#animation
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working on getting the wings out and flying next
or at least jumping with wings moving
@languid lark Do you mean uncheck the IK pass option in the animation controller for the emote override?
no i mean you have to make animation have your avatar stand up
when in that bent postion you have to stright out the character
to make it standing up
emote alot more work then VR gensture
@boreal rivet
Okay I was just wondering but I went ahead and bought the muscle animation editor
What an awesome tool
omg that bug is fixed yay
Is this the correct place to change the speed of the emote?
It still moves as fast as normal when I went ingame
@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
uhh i would just spawn another empty game object in that animation that has a gunshot sound on it
easier than trying to sync the audio
all i would need to do is activate the audio source on the keyframe i want it to shoot, wouldnt i?
Do I need to set the multiplier or something? Maybe change the animation clip in there?
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)
this is where I will keep quiet and hopefully learn something about how overrides actually work
because it isn't obvious whether it replaces or augments the thing it's overriding
it's definitely overwriting it
but the problem is that I don't want that completely
but one tutorial I saw, the person only edited the things they wanted to change, and left alone all other properties
I wonder if there's some options I should be touching
@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
I just cant get my eye tracking to work..
I have all my bones named as in the tutorial, eyes work great with the bones in unity. humanoid rig has eyes just fine
no tracking
What does eye tracking do anyway
It makes your eyes look at nearby avatars
Ooooh
so if you rig the eyes
does it happen? as long as the eyes are rigged correctly I mean
In theory
you should theoretically be able to see it in the mirror
but I cant ever see my mouth move in the mirror, but other players see it move
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
anyway to fix this? never had this happen before
I don't know if this is the right place, but i'll put it here too, because better safe than sorry.
I've seen people throw danmaku patterns in game, and I was wondering if I could get help figuring out how they do it.
These things.
https://youtu.be/fszgpNrUe_A?t=1m11s
Clownpiece a cute. IGN: strat https://www.vrchat.com/ Music: ๅฝฉ้ณ ๏ฝxi-on๏ฝ - 10.ใใใใใใ ๏ฝ Japanize Dream... Swing Holic - Tabula Rasa
eye tracking wise, if all I have is shape keys for the eye positions, is it still possible to get eye tracking somehow?
inb4 "completely custom animation controller"
I'm not even sure I want it, but testing whether it can work at all might be nice
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?
I gopt my eye tracking!!
yay
Just gotta make all the shape keys and name them PERFECTLY
does anyone knows how to do this weird dance with the hands and legs
i see people walk around doing weird stuff with their hands and legs and playing the song "take on me"
i saw videos where people does it too
@shell badger
Hey, first time trying to create a model and I ran into an issue with eye tracking. Wanted to see if anyone was willing to help
https://youtu.be/G7_13nsPpQA?t=30s
With animations, is there a way to keep an animation on at all times?
Gotcha
So, if I make an animation just for the arms will my arms only animate
Or do I need to make a full body animation
I think so
I made a blinking animation and only move my eyes so i would assume it would work the same
moved*
gotcha so that would be a standing animation?
If you use the Animation component you dont have to use the overides
Here I followed this vid
Importing model - 0:37 Toe Removal - 1:37 Applying Shader - 2:29 Blinking Animation - 3:09 Animation Override (Facial) - 7:24 Avatar Descriptor & Viseme - 18...
A VRChat tutorial on how to override hand gestures and emotes with your own custom animations. It can be used not just for VR users, but for desktop users to...
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
any way getting a leapmotion to work
for hand capture
not steam controler emulation
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?
Anyone able to get lip syncing to work with a generic model?
@ripe carbon you cant
only on humaniod
@ripe carbon mechai made tutiroals on generic https://docs.google.com/document/d/10BuA_ybyXSSXqXuf6cDyPm52VIpqptgyvuRaphcYH0M/edit
Advanced Avatar Creation: Making Non Humanoids This tutorial was made using Unity Version 5.6.3p1 This tutorial assumes you already have the current SDK imported and knowledge of how to upload a basic avatar. You will also need an avatar you wish to upload as non-humanoid with itโs own set of a...
howdy. I was having an issue with my model, where when i try to animate a sword and shield appearing, it does this.
what do you mean?
when you make a clone avatar it will take the effect of the mucle animation that unity does
when you finish animation appear the weapon you just take the animation make put on main avatar
in overrride
thanks @languid lark
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
@clear yew uh you need to put the sword and shield in armature of the avatar in unity
need to be it own mesh fbx files
oh
Showing you how to change default emotes to weapons & stuff. SUBSCRIBE, LIKE AND ALL THAT GOOD STUFF!! :D MY FIRST TUTORIAL โบ https://youtu.be/0vdiCJRAExw DI...
