#animation

1 messages ยท Page 18 of 1

unique night
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for me it says "create animation" i think, i'll have to check when i get home

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but thats a massive timesaver ๐Ÿ˜ฎ

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i'll pester you later about it if i'm stuck ๐Ÿ˜›

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as for your gesture idea, this is what i think:

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first 2 frames being identical: hand pose, gun position change. activate particle systems (all of them)

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then in the particle systems change the duration and start delay accordingly

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so they play after another

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or you can use the emission control

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to fire them at specific seconds

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with the base emission rate at 0

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thats how i did my gon animation

glacial pike
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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

unique night
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you have to roleplay that ๐Ÿ˜›

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like for my gon animation i have to make the arm positions in person every time

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and time my punch with the particles

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and sound effects

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unless by position and rotation you're doing crazy athletic stuff XD

glacial pike
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well movement would work yes, hand and lag and head

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I got some arm kinda things aside my character that move to point forward xD

serene lava
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How do you do animations for a non humanoid

unique night
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@serene lava thats going into more advanced stuff but here: https://docs.google.com/document/d/10BuA_ybyXSSXqXuf6cDyPm52VIpqptgyvuRaphcYH0M/edit

fierce copper
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okay so i made a duplicate

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it has a hidden particle effect

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made the animation clip

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added the particle in it and pressed isactive

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now its in the ground

unique night
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the character or the particle?

fierce copper
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the character

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and the particles are bent aswell

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as in, the rotation

unique night
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the particle is tied to the wrist

fierce copper
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i cant drag it in a straight line anymore

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yah

unique night
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so you need to adjust the arm

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in the timeline

fierce copper
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at the first frame already right?

unique night
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add property: animator > anything in here that helps

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first frame yeah

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and if you want to animate movement you can add more frames

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so to move the character out of ground, get the animator:root T property into the timeline

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and its the Y value you want to edit

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to bring it up

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there is the method that Areathy mentioned too

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which i havent tried yet

fierce copper
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yah that method didnt work for me

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the moment i create an animation clip on the 'normal' character

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it goes into the ground aswell

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tried it with another duplicate

unique night
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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?

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i cant see frames on my original model

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without creating an animation

fierce copper
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@unique night using the root T m,ethod, do the tips of the shoe have to touch the y axis?

unique night
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that grid you see in the scene? yeah

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the root T is a bit buggy though

fierce copper
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so like this?

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but a little bit down

unique night
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that looks ok

fierce copper
unique night
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you might have to adjust the legs

fierce copper
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its still flying though

unique night
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oh yeah, its a little high

fierce copper
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yah the viewing point was a bit weird

unique night
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just adjust the numbers until the ball of the feet are on the grid

fierce copper
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the ball?

unique night
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but you might need to adjust the legs too

clear yew
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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?

fierce copper
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not the toes?

unique night
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whichever works ๐Ÿ˜ƒ

clear yew
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since they're both humanoids

unique night
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the knees look like they are bent slightly too

fierce copper
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so like this?

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and yah the knees are bent

unique night
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yeah that looks right, but be sure to check it after you straight the legs

fierce copper
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oooh

unique night
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you might find the legs going into the ground

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but you're on the right track now ๐Ÿ˜ƒ

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@clear yew yeah you can share animations between characters

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just need to import the .anim file

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if it was animated via unity

glacial pike
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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 ๐Ÿ˜ƒ

clear yew
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the anim is part of a fbx file

unique night
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@clear yew dont have experience with that but I know its possible

fierce copper
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oooooh

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wait let me try that

clear yew
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you can extract it with ctrl+d

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๐Ÿ˜ƒ thanks google

unique night
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๐Ÿ˜„

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@glacial pike by animation tab, you mean the timeline for the original model?

fierce copper
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i cant seem to get the notes from my working one

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without it breaking

glacial pike
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let me see if I can get a schreenshot :3

unique night
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thanks, i feel so dumb XD

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๐Ÿ˜ข

glacial pike
clear yew
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@unique night how do you go about using .anim files from different models with a new one?

fierce copper
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yah i know what u meant

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but how do u get it like that

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because the moment i try to get that data

glacial pike
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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

fierce copper
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yah i know how u do it once u can see the data

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butr how do u get that data

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because its not working

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the moment i make an animation clip its empty on the main thing

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but if i do anything

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it goes into the gorund

unique night
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@clear yew you want to use the animation override asset

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it has idle,walk forward etc

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that can be replaced with other animation files

clear yew
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yeah i got that part.. but putting the other anim on it doesnt seem to do anything but ill try i guess

unique night
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as long as the rig is the same or similar it should work fine

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@clear yew just to make sure, the animation override is plugging into the vrc descriptor component under custom standing anim or custom sitting anim?

clear yew
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im doing it on standing

glacial pike
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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

clear yew
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cause im overriding a walking anim

unique night
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have you tested the anim file on a duplicate clone?

