#animation

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severe sierra
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no just the mesh that's rigged to those bones that are animated

strange kite
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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.

languid lark
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just need keep whole the button down till animation is done if you have long one

severe sierra
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I actually didn't think of this myself ๐Ÿค”

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dam

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the possibilities are endless now

strange kite
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@languid lark that works but the blend out to other gestures can be problematic.

severe sierra
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I would imagine it would work better if the end of the animation ends where it starts

languid lark
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reason i put on grip button for long animation lol

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only time problem when you try pickup somthing with the trigger

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turn on the grip

pale trail
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@severe sierra Thanks!

strange kite
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Yeah "let go" gesture plays automatically when you drop an item.

severe sierra
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Would be really nice if in the future you could enable/disable your overrides in game ๐Ÿค”

pale trail
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@strange kite Interesting. Going to give this a try, thanks again!

strange kite
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Yup better custom animation system coming in the future for sure.

severe sierra
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๐Ÿ‘Œ

languid lark
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yea hope we get other controler layout

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lol

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for it

clear yew
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anyone super bored?

grim cave
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hmm

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i wanna replace my idle animation but idk how to even describe the action i want with my legs/feet

dusty plume
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woooaaah an animation chat :D

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@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

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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

feral thorn
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Any way i can replace my idle animation with a dance but not have my oculus controllers take over my arms?

quasi gale
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@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.

keen elk
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Alright can somone laymans terms how to make a dance animation?

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Like, just basic stuff

dusty plume
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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

keen elk
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If I don't use the humanoid rig will that change my other animations?

dusty plume
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@clear yew there a video above in this chat history

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look at that, itll teach you the controls on animation in blender :)

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@ @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

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if youre talking about emotes, any animstions applied to the humanoid rig bones will last only 10 seconds max

keen elk
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Track as in if I had vr controllers?

dusty plume
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any extra bones will continue to animste till finished

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@keen elkyep

keen elk
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Cause I've only got a keyboard and mouse

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So if that has no effect

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On KB+M then I'll accept it

boreal acorn
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@clear yew thanks bud

dusty plume
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@keen elk yep you fine my dude :) you wont have walking animtions. you will slide around dancing as if you were always still :)

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if you want to walk around just make a seperate avatar thats uploaded normally

keen elk
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The thing I wanna do

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Is make a dance kinda like

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Cause the MC is my avatar

languid lark
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@keen elk problem would need motion captueing lol

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them all done by real people

keen elk
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I could probably make it work

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Would take some time

languid lark
dusty plume
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see if you can find an animation rip somewhere. like a poser animation replicate

dusty plume
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for mouth movements?

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oh... never got that to worm but they should be in the mesh options or something

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the avatar controller script could be an easy way to check

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dont think thats enough for the eye tracking

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you gotta be real specific with the names unless they changed it within the last week

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like left blink, right blink, lower lid left and lower lid right

fallen flax
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Afaik the VRChat blinking will not work if your hierarchy is not the exact same as VRChat looks for

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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

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You could just use the animator method in Unity if you only want blinking

clear yew
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need help with activating door open/close animation on a button interaction.

cobalt pivot
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I highly recommend the Kinect motion capture method

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But don't depend on that

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Alwaya tweak it after captured

dusty plume
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@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

pastel ravine
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so i found the animations for most female models in pokemon sun and moon

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would they work in unity ? :T

dusty plume
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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

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@pastel ravine lol how

pastel ravine
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models resource is an amazing place

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for getting stuff

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recommend to use it

dusty plume
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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

pastel ravine
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ik they have a forward and back

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not sure on 45 and 135

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il look through it

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if not il bodge one

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nvm

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its got a side step

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:T

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but im sure i can bodge

dusty plume
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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

pastel ravine
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il look through more of them

pastel ravine
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:/

dusty plume
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did that image a while back for the movement animationsh

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hopefully the poor finger drawing helps lol

pastel ravine
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:T

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also found pokemon animations

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0w0

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only walking forwards

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and side stepping

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:T

rose helm
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someone familiar with particles ?

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i have a particle set under right wrist but its not following along

clear yew
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If i will make blinking animation on Model1 then i can use the blinking animation on Model2 ?

dusty plume
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@rose helm did you make the particle outside the model/avatar first?

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@clear yew if they are the same armature sure

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thats if they use bones

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shapekeys, i mean they will work i think

finite fossil
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@clear yew some models have the same names for their blink animations but others dont

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so you might have to remake it

rose helm
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@dusty plume yea outide the model

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and then moved it to right wrist

pastel ravine
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hm

pastel ravine
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nvm

undone glen
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is it possible to give your model an 'entrance' animation?

