#animation

1 messages · Page 7 of 1

versed tulip
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Other way is to set each blendshape to 100 until the eyes close

fringe gull
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I like the google translate app

versed tulip
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good thinking

drifting rapids
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Hey, can anyone tell me if its possible to have custom emotes on a generic skeleton, because every time i trigger them ingame it just makes my avatar freeze.

fringe gull
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Sad thing is

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It doesn’t make her blink

pseudo pewter
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Did you set the value to 100?

fringe gull
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Yes

finite fossil
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@versed tulip tried remaking the sil shape key and the issue still occurs

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ive also tried removing the visemes altogether but the mouth still moves as if im talking at random intervals

versed tulip
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@finite fossil Sorry, I'm at a loss then

finite fossil
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np appreciate the help

versed tulip
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Are your shapekeys in the right order?

fringe gull
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Guys

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Check it

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Reeeee

finite fossil
versed tulip
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you fluttered... nice

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@finite fossil I mean in blender

finite fossil
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?

versed tulip
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@finite fossil whilst is sounds stupid many tutorials (and my own experiences) say you need to have your shapekeys in a certain order for them to work right

finite fossil
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alright ill try that

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i rememeber eye tracking not working because my mesh was named "body" and not "Body"

versed tulip
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The order is:

(Basis)
vrc.blink_left
vrc.blink_right
vrc.lowerlid_left
vrc.lowerlid_right
vrc.v_aa
vrc.v_ch
vrc.v_dd
vrc.v_ee
vrc.v_ff
vrc.v_ih
vrc.v_kk
vrc.v_nn
vrc.v_oh
vrc.v_ou
vrc.v_pp
vrc.v_rr
vrc.v_sil
vrc.v_ss
vrc.v_th

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Hoepfull that'll help

finite fossil
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ah its still happening NotLikeThis

versed tulip
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ok, one last thing you can try

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Do you have your jaw bone set to 'none' in unity

finite fossil
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yes

versed tulip
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Well I wish you the best of luck in figuring it out

finite fossil
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haha thanks

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think ill just live with it

versed tulip
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Its annoying as I've had the same thing multiple times and those steps have always fixed it... ah well

pseudo pewter
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What was/is the issue?

finite fossil
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ill go ahead and copy paste:

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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!

pseudo pewter
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So random intervals and not periodic?

finite fossil
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seems like it

pulsar storm
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does it occur when you're walking or idle?

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or both randomly

uneven bronze
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matsix Can you replace the default emotes such as "dance, wave.." for your custome animation? I don't have VR headset

pulsar storm
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I've tried, but all that happened was one of these

  1. Idle there while being unable to move
  2. Shake up and down like I'm glitching through the ground
  3. Avatar goes halfway to the ground with the animation (currently here)
uneven bronze
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matsix I see....

drifting rapids
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@uneven bronze Yes, you need to use the CustomOverride. You can put your animations in the emote slots there.

uneven bronze
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matsix I just try to make an animation that spawn a weapon, but when I use it; my avatar "Shake up and down like I'm glitching through the ground" @drifting rapids

harsh parcel
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Trying to get in contact with Big Al. does anyone know his disc?

trim flax
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@uneven bronze yes, you can, and it works fine

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as long as you have valid model

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but can't be longer than 10 seconds

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or weird things will happen

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so you probably have some issues with bones? what you used to create animation?

wheat lion
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anyone know how to add all the finger bones when making an animation? and not just one by one

fallen flax
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@wheat lion muscle animation editor on Unity store is only way I know of apart from having a template

wheat lion
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aw

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oh

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hey feet

uneven bronze
fallen flax
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Hello

compact walrus
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heyo can someone tell me how to make particle effects visible on override animations? i set it up like every other of mine i did, like gesture so that a weeapon appears, but the effects dont appear, at all

trim flax
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@uneven bronze can you show your animation view then?

uneven bronze
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🤔 What do you mean by "Animation view? Animation view on Unity?

sage lark
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Does anyone here know how to make a "glitch" effect on a model? Something that would happen like every 30ish seconds?

wheat lion
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how do i tpose my character after they've gone through the ground?

fallen flax
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@wheat lion recommended to make a duplicate before making anim override because of this

wheat lion
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ah rip

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i didnt need that last time

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and i already deleted the duplicate

clear yew
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I've tried making custom overrides according to the youtube tutorials but it is not working any tips

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I've followed several step by step but the hand just goes to the default in game when doing the gesture. what could i be missing please

sonic tiger
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@sage lark likely your best bet there is a custom shader set up for vertex displacement. Definitely not beginner friendly though.

sage lark
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eeek

unborn sphinx
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Does someone know a good site or place to find custom Animations / Emotes ? ( Speaking as a Desktop User )

wheat lion
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mixamo @unborn sphinx

clear yew
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does anyone know why a custom override would not function as expected after following all the steps in the tutorial video above by kuno

fringe gull
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I'm trying to edit one of my animations for my avatar, but i don't know who to open it and edit, i've succeded in opening it but i can't add a new property

naive snow
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Hello! , my avatar was working fine , now she's not walking , she's sliding , anyone knows how to fix this?

kindred yacht
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how do i loop walking animation ?

compact walrus
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if its a simple walking animation, you can easily do that with additional keys, just copy the values to the new keys: 1->2->1->2

abstract dew
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Hello there, I have a question. How to do a simple 2d blink animation in unity. I have the textures for different eye keyframes, and the material/mesh with the eyes is seperate. I tried doing it by duplicating the model to make the controller, and doing the blink animation on that. It worked but only on the duplicate one. When I moved the created animation to the main avatar with 'animation' component it didnt work

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I did it with the skinned mesh renderer > material reference property

compact walrus
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sadly cant help much if its in unity, i did mine per blender, made blend shapes there and just uses those in unity

muted prairie
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unity won't help afaik

next shard
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sooo i wanna try some basic animation for the idle pose or emotes. Anyone know how to do it XD

muted prairie
kindred yacht
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@compact walrus sadly its not simple

next shard
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tutorials

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okay

kindred yacht
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i figured it out yaaas

wraith hawk
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Does anyone have a good example of dynamic bone preset for tails?

frozen wind
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Trying to get this particle to appear in my left hand, any idea why it wont appear?