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duplicate it and drag and drop the animation onto it in the heirarchy and then open the animation timeline

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and play the animation

fierce copper
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ill just do it the slow way

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atleast i can get that to work

clear yew
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i tried it on the animation timeline and it didnt do shit

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but it works on the original character

unique night
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the rig is the same?

clear yew
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the bone names are different

unique night
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thats probably why

clear yew
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thats what i was saying bone names are different.. why isnt there a way to just straight up recognize that its a humanoid

unique night
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the timeline uses animator properties that are tied to the bone names

clear yew
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and move the humanoids "x" part

unique night
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vrchat avatars need to be named specifically

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when it comes to bones

clear yew
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so ill have to rename every bone in this anim if i want it to work with vrchat?

unique night
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i assume so, but i havent imported any fbx animations

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i normally just animate in unity, and reimport that anim file between different projects

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to use on other characters

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hopefully someone who has experience with imported animations from non unity sources can help you with that

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@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

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unless we have to press play?

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to get the idle animation displayed?

glacial pike
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I'm not sure why it works, I don't press anything special :/

unique night
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unity is playing favourites.....not fair

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๐Ÿ˜›

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i'll try to see if i can get it working when i get back

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it would save so much time and fustration

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as i hate the animator.root T property

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its so glitchy when trying to adjust in the timeline

fierce copper
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@unique night

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so like this at both sides?

unique night
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I personally place them into the pose that i am at naturally

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so i place them down by my waist

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so that when the emote starts theres only a small amount of snapping to that pose

fierce copper
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oh wait that might actually look better yah

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mkay give me a moment

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xD

unique night
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๐Ÿ˜ƒ

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although you're particle will need some adjusting too

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as the wrists will be pointing down

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you could do something like have that arm move up a little so hes holding his arm out

clear yew
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@unique night fastest way to add multiple properties to animation section?

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i got a lot to add

unique night
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Areathy's method is you can get it to work

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for now i've been adding them in seperately T_T

fierce copper
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is there a way to make it so that he stretches his arm out forward after which he then fires the ball?

unique night
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yes

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first frame have the start pose

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and lets say you want it to take half a second to raise his arm

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place the new pose with a new keyframe at half a second in

clear yew
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then activate the pfx

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and move it

unique night
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then for the particle system, create 2 frames

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first one is off

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2nd is on

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have the 1st one a frame before the arm animation completes

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and the 2nd frame on the same point as the arms 2nd keyframes

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hopefully that made sense XD

fierce copper
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eh

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partly

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i followed it untill u got to the particle system

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xD

clear yew
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@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?

unique night
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particle system needs can have 2 frames, first one is setting the active object to off, 2nd sets it on

finite rock
unique night
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and just move it in the timeline so they occur at the point the arm finishes moving

fierce copper
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idk

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i

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cant

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this is

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frustrating

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even tho it doesnt have the data to go back in the ground

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anywhere

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it does

unique night
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its probably the end keyframes

fierce copper
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it doesnt animate itself to do what i entered the numbers and all that for

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no no no

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it slowly goes back into the ground

unique night
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yeah

fierce copper
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and bends its arms and knees

unique night
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anytime you add a property

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it adds default keyframes at the end of the animation

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or 1 second by default

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just delete those

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hit the F key in the timeline

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so it shows all keyframes

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without any properties selected

fierce copper
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yah i did

unique night
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it shouldnt sink in that case

fierce copper
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well

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it mkagically

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reset all my work

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from the past 10 minutes

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since the default post

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is back in the gorund

unique night
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did you have the play button pressed?

fierce copper
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no

unique night
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@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

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@fierce copper not sure why it reset for you

fierce copper
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good thing i had a screenshot

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i can just fill in all the numbers again

clear yew
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i mean, 1st frame its pose, but blank from 1st to the end must be empty? and what in the last frame?

unique night
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for last frame, you can duplicate the 1st ones

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you can add stuff in between if you want to have your character move though

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i just assumed you wanted just the face expression to change

clear yew
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oke

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yes only face

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for now ๐Ÿ˜„

unique night
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@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

fierce copper
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yah i know

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its red

unique night
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also make sure the red record button is active in the animation timeline

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oh ok

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no idea why it'd erase that

fierce copper
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idk either

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im almost back at where i was

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in the default pose, are the wrisst turned with the paml forwards or towards their body?

unique night
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by default, you mean T pose? or the natural pose you'll have when standing?

fierce copper
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natural pose

unique night
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palms facing inwards

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with thumbs facing forward

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for me anyways

fierce copper
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ah okay

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ty

unique night
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you can always stand up and see how you're hands are when standing

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@finite rock can you screenshot your timeline of that emote?

