#animation
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at the end of the animation theyre all at 1
Ah superb! No problem at all! Happy to pay if there is something out there that makes it a tad easier ๐
Let me see if I can find it
isnt it the muscle animator or something like that?
Excellent, Thank you very much ๐ โค
People can't see my model for some reason, others without animations work fine. Is this some upload bug that could be fixed with reuploading?
@sacred flame They can not see your avatar from the beginning, or only when you activate an animation?
From the beginning
If I switch to diff one they see that, but when I switch back they still see that other one
Will any type of audio file work in unity?
@sacred flame well then try reuploading
Alright, will try
if it's work on unity too, it might be a problem with your last upload
@plush meadow I think the best one is .ogg but mp3 work too for what i know
so no wav?
@lean acorn @slim jewel that didnt work for me ๐ฆ
idk
What didn't work?
@lean acorn i just tried activating all the particle effects but leave the game object inactive and the animation activates it. still the same issue
^ that
The issue is with the model clipping ?
well the first issue is the animation not even plaving.
its just totally replaced by the character clipping into the ground and jerking up and down fast
exactly the same for me
Is the game object in the armature?
yes
ya
Have you properly overridden the anims and all that?
most likely
ya ofc. put the override into the avatar descriptor and put the saved animation into an emote slot
yup
Are both of your models non humanoid?
no
both humanoid
Whenever I tilt my avatars head in game down below 45 degrees her mouth flops wide open. I've checked in blender with pose mode and weight painting and there's nothing wrong, She has no jawbone and the slot is clear in Unity, I've removed all dynamic bones and it has no effect. Any ideas?
i can only test replacing an emote and thats what i did
As in non-vr?
yes
ya the emotes that you do over the menu. not the hand gestures
Sorry to interrupt, I made a facial animation but puts the whole model in crouch mode. How do I fix that?
The Spazzing may be caused by you overriding the anims without placing in any of your own
what?
ofc i also put in all the other standard animations for moving ect.
thats how the whole list looks like
http://prntscr.com/hyr49r
you can leave it at none
quick question cuz i dont remember. Which bone should be the highest in hierarchy? Hip or spine?
if youre not overriding it you can leave it at none
The parent of all bones needs to be hips
ok ty
i already got 2 animations working, and the only thing thats different is its a gameobject and not a 3dmodel from an fbx file
Hip
SineLow
Are you sure both models have the same exact gameobject?
ya because i copied the original with ctrl d
i ripped the fire flower effect from a prefab put it into the game object put that into the model and then copied the whole model
i only have the gameobject and a particle effect
Show me both your animation and your hierarchy again
scroll up its still there
well mine pretty much looks the same as twofists
Hi guys! I downloaded some animations from mixamo that have some axis movement, like running and kicking and stuff like that... Is there a way to make them play like that in game? I placed the animations but they play but my avatar doesn't move forward with the animation
Maybe it has something to do with being an emote and not an gesture trigger?
Same issue?
How exactly does the model "spazz out"?
its not about the spazzing
Yours doesn't?
I know that
Im trying to figure out what's going down with the anims
And anything like that helps
Anything else happen besides it "not working"?
the particle effect / sound effect doesnt trigger
The anim is assigned under the model itself, yes?
Just for testing purposes, can you add some sort of mesh morph to that anim to see if that works/doesn't ?
Any reason why when I attach some sort of weapon to a part like the hand for my animations it looks normal but when I upload it the body has the color of that weapon?
get back to me on that @clear yew
Are you adding the weapon to the model in unity or blender?
@sand apex
unity
I'm assuming it's like other people's bug when they upload a weapon and it looks alright in unity but it's a completely different color in-game
anyone know how end offset works for dynamic bones?
Nevermind I fixed the problem
What was the issue?
When I did the whole importing and exporting process for the weapon, the bone of the sword was called "Body" and I guess that made it so its textures would always overwrite every texture on the body to that sword
@lean acorn same thing
I simply renamed body to something unique and it fixed the problem
Doesn't trigger at all?
also ones the emote is pressed its in spazzing out mode for a good minute or 2 and cant do anything during that time
Is the spazzout only for emotes or for hand gestures as well?
only for emotes
In emotes you need to make sure you shift the root T up, and also have the animation be long enough for the transition times.
You also can't use emotes to toggle stuff if that is what you're trying to do. Emotes reset after they finish.
Well, you can but it's finnicky and unreliable tbh
I had this exact issue with my 1st model the 1st time I did this, I just can't remember how I fixed it
nothing happens the sound doesnt trigger, the particle effect doesnt trigger, the object doesnt show, and the body just spazzes out for a minute
when hand gesture then same thing except for spazzing
worst part is i already added 4 animations, a ball, a gun, a ball animation, and a shoot animation with particle/sound that work
and now on a different model it just doesnt wanna work anymore ๐ฆ
I'm just stuck.
