#animation
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Basically you create an object that has "play on awake" on it. It starts disabled, but you enable it with the gesture animation. When it gets enabled it plays it's own animation.
just need keep whole the button down till animation is done if you have long one
I actually didn't think of this myself ๐ค
dam
the possibilities are endless now
@languid lark that works but the blend out to other gestures can be problematic.
I would imagine it would work better if the end of the animation ends where it starts
reason i put on grip button for long animation lol
only time problem when you try pickup somthing with the trigger
turn on the grip
@severe sierra Thanks!
Yeah "let go" gesture plays automatically when you drop an item.
Would be really nice if in the future you could enable/disable your overrides in game ๐ค
@strange kite Interesting. Going to give this a try, thanks again!
Yup better custom animation system coming in the future for sure.
๐
anyone super bored?
hmm
i wanna replace my idle animation but idk how to even describe the action i want with my legs/feet
woooaaah an animation chat :D
@grim cave you wanna be careful with making other movements on the idle animation. the legs may still want to use the IK stuff when you are using the normal animation set
if you want to, you can just make some extra bones to replace the avatars real legs. this will allow you to aniamte them the exact way you want. but you want be able to animate moving around even if you tried
Any way i can replace my idle animation with a dance but not have my oculus controllers take over my arms?
@feral thorn I haven't tried this because I don't have VR, but unmapping the finger bones from your avatar's rig configuration will supposedly disable IK for all bones except for the head.
IF MAKING OWN ANIMTION > Make animation in selected program > export model (check for tpose animation at top of alphabetical order) > import to unity project > FOR DANCE [Constant Playing] avatar do not use humanoid rig, keep generic > Make animation overide controller in assets > use set (Tpose animator or something) [if successful there will be only ONE animation slot.] > drag animation from model drop down into slot @keen elk
If I don't use the humanoid rig will that change my other animations?
@clear yew there a video above in this chat history
look at that, itll teach you the controls on animation in blender :)
@ @keen elk you wont be able to track with the avatar. usually people just make two avatars, one dancing idle and one for being in vr and doing stuff
if youre talking about emotes, any animstions applied to the humanoid rig bones will last only 10 seconds max
Track as in if I had vr controllers?
Cause I've only got a keyboard and mouse
So if that has no effect
On KB+M then I'll accept it
@clear yew thanks bud
@keen elk yep you fine my dude :) you wont have walking animtions. you will slide around dancing as if you were always still :)
if you want to walk around just make a seperate avatar thats uploaded normally
The thing I wanna do
Is make a dance kinda like
Persona 3: Dancing Moon Night has been announced for release on PS4 and PS Vita in Japan in spring 2018. Watch more trailers here! https://www.youtube.com/wa...
Cause the MC is my avatar
Here's a tutorial overview on how we got the motion capture animation for iron man in Chalk Warfare 3.0 (https://www.youtube.com/watch?v=-bm6izzQ8_I) Downloa...
see if you can find an animation rip somewhere. like a poser animation replicate
for mouth movements?
oh... never got that to worm but they should be in the mesh options or something
the avatar controller script could be an easy way to check
dont think thats enough for the eye tracking
you gotta be real specific with the names unless they changed it within the last week
like left blink, right blink, lower lid left and lower lid right
Afaik the VRChat blinking will not work if your hierarchy is not the exact same as VRChat looks for
And you'll need to have the lowerlid movements even if on a dummy shapekey or else you'll get wacky stuff going on when you look down
You could just use the animator method in Unity if you only want blinking
need help with activating door open/close animation on a button interaction.
I highly recommend the Kinect motion capture method
But don't depend on that
Alwaya tweak it after captured
@clear yew make animation in unity or blender(learn whichever one through youtube or something) > then apply animation as idle to an aniamtion overide set. > then apply animation overide to standing slot on the avatat controller
so i found the animations for most female models in pokemon sun and moon
would they work in unity ? :T
when animating bones outside the humanoid rig, you need to mask the bones in on the animation. this can be found in the animstion tab when selecting the model in the assets window
@pastel ravine lol how
if they have a forward, backward, right, 45 degrees front and 135 degrees (45 backwards) [For left and right] and duplicated that for running and a sprint forward you got Keyboard an mouse all good
ik they have a forward and back
not sure on 45 and 135
il look through it
if not il bodge one
nvm
its got a side step
:T
but im sure i can bodge
directly backwards run does not exist and also, in vr you MAY want animations for crouch fwd idle bck and left as awell a prone idle and fwd
il look through more of them
:/
did that image a while back for the movement animationsh
hopefully the poor finger drawing helps lol
:T
also found pokemon animations
0w0
only walking forwards
and side stepping
:T
someone familiar with particles ?
i have a particle set under right wrist but its not following along
If i will make blinking animation on Model1 then i can use the blinking animation on Model2 ?
@rose helm did you make the particle outside the model/avatar first?
@clear yew if they are the same armature sure
thats if they use bones
shapekeys, i mean they will work i think
@clear yew some models have the same names for their blink animations but others dont
so you might have to remake it
nvm
is it possible to give your model an 'entrance' animation?
as in, something that happens when you change into that model
and only when you change into it
Override the idle animation, but place the controller in the sitting slot on the avatar descriptor @pastel ravine
Yeah
ok
ima try stuff out
tryed it out and for some reason my sprint animation doesnt work :Tc
Sprint is rarely ever used. Only in worlds with increased movement speed you will see it
How do i Change the Standing animation?
how do i change bone angles? heard it has to do with animation
hey guys can u tell me how I do not create but load in an animation file?
is thay i website for preset animations for my model with a gun no vr tho
i dont think so :Tc
so
just wondering
if i did an unity animation using uv x and y
would that work in game
@clear yew only thing cat plugin remove is zero weight paint to bone mostly like your model maybe didnt come with wink or blink
Anyone have a video on how to add sound to animations?
Is it possible to create a cape for my avatar?
Hello,can someone tell me how to add music to an avatar,for that it will start automaticly when i change to that avatar (trying to make a dance+song avatar)
Someone familiar with mmd dance importing ?
On preview it displays the full animation of the MMD dance but when i add it to the controller and preview it it just does a few mill seconds of the full animation
also at the animatoin bar it only displays frame keys for 0 sec and 1 mil sec so theres that.