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as in, something that happens when you change into that model

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and only when you change into it

pastel ravine
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maybe

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might have to make a thing for it

pastel ravine
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just wondering

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how do you override the sitting animations?

ashen sedge
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Override the idle animation, but place the controller in the sitting slot on the avatar descriptor @pastel ravine

pastel ravine
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so basicly

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just get the defaults

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and change the idle?

ashen sedge
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Yeah

pastel ravine
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ok

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ima try stuff out

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tryed it out and for some reason my sprint animation doesnt work :Tc

ashen sedge
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Sprint is rarely ever used. Only in worlds with increased movement speed you will see it

misty gull
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How do i Change the Standing animation?

harsh lynx
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how do i change bone angles? heard it has to do with animation

spice meteor
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hey guys can u tell me how I do not create but load in an animation file?

half marlin
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is thay i website for preset animations for my model with a gun no vr tho

pastel ravine
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i dont think so :Tc

pastel ravine
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so

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just wondering

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if i did an unity animation using uv x and y

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would that work in game

languid lark
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@clear yew only thing cat plugin remove is zero weight paint to bone mostly like your model maybe didnt come with wink or blink

earnest verge
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Anyone have a video on how to add sound to animations?

tardy spade
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Is it possible to create a cape for my avatar?

clear yew
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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)

rose helm
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Someone familiar with mmd dance importing ?

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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

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also at the animatoin bar it only displays frame keys for 0 sec and 1 mil sec so theres that.

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Yea that i know that its different then the regular one ^^

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im just curious towards why its only playing a few mil seconds of it ๐Ÿ˜ฎ

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but on the preview when i click on the animation

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it displays fully

clear yew
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@silk berry can you pls tell me how to import just the sound?

rose helm
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something like this ?

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basicly under animator select the bone or w.e u want to move

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save that animation and set that as idle

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?

clear yew
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drag it where exactly can you show me,and how to control the sound intensity? @silk berry

regal cape
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Hey guys im new here. Could anybody tell me how i can make custom dances for my avatars?

muted prairie
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it's a 20$ asset @clear yew

clear yew
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ah ok LUL

dusty cobalt
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my face animation always comes off in blender after I import it and fix it with cat's tool

clear yew
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Any good tutorials you would suggest for making guns and such on hand gestures?

dusty cobalt
dusty cobalt
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anyone knows a solution to my problem that I sent a few messages above

versed tide
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do you guys know if the custom faces in override have to be set on legacy?

wintry vapor
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If you put it on gesture overrides

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I dont think you can drag it on with legacy

versed tide
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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

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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

chrome granite
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@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

versed tide
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oh ok. that's what i thought. is there like a clip already made for those?

chrome granite
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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.

versed tide
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u_u

versed tide
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@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?

clear yew
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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?

chrome granite
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@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.

versed tide
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alright thanks!

chrome granite
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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

versed tide
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yeah :D

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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

chrome granite
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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.

versed tide
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hnngg!

versed tide
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@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

versed tide
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me again. is there a way to stop the eyetracking blink when doing overrides?

grim cave
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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?

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like animations arent model-specific right

versed tide
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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

grim cave
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thanks

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now i just need to find the files q_q

boreal rivet
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Can I use the CustomAnimationOverride without VR? I just want to change my movement animations to stuff I found online.

versed tide
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yeah, you can change the walks, run, and emotes

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only ones you won't be able to use are the hand gestures

versed tide
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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

keen elk
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Alright how do I do a mocap dance so I can, you know

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Make a character that has moves that he deserves

pale trail
vocal plank
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i have a particle set to world but its not coming out where its supposed to, its stuck at my side and doesnt move

languid lark
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@vocal plank mostly like your particle world

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need to change it

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world setting make it stay one place

spice meteor
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is there any program to work on unity .anim datas?

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like delete keyframes and add some

languid lark
spice meteor
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appreciate that

languid lark
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it show how to remove read only

rich heath
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Hey uhmm guys can i ask something really noob ๐Ÿ˜… , 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

sage lily
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well just make new and dont use that one @rich heath

rich heath
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Holy shit im stupid haha @sage lily Thanks

sage lily
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@rich heath

frosty shard
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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?

meager spindle
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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!

torpid light
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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

meager spindle
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Thanks! I'll go give it a try.

crystal quarry
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Gotta ask where would I get a effect for like a fireball what would I look up

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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

torpid light
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A fireball would be a particle system

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you could look for fireball on the asset store and im sure you'll find something

wintry vapor
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Just download a bunch of free particle systems

crystal quarry
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Alrighttt

solar relic
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Hello.. Is making an animation hard?

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Like frame by frame... Or should I frame then skip then frame?

pastel ravine
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well no not exactly for some thing like eyes

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or small things

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like ears twitching or something

solar relic
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So.. Basicly im making a hat tip animation..