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or what should she be doing?

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(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)

clear yew
finite rock
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@unique night Should i send pvt?

unique night
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@clear yew that seems good, the position property at the start doesnt seem like it'll do much though, not sure if thats neccessary

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but if works thats fine

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just hit the play button to test it out

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and see what it looks like

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once its playing, switch the window tab from game to scene

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so you can view it in the same work space

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and then dont forget to stop the play after as any edits during the play preview will not be saved

clear yew
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oh its jumps a little, maybe its higher than ground

unique night
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@finite rock if you want, but you might get an answer from someone else if you post it here

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@clear yew, yeah you got the hang of it it seems, just keep tweaking and previewing ๐Ÿ˜ƒ

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anyways im offline for a bit, good luck ๐Ÿ˜„

clear yew
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@unique night thx you!)

fierce copper
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fuck

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my savior is gone

mystic umbra
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im fuckiogn dying here

fierce copper
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so am i

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xD

mystic umbra
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no you dont understand

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Fucking mixamo Broke my avatar's upper spinme

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So now every dance move I do for custom emotes

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I look like im grinding on someo9ne

clear yew
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nice

zinc pasture
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I don't see a downside

clear yew
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sounds like a win in my book

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just call in the grind emote instead of the spin emote

oak fable
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how do i add avatar animations?

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should i add a component and import another layer from mixamo?

mystic umbra
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why did mixamo break my back tho

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This is fucking hilarious

undone glade
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@oak fable Well first what kind of animation?

oak fable
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i just found some, but let's say dance moves

ebon gate
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How do I actually add mixamo animations to models?

undone glade
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I wouldn't know anything about the dancing side, but you're in the right place at least

mystic umbra
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Im looks for some good animations for dancing

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Aside from mixamo

oak fable
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@ebon gate i think u just need to select one and then download

undone glade
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Now if you need help getting a Finnish Anti Tank Rifle for your avatar. I got you covered ๐Ÿ‘Œ

oak fable
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and just apply to ur project

ebon gate
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its not working in game though

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in the emote 3 slot

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or am I doing somthing wrong?

sullen hill
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@ebon gate The custom override should be placed in your VRC descriptor

trim nimbus
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needs more dynamic ๐Ÿ…ฑones

ebon gate
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@sullen hill Where in there exactly?

undone glade
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Avatar Descriptor above dynamic bone

ebon gate
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I mean where in the Avatar Descriptor

pastel ravine
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yep

undone glade
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Open it up and there should be a box saying something like standing animation or something

ebon gate
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This is a dance animation though

undone glade
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You have two; one for standing animations and one for sitting animations.

pastel ravine
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ye

ebon gate
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or do I still put it there?

pastel ravine
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standing is for emotes

sullen hill
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Place it in Custom Standing Anims

pastel ravine
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and stuff

ebon gate
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OH

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I get you

pastel ravine
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sitting is for sitting emotes

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and stuff

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for sitting

ebon gate
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yeah I get it now

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thanks

clear yew
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hanging is for noose emotes

ebon gate
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Also is 3 dynamic bones to many๏ผŸ

sullen hill
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nope

trim nimbus
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depends on how many bones in total are affected

sullen hill
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Unless you mean you have 3 dynamic bone scripts that have several bones in each

pastel ravine
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i think iv done worse

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its really counting on the pc

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as i think its done on cpu cycles

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or on the cpu

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not gpu

trim nimbus
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personally I wouldn't go over 20 affected bones in total

pastel ravine
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so if someone is hitting 100% already

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there framerate will be affected

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well it will effect everyones fps

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somewhat

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idk by how much

clear yew
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@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?

pastel ravine
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for the emotes i have no clue

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alos

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also if you wanna do a pose

ebon gate
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The emote limit is 10 seconds right?

clear yew
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19999 polys + 40 dynamic bone scripts lets go

pastel ravine
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just do it in blender or your 3d program of choise

ebon gate
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19998 ploys

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mine runs better

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by 1

pastel ravine
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it will convert to unitys humanoid rig

finite rock
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Hey guys, I'm trying to make a simple animation (just a sound coming out when I activate the animation)

clear yew
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cause its 2 frame long?

finite rock
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So i should do more frames?

clear yew
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try at least

finite rock
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Can I just use ctrl c / ctrl v on the first frame and repeat until the end?

clear yew
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try makin the 1st and the last, left blank frames between

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stop recording button and use play in animation to see if you model moving or smht idk

finite rock
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nop, he gets stuck in the crouching position

clear yew
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so you need to animate pose

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on 1st and last frame (copy 1st)

finite rock
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Maybe it's because I do not have any VR equipment?

clear yew
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i've just created my first 30 min ago, i dont have vr to, oh and u overriding emotes 1-8? or another?

ebon gate
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Is it possible to have sound clips play as an animation happens?

