#animation

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flint wyvern
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Basically getting an animation to come in to the scene

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i will show you

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I dont know how to make it start at 3 seconds

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No clue

unique night
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oh ok you're ahead of me ๐Ÿ˜›

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does it not work with "start on awake"?

clear yew
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Animation or Animator asset?

flint wyvern
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start on awake?

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honestly this is my second day working on animations. I can do the hand stuff to make facial expressions now ez but this is a step up and there are less and less tutorials on youtube

steady plover
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when I give my avatar mmd dances, do you guys know why my avatar does the dance in only one spot rather than moving around. (might be because I made the hips have no parent, but I am not sure)

unique night
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In the particle settings, theres a little checkbox that says something like start on awake, make sure thats ticked

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and then turn the particle visibility off

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then in animation timeline, make it an active object in the first 2 frames

flint wyvern
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where is the start on awake button?

unique night
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its play on awake, my bad

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you have it ticked though

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now turn the whole particle off

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with the purple tick next to lightning name

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now it wont play until its turned "on" or "awake"

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to do that, add the active object property to the timeline and set it to on for the first 2 frames

flint wyvern
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ahhhhhhhhhhh

unique night
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(if its a gesture, if its an emote I think it can just be set to on on first frame only)

flint wyvern
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okokok, its a shame I cant watch it though

unique night
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well you can watch it and then turn it off when you're ready to animate ๐Ÿ˜›

flint wyvern
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Oh i can!

unique night
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whats the max particle count on yours?

flint wyvern
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not sure but it looks badass

unique night
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by default mine is 1000 but I dont know if thats death to vrchat XD

flint wyvern
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dont worry about it

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just upload and test and ask people

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if its a problem you can ammend

unique night
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true

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its for a gimmick avatar i'm creating so trying to get the particles to form on my hand when i close my fist ๐Ÿ˜ƒ

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works well when it hits 1000 particle limit

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XD

rustic carbon
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Is it possible to have hand sign animations of more than 1 frame?

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Or does that break things

unique night
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not for hand gestures

flint wyvern
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Thats what im trying now man

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Im going for a 4 second hand animation

unique night
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hand gestures I think are 1 frame only

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but they can trigger

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animations to play

flint wyvern
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so that after three seconds of me holding the rock anmd roll sign I dissapear

unique night
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^that should be possible but I have no idea how you'd time the 3 seconds part

flint wyvern
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in the animator

unique night
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i mean for gestures

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I'm not sure if it allows for anything longer than 1-2 frames

rustic carbon
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oh so the hand gesture needs to activate a seperate animation file?

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and only play it once

unique night
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thats what I assume, emotes are for big animations

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and a gesture is usually a 1 frame swap

flint wyvern
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that should work right?

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3 seconds and thenn boom

clear yew
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Nobody answered

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Reeee

unique night
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I haven't tested it out myself but I guessing it might not work (hopefully im wrong)

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@clear yew I think its the animation asset (not the animator)

fallen flax
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Donโ€™t think itโ€™ll work

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Just loop and make you look weird

unique night
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@peak forum said this about gestures today:
yeah I'm pretty sure all gestures have to be exactly 0.01s long
emotes can be up to 10s
also, even though gestures are only 0.01s long, it'll still interpolate to them naturally, it won't jarringly snap to it

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so gestures work great for equipping weapons or items or triggering particle animations

flint wyvern
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Feet, you dont have to loop the animations though right?

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You can just do single play

unique night
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yeah particles can be single

flint wyvern
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Or I can make the animation like 100 seconds long

unique night
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its in the settings

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I'm making a 10 second particle animation with no loop

sacred spear
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guys how many seconts of a keyframe do i need for costum gestures?

unique night
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0.2

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1st and 2nd frame

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should be identical

sacred spear
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0.1 makes its all glitchy snapping back and forward

unique night
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it should automatically tween/interpolate

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what are creating for the gesture?

clear yew
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Couldn't find any humanoid settings :v

sacred spear
unique night
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@clear yew whats your animation file?

sacred spear
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just the finger

unique night
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oh, try duplicating the same first keyframes

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for the 2nd frame

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I'm not sure if the first frame should be left default pose

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I've never made a gesture yet, only emotes

sacred spear
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so i dont need a empty keyframe where the gesture is not happening ? like how you do with objects?

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hmm

clear yew
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I'm too retarded to find out

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๐Ÿค”

unique night
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is it like a mixamo dance emote?

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if so, I can link you to a tutorial on youtube that goes over that whole process

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@sacred spear it has a gesture part too so might help you find your answer (its for equipping a weapon though, but it might show you something that you missed)

sacred spear
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i watched it when i was doing an object too hand thingy with gesture

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i have not been able too replicate an actuall new gesture

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so i dont undertstand

flint wyvern
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ok guys wish me luck. If this ends up working I will make a tutorial because I feel it could help a lot of people

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There is a lack of video tuts at this minyte

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minute*

unique night
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good luck ๐Ÿ˜„

flint wyvern
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thanks man

stoic python
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can anyone plug this into their avatar real quick and tell me if their left foot is messed up in the animation also?

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i tried plugging it into 3 different avatars and i'm still not sure if it's a common rigging problem or if the file i got off mixamo was just bad from the start

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thanks in advance!

unique night
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will try it out, just waiting for some particle packs to import into my scene :3

stoic python
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thanks! : D i appreciate it

clear yew
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can you download animation files from mixamo to use as overrides?

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i dont know where to download animation files at

stoic python
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you can, just search for and click on an animation from the left and there should be a big download button on the top right

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you can use the sliders to adjust parameters

clear yew
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it only saves as formats .fbx and .dae?

stoic python
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fbx is fine

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you also don't need the skin

clear yew
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dont you need them saved as .anim files?

stoic python
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you import the fbx file into unity and make the rigging humanoid

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and then check all the rigging by clicking configure

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from then you can look at the animation on the animation tab and if it looks good just take the .anim file that's inside of the fbx package and duplicate it

clear yew
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can i pm you? @stoic python

stoic python
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yeah

clear yew
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have to addd you

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to message each other it says

stoic python
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added

clear yew
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anyone got a copy of muscle animation editor that they can send me, i appreciate it ๐Ÿ˜ƒ

unique night
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@stoic python I dont have a mixamo rigged character so can't test it , sorry ๐Ÿ˜ฆ

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do lights work in particle animations for vrchat? Noticed some particle systems from the asset store have lights attached

stoic python
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it's fine! thanks anyway

oblique panther
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yeah lights work

unique night
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๐Ÿ˜ฎ awesome

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and as i'm getting to understand particles better (still new to it ) i realised why i was hitting 1000 particles and how I can achieve the same effect with considerably less ๐Ÿ˜ƒ

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0.01 intervals on emitter bursts lol

stoic python
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so why is it important to duplicate a frame and put it on the frame right after (so you have 2 of the same value right after one another) if i want to do a sound or facial expression on the emote override?

unique night
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its not important on emote override

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I've got emotes working without 2 frame clones

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its for gestures

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from what I understand

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it could be some unity related issue perhaps that im unaware of (i only started using unity last week for my first avatar

stoic python
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i see

high cape
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i can see he copies the first frames but then? <_<

