#animation
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help please https://i.imgur.com/hJwr9fN.png
dont worry about it
mine is 4.3 degrees out
and have no issues with my avatars
its only a problem when its red
yellow is just a warning
@fluid light if it does cause an issue though (it does for some people), just go into blender and rotate the hip bone by 180 degrees (upside down)
@unique night I want to put like a galaxy or stars moving on a character jacket ๐
i think you a can get a shader to do that
@opal lodge did you attatch it to your base in a parent
Er. Did you attatch it under a bone or something
I'm having the same issue
๐ค
I forgot to attach it to the original model
I only added the sound to the copy. Was stupid af of me
anyone know what that means
@unique night I cant find the bake to pose checkboxes in the animator file's inspector window
I have the sound system in the original model
But it's not playing
@opal lodge does it need to be on the armature?
It can be anywhere from what I've seen in videos
Weird because mine isn't working ; -;
Does the animation have to be as long as the audio clip?
No. Animation override for gestures is only 2 frames big
Is the autoplay check on?
Play on awake
Play on awake is on
If I enable the audio source and press play it plays
in unity*
guys is it possible to put the blue lightning animation on to vr chat character
Ultra Sargent - https://www.youtube.com/user/jaksargent JaeRoar - https://www.youtube.com/user/JaeRoar Justice League Crisis - https://www.youtube.com/channe...
from 47 seconds
47 seconds up to 1:04
hey i have made an animation to pull out an apple
how can i reuse this animation for my next one ?
like to pull out a sword
just do what you did last time but with a sword?
yeah but i dont want to trag all the animators in again
Is it possible to move the position of your feet during an animation? I'm trying to animate a model in the air, and everything's working to a degree that i'm happpy with, except my feet, they twist inside my body when idle during the animation
Im busy spinning on a glowstick
I assume this is tied to the players position in the world and it wants to keep the feet on the floor as much as possible, can it be overridden does anyone know?
I dont know, but with one my dance animations, it does an animated jump, and the feet worked fine
in the air
thats different to animation overrides though
you lose control of your avatar during the dance emote
My animation override is supposed to play a soundfile and it isn't working.
how do i make a my avatar pull a sword out
You guys ever run into a problem where all your naimations work in unity but dont in vrchat?
https://media.giphy.com/media/xT1R9MBmz4K8ZHoF4k/giphy.gif
So I made this animation for an emote for sora
and I went to render it to test to see if at least that much worked
and when I try to upload it, it says he now has no feet or hands specified
feet and upper arms, to be exact
Interesting... my body is gone
wow what the fuck
I saved the scene as a new version
deleted the animation
and it deleted it all for both versions
there goes about 4 hours of work
fan-fucking-tastic
Ive done 10+ models befre
with cool animations
Im 100% sure im doing it right
its legit just not working
can i somehow change it that the sitting animation doesnt move my arms?
do i create an other copy of the model ( a third one) if i want to make more then 1 animation?
or do i use the same one as the first animation?
I wanna add a hand gesture that makes a prop show up (like a gun or something), does it count towards the 20k tri limit?
ah alright
darn, i already decimated my model down from 61k to 19.9k ๐ฆ
but im 99% sure particle effects are bugged when uploading
i accually got it to work yesterday, after 8 hours
did you mess with the hands/face @fluid nimbus
no
thats good
made sure not to touch those
did you get rid of the dancing keys if you got an MMD that is
didnt delete any important keys
Does anyone by any chance have a galaxy shader for the avatar?
someone know how i can make the Drawing animation?
Is there a way to make it so that when you go into the animation creator in unity the model doesn't move out of the default T position?
create a duplicate of your model and keep creating duplicates whenever you need the T position
Er, I mean I need the T position as the origin of the animation.
Because it would be significantly easier to work from that position than this weird curled up position it gives me when I start making anims
You can create an empty game object and put everything after the object
that worked for me once
now doing it breaks the whole character to the point of only being able to be fixed by reloading a save
so it may or may not work, try at your own risk
I lost 4 hours of progress thanks to it though
can someone who has added gunshots effects to their weapon pm me?
@errant oar were you talking to me or?
yeah I was
Hi again guys
Look i have dynamic bones on my char but i want that the mesh dont get into the other
like the hand in the skirt
or the long hair into the skirt or the back
how do i do that?
aye so when I do an override for an expression etc. model keeps blinking
way to stop that?
it's probably something simple just can't think of it
totally figured it out nvm
for anyone who doesn't know I guess-- you just add the mesh renderer for blink and keep it from happening for the loop
@errant oar I don't quite get how that would help? Sorry
alright boys, tell me if you see anything wrong with this, https://gyazo.com/59485a4c1a6c3d3f411719849b6ec20c
the particle system and light are off until the animation starts
In unity it works perfectly in the game scene play
but in game it does nothing
i put it on the overide emotes and put it on my character
Also how do I stop the hips resetting to 0,0,0 when you make an anim?
It's legit just not working
You don't
Thats why you make a dupe of your body
for animations
Yes I'm working on a dupe
yeah then it doesnt matter
not unless youre running it on an emote button
I am making custom emotes so...
Less did you make sure to put it on the characters actual body?
I don't have VR, I want to make custom emote animations
The main instance
yes it is on my characters actual body
Is your face count too high?
If the emote makes your faces go over 20k I'd imagine it just wouldn't work
emotes are built into the face
they dot add polys unless you removed them in decimation
Oh so it came with the model?
