow down based on the inverseScalingFactor, this much I have figured out how to do. However, I have the issue that it only works with built-in scaling and Udon worlds. Most of the Udon worlds also increase movement speed, which would end up making my avatar look slower than the movement would suggest.

Though I'm also still working out some of the animations themselves. Walking animations appear spot on, so long as my movement speed isn't adjusted as well.

mild spruce
#

Hello guys I have a quick question in regards to properly importing a rig from Blender as the humanoid rig seems to not be set to a T-Pose when being imported even after I enforced it (was redirected here).

abstract glacier
mild spruce
hybrid sinew
#

so im trying to change the the constraint objects animation to the elevator object so my game object so the animator does not have the animation im having a hard time explaining this and dont have a recording softwere so i hope the picture and text help

balmy walrus
primal dirge
# tepid yoke So I'm trying to get my locomotion animations to slowdown on a couple of factors...

A little complicated but what you would have to do is set a default you want to base everything on.

Let's say an avatar size of 2.0m which has animations matching the runspeed of 2 (walk) 4 (run) and 6 (sprint). This is your 100% scale (1.0).

You'd then factor in the scale. For simplicity's sake let's assume your avatar is scaled to 4.0m. Now your avatar would be twice as big but it's animations would have to run at half the speed (roughly) to match the movement speeds. This would be 200% scale, you'd take 1.0 / 2.0 = 0.5 (this is your motion speed scale factor).

To test:
5m = 250% = 1.0 / 2.5 = 40%
6m = 300% = 1.0 / 3.0 = 33%
10m = 500% = 1.0 / 5.0 = 20%

Regardless of how the world is scaled or what the world creator set the movement speeds to, these will always match up. However normally you only go as far as 5 (i think was the default), you could keep adding motions up to whatever arbitrary number you think a world could implement, let's say 20. As long as the motion for 20 speed matches the actual movement in VRChat (at which point you'd be flash) it should match back up if you keep slowing it down with bigger scaling.

At 10m scale and a run speed of 20 it would visually behave like runspeed 4 with the 20% speed scale assuming that your 20 velocity motion is set to use the run animation at a 5.0 times speed multiplier (20 / 4 = 5)... or if you use the sprint it would be behave like at 0.66 times speed now assuming the sprint animation was running at 3.33 times speed multiplier at 20 velocity (20 / 6 = 3.33).

The problem here is that you can't switch back down to the run animation if the sprint becomes too slow for when you scale up too much. A workaround would be simply not using a sprint animation (i'd recommend not using it anyway) but the same could apply to the run animation too.

primal dirge
#

Another alternative would be multiplying your velocity value with scale and using the result for your locomotion layer... but i'm not sure you can even do this kind of math in an animation layer... not that i've tried it yet

tepid yoke
#

I only can set one variable for the animation speed within the Animator.

primal dirge
#

Don't scale the animation speed via your scale, what you'd have to do is scale your velocity directly.

#

Well and there's the problem.

tepid yoke
primal dirge
#

right

#

but not the animation speed

#

you want to scale the velocity value (not the actual velocity but a parameter that would then be used to plug into the locomotion blend tree)

tepid yoke
#

As it is right now, in a world which does NOT adjust movement speed, my animator is set to scale off the ScaleFactorInverse parameter. And it works fine. It just gets weird when it does increase speed, because my avatar still animates the same speed, thus slower than my steps ought

primal dirge
#

sounds like something is wrong with the ScaleFactorInverse parameter then, it does not account for the other way around

#

you could probably fix this tho

tepid yoke
#

it also does not account if I have an avatar that's able to go beyond the normal limits.

primal dirge
#

you could have to locomotion blend trees and switch to the other when Inverse hits its max and the normal scale factor goes above 1.0

#

ohwait

#

no my brain just stopped working

tepid yoke
#

but in worlds that do allow scaling up to 100m still scale the animation

#

just not when my own animations scale the avatar

primal dirge
#

wait....

#

so you scale animation speed with inverse factor

tepid yoke
#

that is what I said, yes

primal dirge
#

why does it not scale with movement speed?

tepid yoke
#

2x normal size = half animation speed.

primal dirge
#

i... fail to see what the issue here is

#

right

tepid yoke
primal dirge
#

so you just add another motion with double speed and double the required velocity

#

if 4 is the default run speed

#

and the world changes it to 8

#

simply have another motion set at 8 velocity with the same animation but twice the speed

#

when you inverse scale this down to 50% it ends up being normal run speed again but still moving at 8 velocity with an avatar twice as big