My animation just doesn't want to appear.
I can make the gun appear, but nothing will accompany it.
Does anyone know how I would go about removing animations? I'm trying to make a part of my avatar Static
Seriously.
How can I make the muzzle flash and sound appear?
I made the animation on a duplicate model.
Put it in override.
Doesn't show.
Only the gun shows.
Did you remember to copy the effects over from the duplicate?
Do you want me to show you via screenshare?
Which one is the animation where you pull something from your back/behind your head?
Screenshots should suffice
@lean acorn sure
rename gunfire (1) to gunfire
(its that or the other way around, cant see which is the duplicate)
Actually
That's probably the same issue you guys are having
Are the names duplicates like that too?
no
nope
Animations work through gameobject names, so names need to be exactly the same in both the duplicate and the original
I think I'm having an issue with my muzzle flash though.
the model itself is the duplicate and has the (1) but the particle effects and gameobject dont have it
Who was having issues with their animations earlier
twofist and i
Either I've set it up wrong or don't know how to.
Did you see if the anim file had loop unchecked
If this is for emotes/gestures you always should have anim with loop unchecked
Hey guys
What is the easiest way to position the particle effect?
ya ofc loop is unchecked
i set the duation to 3sec and wanted to use it instead of a emote
Loop Time on gestures can lead to hilarious results if both keyframes are different ๐
is there a good "FREE" Dynamic bones for Unity ?
Generic you look in the particle system menu and click on the shape word at the bottom
If you don't want to buy Dynamic Bone you can look into Unity physics joints
Maderyx wait just to be clear can you tell me your issue again?
Also I don't know much about doing emotes but I thought they need to only have 2 keyframe that's really close to each other like gestures?
Can I just show someone what I currently have?
my issue is basicly that instead of playing the animation my avatar clips a bit into the ground and starts jerking up and down fast
If I click play on the test model, there's no muzzle flash even though I've put one there.
Screenshot your particle system settings?
anyone know how to make the eyes blink
Cinder shape keys
https://puu.sh/yYEJW/e7e156328b.png Did i just waste an entire day animating shapekeys just to find out unity doesnt support shapekey animation It only imports the shapekeydata?
maybe :x
brb gonna kms
Maderyx, is your animations only 1 keyframe long?
Pirocious I dont know anything about unity except for the fact that it should import shapekeys
it imports shapekeys but if you animate with shapekeys in blender it doesnt import that info @clear yew
Darrin Lile did import shapekeys from blender to unity just fine
ya my animation is 1sec long
well your particle system isn't looping but the duration seems long enough to spawn a quick particle
when its enabled
I'd probably switch to using a Burst though, under Emission
you can import shapekey sliders all day but i guess unity doesnt suport importing the animation using the shapekeydata
can anyone help me with custom walk animation
the whole animation is activate the game object
it looks fine in an emote but when i use it to actually walk it doesnt animate correctly
you deleted that default keyframe that shows up at the 1 minute mark right
and stiff
So what burst settings?
At time t=0 with a min of 1, max of 1
If someone has succussfully uploaded an animation from blender that uses shapekey data I would be really suprised. Im not suprised by just having the sliders in unity to mess with.
One cycle and interval .01?
Those shouldn't matter
i never get the "default" keyframe at 1min
It's 1 second
Burst was what did it.
But yeah
Thanks for that.
But now, how do I apply to main model?
It appears whenever you add in your first property
does it matter if you dont delete it and instead just drag it to 0.01?
it looks like that
nope i never get any keyframes created when i add a property
Looks like you need to have the gunfire object disabled by default, and enable it when you want to shoot
only what i put there myself
Did you make the anim file on a duplicate instead of the original?
What do people like to use for creating custom animations?
Depends.
ya
So disable the gunfire in duplicate and enable in main model? @proud grove
Unity's animation tools are quite good
Keep it disabled in both
then enable it with the animation
My model has a cape and Iโm sure how to manipulate it in unity
i allways make the animations on a duplicate of the model.
For an animation
Aftering disabling both, assign accordingly in custom override?
can anyone help with my walk animation, it doesnt animate all the way, but it works perfectly as an emote
thats the whole animation atm: http://prntscr.com/hyrp05
hang on what is that supposed to be?
the particle effects inside the game object are active by default. the game object itself isnt.
Why do my animations just sink trough the ground when i use?
Why don't you just use the particle system itself in the animations if you just wanted particles
Make sure the coordinates on both models are zeroed out. @swift wyvern
Before you start animating.
I cant see the Viewing Position thingy from avatardescriptor. Any clues
@sand apex ive tried that didnt work either
it doesnt matter. either way didnt work so far
So do I just assign custom ovveride and it should work? @proud grove
me and mad have the problem btw
The override should enable the gameobject, but yes that should work
i tried to get this animation working for quite a while now and nothing i tried different every time just didnt work
And what issue are you guys having?