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copying the first ones and selecting the second ones aka pasting the first ones ontop doesnt seems to work edit: nvm fixed it

torpid light
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@stoic python The reason you make gesture overrides have the exact same keyframes for two frames is because they are looped forever while you have that gesture held down. If you have any difference in the keyframes, like for example your thumb is extended in the first but retracted in the second, then your thumb will spaz out really fast

exotic crater
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Need some help hiding a prop (umbrella). When I uncheck the prop in the armature, it does not disappear. I can delete the object just fine (I was playing online last night with it deleted). I can hid the whole model , but not the umbrella. Am I doing something wrong?

stoic python
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ah, so that's why

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oh boy an edna avatar, i can't wait

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i don't think unchecking an armature will delete the entire thing completely

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it still looks like it's there

unique night
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@exotic crater is the original model hidden?

stoic python
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just the bones are gone

unique night
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as thats the clone right?

exotic crater
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not the clone

unique night
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make sure all umbrellas are hidden, just in case you're confusing the one thats visible for the one you thought you hid already

sharp torrent
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So there's a person that has an avatar that's basically an empty frame, but there's a 3d world inside, and they're holding it and moving around. You can't see inside it from behind, but you can from the front. How in the world is it possible to make stuff like that? Any idea? Posting this here too because I don't what the appropriate place to ask this

exotic crater
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the tutorial from Morgus's video says to hid the prop that I want to use in the armature

unique night
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thats correct, it needs to be hidden so it can turned on through animation

torpid light
unique night
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but looking at your screenshot, you're original model is still turned on right?

exotic crater
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yes

unique night
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just make sure your original model is set to invisible too whilst working with the clone

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you can turn back on after your done

sharp torrent
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Basically yes @torpid light There's a room inside the frame, a moving girl and little u-boats moving around the feet. Any tutorial for this stuff?

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What is it called?

torpid light
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It's a couple shaders using the stencil buffer

exotic crater
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right, should I only be hiding the umbrella on the clone?

torpid light
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so bascially you modify the avatars shaders to only draw if say 5 is written to the buffer

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and then you write 5 to the buffer when drawing the circle

unique night
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in the clone, only hide the umbrella (hide it in your original model too)

torpid light
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the portal effect is a bit more complex than that as i can move outside the portal, but the idea is the same

unique night
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@exotic crater the umbrella always needs to be hidden by default as its toggled visible through animation

torpid light
sharp torrent
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Now the character turned into a living room, that's static but a the person controls a doll moving around in first person. It also turned into a dog house, and is moving around as the dog. How can you spawn objects like that?

unique night
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@exotic crater the reason why I say turn the original character off entirely is just to save you from confusion when animating the clone.

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you can also move the clone to the side too

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if you dont want to turn original off

torpid light
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it's still just using the stencil buffer

sharp torrent
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Perhaps yeah. But the living room was just on the floor, viewable from all angles, but it remainded static as the character was moving around. Is that also possible with stencil buffer?

exotic crater
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so I unchecked the umbrella on both the clone and the original, and I have the intire onrigial model hidden as well, but the prop is still appearing. I know I don't have any other versions of it in unity on the scene

torpid light
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But viewable only through the frame, right?

sharp torrent
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No, the living room was just there, like any other object

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A tiny living room, as if an object just spawned

torpid light
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oh like they are holding a doll house or something?

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i'm not sure i understand the effect

exotic crater
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@unique night the prop was already on the model in the mmd file, should I bring it in seprately? Delete the umbrella in blender and then delete the model and just have the umbrella as a seprate model?

unique night
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@exotic crater Might be worth a try, the prop is usually seperated and then added under the correct armature bone through unity

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never tried keeping it with the same model file

exotic crater
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ok, I will try that, thank you

sharp torrent
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It was just there, a tiny couch, chair, carpet, table and stuff. The character could move around and stuff, without moving the props @torpid light

torpid light
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oh i'm not sure how he kept the objects still while allowing him to move around in it

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i would love to know becasue that vive effect i have has a problem where the room is parented to me so it rotates with my body

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maybe an animation that sets the position, i'm not sure

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was he able to setup the room anywhere he wanted, or was he just at a specific spot on the map?

cloud nexus
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Wait

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If the VRChat has a clamp on how loud sounds are and such

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Then how are people even making those stupid ear-rape avatars?

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And that one small avatar which is a tiny anime girl with a present in it's back that plays the CS:GO "Bomb planted" sound effects

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Those are loud as heck

sharp torrent
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Here's one picture @torpid light Got some others, he can just move around the living room, whilst the room remains static, it spawned when he changed his character

torpid light
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hmmm

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that's a really cool effect, but i'm not sure how it's done

sharp torrent
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He told me he didn't make it, that he got the stuff from MMD, not sure if he put it all together or someone?

cloud nexus
shy oak
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@torpid light How did you get that texture for your portal?

torpid light
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@sharp torrent He probably made it a rigidbody, but it doesn't move

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that must be it

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@shy oak it's a mix of 4 different textures scrolling at different speeds and their rgb values are multiplied together like tex1.rgb*tex2.rgb*2

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there's a GDC talk that explains it really well 1 sec

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i used the technique explain about half way through this video

shy oak
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Oh ok thanks!

torpid light
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starting at 25:00

sharp torrent
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@torpid light What I don't understand is how you mix a humanoid character with that. Not sure if his character could leave the living room, but it was fully functioning. He was waving his arms around in VR and just walking around.

torpid light
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there's some really cool effects you can make from that technique

shy oak
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@torpid light#509 Where did you find those?

torpid light
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most of them are from here

lost wagon
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Does anyone know how to fix a Unity animation so I'm not half way in the floor? I followed a Youtube tutorial to make a custom animation but the model is broken.

uneven flare
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i saw a guy wearing wings with galaxy particles

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how he did that?

torpid light
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i'm not sure where i got the space dust one used in the first 3 layers but i remeber making it seamless in gimp

shy oak
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Awesome ty

uneven flare
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i want the particle to stay in place

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any help

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?

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I want the particle to stop following me

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;/

granite kettle
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Does anyone know how to change the standing position of an avatar?

torpid light
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this example still rotates with me but it doesn't move with me

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or rather slightly moves with me i guess

sonic tiger
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Im having two issues with my hand position animation if anyone wants to give it a guess as to whats going on.

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I have a particle effect attached to my head, but it doesnt look up or down with me

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And it also triggers randomly every now and then. Not when I am using the hand position

torpid light
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Is the simulation space set to world space or local space? i had a similar issues because mine was in world space

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i don't know why world doesn't work in game but it worked in local sapce

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space

sonic tiger
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World space y ea

torpid light
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yea i'm not sure there's a way to get world space working in vrchat, if you do please let me know though

sonic tiger
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thats a shame, I want to be able spread it around a little

torpid light
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same

halcyon solar
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how do i do the dab animation that i see other people doing?

sonic tiger
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You can override your emote animations when you upload an avatar

torpid light
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@sonic tiger you might be able to try a custom space with the transform being set to the game object with the avatar descriptor

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i haven't tried custom at all but maybe that's the solution

unique night
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@granite kettle its with root X and Root Y properties in the animator(?) category when choosing what property to add to the timeline (i may have gotten the names wrong slightly but its basically thje root properties that will set you do that

sonic tiger
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Interesting

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Worth a shot

granite kettle
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@unique night Root X and Y? I'm on the animator right now I'm just not sure where to look for the root thingy. This is my first time messing with it.

sonic tiger
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So if I moved the particles would move with me, but as long as I stand still they would do it right

torpid light
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nevermind i just tried it

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it was stuck where i set it when it was uploaded

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not to my hand

sacred spear
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animations and gestures that have been created can be saved and reused on other models right ?