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Atm its good.. It just that it turns into a heli copter hand.

modern dagger
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Hello, i recently tried turning my finger gun gesture into equipping a gun

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however now whenever i finger gun ingame it makes my fingers spasm

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instead of spawning the gun

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any ideas what i went wrong with?

plucky skiff
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ohh boy i have the same issue

modern dagger
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:(

plucky skiff
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with my sword

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๐Ÿ˜ฆ

gritty garnet
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so umm i have a question, where do you guys get models for props?

plucky skiff
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deviantart for me

modern dagger
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same

gritty garnet
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ohh ok

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im dumb lol

modern dagger
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@plucky skiff if someone gives us a response can u @ me incase i miss it? <3

plucky skiff
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same counts for you

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i play a biit around wiith it

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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?

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@modern dagger you might have an idea for that

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when you go in your unity folder with the animation

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check the preview for the animation... do you notice something ?

patent light
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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

plucky skiff
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bbubt it says for me that all values are completly the same

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i fixed the issue with the spasm, but the sword (for me) doesn't spawn. @patent light

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yes the object is active.

light briar
raw frost
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is giving my character mouthmovement and blinkin something hard to add on a Avatar wich was converted form MMD?

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befor or after removing the entire expression stuff

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arent those usualy just usefull if i wanna add either expressions myself or for MMD

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Because i dont use a VRheadset so i cant even use them

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But for Blinking and Mouthmoveemnt they are not needed

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right?

crystal quarry
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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

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can someone help me

pastel ravine
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just wondering

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do i have to make my chariters root bone move for walking animations?

languid lark
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@pastel ravine for what? mmd, animatior controller?

pastel ravine
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just for any animations for walking in vrchat

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like

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animation moves the root bone for movement

languid lark
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oh yea add custom override animation dont like use hip bone

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it make it stay on place

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no matter what

pastel ravine
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oh

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il have to add those to the animations

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0n0

languid lark
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it more the vrchat IK dont like use other animation

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for walking

pastel ravine
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fuk

languid lark
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if you in full body track it wont work at all

pastel ravine
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so for something like a fourlegged you would have to make the animation move the root bone for movement

languid lark
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maybe pupplet the legs hook to other leg

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pull on the other mesh weight paint

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that add extra bone

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and weight painted

pastel ravine
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so for something like this which has its own walk and flying animation would the walk need to move the model

languid lark
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yea hip like not move with animation

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i put on it

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it keep it all stay one spot

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it like lock

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you could make generic avatar make your own ik

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and animation for it

pastel ravine
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that wouldnt work though?

languid lark
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i see maybe do for horse

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and wolf

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in vrchat

pastel ravine
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Oh?

languid lark
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problem with generic cant use emote

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and cant sit

pastel ravine
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awh

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well

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so

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how would i make an ik for this model?

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it has bones and such :T

crystal quarry
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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

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not sure how to do that

languid lark
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basic full animation

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for the walking

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and stand etc

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alot work

pastel ravine
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๐Ÿ‘

crystal quarry
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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

languid lark
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think you can make shader

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make the ball look on fire

crystal quarry
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have no idea where to find that shader

languid lark
devout loom
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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?

languid lark
devout loom
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@languid lark Ah! thank you very much ๐Ÿ˜ƒ

languid lark
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snail made super easy

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now

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made script does the animation for you

plucky skiff
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so what exactly do i have to do when it happens that my sword isnt spawning, when trying to grab my sword?

languid lark
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make sure 0:00 - 0:01 with the same thing each key

plucky skiff
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it is ...

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thats the thing

carmine aspen
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while adding a animation is there a way to add multiple properties without the menu closing?

plucky skiff
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no

carmine aspen
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what a pain in the bum :<

proud grove
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go into record mode and manually change values

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it adds the property if its not there already

rich heath
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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?

rotund jewel
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anyone know how to get my extra vive trackers working?

languid lark
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@rotund jewel you only use 3

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other 2 are vive controller

rotund jewel
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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?

quasi gale
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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.

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I haven't determined whether this happens only for the local player, or for all other remote player avatars as well.

tame surge
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anyone have particle system settings for finger trails?

paper bolt
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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)

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walking animation doesn't really clip thru but idle does alot

grim cave
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can anyone help with finding the "common" anim files for twerking or whatever

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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

clear yew
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would anyone know why people see two of my avatar when they use vr?

paper bolt
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just a whim, but maybe you unintentionally made a mirror that is only working on you

clear yew
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well this happened with my other character too

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out of my 3 only my first one is a single image in vr headsets

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but this other one for some reason people with vr headsets can see 2 images of mne

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me

radiant chasm
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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

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it just started like an hour ago

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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

quaint crystal
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is there any restrictions on how long animations can be on your avatars or objects for vrchat?

radiant chasm
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Not that ive found

