#animation

1 messages · Page 4 of 1

wintry vapor
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yeah

muted prairie
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This might be off topic but does anyone know anything about texture animation ?

alpine viper
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What's the best way to get mmds motions into emotes?

silk ember
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are there any default walking animations i can plot into unity and maybe just have to slightly edit to get to work? cause my model didnt come with any animations

safe gorge
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If your model uses a standard humanoid skeleton, then it will use VRChat's standard walking animation.

silk ember
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okay thanks, i think i figured out why it didnt work (some errors that i didnt see before upload)

quartz jewel
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Can someone please explain why my characters jaw is OPEN in the game when its closed on the model?

I have the same problem with some other characters I've made as well...

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  • I also did all the mouth lipsync and the eyeblinking animations correctly based on a video with the right order. Assigned all the visimes to the visime controller in unity. But the eyes wont blink. The mouth animates with my talking like supposed to but stil open like that... Why is it open 24/7?
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I would love to know...

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The rest pose is closed mouth

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same is model without armature

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Please this is the only problem I have left before I can make my characters perfect

versed tide
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Does it have a jaw bone?

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Go to avatar config and rotate the jaw up about 10 degrees

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Might look weird on the scene but should work in game

quartz jewel
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I was told to unnasign it in the rig

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since the lipsyncs use keyshapes

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not the armature

safe gorge
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Did you set the lip sync mode to Viseme?

languid lark
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@quartz jewel if you use blendshape remove jaw bone in unity

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humaniod configure

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blendshape dont need jaw bone

quartz jewel
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Figured

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Thanks

versed tide
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Yeah. I remove the jaw bone as well.

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It’s useful for making custom visemes back in your 3d software tho

rugged sierra
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How do I add another frame at the 1s mark? It usually has another frame, but hasn't appeared this time.

proud grove
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right click -> add key

rugged sierra
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Thanks 😄

clear yew
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would drawing with my hand be a animation?

abstract wyvern
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@alpine viper Not sure about emotes, sorry.

red linden
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yeah

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@clear yew

clear yew
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could you post a youtube video for me

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im a mute so i need it ;-;

red linden
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it's in japanese but it's easy to follow

clear yew
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i can read jap

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no problem

atomic canyon
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Are there .anim files already available that I can import into Unity?

languid lark
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writeable marker override

dull parcel
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I have a bunch of anm files not anim is there anyway to convert them

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or get them to work

opal lodge
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Is there some video material on walking animation override?

wintry vapor
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its the same as overriding a gesture

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or an emote

opal lodge
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At the animation override file, do i need to fill them all in to function? Or will it fallback to default when it's selected to none?

pliant dust
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@opal lodge Yes, you do need to fill them all up or you'll be missing animations.

opal lodge
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Gotcha, oh well, quickly going to try out the walk animation then

pliant dust
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@opal lodge Just fill them with their respective All Caps placeholder animations that have the same names.

opal lodge
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Yeah I found it, it's just that i was already uploading a version with only the walk filled in

wintry vapor
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you don't need to fill them in

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it will just use the default ones

pliant dust
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Oh. How nice of it to do so.

hollow zodiac
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Anyone else noticed that the new update somewhat screwed up the walking/moving animations for custom avatars? It seems to be okay in front of the mirror but it looks weird from another person's perspective :/

lunar storm
quartz mica
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ok so im having problems with CAT when i port my model the texturs are missing. Please help

brittle vigil
hushed plank
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how do u make your emote's duration longer?

brittle vigil
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you add blank frames to the end

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basically a whole bunch of blank space

hushed plank
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how? can u send a screenshot hehe

brittle vigil
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yeah sure

hushed plank
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ty 😄

brittle vigil
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im back

hushed plank
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wb

brittle vigil
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lik this

hushed plank
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ok ty so much 😄

lunar storm
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Is it just me or is audio super quiet now because of the update

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You have to be standing literally right next to them to hear it

muted prairie
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Depends on the people, since it's something you can set yourself, I suspect that it's been made a default low for most people and that it depends on the rooms as well

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So yeah that's probably the latest update

trim flax
crystal quarry
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Gg

slate token
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Can anyone tell me where there getting the Caralell dance anim from?

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I looked a bit for it can can't find it

merry sand
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where can i find the animation for dabbing?

clear yew
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Let's assume I pulled a model and its skeleton from a game, as well as its animations.
If I adjust the bones in a model (ex add an extra bone, or chane a parent), would I still be able to apply an animation to it? (with the possibility of some funkyness of course)

muted prairie
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i believe the animation wouldn't be able to be applied

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i've looked into it a lot, and unless i missed something, once a bone is moved, the whole thing is fucked

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i imported an animation and my character was just in t-pose in the ground

clear yew
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Ah, shit. Thanks Ruubick

muted prairie
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But if you somehow find a solution, please ping me !@clear yew

clear yew
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Will do! But it'll be a while. This was a preemptive ask

dull parcel
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Anyone know why no matter where i put my view position its always in my model/

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?

muted prairie
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Can you do a whole screen screenshot pls

junior depot
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hello there :3
is there any known fix if more than one animation is set in the animation override but only ONE gets played on ALL gestures?

untold fossil
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Could you be a little more descriptive please @junior depot

junior depot
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@untold fossil I tested again, I get the animation I have set up in one gesture (handgung) in override, but it gets triggered by ALL gestures with only IDLE as exception

untold fossil
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is it a 2 frame prop?

junior depot
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the animation got a 8sek time window

untold fossil
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what are you using the 8 seconds for?

junior depot
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it shoots for 3.8sek and the remaining time is just for some idle

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it´s a pp19

untold fossil
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how many animations do you have

junior depot
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only this one atm on my character

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I uploaded the character seperatly to test with only that animation in override

untold fossil
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so does it draw the weapon or is the weapon static and the firing is the animation

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hmm

junior depot
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the weapon gets drawn on all gestures, and fires

untold fossil
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are all the other gestures mapped out

junior depot
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nope

untold fossil
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to their default?

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no?

junior depot
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do I have to fill all others with the standard ones?

untold fossil
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yes

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it's an override

junior depot
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well I´m surprised, cause I got other avatars, wehen I didn´t fill the empty ones and they do not bug out :/

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but I´ll try

novel furnace
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is it possible to put animation overide on a generic rig?

junior depot
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@untold fossil I filled out all empty slot but it is still screwing up, still thanks for the kind advice

ashen sedge
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@dull parcel If it's a generic model you can only change the Y axis. You'd have to move the origin point in blender to set the view port to a different place

native frigate
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anybody got a dabbing .anim file?

opal lodge
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For walking animation override. Do I also only need to forsee 2 key frames?

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Or can I make a animation with like 20s

obsidian vigil
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so, im trying to bind sound to an animation but the dude in the video tells me to press record in unity and then check the box for the sound source, nothing appers in the animator though. What am i doing wrong?

clear yew
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longer than 10 seconds emotes?

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especially for sitting ones

undone glen
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is it possible to use an animation override to make your model, let's say, sink into a black puddle on the floor to mimic them becoming a shadow?

muted prairie
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Sounds complicated but i'd say in theory yes

undone glen
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I'm trying to think of how I could add the abilities of the character that I'm making the model for

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and, with the character being a immortal vampire wizard, she can do a lot

clear yew
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Why do I think that she's from Rosario + vampire?

undone glen
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nah, she's from Negima

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Evangeline A.K. McDowell

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she's like 700+

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she's got a lot of magic so I got figure out this animation override stuff

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this is what I meant with the shadow thing

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?

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what?

solar relic
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Anyone help with unity?... I have 3 motion to be implemented into 3 models but the blender tree cant have 3 motion on them.

lethal garden
warm furnace
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@undone glen Make frost/ice animation :e Like frostthrower

undone glen
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Imma do that

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I just need to get her first

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to actually add the animations

warm furnace
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Also make an animation when you spawn your avatar, she comes from shadow. THat would be possible i THink

undone glen
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if it is possible then I'm doing it

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I'll probably end up figuring all this out and doing it all before I even get anywhere close to having enough money to get VR

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and that's saying a lot since I am a heavy procrastinator

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would it also be possible to use animation overrides to make the avatar's eyes glow brightly like in the most recent picture from HappiDeath in #vrchat-pictures

blazing wadi
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Hello I ahve a question. I'm stuck as somehow I can't add anything to add property

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Anybody an idea how to fix this problem?

