#animation

1 messages ยท Page 13 of 1

normal skiff
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this is good, this means I can invest more time on the cockroach for more lulz

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working on getting the wings out and flying next

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or at least jumping with wings moving

boreal rivet
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@languid lark Do you mean uncheck the IK pass option in the animation controller for the emote override?

languid lark
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no i mean you have to make animation have your avatar stand up

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when in that bent postion you have to stright out the character

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to make it standing up

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emote alot more work then VR gensture

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@boreal rivet

boreal rivet
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Okay I was just wondering but I went ahead and bought the muscle animation editor

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What an awesome tool

midnight crest
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omg that bug is fixed yay

boreal rivet
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It still moves as fast as normal when I went ingame

fluid nimbus
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@torpid light im almost done with the animation, but if i want a gunshot sound that happens at the end of the animation, do i need to have keyframes that last as long as the sound file? or can i just end it off there

torpid light
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uhh i would just spawn another empty game object in that animation that has a gunshot sound on it

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easier than trying to sync the audio

fluid nimbus
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all i would need to do is activate the audio source on the keyframe i want it to shoot, wouldnt i?

boreal rivet
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Do I need to set the multiplier or something? Maybe change the animation clip in there?

torpid light
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uhh i guess yea

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if there's a property for that yea that works

fluid nimbus
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ya there is

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just worried about cutting the sound off early

terse sonnet
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so yeah I've got my override to work, but now I have the issue of it also overriding things I didn't want changed (just changing the facial expressions, but I want to keep the hand gesture animation the same)

normal skiff
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this is where I will keep quiet and hopefully learn something about how overrides actually work

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because it isn't obvious whether it replaces or augments the thing it's overriding

terse sonnet
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it's definitely overwriting it

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but the problem is that I don't want that completely

normal skiff
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but one tutorial I saw, the person only edited the things they wanted to change, and left alone all other properties

terse sonnet
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I wonder if there's some options I should be touching

clear yew
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idk

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how to use this VMD file

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to do dance animations

warm fiber
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@here i just bought and imported muscle animation editor, and it says it's fully imported, i restarted my unity and it's not showing up, is there a way to enable it? not sure what's going on lol

sonic tiger
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I just cant get my eye tracking to work..

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I have all my bones named as in the tutorial, eyes work great with the bones in unity. humanoid rig has eyes just fine

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no tracking

remote onyx
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What does eye tracking do anyway

sonic tiger
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It makes your eyes look at nearby avatars

remote onyx
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Ooooh

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so if you rig the eyes

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does it happen? as long as the eyes are rigged correctly I mean

sonic tiger
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In theory

remote onyx
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Huh

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I only have one av I rigged eyes to, dunno how to test eye tracking

sonic tiger
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you should theoretically be able to see it in the mirror

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but I cant ever see my mouth move in the mirror, but other players see it move

warm fiber
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i'm getting a confusing bug in vrchat, in unity it's all fine, but when i move my avatar after i stop, 1 second later the dynamic bones i set twitch...doesn't happen when i move just my head

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anyway to fix this? never had this happen before

high rapids
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I don't know if this is the right place, but i'll put it here too, because better safe than sorry.

normal skiff
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eye tracking wise, if all I have is shape keys for the eye positions, is it still possible to get eye tracking somehow?

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inb4 "completely custom animation controller"

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I'm not even sure I want it, but testing whether it can work at all might be nice

soft shadow
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do u know anything about gun animations
like is there a way to make a gun fire when you press the trigger
on the vive controller?

sonic tiger
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I gopt my eye tracking!!

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yay

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Just gotta make all the shape keys and name them PERFECTLY

clear yew
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does anyone knows how to do this weird dance with the hands and legs

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i see people walk around doing weird stuff with their hands and legs and playing the song "take on me"

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i saw videos where people does it too

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@shell badger

crystal seal
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anyone here?

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I guess not

bronze wind
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how do i make a copy of the CustomOverrideEmpty?

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nevermind figured it out

onyx lagoon
graceful cove
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With animations, is there a way to keep an animation on at all times?

onyx lagoon
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You can use the animation component

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For things like blinking

graceful cove
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Gotcha

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So, if I make an animation just for the arms will my arms only animate

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Or do I need to make a full body animation

onyx lagoon
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I think so

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I made a blinking animation and only move my eyes so i would assume it would work the same

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moved*

graceful cove
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gotcha so that would be a standing animation?

languid lark
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@onyx lagoon that normal

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only does when you look at your self lol

onyx lagoon
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If you use the Animation component you dont have to use the overides

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Here I followed this vid

livid pivot
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Figured that could help or so, make sure to read the description because the nerd doesn't speak but makes good notes in the description

vagrant mango
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any way getting a leapmotion to work

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for hand capture

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not steam controler emulation

soft shadow
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do u know anything about gun animations
like is there a way to make a gun fire when you press the trigger
on the vive controller?

ripe carbon
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Anyone able to get lip syncing to work with a generic model?

languid lark
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@ripe carbon you cant

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only on humaniod

clear yew
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howdy. I was having an issue with my model, where when i try to animate a sword and shield appearing, it does this.

languid lark
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@clear yew that normal when you working animation clone

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just only move hand bones

clear yew
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what do you mean?

languid lark
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when you make a clone avatar it will take the effect of the mucle animation that unity does

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when you finish animation appear the weapon you just take the animation make put on main avatar

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in overrride

ripe carbon
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thanks @languid lark

clear yew
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are ya sure? i had to fix this model before because of an eye issue, and when i animated this the first time, it was on the arms correctly in the clone

languid lark
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@clear yew uh you need to put the sword and shield in armature of the avatar in unity

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need to be it own mesh fbx files

clear yew
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oh

languid lark
clear yew
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i was following this tut and it worked for me the first time

soft shadow
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hey when i put dymanic bones on my person in game they dont work

terse sonnet
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How would you go about having a world space projectile that's actually oriented properly with the parent?

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I don't want the particle to move when my hand does, so I can't use local

boreal rivet
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Anyone know if there's an asset that allows you to record animations with VR?

vagrant mango
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oh that would be awsome

languid lark
normal skiff
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so I checked and my gesture animations both have Loop Time set, but Loop Pose not set

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and every blend shape is set to 100 in both time slots

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and my custom override listing is definitely correct... and I'm removing the avatar descriptor and filling it out again just to make sure of that

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looks like unity broke my shit again and I have to fill out the avatar details for the 500th time so far, but on the bright side this means that no matter what I break now, the one I already uploaded is safe

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I tried creating dummy bones in blender as well, but it deleted them when I asked it to save changes so now I want a workaround for that

stoic ridge
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So strange thing is happening my first time adding a animation into VRChat and my model lifts it feet to the air when i do my hand pose animation? Does anyone know the fix for this?

normal skiff
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my animation still doesn't work at all :/

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and this time I lost my mouth motion and the physics on my hair

wintry adder
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Are you able to add audio files to animations without your hand being stuck in the default claw animation in game while playing it?

terse sonnet
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I just gave up and re-did the gestures myself in the overridden animation

normal skiff
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I don't even have the gestures in the first place, I just want to change some additional stuff

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I can't believe it's so hard to essentially set 3 properties

stoic ridge
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Does anyone know the reason my feet lift into the air when i do my animation?