Alright.
nothing shows
Anyone with vr want to test this out?
how do you get to the animation tab on unity
the animation works in unity but not ingame. ingame i just sink a bit into the ground and the avatar jerks up and down fast
and when doing the emote instead of gesture the model just spazzes out for a minute and doesnt show anything either
You're doing an emote?
ya
Emotes by default sink the avatar half in the ground
i know about that, ive had 4 animations working before
on a different project
but on this one it doesnt work
but the animation itself isnt even playing. its completly replaced by just spazzing out
^that
Hmm
Was it the same with the particle system use too?
How long is the emote?
0.01
3sec
mines a gesture
Ah
Ctrl 6 iirc
Is there a way to use parts of the armature in a unity animation if theyโre not part of the humanoid rig?
thanks
But that's a weird issue, not sure what could be causing that
Is it possible to post here what the "spazzing" looks like?
One more thing. @proud grove Does it matter if the particle system location on the main model matter if it's different from the animation one?
The copy is just to make the animation, whatever is on the main avatar will be what is seen
It shouldn't be happening to you for using a gesture
on gesture that doesnt happen no
in my case i wanna do a firebreath for 3sec instead of emote 1. i tried activating the particle effects themself, by putting them into a game object and activating that ect. im stuck with the same issues for a while now allrdy
So what do I do then?
Just hide the main gunfire and the duplicate gunfire and hope custom override enables the game object?
you only need to hide the main, but yes
Okay, I seem remedial here but you hide the duplicate model and the main gunfire and then upload after having assigned custom override right?
Yes, sounds right
So no check mark at top right?
twofist I could help you but I recommend you to use particle system since I have no idea about the other thing you're using
@sand apex what?
the checkmark means it's enabled
So it should be disabled on both gunfire?
Yes
Since game object will be enabled by custom override?
@sand apex want me to screenshare?
Its fine I can just show you screenshots of what it should look like
i doubt that will help considering ive looked at my other project with working animations, but sure maybe it will help
also for those with the spazzing issue, try going to the avatarcontrollertemplate controller, and copying the animation data that shows up to your emote
http://snep.pw/u/Unity_2018-01-10_16-40-41.png
http://snep.pw/u/Unity_2018-01-10_16-41-15.png
Actually it might not even require that
wich animator?
That will copy the default idle position
When you duplicate your character to make the particle system animation did you already have it unchecked?
you can make a new blank gameobject to add the animator
i made the particle system on my main model
then duplicated it after for the animation
that's fine
Can anyone give me a rough process to how you animate these "aura" type animations similar to the picture. Really scratching my head as where to start
@proud grove not sure what im supposed to do with what you mean
Did you make sure both of your keys had particle system unchecked
Hey everyone, I have a question. Is there a possible way to play an audio clip on a custom animation? For example, I have my character doing the smooth criminal lean and I want a clip of the song to play in the background whenever I do it. How would I do this?
shouldnt they be checked ?
I made a new gameobject, put a new animator on it, and selected avatarcontrollertemplate for the "controller", then copied the keyframes from the Animation tab
If they were checked did you make sure to hide your particle system by default then?
@olive lynx You would add a game object to your armature (where ever you want the sound to come from) and then under that game object add the music
yes
Would the object be visible during the animation?
game objects are empty entities that aren't anything to begin with
Anyone with vr want to test my model?
Ok, I also will ask since I am still learning all this. How would I go about creating a game object? I know this is stupid but lol
@proud grove copy the keyframes where?
To the emote
@proud grove oh you mean in animation thing
Yeah
Wait I think I found it lol
right click on the left panel of the unity scene, and hit create empty
Thank you!!
Either one, you just need to paste it to the animation
alright so i add the animator and the controller, then copy the keyframes to the animation i made before?
Making the animator/etc is just to get access to those keyframes, but yeah
That will make your emote take the default Idle stance
My animations just keep sinkin trough the floor even though I'm making sure everything is 0.0.0
i dont think the spazzing is the problem tho
0,0,0 is in the floor
more like nothing showing up from what i want to show up is the problem
You need 0,X,0 where X is a value that is enough to put your feet on the floor
It might be the way you implemented your anim file in general
since your anim seems to be right
Well
I'd check to see that the hierarchy is the same
Animations only work if the hierarchy and names are exactly the same
Duplicated with the same names and everything?
ctrl + d
Ctrl D usually adds a (1) to the end though
so yea exactly the same except for the model name
what gesture did you put the emote over btw?
rocknroll and emote1^
Anyone has a good tutorial to create an avatar from 0 with blender or any other program?
I had this issue yesterday: Is it ROCKNROL with one L or ROCKNROLL with two?
@next obsidian That's a lot of info that's probably packed into separate tutorials
2 L
can I put a button on myself?