I'm trying to turn up this audio trigger i have on my avatar but when I go to upload it keeps limiting it back to .5
hmmm
I'm not sure I'm still learning animating myself, sorry
you've been helpful to us so sorry I can't return the favor
Sparks
ye
Aw I can't turn it up?
for "safety"
you can put it into audacity and boost the volume
but it might distort it a bit
Damn cause like I hear it super super SUPER faintly when I activate it in VRChat
Like super
How'd you fix it?
i boosted it in audacity
its still quiet
if im in any world with music you cant hear t
it
hmm
Alright
I'll just mess with the volume
Cause like you have to be in the most quietest spot in VRchat to hear it lol
It was sooooo quiet
Is there a way to set the transformation origin of an instanced prefab in Unity to different point?
transformation origin?
The location which acts as the center for translation and rotation etc.
oh, i do not beleive so, it doesnt have a 3d curser like blender
oh ok, so I have to center it properly in blender
i just the XYZ mover to get it into place then rotate
Did you have to amp your audio up by a lot?
have anyone added particlesystem to the armature that uses gravity?
I have an issue that I'm sure people have run into. I just added a weapon to my hand and assigned to an emote. It works fine when standing still. However, when moving, the alking/running animation overwrites the hand animation and the weapon disappears. How do you keep this from happening? Do you overwrite the walking animation with one that does not affect the hands and fingers?
If I wanted to have an avatar with a sword on a sheathe, and have the character unseathe it to hold it instead of having it teleport to their hand, is it possible to use the override for the gestures to do that? I've created an animation but it instantly teleports to the hand, skipping the animation
This shows you how to put weapons into the game vrchat.
apparently this now has 300 views out of nowhere
i just made it for a few people
this is the basics on how to add guns and shit into vrchat
ooh ima bookmark that video ๐ thx
ye
Umm, sorry if your video does cover it. I do understand how to make something like a weapon spawn in your hand. The question I had was that I wanted to have a sort of drawing animation, if that is even at all possible?
Any chance you could point me in the right direction? Don't need a complete guide. I've tried creating a drawing animation that doesn't loop and set that as a override. But in game it goes straight to the last keyframe
my audio wont play if I do the gesture that triggers it but if I keep the audio source check it'll play automatically
halp
trail of particle ingame is near my feet and will make a trail but it wont come out of my hand which is where i put the particle
sparks
i cover audio really quickly in my vid
you should copy my settings for best and max audio :^)
scroll above
oh okay my bad ^^;
around 38:10 ish
or something like that
37:00 idk
literally all i did was record and upload and uneditted thing and so many ppl watchedit lol
Oh you attatched the sound to your awp?
I'm doing the same thing
just with a guitar and a song
Also did you attatch the audio source to a difference gesture or kept it the same since it's attatched to the awp
same
i just have it play whenever i have my awp out
man someone better pin my vid
:^)
here it is again vrchat team ur welcome
This shows you how to put weapons into the game vrchat. More stuff here: Where I got the gun model: https://abyssleo.deviantart.com/gallery/59254090/My-armor...
ye
well didn't work
what didnt work
I took out my guitar but the sound didn't play when I did the pointing finger gesture
also does the audio have to be mp3 or OGG
cause the other vid i saw said ogg
I've added a weapon to my avatar but it says it's outside the bounds. Does that mean the weapon is too large?
is it possible to use custom walk cycles on my avatar
let alone, is it recommended?
Also. If I use the Unity Animator to make an emote, the avatar sinks through the ground while performing the emote. What can I do about this?
An override can only be that many keyframes or it won't work, the complex animations use the override animation to trigger another animation placed on a hidden object that plays when it is enabled at start.
That's a method to make an animation with hand gestures longer
can someone explain to me exacly how to do this?
How do I make particles black?
I have a weapon on my avatar but moving makes it go away. How do I make it stay?
i imported my own walk cycle into Unity from Blender
how do I implement it into my VRChat avatar
How do I do an emote override?
Morgus' tutorial might be useful for that https://www.youtube.com/watch?v=V0l4-pH3vI4
Creating custom animations for hand gestures and emotes in VRChat
Or are there some more specifics to emotes?
I am watching this, but it seems a bit different from what I have
I dont have "MyCustomAnim"
The tutorial should mention where to find it in the VRCSDK
It never did
@gray stump Its in a place called "Elmino" in the VRCSDK but that isnt in mine
Wait
It isn't even in the VRCSDK
???
What timecode is this at?
@gray stump He starts the emote override at 13:17
That folder appears to be his avatar itself, so the tutorial assumes you have some animations ready to slot into them already
I've never used mixamo, but I believe it has the options to bake some animations into the model?
Yes, but when I do, it takes the model out of the t-pose, so I cant descript it correctl;y
So I have 2 seperate models
One with the animation and one without the animation
I have the one without the animation in the scene
I cant move the dance animation out of the 2nd model though
Guys i have a problem
https://media.discordapp.net/attachments/396514449583898626/398004132826447872/unknown.png
I see myself like this
but other see me like this
https://media.discordapp.net/attachments/396514449583898626/398004755814809600/20180103034433_1.jpg?width=1202&height=677
how do i fix it?
So this animation I have translates my body forward, and this works in Unity. But when uploading to VR Chat the animation happens on the spot and no full body translations happen
@dense kayak The animation should be in the avatar itself, or wherever you saved the animation file, should be able to slot it into the overrides of the other one.
@mortal creek Mirrors can't really handle seperate meshes, aslong as they're seperate you won't see them properly in mirrors.
You might want to consider combining them for the sake of everyone's FPS
Also, a bit more of an #avatars-2-general issue
does anyone know how to have a gesture pull out a prop (gun) and play a sound (gunshot) without it playing on activation?
I already managed to get the gun to appear on gesture, but i dont want it to fire as soon as i take it out
Just make it so the sound emitter activates on a different override.
Anyone know about my issue?
so like, if I had gun enable on the Handgun gesture, and sound activation on Fist gesture?
is it possible to do it on the same hand without the gun going away?
You could call the gun override on one hand, and fire with the other hand perhaps.