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sword appears but not the orb

muted prairie
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@frozen wind maybe out of bounds ?

dark zealot
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is it not possible to add a facial expression while normally walking forward/backward/sprintforward?
i am getting glitched into the ground and do the the weird pose u do in animation editing.
or did i screw up somewhere?

frozen wind
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new with particle effects, but it is right at its hands

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i wouldnt think its out of bounds

next shard
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okay when i import a mmd motion into blender, the animation is so broken

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zzzz

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why is it doing that XD

kind void
clear yew
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Where does one get good models for like foods? weapons?

next shard
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on deviant art and stuff?

frozen wind
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what exactly are you looking for exiled?

uncut monolith
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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

next shard
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my face animation is stuck on one expression in unity

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why is it not changing expressions like in blender xD

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is it because i might have decimated the face a little

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so the face expression are not changing anymore

uncut shoal
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You have to re-add all the animes as unity ones and but them in a custom animator controller

trim dagger
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where can i find the animations for guns

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is there a website

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also when i take out a gun model or something and my tris count goes above 20k in-game what happens?

next shard
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@uncut shoal it is a motion data from mmd tho

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@uncut shoal so it should have been all in one

keen sage
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How can i overide WALKfoward animation https://imgur.com/a/seD7K i put the animation clip in the slot but the animation is not playing the rig humanoid and i have tested other animations in the emote tabs but i can figure out the walking animation set up

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been baning my head for 2 days now on this

trim dagger
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zz

muted prairie
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@keen sage Did you use a copy of the vrchat animation file or did you edit the one in the sdk ?

keen sage
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not 100% shure what you mean

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i duplicated CustomOverrideEmpty and made a new one

muted prairie
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ok, just wanted to make sure

keen sage
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and put the animations there

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kk

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best to start with the basisc XD

next shard
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i dont get

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why my character expression stay the same

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like if i save the blender file at a certain time with a certain expression in blender

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it is gonna stay with that face during the whole animation in unity

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= -=

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and the animation is working fine in blender

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the expressions and everything

trim dagger
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boys

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wheres the tutorial for adding props

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into the hand animations

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ree

keen sage
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here you go

azure hare
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Is there a way to fix my avatars sitting animation? he sits at the bottom of every chair.

pliant dust
trim dagger
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ty

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which one

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do i use

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lol

pliant dust
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Both are good.

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Flip a coin?

trim dagger
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nvm

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figured it out

hollow mica
clear yew
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Anyone on currently, do you have any ideas as to why my idle override disables my lip sync visemes?

versed tide
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are you using blend shape visemes or jaw flap blendshape?

clear yew
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Blend shapes.

versed tide
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hmmm...

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does your idle animation have keys on the shapes?

clear yew
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Hmmn. It shouldn't.

versed tide
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it's the only thing i can think of atm

clear yew
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I didn't create any. I only posed the model and made two keyframes. One at frame 1 and one at frame 24. Saved, exported.

next shard
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i still haven't fixed my problem, any expert on animation can pm me on discord? xD

versed tide
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try changing the name of the face mesh

clear yew
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Alrighty.

versed tide
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if it has eyetracking it would break it but if the visemes work, it could mean that the idle animation has keys baked on the shapes

next shard
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@versed tide do you know why the animation on blender works fine but on unity the facial expression stay the same and it doesn't change at all.

clear yew
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I will say that I didn't take the new model with the animation into the scene in Unity to upload.

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I just used the animation it had for a controller which I then placed on the model that was already in the scene.

versed tide
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i mainly animate on maya. but some issues i've found with face shapes on animations usually have something to do with names and hierarchy

next shard
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mhhhhh

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but in the video

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they said not to rename anything or translate

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because that is a mmd motion data

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else the motion wouldn't work

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xD

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so that might be why the face animation isn't working in unity right?

versed tide
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yeah. unity will try to find the exact name in the exact hierarchy so even if you rename the mesh from body to Body it won't recognize it

next shard
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well you have any idea how to rename

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just the facial expressions

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with cat plugin

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in blender

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is it shape keys, bones, meshes & objects or materials?

versed tide
next shard
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mhh okay i try translate with shape keys

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thanks

versed tide
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no prob. hope it works :)

shut iron
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quick question, if cat's blender tool can't do the lip syncing vesimes for me, do i have to do the shape keys manually myself? just want the stupid mouth to move

next shard
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for the moment, the translation worked and the animation is still working on blender

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will see in unity

versed tide
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@shut iron yes. if you have Ah, oh, and ch shapes you can just mix them to create all the new shapes and just do some tweaking

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which is what CATS do

shut iron
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what do you mean, all the new shapes? do i need the whole alphabet, or just those three sounds? not sure what vrchat looks for

versed tide
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vrc.blink_right
vrc.lowerlid_left
vrc.lowerlid_right
vrc.v_aa
vrc.v_ch
vrc.v_dd
vrc.v_ee
vrc.v_ff
vrc.v_ih
vrc.v_kk
vrc.v_nn
vrc.v_oh
vrc.v_ou
vrc.v_pp
vrc.v_rr
vrc.v_sil
vrc.v_ss
vrc.v_th```
next shard
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welp it is still on same face expression

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watever

glacial spoke
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guys, the shift running animation is the runfwd or sprintfwd?

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i mean here

clear yew
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i did eye tracking and blinking with CATS, and when I try to do blend shapes in Unity with overrides, it seems to be the blinking that messes up the eye expressions, looks like this https://puu.sh/yP5JP/20081abdb8.png

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how would i fix that? stop the blinking?

next shard
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i had the smae problem

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with future rin

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i don't know why

versed tide
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majestic

next shard
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but it worked on other models tho

shut iron
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@versed tide i'll give that a go. just wish that the jaw flap worked in the first place, since that would be much easier

next shard
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Trumpa papa, use the cat plugin

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in one button, you get everything

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translated right

clear yew
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it works fine for a second, then i can see like blinking underneath and it messes up

shut iron
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@next shard cats doesn't work for me. i think you NEED to have an MMD model, which i dont. it just doesnt work for me.

versed tide
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@clear yew check each blinking shape solo and together maybe something is moving the vertices too much

next shard
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oh i see

clear yew
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how does CATS make the model blink? can i disable it in Unity?

next shard
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maybe there is some kind of faster way than manuelly doing it

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you can disable blinking

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in blender

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with cat

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there is a checkbox

shut iron
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@next shard i wish...

clear yew
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i know but there's no way in unity unless you export again?

versed tide
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yeah, unity looks for a mesh named Body and picks the first 4 shapes

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if you want to disable it, the easiest way to do is renaming Body to something else

ancient citrus
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I was told i can ask on the discord for JiggleBone, i don't know if i'm in the right chat to ask for that but... Yeah.

next shard
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jigglebone?