finite rock
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Emote 1-8

fierce copper
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@unique night so i did everything but it still clips me into the ground without playing any animation

clear yew
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this must be your body parts

finite rock
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Did you have to leave your character in the idle position?

clear yew
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in 1st frame?

finite rock
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yeah

clear yew
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you have to make pose what you want

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now probably model kinda sit

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so add smth from animator and change numbers

fierce copper
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nevermind got it to work @unique night

clear yew
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this is about pose, idk about sounds, sry

finite rock
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I think the pose that is bugging the avatar

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Because from what I understand, to activate the sound along with the animation you just need to put the audio source in the animation

clear yew
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perhaps fill the blank with sound

finite rock
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ok i'll try both ( your standing pose + sound)

clear yew
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but try your numbers

finite rock
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ok

clear yew
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gl

vivid hare
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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

ebon gate
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Emote 5 is dance correct?

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Normally

vivid hare
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The gun model that is

glacial pike
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@ebon gate yes it is

sonic tiger
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Does using an emote disable IK? or can you use the emote animation slot to trigger an FX animation and retain control?

surreal crater
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Hmm, the avatar I made a gun animation for doesnt load/appear for other people. Anyone know why?

spiral sphinx
chilly girder
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Does anyone know how to change the material of an object in an animation?

granite sapphire
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My kanna is stuck dabbing please send help

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She may die soon

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I did mess up with the animation window i think

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And now she's stuck

fierce copper
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@unique night

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my next project

unique night
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just got back ๐Ÿ˜„ oh nice :D
@finite rock any luck with it?

fierce copper
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@granite sapphire thats what u get fo trying to dab

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youve been cursed

granite sapphire
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Pls no

finite rock
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trying to test my last attempt

granite sapphire
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No curse on kanna

finite rock
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but unity is not helping me

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lol

granite sapphire
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Seriously tho anyway to stop the dabbing and just put back my char in T-pose ?

finite rock
sullen hill
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Is there any way to get eye tracking without using Blender?

ebon gate
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Oh shit I deleted my animation controller

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how do I make a new one

finite rock
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@granite sapphire maybe if u go into your import setting - configure - force t pose?

granite sapphire
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The thing is that i already forced T-pose on the rigging

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I just have some dabbing in the #scene

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Oh, well, i can do a new scene maybe ๐Ÿค”

fierce copper
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@ebon gate ctrl z

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should work

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if it wasnt too long ago

unique night
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@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.

fierce copper
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otherwise its at the top

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somewhere

granite sapphire
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Nvm doesn't change a thing

spiral sphinx
ebon gate
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Ctrl Z isn't working

fierce copper
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theres an option somewhere

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in one of the tabs at the top

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saw someone use it in a guide

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not sure which tab tho

ebon gate
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Whats the option called?

fierce copper
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should be animation vontroller

unique night
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@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

fierce copper
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ah nevermind @ebon gate

spiral sphinx
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@unique night ive seen people use them on vrchat though

finite rock
fierce copper
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it was animator/animator parameter

finite rock
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I'll going to remove the sound frames that I put in the middle then

unique night
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was about to suggest that ๐Ÿ˜„

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your animation looks like it will last 5 frames

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so you might want to extend it

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how long should it be?

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@spiral sphinx seen what? particle systems?

spiral sphinx
unique night
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or those addons to the particle?

spiral sphinx
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thats the entire particle

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all of it

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well, the two

unique night
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I would recommend stripping as much as you can get away with

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so you dont overload the room with lag with too many particles

finite rock
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@unique night Well I'm just trying to turn on the sound along with the animation

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The sound has 5 seconds, so the animation needs to have 5 seconds right?

unique night
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@finite rock yes, but your animation timeline is not 5 seconds if im reading it right

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it should 5:00

finite rock
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oh

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lol

unique night
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just checking mine to confirm

finite rock
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I though 1:00 = 1min

unique night
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na, its in seconds ๐Ÿ˜›

granite sapphire
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No one know how i can just stop all the animations and get every models back to humanoid t-pose ?

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;-;

unique night
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@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

finite rock
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@unique night sorry but i think 1:00 = 1min

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because now my animation have 5min

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lol

unique night
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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"

finite rock
#

5

unique night
#

yes, that means its 5 frames only

#

60 frames per second

spiral sphinx
#

@unique night i figured it out!!

unique night
#

@spiral sphinx nice one, what was wrong with it?

finite rock
spiral sphinx
#

had to go through and delete each of the things named in certain particles, it still works 100%

unique night
#

nice ๐Ÿ˜„

#

@finite rock the animation timeline works in frames, there are 60 frames per second

#

so 1:00 = 1 second

finite rock
#

Ok, i'll try

unique night
#

thats why your emote was also so quick and glitchy

finite rock
#

ty

ebon gate
unique night
#

if its non humanoid its fine

#

its just a warning

ebon gate
#

it is humanoid though

unique night
#

anything yellow is a warning, anything red means it wont upload

#

click configure

#

and see if the bones are all correct

ebon gate
#

Everything but upper chest is there

#

It was fine about half an hour ago

unique night
#

is the skeleton showing red in that panel?

