#animation

1 messages · Page 6 of 1

steady sorrel
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Aka, a body part that is listed seperately from the main structure of the avatar. As an example, master chiefs visor?

clear yew
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i can't tell where i need to go

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but i need to make some ghostly fog

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i have no idea how i would do it

gleaming tusk
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Hello, I have managed to put the whole get down dance to a model, but I don't want to put the music source on her head or some body part, since when the chorus comes, the music goes all crazy

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does somebody know what can I do?

pure ledge
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Im trying to make an object stand still in an animation (a sphere) but I have to put it in the model so it moves along with the model. Is there any way to make the object static?

severe sierra
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You want the model to stay in place while you move around?

pure ledge
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yes

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its an emote BTW

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well not the model as in the characcter, but a 3d object, (standard Unity Sphere)

severe sierra
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You have to use a particle system to do that and set the simulation space to world iirc

pure ledge
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Alright, I'll give that a go. Thanks.

austere knoll
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Hey can someone link me to a good vid that teaches me how to do the eyes and mouth stuff

grim cave
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Is there any relatively easy way to fix how your avatar stands? The legs are a bit further apart than I'd like and the hands clip through the legs

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Idk where I'd even begin to fix that, I know I can override the idle animation, but I don't know how

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Like to even make it how I want it in the first place

clear yew
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If I put colliders in my feet what would happen

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Messing with an animation and dunno if it'd make things weird

wicked garnet
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how do people add lights to their avatars?

clear yew
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Particles and entities

wicked garnet
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how would i go about learning those?

clear yew
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If it's always on it's attactched to the model, like gluing a sword to ones hand

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If it's only in an animation, it's a key state trigger

wicked garnet
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i was just going to have a separate avatar

clear yew
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Uhh I'd look at basic Unity tutorials on adding effects to scenes

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It's pretty simple

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Dragging and dropping the prefab effect into the scene, adjust it to your liking and place it under your character heirarchy

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Don't go overboard with it

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And the SDK limits some effects, so be prepared for trial and error

wicked garnet
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i won't trust me

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i have friends with epilepsy so i couldn't if i wanted to

clear yew
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Keep things classy and you should be golden

indigo jolt
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Anyone here have luck with Snails marker prefab? As soon as I use it, it won't allow me to publish any avatars in my project because of "The following component types are found on the Avatar and will be removed by the client: SnailMarkerAnimationCreator"

wicked garnet
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do i need a plugin of some kind to do this?

surreal crater
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Hello, I have a question. 😃 How do I go about adding a hat to my avatar?

clear yew
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Nah no plugin @wicked garnet

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Do you want it to appear for a limited time, Vr

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Or all the time @craggy hearth

versed tide
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easy way, in unity place it where you want it to be then put it under the head bone

supple sable
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Does anyone know why my avatar goes invisible on my screen when my blinking animation starts?

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used to be fine, updated my avatar and now it's messed up

versed tide
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check the order of the shapes. blink left and right should be the first two followed by the lowerlid ones.

supple sable
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That seemed to be the issue, cheers!

sand apex
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Hey is there a way to add things to the default gestures? Like just rip out the bones that move during a gesture like clap and then add in the change of a face on it

clear yew
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If you can find the animations in the assets

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Probs, its just copy & pasting key states into a new animation

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Then adding the facial expression properties to the new one

rose helm
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someone familiar with Particle Tracing + Animation (mid air finger drawing) and likes to help out a Team imouto

grim cave
pliant dust
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@grim cave You have to position the arms and hands yourself so it doesn't do that.

grim cave
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It won't let me select them though

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I don't really know how to do that so

pliant dust
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Of course you can't select them. This is Unity's default Animation Tools. Besides, if this isn't an Emote animation, VRChat's just going to default your arms to the IK from the motion controls. If you're on Desktop, there's absolutely nothing you can do about it outside of Emote animations.

grim cave
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rip...

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i guess just never use any model that has a skirt then? lol

pliant dust
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Just... think of it as your hands in your pockets.

grim cave
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i wish my dresses had pockets..

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lol

rose helm
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anyone familiar with Neos prefabs Particle Drawing ?

wooden ivy
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Paint some pockets on and shove your hands into them

sand apex
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I've been trying to add an expression alongside an animation but the add property is grayed out?

grim cave
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changing my idle animation through the emote override might be a bad idea right

sand apex
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If its going into the custom standing animation

wooden ivy
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So, I've totally failed in my attempts to add onto the default hand gestures. What's the best way to animate some new ones up?

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Please don't tell me I have to do it in Unity's animation editor.

pure ledge
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when making more than 1 animation for a model, do you guys use the same model you tested the first animation on, or did you use a different model>?

wooden ivy
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Wait a sec, will animation overrides for hands mirror properly?

pliant dust
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@wooden ivy Welcome to Hell! (Unity's Animation Editor) Population, you and me!

wooden ivy
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😱

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I made animation overrides in Unity's editor once before for my character's hands so they'd hold their sword. I don't want to do that ever again, and I especially don't want to do it for the 5 hand gestures I want to add onto!

pure ledge
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how do you switch animations in preview mode?

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Whenever I try to switch animations on a model, it brings me back to the original animation I started on said model.

wooden ivy
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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. That's the animation that plays in the viewport by default in Play mode.
Alternatively, when you select the character, and have the Animation window open, you can click the animation name to swap between the animations assigned to them in the Animator and then click play.

pure ledge
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Thats the problem, it switches to default when I click play mode.

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Even when i switch the animation

wooden ivy
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And you're doing it in play mode?

pure ledge
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Out of play mode. I'll get a quick gif, one sec.

wooden ivy
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Do it in play mode!

pure ledge
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By play mode, you mean preview mode, right?

wooden ivy
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Yeah. Isn't it play mode?

pure ledge
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it still plays the default animation :/

wooden ivy
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You start the preview, and then you select the animation, click play, and nothing happens?

pure ledge
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oh, it does. Forgot the animations tab has a play button of it's own...

wooden ivy
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Also don't forget that you can change the default Animation from the Animator window

pure ledge
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you can?

sand apex
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Anyone knows how to add properties to animations because everytime I try the box is gray

wooden ivy
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Yeah

pure ledge
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how?

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I have never used the animator tab xp

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NVM

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Thanks Silent, really helped out.

wooden ivy
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No problem

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I'll post the clip I made anyway in case anyone else wants to know

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...Oh, ShareX didn't capture my mouse.

pure ledge
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rip

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post it anyways

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maybe I can learn something that I didnt see coming 😛

wooden ivy
sand apex
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figured out how you can grab already made emotes like clapping and then add an expression or make it into something different to save you the effort of having to edit your own bones

wooden ivy
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HOW?

sand apex
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You're in unity already right?

wooden ivy
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Yeah

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Tell me your process.

sand apex
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Go inside of VrcSDK and look for an animations folder

wooden ivy
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Go on

sand apex
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you found it?

wooden ivy
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Just explain everything you did. I've already gotten modified animations that don't play the modified parts, so I'm curious to see what you did differently.

sand apex
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Went in the animation folder in VRCSDK > Examples > Sample Assets, open up the Male Standing Pose.fbx to be given a list of all the default emotes, copy one of them over to your models folder and copy all of the bone structures thats in the animations tab and paste them over your own animation folder

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Easy way to copy all of it is to click the first line in the animation tab and Shift + Click the last line all the way at the bottom

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Then once you're done with the expression you wanted to add during the emotion you just grab the customoverrideEmpty that's in the VRCSDK animation folder and put your anim file in there and move the customoverrideempty into your Custom Standing Anims under VRC_Avatar descriptor

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Oh forgot make sure to uncheck loop time

wooden ivy
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Hmmmm. The only difference I see between what I did and that is that you copied the animation data into a new animation

sand apex
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It's really good for doing simple things like smiling when you wave or winking when you point you can probably get really creative with it but I only went as far as to just change the face

clear yew
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so for some reason in unity when i apply shaders, it will make it where people with vr see two of me. Know of any fixes?
for cubed and rainbow. pretty much shaders ive installed

wooden ivy
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I mean, that's exactly what I wanted to do, it just didn't work

sand apex
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Whats your issue?

wooden ivy
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Wow, copying it into a new animation DOES work

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You're a life saver

pliant dust
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All of the animations in the Examples > Sample Assets are all two frames for me.

sand apex
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No problem Silent, also make sure that whatever you add for the 1st timeline is 100

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and that the 0 timeline is 0 of course

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and the anim file after you're done has loop time unchecked,

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and then rinse and repeat for any other emotes

pliant dust
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Now why are they all two frames for me instead of the proper EMOTE animation?