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ive done up to a minute

quaint crystal
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cool thanks just was wondering

radiant chasm
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Anyone have any thoughts? theres no sign of my avatar being able to access the default idle animation but somehow it still plays

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@strange kite im the skele bike dude

clever salmon
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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?

quasi gale
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@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.

torpid light
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Is the game object with the particle system on it parented to the tip of the spear? @clever salmon

radiant chasm
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Ok, so in the Custon Standing anims i overrode the old idl with my and removed it entirely

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but still does default

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is that normal?

quasi gale
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Depends what you mean by "removed it entirely"

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If you just left the override slot empty, then it will fall back on the default one.

clever salmon
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@torpid light The particle effect is parented directly to the spear.

radiant chasm
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K, so when i put my own animation on it

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why wouldnt it work

quasi gale
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Depends on what the animation was.

radiant chasm
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my dude is posed on a bike, works fine when moving

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so i made a animation with him in bike position at keyframe 1, then copied it to keyframe 10

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so he just sits]

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and them made the animation loop

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and set it as the idle anim

quasi gale
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As I said before, it's probably the IK system pulling the feet down to the ground.

strange kite
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@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

radiant chasm
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I see...

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k lemme look at it

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Any thoughts to fix it?

quasi gale
#

Incidentally, you can disable the IK system by unmapping the finger bones from the import rig.

radiant chasm
#

Pretty much my whole upperbody and arms and hand stay

#

just my legs move

quasi gale
#

Or simply use a generic rig to remove IK altogether.

radiant chasm
#

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?

quasi gale
#

Sounds like that'd be the better choice.

clever salmon
#

@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.

quasi gale
#

Although you will lose head tracking and emotes with a generic rig...

radiant chasm
#

Do i have to start over in blender? or take the anims i have now and remove the humanoid part

torpid light
#

not sure why that would be the case

radiant chasm
#

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

strange kite
#

Superscope it sounds like you want generic -- but you can't use overrides for that, you make your own Animation Controller.

radiant chasm
#

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

strange kite
#

maybe you want to use a secondary set of legs?

radiant chasm
#

ohh

strange kite
#

don't assign the skinned legs to the humanoid rig

radiant chasm
#

Maybe, would be nice to not have to decimate more of my model to puplicate it

#

duplicate*

strange kite
#

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

radiant chasm
#

Sounds good! Thank you ๐Ÿ˜„

clever salmon
#

I am at a loss as to why this freeking particle isn't following my spear :/

quasi gale
#

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.

clever salmon
#

@quasi gale I have it parented to the spear

quasi gale
#

Just to confirm, is the spear a skinned mesh or an unskinned mesh?

clever salmon
#

Skinned

quasi gale
#

Parent the particle system to the hand bone instead. Child objects are unaffected by skinning transforms.

clever salmon
#

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.

radiant chasm
#

Try empty gameobect on spear where you want effect and parent that empty object to spear

#

empty object should have the particle on it

clever salmon
#

Alright I'll give that a shot

#

@tribal escarp No dice, same effect.

#

@radiant chasm

radiant chasm
#

Thats odd, Can you screen shot your spear selected with inspector

clever salmon
radiant chasm
#

Is that disabled gameobject the particle effect?

#

or is it the lightning cloud

#

object

clever salmon
#

Cloud

radiant chasm
#

is cloud enabled and gameobject disabled?

clever salmon
#

They are disabled because I have an animation setup for them that acrivates them.

#

activates*

radiant chasm
#

Yeah, so when not animating they are both off?

clever salmon
#

Yes

radiant chasm
#

and during your animation a keyframe turns it on?

clever salmon
#

Yes

radiant chasm
#

let me see the particel system in the inspector

#

particle*

clever salmon
#

I have the animation working fine for the spear, it's just the particle effect that is having issues.

#

one sec

radiant chasm
#

it activated and everything at the right time, just not following spear?

clever salmon
#

Yeah

#

I just don't understand why my spear follows the animation fine but the Particle effect doesn't

radiant chasm
#

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?

clever salmon
#

Yeah I can try that

radiant chasm
#

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

clever salmon
#

They follow regardless if I pick Local or World

#

Only difference is that World has the particals linger after I drag it.

radiant chasm
#

Interesting, is it your spear tip the effect is covering?

clever salmon
#

Yes

radiant chasm
#

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

clever salmon
#

I did that earlier when you mentioned that, that's what the game object is in the spear.

radiant chasm
#

if you click the Spear object and drag it does the spear move?

clever salmon
#

Yes, and the particle effect moves with it.

radiant chasm
#

Honestly lost this point then ๐Ÿ˜ฆ 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

clever salmon
#

Nothin on google, this was my last resort :/

#

Been at this for almost 4 hours

radiant chasm
#

Damn, yeah ive been at mine forever, but eventually got it. yours seems like it should just work tho which sucks

clever salmon
#

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.

languid lark
honest basalt
#

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

modern urchin
#

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?

honest basalt
#

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.."