I'd be careful with using the fist gesture, as you might accidentely shoot every now and then when interacting with menus.
Has anyone here done emote overrides?
Guys could i commission someone to make me a model with magic powers and stuff?
Can anyone teach me how to make a texture file with a transluecent particle?
Do xps files not have blendshapes?
been trying to figure out how to make xps models blink but im getting no where
wasnt sure where to say this but, anyone know how do rock and roll gesture with oculus touch?
Anyone have experience doing emote overrides?
any tutorials on mesh switching of the entire avatar instead of fingure jestures?
gestures?
my avatars are sub 800 polly so size isnt a issue
btw sub 800 looks so sexy and ps1 esque
help
question: can animations go over poly in any way?
like should i be saving poly room for animation stuff in future or is it not a big deal?
I think one particle = one poly
and im talking about one of those orb particle you start out with
custom particles will have different poly numbers If I was to guess
has anyone here make a custom particle effect?
I have a 2D image I wan to turn into a texture file so I can make that texture file into a particle
but I can really figure out how to go about it
cuz i've seen fancy stuff, like in a stream i saw someone with a megumin model (not the lowest poly in the world) who could spawn a world around with particles everywhere (raising light orbs), some music, animated water below, and the scene expanded on forever into the distance
cuz i have a model that's probably only gonna barely squeeze under 20k if lucky, but would love to do epic anims for it too if possible
Keo it's just like making a particle system in Unity. You make an animation to enable the particles and do an animation override to use the animation, this guide here can teach you all about the particles, can't really demonstrate it myself rn cause im not on my computer
i know its an hour long but.
eh, you can read about it somewhere.
you can just replace it as a png or jpg
im a little lost but ill definantly look at that
You just add a material to the particle system, make sure the texture is considered GUI so that there's transparency.
going from my little to no experience in unity
I think that makes sence
Also, does anyone know how to make animation overides serperate to each hand?
Like I want animation overrides different to my left hand than my right hand.
Or is it some kind of animation trigger..? Like a KeyEvent? But then again isnt that on an object, not an avatar?
Anyone have experience using these mixamo animations on their VR chat char?
I can get them working perfectly in Unity but they break in VR Chat
Creating custom animations for hand gestures and emotes in VRChat
Just found this video (not mine obv)
Anyone know if it's possible to adjust VRC_Avatar Descriptor View Position with an animation?
Like if I make myself hover up and down. Can the View Position be changed to stay in the correct position?
@brisk robin That is literally what I did but the guy never shows the anims working in VR CHat. They work in Unity just like he shows but when you go into VR chat everything is borked.
@woeful rapids probably, since animations allow you to change any value, including scripts
@cyan sparrow I don't know what you mean by borked. . _.
Make sure that you've replaced the animation controller with a preset animation controller with all the correct animations.
I mean they don't look like they do in Unity
They're all screwed up in VR Chat
You don't move at all like you do in the unity preview of the animation
Furthermore the emotes don't seem to allow any kind of hip translocation
So emotes like dances where you move around happen on the spot
My idle and walk animations look great in Unity but in VR chat the movements do not work, my character's hands aren't moving right. The idle ends up making my character look like they need to pee because the legs/feet keep bopping up and down, etc.
None of that exists in the Unity animation.
So i can get my avatars to work and look fine in game but i'm not sure how to get them to move their mouths when speaking, think i missed something
how do a show/hide a mesh model as a emotion?
so do you keep animations when moving to a characture controller
they seem to dissapear from the fbx model
Hello, i have a problem with CATs plugin animations, i can create the eye tracking and i have the shape keys but when i export them to fbx and import them into unity there are none
Doed anyone know why?
ok so, I have a problem with animations triggering in vrchat when I havent even made any yet for the avatar. the Face is making emotes even though I havent even binded anything in the override yet
hi, im havin issues with mouth movements and whatnot. CATs plugin creates the visemes and i input them into the correct areas with the proper mesh selected, but when I go into the game, my mouth does not move at all when i talk
anyone knows of a way to animate the eyes to close further the more you press the button on the vive controller?
someone is telling me he found a working model to do it, but i'm not sure if it's possible
not sure myself
I thought we could only detect if pressed or not, but not the actual weight on the button
pretty sure thats how it is
Anyone have this issue where Mixamo doesn't correctly set your bone lengths in the animation file you download?
how to make a mesh(object) as a emotion?
I have this issue where the if I use the mixamo rig for the animation, its feet are pointing into the ground, but if I copy my avatar's rig, it sinks into the floor during the animation.
someone got a good example/particle of a muzzle flare for a gunshot?
https://youtu.be/CnfnpIJ29iE?t=2m27s
anyone know how to get a gun to work like this? to be able to play a gunshot and muzzle animation only when the gun is out? click the url to start at the part showing the gun
Not much captioning in this videos. I'd like to know what you guys think about it. I never really liked the idea of captioning. I feel like it doesn't fit me...
they have 2 states one with the gun out and one with the gun out muzzle flash showed and gun sound activated
they switch between them
manually
Can you provide more than 1 parent to a bone, and if so, can you completely remove all degrees of freedom by overparenting?
yea that would
It seems that the primary issue with walk animation overrides with mixamo (and possibly in general) is whatever workflow VR chat uses to blend the animations. For emote overrides, you either have the issue of your feet pointing into the floor, or your character sinking into the floor depending on how you rig it.
its time to animate some walk cycles :I
Any tipps for an inexperienced animator like me?
If I were to try to make Johnny 5 from Short Circuit, would I be able to animate his LED mouth, shoulder laser to move up and down, and eyebrow fins to actuate?
anybody know how to have particles always go down even if i move the attached object?