#

or is everything green?

ebon gate
#

All green

unique night
#

also what about the hand bones?

#

and head bones?

ebon gate
#

Everything but jaw is set up

unique night
#

(uploads arent working right now by the way ๐Ÿ˜› check announcements for info)

#

if everything is green in all sections of the configure section

#

im not sure why it wont recognise it

ebon gate
#

Is there anyway to download preivous avatars?

#

I have a working version without animations in game atm

unique night
#

uploaded ones? i dont think you can

finite rock
#

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?

unique night
#

no idea if you can do it straight through unity, i've just fbx'd it

finite rock
#

But do you need to create bones in it?

unique night
#

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

finite rock
#

nice

#

ty

gloomy kayak
#

how do you find animations or do you make them yourself. For example the goku power up

tepid lantern
#

How do i add sound to an animation?

ebon gate
tepid lantern
#

Also is there a way to get out of an animation in game

ebon gate
#

not sure if its waht you want though

finite rock
old merlin
#

@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"

granite sapphire
#

@old merlin should i open everything ? ๐Ÿ‘€

tepid lantern
#

@finite rock can it not play on emotes?

finite rock
#

It can but u will need to make a custom animation

old merlin
#

@granite sapphire ctrl + a, should also select the child object. but you could use Ctrl + Shift + right arrow, to expand the hierarchy

tepid lantern
#

it has custom emotes

keen elk
#

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

finite rock
#

@tepid lantern I can not help you 100%, since I'm trying to make my first animation with sound as well.

tepid lantern
#

Ahhh thanks anyway

granite sapphire
#

@old merlin ctrl A is doing weird stuff but i think i understand what i have to do

#

Thanks ;-;

finite rock
#

@tepid lantern You can create animations with sound, and then replace the default emote inside vrchat

tepid lantern
#

Ah, so how would i add the sound in?

#

ill figure it out

sonic tiger
#

I had to step away, can anyone confirm if VRChat stops calculating IK when an emote is triggered?

clear yew
sonic tiger
#

I would like to tie an effect to an emote without killing my IK

finite rock
#

@unique night Now my avatar is invisible when I activate the animation

#

lol

hazy palm
#

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?

unkempt moat
#

๐Ÿค” Someone give me a fun thing to animate
What does my avatar need

unique night
#

@finite rock thats really odd XD is their an active object property in the timeline for the avatar?

unkempt moat
#

@hazy palm You sure the two frames are the same with handmovements?

clear yew
#

@hazy palm Did you copy the first set of keyframes and copy them two 0:01 and delete the 2nd keyframes

finite rock
#

@unique night idk maybe the sound?

tepid lantern
#

Is there any way to loop an animation for like 6 mins or something?

unique night
#

@finite rock could you show me a screenshot with the timeline again with your heirarchy panel visible too?

finite rock
#

ok

unkempt moat
#

@tepid lantern You can make an animation loop forever but for just 6 minutes? No idea

tepid lantern
#

How forever?

#

And how do you stop it?

#

@unkempt moat

unique night
#

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

tepid lantern
#

i mean like

#

in game

#

how would you stop it

#

if it was an emote

unique night
#

make it a gesture

unkempt moat
#

As an emote?
Well so far i know it only works with gestures

unique night
#

so it could be on by default

tepid lantern
#

ah fuck i dont have vr lol

unkempt moat
#

Ow well then it wont work so far i know xD

unique night
#

how about 2 different avatars?

#

one with it on and one with it off

tepid lantern
#

eh too much effort for a shitty joke lol

unique night
#

XD

rich scarab
#

Hey guys - What reasons would cause an animation to lock out other hand gestures for like 4 ~ 5 seconds?

unique night
#

its actually less effort than having to animate it ๐Ÿ˜›

finite rock
tropic hazel
#

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?

unique night
#

just duplicate the avatar, turn animation component on , upload

tepid lantern
#

ive already got emotes n stuff

unique night
#

๐Ÿ˜›

#

@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?

tropic hazel
#

If no one has any idea I'll probably just mess around and see if it looks okay or not. hahaha

finite rock
#

let me check

unique night
#

@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

#

that tutorial goes into detail about that

finite rock
#

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.

tropic hazel
#

Oh boy hahah I'm probably getting myself into something way over my head

finite rock
#

maybe this is causing problem

unique night
#

Root T is what I use to position avatar on ground

#

the Y value specifically

chilly girder
#

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.

unique night
#

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

chilly girder
#

okay that's what I was thinking, I tried unchecking the game object on the 3rd keyframe but it stays throughout all of them.

ebon gate
#

is 10 seconds the hard cap?

unique night
#

yeah

ebon gate
#

How many frames would that be?

unique night
#

600 (but then i remember someone saying 300 frames/10 seconds is the cap, which i found odd back then)

tepid lantern
#

Anyone know why i cant add properties to my animation?

unique night
#

any property in general?