#

so it should match up again

tepid yoke
#

what I'm trying to do is actually have animations that Match walk/run movements, so that when I use joysticks to walk, my avatar's feet don't just float over, like the default animations do. (IE: Running faster than I actually am moving)

primal dirge
#

right thats what i did too

#

but you are also scaling it with avatar height

tepid yoke
primal dirge
#

to automatically match it back up when your avatar scale changes

#

you dont need to

#

you already use velocity

#

Velocity is your movement speed

#

if the world changes your movement speed, so does your velocity

#

in VRChat if you open the debug display you can see that if you move your Velocity values change depending in how fast you move

#

and worlds in which you move faster have higher velocities

tepid yoke
#

so which parameter should I use?

primal dirge
tepid yoke
#

VelocityX
VelocityY
VelocityZ
AngularY
VelocityMagnitude

primal dirge
#

VelocityX being left/right and VelocityZ being forward/backwards

#

the default locomotion layer already does this

#

what you want to do is simply add MORE motion entries

#

that scale higher

tepid yoke
#

that's all fine and dandy to get an animation to a specific point, but the speed the animations play are still not affected by those values.

primal dirge
#

they are

#

heres an example

tepid yoke
#

they are set animation speed when Velocity reaches a certain point, and if I have an animation at a set speed, and velocity goes over that value, the animation caps out on how fast it plays

primal dirge
#

i play the backwards run animation at 80% speed if i move at -3 velocity

#

and i play it at 100% speed if i move at -4 velocity

#

i could keep adding more

#

120% for -5

#

or something like 200% for -10

tepid yoke
#

that's a LOT of animations you'd have to account for.

primal dirge
#

and simply let unity linearly scale that up

tepid yoke
#

especially at the larger sizes.

primal dirge
#

not really

tepid yoke
#

because in those worlds you DO end up going what would be super sonic speeds

primal dirge
#

you technically just need 1 extra motion entry

#

and that is the fastest you are willing to configure

tepid yoke
#

but at that size you APPEAR to not go as fast, but the animations DO NOT scale properly.

primal dirge
#

unity will linearly scale them depending on how far it is between the two motion points you have

tepid yoke
#

that's not what I've been seeing in VRC

primal dirge
#

so unless linear scaling is not enough here, you only need one extra motion (far away from the others)

#

well have you tried adding another run/spring motion at twice the velocity?

#

say your last run is at 4 velocity, you add another at 8 with 2.0 the speed multiplier

#

your inverse scale will scale this down to 1.0 speed at twice the size

tepid yoke
#

by default the animations do not scale. Sure they'll scale in a finite range if you have enough animations in the blend tree, but at that point you're just being unoptimal by having 30 or whatever animations to try and compensate for a given speed, and at best you can only compensate for what might be a given partiular world's speed settings for giant avatars at 100m

primal dirge
tepid yoke
tepid yoke
primal dirge
#

not really

#

this is normal range for my current scale, i'm not scaling in size

#

all i'd have to do to accomodate for that is add the inverse scale as multiplier to the state and add another motion at all 8 directions you can go

#

and choose something insanely fast (like velocity 40)

#

which you will never reach

#

but wouldn't matter, unity would scale all the way from 4 to 40

#

with just a single extra motion per direction (and you have 8 basic directions)

#

the rest is done via blending

#

which unity once again does automatically if you set the motions up in the correct spot

primal dirge
# primal dirge

So taking this as example, i'd take all the outer motions and extend them once

#

20 velocity at 5 times speed

#

boom

#

done

tepid yoke
#

with that logic, you'd only need an additional point for each of the 8 directions, at that speed, and it would transition to that speed on a sliding scale. but the problem is... is I also want to appear like I'm WALKING while big as well.

if I scale up, adn the world scales up movement based on size, that makes my velocity go up too. I'd still like to run when I actually am running, or walking when barely moving the stick forward.

#

the way you're addressing it, says that if the world scales up movement speed, that puts my velocity into running range, even if barely tilting the stick.

primal dirge
#

Right if you were to move your stick only a tiny bit and that results in 10 velocity (because crazy world movement speed) you'd still play the run animation because 10 velocity is set to use a run animation. Correct

#

You could fix this with multiple locomotion blends

#

but

#

you'd need a parameter to detect how much you moved your stick

#

which.... doesn't exist.

tepid yoke
#

when it should, given that's how Unity is by default.

primal dirge
#

I don't think unity actually uses any parameters by default that express how much you pressed anything, it uses velocity too as far as i can tell, simply because on desktop (which is the most common use type) you can only press a button... there's no inbetween.