normal skiff
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do I have to set Controller in the Animator properties for the avatar?

unique night
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@wintry adder you have to repose the hand to what you want

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@normal skiff There's a controller override in the example animations folder of the vrchatsdk

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duplicate that , rename it and move it to your main folder

normal skiff
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yeah, I'm using that

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I copied it to my Animations folder and renamed to CustomOverride

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and have set that under both custom anims at the moment...

unique night
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and then drag and drop to the standing anim and/or sitting anim of vrc descriptor component

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oh ok

normal skiff
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but it doesn't actually play so I'm trying to figure out what else is missing

unique night
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you've added the custom animations to the correct gesture slots?

normal skiff
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yep

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and the animations themselves play correctly in unity

unique night
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for gestures they can only be be 2 duplicated frames

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at 0.0 and 0.1

normal skiff
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yep, 0:00 and 0:01

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and Loop Time is on, Loop Pose is off though

unique night
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just opening unity to check mine

normal skiff
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it's too bad the example avatar doesn't have this stuff set for comparison purposes

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I have now tested ThumbsUp and Fist and both of those do nothing apparently

unique night
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what are you animating to get those to move?

normal skiff
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I've also introduced some new problem where the mouth doesn't move so now that's one more thing to figure out

unique night
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is it the armature or the animation property?

normal skiff
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Body : Skinned Mesh Renderer.Blend Shape.things

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changing the eyes and the size of two items in the hands

unique night
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not sure why its not working then

normal skiff
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me neither...

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oh unity reversed my viscemes for some reason, that explains the new problem

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all the new problems might be fixed now and maybe this time I'll be smart enough to check in my stuff

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oh unity crashed

stoic ridge
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Does anyone have an idea why my legs lift when i do my animation?

normal skiff
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when you play it in unity or only in game?

stoic ridge
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I don't know how to play it in unity

normal skiff
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generally by hitting play when you're in the animation editor, but don't do it on your main avatar model or it will almost certainly get you into a position which is hard to get out of

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but if it works in unity and then does weird bone stuff in-game, I've seen that on one of mine too

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in particular, one of mine is able to fly

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not deliberately

upbeat sage
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can anyone explain how i would animate a gun to have the slide slide back and muzzle flash.

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or a video or tutorial to link too

normal skiff
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anyway since I don't particularly have any weird feelings about protecting this avatar setup and the model itself is freely available, I can probably put it up on github or something so others can look at it directly

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there is probably a problem which is so obvious to experts that it will just jump out, but I can't find it

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the idea of manually creating finger bones so that the game thinks it's animating the fingers is the only one so far but since I came up with it myself I don't even know if it's worth trying, and Blender is being user-hostile anyway so it seems I can't do it

stoic ridge
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Hey Trejkaz

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@normal skiff So essentially i messed up my main model and have to do a full restart?

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Just because i clicked play animation?

normal skiff
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you can get out of it, it's just really hard

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or it was for me anyway

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the essential idea is that you have to set all the joint positions back to the normal settings

stoic ridge
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Ugh

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Alright......

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Ill prolly just restart then lol

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Damnit

normal skiff
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it can be easier

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in my case I had a lot of work done so I really learned how to get out of it and got out lol

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if you're using CATS then there isn't that much manual work anyway

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or if you aren't messing with the model much in unity after importing it (which is what I was doing when I wasn't fixing it in Blender first)

normal skiff
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huh, unity keeps losing the Face Mesh setting every time I open it

woeful rapids
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Is there a way to copy and paste things like Idle, Prone, Crouch and Running animation so I can just edit them a bit instead of having to create a bunch of entirely new animations?
I see them in the Sample Assets but they are read only?

prime plaza
normal skiff
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@azure moss you can copy animation files around like anything else but animations not on the current model appear read-only (probably because if no model is assigned, it doesn't know how to display it?)

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but it should be possible to copy it into your area, and then into an animation controller (on your cloned model normally), and then edit it in there

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I had to do something like that once to get out of a sticky situation

woeful rapids
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Managed to copy PRONEFWD to my model but it is literally only 1 frame of animation?

shrewd moon
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Hello, can anyone link me a good gun muzzle flash for Unity?

woeful rapids
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this is what I use on one of my guns

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use it as my bullet as well with it stretched

clear yew
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I added a custom idle animation and it's not working, my character is just standing still. How do I fix this?

unique night
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@stoic ridge is your model ok without the animation?

stoic ridge
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Yeah

unique night
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how are you animating the limbs? are you using the animator properties or something else like armature?

unreal sparrow
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why do my custom emotes just cause me to sink through the floor? i've set them to legacy mode and all

unique night
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@unreal sparrow emotes need to be repositioned

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gestures can stay in the ground in unity, but for emotes you need to bring them back above ground

normal skiff
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well, I managed to correct all the things I broke tonight before checking in a new version, so at least I have a valid restore point to work from next time

unreal sparrow
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it looks fine in Unity though, it's only in VRChat that it actually sinks

unique night
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Did the temp model you created in unity to create the animation sink into the grid/ground?

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with arms and legs slightly bent

unreal sparrow
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it did, do i drag it back up before making the emote?

unique night
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you should add the animator:root x and y properties to the timeline

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and reposition the first frame

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so the feet are on the ground

unreal sparrow
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gotcha, thanks!

unique night
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I'm at work so cant open unity right now, but theres only 2 root animator properties

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one of them controls position, the other rotation

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so i might have gotten the name wrong

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it might be root T and Q

stoic ridge
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@unique night So now i remade my av and reanimated it and all, But now instead of my feet flying into the air, His hips are freaking out and thrusting as well as his chest.

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@unique night Any tips on this one?

unique night
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not sure why it would do that. Check the following stuff:

  • the animation override is plugged into the vrc descriptor slots for standing or sitting
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some people plug it into the animation controller by mistake

finite fossil
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Is there a trick to get audio on a gesture animation to sound normal? Right now its too quiet. I remember someone saying that the audio is a bit buggy right now, but I've seen avatars with normal level sounds on them

unique night
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  • check your skeleton has the correct bones in the correct slots
stoic ridge
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Check

unique night
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is it a gesture or an emote?

stoic ridge
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Hand gesture

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But it spawns a item

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AKA weapon

unique night
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make sure it only has 2 frames at 0.0 and 0.1

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needs to be identical frames

stoic ridge
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It does

unique night
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trying to think of anything else that could mess it up

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have you tried any other gestures?

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like create a really basic one

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like a finger bending, test that out

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and see if it works

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if it does, then it could be that the weapon or item is messing with the rig somehow

stoic ridge
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Should I uncheck bone rooting

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Apply root motion.

unique night
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@finite fossil I cant screenshot my sound settings since I'm not at home but if you drop me a pm (if you're unable to get an answer in the next 5 hours, I can screenshot mine for you)

normal skiff
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I wondered about that setting too. it shows up as bold

unique night
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@stoic ridge where is that option found? cant remember seeing that (dont have unity open)

normal skiff
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it's under Animator in the Inspector

stoic ridge
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Its under the unity tab here I got a pic if you need under animation.

normal skiff
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I'm not sure what bolded items are

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since position and rotation are also bold I wondered if bold means "is OK to modify without breaking prefab"

unique night
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if that was on by default it should be ok, I never touched that option

normal skiff
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part of the problem is not knowing what the defaults are ๐Ÿ˜„

unique night
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true XD

normal skiff
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now that I have a saved project in github though

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tries unchecking here

stoic ridge
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Oh my

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Im an idiot

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Lakuza

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I didn't copy it.....