#

is it a read only animation?

tepid lantern
#

uhhhh

#

idk

unique night
#

or a brand new custom one

#

is it a blank animation?

tepid lantern
#

i was given it

#

no

unique night
#

and dragging it to a clone model doesnt allow you to edit?

tepid lantern
#

didnt try that

#

nope

#

oh wait

#

it does

#

audio source in the way

finite rock
#

wrong print

#

sorry

tepid lantern
#

yea not working

#

fug

unique night
#

thought i blacked out then XD

#

the image just disappeared

#

and i was like, was i imagiining it XD

finite rock
#

lol sorry

unique night
#

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

finite rock
#

ok, But "the ball" of sound does not go up along with the avatar

unique night
#

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

finite rock
#

ok

unique night
#

just make sure the record button isnt active

exotic ember
#

would this be the place to ask about eye tracking issues

clear yew
#

@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?

unique night
#

no the sound should be fine

clear yew
#

i havent changed the audio only the thumbs

#

alright

unique night
#

if the settings worked previously

#

but glad its working ๐Ÿ˜„

clear yew
#

yeah i pressed the thumbs up and it was like "WOOMY" and someone said "SPLATOON? WHERE ARE YOU?"

#

so i know its working

#

XD

unique night
#

@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

exotic ember
#

My problem is that the eyes look downwards and the visemes start moving without any sound being processed

unique night
#

wont get any weird looks at office XD

unique night
#

XD

finite rock
#

done?

clear yew
#

Is that kizuna ai?

unique night
#

@exotic ember oh, not sure why it would do that. are your eye bones in the correct positon when created?

finite rock
#

yes

exotic ember
#

@unique night im more annoyed by the visemes freaking out when my mic isnt even enabled

unique night
#

@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

finite rock
#

now i should stop recording and move the sound effect?

unique night
#

yeah ๐Ÿ˜ƒ

clear yew
unique night
#

but make sure you do it on the original model

exotic ember
#

@unique night i've reuploaded it several times now, would doing a new project create that much difference?

unique night
#

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?

exotic ember
#

ripped game model that I rigged and skinned

#

i'd take a quick gif but I dont have the tool for that

unique night
#

i use maya (in case you do too), but if its blender Im not sure what the process is with that

devout loom
#

anyone here good with particles?

exotic ember
#

blender

unique night
#

but in maya, theres a specific order that everything should be done in

exotic ember
#

I have the correct bone hierarchy with names if thats what you mean

finite rock
#

@unique night Should I leave the audio source enable?

unique night
#

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

finite rock
#

ok

unique night
#

want some sound settings btw?

#

or did the sound work fine before?

exotic ember
#

ah blender doesnt have that I believe

hazy palm
#

So I got the animation working,

#

but I do not see my sword

unique night
#

yeah, im not much help with blender, never used it. Hopefully someone can help you out with that

hazy palm
#

Is there a fix to where I can actually see it?

fierce copper
#

@unique night so my animation is working but it plays for like a second or so

hazy palm
#

wait

#

nvm

fierce copper
#

the rune animation thing

exotic ember
#

think I found the issue

fierce copper
#

it plays for like 2 seconds

unique night
#

@fierce copper how long should the animation be?

fierce copper
#

eh

#

as long as possible

#

so 10 i guess

unique night
#

add a keyframe at 10:00

#

for any property

fierce copper
#

yah thats what i did

unique night
#

oh

fierce copper
#

this is whatt it looks like

#

with it activating at 1 and finishing at 9

finite rock
unique night
#

thats 10 frames

#

10 seconds is 10:00

fierce copper
#

wait

#

shouldnt it be 1:00 then

unique night
#

@finite rock she looks off center

fierce copper
#

or where do i have to end?

finite rock
#

yeah

fierce copper
#

this is with samples set to 60

unique night
#

make sure X and Z are 0

#

my samples are 60 too

#

animation timeline works in frames

#

1:00 = second

fierce copper
#

ah

unique night
#

60 frames in a second

fierce copper
#

yah

#

ty

unique night
#

@finite rock x and z values in Root T i mean

finite rock
#

Ok

unique night
#

you want here standing at the origin point on the grid where the 2 lines cross eachother

#

the 2 main lines

finite rock
#

Is it normal when I change the value in Root T, it does not stay in the value I place?

