#animation
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but thats a massive timesaver ๐ฎ
i'll pester you later about it if i'm stuck ๐
as for your gesture idea, this is what i think:
first 2 frames being identical: hand pose, gun position change. activate particle systems (all of them)
then in the particle systems change the duration and start delay accordingly
so they play after another
or you can use the emission control
to fire them at specific seconds
with the base emission rate at 0
thats how i did my gon animation
Yeah thatt would work for the particles, but I got a part of my avatar that changes position/rotation, that can't be done unless it's like instant xD
you have to roleplay that ๐
like for my gon animation i have to make the arm positions in person every time
and time my punch with the particles
and sound effects
unless by position and rotation you're doing crazy athletic stuff XD
well movement would work yes, hand and lag and head
I got some arm kinda things aside my character that move to point forward xD
How do you do animations for a non humanoid
@serene lava thats going into more advanced stuff but here: 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...
okay so i made a duplicate
it has a hidden particle effect
made the animation clip
added the particle in it and pressed isactive
now its in the ground
the character or the particle?
the particle is tied to the wrist
at the first frame already right?
add property: animator > anything in here that helps
first frame yeah
and if you want to animate movement you can add more frames
so to move the character out of ground, get the animator:root T property into the timeline
and its the Y value you want to edit
to bring it up
there is the method that Areathy mentioned too
which i havent tried yet
yah that method didnt work for me
the moment i create an animation clip on the 'normal' character
it goes into the ground aswell
tried it with another duplicate
thats what i thought too which is why i think i'm misreading the method, like is there something that should be active before going to the animation timeline?
i cant see frames on my original model
without creating an animation
@unique night using the root T m,ethod, do the tips of the shoe have to touch the y axis?
that looks ok
you might have to adjust the legs
its still flying though
oh yeah, its a little high
yah the viewing point was a bit weird
just adjust the numbers until the ball of the feet are on the grid
the ball?
but you might need to adjust the legs too
if i have a set of animations for a different model set to that model's rig is there an easy way to get that specific animation into the game?
lets say i have a "roll foward" and i want to replace walk forward with it, is there an easy way to do this?
not the toes?
whichever works ๐
since they're both humanoids
the knees look like they are bent slightly too
yeah that looks right, but be sure to check it after you straight the legs
oooh
you might find the legs going into the ground
but you're on the right track now ๐
@clear yew yeah you can share animations between characters
just need to import the .anim file
if it was animated via unity
ok so this is how I did it, I created a dublicate, added a particle system that I set (don't tie it to the correct bone yet), copy paste the keynotes from your default working avatar (just go into the animation tab, copy everything), paste the information into the animation of your dublicate, (the dublicate will break in unity but duo to the pasted information it will fix itself aswell), tie your particle to the bone, just animate what you want to change, (don't forget to add the particle stuff to the animation by adding it's property, finish the animation, copy the particle system and/or anything you did add, paste it to your default character, hide your dublicate, add the animation file to your character override and there we go ๐
the anim is part of a fbx file
@clear yew dont have experience with that but I know its possible
let me see if I can get a schreenshot :3
@unique night how do you go about using .anim files from different models with a new one?
yah i know what u meant
but how do u get it like that
because the moment i try to get that data
In that screenshot I have selected my default avatar, and am on the animation timeline, I copied all that and pasted it in the dublicate :3
yah i know how u do it once u can see the data
butr how do u get that data
because its not working
the moment i make an animation clip its empty on the main thing
but if i do anything
it goes into the gorund
@clear yew you want to use the animation override asset
it has idle,walk forward etc
that can be replaced with other animation files
yeah i got that part.. but putting the other anim on it doesnt seem to do anything but ill try i guess
as long as the rig is the same or similar it should work fine
@clear yew just to make sure, the animation override is plugging into the vrc descriptor component under custom standing anim or custom sitting anim?
im doing it on standing
Well I made sure to have my default avatar working with the animation override and everything, after that I made the dublicate and removed the Animator controller again so that I could make an animation :3
cause im overriding a walking anim
have you tested the anim file on a duplicate clone?
