#animation
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You can have an animation in the emote for up to 10 seconds
Also you won't be able to move or do anything during the emote
So it probably isn't the best solution for playing a piece of music.
You can always make a 2nd version of the character that auto plays the music
And then switch back to the other model when you don't want it
any one know how to fix
@rain canyon Is that the normal state or when you lean back or something?
I'm really not trying to make it play music, per se. I'm trying to get it to play a single soundbite whenever I select the Emote (said soundbite is less than a second long), without any looping for one of them.
You can make the animation 1 second long then
normal. just like floats up when i stop moving
But you won't be able to move during the emote, except whatever motions you purposely animate in that emote.
@unique night I dont really how to edit vertices and bones :X
That sounds fine.
@obsidian oxide Have you got dynamic bones on it?
i do not.
hey guys
Well, how many frames are in a second for this game?
@clear yew Then I suggest make the clip 1 second long, and add a Root.T animation property and make sure your characters feet is on the plane in Unity so he doesn't sink into the gorund.
On the animation timeline, 1:00 is 1 second.
I have a question : I want to add sound effects to my model, how long can the animation be ?
For what?
oof
Gestures: As long as you hold the gesture. Autoplay: Forever. Emotes: 10 seconds.
so, are you saying artifically extend the soundbite so that it has "blank sound" for the entirety of the second?
RIP
I'm also getting pinned rip
No?
there you go
@unique night One small question before I prob don't need to bother you anymore, How do I make materials/textures for my particles?
On frame 1 you enable the sound clip. On frame 1 second on you disable the sound clip (or not)
@cyan sparrow the problem is i have a 2sec starting sound and after that i want to repeat the same 4 sec till I end the gesture
that's a lot.
@plush jungle Not sure, I don't have VR, might need to wait for someone who has done that with gestures.
I am not sure it is possible.
but gestures constantly repeat itself right ?
so i guess i have to make the animation super long before it restarts right ?
But anyway, Mako all you need is 2 frames. 1 at 0:00 and 1 at 1:00. At 0:00 make sure the sound is enabled, and at 1:00 it disables (or the animation ends, which would disable it anyway).
What if the soundbite is checked to "loop"? I have a 6 second one that is.
@plush jungle: You can only really enable or disable things in gestures. You couldget 4 secs of sound repeating, I think. But I think it is impossible to also have a start up sound that doesn't repeat.
Would it end regardless?
@fringe harbor Yes
I see.
Emotes cancel whatever is going on at the end of the animation, or after 10 seconds, and returns you to normal gameplay.
10 seconds is the cap?
Technically less due to exit/transition times for animations
Because when attempting to use my first attempt, I would rapidly vibrate for about... 25-ish seconds, unable to move or do anything.
@covert linden create > material (in unity)
This would carry over to other avatars lmao
then add the image you want
hm so i have to do 2 animations one for the start and then change gestures realquick ? :/
Yeah I donno, it could be because you used such a weird 2 frame animation
but you can also stick an image in the renderer section of the particle too
and that'll create it for you i think
And it if didn't have any Root.T adjustment it may have tried to put you in the floor
@unique night just any old image will do?
Which maybe might have caused the vibration? I donno I've never seen that before
I was just following both Tupper's and someone elses advice for creating animations.
2 frame enabling animations are really meant for gestures
Could you elaborate on what you mean by Root-T thingie?
When you go to make your animation, do you see that your character's feet are not on the ground?
Your character will move so that their body is half way into the ground
If you mean rapidly vibrating in the ground
its for a dbz aura
then, uh, yes
I mean in Unity
but same principle applies
When you make the animation
I don't... think so?
If you don't tell Unity to shift the character up a little bit, it will actually put you in the ground when you use the animation in game.
@covert linden https://www.youtube.com/watch?v=CnykzgSxtz4
Made a little tutorial for some friends in VrChat. Hope this helps if you have any question you can ask on my discord, Also regular content should be back so...
that might help you understand it better
It usually doesn't cause problems but the 2 frames thing could be an issue.
Double checking now, it's at 0/0/0
the duplicate, that is
which I made the animations on
Right, but that is its middle right? not its feet?
You have the grid on in Unity, right?
You should be able to tell if it is in the floor or not
If it is, you need to add a Root.T property to the animator (if you have a humanoid rig) and shift your character up a bit
So their feet are on the ground rather than their hips.
Thats the one you made the animation on?
But when you go to make the animation on the duplicate
What happens to it?
Try it now.
@unique night I give up i just delete the cap x)
Spawns on its exact location.
@clear yew is that with the animation tab open and you made a new animation clip?
RIP
I wanna cry
ANd you turned on the sound on frame 1?
Let me just
I'm pretty sure it will put him in the floor, unless it is a generic rig, in which case I have no idea if it would or not, but it should.
okay continue helping fam ๐
im sorry fam.....
anyway i can open the animation on the dup
lemme go take a look
@nimble cobalt that works too XD
Ofc
anyone know what emote is what 1-8 off the top of thier heads or have a ss?
ok, so when I hit record on the animation, The Boy is in the middle of the floor, yes.
