#animation

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solid plaza
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I have my gun on my clone but not on the main model

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I hide it

plush meadow
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So I hide the gun and the gunfire, but don't uncheck anything under that hierarchy of gunfire?

solid plaza
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Hide the gun, the gunfire, and all the paritcles

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Then you duplicate and unhide on the clone

plush meadow
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Now I animate the fingers and whatnot?

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And then upload? @solid plaza

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And as for the muzzle fire, should I use a different texture?

solid plaza
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Yes, in your animation, you unhide the things you want to appear when you make the guesture

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It's up to you what texture you want to use

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I think I use the same one

plush meadow
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So it's safe to move around the particle system in duplicate?

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Or does it have to be the same location.

hard crag
solid plaza
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You don't have to move the particles since you already set them up in your main model

plush meadow
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Right, but the muzzle fire isn't accurate though.

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I'd have to readjust.

solid plaza
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That's fine

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Just adjust the anything in the gunfire hierarchy

lone pumice
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Hey doods I have a question

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Say I have a weaon on my back, that I would like to put into my hand, how do I go about doing this?

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I watched a animatin override video, and I watched a video where they took the object from another file and put it into unity

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but I haven't seen someone take a object off of the acutal character...

fossil verge
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Can someone send me Dynamic Bone? I dont have any money ๐Ÿ˜ญ

plush meadow
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I think I understand now. So you want to set up the general location of the game object with the particle and audio source on the main model.

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Then duplicate so that you can create animation

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After you are done making animation, do you have to hide the gun in the duplicate model as well as the gunfire game object?

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@solid plaza

solid plaza
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Yes, that's correct, once you are done with the animation and it looks good, you hide all of it

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The animation will unhide for you when you make the gesture

plush meadow
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Thank you.

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so much,.

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Really do appreciate it.

solid plaza
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It's fine, I'm still very new myself but I don't mind helping

plush meadow
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Last thing. Hide even the gun on the duplicate as well as the gun fire and hierarchy? @solid plaza

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For sure, last thing.

solid plaza
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Yeah, as long you have added them to the animtion to unhide on guesture, you have to hide the clone altogether

plush meadow
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So in this case, leave the gun on the duplicate checked, the gunfire object unchecked, audio and particle system checked, and uncheck the whole model?

solid plaza
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I'm not entirely sure whether or not you actually have to hide each invidual object since you cna just untick the box for the entire model and it will be hidden too

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But to be sure, untick everything in the gunfire along with the "gunfire" and the gun itself and finally the entire clone model too

plush meadow
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Okay I will.

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Thank you.

ocean dagger
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Can anyone help me, I created a custom blinking animation and it works in the preview but just reverts to the usual vrc blinking

hardy wagon
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why audisources sound too soft?

cyan sparrow
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Has anyone been able to find out if it is possible to get the male standing pose animations from the sample assets? Currently they are completely empty.

thorny fox
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Hey everyone, is there a scenario in which particle systems with a total of under 150 particles make the avatar not loadable?

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everytime i upload a low poly avatar with animations to test, i can't seem to get other people to see it

tranquil harbor
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Has anyone had some kind of issue with a custom animation like getting stuck on the floor and all the hair and face gets like all weird? Feels like what happens with the avatar in Unity when you start animating

this probably has been asked like 500 times, sorry if that's the case

restive elm
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i mean, i do that in real life when i spend too long in unity.

tranquil harbor
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lol

restive elm
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but yeah, i've ran into that as well. curious to see if there's any responses.

tranquil harbor
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Hopefully someone will know the answer

cyan sparrow
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@tranquil harbor Check to see if you have any non-muscle transforms in your animation

tranquil harbor
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My animation is the typical tongue out with an eye closed

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The thing is that I used an emote slot, since I don't have vr headset

cyan sparrow
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Are there any non-muscle transforms though?

hasty yacht
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@cyan sparrow I looked at this last night, I configured the SimpleAvatarController from the VRSDK animation examples into the controller box on the animator component for a duplicate and it gives you the idle and walking animations

cyan sparrow
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If you have any non-muscle transforms you will break your avatar and do weird things like fly through the ground in the menu and so on

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@hasty yacht I'm not sure what you mean

hasty yacht
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the inspector window for your model has an animator component right

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its set to none (runtime animator controller)

cyan sparrow
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The simple avatar controller uses the idle and walk fbx from the sample assets

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It doesn't use the male standing pose stuff.

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Unfortunately

hasty yacht
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hmm

cyan sparrow
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And the walk left/walk right they provide aren't strafes, just rotated walk forwards.