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@sand apex Getting my hopes up like this. Oh well.

sand apex
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Oh sorry I was helping Silent I have no idea about your problem

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You might've copied over something wrong

pliant dust
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Nope. They're all two frames.

sand apex
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The emotes are supposed to be two frames

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Unless its something like blinking

pliant dust
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Everything< is two frames in the Male Standing Pose.fbx.

sand apex
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They have to be two frames because you're performing a gesture and you don't want it consistently looping

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yeah that's how its supposed to be, I thought you were talking about something else

pliant dust
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So much for copying the Emote motion data (like for Wave, Die, etc.)

sand apex
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That is what you're doing

wooden ivy
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Wait... It doesn't work.

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The additions work but the hand gesture doesn't!

pliant dust
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Uhh no. Wave, Die, Backflip, are all way longer than two frames.

wooden ivy
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Yeah, gestures != emotes

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So I'm back at square one

sand apex
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Silent did you put it over the custom standing animation?

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after putting the anim into the customoverridetemplate

wooden ivy
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I'm overriding FINGERPOINT with a copy of FINGERPOINT that activates an object

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I wonder if I could just edit the controller...

pliant dust
sand apex
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You're looking into the wrong one

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There's a little arrow beside the cube in that animations folder

pliant dust
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@sand apex That IS the contents of the little arrow!

sand apex
pliant dust
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@sand apex Yes. I know.

sand apex
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then click on one of the anims, and go into your animations time line

wooden ivy
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I can also say that the EMOTEs are two frames each for me.

sand apex
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Yeah some emotes are actually two frames instead of one, I just noticed after scanning through them

pliant dust
sand apex
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good, it might actually seem like one or two frames for you but they're like 10seconds long by default, so there's a reason why its like that

pliant dust
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@sand apex Excuse me? This isn't the data for the Die Emote.

sand apex
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One of the emotes are the Die Emote, There's somewhere you could figure it out

pliant dust
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@sand apex EMOTE7 >is< the Die emote.

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@sand apex It's just becoming more clear that you have no idea what you're talking about.

wooden ivy
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Yeah...

sand apex
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I honestly don't, I only just did like two emotes so I don't have no idea what they're all respectively named

wooden ivy
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Hmm

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Layer HandRight is a tree that transitions to animations based on the value of HandGestureRight, so I made a new layer that did the same thing but to my animation that on alters the state of the object... to no effect. What?

sand apex
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Wait have you used Mixamo before?

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just a side question

pliant dust
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@wooden ivy I don't know if we're allowed to adjust that. I think the only things we're allowed to adjust are what's in the Animation Override in terms of animations.

wooden ivy
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But how else would we make non-humanoid avatars?

pliant dust
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So much is broken on the non-humanoid side of VRChat. I don't think they're really focused on that part.

sand apex
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Have you ever uploaded a non-humanoid model before? I haven't done it before but only know you'd get that warning that no animations would work for it

wooden ivy
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Nope, but other people have

pliant dust
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I mean, it's like the easiest way to get a non-humanoid avatar in VRChat is to shove a humanoid skeleton onto it and just not assign any mesh to the bones that don't apply.

sand apex
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Would they look completely normal though in-game?

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Normal as in they're not moving around t-pose or in the ground

pliant dust
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As long as you handle your animations fine, it'll work. It's how my slimegirl works, anyway.

wooden ivy
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Huh. This chart LOOKS like it works, but the animation has no effect

grim cave
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do mixamo animations not work in unity? Just shows the broken animation pose for me when i import it

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unless i just messed up

pliant dust
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They sort of work. If your avatar was originally rigged in Mixamo, they should work.

grim cave
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ugh

pliant dust
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Don't even try it with things not rigged in Mixamo. I've tried. It gets very unpredictable and weird.

slow ferry
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I finally got a weapon animation override to work, then today I decided to try to add more than one. I changed the gestures around and now my avatar does the animation and the hand forms as though its gripping the weapon. But the weapon model isn't visible. Is it possible that they are just slow loading into vrchat or did I do something wrong?

pliant dust
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@slow ferry Are you on the right duplicate of your avatar?

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@slow ferry Or rather, is your weapon on your avatar?

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I don't know exactly how you did it, so check your isActive states.

slow ferry
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@pliant dust yes weapon is set to invisible on main avatar and upon animation should become visible and form the hand around the weapon. the weapons are active for 1 frame so they should stay on. I had it working yesterday with one animation, I didn't change that one but when I added a new one neither is visible.

pliant dust
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@slow ferry How many duplicate avatars did you make?

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@slow ferry And both frames of the gesture overrides are exactly the same, right?

slow ferry
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I made one Duplicate for each animation but after I finished the animation I deleted one of the duplicates to clear up space. both frames are the same with the weapon active in each.

pliant dust
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@slow ferry Now, I haven't actually done gesture animations myself but... maybe you shouldn't have deleted the duplicate until you were completely done making all the animations you wanted.

slow ferry
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@pliant dust I deleted the finished dupe that I already got the animation working for. then made a new dupe today to add a second animation. my avatar does the proper animations in game but the weapons arn't there. I thought I read somewhere that sometime items take a while to update onto your avatar but I didn't know if it applied to animations.

pliant dust
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@slow ferry Uhh... never heard of that before. Sorry I can't help you much.

whole igloo
wraith hawk
whole igloo
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ah

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ill go have a look

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thanks

pliant dust
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Yeah, people definitely having fun with Mixamo animations and models rigged with Mixamo.

remote onyx
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its 20k Tris limit right?

whole igloo
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@wraith hawk Do you know what it was called?

pliant dust
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19,999 is the absolute highest in Tris that you can go.

remote onyx
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Dang

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Im trying to igve htis model hair but

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I am oretty bad at this

wraith hawk
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@whole igloo swing dance

whole igloo
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Thanks

lusty dew
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so i downloaded this MMD animation thing of that one take on me walk
and i have no idea how to use it as the idle and walking anim
does anyone have a good tutorial i could follow?

rose helm
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Interested in it aswell. so far no success towards adding vmd animations.

lusty dew
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i've seen people like moddex using the animation
and i know a friend of mine is using the same animation i want to use

lusty dew
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...anyone?

wooden ivy
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I just want to know how I can point with my hand and smile at the same time

lusty dew
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nevermind, i think i might've found out how

vernal cairn
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Hey I see with a lot of avatars their eyes move around a bit. I have my eyes set to the rig with two eye bones but nothing happens. Is there something I'm doing wrong? Do I have to program an avatar movement animation?

ashen sedge
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@vernal cairn Have you been following a simulated eyetracking guide?

vernal cairn
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where would that be located?

ashen sedge
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It's very short, but to the point. There are video guides out there if you need them instead.

wooden ivy
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@clear yew "Only those who login and disclose user information can DL"

ashen sedge
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Ping me if you have any questions.

wooden ivy
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Well, what does the error say for you?

vernal cairn
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@ashen sedge I think I got it, thanks

ashen sedge
wooden ivy
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Nothing I try works! 😢

frozen glacier
weak steeple
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Is there a way to get it so overriding an animation doesn't remove the hand signs? Trying to get it so my character grows wings and changes his expression while doing the rock'n'roll sign.

clear yew
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If I assign another avatar to the the spine of another avatar will they animations sync while in game? It kinda works in Unity (kinda I mean legs are messing up )

clear yew
muted prairie
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@frozen glacier It would be in t-pose

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@clear yew I don't think that's possible, but if you somehow manage to do it, I'm interested

clear yew
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Anyone got any ideas on why in VR my avatar's hands go in towards his body but in Desktop mode he animates fine? It's not controller calibration, any other avatar I grab works fine.

pulsar pier
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does anyone know where to get good animations?

clear yew
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@pulsar pier Mixamo has several good ones

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other than that mmd motion data

coarse iris
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Hi dose anyone now how to get more then 1 animation on a avater

pulsar pier
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not like actual animations. i mean effects @clear yew

pliant dust
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Effects? Are you talking about particles?

pulsar pier
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yes

pliant dust
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Weren't there some decent free ones in the Unity Asset Store? Or am I remembering wrong?

coarse iris
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hi @pliant dust do you know how to get more then 1 animation on an avater

pliant dust
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@coarse iris Matters what you mean by that.

coarse iris
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@pliant dust like i can pull out a gun but i also want to be able to pull out a sword too

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and there is only 1 custom standing animation slot that i can see

pliant dust
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@coarse iris Uhh... no, you can't do something like that. I mean... I guess you sort of could if you don't mind one of the objects being out of your control but...

coarse iris
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ok

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thanks @pliant dust

pulsar storm
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does emote overriding in desktop mode work?

clear yew
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yes @pulsar storm

pulsar storm
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so you can see your own custom animation in the mirror?

torpid light
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Only if your avatar has a humanoid rig

pulsar storm
clear yew
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Is there a place where I can get all the PHAT animations from some of the custom avatars in game? Like dances from the rainbow lolis/ Felix?

pulsar storm
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can anyone tell me if my animator controller and avatar descriptor's animations are set correctly?

wooden ivy
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Why does blender reset my position when I try to append one animation to another one? Oh, it's not doing it now...

vivid cairn
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@pulsar storm i wouldnt mind knowing this as well. Ive been spending at least 4 hours and 5 different tutorials trying to get a simple smile to work

wooden ivy
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I don't see any problems, but that's not really where the problems would occur...

pulsar storm
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do you guys recommend any other animation override videos to follow?

swift root
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Can anyone tell me when the + for is active isnt appearing in the add property screen?