๐ฎ
an areaa of my mesh that triggers visibility
for headphone options
This is so frustrating I want to cry.
You can't put a trigger on an avatar, but you can use an animation override to enable/disable stuff with VR
I like to override the rocknroll gesture
I have a smile on that one already
Or fingergun
are the close and open hands different gestures from whats triggered on the vive trigger and underside buttons?
or is it the same gesture
cause I noticed they were mapped to the pads too
maybe my controllers just loose :V
I can't figure out how to change the idle animation in unity :<
use an animationoverride
guess ill just give up on it
thats the spirit!
wait... I think I figured out how to change it
now how do I check it in unity?
like how do I watch my character idle?
press the play button
twofist last resort is to do the entire thing again or just double check your process
all it does is show the camera in front of the avatar with the avatar doing the regular arms out pose that it's in when you're fuckign around with it
even make sure that your controller under animator in your model is set to "none"
@sand apex ive done that multiple times
even used actual objects instead of an empty one
nothing worked
been on this for the last 2-3 days
there's probably a setp you're missing
even separating the controls by left and right would double our override capacity
you've already looked at videos about particle systems?
not to mention I kinda want the headphones to be a set and forget thing rather than something I need to actively hold down
What exactly are you enabling, by the way?
the mesh visibility
Ah sorry not you, twofist
Did you ever try to see if the particles appeared at all without the gesture to trigger it in in-game? twofist
๐
@proud grove an empty object with a particleeffect / sound inside, or a ball with a particle effect / sound inside
@sand apex no
And yeah I'd check to see if enabling it in Unity play mode works
You should try it without trying to do the fancy gestures to trigger it to see if the problem isn't the particle effect you're using itself
@proud grove play mode?
Yeah click the lil play button and see if anything works
Can you go in the game with the avatar and it's animations on by default to see if it works there too
CustomOverrideEmpty isnt in the animation tab in the SDK. Where is it?
you sure?
Yeah, im looking in the VRCSDK Sample Assets animation folder
There is not a customoverrideempty
might want to redownload it again then
It shows up in the avatar controllers though
When I select one for my avatar, it shows up
I just cant find where it is
It is in there somewhere
So I made ther Audio on the Empty Game Object. How do I make sure that when I click the "Smooth Criminal lean" it only plays during that custom animation? Sorry for asking so many questions guysn lol
also twofist if you find that it works in-game too then its geniunely a step you missed or if it doesn't work that there's something wrong with the particles itself
Keep it disabled, then enable it with the animation
anyone think of a reason why i see this as my avatar when i was trying to make a mask to grab
@sand apex yep works ingame
Click it
On the controllers
it should highlight in the inspector
think this would work?
CustomOverrideEmpty is in my assets for some reason
it's definitely a step you've missed then twofist and if you've already tried it so many times then I don't know what else to say but to just try a different animation
And hmm, i wouldn't believe it would
Does it have to be in animations
@sand apex i mean yea its most likely something i didnt do
just the fact i cant find it for 3 days and others cant help either
I always thought it just people forget to uncheck loop for their anim
The override would still work
only one way to find out!
Is everything looking how it should?
And do I have to make my avatar controller the override?
think ill just give up
so how do you keep the initial key frames of an animation set to the idle standing pose
I think that is where I am lost right now. I have on moedl in unity, and the animation is just an .anim file. I am not sure how to disable the audio and enable it for that exact file.
and prevent it from assuming the bent arms and legs pose when you create a new animation
@proud grove Do I make the avatar controller the CustomOverrideEmpty?
Duplicate the OverrideEmpty first
(Ctrl-d)
Then use that
but you put it in the avatar descriptor script, not the avatar's animator
twofist can I have a screenshot of what your finished avatar with the animation you wanted on it's Animation, Animator and avatar descriptor lookslike
thanks for trying to help btw
How to do that? @proud grove
oh np
Quick question. Anyone here willing to test an avatar with vr?
I have an alt account you can log into.
I've been stuck trying to figure out why a model I uploaded with another model infected everything with the same color and realized that the simple problem was that it's bone had the same name of another bone
Thanks
alright, a screenshot of the timeline of that animation file you put into the customoverride
hey guys how do i get rid of the server issue no one can see me
do i get rid of cubed's shader?
that's weird, why is it numbers it should just be a checkbox
oh bcs i clicked on the animation file
It shows up like that when you click the file yeah
not on the model animation
alright that makes sense
did you uncheck the box for your particle system on your main avatar
and audio also
also you should delete that untitled thing that's in your timeline
is it possible for me to make it so my cannons are fired despite being in desktop mode? like custom emotes?