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i know for sure with animation over rides but not sure about gestures

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havnt tried yet

exotic crater
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@unique night Hey, as an update. Importing the model and prop as seprate objects seemed to fix the issue with hiding it. Thank you for troubleshooting with me on that.

trim flax
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ugh, why my custom blinking animation somehow does not work on a copy of my avatar.... exact same setting related to animations, and yet somehow it does not work on one of them o.O

mellow oak
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if I make a custom idle animation, is it possible to stop it while a gesture is being used?

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ive tried it as an animation instead, but for some reason it doesn't work like that (even though blinking is)

granite kettle
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Hey, so I've made this animation however it's causing my avatar to be through the unity floor (the grid) and the legs are bent. Do I have to manually straighten the legs? When I look in vrchat it hasn't imported right? The hands are in the body?

clear yew
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@granite kettle Thats because you added the animation file while was in the hierarchy of the avatar. You cant crtl+z or get rid of it. You have to reload the model/file.

granite kettle
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Yeah but it's supposed to be a standing animation so the arms dont clip through the body
so I did it
however the legs are stuck bent for the animation
I'm super new to this so I'm not understanding what you mean, really
@Alakazam.#7817

clear yew
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Do you have the file of your model before you added the animation?

granite kettle
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yeah

clear yew
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Load it.

granite kettle
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Yeah, yeah. I have it loaded

clear yew
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Ok good. Do you have smth like an face emotion/Visemes? Or are you testing around with particles

granite kettle
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So what I did was copy the model, hid the original one, made the animation on the copy, then put the animation into the over ride. I put it into 'idle' cus I assumed that was the standing animation. I put the override into the "controller" and into the "standing animation" . The avatar looked normal. I checked the animation, the legs were bent but everything else was set as it was meant to. I sent it to VRChat, my character had her legs bent slightly and her hands were inside her body rather than slightly forward to be in her lap.

clear yew
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Weird. Do you have any screenshare programm so I can look over the project?

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Otherwise I'm pretty much out of ideas. Maybe try it again?

granite kettle
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sure I don't mind. We can just discord call and I can show you whats going on. one moment, though.

clear yew
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yup

tidal zodiac
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Qick question, How can i make my avatar in unity hvae a hair glowing/changing color effect so it also shows the hair in the dark

pastel spruce
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Where should I start with animation? I'm planning to animate Eggrobo, and I've got a generic rig, but no animations. I should probably also mention I have approximately 0 experience in this topic

torn shale
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hey I wanna ask if someone knows, but where do people get that dab emote from that I keep seeing so much? ๐Ÿ˜ฆ

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I cant find it anywhere, not on the asset store, not on mixamo

pastel spruce
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Seriously I just need a place to start I have no idea what to do

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pls

undone glade
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@pastel spruce what's up?

pastel spruce
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I'm trying to animate eggrobo

lost wagon
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@granite kettle Did you get that animation issue sorted? I've been trying to fix it for hours and nothing I've read or watched online helps.

pastel spruce
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I don't even want it to be complex, it's a robot so the animations are just gonna be a few movements

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I just don't know how to make a clip

undone glade
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simply adjust where you want a specific part to move and set the time.

pastel spruce
undone glade
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hmm..

pastel spruce
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This is just what I have right now. Do I just edit the "idle" file in the animator? Is it like Flash, with keyframes? Is there a counterpart of tweening?

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Will I ever run out of questions?

granite kettle
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@lost wagon I did not, sadly. I'm gonna go and figure this out eventually. I took a look at the idle pose that's given in unity and the model is standing above the grid. So, I'm assuming you have to go in and manually change the position of every leg joint and so on.

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@pastel spruce I'm not 100% sure but I'm pretty positive it has tweening. It does work a lot like flash with keyframes and such.

pastel spruce
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That's reassuring, since I'm a bit familiar with that. How does the tweening work? Just between frames?

granite kettle
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I think it just automatically tweens?

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I'm just dipping my toes in so I'm not sure.

pastel spruce
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I'll only have a few poses with each animation, but will it just snap between them or shift?

granite kettle
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If you skip over doing idle I think doing regular emotes and stuff works easily enough.

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I think it shifts?

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I'm not sure.

pastel spruce
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It's a Generic type

granite kettle
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Ah I haven't really used a generic. I think you can only change animations of humanoids

pastel spruce
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fucc

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But I thought you had to make your own animations for generics, since they don't have defaults.

trim flax
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oh my fu.... god, where I can report bug or something? OMG.... if ANY of your custom animation overrides use this same shape keys as your custom animation added to game object - like custom blinking, it will not work... I just lost 5 hours trying to find what the f... is wrong.

pastel spruce
granite kettle
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Maybe, see but I haven't worked with generics. I just remember hearing someone say in a video that idle poses for generics aren't possible. It just screws it over. Like this guy had a toucan but he couldn't change any animations for it.

pastel spruce
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What.

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So am I doing this all for nothing?

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Shit, I need some help from someone who's done this before

lost wagon
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@granite kettle Alright, thanks. If I manage to find a solution I'll PM you. But I've litterally been at this all day with no success. There isn't a single guide or even brief mention of fixing the broken pose.

pastel spruce
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I feel like I fucked it up. What did I do wrong? Am I only able to use a humanoid rig?

granite kettle
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@pastel spruce Yeah, I think you're only able to animate the humanoid rig

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@lost wagon Alright, well I just got some help. I'm gonna try out their reccommendation then tell you if it works

pastel spruce
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Are you positive? How else am I supposed to animate the generic rig if it won't use the default humanoid animations in VRChat?

lost wagon
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@granite kettle That's great news. Good luck, I hope it works!

pastel spruce
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Do I use the animation component on the object?

split hearth
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So, im trying to get a pencil to appear in my hand, but it seems like the scale of the pencil resets when I try to use the animation, this doesnt happen for the other two ive put in. ideas?

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So its showing up freakishly large

granite kettle
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@pastel spruce I am not positive. It's just what I've heard from videos. Google a bit more, I suppose.

rich scarab
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Hey guys - Done a couple of animations for a scared and a happy face on my avatar. Just overriding them now with the CustomOverrideController (Copied in to my main directory).

Was just wondering, which of the Controller animations is the Peace sign? The only one I could have a guess at is perhaps VICTORY ?

warm furnace
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yup

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victory

rich scarab
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Super! Thanks for confirming

split hearth
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I figured it out: The pencil had an animation component directly attached to it while the other objects didn't, removing that component fixed it.

granite kettle
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@lost wagon So I've about managed to do the idle pose, however I have a few more things to work on

lost wagon
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@granite kettle I'm still pouring over Unity documentaion and google searches with zero results.. It just seems to get more confusing the more I read. >.< But there has to be a way to do it. I have animations others have made that work. It's just mine that are broken...

unique night
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@exotic crater glad to hear that worked ๐Ÿ˜„

shy oak
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Anyone know how to add drawing to your avatar?

warm furnace
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Trail renderer ๐Ÿ‘Œ

unique night
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is it possible to limit a gesture override to the right hand only?