Tutorial on how to make weapons appear in game using a hand gesture. This is based on weapons already on your avatar. Links: Avatar used: https://darknessmag...
i was following this tut and it worked for me the first time
hey when i put dymanic bones on my person in game they dont work
How would you go about having a world space projectile that's actually oriented properly with the parent?
I don't want the particle to move when my hand does, so I can't use local
Anyone know if there's an asset that allows you to record animations with VR?
oh that would be awsome
@boreal rivet Mr Q made this https://github.com/MrQ89/VRCMotionCapture
so I checked and my gesture animations both have Loop Time set, but Loop Pose not set
and every blend shape is set to 100 in both time slots
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
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
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
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?
my animation still doesn't work at all :/
and this time I lost my mouth motion and the physics on my hair
Are you able to add audio files to animations without your hand being stuck in the default claw animation in game while playing it?
I just gave up and re-did the gestures myself in the overridden animation
I don't even have the gestures in the first place, I just want to change some additional stuff
I can't believe it's so hard to essentially set 3 properties
Does anyone know the reason my feet lift into the air when i do my animation?
do I have to set Controller in the Animator properties for the avatar?
@wintry adder you have to repose the hand to what you want
@normal skiff There's a controller override in the example animations folder of the vrchatsdk
duplicate that , rename it and move it to your main folder
yeah, I'm using that
I copied it to my Animations folder and renamed to CustomOverride
and have set that under both custom anims at the moment...
and then drag and drop to the standing anim and/or sitting anim of vrc descriptor component
oh ok
but it doesn't actually play so I'm trying to figure out what else is missing
you've added the custom animations to the correct gesture slots?
just opening unity to check mine
it's too bad the example avatar doesn't have this stuff set for comparison purposes
I have now tested ThumbsUp and Fist and both of those do nothing apparently
what are you animating to get those to move?
I've also introduced some new problem where the mouth doesn't move so now that's one more thing to figure out
is it the armature or the animation property?
Body : Skinned Mesh Renderer.Blend Shape.things
changing the eyes and the size of two items in the hands
not sure why its not working then
me neither...
oh unity reversed my viscemes for some reason, that explains the new problem
all the new problems might be fixed now and maybe this time I'll be smart enough to check in my stuff
oh unity crashed
Does anyone have an idea why my legs lift when i do my animation?
when you play it in unity or only in game?
I don't know how to play it in unity
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
but if it works in unity and then does weird bone stuff in-game, I've seen that on one of mine too
in particular, one of mine is able to fly
not deliberately
can anyone explain how i would animate a gun to have the slide slide back and muzzle flash.
or a video or tutorial to link too
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
there is probably a problem which is so obvious to experts that it will just jump out, but I can't find it
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
Hey Trejkaz
@normal skiff So essentially i messed up my main model and have to do a full restart?
Just because i clicked play animation?
you can get out of it, it's just really hard
or it was for me anyway
the essential idea is that you have to set all the joint positions back to the normal settings
it can be easier
in my case I had a lot of work done so I really learned how to get out of it and got out lol
if you're using CATS then there isn't that much manual work anyway
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)
huh, unity keeps losing the Face Mesh setting every time I open it
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?
Please can anyone help me to get this work ? https://www.youtube.com/watch?v=Pi7i4sF_BgQ
Tutorial on adding the marker to your avatar and customizing it. Github: https://github.com/theepicsnail/Marker Unity Package: https://github.com/theepicsnai...
@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?)
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
I had to do something like that once to get out of a sticky situation
Managed to copy PRONEFWD to my model but it is literally only 1 frame of animation?
Hello, can anyone link me a good gun muzzle flash for Unity?
this is what I use on one of my guns
use it as my bullet as well with it stretched
I added a custom idle animation and it's not working, my character is just standing still. How do I fix this?