Is it possible to force a emote animation to act like a gesture so I can equip a sword on a model without a vr headset or is there no way to stop the game repeating the animation over and over
you could equip a sword but you wont able to move your hand
I know but I have other animations to move it around and swing it
And the sword is very low poly so it can be imported with the model but I really don't want to keep switching models to a sword version if there was a way to make the game run the animation to equip it and not remove the sword after
But am I missing something like a way to use gesture controls on keyboard by pressing certain keys or am I just out of luck
(Though having the avatar spaz up and down so it looks like it is jumping is somewhat interesting when I bored and in a world all by myself)
out of luck, non vr must bind animations to emotes
and when you meote you cant move
emote*
That sucks
Oh well time to upload a normal and small sized model with a sword
is it possible to add Extra mesh object polygons as a gun emotion?
How do I make my avatar animate? Whenever I use it in game its stuck in a T pose
Is rig set to humanoid?
Yes
So no ideas?
ive just realised
i went though all the efford to add an sword animation
and i dont have vr to use it lol
Anyone got experience with custom animations for a nonhuman av using the generic rig? I got an animation that should rotate the four eyes of my avatar, howver inside Unity it only rotates 2 of them. Furthermore I can't the animation to play when standing still inside VRChat. Inside unity it plays it without issue (apart from the eyes) but inside VRChat the animation is only played when I move (however it is played during preview of the avatar too).
i wish dynamic bones was free
Hey can anyone help me ? i got a problem with the Snail Marker
@sterile lotus well you're prepared for vr at least
how do i set up the lip sync ๐ค
Yeah once i get it (sell my pc) i can whack people with a sword
@sterile lotus ask around someone might be able to give it to you for free. thatโs how i got my hands on it.
I have a question, since I'm having an issue right now
So my avatar has a sword in one arm, a cannon in the other, and another hand emote that's supposed to make the cannon fire a 3d laser
But ever since I added the laser it seems to screw up all the other emotes
And almost all the emotes activate the laser when I don't want it to
Is it because I copied keyframes from one emote into most of the emotes or something?
(Currently uploading a test w/o the laser emote to see if it's the center of the issue, or if it might be something else)
(Although it's taking years to upload)
i know my gintoki mmd model has facial expressions but i have no idea how to use them. sadness.
@cloud nexus check the settings on your particle and it might be how long you have the animation which could stay in your hand
Assuming a particle effect is like a sound effect you can just have it set to :00-:01
And it should play through as long as you hold that gesture
oh boy oh boy
someone can help me?
i am trying import a avatar but his hair keep freeze in place, in the middle of air, simple do not move, the rest of the body is ok, if a put like...20 bones in the head almost all hair curls are fixed but still some left
has any way to make all the texture/mesh of hair fuse/fix with the head like one single thing?
The thing is my laser emote is up to 40 seconds in length
Maybe that might be the issue
Question, can emotes be infinite?
@cobalt silo depends, but otherwise yes.
@undone glade well I was just trying to get something for my avatar to show I'm afk. Like sleeping
@cobalt silo You would probably mess with some animators and body mesh, then make it auto/loop I would assume
Making different face emotes are animations?
oh you just override emotes?
question: is it even possible to add facial expressions for this guy or should I even not bother trying to figure out how to do it? https://prnt.sc/hue3ju
alrighty then, thanks
ffffff I keep thinking people are in blender at times when it's unity
does that change something?
as in I can't modify shape keys from Unity?
@undone glade
Well you can go into the animation tab and play with the body mesh I believe on Unity.
I think it's called that
Or Blender should be a little triangle tab that have the shape keys. Hard to explain while on mobile.
Im talking about VR ๐
yo i hope you guys like this ddr machine avatar
Lol i do that
i micspam ddr songs to go along with it
ie butterfly, trip machine, kick the can
at a reasonable gain of course
No dream a dream?
i can add that to the playlist
Or 300?
max 300?
Yeah
yea i have that added
Noice
Hello I'm new to editing animation. How would I change this?
I want gumdramon sitting on the chair instead of clipping though it.
@clear yew you can do 2D shape keys https://youtu.be/ZB2aXKkwXuA
EDIT: If you are using an MMD model please read below! In this video I will show you how to make your 2D eyes/mouth type avatar have a blinking animation and...
Does anyone know how I can edit the Y axis for when my guy sits on a chair?
How?
rippe i guess :C
trying to do some overrides, how do i know which gestures trigger them
my character lacks fingers, so the ones like point and fist dont work
@grizzled snow think that you might have to create your own sitting animation
If you want to change it
Not sure tho as I haven't messed around with it
I plan to lmao, The regular sitting position doesn't work for gumdramon anyway with his small height
There's a Root T property
I used that one to fix an animation where the avatar started below the ground
I also plan to change the run animation too, because regular run animation/walk animation would hurt his claws
Say I created an animated object in Maya and export it as FBX. Would I implement it into VRChat as an Hand Gesture the exact same way I would create a static object in my hand?
A.K.A. just add it as a hidden object and then duplicate and activate it with the animation tab?
I'm confused since hand gestures are only supposed to be 1 frame right?
anyone know why my effect end up like behind me close to the ground? i've animated it and put it at the finger
is there a tutorial for animations?
@ancient topaz yes , search for vrchat animation on youtube
btw guys is it possible to port mmd animations/effects into unity?
this model i got came with animations already, wonder if i could use those
not an mmd so ๐ค
Gonna have som fun when i can import my animation into unity lol
oh that is cool!
how does one trigger rock and roll gesture?
anyone know why my animation ends up somewhere completely different then when i animated it ?
@clear yew do you have VR?
i have an oculus rift, the buttons seem to do nothing
what about these emote 1, 2, 3, 4...
are these the engame ones?>
ingame
i see
so just say i have an animation that pulls out a gun
will it go away
after the span of the emote
In emotes I believe yes
god having a model without fingers is cancer
hey
I would assume that you can still use the triggers for custom animations even without fingers?
is vrchat emotes
man, Unity cant import my fbx files anymore :sadface: Have to import them as blend lol
editable?