ancient citrus
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That thingy that allows you to make hair or other stuff moving :p

next shard
#

dynamic bones

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that cost 20 buck

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or something

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<.<

ancient citrus
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Yeah, but someone told me i can just ask for it on discord and someone would "give" it, i don't know how they go on about doing that but... yeah.

next shard
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oh really

ancient citrus
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Ya.

next shard
#

o 3o

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i don't have it either but i don't wanna spend 20 bucks

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xD

ancient citrus
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I don't have 20 bucks 😄

next shard
#

so does anyone have it

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o -o

shut iron
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cough cough

next shard
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cough cough

clear yew
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i have it but can you just "give" an asset to someone? thought unity would add some protection for that lol

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but maybe not

next shard
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i believe it is like a package

ancient citrus
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I mean i got nothing to lose in trying it.

next shard
#

can you upload it somewhere

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xD

clear yew
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no, the cyber police might get me xD

next shard
#

ehhh

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o 3o

shut iron
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cough

next shard
#

trumpa, you hav eit

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right

shut iron
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yeah boi

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i suggest he check his mailbox

next shard
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can i have it too

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XD

shut iron
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cough

next shard
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o -o

ancient citrus
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Wait what

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Oh.

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Thanks mate ^-^

zinc flicker
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How in the hell does one go about making gun animations. I know how to make it appear but to make it shoot is beyond me

ancient citrus
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@next shard Did he give it to you too?

zinc flicker
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Dude I'll give it to you np

ancient citrus
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I got it now.

zinc flicker
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I bought it on Black Friday

ancient citrus
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Just gotta see if it actually works.

zinc flicker
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It will if you put the folder in your assets

ancient citrus
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Haha it does what the

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Sorry, censored it.

clear yew
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i think its 1 animation override to make gun appear, then another one to make a particle system appear near the barrel to shoot?

next shard
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so do you just apply the script on the character in unity

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of course need dynamic bones but ye xD

zinc flicker
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Yeah I knew that I just don't know what to override to make it shoot and how to animate bullets.

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I know the particle system is used

shut iron
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you put the dynamic bones script as a component of the model in unity. the overarching parent of everything within the model

clear yew
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well you cant usually see a bullet cause it goes so fast, you'd just need a flash or whatever?

zinc flicker
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Tracers....

clear yew
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yea

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particles?

zinc flicker
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I guess I saw a video on YouTube but it had no sound so it wasn't very helpful

next shard
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uhh guys

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what was the button to play in unity and able to edit stuff

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at the same time

shut iron
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? you cant

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you edit and then play

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it doesnt save your changes when in play mode

next shard
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well i remembered that we could like do something like that i forgot

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i mean i can't move my char when i'm in play mode

shut iron
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oh, add a component to the character called dynamic bones demo1

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it allows you to move the character for testing

next shard
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oh okay

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well i'm done anyway

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xD

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gonna try it in game

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it is a loop animation lull

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uploading

ancient citrus
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I crashed it.

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Lmao

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Its back 😄

next shard
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my vrchat is loading forever in hubs

compact walrus
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well, there was a annoucnement, that server have issues, so just wait

ancient citrus
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So hum, i made a bone collider on the chest so the hair doesnt just go straight through but it doesnt seem to work.

clear yew
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can some one help me with the problem

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this avatar does not contain an animator and will not animate in vrchat

trim dagger
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wait

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do i need animations for guns to shoot

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i just want like a simple prop

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im not trynna do animations or anything just assign a certain animation in-game to the weapon

zinc flicker
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Yeah i want to do that too but no one is answering my question

trim dagger
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so if i were to download something from here

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and i just want to put it in without animations

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is this guide good

clear yew
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can you bind a animation to the trigger but for example a gun firing but also being able to pickup stuff or will it overright picking up stuff

trim dagger
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so in this guide

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it doesnt tell me how to actually

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put the model inside unity

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it just starts from the model being inside unity

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i need it from the beginning

clear yew
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let me find you a good video one sec

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this one is very good i learned off of it

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all her videos are good

trim dagger
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how do i get this katana thing

clear yew
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if you are just starting out modeling and animations

trim dagger
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into blender though

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i cant even like

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import it from blender

clear yew
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is it a mmd katana?

trim dagger
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here

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ima just link you it

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see it

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i dont know like

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how to import that into blender

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i cant use cats with it cuz its not a 3d model right

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like a human model with bones

clear yew
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its a .pmx

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so

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do you have mmd tools?

trim dagger
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yeah

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and cats

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like i know how to do all that

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dynamic bones too

clear yew
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so on mmd tools and import from there

trim dagger
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o ok

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its all black

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is therel ike a guide for

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weapons or something

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er its gray

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wait wtf

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is it the same as like

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a 3d model?

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and can i use cats for this or no

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cause i have to get the cover off of it

clear yew
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so for me it usually is like that to so what i do is import it threw mmd then export it as fbx but if it is to much poly then i blind decimate it

trim dagger
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ok i exported it fbx

clear yew
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i dont know how to import with textures my self

trim dagger
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textures work

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wait

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whats the poly count

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is there a tris count limit for weapons too?

clear yew
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i dont think so

trim dagger
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oh

wintry vapor
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for animations

trim dagger
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then im fine right

wintry vapor
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there are no tri counts

trim dagger
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ok

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wait

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someone help me lol

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what do i do now in unity

clear yew
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i still try to get a small amount so i dont ag

trim dagger
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new project or in the same one

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oh yeah true

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true

clear yew
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i put my weapons in the model im using the weapon for

trim dagger
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but how

clear yew
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like a whole new folder in the model folder

trim dagger
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you need to put in textures too

clear yew
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yea

trim dagger
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wait wait

clear yew
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so if you have a model folder

trim dagger
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can i screenshare

clear yew
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here call me on discord

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Just a random question, is it possible to custom override an object thats throwable?