@stoic ridge is your model ok without the animation?
Yeah
how are you animating the limbs? are you using the animator properties or something else like armature?
why do my custom emotes just cause me to sink through the floor? i've set them to legacy mode and all
@unreal sparrow emotes need to be repositioned
gestures can stay in the ground in unity, but for emotes you need to bring them back above ground
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
it looks fine in Unity though, it's only in VRChat that it actually sinks
Did the temp model you created in unity to create the animation sink into the grid/ground?
with arms and legs slightly bent
it did, do i drag it back up before making the emote?
you should add the animator:root x and y properties to the timeline
and reposition the first frame
so the feet are on the ground
gotcha, thanks!
I'm at work so cant open unity right now, but theres only 2 root animator properties
one of them controls position, the other rotation
so i might have gotten the name wrong
it might be root T and Q
@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.
@unique night Any tips on this one?
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
some people plug it into the animation controller by mistake
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
- check your skeleton has the correct bones in the correct slots
Check
is it a gesture or an emote?
It does
trying to think of anything else that could mess it up
have you tried any other gestures?
like create a really basic one
like a finger bending, test that out
and see if it works
if it does, then it could be that the weapon or item is messing with the rig somehow
@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)
I wondered about that setting too. it shows up as bold
@stoic ridge where is that option found? cant remember seeing that (dont have unity open)
it's under Animator in the Inspector
I'm not sure what bolded items are
since position and rotation are also bold I wondered if bold means "is OK to modify without breaking prefab"
if that was on by default it should be ok, I never touched that option
part of the problem is not knowing what the defaults are ๐
true XD
oh you animated on the original model?
I didnt bring it to 0.0 - .1
No i did.
I brought it to a different model
Just didn't do the first step
Facepalm
oh ok ๐
yeah that was my initial mistake, not dragging to 0:01
would be nice if it would just .. deal with it
Hey real quick quesation
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
Will it automatically update if I made the changes to the animation
yeah, keep your temp model
just hide it in the heirarchy panel
and unhide it when you want to tweak it
about that - some youtubers deleted their temp model and their stuff still worked
yeah it works
but having it around is obviously more convenient
its just that you have to recreate a temp model again to tweak it
since you cant really tweak on original model
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
So i just keep mine so i dont need to mess about with reloading the animation on a temp
So just to be clear one last time @unique night Its good that I don't have to do no re uploading?
It should auto import to model from unity?
oooh, you still have to upload
Okay
i thought you meant the animation asset ๐
So i don't have to re apply the override and all that mess?
so any changes made within unity on the animation timeline will autoupdate the one plugged into the animation override
but to see the changes in vrchat, you have to reupload the avatar
that animation can also be imported and used on other models too
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
oh right there is a right-click to reset to Prefab
so now I know how to get the default ๐
probably reduces the size of my project too
only started using it last week for vrchat XD
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
but small steps
do i use animators or armature to make custom emotes?
animators
animators.............supposedly
well rip me
I mean it isn't supposed to be hard, mine just don't work
the pain of having to add lots of animators to the timeline
the tutorial i watched said to use the armature, but that seems to be mallarkey
australian slang detected
dont hurt me papa
ww
or maybe Brisbane slang
only because the only guy I know who uses the word is from up thar
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
so that was worth it anyway
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
is there any tutorials on getting the flashing/strobing rgb lights on materials? i wasn't able to find one in #tutorials
do you have no finger bones?
correct
the model has no physical fingers
think minecraft
it isn't minecraft but it's a good way to think of it
I assumed we had to keep finger bones in regardless (with no mesh tied to it ofcourse)
good to know it works with finger bones
mmmmmmmm CATS doesn't fix that
cant remember if they were marked as optional bones or not
so I wondered, is this the actual problem, and how do I fix it
the whole hand is optional
ah ok, good to know ๐
the docs don't say anything about gestures not working if you don't have fingers, they just say full IK doesn't work
but docs can be wrong
oh thats cool if gestures still work without them ๐ฎ
my notes say, try to add zero-weight bones for fingers in Blender
i left the entire skeleton in for my flying pirate ship XD
I can't get it to work in Blender because when I hit Ctrl-S it undoes all my changes without asking
what in the world is TDOF?
three degrees of freedom?