#

if you plug in a controller and read the controller inputs, yes those could be surfaced and used as parameters but thats custom code then

tepid yoke
#

I mean for normally using the unity for input, it reads the game controls, granted you'd have to make sure its coded with a normalized function as well, so diagonal directions aren't faster.

primal dirge
#

another way would be OSC

#

OSC can actually read and output your controller values

#

and whether you moved or even touched your stick

#

if i remember correct some people use it to counter strick drift (and lock themselves in place automatically if no touch is detected)

#

or a certain amount of stick movement

#

but i never used OSC outside of just a quick haptic vest setup... so... idk

#

i mean a friend of mine uses OSC for an auto-clicker

tepid yoke
#

not familiar

sacred jacinth
#

slowly working on the face rig

sacred jacinth
#

welp
I've finally fully rigifed and rigged *(to the extend that I need) * the Chalo avatar!

finally

flint bison
gritty whale
opaque elbow
#

Hey y'all, so I know you are supposed to dupe your model and animate on that, but I may have accidentally let an animation play on my main one? I don't remember if I used the right one. I wanted to check, what happens when you let an animation play on the main model? In tutorials I've watched, they just say it messes things up. What specifically happens? and is there a fix? Thank you!

glad crescent
opaque elbow
glad crescent
#

Yeah usually just picking a different animation from the dropdown after you're done will reset the avatar.

#

I haven't done the duplicate method in years.

#

though I did actually get stuck in bike pose the other day, first time in a while. Good thing there are reset tools.

#

I forget what I was doing but it was out of the ordinary.

graceful thorn
#

excuse me but does anyone know how to modify default hand gestures? when i try to make a copy of one and then change it, it wont work when recording the changes

glad crescent
#

hand gestures are done in the gesture animation controller, make sure that's the one in your avatar's Animator component or recording stuff won't work.

storm moon
#

If I have a blendtree, how do I save it off into a file?
I want to make a similar blendtree, with a small change
However, if I duplicate the state, it just references the original, which isn't what I want.

I need to save it such that it appears in my project explorer (but how??)

glad crescent
#

I haven't found a way to do that in the Unity editor. I made a blank animator and an empty blendtree, then edited the YAML file itself to turn it into an empty blendtree file, then I just duplicate that when I need a new blendtree file.

storm moon
#

YAML file? How do I access that?
maybe I can ctrl+c/ctrl+v certain parts

glad crescent
#

most things in unity are stored as yaml files, the animation controller, animation files, materials, etc. You can edit them in a text editor. I don't recommend this though unless you're already familiar with YAML and like tinkering with geeky advanced things.

storm moon
#

I have worked with yml files for git, so I'm hoping I can handle it

However, I can't find any yaml/yml files in my unityproject

#

When I do look at my controllers, I see extentions of .asset, .controller, and .anim

#

unless

#

maybe the controller is a .yml, the extention is just named '.controller'

glad crescent
#

Yes, it's a YAML format file with various extensions. .mat, .controller, .asset, etc.

#

the .meta files too actually.

glad crescent
#

Pumkin's Tools has one

keen pecan
#

was working with animations for like the first time and fucked up ig

glad crescent
#

it happens

keen pecan
#

wait how do i do this

#

it will reset the pose but then i'll open the sdk and it'll go back to bike pose

glad crescent
#

"open the sdk"?

keen pecan
#

the control panel

#

the upload tab thing

glad crescent
#

just opening it causes that?

keen pecan
#

yeah

glad crescent
#

huh

keen pecan
# keen pecan

idk how but i added and removed a pose from animation and it seems to have fixed itself

charred spire
#

I hope this is the right place to post this

I've been having this strange issue in Unity and I'm stumped. Basically, the WhipGrab parameter I set up in the Contact Reciever's parameter box isn't syncing with the parameter with the same name in the FX controller and possibly in the expression parameters too? Either way, this video here you can see the Hand R contact sender touching the reciever, the WhipGrab parameter being set to 1 in its little box, but the bool not being set in the FX controller- as well as what it was supposed to do

flint bison
#

contacts receivers use only floats afaik

charred spire
#

I'm preeeetty sure I've already tried that but it's worth another shot

glad crescent
flint bison
glad crescent
#

very strange, a number of mine are bools and work fine.

flint bison
#

i dont remember if this was before they added auto conversion

charred spire
#

Won't sync

charred spire
#

I think I'm going to try making a script that forces parameter 1 from the contact to set parameter 2 in the FX controller

glad crescent
#

VRC Avatar Parameter Driver?

charred spire
glad crescent
#

that's what you said...

charred spire
#

The parameter is never sent to the FX controller so that won't work

glad crescent
#

sent to from what?

glad crescent
#

for some reason that video is a bit blurry but it looks reasonably correct

charred spire
#

Had to send it to my phone to crop the vid length sorry lol

#

But yeah, there's nothing I did wrong to my knowledge, I've done this entire process before

#

never had it react like this

glad crescent
#

you crop videos on your phone? Interesting.

charred spire
#

I don't have a video editor on my PC?

flint bison
#

(completely off topic, sorry, but I like this software)

fleet berry
#

Anyone have a good tutorial on how I can make a slider that moves an object on an avatar from one point to another?