Yeah
So add the animator property Root.T
And shift him up
Make the animation as long as the sound clip, at least. Then see if you have the same issue in game
If you do, then I have no idea why it is broken.
But that might fix it
Ok, so I should click "Add Property," right?
Never used sound clips in animator, just muscles and particle effects etc. So there might be something weird about sounds, but I think if it is a relatively normal clip it should work
Yeah add property -> animator -> root T (down bottom somewhere).
shrug Your screen is screwing up, I donno how to fix your computer, sorry xD
Maybe dock the animator next to the project folder?
That is where I have mine, in a 2nd tab
oi, don't you go blaming my computer for this
I'm gonna start the animations from scrap instead of editing them
so i'll check back in a second
yeesh, that still happens
there's gotta be a different tab for adding properties
Thats where I add mine
Never seen that
ah HAH
if i just start selecting things, it cuts through the black mess
so, it should all look like this, right?
Yeah, click the arrow and shift the uh, Y, I think? Value up until your character's feet is on the floor
can i just select him and set him to 0/0/0?
guess not, from what i can tell
like so, yes? Adds position along with Root T and Audio?
You can't just drag him
It will create that position one
Which will ruin everything for humanoid rigs
You need to click the arrow like
darwinian (1) : Animator.Root T
the >
Then enter values for Y until you see that his feet are on the floor.
Make sure to right click and remove the position property in the animator
Yeah
Now it should be good and if it doesn't fix things then I honestly have no idea how to fix it.
Ok. So, after I de-select record, it's ok if the Root T.y reverts back to zero, yes?
...lemme work at this.
Which means you set the root T value at the last frame
You need to set the same value on the first frame
Otherwise he will slowly rise out of the ground over the course of the animation
I don't even know what that does.
Selects all.
Just move the red line on the animation timeline at the start, make not of if your character moves in the scene, and just make sure the value at 0:00 is the same as at 1:00
If not, you can click the key frame and copy it across or just manually type the same value or whatever.
...When I put in the value I want (.24) and hit enter
it changes it to 0.01308
for some bastard reason
Sometimes the value will change a tiny but, but it shouldn't change that much.
Don't worry if it changes a tiny bit, but you shoudl be able to set it to something that is close to 0.24
...Ok, so I if put it to 20
it changes to...
Something
So I'll just have to put in numbers greater than .24 until it reaches .24 eventually
god, now I know how people who put spaghetti code into video games feel
If you're having a problem like that I doubt you will be able to brute force it.
my sympathies to them
It gets shifted for various reasons, I donno why it isn't letting you set 0.24 but your image before had 0.24 fine
Ok, so by inserting 4.5 into Y with record on
i get 0.24540
which is damn close enough
Grats
you should have the scene up
but then, with animation off, that number changes
So you can scan across the timeline
for A Reason
And see if your character moves up and down significantly (if it moves a bit, no problem).
i remade the character and now it says the character has too many polygons what should i do?
If you can't see the seen it'll be hard to tell if it is at the right point throughout the animation
@cyan sparrow hey bro i think i lost my character should i use the new SDK or just put the older one?
cuz it worked fine with the older one
What do you mean lost character?
If it worked with the older one it should be fine with the newer one?
Do you mean just click across the timeline and go back to scene to see what's happening?
@cyan sparrow So I heard that an animation for gestures can be 1min sometimes even 2 min until it bugs out
i was animating the character to hold an RPG and it worked fine until ppl couldnt see me anymore and i thought it was an SDK problem so i replaced the 2017 with the 2018 SDK
@clear yew: Have the scene up at the same time, drag the red line back and forth so you can see what is going on during the animation.
@empty rune that was server issues
Uh
and then it uploaded as a transparent red dude went back to fix that and now it says i have too many polygons and i cant upload it
RIP MY DUDE
That should have been @ mako
so i am basically stuck with the red dude
Ok, so I don't think it's doing anything.
i really dont want to lose that avatar cuz its the most important one between all my avatars
Mako: And its feet are on the ground? Then everything is good and you can save the animation and try it in game
any enabled object will add to poly count. disabled objects don't count toward the poly
If it doesn't work, no idea.
Here goes nothing
I've never done anything with sounds
Well you don't have any movement so it shouldn't matter
I suppose you could bake them all
And check that it looks okay in the little preview window
Of the animation file
Well, I don't see anything happening in the preview window
which is ideal
but I also don't hear anything
In the preview?
i uploaded the character and when i got on i saw the old character name and it was still the red dude is there a chance that the character didnt upload?
WELP
Uploading now
LET'S SEE WHAT HAPPENS MY FROND
Hey! It works!
And it's so fucking quiet that I can't hear a god damn thing.