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nvm found it

vivid cairn
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any tutorials on making custom walking animations

clear yew
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so this little guy rotates

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but is rotating the wrong way in play mode

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how would would I flip it to corrext positioning

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Why I do not see this in a mirror

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Sorry photo with phone

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Animation multiplyer worked but idk why mirror doesn't reflect it

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Anyone?

muted prairie
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You might not see it but other people might

clear yew
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How do I bind animations to HTC Vive controller? Is there something in Unity I need to know?

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it looks like your point of view cam

clear yew
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Thank you!

weary jackal
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Any tutorials on animated textures? or is it just animated via sprites and scripting?

paper apex
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Do visemes not work with animation overrides or am i missing something?

gaunt pebble
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Can you do the animation override for facial animals with just one of the hands?

gaunt pebble
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and my eyes wont stay on the position i'm trying to animate them to

wooden ivy
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If you find out, let me know

trim flax
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how people make custom dancing animation? as some of them are definitely scripted/made up, but I can't imagine doing them in unity with that weird animation window using that animator properties for each rotation of each bone o.O

severe sierra
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Mixamo

gaunt pebble
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Speak of those, is there anywhere where we can download those? I also some people using kissing emotes which i want

trim flax
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@severe sierra it works fine with vrchat? as in unity there is also option to "record" animation by manualy rotating some bones, but then it use some different properties and it does not work in vrchat

severe sierra
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Dont make complex animations like that in unity

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All avatars have a skeleton, animations are applied to the skeleton

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You would have to work on the animation in whatever 3d software you use

trim flax
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so if I want to create some custom animation to vrchat I would need to learn how to do them in blender and export to something that bender will be able to use? so I can later connect that to one of vrchat animations?

severe sierra
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Export from blender as an FBX

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import into unity

trim flax
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and? there will be some animation property or something? as I need somehow tell vrchat sdk to use that animation on given moment, like after click "dance" button in emote

severe sierra
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you replace the emote

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i dont have unity open right now but its the same with animation overrides

trim flax
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with that whole fbx? so each fbx will be for single animation?

severe sierra
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This video should tell you how to get the animation working in unity and hooked up to an emote

fringe gull
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when i try to add a descriptor to my character in unity, my character is leaning weirdly, anyone know whats going on?

trim flax
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ok, thanks then, maybe I will not fail... too much :D

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@severe sierra in tutorial tho he just uploaded avatar with build dance animation, not as overridden animation to one thing ;/

fallen scarab
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This question is more about particles than strictly animation but I figure it couldn't hurt to ask here...

I have an avatar working perfectly and am now trying to add particle effects to it. The goal is to have it be able to shoot some projectiles out of its hands.
My current setup is a particle system object placed on each hand facing outwards and parented to each hand.

I can get the particles to work and get the particles to trigger when I want. My only problem is that the particles still follow my hand after firing them instead of continuing in the direction they were first fired. Does anyone know how to achieve this?

paper apex
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Set it to world location

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Err, simulation space, not location

fallen scarab
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I tried that after seeing it in a tutorial. The particles moved along their path independently BUT they no longer spawned from the hands and didn't fire in the correct direction at all. Almost as if setting the simulation space to 'world' de-parented the particle emitter objects from the hands somehow.

It's strange because it looked fine in unity.

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The particles fired in a fixed direction regardless of where I pointed my hands after setting it to 'world'. :/

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https://i.imgur.com/6tzt2PS.png

My particle system objects are parented to the hands like this. Which works fine for local (except the particles follow the hands after being fired) but upon setting it to world the emitters don't follow my hands anymore, nor fire in the same direction.

proud grove
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World-simulated particles are currently broken if you put them on an IK-movable bone.

fallen scarab
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Aaaaah shit. Are there any known workarounds or am I just out of luck?

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I assume attaching an empty object to the hand bone and parenting the emitter to that wouldn't work either, right?

proud grove
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Nope

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Trust me I've tried everything :p it's one of the things I really wish was possible

kindred crest
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so anyone know how to get your main model (humanoid model) to disappear while doing an animation for a generic model? like I activate animation, but my humanoid character goes in the map, and runs through the floor

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well not get rid, but hide temporarily

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Ive already tried to uncheck the Body Mesh, that didnt work. Since humanoid actions take priority of generic, is it even possible?

fallen scarab
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@proud grove Well that sucks. Was even gonna try adding a new bone to the model and parenting it to the hand. Dayum.

dry inlet
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is it possible to have two animations for one gesture?

fallen scarab
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I don't think so, since you can only have one animation clip per gesture in the override controller

dry inlet
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Can I combine the animations in anyway?

drifting galleon
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Anyone here has the ooka miko model for unity to pass me by?

fallen scarab
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@dry inlet I'm by no means an expert, but I'm fairly certain gesture overrides are limited to a single frame. As long as the animation clip being used in the override controller is a single frame, I think it should work.

dry inlet
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I can make that happen I just need to be able to combine them

fallen scarab
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You can probably nest them somehow. I don't know the specifics of how you'd do that though.

azure pilot
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hello, i have a question here. are there any assets/plugins/components for unity that enable wings like these to dynamically move by themselves even when idle?

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not sure if i asked in the right section but its still under animation (i think?)

clear yew
#

WHO ARE U

#

U IMPOSTER

#

@azure pilot IMPOSTER

azure pilot
#

oh i found a twin @clear yew

clear yew
#

ur the imposter D;

wraith hawk
#

Does anyone have a good preset for long twin ponytail dynamic bone?

clear yew
#

i usally

#

use

#

damping .5

#

inert .9

#

you can fuck around with the settings if you want and see what you liek

#

like

wraith hawk
#

thx imma try it out.

#

looks good 👌 thx for the setting

clear yew
#

are these the correct visemes?

#

looks like it

#

they're not in order so I guess you'll have to look for them individually

#

IT WORKS!!!!!!!!!!!!!!!!!!!!

kindred crest
#

anyone able to answer my question a little earlier? still stuck on it. (From earlier: Switch out models during animation, or "hiding" the humanoid model, while a generic one takes its place temporarily)

gaunt pebble
#

for the love of god please help me

#

My avatar's face is twitching, left eye and mouth to be precise

#

and I have no idea why

clear yew
#

Check facial rig in unity's humanoid rigs. Perhaps one of the bones is assigned to eyes which makes it weird

carmine spruce
#

how do you add blink animation ?

#

my character not include blink animation in skinned mesh renderer, unity

wraith hawk
clear yew
#

someone told me to come here so
im not sure how to move the sword and shield properly in place
i cant rotate them in rig or in scene

#

what do I do?

pulsar storm
#

are they combined together with the body?

clear yew
#

yeah

#

they are a part of the body

#

its just they're not one whole model

pulsar storm
#

you can separate them and rotate them in unity

clear yew
#

huh

#

odd

#

here, lemme just create a gif to show

#

i can rotate the body

#

but not the equipment

#

this is in scene

#

looks fine in scene but lemme get to rig

#

wont move at all

#

sighs what am I doing wrong..

#

Any help?

pulsar storm
#

use this rotation

#

it might help

clear yew
#

alright

#

eh nope

#

doesnt move

#

rip

pulsar storm
#

maybe someone with more experience with it can help later

clear yew
#

alright

topaz grail
#

How would I go about adding lights. Im looking to put lights in my characters eyes

pseudo pewter
#

Do you need a separate model for each animation?

feral thorn
#

Does anyone know how to use Mixamo animations on non mixamo rigged avatars?

pulsar storm
#

hey guys, are your shape keys translated in blender using cats or blender's own translation tool

wooden ivy
#

I would do them by hand

#

Blind Google Translate is worse than Japanese

trim flax
#

how to extract animation from fbx? I have .fbx file with some build in animation that I can see in unity, but I would want to have it as separate file

#

oh, ctrl+d

fringe gull
#

guys i have a skeleton and stuff but when i add a descriptor, my avatar is just in t pose, whats going on?

clear yew
#

...jokes aside, i should probably not try to put those animations into humanoid rig, might as well just make it one animation only since its for a meme

coarse iris
west nacelle
coarse iris
#

dose anyone now a good video to help with adding custom effects to a avater

#

plzzz

rich heath
#

@west nacelle Goodjob!

west nacelle
#

@rich heath thanks ^^

muted prairie
#

@west nacelle Is it performance friendly though

west nacelle
#

what do u mean @muted prairie ?^^

muted prairie
#

I was wondering if you were going to add this to an avatar and if so, would that be performance friendly in VRchat

#

It's cool if it looks good, but it's even cooler if it runs well

west nacelle
#

Yes i add my avatar to this gun ^^

#

gun 4~k and avatar 14~k poly ! so under the 20k limit

clear yew
#

not sure if this is the right channel to post this in, but im trying to do something where if you gesture in a specific way an effect will play (ex: trying to make a little jokey model for a friend where a lil hanzo ult comes ult comes out when you do a bow/arrow gesture) I've seen a few models do similar things before but im completely at a loss on how to do it/where to even begin trying to do that

pseudo pewter
#

Not sure about the effects

#

But this video shows how to override for a gesture and make an object visible

thin shell
#

@west nacelle Dub-step gun!

dark zealot
#

i am struggling with eye tracking. all the guides blink with eyes and lids together but i have them seperated. can someone help or has a proper guide to deal with this?

west nacelle
#

@thin shell yeaaaa soon ig ayaka

wheat lion
#

so i got this dance animation from a friend for vrchat, and it already did all the animations, how do i do so i can use it ingame?