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I can take no action. @warm furnace @undone glen any idea?

warm furnace
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don't know send a screen

undone glen
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I wouldn't be able to help, I only just imported a model the other day, I've no idea where to even on literally everything else

blazing wadi
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I'm not able to add anything into the animation set. There is no plus next to the 'is activ'

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I can't scale I can't set activ I cant do anything.

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any idea?

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The animation tool seem to be broken. I can't use it on any model.#

warm furnace
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Don't know why

blazing wadi
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I have removed the controller so its empty. Still no effect. But on other model I made befor It works.... so frustarting

blazing wadi
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ok fixyed it.... I'm an idot..

versed tide
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like to make the timing longer?

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or loop it?

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i personally just add custom blinking or effects as an animation component to the model so it doesn't interfere with the idle. but that's just another way of doing things

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tru

opal lodge
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I tried making a custom walking animation. But my character just falls in the ground instead of playing the animation.
What i did was the following:

  • Make a copy of my model
  • Add a animation on the model of 40s that does one loop of the walk animation
  • Add the animation to a customanimation
  • Add the custom animation to my main model
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What am i doing wrong? It seems like the arms do move like the animated model is in unity, but i don't need that to move, only the legs

proper grove
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Oh! I just had this problem! I'm pretty sure the rigged animation file has to be in the same folder as the original file (if that makes sense?)

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basically ur animation file needs to be in the same folder as all its components. kinda like how ur avatar needs its materials and textures

opal lodge
dense kayak
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I need some help.

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I published my avatar twice, and it had no animations, even though I had the Simple Avatar Controller enabled.

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Idk what i'm doing wrong here.

proper grove
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ah im still kinda new.. it might work!

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i only rlly know how to use mixamos aniamtions LOL

dense kayak
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I have a mixamo avatar

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What do I do to put in the animations?

proper grove
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i was refering to @opal lodge

dense kayak
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Oh

proper grove
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hold on i have a video if yew want tho! it taught me

dense kayak
proper grove
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its pre str8 forward and that part only rlly lasts 2-3 mins

undone glen
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I relate from my soul to sorry's username

dense kayak
turbid bison
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hi guys, just wondering why we have to animate all the hand bones when we want to do a gesture override? I don't see the purpose of it since the animation is plugged into an emote section in the animation controller

pliant dust
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You just have to do it.

turbid bison
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so its an SDK thing?

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thank you Alaylle

pliant dust
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If you want the technical explanation, it's because if you don't do it, your fingers will remain in whatever default position they're currently in.

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Which sort of defeats the purpose of having gestures in the first place.

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Not that they help me any. (On desktop mode.)

undone snow
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so, im making an animation that has a rotating object, in unity, and whenever the animation is first starting and getting closer to ending, the speed of the rotation is slower than the in between section, how can I make the object continuously rotate at the same speed?

pliant dust
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Synchronize your states so that you end exactly where you start?

undone snow
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I'd like to think that i've already done that, but im not sure what you mean

pliant dust
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Are your keyframes exactly the same at the end of the animation as at the start of the animation?

undone snow
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Technically it is the same, since its a 360 degree rotation, but the actual value isn't

dull parcel
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Is there a way to make audio trigger on keypress or in a menu instead of just randomly with avatars?

supple sable
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My avatar's blinking animation works in unity, but doesn't work ingame, does anyone know why?

barren escarp
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Is it set in loop and legacy?

supple sable
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aye

barren escarp
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Ok, could you show or tell step by step what you do?

supple sable
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i created the animation in unity, changed to debug to change to legacy, changed back to normal and put it to loop, added the animation component to my avatar and put the animation in

pliant dust
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@undone snow Hmm... I'll share with you a fun technique then!

supple sable
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works perfectly fine in unity

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just not ingame

pliant dust
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@undone snow Make a shapekey that rotates the object 90 degrees to the right. Then, make a shapekey that rotates the object 90 degrees to the left. You can then use these two shapekeys to make a smooth complete rotation that ends where it starts!

red linden
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keep it as legacy

undone snow
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@pliant dust That would definitely work, but what if you only want it to rotate in one direction o.o

pliant dust
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@undone snow It works with both directions!

supple sable
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its kept in legacy mode, but i meant i change back from debug to normal mode

red linden
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@supple sable did you check play automatically in your animation component, and did you put the animation inside the "Animation" and "Animations" boxes

supple sable
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yup

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done all the required stuff

pliant dust
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@undone snow For example, say you want to do a complete Right rotation. You start by using the Turn Right shapekey. Then, with that shapekey still on, you use the Turn Left shapekey. You might be all, "Wait. Won't that negate the Turn Right?" It won't! Instead, it will make a result of turning 180 degrees right!

supple sable
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yet it won't play in-game

red linden
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do you have any other animations that change the shapekeys for your blink

pliant dust
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@undone snow You then shift the Turn Right shapekey to 0. This causes you to turn 270 degrees! When you then shift the Turn Left shapekey to 0, you've done a 360 degree rotation and are ending where you started!

supple sable
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nope, but nevermind, it seems to work now

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restarting vrchat did the trick

undone snow
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@pliant dust I imagine this has to be done in blender first

pliant dust
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@undone snow Well, yeah.

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@undone snow You're also going to need to play with the keyframe curves to minimize the four stops that occur as you do this keyframe sequence, though.

undone snow
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I've nearly gotten what im trying to do just in unity, I've never messed with the curves

pliant dust
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@undone snow Actually, playing with the keyframe curves would solve your slowdown at the start and end of the animation, but instead, you'd get the object suddenly jumping back to it's original position thing.

chrome granite
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Is there a way to override the blink animation, then have it go back to blinking normally? I tried setting keyframes w/ 0 values in the override animation, but this completely disables blinking on the model.

pliant dust
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@undone snow And that's like... equally unnerving.

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@chrome granite I have no idea! It's why my avatar doesn't blink! Not because I can't, but because it messes up my animations!

undone snow
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@pliant dust I was trying to avoid using blender because whenever i used rotations the object would scale way down then back up, which im imagining is because of the weight paint

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so i've basically gone through what would probably be considered an ineffective work around

pliant dust
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@undone snow In that case, mess around with the animation curve.

undone snow
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For whatever reason, the controller that contained the animation clip, is no longer displaying it in the drop down list, despite it having been made in it

pliant dust
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Oh boy...

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(hates how Unity handles animations) So freaking clunky. I swear I only get things done in Unity's animation stuff by accident.

undone snow
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i have the clip, and im looking at the animation layers, and i Can see the name of the clip in there, but the motion says none, and it wont take the clip as an option, why doe

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i think ill just leave it alone and do it differently later when im wiser, its going to force me to redo my blinking animation anyway because of poor planning on my part :I

opal lodge
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Did anyone here already make walk animation override and can help me with mine? having a few issues

glacial palm
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this is frames and not seconds

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right?

restive trail
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It is

glacial palm
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gotcha

restive trail
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so the 1:00 mark is 1 second

glacial palm
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so the preview in unity is accurate then?

restive trail
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it's realtime

glacial palm
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aight sweet

restive trail
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unless you're lagging out like a madman

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then obvs it isn't xd

glacial palm
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xd

glacial palm
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how would i go about making a sound trigger during an animation

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i pretty much finished the animation bit

lethal garden
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!online

mild plankBOT
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There are 2142 users in VRChat currently

lethal garden
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;o

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no wonder the ping is jumping like crazy

opal storm
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Could someone tell me if its possible to remap the jumping button on my avatar?

icy anchor
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Is it possible to set an animation/shape key that utilizes a different UV map? I'm working on drawing a few different faces for a low-poly model, and was hoping I could switch between them instead of actual mesh deformations.

chilly topaz
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@icy anchor not yet. bodygroups are not a thing in vrchat so you'll need mesh deformations at the moment. there is probably a way to make 2d expressions work, but it won't be through texture swaps

muted prairie
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@opal storm with an animation overwrite yes I think so

languid lark
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@icy anchor there #tutorial 2d face

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Phantom made it

icy anchor
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sweet, i'll take a look