Yea that i know that its different then the regular one ^^
im just curious towards why its only playing a few mil seconds of it ๐ฎ
but on the preview when i click on the animation
it displays fully
@silk berry can you pls tell me how to import just the sound?
something like this ?
basicly under animator select the bone or w.e u want to move
save that animation and set that as idle
?
drag it where exactly can you show me,and how to control the sound intensity? @silk berry
Hey guys im new here. Could anybody tell me how i can make custom dances for my avatars?
it's a 20$ asset @clear yew
ah ok LUL
my face animation always comes off in blender after I import it and fix it with cat's tool
Any good tutorials you would suggest for making guns and such on hand gestures?
Tutorial on importing weapons and tools to your character to use in game. Links: Model: https://meennie46.deviantart.com/art/MMD-TDA-Mythic-Flower-Dress-Miku...
anyone knows a solution to my problem that I sent a few messages above
do you guys know if the custom faces in override have to be set on legacy?
gotcha. yeah, it wasn't that. i got a person to test the avatar and the problem was that the hands weren't moving but the gestures were there
do i have to do something to have the hands move as well? like if i make a fist i want to be able to see the fist and also do the face
@versed tide You have to add keyframes for the hand animations, under the 'animator' dropdown menu, otherwise they're like this default 'open hand' pose
oh ok. that's what i thought. is there like a clip already made for those?
Not to my knowledge, something like a fist would be pretty easy to hash out though. It's just tedious since it's 20 keyframes per hand pose that you have to poke around with.
u_u
@chrome granite sorry to bother again but like i have to do it for both hands, right? like if i make a fist with the left hand and i put keys for only the right hand what would happen? or does the game knows which hand i'm closing and just move those fingers?
i made an avatar that dance,when i click the play button the animation work in unity ..all good but in game it dosn't does anyone knows why?
@versed tide Sorry for the late reply, you have to do it for both hands, luckily if you're doing the same hand pose, the values will be identical for the other hand. If you don't put keys for the left hand and do the fist pose, you will get the default open hand shape for the left hand.
alright thanks!
The upside to this is you can have two different hand shapes for one override animation, but they'll be bound to their respective hands
yeah :D
also can you duplicate a clip? so for instance, i don't have to make a fist again if i want to make a point animation
I actually tried that earlier today, but no luck. Any changes that I would make to one animation would just mirror to the duplicated one.
hnngg!
@chrome granite i think i found a way on how to duplicate the clip. just go the top and create a new clip then go back to the 1st clip and copy all the keys, then to the new clip and paste
me again. is there a way to stop the eyetracking blink when doing overrides?
Is it possible to: 1. find and download .anim files to use (either online or from other people), and 2. use the same animation for multiple models?
like animations arent model-specific right
if the avatar is set to humanoid the motion should be the same, except for maybe clip throught due to different body proportions. if the avatar has blendshapes or other bone animation that are not part of the humanoid, the hierarchy and names should be the same
Can I use the CustomAnimationOverride without VR? I just want to change my movement animations to stuff I found online.
yeah, you can change the walks, run, and emotes
only ones you won't be able to use are the hand gestures
is it normal for an avatar with some overrides and eye tracking to bug and get stuck with the eyes closed? idk what's causing it
Alright how do I do a mocap dance so I can, you know
Make a character that has moves that he deserves
i have a particle set to world but its not coming out where its supposed to, its stuck at my side and doesnt move
@vocal plank mostly like your particle world
need to change it
world setting make it stay one place
is there any program to work on unity .anim datas?
like delete keyframes and add some
@spice meteor https://www.youtube.com/watch?v=cNnnaHqhks0
One of the annoying things when you are working with third party animations is that they show up as Read Only in the Animation window. This means you can't e...
appreciate that
it show how to remove read only
Hey uhmm guys can i ask something really noob ๐ , i wanted to try and follow Kayla Jayde VRChat Avatars | Unity: Face Emotions/Visemes tutorial, at around 1 minute she opens the animation tab and she can click create, however when i click on it i get this https://gyazo.com/f905a409ebe4d70ed2c0f959ea03507f
well just make new and dont use that one @rich heath
Holy shit im stupid haha @sage lily Thanks
So, I started on this character today. And I'm trying to focus a bit on Dynamic Bones, and the Dynamic Bones Collider.
Apparently, I'm not very good at it, anyone that can lend me some help?
Hey! Does anyone know how to trigger audio source upon animation triggering? I'm trying to add a dance animation (which is a .anim file) with music (.ogg) to the override but I don't seem to find the solution for it to trigger both at the same time. I've looked around the internet and I haven't found any tutorials for it. Plz help!
Activate a hidden game object at the beginning of the animation with an audio source that has "play on awake" enabled. At the end of the animation hide the game object again
Thanks! I'll go give it a try.
Gotta ask where would I get a effect for like a fireball what would I look up
Cause I'm trying to add a effect to something ( don't know how to do that either ) but I don't know where to look for those kinds of things
A fireball would be a particle system
you could look for fireball on the asset store and im sure you'll find something
Just download a bunch of free particle systems
Alrighttt
Hello.. Is making an animation hard?
Like frame by frame... Or should I frame then skip then frame?
well no not exactly for some thing like eyes
or small things
like ears twitching or something
So.. Basicly im making a hat tip animation..
Atm its good.. It just that it turns into a heli copter hand.
Hello, i recently tried turning my finger gun gesture into equipping a gun
however now whenever i finger gun ingame it makes my fingers spasm
instead of spawning the gun
any ideas what i went wrong with?
ohh boy i have the same issue
:(
so umm i have a question, where do you guys get models for props?
deviantart for me
same
@plucky skiff if someone gives us a response can u @ me incase i miss it? <3
same counts for you
i play a biit around wiith it
question:
Peppers - Today at 8:41 PM
Hello, i recently tried turning my finger gun gesture into equipping a gun
however now whenever i finger gun ingame it makes my fingers spasm
instead of spawning the gun
any ideas what i went wrong with?