But like
that seems like an easier fix than "omg this shit is broken as fuck"
Check your sound FX though
Audio Volume is all at 100
It might quiet for you if the sound FX setting is low
Then yeah you might be able to increase it in Unity, I have no idea how though
Rather than that
I bet I can make it louder in Audacity
then create a new .ogg
but, before that
are you available? I want to test and make sure it's not just me
Not particularly, sorry.
if everyone else can hear it fine, I don't want to unintentionally murder eardrums
s'ok. I'll find someone.
Yeah you have to be a bit carefu
But since it radiates from your char it should be loudest for you
So I kinda go the effect that I want, used color over lifetime and such, but now it won't change color...anyone?
In unity or VR Chat?
I asked a bloke in the Hub if he could hear it
I have had some issues with animations from Mixamo, where my model was doing weird stuff and glitched trough the floor. I have found this might be a rig issue because Mixamo rig =/= my characters rig. I tried to go to the settings of the animation (a dance for example to override emotes with), Copy the rig from my avatar's model, but it comes up with the following error.
And I quote "I heard shit all." I can hear it slightly, so at least I know it's there.
However, I do have a hip bone ofcourse -shrug-
Just gotta edit in Audacity then! Thanks a ton @cyan sparrow . I was feeling hopeless for a bit.
Yeah I guess Emotes just don't like 2 frame things
Usually even falling in the ground isn't a problem because it is just an animation and you reset after
Yeah it's not that, my feet glitch trough the floor and she dances like she has no hip or spine
but the 2 frame thing must have screwed it up, you probably at least need enough for the entry/exit time in the animation controller
It's working fine on my other character, but I could upload that one to Mixamo and get the animation with skin, and that rig worked well
@jaunty gust I never got Mixamo to work properly for me, it just a broken mess
Do you have an alternative maybe then, I really want some of the animations
Flair, Snake, Roundhouse Kick
Gonna need some of that
There are some nice free assets on the Unity store
Like fighting unity-chan
Should have a roundhouse kick I think'
I'll give it a look
I found some avatars ingame that have like Flair looping 3 times and ending
Snake Hip Hop dance working flawless
Makes me jel, I need to be able to do that aswell
Yeah I donno, I always have feet or falling through floor issues no matter how I rig or bake etc.
Hrmmmm
Isn't the rig stored in the overall fbx file though from the animation
I have this one running man animation that is just an .anim file
So with no rig settings, and that suddently works all perfect
You can choose to use the animation fbx rig or copy a rig from your character
Whether I use mixamo default + fbx rig, default + my character's rig, upload character mixamo + fbx, or uploaded character + my own characters rig, nothing works for me
Yes and that is where the error message popped up because of the hip :/
But it might be worth trying for you
so what is the ONSP audio Soruce (script) for ? I dont understand any value in there :D
And since this is an MMD ported model, Mixamo doesnt let me upload it :S
So I cant get a rig made for this specific character on the website like I did with my 2B
Yeah, try some of the free assets on the unity store
There is that Unity-Chan fighting one, and some other combat animations
I'll have a look ๐
Anyone know why my avatar randomly opens mouth and shifts eyes?
Randomly or as part of eye and mouth tracking?
his mouth opens though i dont speak
Do you have push to talk?
no im muted
its like all the visemes activate randomly
No idea, never seen that issue
what's the best practise for positioning the limbs in the first key frame when doing an animation, because I notice that by default your character is in a crouch/tuck stance
I donnot what best practice is but the idle one is a good spot to start from imho
Is there a way to reset the model in Unity to the default T position? accidently played an animation and now he's crouched
@grim pelican Reason why we make duplicates
^
Yeah I usually do! I messed up
@cyan sparrow I need to take a look then, as when you hit record when creating a new animation, it defaults to the arms + legs bent pose
anyone know how to blend animation together, like i've seen people with avatars the have bass drops when they dab
somehow I can't color my particles, anyone an idea?
anyone that can help me with turning my avatar invisible when i run?
i tried this but not working
When using the muscles it is pretty easy to get into a nice standing position
I don't think forcing T position will work very well
Because you need to animate with muscles, not bones
Which you can't drag anyway unless you get a paid asset from the store
Just typing a couple 0s, 1s, 0.5s into various muscles will get you a very nice standing pose very quickly.
I did end up buying the muscle editor plugin
if only to make adding all the muscle objects quickly to the timeline ridiculously quick
that and dynamic bones seemed like a good investment
Yeah they are
I'm currently working on chung from elsword, trying to find a decent particle system setup for the cannon and fit it inside a 10 second override
is there a way to fix the server issue?
ever place i go 5/20 would see me
the rest only see's my name
anyone that can help me with turning my avatar invisible when i run?
Hmm...I can still hear the sound, and perhaps a bit louder, but it's still super quiet
and that's after amplifying it by 15 decibles in Audacity.