#

like, as an emote in replacement of fx cheer

strange kite
#

@wheat lion copy the CustomOverrideEmpty controller from the SDK example and name it. Then drop in your animation to the slot you want to override (emote1-8). Then you can drop this controller into your VRC_AvatarDescriptor CustomStandingOverrides. Repeat with another controller for Sitting.

wheat lion
#

whats the hotkey to copy an asset again?

wheat lion
#

@strange kite

strange kite
#

Ctrl-d for duplicate

wheat lion
#

thank you very much :3 ^^

strange kite
#

Bitte 😀

drifting galleon
#

Does anybody have ooka miko on fbx?

unique fog
#

Currenlty working on a Idle Animation for my AFK Tiny Tina avatar

slate pollen
#

Someone can give a link for dynamic bone in Unity pls ? 😂

unique fog
#

unity store

oblique solstice
#

Does the CustomOverrideEmpty Controller only work for humanoid rigs when replacing emotes?

uncut monolith
#

How do I move a weapon that comes with a model in unity? I need to reposition the weapon a bit but nothing moves when I try to move it
it's a seperate material from the body

clear yew
#

@uncut monolith you move weapon with Gesture animation overrides

uncut monolith
#

no I mean in the animation menu. A sword this model came with is not in his hands

#

but nothing repositions it

keen ruin
#

@unique fog That looks really cool. Hope to see it in world.

#

I imported Dr. Zed and scooter.

gaunt pebble
#

So, I placed an object in my hand, have it all animated the way I like, everything seems good. I go ingame and it works for a bit but then the object disappears. Anyone know why?

#

i think i fixed it but now both my hands are suck to 1 of my rift controllers

exotic ember
#

Is there a secret to getting the mouth to move when speaking

#

I've followed the blender to unity guide for the jaw blend shape and im lost as shit as for why it isnt moving at all

trim flax
#

hyym, I have issue with sitting animation, for one of my avatars it works fine, but for other one camera is bugged, when I sit the camera is on invalid position, like way above head, or between legs. Any idea what is causing that and how to fix that?

wheat lion
#

anyone know where i can find dances i can put as emotes, like the russian dance or something?

trim flax
#

animation overrides

#

also... is there some option to control like expected length of animation? as currently when I replaced dance animation after few seconds - when original animation would end I can again control my avatar and head does not animate anymore... so it looks really weird o.O

pliant dust
#

Uhh... I've got nothing on this one. Never heard of the head stopping after an animation ends.

trim flax
#

Like original dance animation is 5 seconds long, but mine is 40, and after 5 seconds I can again control my avatar, walk around, control head, and it is just weird

trim flax
#

would be awesome if someone know how to fix that ;/

#

as I can't find anything

pliant dust
#

@trim flax Waaaait! You can't have an animation longer than 10 seconds!

#

@trim flax If your emote animation goes over 10 seconds, stupid, stupid things start to happen.

trim flax
#

ugh :<

#

but thanks for answer :<

clear yew
normal rune
#

i had a friend who was wanting an engi avatar

pliant dust
#

@clear yew CongoLineStarts.gif

normal rune
#

MOVE THAT GEAR UP

pliant dust
#

Hope he has a Nope. Emote Animation.

clear yew
#

but wait. there's a tiny desk engineer version too

#

and nah, unfortunately not, i dont really understand much in animation override just yet. dun think i can make it work as emote for now. but the further i get into it ill prolly try that

hot briar
#

Hey does anyone have a tomato that I can use for my avatars override?

junior grotto
#

@clear yew YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

#

distant yee

clear yew
#

people keep asking for dispensers, so i should make a dispenser avatar now

normal rune
#

good

teal osprey
#

so right now i'm making a custom avatar controller for a generic rig, now the 1 billion dollar question: is there any way to make the emotes trigger without resulting in a stuck avatar?

kindred crest
#

Anyone know why my dynamic bones spazz out after I activate an animation. its like when I end the animation, my dynamic bones go everywhere

undone snow
#

Alrighty, Ill make this as short as possible. I've got an avatar that is meant to have dynamic bones and whatnot whom we're trying to animate with animations off of mixamo. Problem is Mixamo wont accept the extra bones needed for the dynamic bones, and any animations created with models that don't have the dynamic bones refuse to work on the models that do have them. My question is if there is some kind of work around, I'm doing it wrong, or there is no way to do so

zinc hearth
#

I need help putting audio onto an avatars animation override

uncut monolith
#

https://my.mixtape.moe/drwnka.webm Any idea of why this is happening? The guns pop in and out depending on where I'm looking at. Shows fine in the camera in the test room, as you can see, but the guns pop in and out for other people too who i asked. I've set two guns to appear when the rock and roll hand gesture is done with either hand

#

I don't even know where to begin to fix this

#

I've got a sword on him that works perfectly fine in comparison

surreal crater
#

When adding a weapon prop, would the animation be set from ''Generic'' to ''None'' in Unity?

surreal crater
#

When clicking ''Create'' to create an Animation Clip, it doesn't give me the Properties option

formal shard
#

Are VRC_Events deprecated ? it won't allow me to upload with triggers

surreal crater
#

I get this error ''A meta data file (.meta) exists but its asset 'Assets/Props/White Contract Longsword/New Animation.anim' can't be found. When moving or deleting files outside of Unity, please ensure that the corresponding .meta file is moved or deleted along with it.''

lusty dew
#

@clear yew god now i'm tempted to make a TF2 avatar of my own
when's the really long conga line

clear yew
#

TF2 party should happen, i can only imagine people's confusion if they'd join in the middle of it

fallen scarab
#

How do people usually go about making transforming avatars? I've seen people with avatars that can switch to a 'super saiyan' mode, for example, and I'm pretty sure they can stay in that form whilst doing other things.

languid lark
wise moon
#

So I decided to try out custom animations, but whenever I enable an override set, the Animation component that I use for blinking stops working in VRchat (but it works fine in unity). Does VRchat not allow us to have a custom override set along with an animation component, or am I doing something wrong?

languid lark
#

if you want to use custom override you have to disable blink animation

fallen scarab
#

@languid lark I've seen that video, but doesn't that just produce a fixed animation?
I'm fairly sure I've seen people changing form and then walking around in that form. For example: https://youtu.be/4MC3H5mFaCQ?t=3m23s
He's able to do that transformation thing and then continue to use the particle effects assigned to a gesture whilst moving around.

Each time I get on VRChat I keep finding the funny stuff. Here's another video for you guys

▶ Play video
languid lark
#

@fallen scarab he has rift reason he can move around with it

#

the vive user cant do that

#

because controller trackpad

wise moon
languid lark
#

@wise moon the debug mode for legeacy overwrite any animation

fallen scarab
#

So the shiny stuff he has going on is an emote or a gesture override?

languid lark
#

so if you have blink set you cant use any other animation over the same part

wise moon
#

but then shouldn't my blinking be working and not the other way around? Because my custom animations work

fallen scarab
#

Yeah I get that, I just mean how he's triggering it. Is he just triggering it through a gesture override and then being able to use another gesture at the same time due to rift?

languid lark
#

@wise moon do you set to legacy?