duplicate it and drag and drop the animation onto it in the heirarchy and then open the animation timeline
and play the animation
i tried it on the animation timeline and it didnt do shit
but it works on the original character
the rig is the same?
the bone names are different
thats probably why
thats what i was saying bone names are different.. why isnt there a way to just straight up recognize that its a humanoid
the timeline uses animator properties that are tied to the bone names
and move the humanoids "x" part
so ill have to rename every bone in this anim if i want it to work with vrchat?
i assume so, but i havent imported any fbx animations
i normally just animate in unity, and reimport that anim file between different projects
to use on other characters
hopefully someone who has experience with imported animations from non unity sources can help you with that
@glacial pike i dont know how it works that way for you, jealous that it does XD mines the exact same as Cinque Izumi I never have any frames visible on the original even with the animation override and everything else added
unless we have to press play?
to get the idle animation displayed?
I'm not sure why it works, I don't press anything special :/
unity is playing favourites.....not fair
๐
i'll try to see if i can get it working when i get back
it would save so much time and fustration
as i hate the animator.root T property
its so glitchy when trying to adjust in the timeline
I personally place them into the pose that i am at naturally
so i place them down by my waist
so that when the emote starts theres only a small amount of snapping to that pose
๐
although you're particle will need some adjusting too
as the wrists will be pointing down
you could do something like have that arm move up a little so hes holding his arm out
@unique night fastest way to add multiple properties to animation section?
i got a lot to add
Areathy's method is you can get it to work
for now i've been adding them in seperately T_T
is there a way to make it so that he stretches his arm out forward after which he then fires the ball?
yes
first frame have the start pose
and lets say you want it to take half a second to raise his arm
place the new pose with a new keyframe at half a second in
then for the particle system, create 2 frames
first one is off
2nd is on
have the 1st one a frame before the arm animation completes
and the 2nd frame on the same point as the arms 2nd keyframes
hopefully that made sense XD
@unique night so, i finished.
Is there something extra? (not fingers) position on top and root in the end, i just drag model by xyz arrows to lift above 0
and what to do now?
particle system needs can have 2 frames, first one is setting the active object to off, 2nd sets it on
https://media.giphy.com/media/l0DAHkItoWIijvhEk/giphy.gif (Sorry for asking again, but does anyone know how to fix this bug? (Any animation I try to do that happens)
and just move it in the timeline so they occur at the point the arm finishes moving
idk
i
cant
this is
frustrating
even tho it doesnt have the data to go back in the ground
anywhere
it does
its probably the end keyframes
it doesnt animate itself to do what i entered the numbers and all that for
no no no
it slowly goes back into the ground
yeah
and bends its arms and knees
anytime you add a property
it adds default keyframes at the end of the animation
or 1 second by default
just delete those
hit the F key in the timeline
so it shows all keyframes
without any properties selected
yah i did
it shouldnt sink in that case
well
it mkagically
reset all my work
from the past 10 minutes
since the default post
is back in the gorund
did you have the play button pressed?
no
@clear yew if thats the duration you want that should be fine, just change the shape key for the expression you want if its not in there already
@fierce copper not sure why it reset for you
i mean, 1st frame its pose, but blank from 1st to the end must be empty? and what in the last frame?
for last frame, you can duplicate the 1st ones
you can add stuff in between if you want to have your character move though
i just assumed you wanted just the face expression to change
@fierce copper make sure when animating that the play button at the top isnt blue, anything you do when its like that will not be saved
also make sure the red record button is active in the animation timeline
oh ok
no idea why it'd erase that
idk either
im almost back at where i was
in the default pose, are the wrisst turned with the paml forwards or towards their body?
by default, you mean T pose? or the natural pose you'll have when standing?
natural pose
you can always stand up and see how you're hands are when standing
@finite rock can you screenshot your timeline of that emote?
or what should she be doing?