Yes
well yesterday i was playing bowl
and i saw a loli making jojokes with me
cause my avatar is a star platinum
and she makes a emote
@tall zodiac what happens when you try to import it as fbx?
what emote is the pointing one
in the emote menu
It freezes Unity and when i restart it is unimported
It didnt before, just randomly and now all fbx files, all different versions which sucks
Only with animation though in file. which is even suckier
Since i have to import my file to blender and then to Unity which for me is like 3-4 file conversions
That sometimes breaks stuff
Like merging toghether my blendshapes so it looks like my eye is itchy when i speak lol ๐
Oh my, it seems like my c4d fbx exporter is just fucked up
Importing via blender then exporting to FBX works perfectly, time to file a bug report to Maxon and Unity i guess
hey does any of you knows how to do the weird "take on me" dance
Whenever I import a weapon and animate it, the weapon doesn't stay in the same position as the hand. Even though I Parented it to the wrist. Anyone know why?
i have the same problem but with an animation
trying to add an animation to the avatar, seen it on video where you just add the Animation component, set the anim you're gonna use to legacy, set it to loop, and apply it to the Animation component, he pressed run and the animation played, mine won't play though
what did i do wrong?
could you link the video you're talking about baffler? I need a tutorial for animations as well
@clear yew
Importing model - 0:37 Toe Removal - 1:37 Applying Shader - 2:29 Blinking Animation - 3:09 Animation Override (Facial) - 7:24 Avatar Descriptor & Viseme - 18...
he made the blink for it
crap. This isn't what I was looking for. I guess the question I have is if I can have longer object animations on my Hand Gestures.. I don't want to use it as an Emote
yea i'm trying to do the same thing, but i'm pretty sure you use the Animation component and you just enable it with an override
anyone know why the effect is not where i animate it?
i see now that when i change my dance animation to legacy it stops playing correctly
its like on the side of me
in the preview
when i change the objects i've used for an animation, they dont snap into place like they should is there anyway to fix this?
it's hard to get the fingers in the right place lol
does anyone here use mixamo?
yeah sometimes
and when your whole model goes grey i worry about that
would there be a way to put eye-tracking on a 3rd eye of a 3-eyed character model, or would VRChat only recognize 2 eyes?
Does anyone know what is wrong when my mouth is blinking instead of my eyes??
oh my god, im almost crying right now, i try and make a particle come from my finger, ive animated it and it sticks to the finger and everything, but when i go into the game its not on my finger, its like halfway up my body, anyone else know what to do? i beg u
@weary cargo Did you parent it to your fingerbone?
I'm having the exacty same problem thyrak, idk what to do
And what happens when you move around? Does the particle effect move around or stay the same height?
In unity it works fine, if I grab the wrist and fling it around it draws as I would expect
it moves around
But as soon as I'm in game, if I move my hand around it doesn't move the particle effects at all, i just see the dot in place somewhere near my waist
Dunno what to suggest, really
if I move my character around i see the line develop, but its not linked to my pen for some reason
If you set the particle system to Simulation Space: World it will not work correctly
What do we use instead of world?
Local
There's no way at the moment (with the current IK system) to get world space particles to work on moveable bones
oh my god, if this works im gonna kiss you
I don't think rate over distance works if you set local?
I guess I'd have to just do rate over time to create particles in that case
if you're making a pen
yeah
i'd try using a trail renderer instead
only downside is that it goes away when you disable it
hmm, ok
but theres no way at the moment to make a pen on an avatar using particles
I dont even care about the "drawings" staying in place tbh, I just want to have a short trail that goes away after a second anyway
It's more to show the "effect" of drawing
Tutorial on adding the marker to your avatar and customizing it. Github: https://github.com/theepicsnail/Marker Unity Package: https://github.com/theepicsnai...
theres also this
if you want to go into it
will watch thx
and yeah if you want it to go away a trail renderer is probably your best bet
ok cool
so my avatars body faces away from me while i'm in motion for other players, but is completely normal for me while looking in the mirror, does anyone know what causes this or how to fix it?
heres an example of what i see https://gfycat.com/BeneficialDismalBasil
and this is what others see https://gfycat.com/SlimyBitesizedAsiandamselfly
dont know of anyone else thats run into an issue like this so im really not sure how to fix it ๐ค
how i can set the humanoid animation?
is it possible to use mmd animations/effects for an animation in vrc?
An override can only be that many keyframes or it won't work, the complex animations use the override animation to trigger another animation placed on a hidden object that plays when it is enabled at start.
That's a method to make an animation with hand gestures longer
can someone explain to me exacly how to do this?
@high cape yes
Animations, not sure about effects
Unity has its own effects systems like particle effects, emitters, etc.
Is there any public dab animation to download?
VR
reeee
Can someone help me with an animation override? I'm just trying to get my avatar to smile, but the blinking animation keeps resetting my hand triggers
How do I stop the blinking?
Is blinking on the animation component
How do I check? I got the eye tracking and visemes through CATS from Blender
Okay, no idea about cats since i dont use it
I use manual blkinking without eye tracking
Hmm.. Do you think adding a manual blinking animation would override the existing one? or would it just make things weird? xD
is it just me, or does lipsyncing stop working when you use an animation override
Okay
I don't know why
But whenever I do this animation with a 3d laser on it, it messes up everything
So my avatar has a sword arm and cannon am
And I'm going to make my cannon arm fire a laser
It works in-game
But for whatever reason
it messes up almost all of my assigned hand emotes
Litteraly my entire left controller just becomes that emote
Grip buttons, all hand motions
Etc
And I don't know why
Why would my hand emote ruin my left controller emotes to ONLY do that emote? (The Cannon is on the right arm btw)
I had this issue when my animation had too few or too many frames
it needs just two keyframes, both identical
a 1 frame length animation
I never figured out how cats sets up the animation. I went back and disabled it in cats, then did it manually.