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AKA

unique night
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oh you animated on the original model?

stoic ridge
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I didnt bring it to 0.0 - .1

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No i did.

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I brought it to a different model

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Just didn't do the first step

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Facepalm

unique night
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oh ok ๐Ÿ˜›

normal skiff
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yeah that was my initial mistake, not dragging to 0:01

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would be nice if it would just .. deal with it

stoic ridge
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Hey real quick quesation

normal skiff
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would be even nicer if the SDK would just detect the problem instead of it just silently not working though, hash tag #user-support-old oh wait that's a room here damn

stoic ridge
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Will it automatically update if I made the changes to the animation

unique night
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yeah, keep your temp model

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just hide it in the heirarchy panel

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and unhide it when you want to tweak it

normal skiff
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about that - some youtubers deleted their temp model and their stuff still worked

unique night
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yeah it works

normal skiff
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but having it around is obviously more convenient

unique night
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its just that you have to recreate a temp model again to tweak it

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since you cant really tweak on original model

normal skiff
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I was just hiding it too, until I had to back up my stuff, and realised that having two copies of a model was a bad idea for other reasons

unique night
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So i just keep mine so i dont need to mess about with reloading the animation on a temp

stoic ridge
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So just to be clear one last time @unique night Its good that I don't have to do no re uploading?

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It should auto import to model from unity?

unique night
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oooh, you still have to upload

stoic ridge
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Okay

unique night
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i thought you meant the animation asset ๐Ÿ˜›

stoic ridge
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So i don't have to re apply the override and all that mess?

unique night
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so any changes made within unity on the animation timeline will autoupdate the one plugged into the animation override

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but to see the changes in vrchat, you have to reupload the avatar

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that animation can also be imported and used on other models too

normal skiff
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alright, I just tried unchecking Apply Root Motion and it seems to make no difference to my custom gesture animations - either way they don't do anything

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oh right there is a right-click to reset to Prefab

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so now I know how to get the default ๐Ÿ‘

unique night
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good to know ๐Ÿ˜„

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i'm still new to unity too

normal skiff
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probably reduces the size of my project too

unique night
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only started using it last week for vrchat XD

normal skiff
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I also started wondering whether I can change the .unity files to be text-based instead of binary because it's easier for source control

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but small steps

unreal sparrow
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do i use animators or armature to make custom emotes?

unique night
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animators

normal skiff
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animators.............supposedly

unreal sparrow
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well rip me

normal skiff
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I mean it isn't supposed to be hard, mine just don't work

unique night
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the pain of having to add lots of animators to the timeline

unreal sparrow
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the tutorial i watched said to use the armature, but that seems to be mallarkey

normal skiff
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australian slang detected

unreal sparrow
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dont hurt me papa

normal skiff
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ww

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or maybe Brisbane slang

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only because the only guy I know who uses the word is from up thar

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oh by redoing my Blender work, I have fixed another issue where apparently the hair was detached from the rest of the model by about 10cm

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so that was worth it anyway

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so now the only warnings are: (1) fingers aren't mapped, yep, there aren't any, and (2) your character is too short, literally every loli will get the same warning

silver lichen
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is there any tutorials on getting the flashing/strobing rgb lights on materials? i wasn't able to find one in #tutorials

unique night
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do you have no finger bones?

normal skiff
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correct

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the model has no physical fingers

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think minecraft

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it isn't minecraft but it's a good way to think of it

unique night
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I assumed we had to keep finger bones in regardless (with no mesh tied to it ofcourse)

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good to know it works with finger bones

normal skiff
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mmmmmmmm CATS doesn't fix that

unique night
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cant remember if they were marked as optional bones or not

normal skiff
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so I wondered, is this the actual problem, and how do I fix it

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the whole hand is optional

unique night
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ah ok, good to know ๐Ÿ˜„

normal skiff
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the docs don't say anything about gestures not working if you don't have fingers, they just say full IK doesn't work

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but docs can be wrong

unique night
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oh thats cool if gestures still work without them ๐Ÿ˜ฎ

normal skiff
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my notes say, try to add zero-weight bones for fingers in Blender

unique night
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i left the entire skeleton in for my flying pirate ship XD

normal skiff
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I can't get it to work in Blender because when I hit Ctrl-S it undoes all my changes without asking

unreal sparrow
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what in the world is TDOF?

normal skiff
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three degrees of freedom?

unreal sparrow
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oh hey, you're probably right

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thanks!

unique night
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is that in the animator property?

unreal sparrow
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yup!

unique night
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oh, never used it but theres no harm in testing it out ๐Ÿ˜›

normal skiff
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it's a real generic term in graphics/controls stuff so

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old knowledge from game dev

unreal sparrow
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sounds like it'd make it less cluttered

normal skiff
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so the next best idea I have is to try and find a way to fool this thing into thinking there are finger bones

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open for suggestions w

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also I'd like to meet daniwell and give him a friendly punch in the face

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the model is cute but if this is the problem then I'm kind of annoyed w

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but seriously, if this is the problem, then we can ask CATS to fix it for future victims

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so I'd like to get to the bottom of this

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so at the moment, I can't figure out how to create new bones without blender deleting them without asking

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this is seemingly the only issue

unique night
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you can add the bones through blender

normal skiff
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I did

unique night
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they can have zero influence over the model

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oh

normal skiff
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problem was, I created the 15 bones

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and then hit Ctrl-S

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and it deleted all of the extra bones

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I laughed hard the first time but the second time it wasn't as funny anymore

unique night
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i dont use blender (using maya), what does CTRL-S do? save it?

normal skiff
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yeah

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it's weird, it should just save, not modify my work

unique night
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yeah :S

normal skiff
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or if it's going to modify my work, it should ask

unique night
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have you tried it with another file?

normal skiff
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no

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well

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the other models I tried did have fingers and I didn't get far enough in to want to do something about the face

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because other more serious problems occurred which would have required actual artistic talent to fix

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like the character looking like an old woman with the eyes shut

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banishes from memory

unique night
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๐Ÿ˜›

normal skiff
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I'm at that point though

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downloading a maya trial

unique night
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I'm an animator irl so I already had maya so alot of the process is normal for me, but I havent used blender so I'm not much help with troubleshooting issues with that ๐Ÿ˜ฆ

normal skiff
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pros have it so easy T_T

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this is like when people who use the software I dev at work ask about scripting stuff, and I'm like, "why are you asking basic ruby questions"

unique night
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XD

normal skiff
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but this happens all the time in all software dev stuff so I'm so used to it that it isn't funny

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usually I just file a bug report and move onto the next ticket

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but vrchat not having proper bug reporting is, well, :V

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has maya always been autodesk's?

unique night
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it was alias before i thikn

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not sure if that was a seperate company before

normal skiff
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mm, I feel like it wasn't autodesk in the past

unique night
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theres no plugin for maya like cats for blender btw

normal skiff
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I was reading about fbx file format, thinking of making a convertor myself, and I was like, "what? this is an autodesk format? why is everyone using this"