#

its this tutorial

#

and this one

modern urchin
#

with a blank override it just does what it usually does

honest basalt
#

yes but what should the controller be set to then

#

simpleavatarcontroller? the one that its always set to?

honest basalt
#

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

radiant chasm
#

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

strange kite
#

@radiant chasm check the masking on your locomotion animations. They may only have the human bones enabled.

radiant chasm
#

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

strange kite
#

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.

radiant chasm
#

Or do i have to restart VR chat to update that stuff

strange kite
#

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.

radiant chasm
#

Yeah that sounds like a good thing to start doing

#

That was it...

#

restartign after upload

#

its finnaly working T.T

#

omg

#

Ty

strange kite
#

Cool. looking forward to seeing it.

radiant chasm
#

I get alot of WTF and laughs so thats a good sign

#

People definatly arent expecting it lol

quasi gale
#

@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.

radiant chasm
#

Yeah, everything else worked every time, the first time i tried to mess with the Idle animation it went screwy

strange kite
#

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.

quasi gale
#

Oh, interesting. That's good to know.

#

Good to know there's a valid reason for it at least.

plucky skiff
#

what could be the issue if i have copied all the keyframes, but the model still won't spawn

untold topaz
#

is there suppose to be a dab animation file somewhere old in this chat?

analog kelp
#

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 :/

tight sorrel
#

If you replace the fist animation for an analogue animation, can you not grab something without also performing that animation?

upbeat dew
#

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
#

Lip Sync & Eye Movement

#

anyone?

tight sorrel
#

btw your username makes you hard to ping

kind void
#

XD

#

right click my name and click mention

#

easy

tight sorrel
#

oh i guess that works too

foggy cloud
#

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.

upbeat dew
modern urchin
#

how do you import the animations from Mixamo to your character?

#

make sure that the material for the blush is cutout

upbeat dew
#

ah perfect

#

thanks

#

Do you happen to know where I'll get the rainbow gradient preset ?

sour hedge
#

i think it's from cube shades

#

it's a package of some sort

upbeat dew
#

I do have a rainbow shader but thats not the same thing and I do have cubeds shaders aswell

clear yew
#

Hey the animations I have setup seem to rapidly open and close hands, any fix?

pulsar storm
#

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

finite fossil
#

@clear yew make sure the keyframes you set for the hands are on both timeslots

clear yew
#

@finite fossil Can you explain a bit more?

#

@finite fossil Can you explain a bit more?

#

@finite fossil Can you explain a bit more

finite fossil
#

the positional values on ur first keyframe for the hands are probably different from the next keyframne

clear yew
#

Alright

whole igloo
#

I'm looking for a good place to get animations from

#

Does anyone have anywhere?

finite fossil
#

^

#

would also like to know

strange kite
#

these will take a bit of massaging in Blender/Maya, but they're free!

honest basalt
#

So I asked for some help last night and didnโ€™t get a reply, Iโ€™m trying to override a fist animation so that itโ€™s 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 didnโ€™t 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 thatโ€™s 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?

strange kite
#

@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).

honest basalt
#

Was CustomOverrideEmpty the wrong override that I wanted to start with then?

#

If thatโ€™s the case I donโ€™t know why overriding one animation killed all of them

strange kite
#

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.

honest basalt
#

Huh, thatโ€™s exactly what I did

#

Do you know of anything else that mightโ€™ve killed animations in this process? I hadnโ€™t 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

strange kite
#

I would test the avatar first and make sure it works without overrides

honest basalt
#

Yeah Iโ€™m gonna now

strange kite
#

which animation did you override?

honest basalt
#

Just FIST

strange kite
#

is it only 2 frames of animation?

honest basalt
#

in fact Iโ€™m not even adding an animation, just key frame 1 and 2 to play a sound

strange kite
#

okay that sounds like it'd work. better test the avatar without overrides first, then.

honest basalt
#

My friend had told me that if I donโ€™t change the animation itโ€™ll maintain the fist animation with sound addition

#

Iโ€™ll 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?