@modern dagger you might have an idea for that
when you go in your unity folder with the animation
check the preview for the animation... do you notice something ?
if your hand spazzes out on animation trigger its most likely that at the start or the end of the animation you have accidentally left the default values, so it keeps quickly switching between default and modified hand
bbubt it says for me that all values are completly the same
i fixed the issue with the spasm, but the sword (for me) doesn't spawn. @patent light
yes the object is active.
I'm trying to follow a tutorial to add props/weapons. In the tutorial he creates a new animation but mine looks like this. how do i create a new animation?
EDIT: Seems the animation is Read Only. What can i do about that?
is giving my character mouthmovement and blinkin something hard to add on a Avatar wich was converted form MMD?
befor or after removing the entire expression stuff
arent those usualy just usefull if i wanna add either expressions myself or for MMD
Because i dont use a VRheadset so i cant even use them
But for Blinking and Mouthmoveemnt they are not needed
right?
not really sure what to do here im trying to get light a fireball in my hand thing is I don't really know how to do that and im not sure what tutorial to look at that could possibly show me how to put a fireball with particle effects in my hand
can someone help me
just wondering
do i have to make my chariters root bone move for walking animations?
@pastel ravine for what? mmd, animatior controller?
just for any animations for walking in vrchat
like
animation moves the root bone for movement
oh yea add custom override animation dont like use hip bone
it make it stay on place
no matter what
fuk
if you in full body track it wont work at all
so for something like a fourlegged you would have to make the animation move the root bone for movement
maybe pupplet the legs hook to other leg
pull on the other mesh weight paint
that add extra bone
and weight painted
so for something like this which has its own walk and flying animation would the walk need to move the model
yea hip like not move with animation
i put on it
it keep it all stay one spot
it like lock
you could make generic avatar make your own ik
and animation for it
that wouldnt work though?
Oh?
i mean i sorta get this but what i want is something that lights up and is firey in my hand i dont actually wanna shoot it just hold it while particles sorta show like it glowing and it being raident
not sure how to do that
@pastel ravine https://www.youtube.com/watch?v=BEIaakl9vJE
This tutorial takes you through the first steps of getting a rigged and animated character from Mixamo, putting it into the Unity Mechanim system and then wr...
basic full animation
for the walking
and stand etc
alot work
๐
like here i got a good idea I want a ball with a material on it while a particle is underneath it sorta enhancing the way the ball looks making it look like its on fire
have no idea where to find that shader
Effect Animation - How to creat 3d effect animation for game Fire Orb - Unity Particles Effect Unity 3D effect tutorials โบ Pls comment what you think or any ...
Does anyone know of any good video tutorials or web pages on how to make my character able to draw in the air with their finger?
Tutorial on adding the marker to your avatar and customizing it. Github: https://github.com/theepicsnail/Marker Unity Package: https://github.com/theepicsnai...
@languid lark Ah! thank you very much ๐
so what exactly do i have to do when it happens that my sword isnt spawning, when trying to grab my sword?
make sure 0:00 - 0:01 with the same thing each key
while adding a animation is there a way to add multiple properties without the menu closing?
no
what a pain in the bum :<
go into record mode and manually change values
it adds the property if its not there already
Hey guys noob question but when i made an animation i also got a .controller file, am i supposed to put that one in my animator instead of the simpleavatarcontroller?
anyone know how to get my extra vive trackers working?
yeah i have extra 3 2 on feet 1 on waist but what do i need to do to make em work with my avatars?
just wondering
do i have to make my chariters root bone move for walking animations?
@pastel ravine To expand on this a little bit: the root bone has no effect for walking animations in humanoid avatars. When you start walking, VRChat switches to 'Meathook Rigging' which sets your avatar's head bone as the pivot. While this does solve the problem of deciding where to position your avatar as they move, it does lead to some unexpected side effects. For example, if your avatar leans forward as part of their moving animation, then the entire avatar hierarchy will be shifted back to ensure the head is always exactly where your view position is.
I haven't determined whether this happens only for the local player, or for all other remote player avatars as well.
anyone have particle system settings for finger trails?
is there a way to make it so the arms aren't inside the body when at a neutral position? And the claws to be pointing forward like they should be? (PM answer as I needa go to bed and I'll check in morn)
walking animation doesn't really clip thru but idle does alot
can anyone help with finding the "common" anim files for twerking or whatever
there's like 5 or so for a Kanna model that im pretty sure people have been able to find and use for other models
would anyone know why people see two of my avatar when they use vr?
just a whim, but maybe you unintentionally made a mirror that is only working on you
well this happened with my other character too
out of my 3 only my first one is a single image in vr headsets
but this other one for some reason people with vr headsets can see 2 images of mne
me
Hey guys, stuck on a problem that came up out of nowhere, I cant get my character to not use the default male humanoid idle animation
it just started like an hour ago
I want to use my custom idle animation but no matter what if i stop moving he plays the default idle, all other anims work perfect
is there any restrictions on how long animations can be on your avatars or objects for vrchat?
cool thanks just was wondering
Anyone have any thoughts? theres no sign of my avatar being able to access the default idle animation but somehow it still plays
@strange kite im the skele bike dude
I'm having difficulties attaching a particle effect to a weapon animation. When I start the animation the particle effect just floats in the air in front of me instead of following the tip on the spear that I tried to put it on and it follows where ever my character faces. Any ideas?
@radiant chasm Idle animations for humanoid avatars are largely driven by the IK system, so regular placement of the hands, leg, and head are enforced ontop of the animation you specified.
Is the game object with the particle system on it parented to the tip of the spear? @clever salmon
Ok, so in the Custon Standing anims i overrode the old idl with my and removed it entirely
but still does default
is that normal?
Depends what you mean by "removed it entirely"
If you just left the override slot empty, then it will fall back on the default one.
@torpid light The particle effect is parented directly to the spear.
Depends on what the animation was.
my dude is posed on a bike, works fine when moving
so i made a animation with him in bike position at keyframe 1, then copied it to keyframe 10
so he just sits]
and them made the animation loop
and set it as the idle anim
As I said before, it's probably the IK system pulling the feet down to the ground.
@radiant chasm the default idle is only useful for breathing and hand twitches. Most of a humanoid avatar is being animated by IK. So arms legs hips, neck etc are all being overriden
Incidentally, you can disable the IK system by unmapping the finger bones from the import rig.