Yup, just override an emote instead of a gesture
There should be a chat for shaders and stuff. Which chat can I get help for that kind of stuff
@sand apex no its a ball
how would i do that?
i just didnt name it
For shaders maybe try #development-advanced
when i playback my custom animation override it falls through the floor and starts from the legs and arms bent position, not sure what I did wrong, as most of the instructional videos dont seem to cover this
reupload /shrug
alright, you've duplicated a customoverrideempty and put it in the same folder of your model and then put that anim file in already twofist?
does anyone have an animation where its like a cannon being fired?
@sand apex yep
guys how come when i play an animation in unity, it works perfectly fine, but when I upload it to vrchat one of the subemitter particles dont appear? it was working when i had it parented to body, but since i parented to head (and fixed it up) it seems to stop working
What does it mean when the property tab is greyed out in animation
I suppose you already knew to apply the anim to the rock n roll but did you make sure you didn't put all of this on the duplicate instead of the main?
how would one make custome sounds to go with said animation?
๐ค
I dragged my model into the animation editor and its really tiny. (The model was resized to be normal size btw)
Do I have to drag the mesh into it?
twofist what do you mean parented to the head, where do have the stuff placed?
it was parented under head
I think that just means its going to follow the movements of your head
i still didnt know how to get rid of the issue where ppl cant see me or is there a way to work around it?
@sand apex yeah but ever since i switched parenting from the main body to the head my subemitter stopped working
(main particle system = Swords, subemitter = flames)
now the swords work but the flames dont appear :c
Why not just have the flames parented by head like the rest
Do you think that you may need to do the animation again since the animation beforehand is looking for the directory of a changed file? or does it work regardless of where you move it
you can change paths
@sand apex now that i placed it in the right wrist instead of head i can see the ball
wich i couldnt before
so the emote i put into my model makes her float and it doesnt work well even though it looks perfect in unity
so it really has something to do with the head then? @clear yew
maybe?
and I think ill just make up a new anim with my assets and just reparent to wrist then
Is there any setting I would need to change for all people to see my custom animations?
Or is it just server issues
plays flawlessly locally for me
Looks like something you would've been better off putting under chest
would I be able to aim it vertically?
I made the anim so i could aim it at people out of reach, kinda pointless if I can't aim vertically :C
Makes sense
so i got assets for explosions. how do i go about adding them
so servers are currently flubbed right now?
There are 15866 users in VRChat currently
I dragged my animation controller over to the standing animas section and everything looks fine until I get in game and then I am just stuck in the floor
make sure the position coordinates of both your main and duplicate models are 0 before animating anything. @marsh tiger
I had a glitch where whenever I drew my gun
I would assume crouch position
but I fixed it by making sure coordinates on both models were the same.
its just a simple shapekey animation that doesnt use any location or scale :/
I have animated 800 frames in 2 programs now. I am spent. I think i'll move onto somthing less frusterating now.
Hey i need help with my walking animation
It's not animating that much when i walk, but i used it as an emote and it animates perfectly
does anyone know aboiut the crazy portal thing i've seen people doing?
so the emote i put into my model makes her float and it doesnt work well even though it looks perfect in unity
This happens for whatever reason
That is happening exactly because you didn't animate the armature
All muscle and position values at 0 looks like that.
So it will move you to that position.
oh
ugh
That was @marsh tiger Not sure what is goign on with Asch, can't really see.
its like 1 problem after the othere. I have not left my chair in like 10 hours
My charecter is floating when she does her emotes
i was hoping since i didnt animate those bones my avatar would not lock up when playing an emote
Emotes just play the recorded animation, whatever they are.
yeah thats what i thought
to
just play the animation on the screen and move nothing else
@clear yew Try change the Root.T so she is properly placed on the ground in Unity.
Or properly placed however you want her placed.
The emotes are literal so if you're floating or sinking in unity that is how you will be in the game.
Root T? i see xyz but no t
In the animator
You cannot use the armature to animate humanoid rigs
It will break everything.
You need to use the muscles in the animator
why is my emote animated better than the actual animated use?
emote of walking works and walking with same animation doesnt
You're overriding your walk animation?
yeah
For whatever reason the VRC animation controller will blend your walk and run forward animations
At normal walking speed
So if you want it to look exactly like your walk animation then you need to replace both walk forward and run forward with the same animation.
ohhhh lemme try that
can you replace your jump animation?
Is that translate to 'fall' in the controller?
Afaik you cannot modify the controller for humanoid rigs, only the overrides in the VRC avatar component
So if there isn't a fall or jump in the override then you cannot replace it
If there is, then you can.
hey guys how do i avoid the polygon size if i want to keep the sword and hand guard on my side in unity?
cuz i made an animation wherei pull out my sword from my hand guard
can I map gesture to different key?
!online
There are 16115 users in VRChat currently
....