@cyan sparrow When I export it, it tells me that it will be lowering the volume on the audio it detects, so do you think it's absolutely nuking the volume level?
Anyone know why my mouth randomly opens? https://i.imgur.com/tGLwXLv.gifv
No idea Mako, I don't have any sounds on my characters. I think there should be a way to increase the sound inside Unity. Best check that other people can hear it in game
The blink is probably using a mouth morph instead.
Otherwise wait for someone with sound experience :<
Lots of people do sounds on their gestures
hey i am new to the audio soruce component :) what is a good max distance for the sound ? I had like 5 and people couldnt my sound after like 1 meter
@cyan sparrow btw the sound plays the whole 2 min
Is there a way for me to keep my particles hidden but not their trails?
need help making my avatar invisible when he runs, anyone that can help?
need help. In game i have problems with open mouth and broken fingers but in blender its okey.
can someone post me the picture where someone showed what kind of override animation is what ? vrchat devs werent the smartest when they named it STRAFELT135https://gyazo.com/705b4ace8386097f1ec01dfb6acbe125
strafe left 135 degrees?
i dunno is that so?
so that describes a diagonal strafe
assuming strafel45 is going forward/left at the same time, that would be backpeddling/left at the same time
WHOOOOOOO I think I did it, thanks everyone who helped!
is this the place to ask about weapons? My model uploaded fine, but apparently my weapons is invisible to others while I can see it just fine, same thing with my player model as well.
do the set animations have a max frame count ? i know about the 10seconds ... but what about frames ?
avatar uploading is kinda messed up at the moment ... sometimes it works perfectly and sometimes it doesn't ... (since about 2 days) happened to some of my avas yesterday and the day befor that
Does anyone know if/how it is possible to change materials during an animation in blender?
Seems to be the issue rn, could be the servers honestly @strange sun
One person saw my weapon when everyone else saw nothing
damn, ok ๐ฆ .
Quick Q, is it possible at the moment to swap the texture of a material via animation?
Oops just seen @pseudo pewter asked roughly the same thing!
Yap
Yep, it is
Excellent! I'm assuming it would be done at the highest level of the object where the shaders and such are defined?
I'm working on something like this tonight, a particle system that basically looks like the mako cannon: https://youtu.be/L1h8Xl3Vu98?t=1m16s
After the team defeats Weapon it continues its charge towards Midgar however by this time the cannon is ready and following the "Fire" command from Rufus the...
Guessing a number of different particle systems will be required here
Gotta remember
Could that weapon issue be the same reason why I myself can't my own weapon ingame? Haven't asked if anyone else can see it.
that might just be an issue on your end
Iโve had one person able to see my messed up trigger gesture, while everyone else saw nothing
Honestly would need to collect more data from other people to form a validated opinion for it
yeah
I'm still curious on what type of optimizations/compression/processing is done to animation overrides/emotes once uploaded to VRC because I'll use 24fps capture with key reduction and such, and it can look pretty crappy in VRC vs unity and my 3d app.
how can i override animation with maximo animation
how can i put face emotions on one controller and hand gestures on the other
there should be a custom anim on the vrc descriptor I think slayer
I don't know for sure but I'd assume that's where you put them?
yes but there is only one for both controllers
Sorry that was aimed at slayer, I know very little about actually creating the animations
I've only seen face emotions linked to hand gestures rather than having them seperately
@wide kindle i want to change the emote to do the animation?
I haven't played with maximo yet I only just learned about it but I will try it later and if you still haven't had your question answered and I figure it out I'll let you know
kk thanks
@summer mortar https://www.youtube.com/watch?v=V0l4-pH3vI4 15min
Creating custom animations for hand gestures and emotes in VRChat
@finite rock ill try watching it
hey guys im trying to get eye tracking on my avatar but all the tutorials I can find seem to be based around mmd models im not looking to have blinking or anything as y avatar just has round cartoon eyes with a black mesh pupil any links or advice?
Did u try using cat plugin in blender?
It has the option to create eye tracking on your avatar
And you can disable the option of your eyes blinking
well tbh idk if it works with all models
After amplifying the sounds in Audacity by... probably 40+ decibles
I can finally hear it in-game
Like, at a level where I can respond to people with it
Probably not loud enough, but like
I'll tweak it, me thinks.
I tried to use cats but the create eyetracking button was greyed out no matter what I did :\
how do I overide the blink animation so when I do a hand gesture I stop blinking, also so my mouth stops having visemies
Like when I talk while im doing an emote it makes the mouth not look right and my eyes still try to blink
Anyone know how to use cats visemes with custom made keys
yeah, if you have the Ah There and the other one I can remember it automaticly makes them from the base three
i think i just realized my issue actually
ah okay
@molten rapids Maybe if you create an animation where your avatar does not blink, and save as a gesture?*
When you do that, the idle animation (or atleas i assume its the idle animation) loops the blinking while I use the hand gesture
even if you put your eyes open until the end of the animation?
what is the peace finger pose called in the override?
probably Victory
thx โค
Anyone know where I can find a particle like the shots in this video? https://youtu.be/eXC3lEVXzSM?t=19m47s or how to make one?