#

if you want loop blink

wise moon
#

yep

languid lark
#

then it should work

#

but custom override might not work

#

because legacy overwrite that command

#

@fallen scarab if you every watch any customoverrride video it show how add stuff that even for particle

#

and music

#

or animatior controller with other avatar

#

on your model

wise moon
#

that's why I'm confused, because it's the blinking that's not working when if anything it should be the custom animations having issues. Oh well. I appreciate the help.

radiant chasm
#

Hey guys real quick, if I add a animation to enable a gameobject on my avatar, do i have to have a separate gesture to turn off that game object, or does it revert to off after i stop the gesture

#

I.E rockNroll

fallen scarab
#

@languid lark I've done particle stuff myself so I know how to add them to gestures like the tutorials out there explain. I'm just wondering if he's just got two different particle effects assigned to two different gestures but is able to use both at the same time since he's using a rift.

radiant chasm
#

frame 0 its on, frame 1 its on, and thats it for the animation, does it turn off or do i have to do it manually

languid lark
#

@fallen scarab you just sign other effect to other button use the other controller

#

to turn it on

#

you have to controller

#

just sign other effect other controller

#

when press down

fallen scarab
#

Oh I understand now. You were just saying that the rift enables you actually move your character without dropping the gestures.

languid lark
#

yea

#

vive cant do that because trackpad

#

rift has analog stick

fallen scarab
#

I sure do hate the vive trackpad sometimes

#

As far as your question goes @radiant chasm I believe any changes made during the gesture override will revert back after the gesture is stopped.

radiant chasm
#

Ty 😄

fallen scarab
#

It would be cool if we could use gestures to toggle gameobjects on our avatars but I don't think it's possible yet. I could be wrong on that though in which case I'd love to know how.

radiant chasm
#

? you can

#

oh you mean dont hold it

#

1 time gesture thing

#

and again for off

fallen scarab
#

Yeah xD

radiant chasm
#

yes please lol

clear yew
#

would anyone know why my shape keys are not showing up in unity?

clear yew
#

I need help

#

Everytime on blender I export to FBX it crashes

#

But only if it has a VMD on it

wooden ivy
#

Using the latest mmd_tools?

torpid kraken
#

hello noob question here

#

hello noob question here

#

how can i trigger animations via keys on the keyboard

pliant dust
#

I don't think you can.

torpid kraken
#

ripperinno

clear yew
#

right so i wanna make it so that a gif appears in front of my characters face w/ a custom gesture or something

#

how would i go about that

#

ik how to get gifs on characters and stuff

teal osprey
#

Emotes on generic models, thats all i want

swift meteor
#

Im trying to make a idle animation but it does not work

jovial turtle
#

Hey any chance someone can help me? I have a custom over ride animation for my weapon, but I hate how I still cant move around and keep it out. Im using the vive and as far as things go for my character im about. 98% sure I've got everything good. Is there any way I can keep my weapon out while moving, and just put it away when I dont want it anymore?

austere knoll
#

Hey anyone know were i can download custome animations to use for emotes

#

i far to lazy to make my own

next verge
#

when i put dynamic bones on my lucario and makes his "hair" flow and move, it does what its intended to do in the game for half a second, then the animation stops as if I stoped walking and forces subsided, then half a second later the dynamic movement kicks back in, im not sure what might be the cause of it

austere knoll
#

either its lag or u have the stiffness to high

next verge
#

im not sure its stiffess problem

austere knoll
#

Dynamic bones is still fairly new to me but just keep messing with ur settings on it im sure u will hit the sweet spot

next verge
#

same here, it would help if i knew what DB lag looks like

#

it might just be the update rate

jovial turtle
#

You'll know it when you see it, its awful.

next verge
#

is the lag something like, the dynamic parts twitching or spasing out instead of flowing fluidly?

modern urchin
#

I have a mixamo animation that's supposed to make my character do a backflip then walk a bit while punching

#

he's doing the backflip and punching, but doesnt change position on the ground, how to fix?

inland urchin
#

So when it comes to animation overrides, hwo do I make it not "loop"? Like, a sound plays at the beginning of the animation, but stays quiet for the rest of its effects as long as that gesture is helD?

red rampart
#

Hi guys. How do i apply my custom animation to my character

icy fog
#

Question, I have made a custom animation (it's a small jump with flailing arms kinda thing) and I used Animators in Unity. When I imported the character to VRchat it does the small jump, but not the flailing animation. Is it the animators causing a problem or..?

red rampart
#

Did u make that animation urself or is it a preset?

#

thnks i'll see if it will work

#

oh but he uses already made animations

#

i wanna know how i can apply my own animations

#

imma fiddle around with unity for a bit...

icy fog
#

Yeah I made my own animation

red rampart
#

What animations type did u set?

icy fog
#

New to unity, what do you mean with animations type?

red rampart
icy fog
#

ah that, yeah I used humanoid

red rampart
#

🤔

#

But I thought making animation on humanoid rigs is forbidden by unity

#

It always resets to the weird pose for me

#

and doesnt let me animate

#

so i wonder how u did that

icy fog
#

Yeah it wont let me like twist the rigs and such

#

so I used Animators

red rampart
#

What's that

icy fog
#

ex: Animator.Right Arm Down-Up

red rampart
#

How do u use that i dont get it

#

is it a plugin?

icy fog
#

Ummm not actually sure, I only have the VRchat SDK and Cubed's Unity Shaders

#

I just click "Add Property"

#

when making an animation

red rampart
#

ohh that's what u mean

icy fog
#

and there is the choice of "Animator"

#

yeh

red rampart
#

but it still don't let me move anything

#

even if i add a keyframe

#

it keeps going back to that pose

#

oh wait

#

🤔

icy fog
#

For me it worked when making the animation

red rampart
#

imma try sumthing rn

icy fog
#

but when I uploaded it to VRchat the animations from Animator dissapeared

red rampart
#

it's probably cuz

#

I've read that u have to make a duplicated character and then set his rig as generic

#

only then it allows me to animate

#

this is so confuuusing

icy fog
#

Huh, never told me that... But still has kinda worked? Odd things...

surreal crater
#

whenever I attach something like a Hat or weapon prop to my model, I get this error

#

Also, I can't create animations either, the option to ''Add Properties'' doesnt appear after Ive created an Animation

red rampart
#

Check if the file paths are correct

surreal crater
#

@red rampart I dont have anything called tempExportPackage in my Temp folder

#

😮

red rampart
#

lol i mean its a Temp folder

#

for temporary files

#

So it probably got deleted or somethin

surreal crater
#

im not sure how to fix this issue

#

it happens every time I attach a prop to my model

red rampart
#

Maybe put the prop files in the asset folder manualy

surreal crater
#

@red rampart yeah I have a folder in Assets called Props, and inside are folders with the name of the Props

red rampart
#

🤔

surreal crater
#

and within those folders, are the texture/materials folders and FBX file

red rampart
#

Now that's very weird

surreal crater
#

hm? 😮

#

when I bring in the Prop, lets say...a weapon prop and I attach it to the hand, that error appears when I Build & Publish

#

Im not creating an animation override or anything, just simply attaching it to the hand

clear yew
#

i have this error, when I added the dynamic bones
not sure what's the problem here?

surreal crater
#

I have my Unity Project in Documents, i believe that is the default file path

clear yew
#

Geez,

#

I really want this avatar uploaded

icy fog
#

Can you use an animation without changing it to a legacy file? When I change it to legacy the animators dissapear.

red rampart
#

u can change it to generic

#

it will let u animate then

#

but i have problems applying the animation to the orginal character

icy fog
#

Yeah it's just a lot of work, so I was thinking if I could still use normal animation, but I guess the animators dont work with legacy :/

red rampart
#

shame

keen sage
#

Witch slot in the CustomOverrideEmpty is used for custom walking animation ?

#

i made the animation clip do just drag it or i need to modify the animator tree as well ?

keen sage
#

i know it can be played i put in the emoji slot and it loops

red rampart
#

try putting it in WALKFWD and WALKBACK and see what it does

keen sage
#

i put it in walkfwd run and sprint but the problem is that IK of the hands and feet are still on and it messes up the animation

#

and in the animator tree its not leting me add a avatar mask

#

for the animation

icy fog
#

My passive blinking animation wont work for some reason. Not entirely sure what is wrong...

cosmic socket
#

hey guys I have a question for the blinking animation + eye tracking - I managed to set everything up and used a animation that loops forever. But when I want to make an emote (for example with when i do the thumbs up and my charakter makes a winky face) the blinking wont stop. What could I do to fix that?

icy fog
#

Ummm does anybody know why a blinking animation wont work? It works when I test it in unity, but it wont work in-game, and I am perplexed as to why that is.

ashen sedge
#

How is the blinking animation done? Through an animation clip or script? @icy fog

icy fog
ashen sedge
#

Is the clip set to loop?