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Not just a particle effect, but lets say I have a character with a gun, it would be more comical to just throw the gun instead of shoot someone with it

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I could imagine making a custom animation to do that, but it would be the same everytime

shut iron
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@trim dagger as long as you can still render the model out, dont worry about the errors untiy reports. i have a bunch, but they dont mean anything.

mystic hull
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Anyone know how I can add collison to clothes with dynamic bones, aka I can move them with my hands?

shut iron
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@mystic hull go to one of your hands and add a "dynamic bones collider" to it, and adjust the size of the collider. i recommend setting it to one of the fingertips. then, copy that collider into the other hand/fingertip.

after that, go back to the clothes or whatever and its dynamic bones script. go into the "Exceptions" part of it and add 2 exceptions. then just click the circle next to those 2 slots and add the 2 hand colliders.

mystic hull
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@shut iron Champion, thanks for the help

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👌🏿

shut iron
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glad to help

mystic hull
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@shut iron WIll it still work if the finger is already part of a higher level exclusion?

shut iron
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the higher level exclusion will probably take over

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if the higher level exclusion has the collider taking up the fingertip's collider

mystic hull
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@shut iron But if there is no collider on the higher exclusion we're good?

shut iron
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if there isn't one, then yes, the finger tip will collide. not sure why you would have a higher level exclusion without a collider though

mystic hull
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Because I'm a noob and messed up the bone structure and didn't want to have to put in 100 bone structures hahah

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But thanks for the help

shut iron
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yeah no prob

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what the weapon visible in unity before you exported it?

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is the katana part of your bone structure?

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maybe it's the way you recorded that animation?

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yeah

clear yew
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hm is there any easy way to rip animations from another game

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like i wanna take a model+ its animations

peak summit
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So uh I seem to be missing the animation tab in unity

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😕

clear yew
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top left > window > animation

peak summit
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Danke

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Is there a way to add multiple properties at once in animation?

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Or do I have to add every single finger bone individually

clear yew
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yep

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sadly

peak summit
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R E E E

tribal sparrow
#

Im losing my mind. My very first attempt at adding an item to the handposes worked flawlessly

And ever after that I've tried to replace that item with an item I actually wan't without succeeding at all. I've re-done and failed like 8 times now.

Just felt like venting

wooden ivy
#

Just spend an afternoon adding each finger to one animation and then make 20 copies of that animation to use as bases

#

20 copies stored in different places because you'll never want to do it again

hazy palm
heady veldt
#

Does anyone know how to use the jaw flap bone lip sync? any time I have used it my character just ends up with an open mouth that doesn't move.

tall zodiac
#

Anyone know why my animation suddenly stops playing after reimporting model?

#

Like i nthe preview window for animations

clear yew
#

Hey I have a question about importing PNGs to Unity, whenever I drag them into the materials/tex folders they always come up with a white or black background and I can't seem to get rid of it

tranquil dove
#

plz teach me how to blink on unity assets suriyun model 😦

azure crest
#

i have an error that i cant fix on my own

#

it first gives me an upper chest thing then after i fix that it gives me a heirarchy one

pseudo pewter
#

Do you need a separate model for each animation that you make

#

Or can you just reuse the same one

azure crest
#

i reuse the humanoid one

clear yew
#

hoo, well that was a pain in the butt to figure out, but i finally got particles, animations, events working together synced... before it always just made character go into default pose, ha.

#

Hello,i have a dog mmd and i want to put him in game.the problem is how to make him walk on his 4 feet?what type of rig should i use?

#

oh my god, the main model glitched out to have a glitchy hand though now it looks like a terrible fap

#

i wonder if its because animation that i am using has only 1 frame... for idle pose... hm, gotta check that out

#

allllright... better hope that fixes that.

iron crescent
#

Is it possible to have props show up for just an animation, like how props show up when you use gestures with VR controllers?

clear yew
#

Thats what i am doing with infinite right now, pretty sure its possible

iron crescent
#

oh sweet

clear yew
#

figured the animation error out... apparently it's rig being messy with mecanim. Might have to modify it

next shard
#

Sooo how do you actually customoverride, can you actually import some animation from mmd via blender and then into unity and customoverride the emotes?

clear yew
#

depends on what you are trying to do

next shard
#

mhhh like some magic trick i often people do

#

see*

#

or just a custom idle pose

distant anchor
#

Anyone able to help figure out eye tracking? Works in blender and in unity but doesn't translate to vrchat.

next shard
#

:/

clear yew
#

How do i make my mouth "3" shaped and left eye going to left and right eye going to right?

#

I was trying to do it like blinking animation but it didnt work

#

the "Scene" didnt show up after changing it to legacy

upper cloak
#

I made a simple blink animation. In the preview (unity) everything seems to be working fine. However, ingame, while the blink works as intended, from time to time you can see a bit of inner mouth movement.
What might be causing this? Where should I look for the problem?

Also, is there a way to limit eye tracking? As in add certain rotation limits.

clear yew
#

hooray fixed the glitchy arm

upper cloak
#

@distant anchor you might have the rotation bones too far back, try setting them closer

distant anchor
#

Using cats?

upper cloak
#

no, manually

#

cata fuks up most tracking

distant anchor
#

Any good videos to learn proper placement?

upper cloak
#

not that I know of

#

have you ever set them up manually b4?

distant anchor
#

No, only started recently, cats skipped a lot of the hard learning it seems.

upper cloak
clear yew
#

How do i make my face experssion stay forever? Like derp eyes or open mouth. Is this even possible? Edit: PC

upper cloak
#

check that for general setup

#

you have to play around with the rotator values for sensitivity

fallow silo
#

Not sure if this is the wrong area or what and has most likely mentioned before but I've created an animation for my avatar but when he does the emote he goes within the floor for some reason?

distant anchor
#

So just to be clear, my rotation works, blinking works. It all works in both blender and in unity. But it doesn't work in game.

#

And that could just be bone placement?

upper cloak
#

@fallow silo you probably recorded the movement as well, make sure u only record the face animation

clear yew
#

huh. judging by the lack of reflections in the mirror i assume only i can see the particles.

#

weirdddddd

fallow silo
#

@upper cloak I have an animation involving the arms and hands though

clear yew
wise sundial
#

Yeah, that's correct

upper cloak
#

@distant anchor well, I dont have access to ur file to check, but yea, my best bet would be placement distance

#

move em closer to the iris

#

the closer they are, the crazier they get

distant anchor
#

Righto cheers, I'll give it a try.

upper cloak
#

@distant anchor make sure that they are str8 and have a 0 rotation value btw

upper sapphire
#

who knows how to hide weapons when I pull one out? (v:

rugged sierra
#

You need a separate mesh for the weapon on your back. Basically, in the animations overrides, hit record, select the weapon on your back and hide the weapon, it should appear in the animations override. Then just do what you normally would for making it appear in your hand @upper sapphire

upper sapphire
#

@rugged sierra the one on my back is technically completely different lolol

#

its not even a complete sword xd

fallow silo
#

So confused, I've created an arm/hand movement but yet when replacing the mote and testing the emote in game my character sinks into the floor

rugged sierra
#

You can separate it in blender by selecting parts of the sword in edit mode and hitting p>separate by selection

#

It will create a separate mesh for making it easier to work with.

upper sapphire
#

how do I do dat in unity doe

#

(v:

rugged sierra
#

You cant

upper sapphire
#

NOOOOOOOO

rugged sierra
#

You have to redo the model if you haven’t created a save version of the final model

upper sapphire
#

is the thiing youre referring to this?