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or will it always work on both?

warm furnace
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Other hands gonna go in default position

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looks like a pat hand

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but when you go do other gesture it show the gesture you're doing

unique night
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I'm looking at the override list in unity and cant see other hands option

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but i specifically want to close my right fist

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and have it trigger

warm furnace
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For example if you do an override with two victory signs for the right victory. If you do victory on right hands and thumbsup on left, you gonna see victory on right and thumbsup on left

unique night
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Oh ok, so its just automatically done

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im triggering a particle system parented to my right hand so it should be ok ๐Ÿ˜ƒ I'll just have to make sure not close my left fist XD

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gonna test it now ๐Ÿ˜ƒ hopefully it works ๐Ÿ˜„

nocturne anvil
tropic nova
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is there any way to change viewpoint to follow animation?

sonic tiger
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Those of us in VR would puke ๐Ÿ˜›

tropic nova
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i want to make a character that can fly when he runs but i want the view point to also be flying

grim fossil
#

am i wrong or can an animation have like 100k polys

sonic tiger
#

You might be right, but if so its going to get fixed

#

If playerbase catches on, the game stops performing

tropic nova
#

yea im pretty sure there is no limit to poly count through animations

sonic tiger
#

Yea just be responsable with it

#

I dont imagine they will fix it unless it becomes an issue

grim fossil
#

i was gunna do an mmd dance stage with like 3 chars

sonic tiger
#

Do a good job decimating ๐Ÿ˜›

#

I heard you can get banned for single handedly lagging a room. But im sure going a bit over budget with your three characters would be fine.

nocturne anvil
grim fossil
#

you dont just drag it into what anim u want

nocturne anvil
#

watch the GIF please

sonic tiger
#

You need to drag it directly into the slot in your animation override

nocturne anvil
sonic tiger
#

Yea.. you cant do that

#

Keep it in its home until you are ready to drag it directly into its needed slot

nocturne anvil
#

so we can drag it directly in override? cuz in the tutorial video i am following he can drag it outside

sonic tiger
#

oh interesting, im not sure why they can do that, but you can definitely just drag it directly into the override slot

nocturne anvil
#

ok thanks gonna try it

signal fractal
#

is there a special way i should go about setting the animation type for a four legged model?

uneven flare
#

how to make my naruto glow like this?

#

???

sonic tiger
#

The standard material in Unity accepts an emission map once you check the emission box

#

This map will show its color even in darkness, and appears to glow

uneven flare
#

how do i do that?

sonic tiger
#

Im not sure how you could turn it on and off in an animation, but if you want to expiriment with it, just find the material in unity

#

See the "Emission" channel for what to use for glow effects

#

You can try just adding your texture there if you want your character to just glow in his normal colors

uneven flare
#

i didn't get it...

#

:/

granite kettle
#

Please @ me if you have an answer, but for some reason the origin of my character is off and when I go to 0x 0y it goes into the ground.

pseudo kernel
#

@granite kettle In blender, make sure your model is standing on 0. Then set the 3D cursor to 0,0,0 then while your mesh and armature are selected, hit Ctrl+alt+shift+C and set origin to 3D cursor.

granite kettle
#

No. That's all fine. It's only like this in unity. I was trying to make an idle animation. @pseudo kernel

pseudo kernel
#

You may have to add a root before the hip bone

granite kettle
#

No you dont understand

#

it never did this

#

until the animation

warm furnace
#

oh

#

all avatar are in a fucked up position when you make an animation

#

if your making an gesture ovverride you don't care a bout it

#

but if it's an emote, you need to move all

#

btw better making emote animation on blender i think

granite kettle
#

Okay managed to fix it, however
I'm trying to override the idle pose
but it puts me into the floor
@warm furnace

warm furnace
#

yeah like always when you do other animation no ?

#

I don't really know about ovverride idle pose

granite kettle
#

dang.. ok

warm furnace
#

sorry D:

#

there is some sample on the SDK package i think

#

you could take them and put it on a clone

#

to see

#

i guess

#

:p

unique night
#

yay, the particle system I was trying out worked as a gesture override (+sound file and point light). Got some fine tweaks to do and I also forgot to make my fist close with the fist gesture override. ๐Ÿ˜„

ebon heron
#

is there seriously no faster way of adding properties to unitys animation tab... other than going down the hierarchy every damn time for every joint in each hand...

vast elk
#

Not sure where to go for this... When I animate my character his feet turn backwards including his ankles (Which seem to knot up almost)

#

Anyone know what I am doing wrong?

unique night
#

@ebon heron I'd like to know this too, its really annoying not being able to multi-add them

ebon heron
#

seriously I dont know why you can just drag the bones from the skeleton in the scene hierarchy

unique night
#

apparently you can use record mode

#

and it'll auto add

#

but that doesn't work for me

fluid wraith
#

Are there any tutorials on how to make your character draw with their finger?

runic frost
fluid wraith
#

@runic frost Thank you ๐Ÿ˜„

runic frost
#

Can someone help me with adding the Snail Marker to my model? I'm trying to either add the function to an animation I already have or at lease edit the animation it imports so it looks correct.

torpid olive
#

can someone tell me if the idle animation in the template controller is actually the sitting? or cant we override that?

plush jungle
#

hey guys

runic frost
#

I have a doubt that you can override it but you could make a new one

plush jungle
#

super new to animations first time trying it : i have everyting set up but it doenst save the postion keyframe

#

how can i safe the keyframe after setting everything up ?

runic frost
#

could you send a snip of what you have in your animation window?

plush jungle
#

me ?

runic frost
#

could you send a snip of what you have in your animation window?

#

yeah

plush jungle
runic frost
#

the picture failed to show for me :/ hold on

#

ok so when doing your animations you dont want to be messing with the armature(as i assume thats what you put in), when you add a property you want to instead use the "animators"

plush jungle
#

oh yeah fail xD

#

is there a way to put in multiple animators at once ?

runic frost
#

nope, its a long process but you can copy and paste it after that to new animations

plush jungle
#

oh great

#

so one time i have to set up every hand bone

#

and then i can just put the animation into my project and copy from there

runic frost
#

start at "Animator.(Left/Right) Hand Index.1 Stretched" and work down to "Animator.(Left/Right) Hand.Thumb.Spread" for both hands as the animation affects both when you do it on one hand. when you have this whole this you can reuse it if needed

plush jungle
#

ty alot =)

runic frost
#

you want that red vertical like in the window to the right to be over the first set of keynotes, delete the second set. once you have everything set up copy the liat you have by highlighting all of it, ctrl-c, move the red line to 1 second and ctrl-p.

plush jungle
#

yeah watched that one

#

but i was like there has to be a better way then clicking everything once

#

but google failed me

#

:D

runic frost
#

yeah you have to add all the animators individually.... at least that s what I know

plush jungle
#

btw i am looking for a lightsaber like he has in his video

#

but i cant really find one :/

runic frost
#

if a prop costs money dont buy it lol, I bought a cheap knife prop and the licence broke my VRCSDK

shy oak
#

How do you make edible food?

#

Like if I attatch a food item to my avatar

plush jungle
#

dont they just trigger the emote again when they put it in the moth ?

shy oak
#

Yeah I guess I could do that

runic frost
#

I have a cupcake I made on my avatar and I just activate it, have it clip through someones mouth and let go of the animation before i pull my hand out

shy oak
#

ah oke

plush jungle
#

btw how to i have to animate my second hand ? does it have to be the emote i want to overwrite ?

ionic basin
#

Is there a limit on how many custom animations an avatar can have? My eyebrows in my face are fluttering up and down.

runic frost
#

@ionic basin if your eyebrows fluttering then your second line of keynotes maynot be the same as the first, remember to copy and paste any changes

#

@plush jungle one emote applies to both hands, no matter which hand an object is in

ionic basin
#

I'm creating separate animations though with only one expression each. But I think I get what you're saying

plush jungle
#

hm ok, so i need 1 emote to appear and 1 to disappear it right ?