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I am currently using the walk forward because it is my only option

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But the legs are very close set so it looks weird.

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But it is all I have atm, need to wait till I can get access to the male standing pose anims

hasty yacht
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so are we saying then that there's nothing provided in the sdk, and this is all applied from the upload process

cyan sparrow
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Well they give you that idle and walk fbx

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But yeah you only override anyway

hasty yacht
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based on the avator descriptor gender selection box

cyan sparrow
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For humanoid avatars controllers are ignored

hasty yacht
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double hmm

cyan sparrow
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So you can only ever override what shows up in the override controller.

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And if you don't slot anything in, it uses the anims on the VRC server.

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I tried getting the mixamo locomotion and male locomotion packs but, as always, the animations are totally broken for my avatar no matter what I do. Weird crap like she rolls her heel every step while strafing

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Or floppy legs

hasty yacht
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I've avoided using mixamo

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for the most part i'm animating custom poses through the muscle editor from the idle position

cyan sparrow
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Yeah I'm doing the same for my emotes but I want a relatively natural gait that is simply modified to suit my idle and sword weilding position.

clear yew
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is there any way i can prevent my model from breaking when animating it?

cyan sparrow
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How is it breaking?

clear yew
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like, the pose

cyan sparrow
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Yes but what does 'break' mean in this context?

clear yew
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when you begin messing with an animation, it breaks the model into the floor

cyan sparrow
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When all your settings are at 0, that is where you start.

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You need to tell Unity what muscle values to use.

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And where to put the character.

clear yew
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is it possible to keep the position it was at though?

cyan sparrow
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You can copy a key frame from another animation if you'd like

hasty yacht
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^

clear yew
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ah, okay

cyan sparrow
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But it is very easy to put it into a stance that is good to start from

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Just a couple of 1s and 0.5s on the leg and arm muscles

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Shift the Root-T up so your feet are on the floor

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And you're set.

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It would also be a good experience to understand what the muscles do

clear yew
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true, i'll give it a shot

cyan sparrow
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But either way works, copy an idle pose or make your own starting position

hasty yacht
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I had to use a bit of root T hackery to keep my feet "apparently" on the floor when animating my character going down into a squatting position

cyan sparrow
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Yeah if you mess with certain things it shifts everything, like shoudler/chest/spine type stuff

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Taking steps requires playing with Root. T

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It is kind of annoying but that is animation for you

hasty yacht
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I guess there's no intelligence that allows you to align the surface of the mesh to 0,0,0

cyan sparrow
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There probably is but perhaps not in Unity, or for free.

hasty yacht
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for free probably being the crucial part

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๐Ÿ˜„

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guess i really cant complain with the tools we have access to for the cost level

cyan sparrow
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I don't see why you couldn't choose a bone to bind to 0,0,0 and automatically transform root.t/q appropriately to keep that bone at 0,0,0, and then switch which bone is locked as the animation progresses, that would make doing steps easy.

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There might be a script that does it but I bet it costs $

coral comet
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Trying to rig up a nice and pretty revolver for in game use, but from what I can tell my firing options are basically only repeated fire- is there a way to set up the animation to trigger once and only once when I play the gesture its linked to?

cyan sparrow
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Are both frames in the gesture the same?

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It should only play once if you only trigger the gesture once and both frames are set correctly.

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Afaik. I've not done gesture stuff but I have seen that loop problem

hasty yacht
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shame we cant use scripts, otherwise it would be a nice use case for triggering the animation and sound from an onkeypress event

cyan sparrow
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Improvements might come soon

coral comet
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Currently, I have the gun linked to the handgun gesture, and am planning to link the firing gun (muzzle flash + audio) to the thumbs up gesture. I'll definitely set the keyframes properly, but from personal experience and watching tutorials, the whole looping thing seems universal.

cyan sparrow
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I've only ever seen looping if you don't have both frames the same

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Like if you have the effects off in the 2nd frame rather than on

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In fact that is the only time I've ever seen looping

coral comet
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Ah.

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So it should generally just play once if everything is appropriately active on both mandatory keyframes?

cyan sparrow
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Both effects and hand positions need to be the same in both frames. The whole gesture override thing is hacky so they're very finnicky.

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Yeah

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At least that is from what I've seen, I don't have VR so I've not done it personally. But I've seen someone trouble shoot that exact problem and it was because the effect was turned off on frame 2 rather than kept on.