Or simply use a generic rig to remove IK altogether.
in my animation
but the default makes it act like im standing
for this avatar i dont really need it to be humanoid, just 2 animation, 1 for moving and 1 for standing
can I do a generic rig with that?
Sounds like that'd be the better choice.
@torpid light Odd thing is that if I move the spear around in the game space in Unity the particle effect follows the spear, but in game if I play the animation and the spear activates in my hand, the particle effect won't follow my spear.
Although you will lose head tracking and emotes with a generic rig...
Do i have to start over in blender? or take the anims i have now and remove the humanoid part
not sure why that would be the case
I can like without those for this particular model
live*
i have a standing normal one and a mounted version of my avatar
mounted just needs to move with animation playing, and freeze when not
Superscope it sounds like you want generic -- but you can't use overrides for that, you make your own Animation Controller.
Ohh
makes me sad cuz everything is perfect, just standing still messes it up
So for the generic, on the VRC_Avatar Descriptor i use custom standing anims but my own controller? or leave blank and use the Animator component
maybe you want to use a secondary set of legs?
ohh
don't assign the skinned legs to the humanoid rig
Maybe, would be nice to not have to decimate more of my model to puplicate it
duplicate*
no extra geo, just empty bones for the ik assignment
the animated legs get the skinning and the geo. the non-animated legs have no skin. they just get hooked up in the humanoid rig, and the ik takes them over, but no one sees
Sounds good! Thank you ๐
I am at a loss as to why this freeking particle isn't following my spear :/
What's the particle system parented to? It should be parented to the hand bone that's holding the spear or the spear itself if it is unskinned.
@quasi gale I have it parented to the spear
Just to confirm, is the spear a skinned mesh or an unskinned mesh?
Skinned
Parent the particle system to the hand bone instead. Child objects are unaffected by skinning transforms.
Ok I'll see if this works
@quasi gale Nope, didn't work. The particle effect was still glowing in front of me instead of on my spear when I started the animation.
Try empty gameobect on spear where you want effect and parent that empty object to spear
empty object should have the particle on it
Alright I'll give that a shot
@tribal escarp No dice, same effect.
@radiant chasm
Thats odd, Can you screen shot your spear selected with inspector
Is that disabled gameobject the particle effect?
or is it the lightning cloud
object
Cloud
is cloud enabled and gameobject disabled?
They are disabled because I have an animation setup for them that acrivates them.
activates*
Yeah, so when not animating they are both off?
Yes
and during your animation a keyframe turns it on?
Yes
I have the animation working fine for the spear, it's just the particle effect that is having issues.
one sec
it activated and everything at the right time, just not following spear?
Yeah
I just don't understand why my spear follows the animation fine but the Particle effect doesn't
Could be simulation space, if it gets activated then its gunna happen at the point in the world
maybe you have to keep it local?
Yeah I can try that
enable the particle effect and click play and click the effect in the hierarchy and drag it around
see if the particles follow
shouldnt mess with anything once you stop
They follow regardless if I pick Local or World
Only difference is that World has the particals linger after I drag it.
Interesting, is it your spear tip the effect is covering?
Yeah like hack said, a skinned mesh renderer doesnt move physically
only by animation
try making a empty game object
and parenting the spear to it
and putting the effect on the empty object
I did that earlier when you mentioned that, that's what the game object is in the spear.
if you click the Spear object and drag it does the spear move?
Yes, and the particle effect moves with it.
Honestly lost this point then ๐ฆ has to be just some silly unity thing we are overlooking, any google advice?
seems like it just a basic unity thing should be lots of reports on it
Damn, yeah ive been at mine forever, but eventually got it. yours seems like it should just work tho which sucks
It's gota be something with the Particle effect because I have an animation on my spear and it follows my hand movements without an issue.
Oh well, I'll leave it for tomorrow. I got my dynamic bones working today so I guess I have one win for today lol.
Tutorial on adding the marker to your avatar and customizing it. Github: https://github.com/theepicsnail/Marker Unity Package: https://github.com/theepicsnai...
hey so im trying to just add a sound to play whenever i make a fist
i followed a tutorial up to the very end
im pretty sure that its set up to work, but when i upload it
i have the custom standing animation override set to CustomEmpty or w/e
the only animation i have set in there is the new i have that overrides fist that adds nothing but the sound
but what do i need to set for the controller on the model?
when i have it set to none or simplevatarcontroller my model is t-posed in the upload screen
don't want to interrupt, but I was told there was a way to test animations before uploading so I can see if my dynamic bones are working, is that a thing with the VRCSDK?
ugh this is so annoying
the tutorials for this are so vague. they dont specify if i need to end with the controller on "none" which is what the video ends on, or if i need a controller. they also dont specify if i need to select every animation in the override or leave them at none
they just say "fill all this out, uhhh.."
Creating custom animations for hand gestures and emotes in VRChat
its this tutorial
Tutorial explains: - How to create the soundfile - How to create the animation - How to trigger the animation Morgus tutorial: https://www.youtube.com/watch?...
and this one
with a blank override it just does what it usually does
yes but what should the controller be set to then
simpleavatarcontroller? the one that its always set to?
so i went in game and tested it and it didnt work
IK worked perfectly, but i had no animations
and the sound would just play when i spawned the model
if someone has an answer please @ me cause i gotta goooo
Hey @strange kite So finnaly got the animations to work, but now my character wont leave the idle animation, even tho every other animation besides idle is my move animation
@radiant chasm check the masking on your locomotion animations. They may only have the human bones enabled.
Not sure what exactly that means, but i did what you said, and duplicated my bones, so my model is following my animation bones while the avatar is following the invis bones to keep it grounded
could it be because the bones touching the ground arent technically moving?
And does it update right away on changes to Custom standing anims? cuz the model changed but its behaving the same after removeing my idle anim
When you select your fbx and look at the Inspector, checkout the Animations tab -- that lists all the animations embedded in your fbx file. Each one has a Mask property at the bottom. make sure the checkboxes for the bones that you are animating have been selected. I think by default they may just be standard human bones.
Or do i have to restart VR chat to update that stuff
sometimes you have to restart vrchat to get the avatar to update, but I like to change the name each time I upload, so I can tell i've got the right version.