(will be offline for a bit, leaving work now, but will try to get back to you as soon as i can if you do reply)
@unique night like this)
@unique night Should i send pvt?
@clear yew that seems good, the position property at the start doesnt seem like it'll do much though, not sure if thats neccessary
but if works thats fine
just hit the play button to test it out
and see what it looks like
once its playing, switch the window tab from game to scene
so you can view it in the same work space
and then dont forget to stop the play after as any edits during the play preview will not be saved
oh its jumps a little, maybe its higher than ground
@finite rock if you want, but you might get an answer from someone else if you post it here
@clear yew, yeah you got the hang of it it seems, just keep tweaking and previewing ๐
anyways im offline for a bit, good luck ๐
@unique night thx you!)
im fuckiogn dying here
no you dont understand
Fucking mixamo Broke my avatar's upper spinme
So now every dance move I do for custom emotes
I look like im grinding on someo9ne
nice
I don't see a downside
how do i add avatar animations?
should i add a component and import another layer from mixamo?
@oak fable Well first what kind of animation?
i just found some, but let's say dance moves
How do I actually add mixamo animations to models?
I wouldn't know anything about the dancing side, but you're in the right place at least
@ebon gate i think u just need to select one and then download
Now if you need help getting a Finnish Anti Tank Rifle for your avatar. I got you covered ๐
and just apply to ur project
its not working in game though
I have it here
in the emote 3 slot
should this work?
or am I doing somthing wrong?
@ebon gate The custom override should be placed in your VRC descriptor
needs more dynamic ๐ ฑones
@sullen hill Where in there exactly?
Avatar Descriptor above dynamic bone
I mean where in the Avatar Descriptor
yep
Open it up and there should be a box saying something like standing animation or something
This is a dance animation though
You have two; one for standing animations and one for sitting animations.
ye
or do I still put it there?
standing is for emotes
Place it in Custom Standing Anims
and stuff
hanging is for noose emotes
Also is 3 dynamic bones to many๏ผ
nope
depends on how many bones in total are affected
Unless you mean you have 3 dynamic bone scripts that have several bones in each
i think iv done worse
its really counting on the pc
as i think its done on cpu cycles
or on the cpu
not gpu
personally I wouldn't go over 20 affected bones in total
so if someone is hitting 100% already
there framerate will be affected
well it will effect everyones fps
somewhat
idk by how much
@unique night that's great, i'll return to Unity just to fix pose (i want to make it more organic, now its almost like T pose), ingame its look nice anyway)
btw, is there any way to trigger this emotes by hotkeys? not from menu?
The emote limit is 10 seconds right?
19999 polys + 40 dynamic bone scripts lets go
just do it in blender or your 3d program of choise
it will convert to unitys humanoid rig
Hey guys, I'm trying to make a simple animation (just a sound coming out when I activate the animation)
But no matter what I do, it always happens (https://media.giphy.com/media/l0DAHkItoWIijvhEk/giphy.gif)
cause its 2 frame long?
So i should do more frames?
try at least
Can I just use ctrl c / ctrl v on the first frame and repeat until the end?
try makin the 1st and the last, left blank frames between
stop recording button and use play in animation to see if you model moving or smht idk
nop, he gets stuck in the crouching position
Maybe it's because I do not have any VR equipment?
i've just created my first 30 min ago, i dont have vr to, oh and u overriding emotes 1-8? or another?
Is it possible to have sound clips play as an animation happens?
Emote 1-8
@unique night so i did everything but it still clips me into the ground without playing any animation
Did you have to leave your character in the idle position?
in 1st frame?
yeah
you have to make pose what you want
now probably model kinda sit
so add smth from animator and change numbers
nevermind got it to work @unique night
@finite rock this is mine for example, just simple standing pose, for training
this is about pose, idk about sounds, sry
I think the pose that is bugging the avatar
Because from what I understand, to activate the sound along with the animation you just need to put the audio source in the animation
perhaps fill the blank with sound
ok i'll try both ( your standing pose + sound)
but try your numbers
ok
gl
Hi I'm trying to add an animation for a gun to my model right now, the gun came with the mmd file when I load the model up into unity it wont hide when I disable it
The gun model that is
@ebon gate yes it is
Does using an emote disable IK? or can you use the emote animation slot to trigger an FX animation and retain control?