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hmm, searching "2d face" in #tutorials doesn't show anything

versed tide
icy anchor
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thanks!

chilly topaz
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oh that's cool

timid terrace
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how to make working gun?

naive nexus
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Ah, is this where I come to learn how to make my avatar dab?

muted prairie
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There's a dab animation somewhere

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make sure to check the animation override tutorials before though

arctic heart
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anyone know anything about trail renderer?

languid lark
muted prairie
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@timid terrace

timid terrace
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@muted prairie thanks

muted prairie
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It's Jazneo, not me 😉

timid terrace
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still, i couldn't find that video

languid lark
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there new ones

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just made today lol

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just sub me, tupper or doublegoose or anyone who make tutiroals

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best way new info

spark shard
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@tender sierra Yeah that happens to me too, what I'm figuring is that you have to have a separate animation for your crouched idle position, as well as your prone for it to look okay

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Haven't tested it, but that's my theory

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D: I have no idea, If I do find something I'll be sure to send you a message ^_^

upper crane
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Crash Bandicoots fingers were an actual pain to work with but I finally got 4 decent anims with him ayaka

muted prairie
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How do we remove animations from only one hand ?

merry sand
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hello guys. is there an animation like break dancing or dabbing?

muted prairie
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Both exist, but you'll have to wait for someone who has them to send them to you, i'm not sure they are available online anywhere right now

latent surge
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Anyone fhere

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There

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Need help with something simple

muted prairie
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what's up

clear yew
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Is there a link I can get to an updated tutorial for trigger animations? Something to replace the default ones

muted prairie
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in world ?

merry sand
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@clear yew ya i need that too

clear yew
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yep guess there's not.

merry sand
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i think there is

edgy flint
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someone have a solution for a soundproblem, i have 2 animations, 1 is pulling the gun, the second should use teh gunsound like im firing but... theres the problem the only thing i found for now is that if i set it on "play on awake" it working but anytime, no matter if i use the on gesture to fire or pulling out the gun, i tried yesterday to figure out whats wrong but now im completly clueless

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ok maybe i found something now ^^ ill test it out but if u have some good ideas lemme know if its not work ^^

fringe gull
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Hey guys, my character does this weird lean in the animation screen, how do i fix it

odd star
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Anyone know where I can find a caramelldansen animation?

median crescent
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@odd star you can probably just search caramelldansen MMD motion download

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and import it to blender

odd star
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Ohh, I didn't think to search for the MMD motion, thanks ^^

median crescent
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yee np

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mmd tools has a motion import

clear yew
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so, downloading motion mmds. Am I looking for VMD files? Those work?

opal lodge
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I tried making a custom walking animation. But my character just falls in the ground instead of playing the animation.
What i did was the following:

  • Make a copy of my model
  • Add a animation on the model of 20 frames that does one loop of the walk animation
  • Add the animation to a customanimation
  • Add the custom animation to my main model

What am i doing wrong? It seems like the arms do move like the animated model is in unity, but i don't need that to move, only the legs
https://cdn.discordapp.com/attachments/390924344475254792/391690330371784714/unknown.png

muted prairie
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^ interested in this too

opal lodge
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Feel like i'm just following the animation override video, but it isn't working

strong wharf
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i have some problem with custom idle animation my avatar always stand in defult in VRchat , any tips on how to fix this?

solar edge
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hello

wooden ivy
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How do I give my character an idle animation?

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Without making new animations from scratch?

finite brook
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with custom animations, what do i need to select as controller?

strong wharf
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@finite brook if you just want simple controlls you take "simple avatar controller", but if you want more type of animation it would be on "Avatar controller template". you might have to figure the rest out yourself :/

whole igloo
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Anyone got any animations I can use

solar edge
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ok so

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the model I got off the unity store came with animations

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.control files

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however

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the VRC avatar descriptor isn't letting me use them as custom animations

finite fossil
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how to i disable the blinking animation when im using an override animation in game?

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the blinking is automatically done because i have eye tracking implemented

strong wharf
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@solar edge go to "animation" on VRCSDK folder and look at "CostumOverrideEmpty" you can place a bunch of costum animation there.
i recomend you make a second "CostumOverrideEmpty" by selecting it and press CTRL+D and drag it to your avatar folder .

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im not able to help much since i only got started with the animation myself

opal lodge
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Is there really nobody here who made a custom walking animation who can help me figure out what i did wrong? ..

solar edge
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ah

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thats probably it

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thanks @strong wharf

native frigate
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anybody got a tutorial for like pulling out a sword for my avatar?

solar edge
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you mean like a custom emote?

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I cant find an animation folder on VRCSDK

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nvm just found it lmao

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ok got it all set up

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now I just gotta select the animations

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what are PRONEFWD and PRONEIDLE?

strong wharf
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@solar edge ProneFwd(Prone forward) ProneIdle(Prone Idle)

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but you can also just ignore it, i dont have anything on prone

quasi gale
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@opal lodge I've actually been investigating something somewhat related.

From the looks of things, you're using a humanoid rig, so I'll be basing my analysis on that assumption. The rest pose for humanoid rigs is really weird in that they're usually halfway in the ground (Go into the Muscles & Settings tab of the rig configuration panel to see it) so the reason your avatar is falling through the floor is probably because your animation doesn't have a keyframe set for the Root T animation parameter and is reverting back to that rest pose. (I should also note that regular transform keyframes don't work on bones that have been mapped by the humanoid rig map)

As for why the remaining legs aren't moving, that's due to a combination of problems, but the main one is that the main walking blendtree for humanoid avatar animations is bugged up in that it won't interpolate animations for any keyframes besides ones for the mapped import rig. That is to say, you can animate the extra limb's in your IDLE animation, but they will always use that animation even when you start walking. (Emotes and jumping are fine as far as I can tell.)

The main workaround for this is to use a non-humanoid avatar and dispose of the humanoid rig map altogether. But that of course comes with the drawback of losing headtracking, hand tracking, and emotes, as well as needing to create your own animations and animation controller.

opal lodge
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Aha, so if i get it right it's currently not possible to animate bones in the walk animation that aren't part of the humanoid structure?

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Unless i'd make a non-humanoid avatar and do lots of manual work

quasi gale
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For walking animations at least.

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Yeah, that about sums it up.

opal lodge
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Hmm, thats a shame. Was thinking i'd be able to pull that one of atleast

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Thanks for the information tho, would be looking crazy to try and get it to work

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guess i'll just keep it as more simple humanoid models for now, the crazy ones are still out of my league 😃

quasi gale
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I'm still investigating into this, so I'll let you know if I find anything.

opal lodge
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I'd appreciate it, thanks!

quaint crystal
#

@quasi gale actually i'd like to point out that i did manage to animate additional limbs that arent part of the humanoid structure and still was able to maintain vr tracking, but i too am experiencing the issue where my avatar is close to the floor

quasi gale
#

@quaint crystal As part of the walking animation? How so?

quaint crystal
#

looks like this, those legs are just dummies tthe actual model has invisible legs

quasi gale
#

Hmm. But do they switch animations when you start moving and such, or is it just the same animation all around?

quaint crystal
#

i set this animation as my override for anything relating to movement

#

and idling

#

and it works ingame

quasi gale
#

Interesting, but from what I've tried, only the IDLE animation actually gets used. Everything else gets ignored when it comes to additional bones.

quaint crystal
#

so anyway i just need to figure out how to get the character to float off the floor

#

cause right now the model kinda sits ontop the floor and clips into the floor when i move

quasi gale
#

Which is a problem if you want those extra limbs to actually walk around.

#

It should be easy enough to change the Root T parameter in the animation, right? You could also just take the Armature node of your avatar and move it up a bit.

#

The sinking when you move part is caused by VRChat's animation system switching IK modes.

quaint crystal
#

i used Root T to make that hover animation but later found in vrchat that part of the animation never plays

#

so i might just use it to raise position

opal lodge
#

btw, what is that root T keyframe if i could ask. The name speaks a little for itself but i'm unsure

quasi gale
#

You can minimize the effects of the sinking-when-moving bug by matching your view position to be as close to the same position as your rig's head bone as possible

#

@opal lodge In the animation panel, if you click Add Property and expand out the Animator component, you'll see the animation parameters that control the mapped humanoid bones. Root T is the translation keyframe for the bone assigned to the Hips slot in the rig mapping when you import the rig.