Im having issues with my animations going through the floor in VR chat. What exactly am I doing wrong?
If you already have the animation, its pretty easy
There is a tutorial pinned I think
well...i saw yesterday a dude with a jojo pose
NOPE. its in another channel
and with emotes leaving hir avatar
and i want to know to do that
cause my avatar is a jojo stand
https://youtu.be/6xxSj0la-HI?t=1m14s
anyone know if it's possible to get a firing animation like this? link to the timestamp
how do I get rid of "negative time keys", the animations dont seem to import right
nvm
Hey guys, I put a weapon on my character and set it to an animation but everytime i move, the weapon goes away. Probably becuause my left "(vive) controller changes to a different finger pos. Is there a way to fix that?
just curious, anyone know a good vid for adding sound bytes to custom animations?
or is sound triggering disabled?
Anyone know if I can add an animated weapon? like a staff with a rotating head? Can an avatar have an object with an animator component on it?
yes animators work on objects
That is exciting. I havent seen many people taking advantage of this
You could do some incredible stuff
yea i use it to make a portal open and close.
Very cool
http://puu.sh/yTH0B/9216fb3043.png
anyone know how i can rotate this particle? the rotation tool doesnt work and it just stays horizontal. i want it to line up with my gun barrel
Depending ot the particle it will stay flat. you want to either set the particles spawn to be rotated and test it out in play mode, or set it to be always look at camera or something
no, i guess it's kinda hard to word this right, I want the circles lined up like this (https://youtu.be/6xxSj0la-HI?t=1m14s)
how do you fix a bouncing mouth while moving around?
I need to animate the gun along with the particle later so I cant rotate the gun yet
i want the circles to follow the gun even when i move it around, and not always face the camera or stay horizontal forever
vertical billboard in renderer just makes it face camera forever ๐ฆ
, so what type of emission is your particle @fluid nimbus, is it cone shaped, spot or something else?
Hi guys
where can I check that? I just pulled an example magic circle asset from the store
Cone might be able to force the direction. But another thing is to see what rotation on spawn helps. You HAVE to similulate it though to see if it works, I beleive...
Anyone here knows the config for that particle system pls i need it
I made this mother
but i want the particle system to be like the goku one
I havent worked with particles in a while so I dont know from the top of my head where to look @fluid nimbus but you should be able to find something similar to what i am saying
still stays horizontal no matter which variable i change
@fluid nimbus If i were trying to create that effect I'd make it using a bunch of double sided quads instead of particles
especially if you want it to spin and then move you get way more control by just animating it yourself
I think with particles you need to change the 3d particle rotation @fluid nimbus although i've never done that myself
i'll keep messing around, if i still have trouble i'll come back in a bit
gonna attempt to make the particle from scratch instead of pulling out the premade one
premade one doesnt seem to allow Cone for some reason
by premade one you mean 1 particle?
@errant oar I dont animate in unity, but could it be something to do with the reason why the buttons above are red???
It looks like its in IK pose though... yeah just play around, google it for now until someone here knows ๐
rip cone doesnโt work either, still canโt force it to stop facing camera
@fluid nimbus that's why i would use quads
https://i.gyazo.com/726d19bdc4a0332f0e1939ab0161c3c6.png
they can all be stacked together in the beginning and then moved to a cone shape. Each ring being a separate quad like
when making my custom animation override, do i leave everything but the stuff i want to replace blank, or do i fill all the boxes?
anything blank will use the default
any guide for doing something like that? Iโm still pretty new so Iโm not sure how to achieve that ๐ฆ
do I just make some circles in blender and import them?
make the circles in photoshop
each of those objects is just a quad
if you want the effect to look good on both sides you need a double sided quad
so that's as easy as going into blender and adding a quad then selecting both faces and duplicating and then flipping the normals and export back to unity
that's how particles are done too. They are just floating quads that face you at all times
the transparency does all the work
after that, how do I apply the rotation in unity?
In an animation
That's my problem
I can't rotate anything
I'm trying to rotate the leg and the second I click on the time bar it reverts
and I'm sitting there like why
@errant oar instead of trying to rotate the leg, try finding the animator property that controls the leg. Maybe "animator.left lower leg strech"
See how the default animations use these? https://i.gyazo.com/a5fc977fd6d3e25633d0ef03188f4850.png
yeah...
that's exactly what I was afraid of
it worked last night
so it's like... why?
ya know?
@fluid nimbus heres a wireframe view of that scene. Maybe it will help you understand. https://i.gyazo.com/3008cf250a512a4a0a1bcbc62e022f9a.gif
The moving stuff on the left is a particle system
yea i think that's telling you to use what i just told you to use
So it's saying instead of using an animation that only would work for your specific avatar, use the generic animatior.knee or whatever instead so it's universal
yeah i understand, just gotta make the quads with the textures, then figure out how to get it to spin in the animator
yea spinning in the animator is the easiest part. Getting the textures to look right is the hard part
what if I changed to model from humanoid to generic just to make the animation
is there a proper name for Quad? gotta look up how to make this stuff in blender
I don't think that's going to solve the problem
a plane with only two faces is a quad
a plane in unity has a bunch more faces so there's a slight difference in terminology
o
I just don't get why it worked fine last night
it's actually more like a plane is a bunch of quads linked together https://i.gyazo.com/991cf50236e8f83afddf7e6253b96361.png
any1 have a tutorial for drawing
between armature and game object in the hierarchy, I made a new empty called Sora
so it binded everything together
actually doing that just broke the model
so trying to add the new animation to the working model won't work
rip
Which one is the jump animation there?
damn
does anyone know how to make a scrolling shader that rotates instead of scrolls in a straight line??
ugh yeah i looked at that
but all i see is a bunch of script i dunno how to do anything with
and i dunno which one to use cuz the thread is loaded with code boxes
@torpid light
Hey, so you know those animated avatars people have that load in and do an mmd dance? I wanna know how I can do that myself. I think all I need is the mmd motion/dance, the model, and to just import both into blender and export a model fbx and an fbx with the model/animation right? And then I'd make the model in unity a generic model and use the animation override to make that my idle animation?