Outnumbered, Tekkadan turns to McGillis for assistance, and launches a mobile armor mopping-up operation. Meanwhile, a strange phenomenon occurs in the Gunda...
i have a problem with constantly open mouth. In Unity with the SimpleAvatarController to test it it looks like this: http://prntscr.com/hymio8
but ingame it allways turns into this
http://prntscr.com/hymkr7
how can i put face emotions on one controller and hand gestures on the other
@slim jewel Do you have anything rigged to the jaw bone
on the unity humanoid skeleton thing
i remember there being a plugin or something for making 2d sprites that fly above your head? Anyone remember? Since using a plane with a png does not work that well
no my jaw bone doesnt have anything attached to it
wait nvm. there are 6 other bones attached to it. 3 for lips and 3 for the chin
but the lower lip bones and chin bones arent asigned in the rig in unity
i find when using a jaw bone
i have to adjust it to til up inside the head a bit
or it will gape open
*tilt
like a bad underbite
ye its weird like that when using jawbone
anyone know how to get visemes in cats tool to detect custom shape keys
*i adjust it in the unity bone configuration thing to be clear
and meshes
you pick them from the dropdown
well i would but there is none
i did try to adjust the jawbone up but that makes my lower lip stick in or above the upper lip
and its showming meshes that don't exist
has anyone done eye tracking on cartoon eyes?
then its probably not applied to the mesh you selectesd
yes its not
it will select body mesh by default
thats the issue, the mesh doesn't show up
hey guys , someone can answere me a question about the audio source component ?
in the visemes mesh dropdown
which should be the max distance so they still hear the sound within 10 meters
@dull parcel screenshot your matreials list
er mesh list
make sure you get your new mesh
just renamed the mesh im working on in hopes it would work but no
what is the mesh you are trying to get in there?
well hold on
you want to join your meshes before you do that part
i just renamed that mehs
but it didnt work
so I would want head mesh to appear
@fast bloom oh shit thanks
its still weird that the shape keys dont show up tho
yeah it's a bit odd
will there be a problem if my character only has 3 bones ( 1 for spine, neck and head, doesnt need more)? It has no animations as well. Got weight textures, obviously.
I wanted to just maybe get some basic animations from the sdk
@finite rock thanks bro it works
lol
I know it sounds weird
I think you can get it ingame if you just leave the rig as generic instead of humanoid then
i might upload a pic of it so you get the idea
you could add some weightless dummy bones so you can do it as humanoid if you still want to see the default animations play on the top half
When I think about it then if it just floats it wouldnt make much difference
his head won't turn in generic ๐ฆ
i tried to add audio to an emote and it didn't work
I literally have no experience with unity so I'll see how it reacted to me importing it.
Unity set animation type to Generic by default
for that model
@half shell What happened?
@finite rock animation played alright, he was in the floor but otherwise it worked. no audio though
@clear yew unity always set to generic i think
seriously don't think audio clips work for emotes
@half shell did u ask anyone near you, if they heard something?
no, but i didn't hear it
Depending on your audio source setting, you can not hear your sound
i can't guarantee if other people could see me either
should i just reupload and check with a friend if he can see me then try the emote
yeah
will do ๐
I can help u if u want
I meant that if you want I can look at your animation inside vrchat and I'll tell you if it has sound or not
it didn't upload properly anyway i don't think
a friend told me yesterday it shows up as a red hologram
Emotes are a little finnicky with any animation override or audio
It can work, or it can break
anything noticeably wrong with my setup though?
one sec
Turn volume roll off to linear dropoff
done
That way the way volume gets louder the closer you get to the person with the audio source (you)
I wouldnโt that bet
I doubt it, however, to test the audio source I would have it have it set to a custom gesture trigger
would the radius being 0 be the problem? :p
Maybe your volume rolloff too
changed it to linear as @south jacinth suggested
also in the animation he dropped through the floor up to his upper legs
not sure why
Your avatar?
i checked the animation in unity, he clips through the floor there a bit
i upped the root.t Y value until he was at the same height as the original model
now in unity they're both inside each other and the sound plays
so it looks fine
anim is now fine in the animation's preview too
i'll upload this shortly
nice
gonna swap out a mixamo animation i used since it didn't work too well
what limits does vrchat have for anims? it seems like they are forced to point forwards and can't move around much
unless my animation just didn't work correctly
As if it had some kind of maximum space to perform the animation?
his lower legs did not move, no x or y movement
worked fine in unity preview
upper legs worked fine
basically his feet were like glued to the floor
Btw this is the sound settings i used so i could hear my own sound animation
i think u did something wrong with your animation
i imported a mixamo downloaded animation and shoved it into the override controller
the animation file itself?