#

Like. Just in a straight line.

sullen summit
flint bison
#

Anybody else have an issue using custom animation controllers on avatar stations where when a person sits in the station, and then opens their large menu, their pose gets broken and doesn't return when the menu is closed?

#

I have an animator on a station for a custom sitting pose and it uses temp pose space, but sometimes the viewpoint snaps to standing even though it shouldn't, and this also happens consistently when the big menu is opened by the person sitting in the station

#

It's worth noting that I'm using the included sitting example animator in the vrc sdk but with different poses inserted

#

I assume it probably has something to do with locomotion locking (as opening the large menu locks locomotion similarly to the locomotion control state behavior)

civic sparrow
silk schooner
#

This section of particle systems does not work in current vrchat sdk. it ignores the texture input

sullen summit
flint bison
#

By baking colors from a texture to vertex colors

dusk bay
clear yew
#

Does anyone have the otsukare summer dance animated into an emote?

slim cape
misty onyx
misty onyx
#

bruh

#

BFDI fan spotted?!

keen pecan
#

Ok

dull sleet
#

got a question about audio sources. I got 2 spheres of audio triggering, one is for range 0 to 50, the other for 50 to 100.
in unity it works , in vrc, the second audio only does a "blip sound" like it's glitching. I looked and im at the audio limit of 3 so it's not that.

dull sleet
#

This is my 2 assets but i can never hear the longer range one in vrc, i can in unity but not vrc

dusk bay
#

Warning theirs flashing in this animation

frosty wedge
#

Anyone happen to know where I can find a collection of gesture animations

glad crescent
frosty wedge
#

I did not think of mixamo however I asked because I managed to merge Gogo loco with camera guys halo movement and was gonna do with same with a custom hand system

sage gust
#

hello, I need help creating an animation but I don't know where to start. If anyone can help me, thank you.

glad crescent
#

can you provide some more detail?

fathom stone
#

Heyho, i am a bit lost right now.
I wanted to set a global parameter to 1 and then half a second later to 0 again when
MuteSync is on and MuteSelf gets toggeled. How would i detect a state change?
I have done some testing, but always managed to perma turn on my parameter and never turn it back off again / it is maybe being turned off but then spam turned on continuesly.
I have also seen people being able to see which point it is at right now. How would i see that?
https://blackwolfwoof.com/s/mEG3WjGgXQQk2bw/preview
-# Pls ping on reply, ty

lean ravine
#

would anyone be willing to hop in a call and help me bug fix some animations and i really need some help because i am stuck on my contact recivers

wooden lintel
#

got a general question - how do you chain animations?

I'm trying to configure a collar with three animation clips, in the order of off > on > on but big. I wanted to create this kind of behavior:

collarON disabled

  • collar hidden
  • collarBIG does not enable collar regardless of state
    collarON enabled
  • collar shown
  • collar maintains normal size on neck
    collarBIG enabled
  • collar shown
  • collar adjusts in size/rotation on neck

--

I'm effectively trying to make an IF statement, I think, but I don't know how to work it out, and it feels like I'm making it too complex in exchange for saving parameter bits.

viral ravine
# wooden lintel got a general question - how do you chain animations? I'm trying to configure a...

"If, then." Is pretty much the entirety of unity animators, at least in my 1 percent of experience with them.

It's pretty easy to do exactly what you want here, just set the correct parameters in your transitions and correct animations in your whatever-theyre-called.

How I'd do it:
If you only want to use 4 bits make two bools,
if you want it just easy, make it an int, 0: off, 1: on, 2: big.

You could probably use a float instead but that just feels wrong to me so I've never done it outside of radial settings.

wooden lintel
# viral ravine "If, then." Is pretty much the entirety of unity animators, at least in my 1 per...

interestingly, I ended up with what I think was called a multi-toggle. got a bunch of states, off/on/big, attached to the any state node, off being default. with that set up, I'm now in a position where it seems the transforms aren't being upheld by the animator - the int works, I know it's working because I can see it changing in the gesture emulator, but it doesn't change in size or position.

#

makes me wonder if animation clips can move the prefab itself, or if I have to mess with its bones instead for the same effect.

viral ravine
#

I can't help you there I'm afraid, if you have the sources available I would recommend making blendshapes to animate instead

wooden lintel
#

heck. well I did end up managing to make it move by just tossing the vrcfury stuff on the asset and just merging it manually, but now I have a new issue with my animators c:

#

video jumpscare, best way to explain what the hell I'm looking at (because I asked someone I knew had like... proper unity knowledge? they didn't have any clue what unity's doing here)

little chasm
#

Does anyone have a template FX controller for vrchat avatar locomotion.
Back in the day I swear there was a template that you could copy to override Base_FX but it doesnt seem to exist anymore (nor can I find much support in the docs).
I just want to override the stand/crouch and prone animations for a 2D avi that im making

glad crescent
#

there's no locomotion in FX?