Hmm, the avatar I made a gun animation for doesnt load/appear for other people. Anyone know why?
http://prntscr.com/hxo1y3 anyone know why id be getting told this? using a particle from ultimate vfx pack
Does anyone know how to change the material of an object in an animation?
My kanna is stuck dabbing please send help
She may die soon
I did mess up with the animation window i think
And now she's stuck
just got back ๐ oh nice :D
@finite rock any luck with it?
Pls no
trying to test my last attempt
No curse on kanna
Seriously tho anyway to stop the dabbing and just put back my char in T-pose ?
Is there any way to get eye tracking without using Blender?
@granite sapphire maybe if u go into your import setting - configure - force t pose?
The thing is that i already forced T-pose on the rigging
I just have some dabbing in the #scene
Oh, well, i can do a new scene maybe ๐ค
@finite rock just as a recap incase no one said this to you already:
emote 1-8 animations need to have their pose set on first frame no matter what. This will stop it from falling into ground and bending arms and legs forward.
as for your sound object, you only need 1 frame to make it active so throw that in at the start with it set to active.
whenever you add a new property into the timeline, unity will create 2 default keyframes (in default pose). 1 at the start and 1 at the end of your animation (if you have no specified end yet, it'll default to 1 second). You want to delete that last frame and copy and past the first frame there once you have completed your start pose. To speed things up, delete the 2nd default key frame thats placed at the end and copy and paste just property to the end, just so the game knows how long your animation is.
Nvm doesn't change a thing
http://prntscr.com/hxo1y3 anyone know why id be getting told this? using a particle from ultimate vfx pack
Ctrl Z isn't working
theres an option somewhere
in one of the tabs at the top
saw someone use it in a guide
not sure which tab tho
Whats the option called?
should be animation vontroller
@spiral sphinx if its a downloaded particle system, it might have components not supported by vrchat. click on the particle system and delete the destoryonparticles dead, animated light. Doing that however, might change how your particle works
ah nevermind @ebon gate
@unique night ive seen people use them on vrchat though
it was animator/animator parameter
I'll going to remove the sound frames that I put in the middle then
was about to suggest that ๐
your animation looks like it will last 5 frames
so you might want to extend it
how long should it be?
@spiral sphinx seen what? particle systems?
@unique night http://prntscr.com/hxog3h
or those addons to the particle?
I would recommend stripping as much as you can get away with
so you dont overload the room with lag with too many particles
@unique night Well I'm just trying to turn on the sound along with the animation
The sound has 5 seconds, so the animation needs to have 5 seconds right?
@finite rock yes, but your animation timeline is not 5 seconds if im reading it right
it should 5:00
just checking mine to confirm
I though 1:00 = 1min
na, its in seconds ๐
No one know how i can just stop all the animations and get every models back to humanoid t-pose ?
;-;
@spiral sphinx have you tested how many particles are created from that entire system? select the top one and ctrl click each one and then hit simulate
@unique night sorry but i think 1:00 = 1min
because now my animation have 5min
lol
it shouldnt be , 1:00 = 1second for me
click on the 0.05 timeline
and tell me what it says in the left side panel just below "animation"
5
@unique night i figured it out!!
@spiral sphinx nice one, what was wrong with it?
had to go through and delete each of the things named in certain particles, it still works 100%
nice ๐
@finite rock the animation timeline works in frames, there are 60 frames per second
so 1:00 = 1 second
Ok, i'll try
thats why your emote was also so quick and glitchy
ty
How do I fix this? im not sure how it even happened
anything yellow is a warning, anything red means it wont upload
click configure
and see if the bones are all correct
All green
Everything but jaw is set up
(uploads arent working right now by the way ๐ check announcements for info)
if everything is green in all sections of the configure section
im not sure why it wont recognise it
Is there anyway to download preivous avatars?