Yeah that sounds like a good thing to start doing
That was it...
restartign after upload
its finnaly working T.T
omg
Ty
Cool. looking forward to seeing it.
I get alot of WTF and laughs so thats a good sign
People definatly arent expecting it lol
@strange kite This is possibly related, but I've found that the VRChat movement blendtree for humanoid avatars doesn't properly do blending for non-humanoid bones. Humanoid bones work fine, but non-humanoid bones will always play their animation for the idle animation. All other animations such as jumping and emotes will also properly animate non-humanoid bones. It just seems to be a problem with that one blendtree.
Yeah, everything else worked every time, the first time i tried to mess with the Idle animation it went screwy
yeah, unfortunately, there's a mask on that layer so that the gestures above it (hands) are not affected. That layer mask only has a human bone setup, so rigs with extra bones get masked out.
Oh, interesting. That's good to know.
Good to know there's a valid reason for it at least.
what could be the issue if i have copied all the keyframes, but the model still won't spawn
is there suppose to be a dab animation file somewhere old in this chat?
Having a little problem with my animations. I have one to make a gun appear (FingerGun) and one to shoot (ThumbsUp), But when I do the FingerGun it shoots, it shouldn't do that :/
If you replace the fist animation for an analogue animation, can you not grab something without also performing that animation?
quick question I was gonna use the Snail Marker and wanted to use gradient with a Rainbow gradient Preset any Idea where I'll find the rainbow preset ?
@kind void https://www.youtube.com/watch?v=gCPcg9y4ZBM i think this covered lip sync too
Creating Eye tracking for your Avatar in VRChat Links: Download Unity MMD rigging: https://www.mediafire.com/file/7awm878q43c1m7q/MMD_EYETRACKING.ht Eyetrack...
btw your username makes you hard to ping
oh i guess that works too
i hope someone can help me with this. Why can't i duplicate an animation of an avatar so its not bound to the prefab? I press ctrl + D but the animation doesnt duplicate. I also tried just exporting the animation via blender but it still creates an prefab.
Will it show up like this ingame or will it be fine, otherwise how do I fix this ?
how do you import the animations from Mixamo to your character?
make sure that the material for the blush is cutout
ah perfect
thanks
Do you happen to know where I'll get the rainbow gradient preset ?
In the video ( Snail Marker ) he has a Rainbow Preset
I do have a rainbow shader but thats not the same thing and I do have cubeds shaders aswell
Hey the animations I have setup seem to rapidly open and close hands, any fix?
are animation overrides only available in vr? I'm using desktop mode but when I try to use my custom animation it just makes my character shake up and down
@clear yew make sure the keyframes you set for the hands are on both timeslots
@finite fossil Can you explain a bit more?
@finite fossil Can you explain a bit more?
@finite fossil Can you explain a bit more
the positional values on ur first keyframe for the hands are probably different from the next keyframne
Alright
Making hobbyist 3D animating easier, cheaper, faster
these will take a bit of massaging in Blender/Maya, but they're free!
So I asked for some help last night and didnโt get a reply, Iโm trying to override a fist animation so that itโs the same but it has a noise
I followed the two tutorials on YouTube about it, I added the audio source, I created the animation, and I overrode it in CustomOverrideEmpty for the FIST animation
But one thing the tutorials didnโt specify is if I needed to override all animations. I tried doing that because my friend told me I did, but then in the unity animator all of the key frames were empty, unlike what it looks like by default
So then I uploaded two versions of the avatar, one where the Controller was set to the SimpleAvatarController and one where no controller was selected, as thatโs how both the tutorials ended their screen
Both avatars would just play the sound when they spawned, and did not have any animations except my IK
What did I do wrong in the custom override? What should the controller be set to?
@honest basalt For humanoid avatars, the main animation controller is unused, it doesn't matter what you put in that slot after its uploaded. The two override slots in the VRC_AvatarDescriptor are what will be used for standing and seated. Use a copy of the example override controller to put into these slots. You only need to put the animations into the override controller that you want to replace. The empty animations will get the defaults. (The SimpleAvatarController is an example for non-humanoid avatars).
Was CustomOverrideEmpty the wrong override that I wanted to start with then?
If thatโs the case I donโt know why overriding one animation killed all of them
That's right, just make a copy of it. Then replace any of the animations in it that you don't want to be default. Then put this controller into the (for example) StandingOverride slot in the VRC_AvatarDescriptor.
Huh, thatโs exactly what I did
Do you know of anything else that mightโve killed animations in this process? I hadnโt tested the avatar prior to doing this, but previously it was a perfectly average Mixamo rigged standard humanoid shape
With the usual avatar creation process
I had no errors uploading it
I would test the avatar first and make sure it works without overrides
Yeah Iโm gonna now
which animation did you override?
Just FIST
is it only 2 frames of animation?
in fact Iโm not even adding an animation, just key frame 1 and 2 to play a sound
okay that sounds like it'd work. better test the avatar without overrides first, then.
My friend had told me that if I donโt change the animation itโll maintain the fist animation with sound addition
Iโll do that and get back to you
Thanks
so, a few questions. when i create the override i want to the original to be CustomOverrideEmpty and not AvatarControllerTemplate or w/e?
the thing that its overriding?
@strange kite heres what it looks like https://i.imgur.com/H3Rhx2W.png
that should be sufficient to override, correct? also do i want it to be play on awake
one thing i was always confused about was how it knew to play the specific audio source i have in the model, i feel like i didnt tell it anywhere to play that clip
how to i make rainbow color? i don't find any tutorial
@honest basalt yes, you enable PlayOnAwake and then enable the game object when you want it to play. This animation needs to be made as a animation on your avatar, so make sure your avatar is selected when you create the clip (it has to be a AnimationController/Humanoid anim, not a legacy one). When you create your first clip, you'll see that Unity generates an AnimationController tied to your Avatar. This is where your animation clips are created.
that mightve been what i was missing
leave the main AnimController slot empty, select the avatar, and go into the animation tab. when you create a new clip, the AnimController is created and put into the main slot.