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that's okay, I have the fbx

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I import that, see if I can fix it

unique night
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๐Ÿ˜ƒ

normal skiff
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and if I can, maybe try crying to cat's

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w

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presumably it can be done in python in blender more easily than using the GUI, because the GUI is that bad

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it reminds me of like, trying to use Inkscape to do actual design work, versus using Illustrator

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download time 1 hr 20 min w

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the most frustrating thing though is the amount of stuff which could have been automatic but wasn't, which cat's has done a large amount of work towards fixing, but like, over in unity, I'm doing things like manually assigning Chest to Chest

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I feel like there is space for a script in Unity to fix general crap

unique night
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im using the basic skeleton provided by the tutorial on vrchat site

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so it adds all the bones instantly

normal skiff
#

the tutorial avatar does have every bone...

unique night
#

only issue i have is that the avatar arms are slightly shorter than mine

normal skiff
#

this is the thing lol

unique night
#

not sure if thats a skeleton issue or a model issue

normal skiff
#

I start wondering whether mixamo might have been a safer route

unique night
#

its shorter by about a fist size so its not a big deal

normal skiff
#

but my model isn't "very" humanoid, even though it kind of is

#

it's in the grey area. doing all the animations from scratch wouldn't have been a great choice either

unique night
#

does mixamo autorig a model you upload?

#

also, not sure if anyone has tried this, but is it possible to change your avatar mid emote and the the avatars switch the moment the emote ends?

#

if so, that could lead to some interesting uses to introduce another avatar

normal skiff
#

that is pretty much its purpose yeah, you upload a model and it creates the rig

unique night
#

ah ok, thats handy ๐Ÿ˜„

normal skiff
#

I tried it on one other model as an experiment, I wasn't able to get it to show the textures, but now that I understand more about how fbx format is used it might not matter

unique night
#

about the avatar switching thing, I mean normally through vrchat's avatar menu

normal skiff
#

ah, hmm

#

create a max length animation to test ๐Ÿ˜„

unique night
#

will do when i get home

#

ive got a really cool idea for the current avatar im working on that would make great use of that

normal skiff
#

I want to get to the point where I can try creating something to compete with these overpowered friends, but.... D:

#

one guy literally has the sky go dark when he triggers his emote so

unique night
#

๐Ÿ˜ฎ oh

#

im guessing its a mesh they make visible?

normal skiff
#

I can't imagine what is going on there, could be a big sphere with some kind of filter on the inside

unique night
#

and not actually changing the sky of the world

normal skiff
#

in parallel I'm working on a tool to recover data from the cacher

#

so one day I will know

#

oh maya downloaded, that was faster than it thought

#

oh god it incorrectly detects my language as japanese, this is going to be hard mode lol

unique night
#

XD

normal skiff
#

oh balls it doesn't like the fbx file either, well that's that

unique night
#

is it not loading it at all?

#

or theres an error?

normal skiff
#

it loads it but has two errors about it

#

plus the texture not loading on top of that (that I can probably sort out)

unique night
#

for the texture, make sure the texture display is turned on in the view panel

#

and then make sure the material is going to the right location on your pc

mellow fiber
#

Does anyone know how/where to delete facial ecpressions in unity?

normal skiff
#

lol @ someone wanting to delete the exact thing I can't get to work

unique night
#

do you need to delete facial expressions? if you dont want them used I assume you can just not link them to the viseme or gesture right?

#

im assuming the facial expressions are the shape keys/ blendshapes for the model?

mellow fiber
#

Yeah but they're in the mesh, I usually just delete the ones I don't want in blender but I forgot to and I had to manually add the textures so I don't want to do that again

unique night
#

oh ok, not sure if you can through unity

mellow fiber
#

I didn't think so

unique night
#

or atleast I havent seen the option for it (but ive only been using unity for like a week XD)

mellow fiber
#

I usually just avoid any huh or shadows cause they cover up the eyes in unity but I didn't check in blender this time... Thanks anyways

normal skiff
#

guwa I can't even find the settings w

unique night
#

settings for what?

normal skiff
#

showing the textures

#

but I know it isn't in a menu!

unique night
#

it looks like a checkered circle icon on the view panel

normal skiff
#

thanks TT

unique night
#

im assuming you have 4 view panels open by default? (top, front, side and perspective)

normal skiff
#

ok so it did find the texture

#

that's one less thing to fix

unique night
#

๐Ÿ˜ƒ

empty wave
#

how do i end off an animation, like if i have a ball shooting, at the end it just sits there

unique night
#

whats the ball? is it a particle?

empty wave
#

yes

unique night
#

set the duration for the particle overall and the start lifespan

#

and make sure its not looped if you dont want it to

#

so for example you could set the lifespan to like 0.3

#

and it'll disappear fast

empty wave
#

i see start lifetime, no lifespan

unique night
#

yeah thats the one

#

i dont have unity open so trying to remember off memory ๐Ÿ˜›

#

start lifespan is basically how many seconds the particle lives for when its spawned

empty wave
#

that's just making the ball smaller/bigger

unique night
#

screenshot the particle settings, i can check the settings from that

#

you might have size over lifetime

#

active, which will increase size of particle

empty wave
unique night
#

turn off looping if you want to only fire a single bullet. the start lifespan is larger than the duration of the particle duration. turn off size over lifetime (its a drop down section in the 2nd screenshot

#

also make the start size small if its too big

#

let me know if that improves things

empty wave
#

okay that fixed it, thanks ๐Ÿ˜ƒ

#

another question tho
the color fades out of it before it disappears, can i make it not do that

unique night
#

tick the color over lifespan off drop down

#

any ".... over lifespan" option will change something over time

empty wave
#

tick it on or off?

unique night
#

tick it off

#

it was ticked on in your screenshot above

#

which is why it went invisible towards the end

#

you can change the colour of the particle this way if you ever wanted to do that by the way ๐Ÿ˜ƒ

#

so it could be yellow at the start and red at the end

empty wave
#

hmm, color still fades with it off

normal skiff
#

phew, okay, Maya doesn't destroy my bones between creating them and exporting it, and unity seems to have accepted my mappings

#

the repetitive manual work is real though

#

if this round doesn't work I spending the rest of the night inside vrchat bitching about it

#

I'm out of booze anyway so no more effort can be invested

empty wave
#

@unique night it's a particle animation from unity asset store, could that be why it dissipates?

unique night
#

was afk, just got back so checking your screenshots again

#

not sure why it would have a fade out unless theres a default fading out of any particle. it could be due to it being an asset store one.

#

what you can do is set the duration of the entire particle to be shorter than the start lifespan

#

so it'll just cutoff the particle animation at that point

empty wave
#

it's like combining duration and start lifetime lengths together

if duration is set to 3 and start lifetime is 5 the particle effect simulation is 8 seconds

unique night
#

it might be related to the animator component at the bottom of the settings

#

thats not there normally for a particle

#

try turning that off and see what happens, if it makes a difference or not

empty wave
#

nah didnt change

unique night
#

open the emission tab

#

and screenshot that

#

thats probably where its messing things up

#

(i hope)

#

XD

empty wave
normal skiff
#

confirmed: there is enough time during uploading an avatar to sing a full drinking song

unique night
#

what does the particle do? is it just a sphere shooting out?