#

If you import an animation alongside your model, these are the parameters that get used instead of the actual transform values of the nodes.

#

So the easiest way is to create your animations in Blender and import them with your model.

opal lodge
#

so animations are best made in blender?

#

mostly seen people make them in unity

quaint crystal
#

yeah unity animations are easy to do but i wholesomely agree animations from third parties are always better

opal lodge
#

I guess for basic animations like changing face emotes it's just easier to do it in unity

quasi gale
#

I've always had trouble with it. Rotations for humanoid rig parameters are specified as quaternions, so it's a lot harder to adjust them.

severe sierra
#

blender/3ds max has controls and tools that makes it easier to animate

undone bronze
#

are you able to make a running animation in blender and make the game use it

quasi gale
#

@quaint crystal Oh, by the way, if you aren't getting anything by changing Root T, go into the rig configuration settings and check to see you have Translation DoF enabled. Otherwise translations will be ignored (according to the Unity docs anyways)

quaint crystal
#

ive actually never heard of that option until now, thats when your configuring the bones correct?

quasi gale
#

Yeah, it should be at the bottom of the Muscles & Settings tab.

#

There's also some settings in the animation asset itself that might help (Root Transform Position - Bake Into Pose)

quaint crystal
#

thanks ill try that, really want this histoire animation to work

#

i have lots of great stuff planned for it

quasi gale
#

Look forward to seeing it.

quaint crystal
#

wish i could upload rn but vrchat is having issues again

quasi gale
#

@undone bronze Custom running animations should be fine as long as you don't have additional limbs. Although the IK system will take control of the legs a little bit.

sacred lion
#

why is vr chat having issues

opal lodge
#

servers are overloaded

sacred lion
#

ah makes sense why i cant log in

opal lodge
#

@quasi gale but to try the animation i can just put it as a idle animation and that should give me a good result or not?

quasi gale
#

As far as I've tested, that should work.

#

It will just keep playing that same animation even when you start moving.

opal lodge
#

Hmm, when servers are up i'll just try that once to see if I managed to get the animation correct

quasi gale
#

For the additional bones anyways.

gaunt nest
#

so im trying to get the animator to make my models index finger point but the fingers just go back to the positon after i change it the animation tab

quasi gale
#

@gaunt nest From what I've experienced, the Unity animator can only set transform keyframes. This means that for bones controlled by the humanoid rig, those keyframes won't have any effect. You have to manually set keyframes for the rig parameters instead (Animator.Right Hand.Index in this case). As I've mentioned, they're specified as quaternions, so it's kind of a pain to do in Unity. You'd be better off doing it in Blender. (If anyone else has a better workflow for making humanoid animations in Unity, I'd love to hear it)

icy anchor
#

Is there a way I can test my walk animation in unity before uploading?

quasi gale
#

Not for the defualt animations, but you can for custom ones. First click play, then attach your OverrideAnimator directly to your avatar's Animator component. Open up the Animator state machine viewer and adjust the MovementX and MovementZ parameters as you like.

#

Just be aware that this won't allow you to preview the effects of foot IK which may alter the movements a bit.

strange kite
#

@quasi gale @gaunt nest you need to animate muscle parameters not bone transforms to animate a humanoid. There's an asset on the store that makes this a bit easier, for about $15 bucks. It's not required though.

quasi gale
#

@strange kite Awesome. Good to know. Did you ever get emotes working on your facehugger avatar?

#

I found it kind of tricky to get a non-humanoid ground-based avatar to play nice with the humanoid IK system. The way it moves around your entire avatar hierarhcy - even the unrigged parts - is a real pain.

strange kite
#

I have visemes on chibi predator if that's what you mean.

quasi gale
#

Oh, neat. So did you end up switching over to a humanoid rig after all?

strange kite
#

I don't have an alien facehugger avatar.

#

Predator has always been humanoid.

quasi gale
#

Oh, uhh. Oops I think I was thinking of @jaunty ridge 's avatar. I think I got you two confused because you also have a spider avatar.

strange kite
#

But yeah, trying to combine humanoid ik with a non humanoid could be tricky

quasi gale
#

You can disable the IK to some extent by unmapping the finger bones, but there's still a bit of weirdness whenever you move around.

strange kite
#

Better to not make it humanoid at all and use a custom controller, I'd think.

quasi gale
#

There's a lot of tradeoff. You can't use emotes when you're using a custom controller.

strange kite
#

True

quasi gale
#

You can hack it by using a sequence of directional inputs, but I've found that it's not guaranteed to show up on other player's clients due to network conditions.

strange kite
#

Oh interesting. Yeah if they don't sync with you it could get off.

quasi gale
#

I've got a big wishlist of things that I'm eventually going to dump onto Canny. Hopefully before the Avatar updates start going into production.

#

But for now, I guess we'll continue with workarounds like these.

strange kite
#

Cool. Yes custom animation layers and synchronized parameters would be good features.

opal lodge
#

Lets say i want to animate this sword to a character, can i make the chain have a animation that it feels natural?

#

Like you'd use dynamic bones on it?

#

or is that not possible for additions on models

quasi gale
#

I don't think there's any restrictions of that sort for dynamic bones as you see plenty of hair and cloth extensions that use it. Although I haven't actually used the dynamic bone script, so maybe someone else can speak to that.

opal lodge
#

Sweet, time to make some keyblades work!

plucky skiff
#

alright 2 questions.... 1. How do i add a fixed position for my sword?
2. How do i override my input to switch the fixed point of the sword ?

#

(switching poiints -> from back to hand)

#

if anyone find it easier to explain me that stuff, i can do screen sharing and voice :p so dm if that might make you help me

pliant dust
plucky skiff
#

Thanks alot! 😃

#

Oh god i thiink that's what i meant

#

thanks alot!

calm ledge
#

im trying to make custom run animations in unity, but every time i test them in game they make my avatar sink 2 feet into the ground while they play

#

anyone know why that is?

#

nvm figured it out

undone bronze
#

what was it

#

cause i have that too

fathom atlas
#

anyone know how to add a permenant mic to my character not through custom animations

storm flower
#

Guys, can some one give me some tips about having smoother animations while standing? I mean, when i look around and my legs move together to change the body position, is there any way to make that animation smoother?

rose helm
#

Someone familiar with adding .Vmd files to a Pmx/fbx Model ? I'm using MMD Tools on Blender and Cats Blender Plugin but i cant seem to get the results done.

tall zodiac
#

Can you have multiple dynamic bones on your mesh?

#

ie scripts

clear yew
#

Are visemes required for eye tracking?

pliant dust
#

@silk berry Make sure both animation keyframes are exactly the same. And you should only have two.

languid lark
#

@clear yew dont need visime just need 4 blink blendshappe

#

in roder

clear yew
#

Ahh that's what it is

#

Thanks lots

surreal crater
#

Anyone know how to add weapons/props to character models? The youtube videos Ive been watching show the model with the weapon/prop already attached to the model

#

but I'd like to see from the very beginning how one brings in the weapon/prop in the first place

#

I assume it's no different than bringing in a character model?

#

@pliant dust 😃

merry sand
#

guys. are you using maximo for dance animation?

pliant dust
#

@surreal crater Don't look at me. I only know of the tutorials since I have no VR headset nor motion controls.

surreal crater
#

looks at Alaylle :D

#

@pliant dust no worries! 😃

tame surge
#

how can i get multiple animations to play simultaneously on an object?

merry sand
#

mixamo*

tame surge
#

how can i get these to loop individually?

torpid light
#

Does anyone have experience with overriding emotes like backflip/die/dance or whatever? I'm not sure why but my character stands still forever after trying to do an emote.

My animator looks like this

https://i.gyazo.com/30a9fdbcb95df53ce0b1ba1f731f98d2.png

and the emote substate machine looks like

https://i.gyazo.com/740dfc73777cc29f7cc98d91b438f25d.png

The transition from StandIdle has a condition for emote > 0 and each of the transitions from entry to emotes have a check for equals 1-8.