and do i want to leave that there whenever i upload? in the controller slot
https://i.imgur.com/Nhjl7r0.png thats what your referring to right
sorry for the dumb questions
ok now im confused, i restarted from scratch, clicked on my model in the project, created the animation, it set the controller to paul2u, i added audio source enabled property to the new .anim, but now for some reason the avatar is just like stuck in a seated position in the floor
@strange kite he's just stuck like this https://i.imgur.com/zYNreru.png
this only happened after i attempted to play the animation
i put the simple avatar controller back to attempt to get him back to normal
when i have that on and i hit play he stands back up but he keeps going inside the floor
https://i.imgur.com/Mp1qr8H.png can i force him back into t-pose? applying the textures again on this guy takes forever
fuck it im just gonna restart again
@strange kite ok so whenever im creating the animation the moment i click on 0:01 in the keyframes it puts him in the fucking floor
i have no clue why its doing this
i click on the model in the hierarchy, go to the animator, create animation, add the property for audio source enabled, and whenever i click on keyframe 2 he starts drowning
its normal to see that in the editor. it should be fine when you play it in game.
you are basically playing an empty muscle animation with your sounds, so thats the "rest" position of the avatar. when you are in game the idle is mixed in.
is there a way i can get him back to t-pose though
no matter what he seems to stay in rest
You can load the TPose Controller on him. But make sure to go back to the other one when editting the animation.
so I'm trying to make my avatar in unity breakdance, but the fbx wont upload to mixamo. I used another avatar to use on it, is there a way to change the other avatar's bones to the avatar I want to use on it?
also do i want to leave the animation controller that it created when i made the animation there when i upload it?
@honest basalt it doesnt matter what controller you have in the main controller when you upload, that is replaced at runtime.
and do i want the audio source to be enabled when its uploaded
if the audio source is enabled it'll start playing as soon as the avatar loads. not sure if you want that.
no
but what i did in the tutorial was turn the audio source off, hit record on the new animation, then enable it, and copy it to keyframe 2
I like to make a test scene in the same project as the avatar, so i can try it out locally in VRChat, without loading Hub and all that.
basically an empty room, maybe with a mirror in it
https://i.imgur.com/nz2qcSj.png if i get this, does it mean he's not gonna have animations
he was forced t-pose last time
i have no clue why his animations do not work
@gusty crow as long as your fbx works in unity, you just need to set it up as humanoid rig, then you can apply it to any other humanoid. Unity does the bone remapping for you.
@honest basalt is this without the overrides? get the avatar working first before trying overrides.
oh, you wont know until its uploaded an you've tried it inside VRChat.
So i have this avatar all set up and ready to go. Only problem is ingame the legs clip through the skirt when they move. Is there a way to get around this with dynamic bones or something?
@signal fractal yes you can use Dynamic Bone with colliders, but this is not very efficient and kind of overkill, esp for a short skirt. Usually weight painting the skirt properly (with some influence from the legs) will fix the problem.
im about to give it a try now
thanks @strange kite , it works now
its a little janky but it works
now to add more voice lines to different gesture
Anyone know why this might be happening? I have these blades on a looping animation that just rotate 180 but when hitting play in Unity they rotate 90, but in the animation preview theyre perfectly fine
Disregard, I had to go into the animation tab and fix the rotate in there
๐
So i used a butterfly kick on my avatar, it looks fine in the preview but in game his body goes in a wide circle while still doing the animation. I hade the "bake into pose" thing on Y and XZ, if that had anything to do with it.
Ok I have another question for this animation im working on. I got it working fine in game but whenever I turn my head the animation slows down
:/
The rig is just a "Generic" rig
Question, how do you stop the blinking animation from the eye tracking while doing facial expressions?
Can you animated texture for example a gif image on T-shirt?
With a proper shader - Yes
You can make animated textures
not sure if just dragging and dropping a gif into unity will work
how you do that? i tried to make animation with different texture but no luck
How come any animation i put on my avatar that has them doing a backflip or flip, they don't gain any height off the ground or don't flip right?
In game
I had the same issue with my titan drop animations, though mine got stuck in the air
setting these to original fixed it
so I can use the rainbow effect to make the color of the material changing, but how do I make it just a certain part of the material change?
I am having a issue with my custom animation not overriding, is this a pretty common error/mistake on my part?
I am unable to rotate past 180 or -180, whenever trying to do so, it just starts to go back up or down, does anyone know the reason for this?
I need to rotate it past 180 though, it helps when trying to circle and object around another, I was able to put in any value before, but then it just locked to 180 to -180
I'm wondering how to do custom walking animations and stuff
I figured out what I'm going to xmas
Has anyone got the Take on me Jogging meme animation i've been seeing recently?
Dark Souls - Take on Me (A-Ha) Author - ThePruld https://www.youtube.com/user/Grulide
Question for everyone here, anyone know what the sitting animation is>? Trying to create a custom sitting animation.
do you guys know if it's possible to stop anim override that's already being played?
I'm trying to create something coming out of the ground but I want to have it reset as soon as I change gestures
@hollow mica it idle just need make other custom override
for custom sitting slot
in avatar description
Is there a way to make an emote loop?
Dont think so
nope
only last 10 sec or you wont be able to move
for vr we cant move if we use emote
Heh, good answer, but my animation is only a few seconds long
I want it to loop the full 10
they would need update there animation system
for vrchat
customoveridde more like hack
lol
but see everyone like this i think make more better verison later
Hello everyone, So I did a simple animation overwrite to have a sword appear upon the Hand gun gesture. the problem im having is that I cannot get my avatar to do that hand gesture in game. Im using an Oculus, and I can make a fist or point but cannot form the handgun shape.
Handgun is index extended, thumb extended, other fingers on controller
Different from pointing, where your thumb rests on the controller
Your thumb needs to be riiiight out
Is it possible to edit the default animation set? I made copies of each animation and then put them onto a controller in the place of the originals. When I go in-game the original animation plays but not what I added.
@whole igloo found it by accident on mixamo
@wooden ivy https://www.youtube.com/watch?v=cNnnaHqhks0
One of the annoying things when you are working with third party animations is that they show up as Read Only in the Animation window. This means you can't e...
Is that relevant? I have already modified the animations.
๐ค ?