#

or do i just keep pressing the "handgun" animation aslong as i want to have the sword out ?

runic frost
#

it should only appear when you press the emote

plush jungle
#

oh its pretty easy then :O well now i have to w8 for tomorrow :) my vr headset will get delivered then :D

runic frost
#

the second set is on the 0:01 and the red line represents which set you are viewing/editing

plush jungle
#

i should be good but ty

#

cant test it atm thou :D

quaint crystal
#

do models have to absolutely be generic for animations to even work? trying to do an animation of say like the eyes moving on an avatar and it never works

#

only the blinking part of my animation plays

uneven flare
weary cargo
#

anyone know? its like the asset has been blocked or something by vrchat

#

or am doing something completley wrong

iron crescent
#

@uneven flare If you want it to glow you need to add emissive properties

uneven flare
#

how i do that?

quaint crystal
#

but it never plays inside of vrchat

#

only the blinking portion that comes afterwards

#

the eyes just remain static and facing forward, as if default

#

its also meant to just be a mild idle animation

clear yew
#

Is there a tutorial on how to give your character glows/auras, etc.

#

like a constant aura, not trying to have something ridiculous and annoying but, yea.

grim fossil
#

look up emissions and particle effects

clear yew
#

Hmm alright, thanks

sonic tiger
#

Is there a way to enable/disable particle systems in animations in a way that doesnt make all the particles instantly dissapear?

proud grove
#

enable/disable the emission module instead

sonic tiger
#

Thanks!

ebon heron
#

does VRChat not like when you set particle systems to world instead of local? everytime I try and use world it puts the particle systems in weird places and doesnt properly emit from my hands unless I turn it off

sonic tiger
#

I am having the same issue. doesnt seem to want to parent properly

proud grove
#

with the current IK, world space particles do not work correctly when you place them on movable objects

#

you can either set them to local or move them to the root

sonic tiger
#

This needs fixing. Local space particles look bad

proud grove
#

it's not a simple fix, really

#

fixing it requires potentially breaking the entire IK system

#

trust me when I say that I've wanted it fixed since August, but I don't see it happening at the moment

sonic tiger
#

Nah it can be done with a new component. Just cache positions for one frame and update transforms for particle emitters

#

Thats why I hate not being able to script, like 90% of issues can be fixed with 6 lines of code

nocturne anvil
#

what is recommended audio volume in audio source component in unity?

sonic tiger
#

When I say fixed I mean "hacked in place". a real fix would be much harder.

#

But 6 lines of code would make my particle emiter work for my situation ๐Ÿ˜›

proud grove
#

A lot of people wish they could script, and it used to be possible, but there a lot of issues with allowing that

sonic tiger
#

aya you get props from me for asking that and not just maxing it. everyone just blasts audio :/

#

But im not sure, sorry

proud grove
#

my recommendation for audio is just to listen to it in the scene editor and see how loud it is, preferably at max volume

nocturne anvil
#

im afraid I hurt others ears. i set it in 0.2 and my friend said he can only hear it if he's touching me (super close)

proud grove
#

if its too loud then you can turn it down until its right

sonic tiger
#

I agree @proud grove , not a great idea. maybe if they just whitelisted a REALLY small set of commands. like just transform access and variables

proud grove
#

VRChat at the moment limits the audio range when you upload

#

and that is a bit harder than you think :x

nocturne anvil
#

thanks. gonna do more testing. thanks again ๐Ÿ˜ƒ

muted prairie
#

Why does topology do this ?

sonic tiger
#

Yea they would have to write their own lua-like system I guess.. but I still want it

muted prairie
#

You can always make suggestions for whitelisted scripts @sonic tiger

sonic tiger
#

First off @muted prairie , that model is awesome

#

second, looks like you have some errant weights in there

#

WHOA no I know whats going on

#

Your verts got indexed wrong in your blend shape

muted prairie
#

I created the right eye shapekey with mix first, then set the topology

sonic tiger
#

I dont know an easy fix, and its super annoying

#

but the vertex indexes got rearranged

muted prairie
#

But they're part of the mesh, why would they just randomly be selected ?

#

damn

sonic tiger
#

Make sure you dont change topology AT ALL when you set up blend shapes. even modifiers can re-index verts

muted prairie
#

Tupper told me :"lmao
duplicate the key, then mirror that key
then use "create shape key from mix" if you want a key for both eyes blinking"

wise sundial
#

I saw someone earlier flying in one of the worlds, on a hoverboard. Any idea on how they did that?

muted prairie
#

I do not know how to create a duplicate of a shapekey though, google didn't help me either

#

@wise sundial Probably colliders

sonic tiger
#

Ive heard that you can use VR hands to put a collider under yourself to fly

proud grove
#

what I end up doing is setting the shape key to max value, then using blender's create shape key from mix

wise sundial
#

I've seen the under yourself collider.

#

But this one I saw earlier was pretty fluid so I assume a lot of work went into it then.

muted prairie
#

that's what i've been doing, but then am i supposed to set the main shapekey back to 0 and mirror shape key with topology on the second one at 0 too ?

#

i have no idea why it goes to pick all those vertices everywhere

#

the one on the tail blows my mind

#

oh, i've got it, i'm a dumbass

#

sorry for the tantrum, i hate blender at 5am

sonic tiger
#

For the life of me, I cant get my mouth to open during a hand pose..

#

The rotations on my jaw are redded out in the animator

muted prairie
#

Could it already be used for something else ?

sonic tiger
#

Yep. the moment I make any key with the transform, it locks forever and turns red

#

Unity's animator is SO messed up..

#

Why even have a record button if its going to auto turn on if you click anything in the entire editor

#

just remove the button and make record always on -_-

#

So you are supposed to use the animator properties? not the tranforms?

#

Im going to guess jawflap overrides it or something

weary cargo
#

can someone please help me

#

i've been at it for like 6 hours now

#

trying to figure out what im doing wrong

muted prairie
#

What kind of particle system is it ?

weary cargo
#

i've tried two, Ultimate VFX and Mesh Effects

#

none seem to work

muted prairie
weary cargo
#

those are the only ones that work ?

muted prairie
#

yep

weary cargo
#

so how do people get really awesome effects ?

severe sierra
#

People can do some impressive stuff with the basic particle system

weary cargo
#

hmm

severe sierra
#

There's free particle packs on the unity store you could check out for reference

sonic tiger
#

The basic particles can be combined with custom textures and even shaders to create a HUGE variety of effects

severe sierra
#

โ˜

weary cargo
#

i think i got it to work

#

i removed the main scriped and took the small parts off the effect, so the system think i made the effect

#

script*

vagrant heron
#

Can someone with vive help me out and list all the emotes on the controller? I want to remap the bottom ones but I don't remember what they are

vagrant heron
#

THANKYOU

#

Ohman perfect, this needs to be pinned in here if it's not already

severe sierra
vagrant heron
#

Ahhhhh

sonic tiger
#

I think handopen triggers just a tiny bit every time you throw an item

#

I burp a tiny bit of fire when im trying to throw things

clear yew
#

i thank to whoever helps me/././.

languid cargo
#

when overriding animations do the ones that I create have to match in length with the ones that is overwritten

#

for instance the default WALKFWD animation is like 0:01 in length

#

if I made a longer walk animation would the rest just get cut off

iron crescent
#

No, @languid cargo

#

It'll try to play the entire animation, and it'll loop.

languid cargo
#

okay thanks

clear yew
#

Help

#

nobody knows ๐Ÿ˜ฃ

teal gale
#

this is a longshot

#

but anybody have the animation file for this?