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The gesture overrides are very particular so yeah

coral comet
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From my personal understanding, forgive me if I'm wrong, wouldn't it loop across the single frame the keyframes span? Like the moment it ends, if your hand is still in position to trigger the animation, it would do so again?

cyan sparrow
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I think if you keep your hand in that configuration it might loop? I'm not 100% sure since I don't have VR. All I know is that a friend of mine had that looping problem where even using the gesture for a fraction of a second kept shooting off effects, and that bug was caused by the 2nd frame being different from the first (effect disabled instead of enabled).

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Once fixed, they can shoot off single instances of effects

coral comet
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I like how the possible solution to my issue is literally trigger discipline. "Please keep your finger on the trigger ONLY if you wish to continue shooting".

cyan sparrow
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Hah, maybe.

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When you do the gesture override to pull out the gun, you hold the pose, right?

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So it makes sense that holding the pose will continue the effect

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That being said, could be worth turning off loop if it is turned on

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But that bug I mentioned will ignore loop status

coral comet
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Yup- the gun hold pose is linked to the handgun gesture

cyan sparrow
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So even if your sound/effect loop is turned off, the bug I mentioned will loop it forever.

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I donno how the loop status is affected if you're not experiencing that bug

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Because the whole gesture override system is hacky it could break in any number of ways

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But yeah, you really should be able to shoot one shot.

coral comet
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Still, thanks for the information- gives me a good head start on what to expect when I get around to doing it.

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Even if it does result in looping, as long as I cut the loop quick enough by swapping back to the idle gun gesture, then I can conceivably pass it off as just shooting really quickly-which IS humanly possible.

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What isn't humanly possible is barking out 30 rounds in 4 seconds from a pistol that should hold 6.

cyan sparrow
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The way I've seen people do the gesture is to hold the gun idle while triggering the gun shot override separately

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I don't think you need to 'swap'

coral comet
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Oh. That could work. That could most definitely work.

cyan sparrow
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So you do your gun in right hand, and in left hand you use a different gesture for the shot.

hasty yacht
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this is why i want hand controllers, so i can whip out my cannon and beat people up with it like a good iron paladin should do ๐Ÿ˜„

cyan sparrow
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Thats why I am doing all this animation stuff, @hasty yacht , so I can make the most of Desktop mode

coral comet
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Though admittedly, when immersed ingame with a VR headset, you tend to roll with what feels physically possible- holding a gun and pulling the trigger with your index finger is the more natural thing to do.

cyan sparrow
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I wanna be able to do cool crap without VR since I won't have it for ages

hasty yacht
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indeed, its nice to play with but it feels like a poor mans body tracking

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with tracking I will concentrate just on the firing effects of the guns and completely ignore the muscle poses, it will be heaven

coral comet
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For the moment, until I get this rigged up, all I can do is wave my revolver around intimidatingly- and pistol whip people. Pistol whipping is fun when they don't expect it.

cyan sparrow
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I donno, there are cool things I can do with emotes that you can't do with VR

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If I get VR I can shoot my laser, but I can't have my character slide backwards while struggling against the force.

ocean dagger
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I just discovered that my custom blinking animation that works in unity preview, ALSO works in the avatar menu (when it's spinning around) but not in the game when I switch to it

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pls halp

cyan sparrow
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@ocean dagger What doesn't work exactly?

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Er

coral comet
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Thank you for the help @cyan sparrow, I shall put several bullets between people's eyes in your honor.

cyan sparrow
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Like no blinking at all or wrong animation?

hasty yacht
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I animated a vibration effect on my cannon firing, so it looks like im having trouble holding it steady whilst firing, it looks cool but I can just do this with the controllers

ocean dagger
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@cyan sparrow Custom blinking animation made in unity, it shows working in preview and now even the avatar menu. But when I switch to it, it just does the normal vrc blinking

cyan sparrow
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How do you do a custom blinking exactly?

ocean dagger
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just a unity animation using keyframes

cyan sparrow
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Like where do you do the override? I'm not familiar with how to do that.

pseudo pewter
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Or if you can, create eye tracking using cat's

ocean dagger
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i've tried almost everything

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watched all the videos aswell

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it's there in the avatar menu working properly

pseudo pewter
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Did you create the animation on a clone of your original model?

cyan sparrow
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You mean you made a blend shape?

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For it?

pseudo pewter
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Talking to me?

cyan sparrow
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spade

ocean dagger
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yes i made a clone when creating it

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the animation file is all done

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and added as a component on the main model

pseudo pewter
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Oh

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Did you set it to legacy?

ocean dagger
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yes

pseudo pewter
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Hmn..