#

(emission is not the problem either )

#

i'm not sure why it combines the duration and lifespan, thats confusing me

normal skiff
#

LeftFinger1_1 not found in HumanDescription

#

oh my god

#

it has no problem with that mapping in the actual mapping screen, but it comes up in Import Messages

empty wave
#

it's like that animated

unique night
#

@empty wave any luck in removing the fade out at the end?

empty wave
#

nope, been messing around with everything

unique night
#

damn ๐Ÿ˜ฆ im out of ideas

empty wave
#

i changed a setting that made the particle look cooler, but now it has a fade in aswell lol

unique night
#

i think there is a normal fade in and out in general, cant remember properly right now

empty wave
#

Only way i can find to make it not fade in is to do prewarm, but that needs looping enabled

unique night
#

looping is fine if you want it to fire repeatedly

#

also i was wrong about duration earlier, it wont cut off the particle animation. it just stops any more from emitting

#

but the ones visible will still finish their motion

#

so thats why particles were still visible after the duration ended

stray helm
#

I don't have a vr headset, and i was wanting to have a weapon be pulled out when i did an emote, but it doesn't work the same as a gesture override. is there a way to do this without having a headset?

unique night
#

without a headset the only way to have a weapon out for as long as you want is to just create a new avatar

#

with an emote, its only for the 10 seconds that the weapon will be out, gestures are vr only

#

so basically create a copy avatar that has the weapon visible

stray helm
#

Welp. That sucks. Thanks though

unique night
#

there might be a way to mask the transition between avatars if we can change avatar mid-emote (with the hope that game only changes to the new avatar once the emote ends)

#

I'm sure ive tried it by mistake but cant remember if it interupted the emote or not

stray helm
#

Is there a way, when I'm overriding an emote, to make the character not go into that weird pose without editing the pose itself in unity?

unique night
#

not that im aware of unfortunately ๐Ÿ˜ฆ

#

you have to repose it to stand on the ground for emotes

stray helm
#

I'm so glad you understood what i meant because that explination was so bad

unique night
#

๐Ÿ˜› its an issue everyone runs into

#

took me a while to figure it out too

#

animator:root T or Root Q (i think those are the correct letters) will fix that issue though

#

atleast for positioning

#

the rest is just finding the correct arm and leg animator properties

#

(and the pain of adding them one at a time.... >_<)

stray helm
#

so if i set the root to T then it will default to a T pose instead of the odd pose it does normally?

unique night
#

no,

#

thats an animator property you add to the timeline

#

and it has 3 attributes to it

#

x,y and z position

#

you set the right position for each stat thats off and add it to the first keyframe

#

but that will only fix the position vertically

#

the arms and legs will still be bending

#

you'll need to add the correct animator properties related to those limbs

stray helm
#

This is all so odd. Gonna take some getting use to

unique night
#

yeah its weird when starting out

#

but youll get the hang of it fast

stray helm
#

So what does adding an event do?

unique night
#

the most annoying part is that you have to add each property individually to the timeline

#

haven't used events so no idea

#

i'm guessing its like a scripted action

#

that triggers something

stray helm
#

So like if you jump do a certain thing?

unique night
#

not sure if thats possible with vrchat

#

but for unity in general, i'd say thats right

#

but i have 0 experience with that

#

you can trigger things with the animation timeline though

stray helm
#

Alright, thanks a lot. Been watching a lot of vids on this and none have really told me what you have, and that's what i've been looking for

#

thank you again โค

unique night
#

no prob ๐Ÿ˜ƒ

silver lichen
#

with animations is there a way to make your avatar move with them or can you only stand in place?

#

like if the animation was jumping to the left 5ft or whatever

unique night
#

animator:root t and animator:root Q properties

#

will move and rotate your character in the timeline

#

oh, i think i misread your question

#

do you mean like moving your character in game to influence the animation?

silver lichen
#

no, i think you read it correctly. like i am putting in the thriller dance

#

which moves from left to right

unique night
#

oh ok, then yeah it would be handled in the animation timeline

silver lichen
#

on the one character i put it on, the character stood in palce while doing the dance

unique night
#

open the animation in the timeline on the temp model

#

click add property

#

a little menu pops up, click on animator

#

and it should show a bunch of animation properties

#

like arm.stretch etc

#

there are 2 properties that are root

#

one moves and one rotates

#

I think they are root T and Root Q, but cant remember 100%

#

then just keyframe accordingly

#

however, if its a premade dance animation like from maximo

#

then you can ignore that

#

click the animation asset so it shows the stats in the inspector

#

and make sure the "bake to pose" boxes are ticked

silver lichen
#

ahhh okay

#

thank you ๐Ÿ˜ƒ

covert linden
#

Hey guys, quick question. Do you really need that extra asset on unity to apply simple animations to your character? Or is there a way to get some custom ones and put them on your character without it?

unique night
#

you mean the animation override asset?

#

if so, yeah it needs to be used

#

unless its a looped animation like blink

covert linden
#

no, I'm looking at Tupper's mega tutorial, he downloaded something I forgot the name off muscle smth studio? it was 15 bucks

unique night
#

oh

#

not sure about that then

covert linden
#

alright then its not a biggy, just wanted to see if I could get a custom dance in

#

thansk anyway!

unique night
#

is the custom dance done through the animation timeline?

#

or it can be exported in some way from the muscle studio ?

covert linden
#

no clue xD I've spend so much more time than expected on this project, so thats why I asked before digging way deeper. Don't worry, thanks for your help, I'll try figuring it out later!

unique night
#

good luck ๐Ÿ˜„

covert linden
#

Thank you!

oblique panther
#

anyone of you guys here know how to disable eye blinking in a facial expression?

unique night
#

is the eye blink seperate?

#

or does the facial expression in blender have the eye closed too?

#

if the blink is added in unity then it should be easy, but if its the exact same in blender you'll probably have to recreate the facial expression without the eyes closed

oblique panther
#

i think i found the solution

serene lava
#

So, is it possible to use animation controllers?

peak relic
#

Are there any sites to download pre made animations eg. Dab?

unique night
#

@peak relic check asset store and Mixamo site

fallow quest
#

Does anyone know why transparent textures aren't transparent in Unity? Everything looks fine in Blender.

unique night
#

whats the material settings in unity?

fallow quest
#

Standard Shader and Opaque Rendering

unique night
#

change it to transparent

#

but on a new material

#

if you are using the current material for other opaque objects

#

does it work with transparent rendering?

fallow quest
#

Using transparent rendering makes everything just see-through.

unique night
#

ok, so whats the image like for that part of the model? does it have a solid background colour is it a png file with no background?

fallow quest
unique night
#

what are the other options apart for opaque and transparent? (dont have unity open right now)

fallow quest
#

Just noticed that I'm in Animations section, my bad

quiet jacinth
#

Anyone know what im doing wrong? I have this animation on my character, but when i look in a certain directions the animation stops

unique night
#

๐Ÿ˜›

quiet jacinth
#

really weird

#

like for example if i look directly at the mirror the animation just stops

#

it's suppose to play all the time on a loop

unique night
#

whats the animation? is it an emote, gesture? is it made with particles?