#

ๅšๅฎŒไบ†~ ็‘่Šฑ~ ็ต‚ๆ–ผๆœ‰ไธ€ๆฌกๆ˜ฏๅšๅฎŒ็š„ไบ†(ใ††ใ……ใ††) ---------------------------------------------------------------------- Music: TWICE - LIKEY (https://youtu.be/V2hlQkVJZhE) Model: ru...

โ–ถ Play video
languid cargo
#

idk anything about 3d animating but I guess find out how miku miku dance choreography files are stored and then hope that someone wrote a script to convert them into unity .anim or whatever the ones that blender uses

#

@iron crescent

#

whenver I try to play an animation that is longer

#

than 10 seconds

clear yew
#

helppp

languid cargo
#

my character just freezes in place

#

and i cant move

iron crescent
#

why is your walking animation ten seconds long

languid cargo
#

its a slime that jumps :/

#

and it involves changing the scale of my model

iron crescent
#

You should only have one jump for the whole animation, maybe two if you want to keep it varied.

#

Since a walk cycle is just a short one second walk animation that repeats, I would aim to do the same with a slime jumping.

languid cargo
#

ill try ty

grim fossil
#

is drawing just a small particle effect

languid cargo
iron crescent
#

Perfect.

#

The animation itself could use some work, however that animation should work.

weak geode
#

got a question how do i make my avatar diappear while walking?

iron crescent
#

Coffe#1924 Change the walking animation so that when he's walking the mesh renderer is disabled.

weary cargo
#

They are effects btw

wooden ivy
#

I put a bunch of objects into a prefab so I can keep them common among my avatars using the same animations, but in-game they don't show up. They work fine in the animation preview.

ashen sedge
#

@languid cargo Yo is that the MapleStory slime?

hardy wagon
#

what is the trick to make a particle system to follow your hands?, I put the particle system ina gameobject inside the leaft hand armature, is this ok?+

oblique panther
#

let me show you

#

you put it into your object like here

hardy wagon
#

I do have it

oblique panther
#

to make them follow your animation you do this

#

you change

#

"simulation space" to custom

hardy wagon
#

CUSTOM!

#

i was using local, then world

#

dan!

oblique panther
#

and drag your armature in it

hardy wagon
#

that was the trick?

oblique panther
#

yeah

hardy wagon
#

awesome!

oblique panther
#

took me good 2h myself lol

hardy wagon
#

nova you thank ful angel

#

thanks

oblique panther
#

thats how it sticks to your object animation and follows it

#

its pretty neat

hardy wagon
#

I would love to see your avatars

#

how can we met

oblique panther
#

i have nothing special yet really

#

just 2b which has particle effects on her sword

hardy wagon
#

awesome

#

I was playing with line rendereders

oblique panther
#

Caveland is my world so chances you find me there are pretty high :p also i go by the same name

hardy wagon
#

and I am puzzle on how to trigger the rock n roll hand pose with oculus

oblique panther
#

idk sorry. i have a vive

hardy wagon
#

my name is k014 too

#

would be cool to add people offline

#

reuploading avatar...

#

also, how do I delete an avatar?

#

ingame?

oblique panther
#

vrchatsdk > manage uploaded content

hardy wagon
#

of course

#

๐Ÿ˜ƒ

#

:>

#

#backtovrchat

slim basin
#

Anyone know if you replace the simpleAvatarController animations with your own how many key frames are you allowed to make

oblique panther
hardy wagon
#

why armature?

#

I used ledft wrist

oblique panther
#

you attach your object to the wrist

hardy wagon
#

and now it is attached to the left hand

oblique panther
#

but the particles to the object

hardy wagon
#

oh, that is why gravitiy does not work well?

oblique panther
#

gravity always goes up

#

and doesnt follow your animation really

#

i think my workaround was to set gravity to 0

#

and go to shape

#

box

hardy wagon
#

I want gravity

#

so I can decide direction where particles are emmited

#

but then, they all shall drop to the ground

oblique panther
#

give it a shape box

#

can do the same

#

but follows your

hardy wagon
#

I am using cone

oblique panther
#

i dont like gravity for animation particles

#

if you get it to work nice

hardy wagon
#

is not an option for me

#

need to toss particles in the aire

#

and they have to fall to ground

#

eventually

#

like tossing confetti

#

you can point to emmit it downwards

#

and they shall fall down

#

but if you point upwards, they hall be emmited up, and then stop in air, and fall to ground

oblique panther
#

hm not sure how to do that

hardy wagon
#

if I figure out I will tell you

oblique panther
#

ok :3

hardy wagon
#

ty

#

so @oblique panther you dont put the particle insidre the armature?

oblique panther
#

no

hardy wagon
#

I see outside the armature

split grail
#

can I use AvatarController for custom animations or is it blocked?

#

because cant get it work and there is AvatarControllerTemplate on sample assets folder

silent radish
#

I'm making a rocket launcher with a shell, can I make the animation override for the hand symbol longer than one second?

pseudo pewter
split grail
#

wow, thats cool

warm furnace
#

cool

lime nova
#

How do I get a prop to stay in the hand while moving

unique night
#

drop it under the correct armature bone

#

and it should stay with the hand

#

(in the heirarchy window)

lime nova
#

it is but as soon as i try to move around i guess it counts as a new gesture and cancels it out

opal lodge
#

It shouldn't

lime nova
#

๐Ÿค”

opal lodge
#

You need to hold the button tho I believe

#

Not sure since I don't own vr. But I've made some prop animations before

lime nova
#

theres no button press for gesture you just put your finger over the right area

unique night
#

oh that sounds cool, didn't realise you can do location specific gestures like that

opal lodge
#

do you have a run animation override @lime nova ?

#

I've not seen it being overwritten by just moving

silent radish
#

when i move I stop gesturing personally

#

at least on rift

opal lodge
#

I've seen plenty of people run around with a animated weapon

#

Not sure what the difference would be then

silent radish
#

arent those attached to the character?

opal lodge
#

Well they pulled it out I think

silent radish
#

speaking of animated weapon, how would I do that? I want my rocket launcher to shoot a shell out

#

can animations run longer than a second?

#

do they loop?

#

also it might be 2 different avatars with weapons and none

lime nova
#

I know you can have long animations and theres a checkbox to make them loop

unique night
#

I havent tested weapons or objects like that but I can run around with particles following my hand

#

I assumed it would have worked the same way for objects

lime nova
#

all the tutorials Ive seen just swap the animation for a hand gesture, and Im doing the exact same thing

grizzled furnace
#

I want to shoot a fireball animation, how would i go about doing that?

unique night
#

@grizzled furnace read up on particle systems for vrchat. You basically create the fireball animation as a particle (or particles) and then trigger them with an emote or gesture override

grizzled furnace
#

Thank you

unique night
#

check the asset store too

#

you can get some well made ones that use low particle counts

grizzled furnace
#

Unity asset store?

unique night
#

yeah

#

bunch of free ones on there

grizzled furnace
#

ok thanks for the advice

unique night
#

can gesture overrides change the leg position without messing up?