little chasm
spring crag
#

can someone help me fix my avatars pose/standing animation because during the animation for a second or 2 the knees bend outward

nocturne turtle
#

lf someone that can create animation/emotes for roblox i can pay

glad crescent
shy slate
#

idk if there's a better way

#

There's also "Any State"

shy slate
#

I'd also check on the Write Defaults property

#

not that it has anything to do with this

#

but since at least for Avatars, I figured since Scripts are not allowed, that all is just an animation

#

If Write Default is on, when a block state is left, it will stop the animation completely resetting everything back to default (so the way it was before it started playing the animation)
So when doing toggles. Probably turn that off.

shy slate
#

The entire thing gets worser if you make more transitions. Because now you're traveling and can't go back until you reached the destination.
Playtesting is one thing, but idk there's something about replication or networking or how other clients see things on their end. Maybe at a wrong time one player would see you being in the wrong state at the wrong time.

#

There's also Interruption Source, I don't know if that deals with the issue where you set a state's speed to 0.05, while expecting it to switch to another state immediately once any of the variables change.

shy slate
fathom stone
main nexus
#

I'm sorry if this is not the place to ask! But I more just wanted to see if anyone knew what this animation was called, because it's really funny to me
On the avvy it's called 'WormWalk' but I cannot find it for the life of me

analog jasper
analog jasper
bleak tapir
#

so obvious it could be ironic lmao

glad crescent
#

wow that's bold

pseudo edge
chrome onyx
stuck zodiac
#

So trying to make a halo spin slower but no luck, made halo and such from scratch but wanna animate the spin so how I do? New to all this

#

Screen rn

static wasp
#

Furina with glasses?

#

Nerdrina

lament orbit
#

@fresh sail here is 360 view check plz

lament orbit
#

@fresh sail if you want i can share vrm file plz dm

pulsar arch
#

sus

pseudo edge
chrome onyx
flint bison
#

Does anybody know of/have an animator controller that perfectly/very closely replicates the transition behavior between visemes? I'm trying to make viseme shapekeys for a mask that covers my mouth (soft so it moves with my jaw) and I would prefer not to combine the mesh with my body mesh if at all possible.

glad crescent
#

you could just do all the visemes in that animation, rather than letting VRChat do it

flint bison
glad crescent
#

I'm not sure there's any useful information about what "the default" looks like

flint bison
#

Unfortunate, but I figured as much

thorn stream
heavy jasper
#

yo yo anyone know if its possible to have the same animation that i trigger by pyhsbone_is grabbed be affected by a toggle?

flint bison
#

If you want a toggle that does the same thing as the physbone grab, make another transition with that bool as the condition

#

The first method is an "And" logic system and the second is an "Or" logic system

heavy jasper
#

i got it like this the toggle function works my issue is more like the grab wont work correctly

flint bison
#

Instead of grabbed I'd recommend using stretch but that's not the question you asked

heavy jasper
#

sure idm im just tryna get it to work

flint bison
#

the physbone stretch value triggering the motor would be more immersive I think, as you'd have top actually pull the cord. Make sure you add stretch to the physbone settings too though

heavy jasper
#

i do i do

flint bison
#

Then set the transition condition to look for the stretch value to be over a specific threshold (whatever you'd like)

heavy jasper
#

its just Name_strech right?

#

Stretch*

flint bison
#

Also, to avoid desync, I'd instead have a different layer where the physbone stretch causes a transition to an empty animation state with a parameter driver
(set to local) state behavior that drives a synced boolean parameter (such as "MotorOn"). Then use that parameter alone to turn the motor effects on

#

this way, it will never be desynced

flint bison
#

It should tell you in the physbone component

heavy jasper
#

ive never done that do you have a ss by any chance?

flint bison
#

one moment, let me open my project

heavy jasper
#

sure sure tysm

flint bison
heavy jasper
#

Lemme grab my food from the oven and then apply it and see if it works!

flint bison
#

Oh, but make sure not to dead-end the animation layer with the parameter driver on it like I did

heavy jasper
# flint bison

ill just apply the anim to turn on the engine in Power up right?

flint bison
#

No, put the animation in Mower On

#

Or whatever you called it in yours

heavy jasper
#

so basically my toggle

flint bison
#

The one that uses the synced parameter

heavy jasper
#

uhhh Wait so i didnt use the sync para in there?