Anyone got an idea what is causing the emote freezing?

merry sand
tame surge
merry sand
#

@tame surge tnx

pliant dust
#

(snrks at the "Even Vegeta can do it".)

calm ledge
#

nvm thought i fixed my character not going into the ground with run animations but i didnt

#

im trying to make custom run animations in unity, but every time i test them in game they make my avatar sink 2 feet into the ground while they play

#

anyone know why that is?

#

the avatar stays above ground with the default run and walks, so im not sure what im doing wrong in custom animations

opal lodge
#

@calm ledge what are you trying to put a custom run animation on? Had a simular issue

calm ledge
#

@opal lodge im just trying to replace all the "RUNFWD", "RUNBACK", etc with animations of my avatar moving sorta side to side using the animators "Chest Left-Right" and "Chest Twist Left-Right"

#

the character just happens to be the same one you have in your profile pic lol

opal lodge
#

When you stand still the character isn't in the ground by default?

calm ledge
#

noo i didnt replace the idle animation so they go above ground when standing still

#

just when moving the animation plays

#

but they also sink into the ground by like 2 feet

opal lodge
#

I had to learn that replacing a movement animation with bones that aren't in the humanoid structure is pretty hard.

calm ledge
#

i tried adding leg bones in blender but not meshing anything to them so i could just use them as sort of invisible legs for the humanoid structure

#

but that didnt help

#

also tried making part of the tail a right leg

#

that also didnt help

opal lodge
#

I'm at that step too..

#

I feel your pain 😃

calm ledge
#

lol so youre having the same problems getting miia into vrchat? xD

#

maybe its just the specific mmd model or something

opal lodge
#

People said it should be possible

unique mirage
#

is there a place where i can download animations and just put them in the game

elder hazel
#

im trying to make an object just appear above my hand when i do a gesture but it wont show up at all, do I absolutely need to add all the finger animators to get things working?

tame surge
#

no

#

how are you doing it

#

first keyframe should be disabled

#

2nd enabled

#

@elder hazel

elder hazel
#

oh

#

OH

tame surge
#

and make sure u untick loop time in the animation

elder hazel
#

oh is this an issue

#

the prop is black text but nothing else is

#

🤔

hard crag
#

the prop isnt considered part of the model prefab, shouldn't be an issue

elder hazel
#

ah ok

undone star
#

Question: after I overrode the idle animation, every time I walk, I go slightly above the ground. Any ideas why?

#

I didn't override walking.

elder hazel
#

@tame surge I just realized why it isn’t working

#

my character doesn’t have finger bones

wooden ivy
#

One funny thing I found that may be a bad idea is that you cau use _end bones that control nothing for unused fingers

elder hazel
#

yeah thats mu plan now

spice meteor
#

can someone explain to me why visements animations that breaks the position of the model (which is why you dupe them?) is not a problem when doing it for an VR animation but apparently is if you set it to an emote? I really have a hard time understanding to add an face expression to a non vr emote without my character going into a sit position

elder hazel
#

it has to do with the vrchat animator, basically you wanna make a duplicate and apply the changes to the duplicate, and then put the animation on the non-sitting model

#

if that makes sense

spice meteor
#

so the basic idea is to dupe, animate the model, screw up that model, take the animation, paste it to the original, throw it into the override and throw the override into the descriptor right?

elder hazel
#

yep

spice meteor
undone star
#

May I ask a question?

#

For some reason, even though my overriden idle animation is at the same level as the ground, walking animations and running animations are not.

#

Any ideas why?

opal lodge
#

Might depend on what you are animating. @undone star

undone star
#

The weird part is that I had to make the idle animation higher than everything else to fix my avatar "sinking" into the ground.

#

The other animations are already lower on the Y axis.

#

Should I just try making them even lower?

opal lodge
#

What does the model look like that you're trying to a animate?

undone star
#

Charmeleon

#

I can post a pic if needed.

opal lodge
#

I assume it's bones that aren't part of the humanoid structure? Like the tail?

undone star
#

Yeah, I had some fun animating the tail in the idle pose.

#

light source and all that jim jam

opal lodge
#

Truth be told I also have the same issues. Character sinks into the ground when making a move animation on bones that aren't in the humanoid structure

undone star
#

Hm... that's interesting.

opal lodge
#

They told me here it's very hard to pull it off

undone star
#

Well, I guess I'll have to put in double, then.

elder hazel
#

is there an easy way to add "empty" bones in unity to rig as fingers

#

er, blender

undone star
#

I didn't use Blender.

#

Not sure how much I'm allowed to say before it violates rules

elder hazel
#

pm me i guess

digital rampart
#

has to do with override a vrchat clap animation

#

ot something.. i believe

#

if yes.. a link to the guide would be nice

pliant dust
#

@digital rampart You'd likely have to override an Emote animation. Uhh... I can't reccommend it. Unity's default tools for animation are... really, really bad. It's a special kind of hell. So much so that people don't want to make a tutorial for it.

digital rampart
#

urggh.. nvm then

pliant dust
#

I mean, it's barely managable to do something like a quidk Dab. But... a hurricane kick? Urgh.

opal lodge
#

@quasi gale do you think it would be possible to animate those legs if I parented them as toes in the model or something? Been breaking my head on a bypass

torpid light
#

@pliant dust Do you think you could give a brief tl;dr of how you would override the emote? I've been messing around with the custom override and unity animations for a few hours now and I've only ever been able to freeze my character in place on an emote no matter what i try

pliant dust
#

@torpid light There no brief tl;dr for it. The best tl;dr for it is "Don't Do It! You have so much to life for!"

undone star
#

@torpid light Have you ever used Flash?

torpid light
#

Yes

undone star
#

It's based on the same idea of keyframes and tweens.

torpid light
#

I understand how the animations work in unity. I've gotten my character to move around perfectly fine, but it's the emotes that cause the problem

undone star
#

oh

#

I wish I had the answer.

torpid light
#

@pliant dust Any links to lead me in the right direction at all? I really want to get this working

undone star
#

I currently have a problem of my own... apparently non-humanoid bones such as tails cause your Y-position to get all messed up.

pliant dust
#

Alright, here's the barebones. You only can make 10 second emotes. Anymore and the system breaks.

#

Once you make an animation, you have to slot it into the Animation Override.

#

Of course, in one of the EMOTE# slots.

torpid light
#

I've done that. My test animation is 1.5 seconds and i've tried slotting it in the controller

#

I put it in all of them just for testing

#

cause once i get one animation the rest is easy

pliant dust
#

Bzzz! Too long! 10 seconds is all that's allowed or the system breaks!

torpid light
#

Wait

#

You mean exactly 10 seconds?

#

as in min and max length?

undone star
#

I'm pretty sure 1.5 seconds is shorter than 10 seconds.

pliant dust
#

Oh, 1.5? That's fine.

#

I thought it was 15.

torpid light
#

hmmm so I have it setup correctly then?

pliant dust
#

Awfully short, though.

torpid light
#

Yea i'll replace it with an actual animation once it works in game of course

pliant dust
#

But yeah, you put your custom animation into the EMOTE# slot.

#

Then you can assign that Animation Override Controller to the Standing or Sitting Animation slots in your Scene with the Avatar in it.

#

(You'd probably want to put it in the Standing. Don't forget to leave the non-EMOTE# either blank or filled in with the placeholder stuffs that are named the exact same thing as their slots.)

torpid light
#

Ok i have the animation controller as it's own component at the momement(like you would in a normal unity asset) and it's working for movement. I'll try putting it in the avatar descriptor

#

that's probably it tbh

#

odd that movement works though

#

nope, same issue

edit: Looks like you can't have custom emotes with a non-humanoid controller.

undone star
#

Why is it that sometimes when I try to adjust the position or rotation of something, it gets stuck flipping between the value I assigned and 0?

#

Like, it's not even an "every other frame" thing. For example, if I click frame 0, it'll say (for example's sake) 0.15, then when I click frame 1 it'll say 0, then when I click frame 3 it'll say 0.15, then when I go back to frame 0 it'll say 0

#

even though it said 0.15 before

storm flower
#

Is there any easy to understand guide on blinking animations?