yep
yes
though i did duplicate it out of the mixamo fbx
maybe that fucked it
btw does the radius matter for the ONSP settings?
you don't have it set on yours
what should max range be
2000 sounds like a lot and as if everyone on the map will hear it?
no
any custom animations muh dudes? looking for a few for my current model
try mixamo
export as fbx, then click the drop arrow next to it in your asset list and just drag the animation from within it into your override controller
i dont like any of the ones on mixamo :/
Maybe u can found some mmd animations in youtube @clear yew
you could try the unity asset store for free ones i guess?
i have a few i can share with you guys but im not sure if i can upload files here or not :/
well u can send pvt
That's a good tutorial video except for the part about deleting the toe/metatarsal foot bones, don't do that part [he was wondering why his foot mocap broke and that is why]
Animation files are fine
@half shell So your animations is working now?
in unity? yes
not sure about in vrchat
@finite rock audio source active only has one keyframe on the animation timeline, does it need more?
there is one right at the end
Your animation must have the same duration as the sound time you are using
oh right
well i think it's right
still not sure if audio will work
but i will get somebody to check if it can be heard
i have also enabled the audio source object this time, it was disabled before, would that have made a difference?
it was unticked before
well it needs to be checked
lol XD
that's why it didn't work then XD
i had it unticked while i was working on the rest of the model because it was getting in the way
with the circle
i'll leave it ticked when i upload
Check it in the first frame and the last one
ok
so it should work then if i upload
i hope so
ty for help :3
lol
Checked a different tutorial on how to import my own animations. This one: https://www.youtube.com/watch?v=V0l4-pH3vI4 but my avatar shows up as a red transparent model
Creating custom animations for hand gestures and emotes in VRChat
ingame
that's a failed upload i think?
you just need to reupload to fix that
i think it means the files were corrupted during the upload, probably due to the avatar upload server being terrible
i got that with an MMD model i uploaded, but i reuploaded and it works fine now
so
Btw should the pipeline that comes with the descriptor be attached or not?
you need the pipeline if that's what you're asking
don't touch it, just leave it on there
oh
Guess I gotta redo it all now then
Cause I just removed it and for some reason wont come back as attached when CTRL Z
rip
Stupid that It wont go back to attached
yeah
So when I set the vrc blink, and visemins to 0 on one of my animations that I trigger with a hand emote, it broke my visemies conpletely
And now the model went away, cant see it but all dynamic bones. and when importing the model back its all pink. This is driving me nuts
i just looked up eye tracking and it looks like absolute trash to use
fuck that
what does it even do? just make your avatar point their eyes at other nearby players when they're nearby?
Yes
It makes your avatar look less like a soulles automaton like the main character in pokemon sun and moon
How the heck do people have enough polys to have a full avatar as a doll prop in game? I've seen people pull out a "doll" avatar with dynamic bone limbs
how do you know it's a full avatar in full poly?
could easily be a lower poly variant
also i've heard there's a bannable way to get around the poly limit
it's because when u add a fbx file with your avatar
because there is a bunch of exploits to upload things way higher then 20k polys
That makes the game run like shit tho doesnt it
Hmm, no
it can
I mean it's the same thing when u add a weapon animation
only if you use terrible integrated graphics or the person decides a 100k poly gun is a good idea
people have avatars with 200k poly dresses
I think what make your game lag is things like dynamic bones
popular avatars
are those the anime ones that make me lag like dick every time i enter uganda?
@finite rock and yeah it would, high cpu usage
pressing play in Unity and jiggling around my Natsuki model causes Unity to use up a full core 100%
if you want to see how badly made things effect performance look at second life
pretty sure the poly limit is so non vr players can't spam
i doubt someone with a ยฃ600 Vive wants to go using exploits to crash people with high poly models
i'm referring to the high poly gestures being used ofc
the poly limit right now is most likely aggressive
but there needs to be a poly limit because otherwise people would start uploading zbrush models
also people in intel HD can barely run the game as it is
and for hardware as bad as that poly really does matter
like in second life people made a t shirt that has over 100k polys
if you leave people unchecked they have no idea what they are doing
or lazy
:D
you'd have everyone importing MMD models without decimating
so the maps would just be full of 100k+ poly MMDs
I think they stated at some point that the limit would be raised to 60k
60k seems like a lot
with how many characters you can have in a room right now, 20k seems appropriate
i think that might just be vrchat being very unoptimised
whether it's 32 Ugandan Knuckles or 32 animu girls, it still lags like shit in a full room
so you can infact make an item with 1000000 uv's and map 4k textures to each one
lol.
which is actually worse then polys
mine runs okay but I have a good comp
jk
Sometimes the map use more cpu than normal
vrchat isn't exactly the most graphically impressive game as it is
is the login server down again?
Anyone know why my item spawns away from my character when I start a new animation? It happened with something else and fixing the origin did the trick but this one doesn't seem to be working like that.