#

thats the one in my hand

rugged sierra
#

@fallow silo Did you create a clone of your character to animate with?

#

I’m referring the the sword on your back

upper sapphire
#

ye i meant like

#

how the one in my hand has 2 of that

fallow silo
#

@rugged sierra Yeah yeah did the whole duplicate thing then animated it on the clone

upper sapphire
#

what if... I deleted the fake sword on my back, and then... put an actual complete sword on my back

#

so I dont have to go through blender?

#

o.o

rugged sierra
#

Have you checked to see you haven’t accidentally added something without knowing you did? One of my animations had Tpose animate in the animation which would cause my character to fly across the map when doing an override @fallow silo

#

That can work @upper sapphire

upper sapphire
#

that sounds great

#

and truuuu

#

lemme see if I can fitt it in there

#

I love my double type on my keyboard hehe

#

not my fault );

rugged sierra
#

😄

upper sapphire
#

@rugged sierra dont I have to connect this sword somewhere on my bones or no

rugged sierra
#

Yes, either the chest or hips

#

Create a copy of your character and then do it, in case it doesn’t go right

upper sapphire
#

i still have my previous copy

#

or do i have to make a new dupe

rugged sierra
#

If you already have a previous copy it’s fine

upper sapphire
#

nvm my clone dissapeared

rugged sierra
#

It’s just to make sure if it messes up, you don’t have to redo everything again

upper sapphire
#

making a new one xd

rugged sierra
#

😝

upper sapphire
#

holy fuck i had a heart attack

#

it was there but hidden

#

but i was like eh ima delette it and make a new dupe

#

and my sleepy ass deletetd both by accident

#

LOL

#

undo (v:

fallow silo
#

@rugged sierra I'll check but I don't believe so, been having issues for a while

upper sapphire
#

holy shit can ii like

#

add the 2nd mesh shiti to the one on my back

#

or is thatt iimpossible

#

thatd be next level

#

thinking about if i could avoid putting a new one on my back

#

if not thats cool cause either way im still doing the moving an actuaal one to my back

rugged sierra
#

You can

upper sapphire
#

my god i hope so cause look what i just found out

#

ITS A LIE

distant anchor
#

Are you even going to make the poly count

upper sapphire
#

yeah once i delete the fake sword i will still be good

#

you sure i can add it to the fake sword? 🤔

fallow silo
#

@rugged sierra Yeah I have no clue what is causing my animations to go a few cm under the ground, even in the animation preview in unity shows it under

distant anchor
#

@fallow silo is the second model for the animation got the correct coordinates, xyz same as the first model? If that even matters.

fallow silo
#

@distant anchor Yep there is no change, i legit have no clue what I've done wrong to even cause this

distant anchor
#

I remember seeing something about the bone hierarchy messing up with seats if you use dynamic bones on the hips. Only thing I can think of.

upper sapphire
#

alright so, i put the real sword on my back, gonna attatch it to some bone now

#

i ended up making it a tiny bit smaller so the blade doesnt clip through the sheath and still look good

fallow silo
#

Hmm not sure man all the models I seem to use have the animaton issue when I create one @distant anchor

gentle vortex
#

iv got the hair skirt ears and tail physics working on my avatar with bone colliders on both legs and knees hip and chest but when sitting down the camera goes above the head, is this caused by a collider?

past crow
#

@fallow silo When you make the animation, do you duplicate your model from the t-pose and animate the duplicate or animate the original?

#

When you animate in unity you need to dupe the original model, disable it, then animate the copy and then disable the copy and re-enable the original

fallow silo
#

@past crow I do exactly that, dupe the original, hide the original and animate on the dupe

past crow
#

And you don't change it's position or anything when animating correct?

fallow silo
#

Nope position isn't changed still at 0,0,0 and when I press Rec and begin to keyframe say the arm the model does that glitch where it sinks under. But I've seen all videos that happens which is why you use the dupe yeah

past crow
#

I also think it may be a known bug for the avatars sinking into the map

fallow silo
#

Think so but Idk what I can do to fix it

#

Like the reason to dupe the model in the first place is because it sinks when animating but then the animation preview shows it below the floor

next shard
#

so how do you guys override walking animation? o -o

fallow silo
#

@trim dagger You will get a sphere I think it is, which shows the range ect. Check on the right side when selecting the audio source and it gives options for loud and such

uneven wing
#

Do you guys use the default walking / running animations, or is there a better version out there (Or do people make their own?)

next shard
#

guys

#

which emote is rocknroll

#

in customoverride

#

i mean what does it do actually in game

uneven wing
#

Sets your fingers to ... rock and roll.. uh

next shard
#

uhh

next shard
#

ohh

uneven wing
#

lol

next shard
#

but you need vr

#

to do that

#

right?

uneven wing
#

I think so?

next shard
#

okay

dark zealot
#

is ther a way to set animation to left or right hand only?

next shard
#

okay i have a problem with emotes override

#

how do we get the character back on floor

#

and not inside the floor

#

xD

dark zealot
#

you shouldnt change the animations like walking , idle or standing or stuff like that. happened to me too.
best if you use it only for the hand motions at the start

fallow silo
#

@next shard Exactly same issue here lmao

next shard
#

@fallow silo damn

#

@dark zealot what if you don't have VR and you just want the weapon to appear in your hand

#

@dark zealot do i just make an avatar like that?

dark zealot
#

@next shard i know you can attach it to some place of your character to be visable all the time but to attach it to the hand is another thing

#

and without vr i dont know what kind of motion you could do to trigger the weaponappearance

next shard
#

ye i guess

agile ruin
#

Anyone knows how to apply particle animator to textures (unity)?

fallow silo
#

Anyone who has create an animation override and animated the arms or hands here?