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Loop?

ocean dagger
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ye

cyan sparrow
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Does it work on a new avatar blueprint?

ocean dagger
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uh like putting it on a different avatar

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?

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or creating a new scene

cyan sparrow
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On a different avatar entry in your personal avatars on VRC.

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By removing the pipeline, so it is a completely new instance of the same avatar

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Rather than an updated version

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If the old vrc blend shapes no longer exist and you arne't updating a model that previously had them, then there is no way for the game to use the old blendshapes, right?

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Maybe that will work

ocean dagger
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just dettach and upload?

cyan sparrow
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Yes although I suppose you might want to save the old blueprint code if you want to update the old one later on (though you could update the new one)

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Currently the avatar management tools don't really exist :-|

ocean dagger
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well i've already dettached it

cyan sparrow
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Can always ctrl-z but it doesn't really hurt either way

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Just means you'll have another entry in your avatar list

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Could always ctrl-z, duplicate the scene, detach in the new one

ocean dagger
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Do I need to reattach at some point

cyan sparrow
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Then you'll have scenes for old and new

ocean dagger
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i'm not quite sure how the pipeline manager works

cyan sparrow
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It will create a new pipeline thingo

ocean dagger
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ok ok

cyan sparrow
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For the new avatar blueprint id

ocean dagger
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automatically when i upload?

cyan sparrow
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Yeah

ocean dagger
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makes sense, thanks

cyan sparrow
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If it still doesn't work, no idea

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There is some weird crap with how a lot of avatar update stuff works

ocean dagger
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i'm so desperate to get this thing over with

cyan sparrow
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I had avatar game objects randomly get corrupted/turn off yesterday.

ocean dagger
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i'm willing to pay people just to help

cyan sparrow
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I've not made custom blinking anims so this is the only idea I have.

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Just that somehow they're keeping your old blendshapes instead of updating it

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So a new avatar blueprint should help that.

ocean dagger
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well everyone says the same method of making custom blinks

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so I cant understand why I'm having issues

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its loading in now

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nope

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I can literally see it working in the avatar menu

cyan sparrow
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That is incredibly strange

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How does it know what the old blend shapes look like?

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Your new ones are called vrc.blink etc?

ocean dagger
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uh

cyan sparrow
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So if this is a new avatar there is literally no way for VRC to know what those blend shapes are.

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Unless those old ones still exist and are named the same thing.

ocean dagger
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'blend shapes' as in the animation?

cyan sparrow
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I donnot what the terminology is, I suppose it is an animation of a kind. If you go in unity and click on your mesh there should be a "blendshapes" drop down.

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Your eye blinking custom is in there yeah?

ocean dagger
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Give me a moment

cyan sparrow
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Like that

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I think your blendshapes need to be in there and be named vrc.blink_left etc.

ocean dagger
cyan sparrow
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I've never created a blendshape or custom blinking animations, I donno what the tutorial says to do, but just from the point of view of how vrc uses blendshapes to do mouth visemes and so on, I'm 90% sure that you will need to have them in that list and named the correct thing.

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So when you set your vrc.blink_left etc. to 100 does it do your custom blink?

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In the unity scene?

ocean dagger
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yep

cyan sparrow
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Hm

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Yeah this makes no sense.

ocean dagger
cyan sparrow
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Blinking animations are not a 'default' thing, it is particular to your mesh and its blendshapes.

ocean dagger
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this is the animation, yeah I could see it working when making it

cyan sparrow
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Wait hmm now I'm a bit confused.

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I donno how it works, the tutorial says for you to do that?

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What you've shown me there?

ocean dagger
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yeah i've looked at most of the blinking tuts and there's nothing different to the process I went through

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the animation file is there, I can see it working when added as a component

cyan sparrow
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Afaik the way vrc makes you blink is it just scales the blink blendshape from 0 to 100 in some timeframe

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How do you get that animation into a single blendshape? It looks like you're manipulating 2 blendshapes in multiple different ways

ocean dagger
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yeah that's no issue, I did the same to make the animation

cyan sparrow
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Not just creating a scale from 0 to 100 of what a blink looks like

ocean dagger
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The animation is done, there, working but will not go in game

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it just uses the normal vrc one

cyan sparrow
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I think I am starting to understand how you're trying to do this.

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This is part of a custom idle or something like that, right?

ocean dagger
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added as an animation component like the rest of the videos do

cyan sparrow
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Like it is a 1 and a bit second long loop of various eye movements you want constantly looping on your character?

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Where is the animation component?

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On your head?