Maybe if you change where this item is saved in your hierarchy?
So im trying to add a mixamo animation to my model but it keeps telling that certain bones were not found even though they are in the correct place
Your avatar have that bones?
I'll try that, thanks for the idea. I need it attached to my hand so I'll attach it to a different part. @finite rock
I am trying to use a vmd animation for a avatar that i was finished on but when i hit the play button she does nothing
Is it broken because i deleted some keys?
@clear yew Can u tell me how u added your mixamo animation?
@wicked vine what keys u deleted
I downloaded it via a fbx file put into the assets section in unity
@finite rock audio plays the instant the avatar loads in, how do i change that?
Then this error pops up
You'd need to trigger it with an animation I'm pretty sure @half shell
i have one already
Maybe it's activated on the first frame?
i created an animation that overrides another
@finite rock mmm all the keys but not the once on her face arms and feet
@clear yew u should rig your animations as humanoid
it's set to play on the start of that animation
i did
shit
inside your main avatar
the object or the component?
@finite rock do i disable the audio source component or the audio source object on the avatar
alright will do
like i did
untick it?
yes
then i assume in the animation, "IsActive" ticks it for me?
yes
okay ty
ok @clear yew u did rig your animation as humanoid right?
yep
now click on your dance animation, inside your inspector tab click in configure
all the bones for this animation are misnamed
are having fireparticles bannable? O.o
@clear yew why your hips bones are gray ?
no clue
i think that is your problem
so i made an 8.5second animation where my charater pulls out 2 items ... one bound to the right wrist and one to the left. ... on the avatar duplicate that i made the animation everything looks as it should. but on my main avatar when i let the animation run ... she pulls out one item but the otherone doesn't appear ... any idea what could cause this ? (i checked that they are in the same location and so on ...)
i get this now
there is nothing for spine
Nope its only put under waist
i made a custom walking animation thats fine in unity but in vrchat its stiff and barely animates can anyone help
For particles it depends
An excessive amount of particles can have a crap load of polygons which is a pain for everyone in an instance
I checked and nothing pops up as compaitible with hips
so if the animation is too detailed it wont animate?
can u send me your animation download link?
@south jacinth ah okay, thank you
and does anyone know how people get those like
giant avatars?
i saw this person before who had this like, titan skin
and he had a knuckle on a like
rope
can anyone help me with a custom walk animation not working in vrchat, but it works in unity
@fierce copper u can just change your size inside unity i think
yah thats what i tried
but like
it has a cap in unity
and it gets nowhere as close as some of the ones ive seen
so i was wondering if there was another way @finite rock
oh
Did you use blender?
anyone very familiar with doing eye tracking?
what does it mean when the checkbox is red? http://puu.sh/yYwa7.png
there a link to what each of these controls correlate to on the controller?
huh?
Well
emotes and animations related to the labels on the left
like a walk animation for walkfwd
Finger point is up on the vive touch pad and rocknroll is the bottom of the touchpad
Idk for oculus
what another good animation to replace then besides rock and roll
Handopen is the grip buttons
Fist is the trigger
It all depends on what you want. If you want to temporarily emit particles and sound hand open or fist is good to replace
thats perfect thank you^
Np
if i link someone a walk animation from unity can they tell me why it wouldnt work in vrchat?
any help?
I'm not at my PC but if you put it here or pm me it I can take a look in a bit if no one else does
Hey, I've seen some people having lightsabers with an animation where the blade grows and I was wondering how they do this because every tutorial I've seen says to put only one frame in custom hand gesture animations. I've tried putting more frames but the result it makes weird things in game... would anyone who've already done this have some tips for me?
Yeah I'm wondering the same, how many frames should be actually be using?
based on just looking at it why wouldnt it work?
the run animation works
for the most part that im seeing
Can someone tell me why when I do my animation override I get this pose
I've followed many guides and none really say anything about this.
i think that's default ?
Default humanoid neutral pose
Every guide I've seen so far uses that pose?
This always happens for some reason, just duplicate your model in unity before making the animation so the orginial is not messed up
Duplicate the model work on the animations using the door then apply the animation to the original model in the override
Yeah, but when I do it in game, it gives me that pose
dean u see my gif?
Yeah
I don't know why it wouldn't work. It might be but idk for sure
You duplicate the avatar and use the second one to animate. @silk aurora
I've done all that but sadly when I bring up the arth in my animation I get the crouch float in the actual game.
earth*
thats the dublicated model, I hide it after I animate and everything, but for some reason it just wont just let me stand when I activate the animation override
@silk aurora U should make a idle pose then
add some property to your animation and change your avatar's pose
hm k
can someone help i cant get my flashlight to work
u have to put batteries in first
@rapid mortar Are u kidding me o.O, i ment like a "Spotlight" to use in a animation but when i use it in vr the hand animation works just not the light
also when u activate ur game does the animator show ur animation is being played or looped?
looped if im right
how can i put face emotions on one controller and hand gestures on the other
@civic robin are u really sure u can do that?
i dont know thats why im asking
well tbh i don't know that much about gestures animation
but i think u can't
i mean u can make 2 avatars
or mix your animations
hm ye thx anyways
well like i said, i'm not 100% sure try asking again later if u want
does anyone knows how do i remove the 1 min freezed in place of the emotes? I need to use emotes on that menu, that don't actually freeze my head or body in one place...