I have a working version without animations in game atm
uploaded ones? i dont think you can
If I want to do an animation where an image appears in front of my character, do I need to convert this image to fbx or can I put it straight into unity?
no idea if you can do it straight through unity, i've just fbx'd it
But do you need to create bones in it?
no
you can drag and drop it to your character
into the armature and it will follow your character
it will be parented to any bone you drag it onto
so if you want it to follow your hand, place it in the wrist or hand bone
via the heirarchy panel
how do you find animations or do you make them yourself. For example the goku power up
How do i add sound to an animation?
Mixamo.com has some animations
Also is there a way to get out of an animation in game
not sure if its waht you want though
@tepid lantern https://www.youtube.com/watch?v=m4OCpPjzJ-0
Tutorial explains: - How to create the soundfile - How to create the animation - How to trigger the animation Morgus tutorial: https://www.youtube.com/watch?...
@granite sapphire Ctrl + A in scene hierarchy , deselect object that isn't your avatar's bone, in the inspector window right click the transform component then click "Revert to prefab"
@old merlin should i open everything ? ๐
@finite rock can it not play on emotes?
It can but u will need to make a custom animation
@granite sapphire ctrl + a, should also select the child object. but you could use Ctrl + Shift + right arrow, to expand the hierarchy
it has custom emotes
Alright so. If I make a custom animation in Blender will it work the same way as importing VMDs?
It'll take some time of course but I don't care about that, I'd like to have something unique
@tepid lantern I can not help you 100%, since I'm trying to make my first animation with sound as well.
Ahhh thanks anyway
@old merlin ctrl A is doing weird stuff but i think i understand what i have to do
Thanks ;-;
@tepid lantern You can create animations with sound, and then replace the default emote inside vrchat
I had to step away, can anyone confirm if VRChat stops calculating IK when an emote is triggered?
does anyone have the value's for thumbs up?
I would like to tie an effect to an emote without killing my IK
So I am trying to put a sword into an animation,
but when I go into VRChat, it turns out my hand is twitching
anyone know the fix?
๐ค Someone give me a fun thing to animate
What does my avatar need
@finite rock thats really odd XD is their an active object property in the timeline for the avatar?
@hazy palm You sure the two frames are the same with handmovements?
@hazy palm Did you copy the first set of keyframes and copy them two 0:01 and delete the 2nd keyframes
@unique night idk maybe the sound?
Is there any way to loop an animation for like 6 mins or something?
@finite rock could you show me a screenshot with the timeline again with your heirarchy panel visible too?
ok
@tepid lantern You can make an animation loop forever but for just 6 minutes? No idea
animation loop via animation component
and i think you can turn off that component
in the animation timeline
but you cant do it for 6 minutes
make it a gesture
As an emote?
Well so far i know it only works with gestures
so it could be on by default
ah fuck i dont have vr lol
Ow well then it wont work so far i know xD
eh too much effort for a shitty joke lol
XD
Hey guys - What reasons would cause an animation to lock out other hand gestures for like 4 ~ 5 seconds?
its actually less effort than having to animate it ๐
I have a question about custom idle animations, specifically CrouchIdle.
I wish to make my character sit on a broom when I sit down/crouch in VR but I was wondering at what point of crouching does it count as a crouch, also if I move my head around is it going to cancel the animation over and over unless I'm perfectly still?
just duplicate the avatar, turn animation component on , upload
ive already got emotes n stuff
๐
@finite rock I would place the audio source in armature so its guarenteed to follow your avatar, I dont animate with the Position property
not sure if that could be causing the issue
what about the properties further below in the timeline?
and are the frames identical at start and end?
like what happens when you drag through the timeline?