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Afaik animation components on your root will do absolutely nothing for humanoid rigs.

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Or it's on the mesh?

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I guess.

ocean dagger
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It's about a minute long, animation is on the main model with everything else

cyan sparrow
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By main model you mean root or the mesh/body?

ocean dagger
cyan sparrow
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Hm

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Can I suggest trying to put that component on the mesh and see if that works?

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The 'Body' as it is usually named, in the hierarchy.

ocean dagger
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yep that's what I thought you were getting at earlier

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doesnt seem like it goes at all in the preview

cyan sparrow
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I've never used this 'animation' component, only the animator and animation controllers, and I know that VRC doesn't care about your animator or animation controller at all if you have a humanoid rig. I have no idea about this 'animation' component.

ocean dagger
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should I try an ovveride controller thing

cyan sparrow
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Controllers do nothing

ocean dagger
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pretty much every custom blinking video uses the same method with the animation component

cyan sparrow
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Do they show it working in game in the tutorials?

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I've seen a bunch of tuts that don't work at all and they don't even show it working in game so...

ocean dagger
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well they all follow the same formula

cyan sparrow
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Right

ocean dagger
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and are fairly recent

ornate crypt
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I've never used a Mixamo animation before, do you need to do anything special to get it to work as an override or does it comes as the right format?

cyan sparrow
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And they show it working in game?

ocean dagger
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dont think so but you'd assume

cyan sparrow
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Hm

ocean dagger
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would it maybe be easier to screenshare so i can show

cyan sparrow
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Well I've followed tutorials before that claim that because it works in unity it works in vrc chat but when following the tutorial it works out it doesn't work in vrc chat lol

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It looks like it should mostly work but

ocean dagger
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well they're all vrchat specific

cyan sparrow
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The shapes that you're animating in the animation file

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Are they the vrc.blink_left or are they wink1/2 or whatever the default names from cats are?

ocean dagger
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yeah

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I can see it working while animating

cyan sparrow
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Yeah but which one

ocean dagger
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the whole thing plays in preview

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and even in avatar menu

cyan sparrow
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The vrc ones or the wink/blink ones?

pliant dust
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@ocean dagger (takes a look) Why the heck is your animation 70+ seconds?! That's way too long.

ocean dagger
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vrc.blink_left

cyan sparrow
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Oh darn.

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I was going to say if you were animating the other ones you could try and delete the vrc._blink blend shapes

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so it literally cannot do blinks that override your animation

ocean dagger
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@pliant dust it's just a look of various blinks

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loop*

pliant dust
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Keep it down to 10 seconds.

ocean dagger
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is it maybe not working because it's too long

pliant dust
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Yes. Very yes.

cyan sparrow
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Uh, I don't think so, this isn't an emote.

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Animations have no upper time limit if they're not emotes.

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I've seen animations go for minutes and minutes in game.

pliant dust
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It's still best to keep it low.

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I've seen weird things happen when they get long.

cyan sparrow
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Probably good practice but I don't think that is what is causing the issue here.

pliant dust
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Welp. You can lead a horse to water, but you can't make it drink. (moves onto the next person)

cyan sparrow
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@ocean dagger worth trying at least. See if you can get a minimal example working.

ocean dagger
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i've thrown the animation component on all 3 parts just because why not

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and yeah i'll try that after

cyan sparrow
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The issue with that is that the animation needs to know where the blendshapes are.

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And if you've animated it on the root then it will look for the body as a child, then it's blendshapes as a child

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Putting the animation on other game objects it will try to search for body as a child and not find it, so it will fail to animate. At least I'm pretty sure.

ocean dagger
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well the original animation that works still does

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idk man im trying anything

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i've asked so many people

pliant dust
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You are sure you set your animation to Legacy in the Debug tools, right?

ocean dagger
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yep

pliant dust
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Uh huh. I hope you don't have multiple blink animations all named "blink" too. That'll confuse things.

ocean dagger
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no

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i've made a quick 5 or so second loop

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well time to see if this is the issue

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if not then im going to go mad soon

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nope

pliant dust
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When in doubt, start over fresh. Odds are you did something off.

ocean dagger
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i may have a lead here

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if this doesnt work then yeah i might be done with this

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even if I do fix this I've got many things left to do with this model

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argh fuck

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i thought it was just the bones set in my cats and i was getting hopeful

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someone please just tell me my cats is set up wrong

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im looking for the dumbest solution possible at this point

pliant dust
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You don't make your own manually? Jeez, Cat's Blender Tools has made a lot of people lazy...