#

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

safe shuttle
#

how to i make rainbow color? i don't find any tutorial

plucky skiff
#

it's a shader

#

google cubedshaders vrchat

strange kite
#

@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.

honest basalt
#

that mightve been what i was missing

strange kite
#

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.

honest basalt
#

and do i want to leave that there whenever i upload? in the controller slot

#

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

#

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

#

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

strange kite
#

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.

honest basalt
#

is there a way i can get him back to t-pose though

#

no matter what he seems to stay in rest

strange kite
#

You can load the TPose Controller on him. But make sure to go back to the other one when editting the animation.

gusty crow
#

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?

honest basalt
#

also do i want to leave the animation controller that it created when i made the animation there when i upload it?

strange kite
#

@honest basalt it doesnt matter what controller you have in the main controller when you upload, that is replaced at runtime.

honest basalt
#

and do i want the audio source to be enabled when its uploaded

strange kite
#

if the audio source is enabled it'll start playing as soon as the avatar loads. not sure if you want that.

honest basalt
#

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

strange kite
#

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

honest basalt
#

he was forced t-pose last time

#

i have no clue why his animations do not work

strange kite
#

@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.

honest basalt
#

that is both with and without

#

i havent uploaded either yet

strange kite
#

oh, you wont know until its uploaded an you've tried it inside VRChat.

signal fractal
#

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?

strange kite
#

@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.

signal fractal
#

well its more of a dress than a skirt lol

#

ill look into that then

honest basalt
#

im about to give it a try now

honest basalt
#

thanks @strange kite , it works now

#

its a little janky but it works

#

now to add more voice lines to different gesture

severe sierra
#

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

honest basalt
#

oh hey man i saw you at the firelink shrine last night

#

i was phil

severe sierra
#

๐Ÿ‘‹

gusty crow
#

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.

severe sierra
#

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

marble orbit
#

Question, how do you stop the blinking animation from the eye tracking while doing facial expressions?

wraith hawk
#

Can you animated texture for example a gif image on T-shirt?

ashen sedge
#

With a proper shader - Yes

severe sierra
#

You can make animated textures

#

not sure if just dragging and dropping a gif into unity will work

wraith hawk
#

how you do that? i tried to make animation with different texture but no luck

gusty crow
#

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

severe sierra
#

make sure everything is set to original

gusty crow
#

oh ok

#

ill try that now

severe sierra
#

I had the same issue with my titan drop animations, though mine got stuck in the air

#

setting these to original fixed it

wraith hawk
#

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?

weary jackal
#

I am having a issue with my custom animation not overriding, is this a pretty common error/mistake on my part?

vast sierra
#

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

clear yew
#

I'm wondering how to do custom walking animations and stuff

#

I figured out what I'm going to xmas

whole igloo
#

Has anyone got the Take on me Jogging meme animation i've been seeing recently?

hollow mica
#

Question for everyone here, anyone know what the sitting animation is>? Trying to create a custom sitting animation.

formal vine
#

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

languid lark
#

@hollow mica it idle just need make other custom override

#

for custom sitting slot

#

in avatar description

wooden ivy
#

Is there a way to make an emote loop?

severe sierra
#

Dont think so

languid lark
#

nope

#

only last 10 sec or you wont be able to move

#

for vr we cant move if we use emote

wooden ivy
#

Heh, good answer, but my animation is only a few seconds long

#

I want it to loop the full 10

languid lark
#

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

slow ferry
#

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.

wooden ivy
#

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.

wraith hawk
languid lark
wooden ivy
#

Is that relevant? I have already modified the animations.

languid lark
#

yea just make other avatar

#

when put it on to it

wooden ivy
#

๐Ÿค” ?

#

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.

tawny elbow
#

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

wooden ivy
#

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

tawny elbow
#

ahhh okay thank you

#

just wanna preview it so i know the timing's right

clear yew
#

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.

languid lark
#

@clear yew keep same on the model

#

need add neew leg bone

#

use other leg bone put the model into the wheel chair sit

clear yew
#

@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

languid lark
#

yea it should

#

only look for the right name for Hips,Spine,Chest,Neck,Head and Armature and mesh for Body

clear yew
#

I was thinking about exporting the wheelchair out then trying eye tracking, then porting the wheelchair back in, @languid lark would that work?

languid lark
#

better make into one mesh

#

2 skin mesh render will make perfomance drop

#

just rabel the UVmap the same

#

then it cane combine togther

clear yew
#

Do I need to combine their skeletons?

#

becuase I wanted to make the wheels spin when moving

languid lark
#

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

clear yew
#

ok do I just dupe the ones I have or need to make entirely new ones?

languid lark
#

make it own avatar folder

#

it going avatar in wheel chair

#

it should have it own file

#

edit model like this need new folder

clear yew
#

Wat

#

You're getting less and less understandable

#

XD

languid lark
#

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

clear yew
#

@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?

languid lark
#

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

tawny elbow
#

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

pliant dust
#

@tawny elbow Emotes have a 10 second time limit, and gesture overrides can only be two frames long. You are following those rules, right?

clear yew
#

@languid lark So can I duplicate the leg bones I have, or do I need to make entirely new ones?

languid lark
#

you can make copy of the bones

clear yew
#

Thanks

tawny elbow
#

it's not emotes and not a finger gesture. it's walking/running and idle animations.