#

i thought that was the extra "Sync layer"

#

sorry im pretty new to physics shit

flint bison
#

No so there are two layers

#

One for the physbone stretch "trigger"

#

that sets a synced boolean parameter to true

heavy jasper
#

this one is the trigger i assume?

flint bison
#

Then on another layer (the synced layer) that boolean drives the transition to the animation

heavy jasper
#

for that synced layer would i just create a toggle using that boolean i gave the trigger in the driver?

flint bison
#

Yeah

#

Like basically you'd make a simple toggle layer like you would normally for an expression menu based toggle

#

but you drive the toggled parameter with the parameter driver instead of the expression menu

heavy jasper
#

yea i see its completly fine to use the toggle ive created to toggle it on and off with the menu when in desktop as example?

flint bison
#

Yep

#

That way you can use either to toggle it on

#

And it will never desync

#

Sorry, I could have explained it that way to begin with and it probably would have been easier to understand 😅

heavy jasper
#

nono youre good

#

ive had it a second ago lmaoo and now i messes with the strech values and it broke haha

#

so do i wanna have the greater than .6 let´s say

#

and then i would need the less at like 5.9 right?

#

please correct me if im wrong

flint bison
#

Other way around

#

Greater than than lower value and less than the greater value

#

otherwise its possible to get stuck in between and have the states freak out a bit

#

Like for example Transition to = Greater than 0.5 and transition from = less than 0.51

heavy jasper
#

despite me reaching 0.63 it wont turn on

flint bison
#

Can you SS the transition conditions and the parameter driver

heavy jasper
#

its so weird lol

flint bison
#

Also the parameter driver state behavior

heavy jasper
#

ignore the toggle name that´s the right one...

flint bison
#

let me see the transition between those two as well

#

Also, enable "local only" on the parameter driver

heavy jasper
flint bison
#

Tick the "value" box in the parameter driver

#

right now, pulling the cord is turning it off

#

The Value refers to the Bool State. Ticked equals true, unticked equals false

heavy jasper
#

because if i tick it it starts with it being toggled on

flint bison
#

It shouldn't since the "power on" state isn't the default state

heavy jasper
#

maybe its gesture manger and the strech causing it because the avatar moves cause whn i reset it its off

#

ya it works but i had to reset the avatar via menu once

flint bison
#

In the physbone settings make sure stretch motion is turned to 0

#

otherwise movement will cause the cord to stretch enabling it when you don't want it to be enabled

heavy jasper
#

yea just did that!

#

Seems to work just fine now

flint bison
#

Good!

heavy jasper
#

and by chance is there a way to make 1 animation have prioty over the other one?

flint bison
#

Any layer that is lower will override any layers that are higher (in the animator controller)

heavy jasper
#

ah okay wait lemme see

flint bison
#

If they are animating the same things. However, if for example the animation that is lower in the layers only fires once, but the animation higher fires multiple times, it will override it once and then switch back. Probably not intended

heavy jasper
#

im using a mesh in the engine on anim and the engine on anim

#

thats why

#

and now its missing in the other animation

#

wait i may have resolved that issue

smoky nacelle
balmy walrus
#

you have to import them from an FBX file (so, you make an animation in Blender)

#

Non-humanoid bones should animate just fine, unless another animation is also trying to control them

smoky nacelle
balmy walrus
#

I don't have any good suggestions – I learned Blender a long time ago (mostly through trial and error)

#

However, if you want a quick animation, you could use a site like Mixamo (and there have to be others, too)

#

figure it out with a pre-made animation to make sure you can even get it working in the first place

smoky nacelle
smoky nacelle
thorn stream
#

ive been working on a side project that tries to remove one of the most painful parts of the 3D pipeline: rigging + basic animation setup.
You upload a mesh → it auto-generates a rig and makes an animation pack → you can export it directly into Unity/Godot with animations.
I’m not trying to pitch anything here — I genuinely want to know if this is useful or if I’m solving the wrong problem.

What I want feedback on:
Would you trust something like this in a production pipeline?
Where would this break for your use case?
What’s missing for this to replace your current workflow?

i cant post the demo here, lets talk if you think this will be helpful for you

devout igloo
#

If your tool is better than that, not only is it useful, it could become very widely used!

thorn stream
#

Willing to pass honest feedback ? ill DM the video

mystic wharf
stuck spade
#

Does anyone know how to allow head and other bones being moved in a toggle? I tried already setting head to animation in the motion controller but it still doesnt move at all

glad crescent
#

Yes, that but you can't animate the bones directly, you have to animate the humanoid muscle movements in the animator instead

#

Also do it in base, additive, or gesture layer

neat fiber
#

I don't know where to put this but I am making a VRC avatar and I can't get GoGo to work when I try to test it out. I have an animator but don't know what else I am missing. Someone please help me.

neat fiber
#

okie

unborn narwhal
#

I've recently worked on an animation that was intended to move my model along with a rideable asset up and down. The animation works fine in Unity; but I assume I am doing something illicit as it does not work correctly in VRChat. I've tried various configurations like adjusting the layer it's merged into; as well as setting various parts of the animator tracking controller to animation; but I cannot get it to run in-game.