is that in the animator property?
yup!
oh, never used it but theres no harm in testing it out ๐
sounds like it'd make it less cluttered
so the next best idea I have is to try and find a way to fool this thing into thinking there are finger bones
open for suggestions w
also I'd like to meet daniwell and give him a friendly punch in the face
the model is cute but if this is the problem then I'm kind of annoyed w
but seriously, if this is the problem, then we can ask CATS to fix it for future victims
so I'd like to get to the bottom of this
so at the moment, I can't figure out how to create new bones without blender deleting them without asking
this is seemingly the only issue
you can add the bones through blender
I did
problem was, I created the 15 bones
and then hit Ctrl-S
and it deleted all of the extra bones
I laughed hard the first time but the second time it wasn't as funny anymore
i dont use blender (using maya), what does CTRL-S do? save it?
yeah :S
or if it's going to modify my work, it should ask
have you tried it with another file?
no
well
the other models I tried did have fingers and I didn't get far enough in to want to do something about the face
because other more serious problems occurred which would have required actual artistic talent to fix
like the character looking like an old woman with the eyes shut
banishes from memory
๐
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 ๐ฆ
pros have it so easy T_T
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"
XD
but this happens all the time in all software dev stuff so I'm so used to it that it isn't funny
usually I just file a bug report and move onto the next ticket
but vrchat not having proper bug reporting is, well, :V
has maya always been autodesk's?
mm, I feel like it wasn't autodesk in the past
theres no plugin for maya like cats for blender btw
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"
that's okay, I have the fbx
I import that, see if I can fix it
๐
and if I can, maybe try crying to cat's
w
presumably it can be done in python in blender more easily than using the GUI, because the GUI is that bad
it reminds me of like, trying to use Inkscape to do actual design work, versus using Illustrator
download time 1 hr 20 min w
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
I feel like there is space for a script in Unity to fix general crap
im using the basic skeleton provided by the tutorial on vrchat site
so it adds all the bones instantly
the tutorial avatar does have every bone...
only issue i have is that the avatar arms are slightly shorter than mine
this is the thing lol
not sure if thats a skeleton issue or a model issue
I start wondering whether mixamo might have been a safer route
its shorter by about a fist size so its not a big deal
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
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
that is pretty much its purpose yeah, you upload a model and it creates the rig
ah ok, thats handy ๐
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
about the avatar switching thing, I mean normally through vrchat's avatar menu
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
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
I can't imagine what is going on there, could be a big sphere with some kind of filter on the inside
and not actually changing the sky of the world
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
XD
oh balls it doesn't like the fbx file either, well that's that
it loads it but has two errors about it
plus the texture not loading on top of that (that I can probably sort out)
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
Does anyone know how/where to delete facial ecpressions in unity?
lol @ someone wanting to delete the exact thing I can't get to work
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?
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
oh ok, not sure if you can through unity
I didn't think so
or atleast I havent seen the option for it (but ive only been using unity for like a week XD)
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
guwa I can't even find the settings w
settings for what?
it looks like a checkered circle icon on the view panel
thanks TT
im assuming you have 4 view panels open by default? (top, front, side and perspective)
๐
how do i end off an animation, like if i have a ball shooting, at the end it just sits there
whats the ball? is it a particle?
yes
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
i see start lifetime, no lifespan
yeah thats the one
i dont have unity open so trying to remember off memory ๐
start lifespan is basically how many seconds the particle lives for when its spawned
that's just making the ball smaller/bigger
screenshot the particle settings, i can check the settings from that
you might have size over lifetime
active, which will increase size of particle
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
okay that fixed it, thanks ๐
another question tho
the color fades out of it before it disappears, can i make it not do that
tick the color over lifespan off drop down
any ".... over lifespan" option will change something over time
tick it on or off?
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 ๐
so it could be yellow at the start and red at the end
hmm, color still fades with it off
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
@unique night it's a particle animation from unity asset store, could that be why it dissipates?
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
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
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
nah didnt change
open the emission tab
and screenshot that
thats probably where its messing things up
(i hope)
XD
confirmed: there is enough time during uploading an avatar to sing a full drinking song
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
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 any luck in removing the fade out at the end?
nope, been messing around with everything
damn ๐ฆ im out of ideas
i changed a setting that made the particle look cooler, but now it has a fade in aswell lol
i think there is a normal fade in and out in general, cant remember properly right now
Only way i can find to make it not fade in is to do prewarm, but that needs looping enabled
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
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?