So I made copies of each of the animations from the default avatar, and then used the animation editor to add parameters to them to modify visemes. Then I assigned each animation to the controller and then assigned the controller to the character. So when I go in-game, my hands move fine, but my visemes don't activate.
in unity, how can i preview a specific animation I have? i have two but everytime i click that play button it only shows one of them and i wanna see the other :0
When you assign an animation to a character, Unity creates an animation controller that's connected to them, which is the flowchart in the Animator window when you select them. So if you have two animations on them, they'll both appear there, and one will be connected to Entry by default
Alternatively, when you select the character, and have the Animation window open, you can click the animation name to swap between the two and then click play
So I want to put a character in a wheelchair do I keep them both in the same file, or do I export the character and the wheelchair seperate.
@clear yew keep same on the model
need add neew leg bone
use other leg bone put the model into the wheel chair sit
@languid lark Allright so it won't let me add eyetracking and blinking with the wheelchair there
is also what I'm trying to work on
yea it should
only look for the right name for Hips,Spine,Chest,Neck,Head and Armature and mesh for Body
I was thinking about exporting the wheelchair out then trying eye tracking, then porting the wheelchair back in, @languid lark would that work?
better make into one mesh
2 skin mesh render will make perfomance drop
just rabel the UVmap the same
then it cane combine togther
Do I need to combine their skeletons?
becuase I wanted to make the wheels spin when moving
only thin need to do add new leg bones to hip
so you move in vrchat
and use the leg bone on mesh
put on the chair
ok do I just dupe the ones I have or need to make entirely new ones?
make it own avatar folder
it going avatar in wheel chair
it should have it own file
edit model like this need new folder
make copy of your orignal work
it alot more work just put wheel chair on model lol
need add leg and adjust the bones
so can be on that wheel chair
@languid lark So I managed to merge the wheelchair with the character
and get my eyetracking+blinking to work
so I keep em merged?
then I jsut create new leg bones?
yes eye tracking if you label bone name correctly what i told youj
it all about bone names
your legs become useless for the wheel chair
so you have make compelte new legs
I've made several animations and created a duplication of the vrchat overide controller and selected the right animations, however when in vrchat my avatar only plays one of the animations despite assigning several. How can I fix this? ;o
@tawny elbow Emotes have a 10 second time limit, and gesture overrides can only be two frames long. You are following those rules, right?
@languid lark So can I duplicate the leg bones I have, or do I need to make entirely new ones?
you can make copy of the bones
Thanks
it's not emotes and not a finger gesture. it's walking/running and idle animations.
name them something like dummy leg?
yea
@tawny elbow Which ones did you override?
Ok I think I'm done in blender now
if i wasnt meant to override one than oops? ahaha. It only plays the walk/run forward anims, not the idle or backwards
Hmm... everything I don't have experience with. I'll have to leave this to someone else. Oh, but how long are your animations?
none of them go over 3 seconds
im gonna fiddle around with the things some more and hopefully i can find a solution
Is it 60fps we need to make animations or 30?
@languid lark Do I just set it up like normal now in unity with the bones?
Hoky doky, cheers
Castlevania: Dancing All Night, anyone?
@clear yew yea but you can do it in blender to
Pose mode tells me it can't be moved in rest mode
Yes, you need to change from Rest Position to Pose Position in the pose properties
rest position
See it
I need to move the entire character donw that's fine right?
How do I move the bones down in pose mode?
Figured it out
does anybody know why my avatar only plays one of the custom walking/standing animations and not the others?
@tawny elbow You didn't happen to set any of them to Loop, did you?
I did, was I not meant to? :0
I'll set them off loop then
I turned loop off them and all it did was play the same animation it was stuck on once and then leave my avatar dead still ๐
Well, was worth a try!
I'd also like add custom standing anims/so her arms rest on the arm rests
and of course movement anims like the wheels moving, and if possible her pushing the wheels
All good ahaha, i'll just ask again a little later if i dont figure it out myself aha
i'd try looking up a guide for custom animations but all the vids are doing facial/weapon animations rip
So I saved it for now and in unity she is floating?
help
it it becuase in blender her fake legs are going thru the ground
so in unity all my models ar gone from the scene and i just spent 2hs in a model and when i go you upload it loads and when its in game scene b4 upload i see this ????
got it working
what animator controller do you use for animation override?
custom overrride
Hey guys
Anyone here know how to make it so that an extra animation is automatically started when my character loads?
I have tracers chest bit, to go in and out
It works in Unity fine, but doesn't move in game.
try set debug mode legacy
anything hook to your body dont like to animations
so need force it with legacy
but make copy of the animation
how do you get it to do animations in the game mine is stuck in t form
I am having the same issue. The armature is correctly mapped but my character only bounces around in T-pose.
Anyone had a similar issue and a fix to it?
i forgot to rejoin everything back together on blender and ima try that
Something messed up somewhere
is there a guide for importing long dances other than cheap mixamo override? I have some trouble understanding these or like at least concat mixamo dances
@abstract marten Lemme know if that works
@spice meteor https://youtu.be/V0l4-pH3vI4
Creating custom animations for hand gestures and emotes in VRChat
the video show how to do it
@pallid lake didnt work
Darn, then we still need a fix if anyone has any ideas
@languid lark yeah thats just the basic override but id like to concat more dances to one because some animation dances go like 5 seconds and thats kinda a waste I also saw a lot of people doing really long dances with their model and they kinda said something like they extracted the mmd dance and put it on or something and Im really looking for something like that
@spice meteor https://www.youtube.com/watch?v=kWFvuRmTeFg
Hi my name is Shana from vrchat and i started not long ago Learning how to import mmd dances to vrchat was one of the fun stuff to do for me so today im maki...
@languid lark thanks
@pallid lake think we are stuck
Heh i suppose so for now, maybe someone will come along at some point
its just so frustrating was working on trying to get this for so long
working that is
Yeah same, ive checked videos just to be sure I didn't miss anything and it seems I haven't. Cant seem to pinpoint whats going on here. Does your character slide around, or bounce around ingame?
slide
Hmm, for me an earlier version slid and now he bounces. Still T-pose though.