#

Heyyo, I've got issues with the whole emote ending up going in the floor ect

#

I've done the whole duplicate thing as well

#

xd

#

ah rip

#

Haven't been able to find an answer with it sadly

red rampart
#

Can I attach a sound to my custom made animation? (NonVR)

inner lance
#

is there a tutoreieieiel for mmd motion to emote

dense radish
#

I have blink in blender, but when I try to animate it in unity I can't seem to find it. Any ideas?

pseudo pewter
#

@dense radish where are you trying to look for it

dense radish
#

animation tab adding a property

spare coyote
clear yew
#

How do I create a .mat from a .png?

torpid light
eternal mason
#

Im using the oculas touch controllers, does anyone know if there is anyway to asign the A and B buttons on them to trigger animations?
I cant find anything online about it.

clear yew
#

@torpid light That works, thanks even if the result was unexpected ><

clear yew
#

So, for my mage, I have a spell circle at her feet, but, the particles keep going up way into the sky ><

#

Is there a way to disable the Y axis movement, or do I have to add gravity to the object until it matches the Y axis movement?

torpid light
#

What are you trying to create? You could limit the velocity over the particles lifetime on the Y axis

clear yew
#

Just a spell circle that spins at her feet

torpid light
#

change the start speed to 0

#

and if you only want 1 circle that spins, you probably just want an emission rate of 1 with a lifetime of 1 so there's always one

#

or like lifetime of 10 and rate of 0.1 or something similar

#

You just want a rotating texture, right?

clear yew
#

Ya, oh my gosh, thanks been pulling my hair figuring this out ><

#

Now all I have to do is learn how to photoshop, apperently I'm not good at centering things

torpid light
#

in the material you made you can change the offset to fix it

#

but photoshop editing works too

clear yew
#

oops, meant to drag that to photoshop

torpid light
#

lol

slow drum
#

How does one replace the running animation :x?

vocal plume
#

does anyone know how to animate a material?

#

I want to create a blink animation but not sure how, I would only change the texture

torpid light
#

what do you mean by blink? Like fade in and out repeatedly?

#

or literally blinking an eye?

vocal plume
#

Uh, forgot to mention that it's for my character's eyes, right

torpid light
#

I believe avatars use visemes in blender to pull that off

#

i'm not too familiar with them, but hopefully that' sends u in the right direction

vocal plume
#

i dunno how to set those up

abstract wyvern
#

@vocal plume You can use CATS in blender for blinking and eye tracking

#

If you have a mmd model

vocal plume
#

it's a really simple model

#

it is an mmd one iirc

#

but it doesn't have eye animations

abstract wyvern
#

Ah I see

#

Not sure if it'll help

vocal plume
#

that's a long video

abstract wyvern
#

Right >.<

#

I haven't used it yet but bookmarked it just in case

devout fog
#

are custom emotes a thing that i can make?

next shard
#

ye im still trying

#

but it just freezing in place

#

for custom emotes

#

why

#

tell meee

versed tide
#

yeah, i made a custom wave animation

#

ppl like to add twerking, caramel dansen, and breakdance to their custom animation sets

next shard
#

@versed tide can you help me on something

#

i'm just trying to make my avatar shoot a particle

#

it has a wav sound and particle system already

#

but when i press the emote in game, it just go up and down

#

and freeze on place

versed tide
next shard
#

oh vmd ye

#

ik that, i'm talking about emote

#

xD

#

emote override

versed tide
#

oh!

#

then... hang on

next shard
#

okay

versed tide
#

with hand gestures right?

next shard
#

i don't have vr

#

controllers

#

i'm just shooting from my head avatar

#

because it has cannons

#

so i just added particle system

#

and a audio source

#

and animated that, put in custom override and put it back

#

and then i try, it just freeze

#

no audio is played

#

nothing

#

just my char going up and down for a while

#

and it stops

versed tide
#

ok, you need to make a clip with the audio and effects turned on and put it in one of those right?

torpid light
#

You can't override emotes with an avatar that uses a non-humanoid rig

next shard
#

yes

#

it is humanoid

#

tho

torpid light
#

oh

next shard
#

ye i managed to make it humanoid

#

it has tiny feets and hands

torpid light
#

Does it move your character around slightly still? I ran into that problem when i tried making an invisible skeleton

next shard
#

so i just don't understand why i can't xD

torpid light
#

but i never tried making a tiny one that's pretty smart

next shard
#

yte

#

ye

#

my hands are little broken

#

but my feet moves

#

@versed tide

#

yes i need to put emotes there

versed tide
#

and does the clip have humanoid animation?

next shard
#

well i made a duplicated

#

of my char

#

so yes i guess

#

yes it is humanoid

#

@versed tide

versed tide
#

i mean if it has animation on the bones

next shard
#

oh no

#

only

#

particle

#

shooting out

#

with sound

#

i made it simple

versed tide
#

maybe that's the issue. don't have much experience on that or adding the effects. but maybe... let me look for another video

next shard
#

okay

#

i look at this video

#

thanks

#

my animation is working but my char is trying to go in the floor

#

lul

edgy anchor
#

To fix that you should only animate on a duplicate avatar then save the animation and apply it to the override of your original avatar

next shard
#

thats what i did

#

tho?

edgy anchor
#

is your avatar trying to go through the floor ingame or unity?

next shard
#

yes

#

in game and unity

#

both

#

look bottom one is the one with animation

torpid light
#

What fixed that for me was moving the armature in the rig configuration upwards to offset the amount that i was under the ground

edgy anchor
#

This will be easier to explain in a call

next shard
#

i can go in a call

edgy anchor
#

Do you have a second?

torpid light
#

not sure if it's the same problem tho

next shard
#

sure

#

😄

vocal plume
#

so far i managed to create an animation in blender that would offset the texture i'm using for the eyes but it doesn't seem to work in unity

#

that's all i've done for now, i don't see it work in blender but i assume it does

#

dunno how to get it to work in unity

versed tide
#

unity doesn't seem to work with uv blendshapes

#

as far as i know

next shard
#

so the problem is still here

#

we don't know why the emotes are not working

#

without hand gestures override

#

xD

#

i try toocanzs solution

#

@torpid light can you share me a pic of your rig offset configuration

#

you said you fixed it like that?