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
Welp. That sucks. Thanks though
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
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?
not that im aware of unfortunately ๐ฆ
you have to repose it to stand on the ground for emotes
I'm so glad you understood what i meant because that explination was so bad
๐ 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.... >_<)
so if i set the root to T then it will default to a T pose instead of the odd pose it does normally?
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
This is all so odd. Gonna take some getting use to
So what does adding an event do?
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
So like if you jump do a certain thing?
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
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 โค
no prob ๐
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
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?
no, i think you read it correctly. like i am putting in the thriller dance
which moves from left to right
oh ok, then yeah it would be handled in the animation timeline
on the one character i put it on, the character stood in palce while doing the dance
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
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?
you mean the animation override asset?
if so, yeah it needs to be used
unless its a looped animation like blink
no, I'm looking at Tupper's mega tutorial, he downloaded something I forgot the name off muscle smth studio? it was 15 bucks
alright then its not a biggy, just wanted to see if I could get a custom dance in
thansk anyway!
is the custom dance done through the animation timeline?
or it can be exported in some way from the muscle studio ?
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!
good luck ๐
Thank you!
anyone of you guys here know how to disable eye blinking in a facial expression?
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
i think i found the solution
So, is it possible to use animation controllers?
Are there any sites to download pre made animations eg. Dab?
@peak relic check asset store and Mixamo site
Does anyone know why transparent textures aren't transparent in Unity? Everything looks fine in Blender.
whats the material settings in unity?
Standard Shader and Opaque Rendering
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?
Using transparent rendering makes everything just see-through.
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?
what are the other options apart for opaque and transparent? (dont have unity open right now)
Anyone know what im doing wrong? I have this animation on my character, but when i look in a certain directions the animation stops
๐
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
Wings
is it made with particles?
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
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
@fallow quest can you try cutout mode in the material?
@fallow quest I have an avatar that uses a similar type of texture
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.
My texture is .tga
does that support alpha layers?
Will try
@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
I will try that, thanks ๐
let us know if it works
would love to try something out like that myself ๐
oh, the secondary mesh would have to be part of the original model (not a cloned model)
similar to a weapon
Ok. I will let you know
Exporting the texture as .png didn't fix
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?"
I know you can use them, but I want to know if theres anything complex you can do with them without scripts
animation overrides are classed as an animation controller right?
i know you have to make your own animation override for non humanoid characters
maybe Mechlai's new tutorial could help out someway: https://docs.google.com/document/d/10BuA_ybyXSSXqXuf6cDyPm52VIpqptgyvuRaphcYH0M/edit
Advanced Avatar Creation: Making Non Humanoids This tutorial was made using Unity Version 5.6.3p1 This tutorial assumes you already have the current SDK imported and knowledge of how to upload a basic avatar. You will also need an avatar you wish to upload as non-humanoid with itโs own set of a...
Ok, I got what was wrong ๐
I had alpha at 0 or something. That's why it was completely invisible when using Cutout Rendering.
oooh ๐
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?
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
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
^_^
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 ๐
i'll be back online later ๐
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
@unique night https://gyazo.com/6ac91b1b2090f392abe6415fd6105a8c Works like a charm in game ๐
How can I make the Tail move around, even when standing still ?
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
@unique night I can't seem to be able to change my rotation anymore for any keyframe. https://gyazo.com/c0b7600465b2e580a931e47e5cba9d18
@gleaming heart Make sure the play button at the very top isnt on
that can sometimes prevent keyframing
Yea nothing is running
is it the armature you're rotating?
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
oh, okay - thanks a bunch, I guess I'm not touching emotes until I get that muscle poser plugin as well then
whats the muscle poser plugin do?
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
oh cool, its a pain having to add them individually
No, it's the whole model https://gyazo.com/32a58bce04cef9dd74327d54d038129e
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?
How come i can't see my animation in mirrors?
mirrors dont render particles ๐ฆ
๐ฆ
Is it possible to make a gun shoot without using vr?
Like playing in nonvr and use an emote to do an animation?
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
Does anyone know where I can find the Dab Animation?