fierce copper
#

@unique night

#

like this?

unique night
#

@finite rock yeah thats normal, its annoying for me too ๐Ÿ˜›

finite rock
#

lol

unique night
#

go for an extreme number and work your way back

#

@fierce copper yeah that looks right

static goblet
#

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?

unique night
#

@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

static goblet
#

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 ๐Ÿ˜›

unique night
#

oh wasnt aware it was supported, its a first for me

#

dynamic bones definitely work though

static goblet
#

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.

finite rock
#

@unique night For me when i put 18,2638 = -0,0001 but when i put 18,2639=-8,634 wtf

unique night
#

๐Ÿ˜ฎ thats too extreme

#

XD

#

I was talking like 5 or 10

#

XD

hazy palm
#

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.

unique night
#

gestures are 2 frame animations

finite rock
#

Well if i put 5 = -9

hazy palm
#

I have the animation made alreadyt.

unique night
#

both frames have to be identical

#

place it into gesture file

#

animation override i mean

hazy palm
#

I did

unique night
#

but the gesture slot you want it to be in

#

you have vr? just to make sure

hazy palm
#

I indeed do

heady sundial
hazy palm
unique night
#

then it should work, is the sword off by default on your model?

hazy palm
#

yes

#

it is connected

fierce copper
#

anyone having issues uploading?

hazy palm
#

I did earlier

heady sundial
fierce copper
#

yah but it worked like 10 minutes ago

#

for me

#

so i assumed it was fixed

heady sundial
#

Degraded usually means "stuff is up and down"

fierce copper
#

guess i was lucky and got through somehow

#

yah

unique night
#

@finite rock was your avatar original 0,0,0 in position?

#

you can check on the inspector

hazy palm
finite rock
#

@unique night inspector?

hazy palm
#

the tab

unique night
#

@hazy palm that looks like its on without the animation

hazy palm
#

on the left

unique night
#

judging by the heirarchy panel

hazy palm
#

do I hide it

unique night
#

yeah

hazy palm
#

Ok

#

its hidden now

unique night
#

its turned on with the first frame of the animation

jaunty gust
#

woah that oudlane shade

#

i love it

#

outline*

hazy palm
#

They are the same

#

I changed the Object from 0 to 1

#

I think that is what it was

unique night
#

it says model, is that the name of the sword?

hazy palm
#

yes

unique night
#

what about master sword in the heirarchy?

finite rock
hazy palm
#

wdym

#

oh

#

That is the model

#

the master sword

unique night
#

@finite rock it should be 0,0,0 whenever you're uploading an avatar

hazy palm
#

wait

unique night
#

on position

hazy palm
#

so I take it out of the file?

#

I think that was it

#

._.

#

I am stupid

unique night
#

it should say "name of object" : object is active for that property

heady sundial
hazy palm
#

it does

heady sundial
#

Legacy is literally killing me

unique night
#

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

heady sundial
unique night
#

what is the animation component applied to?

#

the whole avatar or a specific mesh?

heady sundial
#

A quad with an image as a texture

hazy palm
#

Should I put the red line on the first or second heirachy

heady sundial
#

Literally all it's supposed to do is turn the quad

unique night
#

where it says master sword

#

that should be the object being turned on (and off by default)

hazy palm
#

I know

#

Im probably confusing you

#

rn

unique night
#

I''m confused why it doesnt say "master sword : Game Object.is active" in your timeline

hazy palm
#

model is the master sword

#

its named model by default

#

Well great

#

I named it Master sword

unique night
#

@heady sundial hmm, im not sure why it wont work. whats the timeline like?

hazy palm
#

and it turned white

heady sundial
#

One moment. I got frustrated and bombed it. The whole using clones is silly

hazy palm
#

to prevent me from screwing I reset

exotic ember
#

For eye tracking in the mirror, does it normally look down?

unique night
#

i get cross eyed sometimes

hazy palm
#

pretty sure because your looking at yourself

exotic ember
#

okay so its normal then sweet

#

its hard to test it if its bugged in the mirror

finite rock
hazy palm
#

Crap

#

Why is my mastersword white.

unique night
#

@finite rock did you animate on the cloned model or the original?

hazy palm
#

loks like the origional

#

original*

jaunty gust
#

yeah

#

owo

finite rock
#

cloned

unique night
#

oh

hazy palm
#

oh

jaunty gust
#

oh

unique night
#

XD

hazy palm
#

top right

#

unclick that checkmark

#

then go to your original model

#

and click the top right

#

But now I got a problem

unique night
#

oh, just noticed you have "untitled" in your animation controller

hazy palm
#

me?