If no one has any idea I'll probably just mess around and see if it looks okay or not. hahaha
let me check
@tropic hazel I'd like to know how that works too
im assuming its first frame counts as crouch
and the game just switches either instantly or animates into it by itself
but the first frame of the crouch animation would be the moment that crouch is active
you can actually go deeper into the animation system and an intro animation
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...
that tutorial goes into detail about that
by the way my avatar was sinking on the ground before, so I got the root T of the idle animation (default) and put it in my animation.
Oh boy hahah I'm probably getting myself into something way over my head
maybe this is causing problem
Anyone know how I could remove a game object at the 10 second mark of the keyframe? I want to have the item in my right hand disappear but keep the item in the left hand.
same active object property
and turn it off by unchecking it
just make sure you have a frame just before it that is on
so at frame 9:59: active object = on
at frame 10:00: active object = off
but you cant keep an item
from an emote
you can only keep an item through gestures
okay that's what I was thinking, I tried unchecking the game object on the 3rd keyframe but it stays throughout all of them.
is 10 seconds the hard cap?
yeah
How many frames would that be?
600 (but then i remember someone saying 300 frames/10 seconds is the cap, which i found odd back then)
Anyone know why i cant add properties to my animation?
and dragging it to a clone model doesnt allow you to edit?
thought i blacked out then XD
the image just disappeared
and i was like, was i imagiining it XD
ooh no wonder
your character is below the ground
the ground it that grid you see
in that screenshot its above the character
make sure the balls of her feet rest on that grid
adjust the Y value in animator.root T
its a bit trial and error adjust that value, so keep putting in random numbers that get you closer to the ground
atleast for me anyways, if i put 1 in, it goes to 0.2242342 or something
so i usually put in 5 and work down from there if the character is floating above
ok, But "the ball" of sound does not go up along with the avatar
you can position that yourself on the original model
no need to animate that
just position it to the correct position before uploading the avatar
ok
just make sure the record button isnt active
would this be the place to ask about eye tracking issues
@unique night just tested the sound thing in the hub and apparently someone could hear it
but i needed to fix the animation on the thumbs so im reuploading it, would that mean the sound wont work anymore because of what we were talking about before or would it be fine to update?
no the sound should be fine
yeah i pressed the thumbs up and it was like "WOOMY" and someone said "SPLATOON? WHERE ARE YOU?"
so i know its working
XD
@exotic ember eye tracking is automatic aslong as you have the correct eye bones and the eye mesh is merged with the face and called body
oh i can watch that sound effect now
My problem is that the eyes look downwards and the visemes start moving without any sound being processed
wont get any weird looks at office XD
xD
LAZORCHEF IS BRO SOURCE HERE : http://lazorchef.tumblr.com/post/142209111822/this-is-the-cause-of-the-previous-animation-its VOICE ACTORS BLUE INKLING - GaoG...
basically me right now
XD
Is that kizuna ai?
@exotic ember oh, not sure why it would do that. are your eye bones in the correct positon when created?
yes
@unique night im more annoyed by the visemes freaking out when my mic isnt even enabled
@finite rock yeah looks like that should be good
@exotic ember you could try recreating the avatar in a new project to see if it works?
it could be a server issue
that messed it up
during upload
ooor it could be server issues that causing havoc on the visemes
now i should stop recording and move the sound effect?
yeah ๐
kizuna ai is adorable btw
but make sure you do it on the original model
@unique night i've reuploaded it several times now, would doing a new project create that much difference?
not sure if it would
just an idea
but it could be something wrong with the model itself then
is it self made or an mmd or something?
ripped game model that I rigged and skinned
i'd take a quick gif but I dont have the tool for that
i use maya (in case you do too), but if its blender Im not sure what the process is with that
anyone here good with particles?
blender
but in maya, theres a specific order that everything should be done in
I have the correct bone hierarchy with names if thats what you mean
@unique night Should I leave the audio source enable?
I mean the order of elements on the model, so in maya I have to make sure that shape keys are positioned below the rig (in inputs). NOt sure if blender does anything similar so I might just end up confusing you unneccesarily
@finite rock no, leave it off by default
the animation will turn it on
ok
ah blender doesnt have that I believe
yeah, im not much help with blender, never used it. Hopefully someone can help you out with that
Is there a fix to where I can actually see it?