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
You might be able to find it on mixamo :/
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 ๐
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
Haha okay i just want it to be heard
and do u know anything about dymanic bones @clear yew
Not yet, they're my next step. I got particles, animations, modelling and sound all down but not dynamic bones
ah gets frustrating i put them on my person but when i get in game it doesnt work
Weird. When I learn more about em, hopefully I can help. For now, I'm clueless on em
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?
Im gonna ask this again since I have yet to find an answer. Can Hand Gestures have more than 2 frames?
@clear yew nope ๐ฆ
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
just keep in mind that everything turns off the moment you let go of the hand gesture
do i actually have to make the animations legacy?
it seems to do nothing but break them
emotes and gestures dont
Hm, I have an animation with more than 2 frames for a custom gesture override and it works fine
Yea I only needed to legacy for blink
^
It just wouldnt work without legacy
aah alright, thanks!
so anything that uses an animation component
which is added to a mesh similar to vrc avatar descriptor
Yea component added animations need legacy I guess, and overrided ones dont
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?
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
This mention about legacy, any tutorials about this? @unique night @sonic tiger
I thought scripts were automatically disabled?
probably needs a unity package similar to the pen drawing emote
I saw it in a blink tutorial
Importing model - 0:37 Toe Removal - 1:37 Applying Shader - 2:29 Blinking Animation - 3:09 Animation Override (Facial) - 7:24 Avatar Descriptor & Viseme - 18...
Thats the one!
๐
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
hm. I guess I'll rewatch it and see if I can figure out how to do what I'm trying to do.
Just to say so, the process for adding controls to unity animations is SO BAD
usign the drop down for each item?
holy crap
yup
would kill for multi-add in that thing
seriously
@sonic tiger someone mentioned a unity muscle studio plugin earlier
which apparently adds all the properties in
if you are doing a lot of animations using musculature, I'd definitely suggest ponying the $15 for the muscle animation helper plugin
it will save you SOOOO much time lol
Does it add the animator properties?
all movement pretty much
like animator:arm.stretch for example
Say you want to change the finger positions
instead of adding 3 properties for each finger
just drag the bar to position the finger and it adds all 3 itself
oh nice
its Muscle Animation Editor on the asset store
I think Tupper showcases it on one of his videos if you want to watch how it works
does anyone have the details of the postion of the peace sign in vrchat
trying to get a peace sign in the animation thing
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 ๐ฆ
does anyone know a set of walking animations for cats or dogs? I got a cat avatar that's rigged but has no animations
how do i get mmd dances with my avatar
Anyone have a good tutorial for particles and getting them to show in game? Basically a particle system that follows my character around
i cant hear the audio file when i get in game but other people can tf
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
im confused
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?
In my experience, not all animations will function correctly on my end. You will need other players verify sometimes
It appears working to them but not me
anyone have the values for default fist?
-1
thanks clean, I used -0.8 and it worked pretty well too
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?
Does somebody have the caramelldansen animation for me?
sent it to you in a dm
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
uncheck the checkbox and then have the animation activate it
also lol, 10/10 for that idea
checking my own scratch project
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
hm
it seems like there should be a more direct way but I was following some tutorial
yea that seems like it'll work but there also seems like there should be a better way
cause like i still want to do the vicotry sign
Add Property > Body(or whatever) > Audio Source > Enabled
prooobably works, but I'm at work with no audio so it's a hard thing to test XD
wait is this for the new game object way
this time I tried putting the Audio Source directly onto the existing thing
to see whether I could find the activation switch for enabling just the Audio Source, and yeah, it's in there
so i should go to the animation file directly?
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
ok lemme try
do custom override animations not work at all with non humanoids?
i tried adding a particle effect custom animation to a non humanoid
but when i do it the emote slots just dont get overwritten
well actually
my roach is using custom overrides
and it has never been clear to me how that is working
wait i cant edit it
when I can't even get my custom overrides to work on my humanoid!
ah... you have to be on a model which the animation is attached to for it to un-grey all that stuff
wait so this might be a stupid question
i used to think that animations such as pulling a gun was only for peope with vr gear
but i saw some people talking about how u can do it without
so would i be able to use it or nah?
xD
you can still do normal emotes without, right? just not gestures
yah but like
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?
some people were talking about how you'd still be able to pull a gun @normal skiff
cinque i think if you put the animation in an emote slot then it would work
because you can still activate the emote slots without vr
ah okay
so i should just try to figure out how to override one of those emote slots?