ocean dagger
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how do you even make your own

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I dont want eye tracking and i'm trying to get my own blinks to work

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if anyone can solve this issue

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i'll pay you

pliant dust
ocean dagger
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Does that actually add anything other than being manual, all my shape keys work in unity and even the avatar menu

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I'll paypal anyone that can help me with this

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I can deliver all the information needed pls ty

pliant dust
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I don't really have any suggestion other than to start over and follow the steps more closely, because you did something wrong.

ocean dagger
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restart in unity or from bldner

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blender*

pliant dust
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In Unity.

ocean dagger
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alright

void radish
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I'm working on a model that has custom animation overrides into controlling a different model with its own set of bones and everything but I don't even know if it's possible to do. The closest I have come so far is getting the other model that i want to take controle of as a T-pose and my current one disappearing if you have ideas on how i can get this to work please let me know.

agile nimbus
#

Guys how can i add dances from mixamo.com ? not just download in fbx for unity format and add it to emotes? cuz its not working for me, my char just felling half in the ground and doing nothing

cyan sparrow
#

You can try shfiting the animation up by checking the animation properties and shifting the Y value

#

But in my experience none of the mixamo animations actually work properly

#

@void radish I think the best way to do that would be to have 1 armature with 2 meshes, and disable 1 of the meshes. Then have a gesture override that sets the first mesh inactive and the 2nd mesh active

#

This means you need both meshes appropriately weight painted to the same armature.

#

If they have very similar armatures you can fuse the models in blender.

tepid mango
#

is the tutorial for using custom animations in the #tutorials channel?

#

because i'm taking them from mixamo and i wanted to know if there were other places where i could find some custom animations

ocean dagger
#

someone please tell me my cats is set up wrong

#

i want to fix this shit before I go insane

fallen flax
#

Why do you have so many left eye and right eye duplicates

ocean dagger
#

it seems to create one everytime i create eye tracking

#

when I select the normal vrc.blink_left

#

it changes to blink_left_old

#

and so on with numbers

cyan sparrow
#

If the blink shapekeys already exist you don't need to create eye tracking with cats

#

You just need to use the blink shape keys that come with the mmd

ocean dagger
#

should I delete them or doesnt it matter

#

because the animation still works in unity

#

im at a loss

cyan sparrow
#

By creating the vrc.blink_left etc. shapekeys VRC probably automatically sees those and generates its own blinking

#

But if you're going to animate the blend shapes manually why bother using cats to rename them?

#

That way VRC won't see those blend shapes and your animation will be free to play.

#

But since you made your animation using vrc.blink_left etc. it means you would probably have to remake your animation if you wanted to try that.

ocean dagger
#

I've got a headache

cyan sparrow
#

If you want a quick way to test, delete the vrc.blink blend shapes in blender. Export your character. Import into Unity and make a blink that is just one frame open and closed. Then see if that works. Of course make sure you keep copies of the blender and unity files etc.

#

If deleting the vrc.blink_ shapes works then you know what you have to do

tepid mango
#

ok so guys, i've got this sitting animation idle from this website "Mixamo" but i don't understand how do i import it into my custom model

shrewd moon
#

I just added 4 mixamo animations to a model

#

process is simple

#

let me open up my unity again

tepid mango
#

it's not really an animation just how the character sits

#

i'm gonna need to know where to find more animations like dab or stuff like that for emotes

shrewd moon
#

oh not sure if I know how to override sitting animations yet

tepid mango
#

oh, well if you don't mind then can you explain how i override emotes?

shrewd moon
#

alright

#

drop the mixamo fbx file into your unity Assets

#

preferably in your model's folder

#

select the fbx, then rig into a humaniod

opaque mulch
#

Can someone help me? Is there a way to get the default human animation for a avatar without a neck, upper chest and shoulder?

shrewd moon
#

after rigging the animation to humaniod

#

bottom right corner there should be a preview window for your animation

#

you can play the animation in there

#

if the model is in the ground or too high

#

change the Y axis in the animations tab in the top right

tepid mango
#

wait do i have to configure and apply?

shrewd moon
#

yup

#

have you rig a humaniod before?

tepid mango
#

i have but had problems because the models i've used where broken

#

so it's technically my first time

shrewd moon
#

try to rig the bones as same as your current model

tepid mango
#

ok, i think i've done it

#

and i also modified the size of the model to be the same as my avatar

shrewd moon
#

alright

tepid mango
#

wait

#

now i played the animation form the red model

#

and i see my avatar doing it

#

why?

shrewd moon
#

hmm

#

red model?

tepid mango
#

the one from mixamo

shrewd moon
#

oh did you add the animation to the scene?