#

Select the clip file and make sure "loop time" is enabled

icy fog
#

It is set to loop

#

That is the problem for me, It looks like according to the guide, but there is still some problem, I am wondering if it could have to do with the model in some way :/

fading lava
#

How do i make an emote for my model that makes me go supersayin? and how do i make a copy of my model now to have the effect of energy around me with the start up sound and looping noise?????????

clear yew
#

aa this may be a very oddly specific question to ask but is there any way to add items to a model in unity w/o taking it back to blender

#

like if i wanna animate the whole "pullin out a sword" thing could i just add it to the model in unity somehow

#

oh shit nvm it is as easy as just dragging it into the characters hierarchy

frosty spade
#

anyone know how to add sounds to animations

unkempt star
#

Is it possible to change the "sit" animation? Can't find it in Unity
really want to adjust the height since I have a short avatar

clear yew
frosty spade
#

thanks

red rampart
#

just a heads up. if u want to make ur own custom animation, u gotta do it in blender. doing it in unity won't work at all

clear yew
#

um

#

if im trying to do a custom gesture thing

#

wait actually, if i put something on my main model in unity and hide it, will it stay hidden if i upload it?

finite fossil
#

yes

clear yew
#

and if i add something to the animation model (and /not/ the normal one) will it not work if i try to do a gesture thing to pull out a weapon or something

glad topaz
#

I'm hoping to look into adding gesture props to my avatar and was wondering if anyone knew a few tutorials on how to go about that?

sacred swift
#

This is probably dumb but is there place to get free animations?

pulsar storm
#

Mixamo

carmine pilot
#

anyone knows how to do a floating animation on an object?

#

In my case its gonna be on a companion

sacred swift
#

yes^^^

#

I wante dot have stuff floating around I know about mixamo but I wanted animations for stuff not just for humans.. but there probably isnt

abstract wyvern
#

Don't think mixamo has that stuff.

compact walrus
#

simple question: is there a limit on particles on particle effects? or just use common sense and dont be a butt?

wise moon
#

@icy fog are you using custom emotes in addition to the passive blinking using the animation component? I don't think you can have both, at least from my experience

compact walrus
#

well, its the first custom emote im making, thus far only replaced hand gestures. thats why i wanted to know how many particles are allowed, or atleast dont crash people to death

wise elm
#

Hi! I'm new to overrides and stuff, is there a good guide to make hand gestures trigger shape keys?

compact walrus
#

done so for 2 blend shapes, laughing/smiling and a shocking expression

drifting galleon
open scroll
#

Is it possible to make animations that change textures on the character

#

Like only the textures nothing else

wise moon
#

@drifting galleon Pretty sure VRchat doesn't support upper chests

#

just remove that one in the rigging

wraith hawk
clear yew
#

oh and um, is there a way to test the gesture animation thing in unity? i dont have my vr headset yet (bought it yesterday uwu) and i wanna kno if i can test whether or not it works somehow

compact walrus
#

@vocal basin if you mean, having free hands while doing facial gestures, no, you bind facial gestures to something to trigger them

#

oh that is possible

#

do a animation, then pick the animator and select the wanted blend shape, then you just override whatever gesture you want

clear yew
#

so theres no way to test it? 😦

compact walrus
#

then just animate the thumbs up too

clear yew
#

then do both

compact walrus
#

you can animate either or both hands, atm i set mine so up, that either hand i try to do the gesture triggers the facial gesture, but if i do the right hand, it does both

clear yew
#

if i had to make a decision id just do my dominant hand lol

compact walrus
#

and kneesocks, i sadly dont know how to test in unity, i always test triggered them in vrchat

clear yew
#

so its just a kind of touch and go hope it works thing atm?

#

i added it there n stuff

compact walrus
#

if you set the animation correct and put it in like that, it should work

clear yew
#

and put the override in her standing anims and stuff

compact walrus
#

have done the same thing with all my animations

clear yew
#

should it just work then? this is my first time doing this

compact walrus
#

yes

clear yew
#

i hope it does then lmao

#

ill just save this unity file and come back to fix it when i get the headset if it doesnt

compact walrus
#

just make sure you replaced the custom standing/sitting animations in the "vrchat_avatar desriptor" and everything should work

clear yew
#

Here?

compact walrus
#

yes, looks like mine, so im 99,99% it will work fine

clear yew
#

sweet

#

im experimenting here since i really wanna make some doki doki literature club characters w/ custom stuff to trigger people

abstract wyvern
#

Unyuyu

compact walrus
#

Unyu~

#

oh no, please dont tell me you make what i think you will make lol

clear yew
#

i have it so when i gesture this comes up right in front of her face and the noise it plays happens aswell haha

compact walrus
#

i knew it will be some jumpscare lol, but if you make it with sound, make sure it isnt ear popping

clear yew
#

oh no dw, im making sure its not horribly loud

#

just loud enough to be startling

#

i was thinking of doing another custom on her that plays an effect of the words "just monika" everywhere

#

my friend also asked me to make one for him of yuri so he can pull out a knife x_x

unkempt star
#

is possible to create a sit animation/pose for short characters?

compact walrus
#

animation overrides are unisize, since you animate directly that model. otherwise just do the animation and resize everything to the needed height. the vrc_avatar descriptor Y axis give you a clue how tall it is atm aka 1,6 = 1.60m

clear yew
#

oh um when you do a gesture to trigger an animation, does it keep looping until you stop doing the gesture?

pliant dust
#

@clear yew Yes.

clear yew
#

thanks 😃

paper apex
#

Only if you set it to loop

pliant dust
#

@paper apex No, gesture animations will constantly play their 1-2 frames until they are stopped.

clear yew
#

and if you stop gesturing mid animation does it just finish it then stop, or just cut out

#

this is a bit more of an important question, if i have an audio source and toggle it off like this it /wont/ play in game right?

#

i wanna make sure it doesnt spam a jumpscare sound constantly x_x

muted prairie
#

Will an animation not play at all if one of the bone has been changed since the initial setup the animation was made for ?

#

Mixamo in this case

#

exported an fbx, then fixed it cats

umbral valley
#

Wheres the best place to go for 3D weapon models?

azure pilot
#

@muted prairie as far as i know the static poses work fine, havent tried those "moving animations" maybe they use rigidbodies/joints?

#

But i havent tried so i don't know

clear yew
#

If I make some effect to go on animation.. how do I make "fireball" or another projectile to have collision effect on terrain or someone avatar?

#

Or it must be on another way ?

azure pilot
#

In VRC, your avatar is not able to have colliders based off others, meaning everything that is by you or from you has no way of interacting with others or the map itself (yet)

#

@clear yew One way is to manually stop your "fireball" mid-animation when the fireball flies a certain range (eg. using a very slow fireball during your gestured animation so its easier to time when to stop it)

muted prairie
#

@azure pilot Yeah idle seems to work but not movement, oh well, thanks anyway

clear yew
#

@azure pilot it's very important information, thx now I don't need to be worry about this

open scroll
#

does an animation need a bone or can it be done off of just a mesh

gleaming tusk
#

Hello, I was wondering if there's a way to put sound to an animation

swift root
#

@everyone anyone know how to stop an animation from looping

#

I unchecked the loop time box but its still looping in the animation screen

wooden aurora
#

Hi

gaunt gyro
#

Is there a way to move all selected keyframes forward? Aka have the start of the animation at 0 instead of what I put it at?

swift root
#

ughhh im so frustrated I dont know why my handgun wont appear in the animation

kindred crest
#

Simple question (I believe), but how do you make an animation loop forever without using a trigger. I have wings that I want to flap indefinitely...

loud hamlet
#

Anyone know how to animate a four legged avatar

#

fruit Add the animation as a component and make sure it's looped. It will play all the time.

kindred crest
#

@loud hamlet I added that but it doesnt seem to animate

loud hamlet
#

Did you set the animation as a looped legacy animation when you made it?

kindred crest
#

dont think so

teal osprey
#

is it me or walking animations on humanoid models works only with the unity animator and not with the bone transformations?

kindred crest
#

hold up a moment, I think I got it now. gonna try it

clear yew
#

Could possibly just make the wing animation part of the Idle or one of the other animations, and have a trigger that hides/shows them when you want

loud hamlet
#

Then you should be able to go to the animation, make sure its looped and then set it to legacy.

#

You can test it if you set the controller to simple avatar controller and hit play.

#

Idle animations don't work that well though because they end up playing once and never being retriggered when you stop.

kindred crest
#

Its an animation I made in unity, not imported. It uses blended shape keys

loud hamlet
#

Yea. I use the same method to add blinking animations to my avatars.

kindred crest
#

Thanks for the help I figured it out, had togo into debug mode

clear yew
loud hamlet
#

I forgot to mention that. Sorry.

wicked garnet
#

question. is there a way to make a llight that only i can see?

opal lodge
#

Anyone has knowledge on how/what animation is used to make the tail wiggle around when standing still? Mainly saw it being used on this model

bitter obsidian
#

its just force on dynamic bones

#

probably an edited idle pose

#

make the animations on a duplicated model @clear yew

opal lodge
#

you can force dynamic bones to move while your character is standing still?

bitter obsidian
#

by editing keyframes for it in the animation timeline for your idle pose yes

#

if its swaying left to right

#

then its just the rotation on the x on one of the tail bones thats being moved

clear yew
#

So, I had a couple questions on overrides

#

In Vrchat, when I use, say for example the handgun trigger it only does it for one hand, does that translate at all to overrides? and could that be used differently for different things

#

Like, if I wanted to use the handgun trigger on the right hand to bring out a gun, and if I used the handgun on the left hand to fire a bullet?