Sorry if I've answered my own question I just wanna be 100% sure before I go into doing that
Since I don't wanna have to pause more than I need to ๐
there should e videos on youtube for that
I must be looking up the wrong terms ๐ค
Still, if I already know most of what to do, all I need is someone to just say yes or no
I guess I'll just try it then
@torpid light i cant figure out how to make it properly in blender ๐ฆ
is there a way to just import that asset from unity into blender?
go into blender
press a twice
press delete
shift+a
add plane
tab to go into edit mode
a to select all
shift+d(i think) to duplicate
right click to reset back to default position
space and search for flip normals
export to unity
@fluid nimbus
oh i thought i had to add the texture from inside blender
no you can drag it from the assets folder onto the object in the scene view and it will create a material for you
or just create a new material and drag the texture into the albedo slot
so i have these 4 planes in blender now
would i be able to manipulate them seperately in unity?
yea you can make 4(or however many rings there are) materials and assign seperate materials to each one
where each material has the texture of a seperate ring
in unity
they all share the same model
So I'm doing face animations and I'm kinda getting tired of adding each finger property for each new animation, but whenever I copy an animation, the duplicate doesn't affect the model I'm animation. Anyone know what I'm doing wrong?
Never mind, I just had to drag the animator controller onto the game object
wait so I have this plane in my scene now, but when i drag a material onto it, it just goes invisible
@clear yew yo i could make a shader for that if youd like. just tell me exactly what you need it for
Your material might have the albedo color set to a color with 0 alpha or something @fluid nimbus
im not sure how to fix that ๐ฆ
@midnight crest i want to make a rotating overlay effect for eyes
i've seen it done before
ideally i'd have something completely animated so i could do a warp effect inside the eyes
https://i.gyazo.com/dd9f42e08d19e7a71af4d5809e956872.gif @fluid nimbus should be 255 alpha
but i can settle for rotation
uhh.. not sure what you mean
like https://i.stack.imgur.com/tHOFz.gif @clear yew ?
sorry my computer was busy dying again
to keep it simple and easy, yes just rotating texture would be nice
but if i wanted to go nuts, i'd want to have a zooming warp/wormhole effect inside each eye
http://puu.sh/yTMaa/4e8656a9a7.png
@torpid light nvm i just got it to work by going into renderer > mesh > and selecting quad
it will now let me rotate it
za busta
๐
if you use the default quad it's only going to show on one side
that's why i said to make another model in blender
i bet u when it was going invisible it was actually super tiny
i see it on both sides though
oh really?
ya
i also suspected it was going super tiny so i tried my best to zoom in lol
sadfasdfasdf i cant believe it was this easy all along
i want to rip out my hair
Anyone know where I can find animations for doing stuff? Like I just want some fun emotes without like uploading a whole dance or something
I know about Mixamo but I'm just not sure what I'm looking for exactly
you can make them yourself too
i made a nice cute hoppou torso twist . . . i'll share it with anyone who wants once i fine tune it on my own hoppou
once you see how the animation importing works, making animations is actually super easy... you just tell it to grab a body part and to do X with it, at Y keyframe, and it'll just tween it auto
How would i edit the sitting animation?
you find it first
then you ctrl+a then copy all the keyframes
make a new animation
paste
then tweak
if i want to fix one of my avatars sitting high up above the seat or inside the seat, i'd have to add or modify a 1-frame location key to put it where it should be
jesus christ this gif is taking forever to upload...
@clear yew what if i need to do just simple tweeks to the existing animation?
like i said
you just find the animation in the vrc sdk assets, and then copy all the frames into a new animation
then replace the animation in a new new avatar controller (you have to add all the other ones manually, but it's there in the sample assets
This shows you how to put weapons and audio into the game vrchat. More stuff here: Where I got the gun model: https://abyssleo.deviantart.com/gallery/5925409...
glaciate
my tutorial on this :^)
Anyone know what's going on here? This model is perfect except her leg armor does not move with her legs. Like it's not attached.
is that what you wanted aria?
so, I put a gun animation as an animation override for my avatar, but in game it just flashes constantly when i do the animation. Anyone ever had a similar problem?
the override animation should be exactly 2 frames long
you probably have the set active property set to active on only the first frame and not the 2nd
when you do a gesture it loops that 2 frame animation forever
so if there's any difference you will see flickering
think i got it, thanks
Anyone with experience with blinks?
Hey, for some reason I can override handopen, but not handgun or victory
and I'm doing the same thing on both (making a 2 frame animation that changes blend shapes for facial expressions)
Is there a speed setting for animation clips in Unity? I don't have VR but want to override an emote to laugh for about 3 seconds
@midnight crest where is that?
Or would I up the number of samples?
@clear yew ive tried sending the shader to you but its not letting me lol
oh
now it will
normally you have to add people because they might have dm's from server members disabled
ok, sent
Not sure why this happens. Do I need to mess with the rest of the body and tell it not to move? I don't have VR and want to have a facial expression.