#

where do you do the offset

torpid light
#

1 sec

next shard
#

was that the rig of the duplicated one where you do the animation?

torpid light
#

the original

next shard
#

the original one?

torpid light
#

yea, although i think if they share the same avatar either one should work

next shard
#

it only tries to go to the ground when i activate my custom emote

torpid light
#

they both should refer to the same configuration

#

oh

next shard
#

if i modify the original, mine is oging off the floor

torpid light
#

that's a different problem then

next shard
#

lul

torpid light
#

mine was walking around under the ground

next shard
#

oh

#

lul

vocal plume
#

what's a better way to do what i want to do then?

next shard
#

this problem is killing me

bold dome
#

did you make your custom emote in blender?
if yes, did you make sure that the emote is in the right spot in blender? applied object position??

vocal plume
#

who are you talking to?

next shard
#

no i didnt make it in blender

#

it is just particle coming out of my char

#

so don't have to animate anything

#

but it just want to go to the floor everytime

#

like this unity chan is also going under when you put the animation component

#

thats exactly the problem i have

#

in game and in unity

#

you said to move the bone in the comments instead of the root object, i don't really understand xD

torpid light
#

So i'm not sure what the solution is in that case tbh

#

i'll see if i can figure it out because more than one person has asked

next shard
#

alright

torpid light
#

I never actually tried to fix it because all i wanted to show was how to override anims without having to watch an entire 30 minute vid for it

next shard
#

okay xD

#

funny is i can't find anything on that

#

on the web

torpid light
#

K so the default animations like idle/run/walk all offset the property "Animator.Root.T" to offset the under the ground-ness

#

so you can go to the idle animation and copy the property or just add it yourself

next shard
#

ohh?

#

wait can we do a call

#

xD

#

i share my screen

torpid light
#

sure

hollow mica
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

#

is there any alternate way of doing this without making this weird thing happen?

vestal forge
#

I'm looking for tutorials on door animations or something like that. Do you guys know any?

clear yew
#

I'm looking for someone to do my animations for me cause life is hard. 😫

#

I kid.

#

Or do I? 😄

wraith hawk
#

how much $ u offer?

atomic aurora
#

for facial animations, what settings does the animation needs?

muted prairie
#

Completely depends on the shapes afaik

gleaming tusk
#

what does these stand for? I don't know which one is strafe to the left, right or which one is diagonal walk

clear yew
#

Can I set an audio sorce to be random from a batch of sources?

torpid light
#

without a script, i don't think so

next shard
#

we did it

#

we fixed the underground problem

#

with custom emote

#

without vr

runic crane
#

how do i emojify my avatar?

torpid light
#

@gleaming tusk Strafe left is actually strafe right but mirrored

urban loom
#

is there a tutorial on how to do a walking animation with 4 a legged model?

hardy mural
#

Hey guys, i was wondering on how i would remove my hat and have it in my hand

light tiger
#

Has the problem with having custom animations over emotes on non humanoid avatars been patched?

torpid light
#

I don't think so

#

haven't had an update since i last tried to do it, so no

light tiger
#

What if you created a tiny humanoid skeleton that is not mapped to any part of the avatars mesh

#

However only animate the bones that are connected to the mesh to create the custom animation

torpid light
#

That works but the game will move around your character in unexpected ways

#

so when walking your character would bob up and down

light tiger
#

But the mesh isn't connected to the tiny skeleton

torpid light
#

Doesn't matter vrchat still moves the game object

light tiger
#

Hm

torpid light
#

You could try making a super tiny avatar so the bobbing is minimal. I haven't tried it , but i think it would reduce the bobbing based on the skeletons size

#

so if you get one extremly small you would have negligible bobbing

#

but i haven't tested it so i can't gaurentee that works

#

Having an invisible skeleton does let you override though if you are willing to deal with the bobbing

light tiger
#

I guess that'll work

torpid light
#

Let me know if the tiny skeleton thing actually reduces the bobbing at all

light tiger
#

But the bobbing means that the avatars mesh is somehow parented to the tiny skeleton?

#

What if it's in a completely different object group

torpid light
#

nope it moves the game object idk why

#

it also moves you left and right a bit too

light tiger
#

Hm

#

Does it affect rotation or just the position

torpid light
#

well it rotates the model based on where you are looking

#

so kinda rotation too

#

but that's probably something you want anyway

light tiger
#

I guess

torpid light
#

If you do make the avatar's skeleton tiny I think the hitboxes in gamemodes like CTF will be tiny too

#

i'm pretty sure they are attached to bones as my non-humanoid character didn't get hitboxes

light tiger
#

i wont be playing those gamemodes anytime soon

mint island
#

Is it possible to have a particle effect only start with an emote?

torpid light
#

yes you would do an emote override and activate a game object with the particle effect inside that emote animation

mint island
#

Been trying that for the last few hours but it doesn't seem to do anything.. Must be doing something wrong :/

torpid light
#

If you are looking in a mirror to test it, you can't see particles from yourself in the mirror

mint island
#

Riiiiiiiight.. That could explain it.. haha thanks x.x

torpid light
#

go to the avatar testing world and there's a camera there to test it

#

i was pretty confused for a while myself

#

no clue why you can't see them...

clear yew
#

two questionez, 1) Would override work on skeletons that are custom. 2) Is it possible to make a looping emote yet

torpid light
#

emotes can't last more than 10 seconds no matter if they loop or not. If your skeleton is humanoid yes they work with the default animations

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think of a humanoid skeleton as a protocol. If you follow the protocol then vrchat does a lot of stuff for you

uneven bronze
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🤔 How long is 10s in Unity ?

torpid light
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depends on the sampling rate of the animation. If it's 60 samples per second then it would be 600 frames

uneven bronze
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I have this one... but I don't know how long is it...

clear yew
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Eh, i am just lazy to redo the animation preset because i forgot to apply humanoid skeleton first, so i was wondering if i could play it out like that anyway since it doesnt really need much animations other than 2

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might redo it then if it wont work

torpid light
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it looks like 400 frames or maybe 4 seconds. It's hard to tell cause unity seems to change what the timeline is showing you depending on how far zoomed you are. Select the end of that animation @uneven bronze and then look at the frame count above the 24 next to samples

hardy mural
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Anybody have any clue how to have my hat appear in my hand

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?

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I cant move my hat into my hand for the animation

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hat wont come off head

torpid light
uneven bronze
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At 4 sec , it shows 96

clear yew
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well shame. guess ill have to go fix that stuff. aaaa more work

hardy mural
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i saw that one @torpid light but i need to be able to move the hat into my hand

clear yew
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so much for the memes

torpid light
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but you also need to hide the hat game object as well as showing the one in your hand at the same time @hardy mural

hardy mural
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Do i create another hat and hide the one on my head?

torpid light
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@uneven bronze then it's 4 seconds long. The reason i asked to check the frame count is because if you are zoomed in the number on the timeline actually shows the frame number rather than seconds. Just important to know cause you might make a 10 frame long animation thinking it's 10 seconds long

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yes @hardy mural

uneven bronze
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😍 Thanks !

urban loom
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Is there a tutorial for a 4 legged model by chance?