#

oh a loop

quiet jacinth
#

Wings

unique night
#

is it made with particles?

quiet jacinth
#

no

#

model

#

but it plays when i look at myself with a steep angle

#

no vr btw

unique night
#

not sure why, hopefully someone has the answer. It almost sounds like vrchat only renders something if its in your view

#

and mirrors are weird in the game since they dont render some things like particles

#

so not sure if its a vrchat issue or if its something you've set wrong in unity

quiet jacinth
#

i dunno, its still weird that i can see the animation when looking at certain directions

#

like i can see the animation partially without the mirror

unique night
#

could be bounding box related too

#

for those wing meshes

opal lodge
#

@fallow quest can you try cutout mode in the material?

quiet jacinth
#

because it comes into my view

#

but still only when looking at certain directions

fallow quest
#

Mm, cutout made it completely invisible.

#

The model dissapears

unique night
#

@fallow quest I have an avatar that uses a similar type of texture

gleaming heart
#

Hey is there any way to toggle a looped animation. I am trying to be able to "fly" and I just made an animation of me 1 meter off the ground with some body sways. Binding it to hand gestures doesn't seem to work.

unique night
#

except its saved as a png file

#

so it cuts out the invisible part automatically

fallow quest
#

My texture is .tga

unique night
#

does that support alpha layers?

fallow quest
#

Will try

unique night
#

@gleaming heart hand gestures can only be a single frame of movement as well as turning other elements on (combine that with play on awake)

#

so looped animation is not possible if the animation is made on the animation timeline

#

what you could do is mesh swap

#

and have the secondary mesh have the looped animation

#

via an animation component

#

for the hand gesture set that secondary mesh to active

#

and turn off the main model

#

not sure 100% if that would work

#

just an idea

gleaming heart
#

I will try that, thanks ๐Ÿ˜„

unique night
#

let us know if it works

#

would love to try something out like that myself ๐Ÿ˜›

#

oh, the secondary mesh would have to be part of the original model (not a cloned model)

#

similar to a weapon

gleaming heart
#

Ok. I will let you know

fallow quest
#

Exporting the texture as .png didn't fix

unique night
#

i;m not sure why its not working

#

it works for me on one of my avatars and I dont think i did anything special

#

i'll be home in an hour

#

and will check my avatar that has transparency around it

#

Also just so it isn't buried in the convo, can someone answer @serene lava 's question: "So, is it possible to use animation controllers?"

serene lava
#

I know you can use them, but I want to know if theres anything complex you can do with them without scripts

unique night
#

animation overrides are classed as an animation controller right?

#

i know you have to make your own animation override for non humanoid characters

#
fallow quest
#

Ok, I got what was wrong ๐Ÿ˜›

unique night
#

oh ๐Ÿ˜„

#

what was it?

fallow quest
#

I had alpha at 0 or something. That's why it was completely invisible when using Cutout Rendering.

unique night
#

oooh ๐Ÿ˜›

unreal sparrow
#

are there any assets in the unity store i could use to make cigarette smoke?

#

or would i have to do it the hard way?

unique night
#

you could find some explosion smoke effects and resize them perhaps

#

but I dont remember seeing any free cigarette like smoke effects

#

if you're willing to buy one you could check the premium effects

#

otherwise its the hard way

#

actually you could use a sprite texture sheet

#

theres plenty of stock smoke effects online

#

place them onto a black background onto a grid (4 frames per row)

#

and use that in the particle system

#

Download one of the sprite effects on unity store to see the settings they use

#

that should give you a good idea on making your own

unreal sparrow
#

Alrighty, thank you for the help as always, haha! I'll try the Sprite texture sheet thing first, because learning is good. If I screw up royally, I'll take a gander at the stuff in the store

unique night
#

^_^

#

so discord helped me stay awake at work XD Was on vrchat for way too long last night so ended up with like 4 hours sleep >_< glad I could help as a side effect lol ๐Ÿ˜›

#

i'll be back online later ๐Ÿ˜„

noble sable
#

when i try to import mixamo fbx files it always looks off either the joints don't work properly or my characters feet go off the ground aaaa

empty wave
#

how do you slow down an animation?

#

nvm just figured out what i wanted

gleaming heart
unborn sphinx
unique night
#

dynamic bones, blendshapes/shape keys and if the tail bones show up in animation timeline properties, via that too

#

with blendshapes and animation timeline in general you can animate the tail moving and add it to the mesh as a component > animation

#

set the animation to legacy (inspector > debug) and then set to loop (back in main inspector window)

#

this will play the animation on loop at all times

gleaming heart
unique night
#

@gleaming heart Make sure the play button at the very top isnt on

#

that can sometimes prevent keyframing

gleaming heart
#

Yea nothing is running

unique night
#

is it the armature you're rotating?

clear yew
#

heya, so this might be a bit trivial but I really can't figure out what I'm missing

I'm trying to do an override for emote2 using blendshapes, the animation was created using a duplicate model. Still the messed up muscle pose carries over into the final emote every time instead of just the specified blendshapes. Any hints are much appreciated

unique night
#

emotes need to be reposed completely

#

only gestures can be specific parts only

clear yew
#

oh, okay - thanks a bunch, I guess I'm not touching emotes until I get that muscle poser plugin as well then

unique night
#

whats the muscle poser plugin do?

clear yew
#

it's called "muscle animation editor" on the asset store - some folks use this in their tutorials to make the work of getting all those animators in there rather easy

unique night
#

oh cool, its a pain having to add them individually

gleaming heart
unique night
#

hmm, not sure why it wont let you

#

will it let you copy and paste a keyframe somewhere down the timeline

#

or will it let you add keyframes on another model just to test?

empty wave
#

How come i can't see my animation in mirrors?

unique night
#

mirrors dont render particles ๐Ÿ˜ฆ

empty wave
#

๐Ÿ˜ฆ

sacred wharf
#

Is it possible to make a gun shoot without using vr?

#

Like playing in nonvr and use an emote to do an animation?

sonic tiger
#

yea! youll need a shooting animation (maybe from mixamo) and just add it to your animation override

#

You wont be able to aim it up or down though

#

only straight forward

peak relic
#

Does anyone know where I can find the Dab Animation?

fierce copper
#

well i always used to think that u could only dab if you had VR gear

#

but apparently u can override animations

#

so im not sure anymore

sacred wharf
#

You might be able to find it on mixamo :/

wintry matrix
#

I don't think theres one on there [I've gone through all the dance motions on there]

#

that being said if oyu got a vr setup you can probably capture the gesture and save it as a animation clip to share.