Anyone have a link to uploading mixamo animations in vrchat. I think I'm doing something wrong with the settings they look fine in unity but don't play corectly in vrchat
sooo my walking animation looks perfect, but she has to run walk from now on when running?
anyone got an idea how to have a sword guard on the side and keep it under 20k cuz i cant upload it with the animation i made
animation didn't count
no i mean i made an animation but the sword guard is making it over 20k polygons
i need the sword guard to stay otherwise the animation wont be as perfect as i wanted it
i have hidden the sword thats in the right hand
and in the animation i hidden the sword thats in the guard
how do i check the polygon in unity?
anyway to stop gesture getting trigger when using trackpad for walking in VR?
I want to add a hand drawing animation but have no clue how to do it or what i need for it
Any videos or assets?
https://i.imgur.com/XA6HwRD.png soonTM I will be able to create unity animation clips from MMD vmd animation files 
anyone here used cats for eye tracking much?
@manic rapids what is your question?
How animate avatar in Unity? When i trying do some thung with him, they become to mantis pose.
i know that
they always become mantis
What if you only want to change say an arm animation and didnt want to animate the rest of the body?...
yes, i already know it and do that. but when i choise property, they become mantis
can u send a pic @manic rapids ?
I only animated the arm, and the kept the weird crouch pose when I was done.
ok
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@graceful cove I think if u want to make a animation to use as a gesture ( only ppl with vr can use that), u will need at least to add property to your legs
and make your avatar standing up
I have VR, but was testing in non vr just to see.
Basically his arm is in a sling, and should be moving is what I am trying to do.
You fix that by zeroing out coordinates. @graceful cove
So a one frame animation looped
Before you animate anything, make sure duplicate and main models have the same x y z coordinates
so you can either zero them out or keep them the same
Im not really sure what you mean, when you turn on the animator it couches him.
And for whatever reason its keep that crouch, everythings 0 xyz
@plush meadow since he wants a gesture animation, we could just made the arms animations no?
I mean at least what i saw ppl doing, with weapons animations they don't change the legs pose or anything like that
The only experience I have is with hand gestures.
Basically Im just trying to keep the arm stationary.
His arm is in a sling, so shouldnt be moved
lol
I dont have that issue.
Then can you provide a picture then of your issue?
that's normal
lol
It's supposed to clip through the ground a bit when you animate
Why? Can i make T pose some how?
Yes... but when I uploaded the animation it kept the leg animations.
When I didnt add any keyframes for
This shows you how to put weapons and audio into the game vrchat. More stuff here: Where I got the gun model: https://abyssleo.deviantart.com/gallery/5925409...
Quick question, don't want to interupt, but is there a way that I can move with an item spawned from a gesture override? i currently have a character that has a sword when i use a hand gesture, but when it moves it disappears until I stop moving. is there a way i can move with it still out?
so u guys can add 2 legs property and make your pose like if it was idle, or do what @plush meadow said
@clear yew Do u stop using your gesture ( with your controller) when u move your hand?
Okay, just so I am on the same page.. I ONLY want to animate my arm. I ONLY put keyframes with my arms, however it kept full body pose....? Thats normal?
@finite rock I think he means when you use locomotion and your character stops doing all hand gestures
which would cancel out the override iirc
Yeah locomotion, should have been more clear, thank you @exotic ember
hey everyone i did a simple weapon animation but now whenever i switch to the avatar its on, it works fine for me but im invisible to everyone around me "stuck in Q" is there a way to fix this or is it the servers?
If your model is red to others, it's servers.
pretty srue thats a server issue, i've seen it on tons of people
What gesture is swiping down on the touchpad? too lazy to check in game sory
using reloading the area fixes that
also im having a hella hard ass time getting this particle system to work on gesture overrides
Anyone aware of a way to make a arm permanently stationary in a static position?
i tried reloading the world but then when i switched avatars i was stuck on one haha
how about just not add bone to the arm weeirish
Doesn't the game freak out if you dont have a arm..?
so make an arm that isnt connected to anything
just have it drifting with no associated vertices
Remove the weight map?
yeah
if only this particle system was that easy
is there a way to see the particle system in motion without it being selected
im having a bitch of a time
my character model explodes instead of the particle exploding
and i've no idea why
its hilarious but annoying
I can't even test it right now.
so I can only see the particle system moving when I have the particle system selectaed
which is annoying when im making the animation for the whole armature
Anyone willing to help me figure out some animation issues i'm having?
that could be the problem im having, they arent rendering in game
course i've no idea how to rectify that problem
so I just added a normal particle system and it shows up in the game
so its some setting I fucked up
fucking still doesnt show up if I dont select the particle system though
thats real annoyin
hey guys if i import a character to unity and the fbx file doesnt bring the material file with it whats wrong?
drag the materials into the same folder that the fbs is in unity?
where is the material file?
when i drag the fbx it doesnt import the material file with it
check the folder where the file you were editing in blender is, as far as i know you need to have the texturess/materials in the same folder so blender can display them i think
i didnt get what u meant
like this is how i have everything my model needs in the unity folder
itss got the actual model file along with textures and stuff
im under the impression that with yours you only have the fbx file and nothing else
yeah but doesnt the fbx file bring the material with it ?