#

And eye tracking

proud lodge
#

Holy balls, my wife

muted prairie
storm flower
#

My bad, thanks

spice meteor
#

hey guys when i import a custom dance animation is there a way to make it repeat in vrchat because one run is so short i would like to loop it for like 10 times before it ends

muted prairie
#

afaik it should loop automatically

spice meteor
#

huh? for me it plays the 60 frames for example and then ends regardless if i ticked loop time

muted prairie
#

why is the last one red ?

spice meteor
#

i guess because the animation let the model go forward but i dont want that anyway

muted prairie
#

shouldn't the cycle offset be matching your frame duration then ?

spice meteor
#

its start time only

#

but i need it at a certain time to end

#

well in the end i just need to extend this animation i guess it would loop auto if I bind it to a vr headset gesture?

#

but not on a normal menu gesture

tame surge
#

anyone know how to make a proper muzzle flash?

muted prairie
#

@tame surge none of the tutorials you found show anything you like ?

tame surge
#

mostly just running into issues i'm not sure how to fix/improve

#

like why the particle gets smaller when i get close

thorny flame
#

Can somebody tell me, how i can shoot with my MP5 when im pressing the Trigger Button, on my Oculus Rift. Because everytime i pull out my Gun, it shoots automaticly.

muted prairie
#

Shoot is probably set on the same trigger ? Or play on spawn something

thorny flame
#

I think i should place the MP5 File, not on the Handgun tab, rather i should place it on the Fingerpoint tab!?!

muted prairie
#

That would make sense

#

those should be two different triggers

thorny flame
#

yeah

#

i uploading it, and try if it works, thx for help.

thorny flame
#

Still doenst work.

#

dafuq, im on the edge of my knowledge

keen sun
#

I have a question, this has probably been asked a million times; but I'm trying to override my animations by adding "weapons" that I will equip to my character. Does this weapon count towrads my character's 20k count?

tawny elbow
#

OH LMAO i was just about to ask that

finite fossil
#

no but try to keep the weapons at a low poly count as well

keen sun
#

I see, thank you 😃

tawny elbow
#

wait is that about the emote animations or for spawning weapons in hand?

keen sun
#

I might be wrong but it seems to me that the only way to 'spawn' a weapon is through an animation override aka emote; but I suppose theoritically you could override your walking animation and add it there so Im not too sure.

tawny elbow
#

i was thinking through the hand motion stuff

finite fossil
#

yeah thats the normal way to do it, override an animation like the rock n roll sign or the finger pointing

tawny elbow
#

and that doesnt count towards poly?

finite fossil
#

it does not, but you should keep the gun or whatever object your spawning at a low poly count

#

just for performance sake

tawny elbow
#

Of course. I'm gonna suffer too if i dont optimise my models so i always try to aim for that

#

ty for the clarification : )

#

wait im back with another animation question

#

but more like for help finding something

#

anybody know of a good particle effect that looks like splashes in shallow water?

warm furnace
#

there are some good pack of particle effect for free on the asset store 😃

tawny elbow
#

anything that kinda looks like the stepping effect in the metaverse in p5 would be fantastic, but i'll settle for something else too

warm furnace
#

100best+particle effect and two other(Don't remember the name)

tawny elbow
#

Oh okay, i'll have a look at them

#

thanks for the reccomendations 👌

#

i also dont mind paying money for any if there's others that are also really good

spice meteor
#

anybody know how to extend the dances of mixamo?

clear yew
#

can I download dances or poses and replace them with my regular emotes? If so, where?

muted prairie
clear yew
#

Thanks but I've watched that video in full, not what I'm looking for.

#

That's why I'm asking people in here, I've watched like 3 videos on animation. Nothing's helpful.

spice meteor
#

@clear yew mixamo

barren ice
#

Anyone able for animation triggers? I'd pay for someone to do a few for me

clear yew
#

^ same

muted prairie
#

vrcat forum or vrchat traders discord

keen sun
#

I think I can't add swords and guns if I don't have VR, its a shame.

final harbor
#

Does anyone know why a custom trigger's hands are working but the item isn't appearing?

finite fossil
#

what do you mean?

final harbor
#

The fingers are moving into the position they're supposed to, but the item isn't appearing

finite fossil
#

did you add the property to the animation?

#

so that the object gets enabled when you perform the animation

final harbor
#

I'm pretty sure

finite fossil
#

make sure the box is checked

#

on both the first and the second keyframes

finite fossil
#

this may be redundant

#

but is the object attached to the model?

final harbor
#

It's attached to the model, but not the one uploaded

finite fossil
#

it needs to be attached to the model

final harbor
#

When I try to do that, it just sticks to the hand as an object

finite fossil
#

you need to disable it while its on the model

final harbor
#

One second

#

Let me try that, thanks

finite fossil
#

yeah

#

just uncheck that box for your object

broken raft
#

What would you suggest the best tutorial for animations?

finite fossil
#

and make sure the object is parented to your wrist/hand

#

i mean theres a bunch out there with pretty much the same info

broken raft
#

Cheers

keen sun
#

I have a question, I'm getting an error in the VRChat build control panel when adding my sword to my character "The following component types are found on the Avatar and will be removed by client", its stopping me from uploading does anyone have any idea?

broken raft
#

@keen sun I got the same problem but it was just the model it’s self I didn’t have anything attached to it.

#

Did you ever try with out the sword and just the model?

keen sun
#

@broken raft Yeah with just the model is fine, as soon as I attach the sword I get this error. No idea why.

broken raft
#

Huh no clur

#

Clue*

muted prairie
#

the sword may have its own component or script that isn't supported in vrchat

keen sun
#

@muted prairie If that's the case, bingo. I have a C# script running; I guess it was too cheeky of me to assume it would work.

#

@muted prairie Thank you, I guess I'll use a pure material.

opal lodge
#

Can i make a weapon animation and trigger it on the desktop version?

#

Or does it really need to be linked with the handgun trigger etc?

muted prairie
#

hand trigger afaik

opal lodge
#

I can't bind it to a emote button right?

clear yew
#

Question: how do i go about setting custom animations to emotes? i want all the normal ones besides 1 i just want to have a dab lol

muted prairie
clear yew
#

@muted prairie Does that go through everything for setting emotes? or just triggers for gun animations? i watched one with the same title and didn’t help at all

muted prairie
#

@clear yew The emote part starts at 13:10

clear yew
#

Ah okay, thanks

lusty cape
#

I have an fbx file thats an animation, how do I get it to work with my avatar?

muted prairie
#

i literally just posted the video about it

lusty cape
#

Ive tried that video but I just get the default animation pose in-app

#

and I have no idea how to assign the existing fbx animation to the model

muted prairie
#

Then you missed a step

#

He's changing the animation with an fbx

languid lark
#

go to animation tab check mark Y and set the value so it not in the ground

muted prairie
#

If the animation doesn't play then it's because the model's armature has been altered afaik

languid lark
#

and make sure it humaniod

#

for fbx file

#

with animation

lusty cape
#

that was it @languid lark, thanks! Didnt think to rebind all of that stuff in the animation as well as my avatar. Cheers

bold cloud
#

anyone here have knwoledge of animation with mmd and willing to help editing this, please contact me

compact walrus
#

Can someone help me? "Simple" Problem: when i try to animate, like a item in my hand, i cant animate the fingers so that they grab that item, because when i add a property, there is no animator selectable. does someone know a solution?

native frigate
#

Is your model humanoid?

compact walrus
#

well sh**, .... i have no excuse for that. have been working on a lot of models nonstop. i think i need a break. thanks for the obvious hint lol wouldnt have guessed the problem was there

indigo jolt
#

Anyone know why these textfields in Unity may be red and revert back to these 'initial' values whenever I try to change them?

muted prairie
#

What are you clicking on ?

#

make sure it's the model and not one of the things in your model

indigo jolt
#

It's a bone in my model

#

Trying to rotate it

muted prairie
#

that's blender

indigo jolt
#

Only bone that seems to do this for me

muted prairie
#

not unity

indigo jolt
#

This is Unity

#

Trying to rotate the bone as part of an animation

muted prairie
#

Which bone is it

indigo jolt
#

The Jaw bone

muted prairie
#

Do you have visemes ?

indigo jolt
#

No

muted prairie
#

blendshapes ?

indigo jolt
#

Lip sync is set to Default in Unity

muted prairie
#

Something's going on with your jaw apparently

native frigate
#

Afaik red has to do with animation?