languid lark
#

make sure relabel the one mesh somthing else

#

there not going be leg anymore

clear yew
#

name them something like dummy leg?

languid lark
#

yea

pliant dust
#

@tawny elbow Which ones did you override?

tawny elbow
clear yew
#

Ok I think I'm done in blender now

tawny elbow
#

if i wasnt meant to override one than oops? ahaha. It only plays the walk/run forward anims, not the idle or backwards

pliant dust
#

Hmm... everything I don't have experience with. I'll have to leave this to someone else. Oh, but how long are your animations?

tawny elbow
#

none of them go over 3 seconds

#

im gonna fiddle around with the things some more and hopefully i can find a solution

lavish palm
#

Is it 60fps we need to make animations or 30?

wooden ivy
#

Doesn't matter

#

Unity will interpolate

clear yew
#

@languid lark Do I just set it up like normal now in unity with the bones?

lavish palm
#

Hoky doky, cheers

wooden ivy
languid lark
#

@clear yew yea but you can do it in blender to

clear yew
#

What do you mean?

#

@languid lark

languid lark
#

you can move legs in blender to be put on the chair of the wheel chair

#

pose mode

clear yew
#

Pose mode tells me it can't be moved in rest mode

wooden ivy
#

Yes, you need to change from Rest Position to Pose Position in the pose properties

clear yew
#

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

tawny elbow
#

does anybody know why my avatar only plays one of the custom walking/standing animations and not the others?

pliant dust
#

@tawny elbow You didn't happen to set any of them to Loop, did you?

tawny elbow
#

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 ๐Ÿ˜…

clear yew
#

@languid lark Now what do I do after posing the character in blender

#

To sit down

pliant dust
#

Well, was worth a try!

clear yew
#

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

tawny elbow
#

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

clear yew
#

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

half marlin
#

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

pulsar storm
#

what animator controller do you use for animation override?

languid lark
#

custom overrride

hollow mica
#

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.

languid lark
#

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

abstract marten
#

how do you get it to do animations in the game mine is stuck in t form

pallid lake
#

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?

abstract marten
#

i forgot to rejoin everything back together on blender and ima try that

clear yew
#

Something messed up somewhere

spice meteor
#

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

pallid lake
#

@abstract marten Lemme know if that works

languid lark
#

the video show how to do it

abstract marten
#

@pallid lake didnt work

pallid lake
#

Darn, then we still need a fix if anyone has any ideas

spice meteor
#

@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

languid lark
spice meteor
#

@languid lark thanks

abstract marten
#

@pallid lake think we are stuck

pallid lake
#

Heh i suppose so for now, maybe someone will come along at some point

abstract marten
#

its just so frustrating was working on trying to get this for so long

#

working that is

pallid lake
#

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?

abstract marten
#

slide

pallid lake
#

Hmm, for me an earlier version slid and now he bounces. Still T-pose though.

#

Wonder what changed

abstract marten
#

idk but im done trying to get it to work for now

radiant chasm
#

Whats max animation length your avatar will pose for?

clever trellis
#

not 100% sure but ive read it was like 10 seconds

tawny elbow
#

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.

sly obsidian
#

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

quaint crystal
#

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 ๐Ÿค”

#

no idea how you would fix this as baking the animation into the pose has little effect for me

wooden ivy
#

Where can I get the goofy animations so many people have?

clear yew
#

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

tawny elbow
#

What would those look like again?

#

Wait, I found it. I'm gonna set them and see if it works

clear yew
#

DAYUM TO LATE Xd

abstract marten
#

@pallid lake i think i figured it out you have to make sure you export it to fbx correctly

tawny elbow
#

Ahaha all good! I'm just blind and tired lol

#

Yep! that fixed it! thank you : D

clear yew
#

np

clear yew
#

how to upload 2 avatars with the same animation in one upload ? [ like multiplying ]

regal ruin
#

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

clear yew
#

@regal ruin smh the McDonalds Snake guy was able to do it.....idk his Discord

regal ruin
#

i Don't know then, i've herd of a way to do that

clear yew
#

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

radiant chasm
#

Hey anyone know best way to see the particle effects on yourself in game? mirrors wont render it for me

wooden ivy
#

Change movement type to 3rd person and run around?

ocean wharf
#

doesnt anyone know how to solve this?

#

does*

kind void
#

do you play with vr?