asfar as i know the fbx is just the model/bones/animations
if i just had the fbx file alone in my folder it would be texture less
Im going to post an video of my problem in action
https://puu.sh/yYN2r/12654d39a6.gif I just want to add this blink but no matter what I do something breaks. Dx
its just a shapekey animation i made
Anyone willing to help me figure out some animation issues i'm having?
made my animation, put it on my avatar, put the "is active" thing on it, unticked it in the armature and added the animation to the customoverride thing, yet nothing works ingame, it either automatically plays the animation as soon as i switch to that avatar and never again, or it totally bugs out my avatar and doesn't work regardless, idk what i'm missing
put it in both custom standing and custom sitting anim too
so i must of did something
Is it possible to keep a prop in your hand while your walking?
when i add a shader to my model my custom animations go away an ideas?
I cant @ you but Nel did you bake the pose?
probably not as I never saw that in any the tutorials
im really confused why my model is just shitting itself
i went through the same struggle but figure it out
also the animation plays at the very beginning of spawning as the character
now I can shoot particles at ppl
when i add a shader to my model my custom animations go away an ideas? Can anyone help?
when i add a shader to my model my custom animations go away an ideas? Can anyone help? They work fine without shader
Ay how would I make an item emit light?
Oni stop spamming
I wanna make a stunstick that emits light around it but have no idea how
I'm not spamming?
yes you are
When I try to edit an animation using the overwrite trick, it tell me "legacy clips are not allowed in Animator Controllers" but the anim file I overwrote it with wasn't legacy. How do I fix this?
then so are you?
Oh shoot I didn't know this channel existed
@keen plank You can probably just attach a point light source on the particle, or whatever you want to light up
Since no one will help in rigging, can someone here help with ym dynamic bones?
@solemn slate Good luck
But what if I want it to go on all directions around it
been trying for awhile havent had 1 reply
Add many? Adjust the radius? Dunno about that
@marsh tiger where in the animation tab is the bake pose
I'm looking to make a pillow appear on command, the pillow's already attached to a hand. I've managed to make emotions work, but appearing items never seem to for me.
when i add a shader to my model my custom animations go away an ideas? Can anyone help?
scroll down passed where it says loop you will see Bake into Pose Nel
ah
there is a tab that says animations
oh it has no animations available
hey guys my avatar was working fine until i added an animation that i could draw out my sword when i do a fist...but since then my fingers are all crippeld up...u guys know why? ..maybe it will fix itself when i put in my vive?๐ค
i would test it but my vive is still on the way soo i thought i better ask here
when i add a shader to my model my custom animations go away an ideas? Can anyone help?
oh you made the animation in unity then ?
jup in unity
Nel
yeah, its a unity particle system thing
I hate that I cant @peak meteorl
uh
I literally have to type your entire name to get it and it doesnt show up in last posts
damn
I founda bit of the problem
it seems it is scaling the entire fucking model during the animation rather than just the partaicle system
We really should find a way to script most of the work, i hate having to redo work on other models
Is anyone having problem with their avatar looking darker than they should?
When you're creating an animation for an audio clip, does it need to be on a seperate object from the model?
made my animation, put it on my avatar, put the "is active" thing on it, unticked it in the armature and added the animation to the customoverride thing, yet nothing works ingame, it either automatically plays the animation as soon as i switch to that avatar and never again, or it totally bugs out my avatar and doesn't work regardless, idk what i'm missing... put it in both custom standing and custom sitting anim too
probably total noob question...
I set my avatar to do XD but when it is resting its eyes are closed
all i did was set a keyframe for resting face as normal, and then set the next keyframe to the XD face
so my animation keeps coupling to my model rather than my particle system
I can't figure out how to edit an existing .anim file, the overwrite trick doesn't work either... Anyone know?
@fading schooner Is it a gesture or emote?
Gesture
Is it two frames long with the exact same values?
it's 3 frames, the first 2 are the same exact value, the last one is the transform that i want it at at the end of the animation
i can show you
You can't have that, gestures have to be 2 frames, one at 0, second at the 0.01 mark or something
Oh okay
I had the same problem with mine
wait ALL gesture overrides?
i have this
even things like particles have to be a frame long?
the thing is is it's not something that i just want to pop up like a sword
So I've been told yeah, you can do it with idle animations, or emotes. But gestures have to be 2 I'm fairly certain. You can just add delays in the particle itself Nel
it's an extended animation
my particles are still so fucked up
whenever I go and test the animation after i've added the particle to the armature, it uses the model instead of the particle in the example
so my particle is supposed to scale large and then small, instead my model scales large and then small
I linked it earlier
Oh shit killagio you are trying to do the same thing as me
lol
were you able to shade the entire inside of the bubble as well?