So how could i combine 2 animations into one fluid animation
@fierce thicket U mean u want to chage one animation inside the animations menu?
thumbsup / victory / handgun/handopen/rocknroll
no, i know how to change animations. i want to know how do i make myself move while doing the animation
fingerpoint/fist
or if is it even possible
add property into your animation tab
put the "bones" u want to move
have fun
@clear yew Maybe if u use simple avatar to combine 2 animations
how would that work?
tbh idk
anyone know to get loop custom emotes?
Im doing morgus's animation tutorial, but for the animation tab I already have it filled with what I assume is vrchat shit already and I dont see a way to add new animation
i gotta make ur own
Click the dropdown under the record / play buttons
Should be an option to create new
I dont
does anyone know how to get emotes to loop in vrchat
the dropdown only gives me a list of premade animations to choose from
idle-sample, walk, walkleft adn walkright
im giving up idk why nothing is working for me anymore feelsbad
yeah
soon as I click the camera or light I get the correct window
but obv I dont want to animate those
man that shits not in the tutorial
done
https://gyazo.com/d3745abf11aa8182fda490e686fcc247 Anyone tihnk they can help me? Is there a way to get that candle particle effect to move like the the other one?
how would i go about using an override to activate a longer animation
@vital siren is there another step? I cant see any difference
give it a speed @abstract current
Oh wait, should I not have added the simpleavatar controller yet?
that looks like my issue
speed doesnt move anytihng
nel did u get it working?
can someone share me the muscle animation editor? if it is legal
yeah, I just added the simple avatar controller way too early
also would it be possible to trigger the start of a particle system with gesture override?
@next obsidian You mean weight painting? You do that stuff in Blender
Is there a tutorial for making animations from scratch in unity?
no, I meant the unity asset
same
Oh I see
i found a model but it has no bones.
ohnononon
Add some bones
Is there a tutorial for creating animations from scratch?
yap, there's alot of them on youtube
For VRchat?
yes
Do you know of a good one?
just look for "how to create custom animatons VRchat"
you should find a bunch of them
i mean, anyone who has the person behind it speeking good english is good enough
Hi guys i have a problem with the walking animation
when i modify it, and i load in into the game the char walk like stuck
it doesnt do the animation of walking
how do i fix it?
https://gyazo.com/def7a5738eb45b6d0831fcc69023c5eb any animation gurus know if i can make that energy effect shoot like the particle effect
@finite rock audio for avatar doesn't play when i untick the audio source object D:
is the way i am activating the audio source wrong?
@vital siren how xd
Is it possible to animate someone falling from a height?
How do i animate the noe noe shader cause its not moving for me
@south mason i would say yes
Hello I have a few questions. First I have a character with custom emotes. Whenever I play the emote it plays it over and over so my character is unable to move. The only way that I can break out of it is to switch worlds. This character is a non humanoid so I think that may be a problem. Also I am unable to trigger other animations for this character. I can do run for each direction, the emotes (which don't quite work right as above) and idle. I can't do gestures or anything else with it. I am using an animator override but when I assign an amimation to a gesture or anything else it doesn't work. I wanted to use gestures as an easy way to trigger a single frame animation instead of going to emotes. Any advice would be appreciated.
Its not moving with this setup
you put the texture in the second
@finite rock Who would be best to ask about that?
In the second slot?
Okay so I've made the particle system and audio source.
How do I animate it and sync it to a gun model?
@plush meadow https://www.youtube.com/watch?v=wsaGVhIVSf8
Why is Root-T adding numbers to itself when I write one in?
hey can someone help me getting my particle effect working? the animation itself looks like this and should work right?
http://prntscr.com/hyqsxq
normally theyre all not active ofc. but whenever i try to do the animation my character is just sinking a bit into the ground and constantly jerking up and down
@slim jewel i have that same problem, i got it working before but now just nothing wants to work anymore ;_;
you mean http://prntscr.com/hyqurq ak3120?
Are all of those effects under one game object?
ya
so i could keep everything active except the game object and make it active for the animation? lemme try that
Yes
As for the jerkiness of the animation in game, are the animation keys at the end of the anim correct or are they all at zero?
So a little Q here for any animators that have gone beyond the instant gesture animations. When performing say a 5 second animation for a character. Whats the easiest way you find to manipulate the armatures positioning? I assume there might be a slightly "Quicker" way than adding every armature piece to the animation and iterating over each and every key frame? (Not looking for smoothness here).