#

or will they glitch out if you start moving?

vagrant mango
#

looking for some animation help. possibly multipule avatars but defintly tons of armatures

unreal sparrow
#

can shape keys control the pose of your avatar? i'm having some issues making my model blink

unique night
#

@vagrant mango why do you need more than 1 armature for a single model? (unless I'm reading that wrong)
@unreal sparrow yes you can use shape keys. I did that for my first avatar ๐Ÿ˜ƒ Animated a blink every 5 seconds on loop

vagrant mango
#

each armature is a diffrent dance

unreal sparrow
#

the eyelids are controlled by bones, but anytime i rotate the bones, it doesn't get saved to the Blink shape key

vagrant mango
#

i want to play dance animations at will

#

these are mocaped

unique night
#

@vagrant mango you just need the animation file for the dance, it should work with a single armature as you'd activate with emotes

vagrant mango
#

and run so smooth

unique night
#

oh i see

#

im not sure if multiple armatures are allowed for a single avatar but you could create them as seperate avatars instead

vagrant mango
#

i belive they are

unique night
#

@unreal sparrow For my avatars I have no eyelid bones, they have a blink_left and blink_right shape key

vagrant mango
#

there is a tutorial for blinking eyes and mouth movments

#

that uses blender animation

unreal sparrow
#

i used that method for my other avatars, @vagrant mango and it worked flawlessly, but this time i'm trying 3d blinking

vagrant mango
#

so my mocaped data applys to a model thats defaulty apart and squished together

unique night
#

@unreal sparrow try creating them with shape keys/blendshapes. My avatars have 3D blinking through that. You just have the shape keys move the vertices like you would with visemes

vagrant mango
#

rigging will be a nightmare

#

as i cant connect my points together to creat a skeliton

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as its mocap

#

do you think its possible to create super low poly invisable avatar thats rigged

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and have my dancer a 2nd mesh

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well 16 meshes

#

as hands are not attached to lower arms are not atttached to upper arms ect...

unique night
#

I have no idea to be honest, hopefully someone else can give you an answer. I haven't seen an avatar that has multiple armatures (let one alone around 16) ๐Ÿ˜›

vagrant mango
#

1 avatar made up of 16 meches

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meshes

unique night
#

oh, multiple meshes is fine. I thought you meant it would have multiple armatures

vagrant mango
#

but i have seen people do model edits to fingers

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maybe i could get that to play the animation

#

or

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change the charater model i am using

unique night
#

Oh yeah, good point

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forgot about model swaps like that

#

its possible they could be using 1 armature though

#

all skinned to the same one and then turned on and off

vagrant mango
#

i modeled these in 2007

unique night
#

when needed

vagrant mango
#

the mesh will need to change.. maybe a invisable texture to turn off on a 2nd model and turn invisable texture on the main model

#

my models are less then 700 polly

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so even if i got 10 dancers it would still be smaller in polycount then most avatars i see on vrchat

#

vrchat is super non optimised

unique night
#

You might not need an invisible texture

vagrant mango
#

did you see the dancers?

unique night
#

theres an animation property that makes an object turn on and off

#

and yeah, i saw the image

vagrant mango
#

hand modeled and textured by me

#

to look like the game

silver lichen
#

for dances do people generally make their own animations or are there already completed dance animations for humanoids or something?

vagrant mango
#

yeah mine are mocaped

unique night
#

Here's how i see it working in my head: You rig all the dancers to the same armature. The dance animations are exported as animation files that you then load up in unity with animation overrides. Then in the animation timeline use the active object property to control which dancer is visible with that dance animation.

#

@silver lichen Mixamo has premade dance animations

vagrant mango
#

here this might make it easier

unique night
#

that you can import to your character (you'll need to use a mixamo rig i think)

vagrant mango
silver lichen
#

thanks

vagrant mango
#

its really small

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here is the blender file

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with textures

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and dancing

#

well does blender keep texture data in the .blend file

#

or is it external

#

boy i did not follow that chat lakuza was talking to phaseout...

#

not me

#

XD

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i need to learn to chat right

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and not think evoryone is thanking me and being kind to me

unique night
#

XD

unreal sparrow
#

@unique night thanks for the help, Lakuza! i got the blinking working now, it's beautiful

unique night
#

glad it worked ๐Ÿ˜„

uneven flare
#

outline shaders

#

does work in vrchat?

tall zodiac
#

Its impossible to do a emote in Unity where the character makes a face without the character going to the ground ye?

#

Like that weird sitting position you get when making a animation in Unity

brazen badger
#

weird sitting position you get when making a animation in Unity
?

tall zodiac
#

That one, no matter what i do i cant edit it out so my animation is in the ground ingame

#

Which makes me assume doing bone animations via transforms dont work unless you specifcially use blendshapes

unique night
#

@tall zodiac All emotes will go into the ground by default, you need to animate the entire pose to have it above ground if its gonna be an emote. Gesture overrides on the other hand can stay in the ground

#

when animating in unity

#

I thinks it the animator > root properties in the animation timeline

grizzled furnace
#

Can i add a particle effect with a gesture override?

#

Because if so i cant seem to get it right

clear yew
#

yeah, you can

opal lodge
#

I want to make a gun animation so they can shoot it. Getting the gun out is no big issue. But how do I make it so that can shoot it?

#

Is it just a second animation that makes a sound and flash?

clear yew
#

yeah

#

pretty much

dim oyster
#

you can also toggle a partial emitter

opal lodge
#

Can you limit it so it can only be launched when the gun is out?

dim oyster
#

process is pretty much the same nomatter what

#

no, not really

clear yew
#

what, a muzzleflash and sound?

opal lodge
#

Yeah. That's what I'd be looking for

clear yew
#

you could have them only play with the gun out

#

two animations, one is an idle gun and the second is the gun but with a flash particle and sound

#

they seamlessly switch to emulate gunfire

#

at least thats how I'd go about it. I may be wrong, forgive me if I am

dim oyster
#

that's pretty much how it is for now

clear yew
#

unfortunately, but hey, hopefully it'll improve with time

opal lodge
#

I'll give that a go then. Thanks for the input!

echo vault
#

anybody knows how to get mycustomanimation into my model
so i could override the emotes?

clear yew
#

yeah

unique night
#

@echo vault assuming you have the animation ready and as an asset in the project asset folder. Create an animation override (theres an example one in the vrsdk folder under example animations). Duplicate that and drop it into the folder with your model so its easy to locate.

Then, go to the vrc avatar descriptor component of your model (in the inspector) and drag and drop the animation override file into Standing Anim (sitting anim too if you want it to play when seated). Then double click the animation override file and it'll display all the emotes and gestures you can do. Just drag your custom animation file into the slot thats appropriate (if you want it to replace an emote, drop it into one of the emote slots. If you want it to play when you close your fist, drop it in the fist slot)

clear yew
#

yeah that ^

#

lol

fluid nimbus
#

can i only move my fingers, make facial expressions etc if i buy the muscle animator asset? or is there another way around it

unique night
#

@fluid nimbus you can move whatever you want without messing with muscles

fluid nimbus
#

o

#

i was watching the really long megatutorial, and it showed him using the $15 asset

unique night
#

thats what a timeline can look like

#

that drop down menu at the bottom is the add property menu

#

you just choose body parts from the Animator group

fluid nimbus
#

is there a guide for creating gestures to activate facial expressions or pulling out a prop?

unique night
#

yeah, theres a few good ones on youtube. I'll find you a link to one

fluid nimbus
#

ty ๐Ÿ˜„

unique night
#

covers alot of topics

#

so just grab the timecode for the facial expression one from the info

brazen badger
#

oh god what kinda rope is that

#

DDLC flashbacks

fluid nimbus
#

tyvm

clear yew
#

@brazen badger You'd hate my Sayori model then

#

not sure if i should ask here but

brazen badger
#

@clear yew oh god

#

show me

clear yew
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the clothing specifically

#

@brazen badger Unable to get in game atm but my first ever custom animation with sound was to have her hold a noose and play Sayo-nara while holding it

brazen badger
#

oh ok lol

#

I NEED A CUTE NATSUKI MODEL

clear yew
#

perhaps any of you guys know?