It is a Y position transform of the avatar root and everything within it like so. Is there some alternative method that is preferred and correctly intended?

solar basin
# unborn narwhal I've recently worked on an animation that was intended to move my model along wi...

The avatar root is having its position changed by VRChat, I am unsurprised it doesn't work.
-# (likely part of a safety feature as well so you can't animate things outside of your avatar's hierarchy which could be other avatars or the world).

Generally people don't try animating this at all because of how much of a mess it is, you can definitely animate the body moving up and down (try animating the hip bone up and down), but that won't move your view with it, for it to move with you you need to use cameras that override your view which seems kind of complicated to from what I have seen.

#

The best method from what I have seen is to fake it with playspace moving, of course that only works with some things, stuff like a magic broom, but it works the closest to how you'd want it to work.

safe inlet
#

I'm doing an edit on someone else's avatar and I wanna know why the preview and record buttons on the animation panel are greyed out. Any ideas? 🤔

glad crescent
#

So you'll need to drag the animation into that controller to edit it. You can remove it after if you want

safe inlet
median wren
glad crescent
#

seems so to me

median wren
glad crescent
#

Do you understand what the error is telling you?

median wren
#

no

glad crescent
#

Okay. What do you think it means?

median wren
#

idk

glad crescent
#

"VRCFury was told to set a thing to two different values"

#

You see that line, right?

median wren
#

ik y the error is happening im asking if theres another way to accomplish what im trying to do

glad crescent
#

You haven't really explained what you're trying to do, but the method you have chosen can't work because you can't have VRCFury set a thing to two different values at the same time. So you'll have to rework your logic not to do that.

median wren
#

i want to be able to change the position of the bear , left to right, fowards and backward, up and down

glad crescent
#

yep, that part I get

median wren
#

can it be accomplished, if so how

glad crescent
#

So based on the error message, I'm guessing that this follower package already has some sort of component that's setting those values you want to set.
So you should either disable or remove that before making your own, or alter that to do what you want.

median wren
#

wont that break the asset?

glad crescent
#

it shouldn't "break" it

median wren
#

i was able to add in a toggle to slide it from left to right and one to scale, but if i try to add one for fowards and backward or up and down i get d error

median wren
#

@glad crescent ?

glad crescent
#

what.

median wren
# glad crescent what.

set up togs manually, it only lets me have one axis at a time animated the other 2 togs simple just wont work

glad crescent
#

I don't know what you want from me here, I don't have your project or this asset

median wren
glad crescent
#

I have absolutely no idea how whatever this asset is works at all, I was just reading the error message you posted and going from there.
So yes, there is another way to set it up, since there always is. You can take this thing apart and rework it however you want

fervent carbon
#

Unsure where this fits, but does anyone know how performant the new Raycasts are? Current plan for the thing I'm making is to toggle them on via menu (alongside the rest of my system), but then they'd be running for as long as the system is enabled.

If they're a potential performance issue, the other plan was maybe to toggle them in "bursts" (i.e. flick on the moment they're needed, then back off again), BUT if they have a sync delay like Physbones do (12+ frames) that might cause issues, so would only do that if it's really necessary. For reference: there'll be two in the scene, set to two-meter distance

shy fossil
fervent carbon
#

Nice. Figured as much, but thought I'd check. Will still disable 'em when the rest of the system is turned off, but don't need to worry about any more than that

small haven
robust cloak
#

Hey guys I'm looking to get into animating a sit animation for my model whenever I go afk however

Everywhere I go is either not what I'm looking for or completely opposite of what my intended goal is

Any help is appreciated

small haven
#

what are you looking for?

#

it is just an animation in one of the controllers i forgot which one

glass panther
#

i know you can imply a animation to another rig and i needed to do that since his animation looked weird in unity due to the rigs being not the same
but in this video i did rename the bones to the animation's base bones but nothing happens besides the hip bouncing
is there a way to force this animation to play besides unity or nah ? if not its fine, its not a long animtion but it is annoying

glass idol
#

new channels?

low knoll
#

Yep

raven tree
#

3rd 🤔

tired hazel
#

wut

indigo jolt
#

Sweet

#

Does anyone have any guides on how to create custom emotes for VrChat in Unity (From scratch, not imported)? I created one through Unity's Animation tool and my character falls half way into the ground when I trigger the emote in game.

sage lily
#

whats next roles ?

#

@indigo jolt very common error

#

emotes need keys for whole body

#

not just hands

undone glen
#

if I could figure out how to do some animation overrides, could I send someone that has VR my model to test them?

quartz jewel
#

Hey anyone got a good tutorial for making animated eyes and mouth for VRChat?

Blender based tutorial. Please dont give me MMD tutorials. They are using messed up chars and are mostly based on 2D texture animation...