#

Also, if I wanted to have add a shapekey to an already existing trigger, for example to add sticking out a tongue when using the victory trigger, is that something that can be easily be done

austere knoll
#

Can any one do me a custome animation were i swing an axe i dont have vr

clear yew
#

@austere knoll don't think you can

austere knoll
#

Well u can as a custome emote

#

just i for the hell of me carnt figure it out

clear yew
#

Ahh

#

Okay

mystic hull
#

Anyone able to point me in the directed of beginner facial animation?

amber sable
#

Anybody got any tips on how to get my sound effects right for a light saber?

#

Trying to make the saber start sound, then the idle noise, then saber close sound

uneven bronze
#

Quick question, can you do an custome animation without vr headset?

#

Many ppl on YT use VR Headset for their custome animation, so I wonder that can we do the same thing with keyboard and mouse

austere knoll
#

@uneven bronze Their is a way to do custome emotes, to replace the default ones but i have no clue how if u figure it out let me know cuz i kinda wanna get one that swings a weapon

clear yew
mystic hull
#

@clear yew Thanks 😄

clear yew
#

👍

tropic obsidian
#

hey can anyone point me in the right direction to getting my avater to hold a sign while in game with an hand gesture. I know how to animate it into the game but i am having trouble getting the texture onto the sign without it be deformed in some kind of way.

azure pilot
#

If there are parts you still dont get, try searching similar content related to animation override

austere knoll
#

thats for vr users isnt it

#

were talking about desktop emotes

azure pilot
#

He did mention "with a hand gesture" but if he meant something else i must have misunderstood sorry

austere knoll
#

oh wait im behide on the chat

azure pilot
#

For textures, try to do them in blender and uv map if possible

austere knoll
#

XD

#

yea thats the right vid of orville

azure pilot
#

I honestly have no idea how to do uv mapping so i cant help in that department but i read up online and its pretty complicated and gets every bit of detail from textures onto any 3d shape you have

tropic obsidian
#

@azure pilot i already understand how to get any object into the game like in that video. Oh ok yea that is the part i need help with

cosmic socket
#

@clear yew I don't think its possible to add a overwrite that works in two ways (left hand and right hand)

versed tulip
#

Does anyone know where to get a few of the "off the shelf" dance animations?

untold cape
#

so I'm trying to do a custom idle animations, I followed steps given both by my friend and a tutorial about it on youtube however I can't seem to select my avatar as controller as if process actually doesn't create a controller file. Anyone knows why?

clear yew
#

anyone knows how to fix this?

analog haven
#

My only thought is the particle a parent the sword?

clear yew
#

yes

#

sec

analog haven
#

Shoot man I have no idea, I'm not well versed in this area yet.

#

About to get into it soon though

clear yew
#

makes me so sad haha 😄

#

Its hard i think

analog haven
#

I'm 2 days into getting avatars into vrc and now got around 6 so I think I'm ready for custom anims.

clear yew
#

animations are pretty easy once you understand it

gentle vortex
#

was gunna try and animate my avatar till i noticed dynamic bones cst money, guess ill save a little up for it XD

clear yew
#

but particles are something else imo

analog haven
#

I also kinda know unity, did stuff with game and level design. I think I might be alright.

clear yew
#

I dont know unity 😄

#

but i know how to follow a tutorial

analog haven
#

lol

#

I took a college class in Unity for Game Design which also taught basic C# and what not. Plus I'm currently working on a small game from time to time as well.

#

Unity is amazing man.

clear yew
#

i kinda believe that 😄

#

I should've watched more videos, but I figured it out. xD

#

Now I can do some fine tuning. At least my hands aren't hanging by my sides anymore. \o/

clear yew
#

Ideas as to what needs to change so that my visemes still work with an override?

gentle vortex
#

hi, soo iv got everything i want working with animatins such as hair skirt etc but my character has really long sleeves and i want them to move but the right sleeve is fine but the left sleeve seems kind of inverted and not sure how to fix

austere knoll
#

Soo errm i figured out how to do emote overide but i seem to go flying everywere

gentle vortex
#

kinda made do tinkered around with stuff looks belivable now hahaha

azure pilot
#

Thats a cute avatar!

trim flax
#

is blinking animation build in into all models? can you override it too?

muted prairie
#

not in all models

azure pilot
#

You need to make sure you have the corresponding shape keys

trim flax
#

I want to change that animation to be a bit different tho, so I want to get rid of that default one, not sure how tho ;/

azure pilot
#

There IS still a way to animate a nonblinking avatar to wink but the amount of effort required really turns people off

trim flax
#

mine blinks, and I want to get rid of that :D and add own one

teal osprey
#

So, i have a custom walking animation, that works fine, but if i add a bone movement to move the tail my avatar has it simply ignores that movement

azure pilot
#

I assume you are using the cats blender plugin? @trim flax

muted prairie
#

That's how most animations function, with a specific skeleton, if you add a bone it'll mess it up @teal osprey

#

add, remove or change for that matter

teal osprey
#

the rig has the tail bone by itself, it's not a rig problem, caus eon unity the animation works as intended, it doesnt ingame

azure pilot
#

You might want to try dynamic bones plugin for unity

#

It costs 20usd on the asset store but i can guarantee it is worth every penny

teal osprey
#

that's now what i need to do

azure pilot
#

Oh sorry if i misunderstood

teal osprey
#

it's like a robotic tail, i need it to be in a specific position, not randomly with dynamic bones

azure pilot
#

I see

trim flax
#

@azure pilot yup, I used it to prepare that model

muted prairie
#

So you're editing your own walking animation with a tail movement ?

teal osprey
#

basically the game ignore all the parts of the animation that aren't made with the mecanim animator

azure pilot
#

Sorry @teal osprey i cant help you in this aspect, maybe someone much experienced can help you im still learning as well

clear yew
#

So I downloaded an free animation from maximo, got it working on my avatar as well, except that when falling she somehow is is falling and suspended in the air instead of on the ground xD

teal osprey
#

and just for the walking animation, cause on idle and gesture it works

dusty plume
#

Wait, huh, whats going on in the walking animations?

azure pilot
#

@trim flax you will want to set the blinking intensity of the upper eyelid and lower eyelid to 0.00, just to make sure you create the shapekeys without making them move by themselves, then in unity you will have the shape keys needed to "force" a blink using hand gestures

#

Im pretty sure that was worded very vaguely, if there are any clarifications you can ask me again via DMs

#

Im sorry rip my english

trim flax
#

blink via hand gestures? that does not sounds good

clear yew
#

Woah, it's kind of active now. Do animation overrides typically break visemes?

teal osprey
#

@dusty plume basically is something like a flying animation, and the "tail" is like a booster that i need to direction in the right place with bone transformations, cause the mecanim animator doesnt handle tails (obviously)

azure pilot
#

What exactly do you want changed in the blinking? Slower blink rate / half closed blink etc?

dusty plume
#

@clear yew Actually an interesting thought. Maybe, I know my visemes dont work 100% on my bots, and I do all custom animation sets on them

trim flax
#

I want to be acoustic ( ͡° ͜ʖ ͡°)

clear yew
#

My mouth movement disappears completely when I add just an idle animation.

#

I have a working model and a test one. The only difference is the overrider with a single animation in it for the idle.

dusty plume
#

@teal osprey Flying animations are their own challenge with their own intersting work around, You talking about replacing "falling" or walking/running in general?

teal osprey
#

no, it's a running animation, and the animation by itself works, it's just the tail, and it bothers me

trim flax
dusty plume
#

@clear yew Then possibly, None of my bots speech visemes work when I use them. I thought it could of been the fact that I sometimes tick Mesh on the masking but didnt fix it

azure pilot
#

Oh shit hahaha that derp char

#

Dont think i know how to do that too

#

Like separate blinking animations

#

I would like to know as well tbh

dusty plume
#

@teal osprey When you animate walking and running, Only the humanoid bones animate, Extra bones like tails will not. I wish I could animate extrabone myself 😢 (only animates from Idle)

opal lodge
#

I guess instead of making a animation from both eyes from 0 -> 100

#

you make one start a little earlier

trim flax
#

but how to make that animation for blinking

azure pilot
#

The real question would be how to make the timings different

#

I have no clue at all myself

teal osprey
#

@dusty plume so it's a vrchat limit, got it, at least i wont headbutt the keyboard trying to get it to work

opal lodge
#

You put it earlier / later on the animation timeline

clear yew
#

I'm sure it's not actually so difficult. It's just easier to click a button in CAT.