#

wait what

tepid mango
#

i have no idea tbh

#

i added the fbx to the model's folder

#

then added it to scene to adjust its height

#

and now my model is doing the animation

shrewd moon
#

dont think you needed to adjust the animations scale

tepid mango
#

ok, but ummm so what now?

#

i don't even know what i just did to be honest

shrewd moon
#

does the animation in the corner look good?

tepid mango
#

yeah, exept the hair clipping trough but idm since it's my first model

#

i'll fix it in the future

shrewd moon
#

does it look like its at the right height?

tepid mango
#

yep

shrewd moon
#

well now

#

now select the animation from the mixamo fbx

#

duplicate it

#

drop that duplicated file to your animation overrides??

#

but you want to replace the default sitting animation?

tepid mango
#

noooo, i did wanted to to that, but i'm asking how do i replace emotes now

shrewd moon
#

might have to screenshare

#

not really good at explaining things

tepid mango
#

ok just pm me

jaunty gust
#

Hrmm, either Mixamo doesn't like this model to be uploaded and comes up with an error. Or it doesn't load any of the animations.. I have a feeling something might be wrong with my rig. Could someone lend me a hand and check? ^^

cyan sparrow
#

Mixamo is just completely broken for me, but I have heard something about MMD models not working. YMMV.

jaunty gust
#

Well

#

My other MMD models did work ;D

clear yew
#

I can't find CustomOverrideEmpty in unity. I have the latest SDK, Muscle Animation Editor installed

jaunty gust
#

I hope that wasn't a lucky shot

#

@clear yew It isn't under VRCSDK\Examples\Sample Assets\Animation?

clear yew
#

hmm, I was told not to import examples

#

let me reimport

granite sapphire
#

Anyone got an idea of how to fixe the sitting animation on small models ?

#

๐Ÿค”

tepid mango
#

still have no idea where the dab animation is

upbeat field
#

Can anyone remember if there's a 'hotkey' for splitting animations in unity?

#

Where you have one big file with all the animations and you split them up into seperate ones?

#

I did it yesterday but I don't remember how.

silent radish
#

wuick question

#

i have a particle system hooked up to a weapon myt char is holding

#

but when i run the animation override the particles just appear in the ground below

tranquil harbor
#

@cyan sparrow Sorry, I had to sleep at the moment. Answering to your question, my avatar is completely fine, the issue is like when I press the emote button in-game. Right when I press the button I just configured, my avatar glitches a lot and I can't move, sometimes I can move after a few seconds but it's not the way it should be. I'm not entirely sure of what you mean with non-muscle animation buut yeah... Also I've seen that I'm not the only one with this issue

cyan sparrow
#

Do you use any animation properties that are transforms rather than muscles?

tranquil harbor
#

Can you give me an example of what you mean? I'm still not quite sure of anything

cyan sparrow
#

Perhaps you should just take a screenshot of the animation you're trying to get work, the timeline/keyframes.

tranquil harbor
#

Oh sure

cyan sparrow
#

Oh this is a gesture override?

tranquil harbor
#

Yes, yes, sorry I didn't say that before

cyan sparrow
#

I think you need to have the animation enabled turned on on the first frame

#

and the 2nd frame as well

#

Both frames need to be identical and whatever you want to spawn/happen needs to be active on both

#

I'm not 100% sure how an enabled animation is going to work with gestures though so

tranquil harbor
#

I see

clear yew
#

Hello, i put in blender a character, and how i put the textures on it?

tranquil harbor
#

The thing is that the animation property I put first, in theory, is for the blink animation I've setup before, but I'll try to do that and see what happens

cyan sparrow
#

If it is just a blink then why not use the blendshapes?

tranquil harbor
#

Good point, since I'm new on all of this I just followed a nice and easy tutorial I found

cyan sparrow
#

Try making sure both frames are the same and enabled

#

See if that works

tranquil harbor
#

Thank you

cyan sparrow
#

If it doesn't, it might be because animations work weird inside of gesture overrides

#

So try do blendshapes

tranquil harbor
#

I'll try to do that then

#

Do you know like a guide or something I can use for that?

cyan sparrow
#

Which thing?

tranquil harbor
#

How to do it with blendshapes

cyan sparrow
#

It is the same as what you have there?

uneven acorn
#

Instead of using dynamic bones, is there any good assets on unity which would be a good substitute

tranquil harbor
#

Hmm it's basically the same as what I did in that picture, yes

cyan sparrow
#

Just choose the blend shapes you want and their appropriate values

tranquil harbor
#

I think I get it now lol, thanks

low nimbus
#

is there a way for a hand gesture to play a complete animation that is more than 2 frams. for example animation States

unreal palm
#

Dose anybody know if the:
vrc.blink_left

vrc.blink_right

vrc.lowerlid_left

vrc.lowerlid_right
Do anything for your character other then just being naming conventions?

plush meadow
#

Well its name is self explanatory?