#

I need for 3D mouths and eyes

#

Nevermind

obsidian vigil
languid lark
#

@quartz jewel if you look how to make your blendshape you here tutiroals i learn from the 2 other video just i made show how make blink animation and how use bone in mouth in model https://www.youtube.com/watch?v=H_VkwE0B854 , https://www.youtube.com/watch?v=qdqbJm0BhOc https://www.youtube.com/watch?v=cBIZrRWeBTM

quartz jewel
#

Do anyone have a list of the mouth lip sync visime names?
I know how to do keychapes but not sure how to name them
Ive done lipsync keychapes for facerig before
I just need to name for all of the keychapes used in VRChat

proud grove
#

You can name them whatever
but if you look at the viseme blend shape option in the Avatar Descriptor you can see a list of shapes

#

thats also where you select which ones are which

languid lark
#

@quartz jewel if you do eye tracking need to make sure 4 first colum in blendshape menu in blender in order

#

then blink keyshape use in them 4 colum

#

if you leave them blank and mouth visime get in it the blink animation will use it

quartz jewel
#

I think I got it

#

I wrote down the list of names the mouth keychapes need

#

One other question

#

Will the eye blinking keyshapes work if I use normal jaw drop bone?

#

Becuase the lips on this char isnt that detailed and I really only need the jaw to move

#

do I just apply the jaw bone to the jaw drop bone animation?

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And what do you mean @languid lark ? Yes I know the eye shapes are on the first 4 collumns

languid lark
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@quartz jewel it alot work get jaw to work and plus dont work well in mirror

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you can use same visime over

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just make sil for close mouth

quartz jewel
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Eh?

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I dont really understand what you are trying to say

lofty radish
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does anyone know how to make a sound play at the beginning of an override animation. id like to have a weapon appear but also play a sound in the start

ashen sedge
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Parent a deactive soundsource to your avatar, then enable the sound source in the animation view

clear yew
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somebody tell me if brochaco has an animation or does he actually dab

undone pier
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which animation number is the death one?

storm warren
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Anyone know a way of reliably making a sound in an animation override? Half the time either I or everyone else can't hear it

languid lark
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@tender sierra audio source has limit now

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think there bug with audio

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need new sdk to see it

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and update client will change it

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because it program to do so

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but they should give use idea the limit is lol

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no one know that anwser really

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i knew some day audio source will be reduce because people abuse it

languid lark
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@tender sierra ONSP get a max distance of 25m and max low distance of 1.

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got anwser from Q

trim root
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nvm I think I got it

true holly
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Seems my sitting animation override aren't working since i updated the sdk

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NVM, one of my animations was messed up and set to 0 frames

storm warren
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Anyone else have problems hearing their custom animation sounds in game?

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I can;t figure out how to get it to work

languid lark
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ONSP get a max distance of 25m and max low distance of 1.

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if it higher the 25m

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wont work

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need lower that down

storm warren
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Thanks 😄

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And I heard that sounds in game are quieter now, what's the ideal volume for a sound in game?

clear yew
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super quick question, in unity "handopen" would be waving, right?

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just wanna make sure so I don't overwrite the wrong animation lol

storm warren
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Yeah

clear yew
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k cool

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ty

storm warren
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grip buttons on vive

clear yew
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right on 👍

storm warren
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👍

clear yew
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still broke it somehow go me

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question - what is "victory"

storm warren
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Peace sign

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@clear yew

remote flicker
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I have a question..if i decimated a model and i wanted to use visemes that was created from the plug in...would i lose the decimation? since i can't use modifier?

wintry vapor
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oh yes

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if anybody still wanted it

tawny elbow
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quick question about animation: with mmd models, is the only way to animate it through downloading like, mmd animations, or can i download animation packages from the unity store / animate it myself in unity and have it work on the model

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basically i just wanna know if it's safe for me to translate the bones p much if i wanna use animation on my model in future

versed tide
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if the bones are mapped correctly, you can use that animation on your model

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in this case, in unity, they both the model and the animation have to be humanoid or have the same bone structure

tawny elbow
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so as long as i don't plan to animate it with mmd dances i should be fine renaming them

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just making sure there was still another way thanks ahaha

versed tide
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i used human ik in maya and worked pretty well. i made a simple hello emote and added blendshapes

tawny elbow
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coolio : )

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i realise that was kinda

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a dumb question but i thought i just ask cause i dont wanna spend time on a model and then find out i messed it up in the beginning stages

versed tide
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i think that for the face shapes the mesh has to have the same name and the shapes as well and/or have the same order

tawny elbow
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ahh alright

vocal plank
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my avatar sounds are really quiet now and have a tiny range

ember osprey
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hello, is there a way to generate objects from an avatar in desktop mode such as a vending machine giving a soda? I heard that it involves custom animations

wintry vapor
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emotes

ember osprey
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and you include the object in the animation ?