#

But on the other hand if thats the case you could just dab anyways ๐Ÿ˜„

soft shadow
#

does the audio look good for people in gam

#

dubstep gun

clear yew
#

yeah, that looks good. if its too low for others, you can duplicate the audio file and space it out over a wide area around your avatar to make it more audible. just dont be a dickhead and make like 100 audio files spreading an entire map

#

or do it for the memes, either way

soft shadow
#

Haha okay i just want it to be heard

#

and do u know anything about dymanic bones @clear yew

clear yew
#

Not yet, they're my next step. I got particles, animations, modelling and sound all down but not dynamic bones

soft shadow
#

ah gets frustrating i put them on my person but when i get in game it doesnt work

clear yew
#

Weird. When I learn more about em, hopefully I can help. For now, I'm clueless on em

soft shadow
#

Oh i have i question @clear yew so i have a gun is there anyway to pull it out and when its out use the trigger on a vive controller to play?

tribal sparrow
#

Im gonna ask this again since I have yet to find an answer. Can Hand Gestures have more than 2 frames?

unique night
#

@clear yew nope ๐Ÿ˜ฆ

#

hand gestures are instant triggers

#

but....you can activate things with it too

#

so particles can be triggered

#

which is its own animation

#

you can trigger a new mesh to become visible

#

which might have its own animation

tribal sparrow
#

okay

#

that last part

#

is what i've been attempting ๐Ÿ˜ƒ

unique night
#

just keep in mind that everything turns off the moment you let go of the hand gesture

unreal sparrow
#

do i actually have to make the animations legacy?

#

it seems to do nothing but break them

unique night
#

emotes and gestures dont

finite fossil
#

Hm, I have an animation with more than 2 frames for a custom gesture override and it works fine

unique night
#

but any looped animation not in animation override need to be kegacy

#

*legacy

sonic tiger
#

Yea I only needed to legacy for blink

unique night
#

^

sonic tiger
#

It just wouldnt work without legacy

unreal sparrow
#

aah alright, thanks!

unique night
#

so anything that uses an animation component

#

which is added to a mesh similar to vrc avatar descriptor

sonic tiger
#

Yea component added animations need legacy I guess, and overrided ones dont

knotty wasp
#

Saw someone with an awesome selfie phone animation yesterday. Anyone have any clue how to get something like that working? They could take the photo and save it to show it off (I'm assuming until they took another one). Are they just using the mirror and somehow freeze-framing it?

unique night
#

i'm guessing scripting of some sort

#

the phone could be a gesture override but no idea how they went about taking a selfie with it and it actually showing it on screen

tribal sparrow
#

This mention about legacy, any tutorials about this? @unique night @sonic tiger

knotty wasp
#

I thought scripts were automatically disabled?

unique night
#

probably needs a unity package similar to the pen drawing emote

sonic tiger
#

I saw it in a blink tutorial

unique night
sonic tiger
#

Thats the one!

unique night
#

๐Ÿ˜›

#

it covers alot of topics so find the timecode in the info of the vid

#

for blink animation

#

that has the legacy part in it

tribal sparrow
#

hm. I guess I'll rewatch it and see if I can figure out how to do what I'm trying to do.

sonic tiger
#

Just to say so, the process for adding controls to unity animations is SO BAD

#

usign the drop down for each item?

#

holy crap

tribal sparrow
#

yup

normal skiff
#

would kill for multi-add in that thing

sonic tiger
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seriously

unique night
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@sonic tiger someone mentioned a unity muscle studio plugin earlier

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which apparently adds all the properties in

knotty wasp
#

if you are doing a lot of animations using musculature, I'd definitely suggest ponying the $15 for the muscle animation helper plugin

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it will save you SOOOO much time lol

sonic tiger
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Interesting

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What is musculature?

unique night
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Does it add the animator properties?

knotty wasp
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all movement pretty much

unique night
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like animator:arm.stretch for example

knotty wasp
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Say you want to change the finger positions

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instead of adding 3 properties for each finger

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just drag the bar to position the finger and it adds all 3 itself

sonic tiger
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oh nice

knotty wasp
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its Muscle Animation Editor on the asset store

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I think Tupper showcases it on one of his videos if you want to watch how it works

soft shadow
#

does anyone have the details of the postion of the peace sign in vrchat

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trying to get a peace sign in the animation thing

knotty wasp
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its .78 on all middle/index finger positions

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-1 on every other finger/thumb

tribal sparrow
#

Ok. I don't think that tutorial Helps me. What I want is to have a hand gesture that makes an object with animations appear. I could do it with replacing the Emote thing, But I want my characters limbs to be free ๐Ÿ˜ฆ

floral willow
#

does anyone know a set of walking animations for cats or dogs? I got a cat avatar that's rigged but has no animations

unborn geode
#

how do i get mmd dances with my avatar

clear yew
#

Anyone have a good tutorial for particles and getting them to show in game? Basically a particle system that follows my character around

soft shadow
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i cant hear the audio file when i get in game but other people can tf

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how many particle effects are you allowed to have in one animation cause when i get into game some of them work some of them dont

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im confused

prisma kite
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i have a weapon in an animation that has a sound to it, but the sound is very very low, barely audible. How can i fix that?

pastel forge
#

In my experience, not all animations will function correctly on my end. You will need other players verify sometimes

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It appears working to them but not me

clear yew
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anyone have the values for default fist?

soft shadow
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-1

white epoch
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Looking to add items to my d.va meka wanted to add defence matrix and firing weapons

clear yew
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thanks clean, I used -0.8 and it worked pretty well too

compact storm
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is it possible to add an animation override for both hands independently? Like if I make a fist with my right hand and I've made an override for it, can I make it so that my left hand doesn't make a fist at the same time BUT so I can make a fist with my left hand too without it affecting my right hand?

glacial pike
#

Does somebody have the caramelldansen animation for me?

compact storm
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sent it to you in a dm

cloud pond
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so im trying to make my kizuna ai model say HAI DOMO every time she does the victory animation, how do I set it to that

normal skiff
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uncheck the checkbox and then have the animation activate it

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also lol, 10/10 for that idea

cloud pond
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how do I have the animation activate it

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is what im asking

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i also got this one

normal skiff
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checking my own scratch project

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it looks like what I did was I made a new game object and put the Audio Source on that, unchecked the game object, and then activated the game object from the animation

cloud pond
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hm

normal skiff
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it seems like there should be a more direct way but I was following some tutorial

cloud pond
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yea that seems like it'll work but there also seems like there should be a better way

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cause like i still want to do the vicotry sign

normal skiff
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Add Property > Body(or whatever) > Audio Source > Enabled

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prooobably works, but I'm at work with no audio so it's a hard thing to test XD

cloud pond
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wait is this for the new game object way

normal skiff
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this time I tried putting the Audio Source directly onto the existing thing

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to see whether I could find the activation switch for enabling just the Audio Source, and yeah, it's in there

cloud pond
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so i should go to the animation file directly?

normal skiff
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mmm I'm not sure what you mean. in the place where you turn on/off other properties for the animation, this is just one more thing to add there

cloud pond
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ok lemme try

clear yew
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do custom override animations not work at all with non humanoids?

cloud pond
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i doubt it

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cause you need arms

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to do hand gestures

clear yew
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i tried adding a particle effect custom animation to a non humanoid

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but when i do it the emote slots just dont get overwritten

normal skiff
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well actually

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my roach is using custom overrides

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and it has never been clear to me how that is working

cloud pond
normal skiff
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when I can't even get my custom overrides to work on my humanoid!

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ah... you have to be on a model which the animation is attached to for it to un-grey all that stuff

fierce copper
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wait so this might be a stupid question

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i used to think that animations such as pulling a gun was only for peope with vr gear

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but i saw some people talking about how u can do it without

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so would i be able to use it or nah?