#

@ocean wharf

#

"IK and Tracking" is for vr users if you dont use it just ignore and upload

ocean wharf
#

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

kind void
#

Can cha screenshot it?

ocean wharf
#

Yea sure

clear yew
#

@radiant chasm In VRC Descriptor make your viewpoint Z : -3

radiant chasm
#

Thank you!

clear yew
#

NP

ocean wharf
#

๐Ÿ˜‚

clear yew
#

looks like...ummm....ummm..what the actual hell is this?

kind void
#

k then

#

uh

clear yew
#

beef

ocean wharf
#

any idea?

kind void
ocean wharf
#

is it even related to the first screenshot i sent?

kind void
#

try to configure it

#

look for the thighs or pelvis and turn it around 180

clear yew
#

@ocean wharf drag your spine a little bit higher in rig tab

ocean wharf
#

ok

#

what should i try first

#

what souls said or kanna

#

cuz i honestly have 0 experience in configuring the rig

kind void
#

I have 0 idea what I'm saying

clear yew
#

xD

kind void
#

I never got a problem like that

ocean wharf
kind void
#

I only got one where the pelvis wasn't even in the model

ocean wharf
#

after

#

should that fix it?

kind void
#

Yeah I think

#

Try it out

clear yew
#

Sometimes model creators includes specific height ratio

#

or weights of the bones are mixed

ocean wharf
#

actually a japanese friend helped me download this so theres no way i can know if the creator said anything about that

kind void
#

Well

#

I just completed my avatar

#

I did everything I could to it

#

Roy you did use blender cat tool

#

right?

ocean wharf
#

No i didnt use blender at all

kind void
#

Thats the problem

ocean wharf
#

I just decimated it in unity and tried to upload

kind void
#

mhm

ocean wharf
#

it worked last time so i figured out it'll be fine now too

kind void
#

You got lucky the last time

ocean wharf
#

what does blender cat tool do?

kind void
#

fix your model so it can work on vrchat

#

super ez

ocean wharf
#

oh damn

clear yew
#

@ocean wharf Fixes your armature automatically

kind void
#

all of the bones can be tranlated in english

clear yew
#

with one click

kind void
#

so u can add shit to it on unity

ocean wharf
#

the thing is

clear yew
#

is?

ocean wharf
#

when i use blender and then export it, it doesnt let me change it to humanoid in unity

kind void
#

you dont know how to get blender?

#

o

#

you export it as a fbx

ocean wharf
#

yea

#

OH IT WORKED

#

THANK YOU SO MUCH

kind void
#

who?

#

me or kanna

ocean wharf
#

kanna

kind void
#

oof

ocean wharf
#

i moved up the spine a little bit

#

and it fixed it

clear yew
kind void
#

why are you animating the sky?

clear yew
#

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

kind void
#

idk

#

what to do about that

wooden ivy
#

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?

clear yew
#

I wonder

#

How can some avatars dab on Desktop mode?

#

Like... lots of non-VR peeps dab

#

But how?

narrow belfry
#

Animation override i suppose

torn pawn
#

@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
#

@clear yew animation override

#

@torn pawn thanks for helping again...will try when I get home

torn pawn
#

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

clear yew
#

@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?

torn pawn
#

nope no idea

clear yew
#

ahhh....Rare Spice stays silent...ughghh

pulsar storm
#

any other steps required after placing the animation override in avatar descriptor and animator controller? my character just stands there without doing anything

clear yew
#

@pulsar storm yes you need those

#

drag your Animation ovverride into Descriptor standing animation and controller animator

pulsar storm
#

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?

clear yew
#

did you rigged your animation as humanoid ? and CTRL+D it?

pulsar storm
#

yup

clear yew
#

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?

pulsar storm
#

whats a animation scale?

#

my character is 0.3 scale, around 1.7m

clear yew
#

make it 0.08 for you character

#

and 0.08 for your animation

#

when you export

#

less errors when you do that

pulsar storm
#

oh ok, I'll give it a try

#

do I leave my import scale at 1?

marble orbit
#

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?

clear yew
#

@pulsar storm yes

marble orbit
#

I think it could be an Eyetracking problem, but I'm not too sure about it.

clear yew
#

@marble orbit CATS?

marble orbit
#

Yep, I used CATS

clear yew
#

in which mode you created Eyes Movement?

#

Development or 0.4?

#

Use 0.4 for that

marble orbit
#

I just added some random weight to the CATS eye tracking option because I already have a blinking animation of my own.

clear yew
#

delete some shape keys

marble orbit
#

I have 0.4.0 CATS

clear yew
#

which aren't useful

marble orbit
#

If I delete those shape keys, my mouth glitches out and the eye tracking applies to my mouth instead, my mouth flaps open

pulsar storm
#

Hey @clear yew , what are animations scale?

marble orbit
#

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.

sly obsidian
#

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?

marble orbit
#

So yeah... Her mouth animates but not her eyes and her eyebrow, for some reason.

clear yew
#

In animator add all of them ( mouth/eyes/blink ) to animate em wia frames

#

Sorry I was off

storm flower
#

Hey guys, i ported some custom animations but ingame they're all half body under the floor, how can I fix this?

torn pawn
#

u do animation on clone

steady sorrel
#

Anyone able to advise on how to make a part of the avatar disapear