@unique night so my animation is working but it plays for like a second or so
the rune animation thing
think I found the issue
it plays for like 2 seconds
@fierce copper how long should the animation be?
yah thats what i did
oh
Is that right?
@finite rock she looks off center
or where do i have to end?
yeah
this is with samples set to 60
make sure X and Z are 0
my samples are 60 too
animation timeline works in frames
1:00 = second
ah
60 frames in a second
@finite rock x and z values in Root T i mean
Ok
you want here standing at the origin point on the grid where the 2 lines cross eachother
the 2 main lines
Is it normal when I change the value in Root T, it does not stay in the value I place?
@finite rock yeah thats normal, its annoying for me too ๐
lol
go for an extreme number and work your way back
@fierce copper yeah that looks right
I have a cloth physics cape on my avatar, but it is only visible to me, not other players. also, when it spazzes out when looked at after not looking at it and moving. Anyone know how to get cloths to work in vrchat?
@finite rock with the root T values, its like I put 1 into the value and it changes to 0.2242242 or something random
@static goblet is it using dynamic bones?
the dynamic bone plugin specifically
No, it uses unity's cloth physics. I was told by two separate users on here that it was supported
actually 4, but two separate times ๐
oh wasnt aware it was supported, its a first for me
dynamic bones definitely work though
Well it shows for me, but not for other players, so it's at least supported to some degree. I don't have dynamic bones.
@unique night For me when i put 18,2638 = -0,0001 but when i put 18,2639=-8,634 wtf
So I got my sword to be in game where I can see it, but now it is stuck on my hand ._.
How can I put it on an gesture.
gestures are 2 frame animations
Well if i put 5 = -9
I have the animation made alreadyt.
both frames have to be identical
place it into gesture file
animation override i mean
I did
I indeed do
Created an animator (which doesn't play unless I push play in the animation window) so the seal doesn't rotate. Any ideas?
then it should work, is the sword off by default on your model?
anyone having issues uploading?
I did earlier
See #announcements @fierce copper
Degraded usually means "stuff is up and down"
@finite rock was your avatar original 0,0,0 in position?
you can check on the inspector
Its connected but I dont know why it doesnt appear when I gesture.
@unique night inspector?
the tab
@hazy palm that looks like its on without the animation
on the left
judging by the heirarchy panel
do I hide it
yeah
its turned on with the first frame of the animation
it says model, is that the name of the sword?
yes
what about master sword in the heirarchy?
@unique night is it right?
@finite rock it should be 0,0,0 whenever you're uploading an avatar
wait
on position
it should say "name of object" : object is active for that property
Anyone know why this happens?
it does
Legacy is literally killing me
click animation file, go to inspecter
turn it to debug mode
and turn legacy on
then return to normal inspecter
and turn wrap mode to loop
@hazy palm I might be getting confused then because the heirarchy panel and your animation timeline are showing different names
Thanks @unique night, but now it throws this...
A quad with an image as a texture
Should I put the red line on the first or second heirachy
@hazy palm what do you mean by red line? I;m referring to this screenshot:
https://cdn.discordapp.com/attachments/390924344475254792/400010186137272320/09b37b566769a203f582b27b60bd7063.png
where it says master sword
that should be the object being turned on (and off by default)
I''m confused why it doesnt say "master sword : Game Object.is active" in your timeline
model is the master sword
its named model by default
Well great
I named it Master sword
@heady sundial hmm, im not sure why it wont work. whats the timeline like?
and it turned white
One moment. I got frustrated and bombed it. The whole using clones is silly
to prevent me from screwing I reset
For eye tracking in the mirror, does it normally look down?
i get cross eyed sometimes
pretty sure because your looking at yourself
@unique night After I finished my animation, my avatar stayed like this
@finite rock did you animate on the cloned model or the original?