@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
tyty]
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)
nice, I just tested cloning my project on a clean computer and it looks like it loads fine
except...that it has cleared the custom overrides .. wat
@normal skiff so would this be right? cause i cant find anything with audio in the property thing
i added the audio source to the animation duplicate
I'd expect to find the audio source somewhere in the property tree but it's just really annoying to use the property tree
Did anyone ever figure out the issue with particle systems in world space as a child to a bone?
People, including me, have been trying solutions for about 5 months now
oh wait
oh wow, at the top level
We found out that the cause is because the IK resets bone transforms when the particle systems update
but like which one is the actual audio
unity is apparently not applying my CustomOverride, this might be the problem
Enabled is probably what you want
that's essentially re-checking the checkbox
the ONSP Audio Source one?
nvm
im guessing i still have to do the custom override thing, right?
im assuming that emote1-8 are the normal emotes which i could use for a custom emote? @normal skiff
(i dont have a vr)
https://www.youtube.com/watch?v=eT5_nyb0T1g watching this tut right now xD
Showing you how to change default emotes to weapons & stuff. SUBSCRIBE, LIKE AND ALL THAT GOOD STUFF!! :D MY FIRST TUTORIAL โบ https://youtu.be/0vdiCJRAExw DI...
@fierce copper yeah
okay thanks! ๐
@cloud pond yup custom override still necessary
wasnt 100% sure cause this guy made it for the VR gear and didnt use emote 1-8 either
so wanted to make sure
cause nothing was said about non vr users
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?
yeah it goes back to None every time
I thought it was weird because when I change it and save the project, no files get modified
does it also automatically update it to uploaded?
as in, does it also instantly reset the avatar in the game itself?
well, I can't get my custom overrides to work in-game at all and have been trying to figure out why
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
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
previously felt like a game bug
@normal skiff
do emotes have to be like
connected to the main avatar?
lets say that when i use emote1 (no idea what the in-game name is) i want to spawn a pokemon model
is that possible?
it is possible, I think you'd make the summoned thing a child of the main avatar model somewhere anyway
okay thanks! ๐
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
this bug I found is very reproducible
I even found a workaround, so I know exactly what they've done wrong now
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?
oh thats cool
whether this is my problem is another matter entirely though ๐ฆ
@proud grove That's really annoying, since a simple script would fix that in any normal unity game that had that bug
There's no real easy fix right now
Yeah, figures.
If you want to do anything gun/projectile based, you have to do it in local space and simply stand still
because that's the only way for it not to be super awkward
Yup, that's what I've ended up doing for months now
hmm .. I guess you can turn though right
If in local space, every single projectile will move with you even after it's fired.
that's why you would use world space, if it was working
a friend of mine has a gun where he can turn without the projectiles moving
Probably uses a fixed-point particle system that doesnt move with anything on the IK
that sounds about right
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
Like no matter where the gun is aimed it comes out of the same spot
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?
Yup
yeah this guy can definitely shoot in whatever direction he wants, but the shots are always from directly in front and always horizontal
That's about the most you can do
yeah, but if it's something designed to come from something connected to your hand, you're out of luck
makes sense
now I understand the rest of what he was saying (the conversation wasn't in English)
yeah, the entire issue is with bone > particle relationships as far as I know
If only there was a way to convert an emitted particle to world space after it's shot
do animated textures work in vrchat
is that how people are making rainbow colored clothes?
that change color
they're using shaders I think
really?
I tried using a shader for something once and all I got was an invisible model ๐
rainbow colored is just the cubed shader rainbow one I think
ah
But ahas anyone dont animated textures?
I want to create a texture files to animate my particles
but idk if vrchat would approve of that
I have a use case for that too so I'd be curious to know whether it works
ive seen some tutorials on animating texture files with texture mapping
In this week's video, I explain how to use animated textures for your particles while showing off the terrible quality of my microphone. Thanks for watching!...
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 ๐
oh yeah everyone is talking about server issues right now
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
@normal skiff
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
oh boy, I suck at diagnosing those sorts of things anyway XD
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