I'm not too good at animations, but if you want complicated stuff, you either have to add delays and stuff to gestures, or make it an emote/idle animation or something
if it works as an emote im good with it, but with my current issue im pretty sure it isnt going to work at all for me
WEll the thing is it's not a particle effect
what i'm using for the bubble is a hallow sphere
huh
and i put a transparent shader on it
Well, then you have a problem Kill, don't know if I could solve that one
like an acutal object
I might go that route instead
lmao well it's not working for me so idk
If you want to keep it a gesture, it HAS to be 2 frames with the same values. Don't think you can get by that without it glitching
Zam are you certain thats not just for weapon equips
Ay me again what plane would I select to get a particle system to collide with terrain
i think that's just for weapons honestly
Well, mine fucked up, until someone told me it had to be 2
LMAO
your what fucked up
was it a weapon equip :p
Mine is a 17second long cannon fire animation
jesus fuck
mines za warudo
I have no idea why the model is being used instead of the particle system though
its an annoying bug
zam have you gotten a particle system to work then?
assuming your cannon worked
also @keen plank no idea
collision is something i'll tackle way down the line
I'm just so confused
Yeah, my cannon beam works, can send a gif of it if I can figure this stuff out
been working on this all day
i'll screenshare you my issue if you think you could see the issue
also theoretically, if I made an animation that doesnt fit in the gesture, could I just slap it into an emote instead?
.
this defies all reason
ugh
also i don't get why my animation happens as soon as i load into the world and stays at the end frame
same
i have it ticked off and i don't even press the animation button
i have it set to handsopen
try putting it in an emote slot
nope i didn't
Particles shouldnt be this hard damnit
yeah i didn't know how to do that with particles so i did it with a hallow sphere lol
Theoretically particles should work
but they arent behaving how I expect them to behave
we need an expert lol
Here's a low quality gif, entire thing is timed with particle delays and lifespans and such
Hey everyone. Right now I am trying to animate eye movements in unity but for some reason the keyframes on any transform I do to the armature dont seem to be working
damn
that's basically what i'm trying to do
but with a bubble forming around me
Oh, I see what you mean
Do it with particles then, don't know how to do it with meshes and objects and stuff
i feel like it would be the same thing since things like weapons are meshe4s
so basically, you are making multiple particle systems that all run through that prerecorded series
meshes*
and then you activate them all at the same time
using overrides
or thats what im getting from the gif
and then you just undo the gesture once you hit the end
What do I do if my animation doesn't move my arms lol.
Like they animation plays fine but my arms stay locked to my VR controllers so it like dosen't taket them over
and you set particle to nonloop
making the animations look funny
abrown sounds like you want to use an emote instead
I'm using mixamo animations and I baked them
and it seems like no experts besides zam are on right now
maybe my settings are wrong
and even he is stumped at me and killagio's issue
Oi, kill I sent you a FR
PM me if you find a fix and i'll do vice versa
Gotchu
Oh lord and savor Zam please help me xD
because im tired af
I was at the toilet, what's up?
gonna try to see if doing what i wanted to do is possible with PE
And nel, your rundown is basically what I did
sounds good zam, but im still having the model take over the animation rather than the particle system
and i've no fucking idea why
its actually hilarious to watch
how can i make a particle system like a solid sphere
Not sure on that one tbh @uncut shoal and nel, can I see your animation timeline? You want it to be an emote right?
is that even possible
kill, go to shape in the particle bit
wait
fuck no
go to render
set it to mesh
Gotcha darn
and set the mesh to sphere
You can download a bunch of free particle effects from the asset store and such as well, so you can find a good mesh to fit your thingy if you wanted to.
Anyone got some more experience with importing mmd? Can you actually import animations aswell?
Make it just one particle, change the shape, resize it and position it to how you want and change the material in renderer. Tons of good stuff in the asset store to use as textures and meshes if you need them
Let me see your animation timeline
do you not know jojo
aside from the 2frame limit, it should still not be tied to the model like it currently is
Do you have any other animations tied to your character?
Not too sure about this one, but it doesn't look to hard to make it two frames though. But note, those two frames must be exact same values, so it's effectively 1 frame
yeah im not worried about the frame issue, but this should STILL not be tied to the model at all as it currently stands
since this is happening outside the vrchat limit and its just a normal unity animation
im sure its some easy fix, but i've no fucking clue how to get to that fix
Yeah, but see if you can just finish it and upload it to VRChat, might not behave the same way there?
it does
I uploaded a vid of it earlier
he fucking EXPLODES then shrinks back into nothingness
its hilarious but not what im going for at all
Fact is the model shouldnt be moving at all
Put the particle effect into an empty game object maybe, then hide that and enable it in animation perhaps?
why is my sphere particle constantly switching to different locations
just did it zam
Didn't work or?