#

First

#

I gotta figure out

unique night
#

no sildek

hazy palm
#

how to make my swor colorful again

finite rock
#

hmm

unique night
#

@hazy palm could you screenshot whats inside the mastersword object on the heirarchy panel? it has a little arrow implying theres objects inside it

finite rock
#

lol

exotic ember
#

so do most people make the animations themselves in blender or unity

unique night
#

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?

finite rock
#

ohhhhhhh

hazy palm
finite rock
#

No, but maybe I started an unintentional animation

#

Back to the beginning

#

aaaaaaaa

unique night
#

damn ๐Ÿ˜ฆ

hazy palm
#

I got it colorful again >:)

#

now just the animation

fierce copper
#

@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

unique night
fierce copper
#

with planets and stuff

unique night
#

i meant that little arrow

hazy palm
unique night
#

@fierce copper not sure on that, thats more advanced stuff

hazy palm
#

@fierce copper Its a shader

#

wait

#

nvm

#

I thought you were talking about body textures

#

Pretty sure thats all made in Blender.

unique night
#

@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"?

fierce copper
#

@unique night ah okay thats a sham,e, ty tho

hazy palm
#

let me show the model

fierce copper
#

ill see if i can find some stuff

tired hazel
#

does anyone know what gesture is when we pres the trigger on touch

hazy palm
#

its named model

#

so it shows up as

#

model

plush meadow
#

Rename with f2?

finite rock
#

I'll probably go crazy if after all this, this animation does not work

unique night
#

@hazy palm but its called master sword in the heirarchy panel?

hazy palm
#

I named it that

unique night
#

if i rename something in that panel, it updates in the properties

hazy palm
#

in the heirachy panel

heady sundial
#

So let me make sure I have this right:

  1. Create a copy of your avatar
  2. Create the animation on the copy
  3. Create an animator on the original
  4. Link the animation to the animator
    --Complete--
    right?
unique night
#

just tested it

#

i changed body to test

#

and it changed to test. active object

#

in animation timeline

hazy palm
#

hm

unique night
#

im wondering if thats why you can disable and enable the sword

hazy palm
#

because the sword model?

#

maybe if I change the sword model

exotic ember
#

gesture override is just for weapons and had gestures right, the more cool shit is emote override?

hazy palm
#

yes

unique night
#

@heady sundial turn it to legacy and wrap mode to loop

hazy palm
#

pretty sure

#

@unique night I can screenshare

plush meadow
#

What does that do? @unique night

heady sundial
#

@unique night Okay...

unique night
plush meadow
#

Does it apply to prop animations though?

exotic ember
#

@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

unique night
#

you cant do body animations

#

but you can trigger objects

exotic ember
#

really at all?

unique night
#

so you can have another model with its own animation components

exotic ember
#

and then just phase out the current non animated model?

unique night
#

body animations on gestures are limited to 2 frames that have to be identical

fierce copper
#

@unique night i found a skybox asset, could this be used on an emote to cover the air around me and other people?

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or doesnt it work that way

hazy palm
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I just put another model into the game

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I changed the name

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nothing happend

tired hazel
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@unique night is the handopen gesture override a idle stance or button related?

unique night
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@tired hazel i think its just open hand in general, no finger sclosed or anything

scenic crag
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Bit of a weird question but what does "Fall" correlate to in VRC on the CustomOverride Controller?

tired hazel
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i am missing one gesture then

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on touch when i press trigger

heady sundial
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Maybe Quads just can't be animated.

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I mean it worked on the clone.

hazy palm
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im confused now

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why doesnt it work?

finite rock
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@scenic crag When is your character falling?

heady sundial
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@hazy palm you did the Lazoi tutorial right?

hazy palm
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I have

scenic crag
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@finite rock Ohh that makes sense, thanks!

finite rock
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well i don't know to be honest

unique night
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@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

scenic crag
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Sounds about right

hazy palm
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so do you want me to rename it model?

heady sundial
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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

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Renaming stuff after the animation is complete will just ruin the animator, right?

unique night
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@hazy palm yeah try that

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the timeline is looking for model when playing

hazy palm
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Just did

unique night
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and make sure that the sword is turned off by default

heady sundial
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Yes, the checkbox in the inspector

gentle arch
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Can you not bind the face changes to an emote on PC?

unique night
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the top tick box next to the name in inspecter

hazy palm
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wow.

heady sundial
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@gentle arch animations are VR only pretty much

hazy palm
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I litterly

gloomy kayak
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So i got my model down to 19345 tris, would this be low enough to add some animations?

hazy palm
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just noticed

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it can be turned off by default

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I have been making it disapear from the actual model

unique night
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oooh XD

gentle arch
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I thought so. I got it to do it once but I'm not really sure how I did it lol

hazy palm
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from "model" instead of "default"

lilac plover
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Hi i have a question is there a way to trigger effects without a vrhead set?

hazy palm
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Dont believe so

unique night
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yeah i was fixated on the master sword name but default would work too ๐Ÿ˜ƒ