#

Like when my record button for animation is activated all changes are red

#

And the play/pause buttons too

indigo jolt
#

I see, so I guess the red has nothing to do with it

native frigate
#

So did you do some animation or nah?

#

:D

muted prairie
#

Oh so you were in play mode ?

indigo jolt
#

I am trying to do an animation

#

Every other bone I can rotate but this jaw bone, the value seems to snap back to a 'default' as soon as I rotate it

native frigate
#

Its red because its recording the changes as part of the animation

#

Oh

#

Dunno about that

tawny elbow
#

Is there any way to have partical effects only activate when i'm moving?

ashen sedge
#

Override the walking animation

tawny elbow
#

oh alright, i was worried that was gonna be a lot more difficult : )

#

maybe i shouldn't ask modelling qeustions as soon as i wake up lol

#

ty for the help : )

indigo jolt
#

Seems like the issue above i mentioned has something to do with the rigging. I removed the jaw bone from the rig entirely and now I'm free to animate it. So are bones in the rig not animatable in Unity or something?

muted prairie
#

Probably

steady mantle
clear yew
#

Any idea why animation shows normal in blender and in unity but in the game it kinda speeds up/collides with each body part

#

Using Avatar Controller template

steady mantle
#

I still cant get walking speed animation right... seems to slowdown when ingame

clear yew
#

@steady mantle same...but runnin ( RUNFWD ) makes avatar flying/levitating type of abomination

steady mantle
#

D:

#

I actually replaced my running and walking animation into floating since I cant sync up the leg speed...

clear yew
#

I did replace idle/ running fwd and walking forward = everyone in the hub 5 was looking at me like some kind of monster xD

#

How to i make my ava dance in game with a animation like die etc

#

You mean emotes? Or you want the actual animation?

#

ya i think so

#

Animation Override in your SDK

#

ya but how do i get a dance file or whatever to work on it

#

Watch Lil Mystical video about it...3 minutes to do

#

link?

#

ty

#

Np

#

Starts I think at 14:52

quasi gale
#

@opal lodge Well, there's only one toe bone for each foot, so I'm not sure how helpful it would be. You might be able to spin something by canibalizing the pinky finger bones which will give you 3 bones per hand for a total of 6. I haven't tested it personally, but if Unity's animation system allows arbitrary translation of the finger bones, you might be able to use them to animate your extra legs.

muted prairie
#

How would i go about removing animations from the left hand ?

#

Is that a default override and put blank into the corresponding slots ?

#

Is that even possible to remove the idle animation of the hand only ?

muted prairie
#

You can also look in the search bar if you type override or emote, it's the one with elsa in a suit

loud hamlet
#

Using Mixamo.com is the easiest way to get animations for emote overrides.

fickle glacier
#

If a model doesn't have a jaw bone theres no way to use Visemes correct?

tawny elbow
#

Anybody got the particle ingredient pack on unity? any ideas on what values could make the ringtype effect have thinner rings here?

versed tide
#

so if i add a prop with a hand override, which means it should be turned off (right?), the uploader doesn't detect those tris but it's still there, right? i can't check because i don't have vr controllers yet

jaunty ridge
#

It doesn't detect anything that's disabled. As far as unity is concerned a disabled gameobject does not exist, and does not get rendered until it's enabled.

versed tide
#

yeah, but will the weapon/prop be there when the user does the hand gesture?

tawny elbow
#

I was @ ed?

solid heart
#

Wrong answer lol, I belive you need to edit it in the shapes tab

#

It's right under emissions

tawny elbow
#

I'll have a look at that later then, thanks!

solid heart
#

Yee

#

If not as I'm seeing on the actual particle being used, that's 3 of a set number so you may have more than one ring particle to look at

#

@tawny elbow

tawny elbow
#

nah, the 3 isn't making it thicker, it's just releasing more rings throughout the animation

solid heart
#

Oh no no

tawny elbow
#

they're all seperate

solid heart
#

At the vary top of the whole list where it says "ingredient-ringtype(once)-ring3

tawny elbow
#

i've tested it and turning it to one just made one thick ring come out instead of three thick rings

solid heart
#

What I was meaning was, you may have more than one type of ring particle to work with. It doesn't have to do with the stuff all in the middle

#

Colors can do a bit of change too. I know if you darken some things, the outer more see through spots seem to dissappear if not in multiply

tawny elbow
#

I'm not entirely sure what you mean sorry. By the looks of it, it's all a part of the one animation/particle effect

solid heart
#

This portion right here, it's saying you are using ring 3

#

Which would mean you have more than one ring type to work woth

tawny elbow
#

Oh yeah, okay. The other particles from the pack are named with the numbers. They do different ring effects, like I think 2 had the rings come inward?

#

I could check out the others though and see what settings they have

#

also tbh the video tutorial i watched on this wasnt too great lmao, so i'll also have a look for more comprehensive ones too

#

might help with understanding more ahaha

crystal quarry
#

How do I get a animation to play longer and also is their a way to get the body to move with the animations some animations I play I'm just stuck in one spot when I should be moving around

languid lark
#

@crystal quarry need vr controller

#

attact animator controller to game obj

#

then turn on the game obj

#

then hold the button till animation is over

#

emote only last 10 sec

crystal quarry
#

I have a vr just

#

Don't really understand whatcha mean lol

pliant dust
#

Gesture overrides.

crystal quarry
#

Gotta gotta give me more then that plus a animation that's supposed to show my avatar walking around doesn't walk around he just sits there I'm not sure what to do about that

limpid sundial
#

soo i heard i don't have to have vr to do some effects can somebody link me a tutorial or something? i would appreciate it 🤔

versed tide
limpid sundial
#

thank you

thin monolith
#

Hey, im looking to animate my avatar with some aura sort of thing like how characters go super power mode with like electric in anime 😂 any tutorials/recommendations?

wooden ivy
#

thin monolith
#

The link above?

limpid sundial
#

yes

thin monolith
#

Ah thanks

limpid sundial
#

i just asked the same question about 20 min ago

#

😃

gilded schooner
#

Anybody know where I can find some .anim files that are already made?

#

like dances, or emotes

limpid sundial
#

not gona lie but that tutorial was shit.. he didn't explain how to get to stuff.. so its not for total dummies

thin monolith
#

@limpid sundial ya i just watched it im totally lost, not for ‘dummies’.

limpid sundial
#

this is better

#

tbh

thin monolith
#

Overwrite is the same as animation?

limpid sundial
#

yes

thin monolith
#

Ok thanks

limpid sundial
#

kinda creppy

#

but it works

thin monolith
#

Is that yours ? Lol

limpid sundial
#

yeah

thin monolith
#

That tutorial uses weapons though, looking for aura effects (hopefully adding some sound effects to it too)

limpid sundial
#

it should work

thin monolith
#

Im just not sure which steps not to do lol

limpid sundial
#

if you find a better tutorial let me know

#

😄

crystal quarry
#

Idk I feel like you could play around with it

#

And figure rhat out

#

Specially if your adding this effect to your hand then playing it in a loop when a certain hand gesture happens

limpid sundial
#

i trough it would be harder

#

tbh

thin monolith
#

I want it to start at the feet and spread out electric stuff i guess?

#

@limpid sundial i think u have to duplicate the model to put the animation

limpid sundial
#

yeah i did

atomic canyon
#

Are there any .anim dance type files that people have already created that they are willing to share?

atomic canyon
#

Real quick question. I'm using a vmd file to make an animation in blender, but it's long and I just want to use a small portion of it. How do I crop the section I want to use?

#

nvm, figured it out ^^

#

Now to figure out how to open my character's eyes ><

muted prairie
#

@atomic canyon make sure to give your solution in this channel so that people can find it if they need it

atomic canyon
#

Oh sure, when looking at the animation bar at the bottom, there's a "Start" frame selection and an "End" frame selection, figure out what values you want those set to, set them, and walah!