cloned
oh
oh
oh
XD
top right
unclick that checkmark
then go to your original model
and click the top right
But now I got a problem
oh, just noticed you have "untitled" in your animation controller
no sildek
how to make my swor colorful again
hmm
@hazy palm could you screenshot whats inside the mastersword object on the heirarchy panel? it has a little arrow implying theres objects inside it
so do most people make the animations themselves in blender or unity
no i mean click the arrow next to the name master sword
@finite rock are there any keyframes or animation frames on the original model?
ohhhhhhh
damn ๐ฆ
@unique night do u happen to know where some of those peopl eget those like
galaxy effects
as in they turn their entire surroundsings into a dar galaxy
@hazy palm
with planets and stuff
i meant that little arrow
@fierce copper not sure on that, thats more advanced stuff
@fierce copper Its a shader
wait
nvm
I thought you were talking about body textures
Pretty sure thats all made in Blender.
@hazy palm thats what confuses me with your animation timeline, i dont understand why it says model : active object. is there not an active object property for "master Sword"?
@unique night ah okay thats a sham,e, ty tho
let me show the model
ill see if i can find some stuff
does anyone know what gesture is when we pres the trigger on touch
Rename with f2?
I'll probably go crazy if after all this, this animation does not work
@hazy palm but its called master sword in the heirarchy panel?
I named it that
if i rename something in that panel, it updates in the properties
in the heirachy panel
So let me make sure I have this right:
- Create a copy of your avatar
- Create the animation on the copy
- Create an animator on the original
- Link the animation to the animator
--Complete--
right?
just tested it
i changed body to test
and it changed to test. active object
in animation timeline
hm
im wondering if thats why you can disable and enable the sword
gesture override is just for weapons and had gestures right, the more cool shit is emote override?
yes
@heady sundial turn it to legacy and wrap mode to loop
What does that do? @unique night
@unique night Okay...
@exotic ember this is all gesture animation:
https://www.youtube.com/watch?v=bu84R7tXA4Q
This one is showing my Adult Gon Avatar from hunter x hunter. Closing my fist will start the Janken animation complete with sound effect (proximity based so ...
Does it apply to prop animations though?
@unique night yeah but I wanna do a fucking dio road roller and time stop
that involves moving the whole character so I doubt gesture would work
really at all?
so you can have another model with its own animation components
and then just phase out the current non animated model?
body animations on gestures are limited to 2 frames that have to be identical
@unique night i found a skybox asset, could this be used on an emote to cover the air around me and other people?
or doesnt it work that way
@unique night is the handopen gesture override a idle stance or button related?
@tired hazel i think its just open hand in general, no finger sclosed or anything
Bit of a weird question but what does "Fall" correlate to in VRC on the CustomOverride Controller?
@scenic crag When is your character falling?
@hazy palm you did the Lazoi tutorial right?
I have
@finite rock Ohh that makes sense, thanks!
well i don't know to be honest
@hazy palm i genuinely believe its to do with the name of the object. dont change the name when you put it on your character and see if that works. your keyframes seemed correct apart from the name
Sounds about right
so do you want me to rename it model?
Well the active state just needs to be toggled on in the animator which saves an animation in the root folder, then you just associate the animation with one of the emotes in the animator, then stuff the emote animator in the custom animation slot
Renaming stuff after the animation is complete will just ruin the animator, right?
Just did
and make sure that the sword is turned off by default
Yes, the checkbox in the inspector
Can you not bind the face changes to an emote on PC?
the top tick box next to the name in inspecter
wow.
@gentle arch animations are VR only pretty much
I litterly
So i got my model down to 19345 tris, would this be low enough to add some animations?
just noticed
it can be turned off by default
I have been making it disapear from the actual model
oooh XD
I thought so. I got it to do it once but I'm not really sure how I did it lol
from "model" instead of "default"
Hi i have a question is there a way to trigger effects without a vrhead set?
Dont believe so
yeah i was fixated on the master sword name but default would work too ๐