#

xP

azure pilot
#

I am a very lazy person but this is worth knowing anyways i guess

opal lodge
#

this should give you a good idea on how to make a blink animation

azure pilot
#

Thanks @opal lodge i really appreciate the help

clear yew
#

Just make the animation longer and drag one of the eyes farther down the line.

azure pilot
#

I dont think i saw that video before lol

opal lodge
#

It's a pretty good tutorial

dusty plume
#

@trim flax hes how I would go about animating for blinking, I would make an Idle animation, but doing that is easier with bones (Unless you animate inside Unity, then shape key animations can be done on the same layer as bones (i think) )

opal lodge
#

might want to give some video's in #tutorials a go, they're all pretty good to learn

clear yew
#

Why cant i move my model around when the scene is playing in unity? Im trying to work with dynamic bones

trim flax
#

@opal lodge if I add custom animation component in unity - that animation does not play at all ;/

teal osprey
#

last question, any chance to get emotes to not block a generic model? i already have the right animations for the generic rig, but it just don't let me do it, even if i make myself the avatar controller and try to get the emote value for play the right emote

clear yew
#

Do they address the viseme issue? xP

#

I wonder if I need to animate in unity to keep my visemes.

azure pilot
#

Ok maybe this is just my opinion, but the #tutorials channel is flooded with videos its very hard to pinpoint what you need because, honestly, if you weren't looking for help in a specific area you wouldn't be searching there anyways

#

But thats just my opinion

clear yew
#

#tutorials just needs to link to a blog or forum that's actually organized by what you're looking for. ;P

azure pilot
#

Yes this

dusty plume
#

@clear yew When clicking the model, you want to click the bones roots under the child for the Avatar (in Hierarchy)

#

@clear yew If you figure out how to fix the Issue with visemes not working with Idle animations please dm me 😄

clear yew
#

@clear yew Also, make sure the model itself is selected. If you can see the materials list on the right, you have the wrong thing selected.

#

@dusty plume If I figure it out, I may forget until I see someone asking again. But I'll try. ;P

opal lodge
#

@trim flax What exactly do you mean?

dusty plume
#

Oooohhh @trim flax you want to know how to do it in the first place?

trim flax
clear yew
#

@dusty plume Thanks, now i just need to figure out how to actually do this dynamic bone stuff...

dusty plume
#

@trim flax Uuuuhhhh... , can you screenshot your entire screen?

teal osprey
#

is that a legacy rig?

azure pilot
#

@trim flax i have to see where exactly you are trying to put that animation component into

trim flax
#

@dusty plume @azure pilot it is added as component to game object of my model - that I later upload to vrchat

dusty plume
#

...? Never heard of that approach, does it work?

trim flax
#

it is how it was in that tutorial, and it does not work

pseudo pewter
#

Did you do what the guy in the video did at 6:28

#

He first added the animation component and then dragged the blink animation into that iirc

trim flax
#

oh I didn't check that legacy thing

#

I will try that

finite fossil
#

anyone know how to fix this issue where the mouth on this avatar moves by itself at seemingly random intervals? it moves as if im talking in game with visemes.

ive checked all the custom animation overrides and none of them seem to affect the mouth movement.

ive tried removing visemes on a duplicate avatar and testing in-game. The mouth was still moving.

yes my mic is muted in game. the normal visemes do work when i talk with my mic open in-game.

the jaw bone is unmapped in unity.

the mouth issue doesnt occur when i press play in the unity game-scene and watch for a bit.

would appreciate if anyone could help me out, thanks!

gentle vortex
#

what settings do you guys tend to set your damp elactissity etc at? having trouble finding a good comba in vrchat looks fine in unity then vrchat its strong as hell i set them about 0.5 0.3 0.3 0.2 for skirt and even lower for hair

pseudo pewter
#

Did you check the dynamics bone video?

#

He had some values

#

Im still messing with mine

gentle vortex
#

yeah there the settings iv got my hair set to ohhhh i checked a womens video

#

which video would you suggest to check out?

pseudo pewter
gentle vortex
#

thanks ill check it out

pseudo pewter
#

The values are also in the description

gentle vortex
#

thanks will give it a go for them values ^^

trim flax
#

ugh

#

thanks for help, it kind of works now but... I still have default blinking animation

#

and I don't know how to get rid of it

pseudo pewter
#

Hmn?

#

Could you screenshot the inspector of the model?

trim flax
#

just now it blinks twice, once using my derp animation, and once that normal blink thing

#

that I can't find in any place so I can remove/override it

#

you can still see that default blink from somehwere

versed tulip
#

@trim flax The default animation will play if you still have the blink vrc shapekeys active

trim flax
#

can I do something with them in unity? to disable that, but keep my animation

versed tulip
#

@finite fossil Your issue is likely caused by the sil visemes getting delete upon upload due to it being blank (not applying any movement). You need to select that shape key and make sure it does something (even moving a single vertices by a imperceivable fraction). After doing that reupload and it should of fixed it.

finite fossil
#

@versed tulip ill take a look thanks for the help

trim flax
#

@versed tulip is there way to deactivate that key from unity?

versed tulip
#

@trim flax Easiest way is to click the "disable blinking" button in cats but if you can't do that then in edit mode find the two vcr shape keys (think its vrc.blink_left and vrc.blink_right) and for each first click 'select' then 'remove'. That'll render the shapekey useless.

#

No only from blender as far as I know

trim flax
#

then it will remove my blinking too, as my animation need to use that keys

finite fossil
#

@versed tulip ive had other avatars with the sil viseme being blank and i havent had this issue

versed tulip
#

Simple enough then, rename them to something else

#

and get your animation to use the renamed shapekeys

trim flax
#

ok, I will try, ugh, I hope I will be able to find my old blender project for that model :D

versed tulip
#

Though I'd actually copy the shapekeys, render the originals useless and switch your animation to the second pair (because VRchat tends to use ordering in conjunction with the shapekeys and you might get odd behaviour otherwise)

#

@finite fossil Don't know what to tell you, I've always had that particular issue.

finite fossil
#

hm

#

is there a tut on how to edit the shape key?

versed tulip
finite fossil
#

thanks

versed tulip
#

That one covers the basics but its a easy as going into edit mode, selecting the shapkey and moving a vertex

#

@finite fossil If you jump to 16:00 in that vid then he talks about the sil

clear yew
#

While we're talking about visemes, my mouth gets stuck on a shape after I release the push to talk. I usually hit V for a second to make a random noise to get my mouth returned to closed. Is this something I have to just live with or is that possibly related to the sil shape key also?

versed tulip
#

I've never seem that particular issue but it would make sense that if the sil was removed then the mouth might not close

#

Being that the sil is meant to be the default face shape (or would be if this bug didn't exist lol)

clear yew
#

I just notice when I'm talking while looking in the mirror and I stop, my mouth will seemingly get stuck on the last syllable. I guess I could mess with it once I figure out why overrides break visemes.

versed tulip
#

What kind of overrides?

clear yew
#

I made a simple idle override to get my arms out of my poofy skirt and now my visemes don't work. I still have a working model that has her arms still stuck at her sides though. At least her mouth still moves.

trim flax
#

ok, cats plugin have checkbox to disable blinking

#

works now!

#

thanks all for help

versed tulip
#

np

fringe gull
#

guys im trying to add a blinking animation to my avatar but the animation tab is simply not existent in unity, what do i do?

versed tulip
#

@trim flax remember to disable your blinking animation whenever you perform a facial emote else you'll get some odd things happening

#

@fringe gull Think you can get it from the windows menubar (not at my blender pc atm)

fringe gull
#

that worked

#

thanks 😄

swift root
#

Anyone know how to get a gun to shoot?

#

Cant figure it out

fringe gull
#

i can't for the life of me find the animation property for blinking!

versed tulip
#

@fringe gull what do you mean?

fringe gull
#

im trying to find the property thing for blinking

#

but all i can find is mouth movement or brow movement

#

look at all this shit

#

i can't read japanese!

versed tulip
#

Well I'd advise you go back into blender and run your model through the CATS plugin

fringe gull
#

i have done that

#

before i put it into unity i pressed the "fix model"

#

button

versed tulip
#

What about translate and join mesh?

fringe gull
#

don't think i joined meshes

versed tulip
#

Probably best to do both so you don't lag in game (any everyone else)

fringe gull
#

i've used the model before and it doesn't lag anyone

#

even tho i have 15k poly

versed tulip
#

As for blink I'm afraid I don't know the japanese for it

unkempt star
#

Hey I made an animation in blender and imported it to Unity, and in unity preview it looks fine but ingame my character just goes halfway through the ground?

versed tulip
#

poly count actually doesn't mean much its mainly drawcalls and physics that lag people

fringe gull
versed tulip
#

and by that I mean dynamic bones and the anmount of meshes / meaterials a model has

#

Yeah, thats one way

#

What happened when you clicked translate in CATS?