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xD

normal skiff
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you can still do normal emotes without, right? just not gestures

fierce copper
#

yah but like

cloud pond
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so like i would have to fill out the custom override and put it in the custom standing animation slot first before i can edit the animation?

fierce copper
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some people were talking about how you'd still be able to pull a gun @normal skiff

clear yew
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cinque i think if you put the animation in an emote slot then it would work

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because you can still activate the emote slots without vr

fierce copper
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ah okay

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so i should just try to figure out how to override one of those emote slots?

normal skiff
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@cloud pond the way I do all this is I clone my model and put all the animations on the copy, to avoid the risk of posing the real thing in a way which screws up the avatar

cloud pond
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tyty]

normal skiff
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and then all the animations on the copy will be un-greyed (and once I'm done I delete the clone, but some people keep them around forever)

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nice, I just tested cloning my project on a clean computer and it looks like it loads fine

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except...that it has cleared the custom overrides .. wat

cloud pond
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@normal skiff so would this be right? cause i cant find anything with audio in the property thing

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i added the audio source to the animation duplicate

normal skiff
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I'd expect to find the audio source somewhere in the property tree but it's just really annoying to use the property tree

terse sonnet
#

Did anyone ever figure out the issue with particle systems in world space as a child to a bone?

proud grove
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People, including me, have been trying solutions for about 5 months now

cloud pond
normal skiff
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oh wow, at the top level

proud grove
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We found out that the cause is because the IK resets bone transforms when the particle systems update

cloud pond
normal skiff
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unity is apparently not applying my CustomOverride, this might be the problem

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Enabled is probably what you want

cloud pond
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kk

normal skiff
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that's essentially re-checking the checkbox

cloud pond
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the ONSP Audio Source one?

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nvm

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im guessing i still have to do the custom override thing, right?

fierce copper
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im assuming that emote1-8 are the normal emotes which i could use for a custom emote? @normal skiff

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(i dont have a vr)

normal skiff
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@fierce copper yeah

fierce copper
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okay thanks! ๐Ÿ˜„

normal skiff
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@cloud pond yup custom override still necessary

cloud pond
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got it

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ty for everything

fierce copper
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wasnt 100% sure cause this guy made it for the VR gear and didnt use emote 1-8 either

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so wanted to make sure

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cause nothing was said about non vr users

normal skiff
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now I have what should be a question someone shouldn't even have to ask about custom overrides - if Unity is erasing them every time I quit Unity, how do I stop it doing that?

fierce copper
#

wait do the custom overrides reset whenever u quit unity?

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O.o

normal skiff
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yeah it goes back to None every time

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I thought it was weird because when I change it and save the project, no files get modified

fierce copper
#

does it also automatically update it to uploaded?

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as in, does it also instantly reset the avatar in the game itself?

normal skiff
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well, I can't get my custom overrides to work in-game at all and have been trying to figure out why

fierce copper
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oh boy

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this wont be fun then xD

normal skiff
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I ended up putting all my stuff on github so that as soon as someone who knows this stuff appears, I can give them direct access

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but from what I can tell I have linked things correctly and perhaps the custom anims being wiped out or not actually being saved into the file is the real problem

#

feels like an SDK bug

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previously felt like a game bug

fierce copper
#

@normal skiff

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do emotes have to be like

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connected to the main avatar?

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lets say that when i use emote1 (no idea what the in-game name is) i want to spawn a pokemon model

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is that possible?

normal skiff
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it is possible, I think you'd make the summoned thing a child of the main avatar model somewhere anyway

fierce copper
#

okay thanks! ๐Ÿ˜„

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sorry i have never done anything like this before so id rather ask first before i start working on it only to be disappointed when i realise its not possible

normal skiff
#

this bug I found is very reproducible

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I even found a workaround, so I know exactly what they've done wrong now

fierce copper
#

oh 1 more thing, lets say i do pull out a pokemon model using an emote, will it disappear when the 'emote' ends/after a while or do i have to manually use the emote again to make it disappear?

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oh thats cool

normal skiff
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whether this is my problem is another matter entirely though ๐Ÿ˜ฆ

terse sonnet
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@proud grove That's really annoying, since a simple script would fix that in any normal unity game that had that bug

proud grove
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There's no real easy fix right now

terse sonnet
#

Yeah, figures.

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If you want to do anything gun/projectile based, you have to do it in local space and simply stand still

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because that's the only way for it not to be super awkward

proud grove
#

Yup, that's what I've ended up doing for months now

normal skiff
#

hmm .. I guess you can turn though right

terse sonnet
#

If in local space, every single projectile will move with you even after it's fired.

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that's why you would use world space, if it was working

normal skiff
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a friend of mine has a gun where he can turn without the projectiles moving

proud grove
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Probably uses a fixed-point particle system that doesnt move with anything on the IK

normal skiff
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that sounds about right

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he faked it so the projectile doesn't come out of the gun even, it comes out of the body and the gun is a separate gesture

proud grove
#

Like no matter where the gun is aimed it comes out of the same spot

terse sonnet
#

yeah, if it doesn't care about your actual orientation, not much would change

#

what if the particle system was a child of the root object, would it least get your regular facing direction since it's not a bone?

proud grove
#

Yup

normal skiff
#

yeah this guy can definitely shoot in whatever direction he wants, but the shots are always from directly in front and always horizontal

proud grove
#

That's about the most you can do

terse sonnet
#

yeah, but if it's something designed to come from something connected to your hand, you're out of luck

normal skiff
#

makes sense

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now I understand the rest of what he was saying (the conversation wasn't in English)

terse sonnet
#

yeah, the entire issue is with bone > particle relationships as far as I know

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If only there was a way to convert an emitted particle to world space after it's shot

mystic umbra
#

do animated textures work in vrchat

#

is that how people are making rainbow colored clothes?

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that change color

terse sonnet
#

they're using shaders I think

mystic umbra
#

really?

normal skiff
#

I tried using a shader for something once and all I got was an invisible model ๐Ÿ˜

terse sonnet
#

rainbow colored is just the cubed shader rainbow one I think

mystic umbra
#

ah

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But ahas anyone dont animated textures?

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I want to create a texture files to animate my particles

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but idk if vrchat would approve of that

normal skiff
#

I have a use case for that too so I'd be curious to know whether it works

mystic umbra
#

ive seen some tutorials on animating texture files with texture mapping

normal skiff
#

damn, now to live a painful 8 hours until I can get back to my windows box to test my theory

#

if only this stuff could be fully tested in unity ๐Ÿ˜

mystic umbra
#

Im in pain trying to oad into vrchat

#

load*

normal skiff
#

oh yeah everyone is talking about server issues right now

mystic umbra
#

I have 4 19999 polygon characters

#

OHHH

#

Ok

#

Well then it isnt just me

#

XD

normal skiff
#

unlike my problem orz

#

now it makes sense why randomly I would come into the project and visemes would be gone

#

I thought I was going nuts

fierce copper
#

is this going to be a problem?

#

it shows this weird like, finger stretch

#

it only does this when I'm adding the like, animation part

#

the normal standing animation thing doesn't have it

#

oh nevermind i think it was just some weird bug

#

it magically fixed itself

normal skiff
#

oh boy, I suck at diagnosing those sorts of things anyway XD

wicked garnet
#

what do i do after downloading an animation from mixamo? it's just a laying animation but i'm not sure what to do next