#

I don't know enough about Blender to know what I'm doing for actually changing model aspects for the animation

#

For this dance animation section, her eyes are closed, but I want them opened

#

I think I just need to figure out how to access the model stuff for each frame

#

If anybody has some Blender experience I would greatly appreciate some guidance ><

limpid sundial
#

or i have to do all?

atomic canyon
#

So....when I exported the .fbx and put it into unity, it still had the full animation....not the cropped section

opal lodge
#

@limpid sundial you have 2 options, add dynamic bones on the body so they're all in one place and organized, or put them on the specific bone itself. If you fill in a bone with children they will also get the same properties tho, unless you add them to the exclusions

limpid sundial
#

so

#

if i get it right i can add @little hollowb\er

#

fuck

#

so if i get it right i can ad dynamic bones to the body

#

and then ad exclusions

#

for like right leg left leg and spine? 🤔 @opal lodge

wooden ivy
#

Can I add onto the existing gestures? I tried making copies of the gestures from in Unity but they don't even show on the animation preview!

opal lodge
#

Yeah you can

#

I always put them on the body

feral thorn
#

I have all my movements set to a funny running animation but my arms get taken over by VR controllers rather than the animation. How do I stop the controllers from going over my animation?

clear yew
#

If u place model in unity, before it u change the animation type to humanoid, should i change the item animation type also to humanoid or let it be generic?

topaz grail
#

How would I go about giving my character lights for the eyes? (Not sure if this is the right area to post this)

wooden aurora
#

Use a light object?

marble orbit
#

Hi, I need help with the problem that all emotes are showing at once. Idk how to fix this, and I'd want this to appear only when I press a button or trigger an emote

crystal quarry
#

are you in a animation now @marble orbit like were you making a animation and this happened?

#

Need to know more information

marble orbit
#

I've asked the other guy in #avatars-2-general and he told me that my problem could be the fact that I had the wrong version of unity

crystal quarry
#

thats possible I guess but Im still curious did you just open up unity and it showed this?

marble orbit
#

Oh yea, and I might need some help too

#

The chat kinda cut off afterwards

crystal quarry
#

okay? whats your problem now

marble orbit
#

I've got all expressions on at once, he told me to change it to opaque, I think I changed the wrong setting

#

There should be "Render mode" but I couldn't find it

crystal quarry
#

so all the expressions are still showing

marble orbit
#

Yup

#

This is the correct version btw

muted prairie
#

@marble orbit You're using 5.6.3p1 now ?

marble orbit
#

I did an update

#

yup

crystal quarry
#

I was going to say can you give me a shot of what she looks like in blender

#

is she completely fine

marble orbit
crystal quarry
#

or are all her emotions showing there too

marble orbit
#

Oh, blender is fine

muted prairie
#

Try selecting the mesh in your hierarchy

marble orbit
#

It's the same setting I think, the "Render mode" is still not showing up

muted prairie
#

look at the error at the bottom

marble orbit
muted prairie
#

Yeah you should start from scratch and install the shader's correctly just in case

marble orbit
#

I installed this shader from the Github link, is there perhaps a much more updated version?

crystal quarry
#

This even has me stumped

marble orbit
#

Link it here if you've got it, the one that I've got could be outdated

crystal quarry
#

did this only happen when you applyed the shader if so now I know where hes coming from

marble orbit
#

I think it was like that from the start, I just usually ignored the error

crystal quarry
#

switch the shaders to standard and find out real quick

marble orbit
#

Alright

crystal quarry
#

oof

marble orbit
#

Well with this, at least we can see the "Rendering mode" option now

crystal quarry
#

It's even worse

#

Man

#

Yea I thought I had a idea but this one has me stumped

marble orbit
#

Hmmm

finite fossil
#

Do you plan on using those blushes and stuff for emote overrides?

#

If not, just delete those meshes on blender

marble orbit
#

Yea, I'd want to be able to use them if possible

#

It's also worth it to have the rendering mode so that I can unhide the covered mouths in some MMD models

crystal quarry
#

:/

marble orbit
#

CubedShaders never get updated right?

#

or was there a new update?

#

My one is like 2 months old

crystal quarry
#

Might wanna

#

Get that then it might have been tbh

marble orbit
#

The same github link?

#

I'll redownload and reimport those shaders

#

How did you install your Cubed's shaders? Just drag and drop into the assets folder? @crystal quarry

crystal quarry
#

No

#

You gotta install the custom package

#

You go into unity

#

Click import package

#

Click custom package

marble orbit
#

It's looking for a unitypackage file, I don't think the CubedShaders has it

crystal quarry
#

It's in there man

#

Underpackage

marble orbit
crystal quarry
#

What are you doing

marble orbit
crystal quarry
marble orbit
crystal quarry
#

ima just

marble orbit
#

For some reason my package folder was missing

crystal quarry
#

drop you the file

marble orbit
#

Sure, thanks

#

I got mine from github

#

Maybe that's broken or smth

#

@crystal quarry Thanks, I've got it. Now I'm going to reimport and see if that fixes the errors

clear yew
#

i have a model and a (.vmd)dance animation that works fine in blender but when i fix the bones the animation dosn't work anymore..can someone help me?what should i do to fix bone hierarchy withought affecting the animation?

marble orbit
crystal quarry
#

no idea

#

never heard of that myself

marble orbit
#

Hmmm

#

I've been getting a lot of weird errors lately XD

clear yew
#

yes

granite prairie
#

Why my avatar dances around normally in unity but when I put it in emote menu and play the animation in game, he danced but doesn't move around

boreal acorn
#

Hi guys are there any well known guides or videos that explain how to map facial emotions to hand gestures?

#

trying to figure it out

muted prairie
brittle vigil
#

so

#

say I wanted to edit the sitting anim?

#

I cant find it in the node graph

#

if I leave them blank will they default to the mixamo oneas?

#

ok

#

out of curiosity could I tweak the transitions and stuff in the animator graph and have it take in game?

#

yeah I dont see a sit animaiton on here\

#

_<

#

unless its named something else?

stuck cape
#

are mixamo animations any good? I exported one and didn't work as intended

clear yew
#

Can I use animation overides to have the Blush material here only show up during certain animations? It's stuck on currently and I'd rather not just delete it

lofty radish
#

For animation overrides does it only last for the amount of time u spend doing the hand signal or does it just turn on when u do the signal, then turn off when u do it again?

versed tide
#

@clear yew i believe you can do it with a blendshape having the blush geometry just a little bit inside the face geometry and then move it outside when the animation override is active

clear yew
#

So would I have to go back to blender to do that?

ivory helm
#

So I'm getting an error that says "This avatar does not contain an animator, and will not animate in VRChat" How does one fix this? I know obviously I need to add an animator but as a total noob, I have no idea how to do this. Is there a guide of some kind that will go into detail about this? I've found the animator section but everything I'm reading says it should be working

torn pawn
#

@ivory helm select your dude on the left when u drag it in, then Add component on the right

#

typ ein descr and add vrc_avatar_descriptor

hasty mist
#

How would you go about animating a bone to rotate infinitely?

hasty mist
#

I want to get a bone to rotate on the Y-axis infinitely

wooden ivy
#

If I attach face visemes to gestures, will both my hands play them at the same time?

severe sierra
#

you can do a gesture in 1 hand while doing another in the other hand

#

if both gestures affect the same bones/visemes it might get glitchy

#

actually i don't think it does

#

not 100%

hasty mist
#

still stuck trying to animate

wooden ivy
#

They affect the same mesh

#

I was thinking of putting viseme face expressions onto them.

pale trail
#

I have a 5ish second looping animation I made in Blender that I'm trying to assign to one of the "finger gestures" in a custom Animation Controller. When it is triggered in VRChat it takes around 10 seconds to /very slowly/ transition to other animations. Did I create the animation wrong? I have other 2 frame animations that work fine with each other.

severe sierra
#

you can't have full animations as gesture overrides

#

afaik

strange kite
#

The hand gesture are only designed to be 1 or 2 frames.

#

You can use those frames to enable other objects that have longer, separate animations on them. But if you make the gestures themselves too long you'll run into problems

pale trail
#

Oh, that's good to know, and that makes sense. Thank you both! By using the frames to enable other objects do you mean with triggers or something?

severe sierra
#

If you have a looping animation on an object that's only enabled when doing a gesture override

pale trail
#

Do you know of an example for that? I'm unfamiliar with the technique.

severe sierra
#

The object you enable/show when doing a gesture override has a looping animation on it

#

not sure how else to explain it

pale trail
#

Oh you mean showing/hiding other bones.