Wonder what changed
idk but im done trying to get it to work for now
Whats max animation length your avatar will pose for?
not 100% sure but ive read it was like 10 seconds
Does anybody have any idea why in game my avatar only plays one animation despite me assigning several different ones in their animation slots? (btw please @ me if you have any answers since I'll be tabbed out)
It only plays the forward walk/run animation despite me assigning idle and backwards animations.
hmm, i just went on trying to make an animation, so my char holds a weap, but at the point when i dragged up all the stretched fingers, and lick the box "object.is active" the weapon didnt appear =o
so ive been trying to import say a dance animation but for some reason the animations are extremely floaty when played back, like the feet arent locked to the floor like they should be ๐ค
no idea how you would fix this as baking the animation into the pose has little effect for me
Where can I get the goofy animations so many people have?
any reason why animation override on Idle makes dance animation weird? like In Blender it looked extremely good, In Unity it looked 80/90% okay...and in the game it was absolute disaster = legs where rotating like hell and head spinning like the girl from the exorcist movie
@tawny elbow did you put it on Animator and Descriptor as controllers?
For me everything plays whatever I choose to add { running/idle/handgun }
only idle animations ducks with me
What would those look like again?
Wait, I found it. I'm gonna set them and see if it works
@pallid lake i think i figured it out you have to make sure you export it to fbx correctly
np
how to upload 2 avatars with the same animation in one upload ? [ like multiplying ]
You can do the same animation but not at the same time
You can have 2 avatars in unity's scene at one time but it won't allow you to publish and upload your avatar at the same time
@regal ruin smh the McDonalds Snake guy was able to do it.....idk his Discord
i Don't know then, i've herd of a way to do that
trying to do 2 Kannas fight animations... In Blender it's playing beautifuly - but in Unity only the 1 model and rigidbodies of the animation file is playing...ughhh
Hey anyone know best way to see the particle effects on yourself in game? mirrors wont render it for me
Change movement type to 3rd person and run around?
do you play with vr?
@ocean wharf
"IK and Tracking" is for vr users if you dont use it just ignore and upload
It makes my hip really weird. It looks upside down
I mean i cant think of anything else that would make my hip this weird
Can cha screenshot it?
Yea sure
@radiant chasm In VRC Descriptor make your viewpoint Z : -3
Thank you!
NP
looks like...ummm....ummm..what the actual hell is this?
beef
any idea?
is it even related to the first screenshot i sent?
@ocean wharf drag your spine a little bit higher in rig tab
ok
what should i try first
what souls said or kanna
cuz i honestly have 0 experience in configuring the rig
I have 0 idea what I'm saying
xD
I never got a problem like that
http://prntscr.com/hrdab1 before
I only got one where the pelvis wasn't even in the model
Sometimes model creators includes specific height ratio
or weights of the bones are mixed
actually a japanese friend helped me download this so theres no way i can know if the creator said anything about that
Well
I just completed my avatar
I did everything I could to it
Roy you did use blender cat tool
right?
No i didnt use blender at all
Thats the problem
I just decimated it in unity and tried to upload
mhm
it worked last time so i figured out it'll be fine now too
You got lucky the last time
what does blender cat tool do?
oh damn
@ocean wharf Fixes your armature automatically
all of the bones can be tranlated in english
with one click
so u can add shit to it on unity
the thing is
is?
when i use blender and then export it, it doesnt let me change it to humanoid in unity
kanna
oof
how to animate sky?
why are you animating the sky?
I meant to say animation while in game cloud above her head or something like this
because it stays stacionary no matter what while in game
animation overrides doesn't help
Umm, is there even a way to add to the default gestures? Nothing I do works
I want to keep the ability to move my hands, but also make face expressions... do I really need to remake all the hand movements from scratch?
I wonder
How can some avatars dab on Desktop mode?
Like... lots of non-VR peeps dab
But how?
Animation override i suppose
@clear yew create animation and put that in Animation, not Animator, wouldbe my guess
also i think u need to change it to legacy + check loop in debug
@clear yew animation override
@torn pawn thanks for helping again...will try when I get home
at least that's what i use for simple animations
Jazneo has a video on blinking i think
that's what i used as basis
@torn pawn maybe you would know how to duplicate/multiply animations x2 while in game? by that I mean 2 avatars syncing same animation - possible or nah?
nope no idea
ahhh....Rare Spice stays silent...ughghh
any other steps required after placing the animation override in avatar descriptor and animator controller? my character just stands there without doing anything
@pulsar storm yes you need those
drag your Animation ovverride into Descriptor standing animation and controller animator
I replaced emote1 with my character doing a ^.^ face but when I use the emote, my character just stands there
yup, i applied those but it still doesn't work
sometimes my character just bugs out by shaking up and down
is it because of desktop mode that I can't see it myself?
did you rigged your animation as humanoid ? and CTRL+D it?
yup
something is wrong with the animation itself...or maybe you exported it for full [ too big ] or mini [ too small ] scale?
what was your characters scale when you exported it?
an your animations scale?
make it 0.08 for you character
and 0.08 for your animation
when you export
less errors when you do that
For some reason, my facial animations are not working properly, only my mouth is the one that's correct, the eyes and the eyebrows is default eventhough they've got values in them. Anyone know the fix?
This is what it should look like, according to unity
@pulsar storm yes
I think it could be an Eyetracking problem, but I'm not too sure about it.
@marble orbit CATS?
Yep, I used CATS
I just added some random weight to the CATS eye tracking option because I already have a blinking animation of my own.
delete some shape keys
I have 0.4.0 CATS
which aren't useful
If I delete those shape keys, my mouth glitches out and the eye tracking applies to my mouth instead, my mouth flaps open
Hey @clear yew , what are animations scale?
That happens @clear yew
So basically, what I'm trying to do here is that I wanted to do my own Blinking animation and change the Default standing face to my own Custom one, but also have eye tracking as well.
One Question, when I want to add like 2 Objects for each Hand Trigger "RocknRoll" do i make 2 animations with 2 clones or do I make that in both in the same hidden model?
So yeah... Her mouth animates but not her eyes and her eyebrow, for some reason.
In animator add all of them ( mouth/eyes/blink ) to animate em wia frames
Sorry I was off
Hey guys, i ported some custom animations but ingame they're all half body under the floor, how can I fix this?
u do animation on clone
Anyone able to advise on how to make a part of the avatar disapear