#

ah

unique night
#

can you not animate the material offset value?

#

and have it scroll through a texture file

#

I'm assuming thats how that space scrolling texture was done, although I havent checked if we can animate material attributes with a timeline

#

@clear yew just checked, you can animate texture attributes with a timeline

clear yew
#

Wait-

#

really?

unique night
#

yup

clear yew
#

how does that work?

#

I've not heard of using a timeline

#

in unity

unique night
#

You should look up animation override tutorials first

#

once you get to know the animation timeline, you want to use the skinnedmesshrenderer properties located inside each mesh group

clear yew
#

Ahhh alright
thank you so much!

echo vault
#

if a made a emote animation already for a model, can i add it to another model?

unique night
#

yes, as long as the armature parts are named the same it will work. I tend to use the same skeleton/armature for all my avatars to make it easy for sharing animations

echo vault
#

also why does my animation stay in place?

unique night
#

what are you animating? an emote or a gesture?

oblique panther
#

can you stop your blinking in an animation if its made by eye tracking?

echo vault
#

emote i mean

unique night
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you need to animate the root to move it

echo vault
#

should i bake in pose?

unique night
#

yeah

echo vault
#

so click it for all?

unique night
#

i think i did, let me just check quickly

#

yeah i ticked all 3 back pose options in the animation file

echo vault
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ok thank u

unique night
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thats what my settings look like on the right

echo vault
#

can i put more than 300 frames in my emotes ?

unique night
#

emotes are 10 seconds only i think

#

so however many frames that is ๐Ÿ˜›

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*600

echo vault
#

soo 600 is the limit?

unique night
#

I'm not 100% sure, you could always do a test animation like moving an arm about and then see if it plays the whole thing.

echo vault
#

i confirm that 300 is the limt and 10 seconds does count

#

if its over the 10 seconds or 300 frames, ur character just goes idle

clear yew
#

Quick question, am i able too switch character/avatar in unity, if my character has animations binded to it?

gaunt pebble
#

Anyone know why?

clear yew
#

@gaunt pebble it bugs out when adding animations to models I cant remember the exact reason, but what you should do is reload a save or the model entirely, select it and hit ctrl+D to duplicate it then work on animating the dupe and apply the animation to the non-bugged out one

gaunt pebble
#

I do that

#

this is the dublicate that bugs out

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I cant see what im animating like this lmao

clear yew
#

no way to fix it afaik lol unless you can somehow manually pose its body to get a good look

echo vault
#

how do i change my idle stance?

gaunt pebble
#

and how do you manually pose it?

echo vault
#

do i have to enforce the t-pose?

#

nevemind u have to loop it

pastel ravine
fallow silo
#

Having issues animating particles for my animation. Everytime I spawn it plays for the set duration

pastel ravine
#

disable play on wake

#

that should fix it

fallow silo
#

I'll try tahnks

clear yew
#

Can you switch avatar if the avatar has animations binded to him? Will the animations still function on the new avatar?

fallow silo
#

Animations are stuck to character you were doing it on

hardy mural
#

So when adding facial expressions to hand gestures how do you keep your hand from going all weird mid grab animation hand?

sacred gate
#

yeah i'm having the same issue, when i do a hand gesture the hand just stays half-gripped

clear yew
#

@fallow silo So let's say I delete my character in unity and paste the same character in again, will the animation get deleted or just unbound? Or simply not work with the same/new avatar

fallow silo
#

Animations are saved directly as a separate file so you wont lose them

#

If you check your project destination, it will save as NAME.anim

clear yew
#

@fallow silo Okay so my avatar was a little too decimated so I will paste a lesser decimated version of him in unity, and it will work?

fallow silo
#

Wait there head to private to make it easier

pale mauve
#

Is there a way to blend one 3D model into another in Unity? Like as a transformation sequence?

pastel ravine
#

blend trees

#

in animation controllers

#

well i think

fallow silo
#

Trying to animate particles to come on for a set duration and delay on one animation. Having issues preventing it coming on when I spawn

#

Turning play on awake off didn't help

wicked tangle
#

is there any way to replace default movement animations

#

such as walking and idle

fallow silo
#

You can using animation overrides

tidal zodiac
#

How can i add glowing eyes so they can be seein in the dark in unity?

#

I mean so they can been seein in the dark in game but make that in unity

pastel ravine
#

use the unlit matiral type

tidal zodiac
#

Do i get it from asset store? if so whats the name

pastel ravine
#

no

#

its a built in thing

#

its a base matiral catagory

pine root
#

Does anybody know if you can move the view position in an animation? If so, how can i do it?

silver gust
#

Does anyone know if you can import VMD motion files in to unity to use as animation overrides?

bold cloud
#

how do you make a good floating animation =v

opal lodge
split grail
#

@opal lodge press record and move avatar to that pose you want and then move that red cursor to next frame and same again until you have animation. Or use that curve editor on bottom of your screenshot

opal lodge
#

But I want a entire new animation, not edit any of these weird ones added

#

ah nvm, i jsut deleted the controller someone added to it

#

for some reason he added the simpleavatarcontroller on it

gaunt pebble
#

Does anyone have the carramelldansen emote and other weeb emotes?

pastel ravine
#

wondering is the emote slots for stuff like clapping and stuff

sonic tiger
#

Yep!

#

If you drop something there, it will show up instead of the 8 emotes in your menu

opal lodge
#

I disable it on default, has play on awake and I enable the sound together with my animation

#

but it doesn't get played, the rest does work tho

unique night
#

is it playing the audio inside blender when you preview it?

torpid olive
#

is mixamo down for anyone else? or rather i cant downloadanimations anymore. its stuck in forever "preparing download" but i can upload etc just fine and it worked earlier today

opal lodge
#

inside unity it is, when default equiping it on my model it does too

#

but people with VR tell me the sounds don't play when used with animations

#

I don't own VR myself but the people it's ment for tell me

unique night
#

its something to do with the falloff then

opal lodge
#

I can hear it myself when enabled on default

unique night
#

I'll screengrab my settings for the audio which work for me

#

With those settings it can be very clear when someone is close to me but gets quiet the further away they are

opal lodge
#

wait i'm stupid

#

does my base model also need the audio sources?

#

I only added them to my animated

unique night
#

yes it does ๐Ÿ˜›

opal lodge
#

God...

#

thanks..

unique night
#

make sure its turned off in the base model too

opal lodge
#

god i feel stupid now

#

atleast i'll learn from it to never forget

unique night
#

๐Ÿ˜ƒ

steady plover
#

when I add mmd dances to my avatar, it dances in one spot rather than move around with the dance

#

anyone know how to fix it?

unique night
#

@steady plover you need to tick the bake to pose checkboxes in the animator file's inspector window

#

havent used mmd dances so not 100% sure

#

but try that out

steady plover
#

ok thanks

#

will try it

unique night
#

hope it works out ๐Ÿ˜ƒ

mortal creek
#

anyone knows about animated textures?

steady plover
#

it would be amazing, because then I could finally join my vr friends on the dance floor without having weird looking dances