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trying to have the legs move

torpid light
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You need to override all of the movement animations @vocal sandal . no there isn't a tutorial that i know of

urban loom
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😦

light tiger
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omg now it says that my avatar is too small

urban loom
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idk how I would override it

light tiger
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using the small skeleton method

torpid light
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Is it a yellow warning or a red one?

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cause i get the too small one with my 3ft tall avatar

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but i can upload

clear yew
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okay, nevermind, wasnt that much work is all, just had to paste my particle stuff into another sequence

torpid light
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gives a basic idea of how to override

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instead of emotes you would do the run/walk stuff

light tiger
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red

torpid light
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i guess scale it back up until it works

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didn't know there was a lower limit

hardy mural
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nomatter what i do

torpid light
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You aren't in play mode are you? or maybe in animation recording mode(red controls at the top)?

hardy mural
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Still wont move and objects dissapear if i get too close

torpid light
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I'm not sure. The hat is probably not a game object but a skinned mesh so it isn't moveable without moving the entire head with it

hardy mural
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how would i make it a game object

torpid light
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well by game object i mean a seperate mesh

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that would take some work in blender

hardy mural
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i used MMD_tool to separate them

tropic nova
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where in the override controller do i put custom running animations? i double checked and the animations are working the way i want but i put it into both SPRINTFWD and RUNFWD and neither trigger it

torpid light
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Do you have the hat model as it's own model in unity?

hardy mural
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No

torpid light
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remove the hat from the model and try and get just the hat model as it's own game object

tropic nova
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do custom running animations work with generic avatars?

torpid light
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then parent it to the head

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@tropic nova You can use any of the animation parameters you see in the default animator, so you can write one that does.

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You should be able to override the animations, but use your rig rather than the humanoid bones too

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you still need to make the animations yourself tho

tropic nova
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@torpid light i have my animation ready but i put it in both runfwd and sprintfwd but they dont trigger

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my custom idle animation is working tho

torpid light
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does your avatar have the animator controller set to the override too?

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not just in the avatar descriptor

hardy mural
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Okay, so should i have just the hat, then import it into unity as a seperate fbx?

torpid light
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yes

hardy mural
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im confused af

tropic nova
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i have my controller set to the duplicate avatar i used and then have my custom standing animation set to the empty override where i set in my custom animations @torpid light

torpid light
tropic nova
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ok so your saying to put the empty override with the animations into the controller as well instead of the duplicate avatar?

torpid light
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yea

tropic nova
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ty

clear yew
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oops, apparently went a bit overboard with particles... people say it looks cool though

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but i'd better fix the main particles cause they say they... drop frames. not good.

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Could it be that... disabled particle systems still show up on their end? as in, disabled as gameobject, and they cant see it, but the game still has to technically render it

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hmmm....

tropic nova
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am i able to make particle effects apear during a custom running animation?

clear yew
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yep

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i mean, my current project which is "Virtual Ronald McDonald" has a lot of particle work because i figured out how to make it work

torpid light
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Disabled game objects are not rendered in any way

clear yew
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strange, i guess i just tone down the main particles

urban loom
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mmmm not what I'm looking for Toocanz 😦

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at least i can thank ya

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never knew i can override

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tyvm

torpid light
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np gl

clear yew
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well it seems like it's no longer causing frame drops, neato

torpid light
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uh do you plan on putting that as an emote override? it's going to be too long if so

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max is 10 seconds

tropic nova
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how do i make a particle effect non active by default. I want it to activate while my custom running animation is going

torpid light
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make it not active on the game object when u upload

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then activate it as part of the animation

tropic nova
clear yew
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hmmm... interesting.

torpid light
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Yea that is what you want the particle to be like outside of the animation

clear yew
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Either servers are laggy (because it still lags even after i change avatars) or maybe i am causing it

torpid light
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then when recording an animation you want to enable it

clear yew
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...nope, not me. For some reason great pug is having issues on it's own. Well i guess my stuff is fine then

torpid light
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How many particles does your system have @clear yew ?

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just curious

clear yew
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like 4

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it was more, but i changed it to 4

torpid light
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4 particles shouldn't be laggy anyone unless its a super high res texture or something

clear yew
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nope, 128x128

torpid light
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yea you got nothing to worry about

tropic nova
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@torpid light thats the thing, idk what im supposed to do to activate it. i assumed hitting "is active" when adding a property in the animation window would do the trick but it didnt add anything

clear yew
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Its just the servers then i assume

torpid light
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@tropic nova you need to be in record mode. click the red record circle before activating it

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the controls at the top will be red if you are in record mode

tropic nova
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ohh ok ty

torpid light
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you should also be able to click the check box next to the property to enable it too

clear yew
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the only thing that might is the emote

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but i dont activate it unless asked

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still, all other maps are fine, except for the pug

torpid light
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yea lol that's not lagging anyone

clear yew
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yeah, plus all other maps dont lag whatsoever, even during the taunt

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...weird, really.

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maybe its because of emission texture?

trim dagger
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its really triggering

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when people have shitty particle effects

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that lag everyone out

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this one guy had a sword and he had fucking lightning coming from every direction and i legit got 2 fps

clear yew
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tell me bout it. I ran into a guy who either used the bad SDK to upload some super high res model and lag everyone down to 2fps, or something like that

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heck, even my particle based emote is not lagging my own comp, and i have a very shitty laptop

trim dagger
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ye

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i dont fuck with particles

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its too laggy

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(and also because i dont want to learn it like i had to do with everything else)

clear yew
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Its not that hard to learn actually, i did that avatar mostly to learn and screw around with particles too

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as well as just having more meme avatars

trim dagger
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is it harder than

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animation override and audio

clear yew
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Quick question on whether or not this will work. I have a character that has a staff, and I want to cast spells with it... but be conservative with my animations as I am a expressive person.

Will this setup work.

I set my handgun trigger to pull out the staff
and I set my fist trigger to cast a spell
But! I don't want to cast the spell everytime I use the fist (like say I want to grab something)
If I had my spell as a child to the staff in the heirechy, even if I grab something, the spell would not go off unless the staff was also out, right?

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its more like, duplicate one thing and modify it in unity itself

trim dagger
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bigzeek youll just have to test it out

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you should use the rock n roll hand

clear yew
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I mean, ya, your right ><

trim dagger
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thats what i use for my katana

clear yew
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But so much work to get those fingers in the right place etc >< I'm lazy

trim dagger
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tell me about it bro

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you want to see my fingers?

clear yew
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Have you washed your hands?

trim dagger
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those values took

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a very long time