The animation on the face works fine though
@boreal rivet need to animation the whole body for emote
need to make it stand up
emote disable the IK
so you have basic make animation with full body animation
there 2 way to do use blender to make animation or get Muscle Animation Editor cost $15 asset store
http://puu.sh/yTOto/e068b8a0b4.png
if i wanted to make a gun firing animation that only plays once (i have another animation override thats just holding the gun out) would this be right? there's like a charge up before the shot, so theres more than one keyframe
@torpid light
theres so many keyframes cause each one is activating the next magic circle behind the previous one
@terse sonnet your problem sounds like it might be identical to mine
Are they parented to a common parent or in a chain? @fluid nimbus
Although in my case I'm trying to override FIST, and it isn't playing it
They should all share the same parent. soudns like they are in a chain so activing the first one is activating all of them
I haven't thought of trying to override everything to see if others work
Also is this an emote override or a gesture override?
that's a common parent that's perfect
gesture overrides can only be 2 frames long
gesture override
ah
so what you need to do is add an animator to the object you spawn
and do all the rest of the animation there
the gesture should just spawn the gundo object and that's it
gundo should have an animator
a new one you can right click create in the asset folder
or a new controller rather
Animator Controller?
ya
ok created it
so the gundo needs an animator component, with the controller slot set to the new animator controller you just made
then once that's made select gundo in the hierachy and go to the animation tab and create a new clip
then do all the animation there
it will start from the begining when the object is set from not active to active
which is what you want
it doesnt loop right?
it will by default
when you create the clip it will ask you to save it somewhere
go to where you saved in the asset folder and uncheck loop time or whatver it's called
i think it's loop time
i just want it to play the firing animation, then go back to the gesture override where i'm just holding out a gun
i hope it allows that
wrt gesture animations, do the two frames have to have the same parameters, and does the loop setting matter at all?
yea it should default to what it looks like when the animation started
once it ends
you probably want two seperate gesture overrides then
yeah, I can't get any of the gestures other than handopen and maybe fist to do anything
and all I'm doing is editing some blend shapes
yeah the spawn is handgun and the shooting is victory
also im in the animator controller
im lost as to what to do lol
same, I'm only modifying blend shapes to 100
@normal skiff yes they need to loop and yes they should be exactly the same on both frames
this is good to know and something to check
Where will my uploaded model be in the game?
sadly I can't get at my files from here
I am pretty sure it does loop in my case though, and that I did put 100 into all values for both columns
@fluid nimbus first off you want to create an empty gameobject that's parented to the gundo and parent all the circles to it
so you can just active the effect separate from the weapon
How do I make an animation clip longer? I want to make a laugh last for 3 seconds, but I just wanna know how to change that.
do i just drag them all in
there's a speed modifer on the animation file you can change
oh actualyl that's controlled in the animator controller nvm
To try and rule out the only theory I have about my current problem - if my character has no fingers, will that turn off all hand gestures, and in turn, turn off all my animation overrides even if they're not relevant to fingers?
i think when you upload it will tell you if the finger tracking is turned off
i don't know
I think it does warn about that, in the context of full IK being disabled
if you have invisible figner bones it will work fine so you could just add some bones with no weight painting to them in blender
full ik is for body tracking i think
you should have fingers then idk
I was thinking of trying to add actual fingers at some point but since the character is blocky making sensible fingers is hard
it's kind of like the finger bones will actually cause fixed cuboids to protrude out of the hand
@torpid light Do I change that in the animation controller that the override controller is using?
no you probably don't want to do that
i thought you could change the speed in the animation file, but you would have to edit the animator which isn't exactly easy
yea
put an animator on the gameobject rather than gundo
remove the one on gundo
and here's how u start animating https://i.gyazo.com/fac7dfe4e669a9c857e086481edc997e.gif
This shows you how to put weapons and audio into the game vrchat. More stuff here: Where I got the gun model: https://abyssleo.deviantart.com/gallery/5925409...
just follow my guide
:^)
@boreal rivet you can open the animation in the animation tab and change the samples number
that should change the speed
when im done creating the animation, do i just drag the controller to the gesture i want to override?
no the controller is only used on the empty game object
you want to drag a separate clip similar to the one that spawns your weapon
but instead it spawns the empty game object
the animator will play on awake which means it starts when it spawns
o
I have a question, how do you get the default animations for female characters?
The default ones in examples are for male characters
http://puu.sh/yTPFC/779e19fdff.png
it says all my fingers etc are missing
do you not have female selected
is that the clip for spawning the object or for animating the effect @fluid nimbus ?
animating effect
you don't need finger properties on that
If you don't override based on something else, the pose won't be quite right for that gesture
just move the game objects with animation record on
The finger stuff is for the clip that spawns the object
they should probably match the finger positions for the one that spawns the weapon
wont that cause all my fingers to snap back to the default open palm?
i'm not sure though
no because the effect animation isn't being used in a gesture override
so it has no effect on the fingers
oh so in the controller i dont even need to add the property to activate the gun?
actually, I think every file has the same pose in that examples directory
Yea in the empty game object controller all you do is rotate and move the objects like how you want the effect to look
so if you're overriding you don't get the right gesture animation, even if you just want to edit the facial expressions
ive watched your video before lol, dont think it goes into animator controllers
the duplicating thing is because playing animations on the main avatar model causes it to get stuck in that position which the SDK can't deal with
the reason you animate a duplicate is because if you don't your character will go out of a tpose sometimes and that's annoying to deal with
yea basically
i have a VMD file for a dance. how do i set it up cause i cant seem to find anything on vmds other that mmd4mecanim. and i dont have a mmd4mecanim file when i import my character`
which in theory could you not also fix by having a TPose animation which you just play every time you're done doing animation work ๐
exactly
it took me freaking forever to figure out how to get out of that mess, and I did it without reverting my work
new patch Fixed issue where doing an emote with a non-humanoid avatar caused you to no longer be able to move
Maybe non-humanoid emote overrides work now?