#

Are you referring to vrc?

unreal palm
#

yeah

plush meadow
#

It just stands for vrchat.

#

A formar for which it can be easily identifible.

#

Form*

unreal palm
#

well dose vrchat use it in there game?

plush meadow
#

Yeah.

#

For visemes or blinking.

unreal palm
#

i mean like automatic like viseme?

plush meadow
#

It's created by the tool.

#

Both.

unreal palm
#

I never seen it work on any of my character i have always done custom animation for it

plush meadow
#

Mouth movement and eye movement may not work if you decimate face, eyes, or mouth.

unreal palm
#

its listied just not much info on it

#

I usually make my own characters and blend shapes

#

just trying to understand

plush meadow
#

It's for mmd.

#

If it's not a mmd character, chances are it won't work.

#

What character are you even trying to get working?

#

You said a custom character?

unreal palm
#

Yep

plush meadow
#

One of your own creation?

unreal palm
#

yes

#

I have been doing 3d modeling for 16 years and rigging master

#

So i know what im doing to make them just wondering why they have blinking in there if its not doing anything for you

plush meadow
#

Well it works for me.

#

I don't make my own models, but whenever I apply the option it works most of the time.

#

Blinking should work.

unreal palm
#

With out custom blink right?

plush meadow
#

What tools are you using in blender in relation to vrchat?

#

I used a tool named CATs tool and it has a tool for apply blinking and eye movement to characters with eye bones.

unreal palm
#

Yeah i have tried it just see what is the difference

#

So your telling me if i name my blendshapes vrc.blink_left vrc.blink_right that the just automatic work in the game?

plush meadow
#

I'm not sure if it works that way.

unreal palm
#

Why?

austere finch
#

Whenever I use unity to test a small animation like something scaling up and down in size, some boxes to the right become red, why does this happen?

unreal palm
#

@austere finch Your keying an animation

austere finch
#

Keying?

#

Sorry, I'm new to animation

plush meadow
#

Well, you could try it but I'm not sure if it would work.

#

I have no experience making custom blinking animations from scratch.

austere finch
#

Key frames?

plush meadow
#

Yeah.

austere finch
#

I mean

unreal palm
#

You see that red button

plush meadow
#

You mean the coordinate boxes?

unreal palm
#

that record

plush meadow
#

That turns red?

unreal palm
#

when ever you have that button on it will record anything you do to the character

austere finch
#

OMG YOU

#

THank you

unreal palm
austere finch
plush meadow
#

Be advised, make sure the coordinates of your animation model and main model must be the same.

#

Do not change them.

austere finch
#

Alright

plush meadow
#

If you do, your animation ingame will screw with your body.

#

I'm referring to position coordinates.

austere finch
#

Do you know anyway to instantly transfer the eye image, I mean I have one idea...

unreal palm
#

So back to the subject @plush meadow do you have Blink animation on your character?

plush meadow
#

I do but it's via the cats tool.

#

After doing that, I just export to unity and it works ingame.

unreal palm
#

so only in blender you do it?

plush meadow
#

Yeah.

unreal palm
#

Okey

#

Thanks I will test all of this

ocean dagger
unreal palm
#

Similar to what i had yesterday just havent found out how to fix that

#

@ocean dagger I even think we have the same problem.

#

Just going to check if show in the avatar menu

frigid pine
#

love thst stare tho

unreal palm
#

@ocean dagger i'm correct I have the same problem i know how to make the problem but i cant solve it

austere finch
#

How do you make stuff suddenly dissapear or reappear? Like, make a material dissapear and reappear instantly.

#

Nvm

#

Got it

spare bramble
#

i am attempting to upload a avatar but every time i go to upload it keeps playing for some reason and wotn let me upload i have just spent the last hour attaching a weapon and setting up the animations so i wanna try it out any help?

sacred gate
#

@spare bramble go to the 'Game' tab

ocean dagger
#

@unreal palm Is it a bug? I'm trying to keep my sanity here

spare bramble
#

@sacred gate did that still got the same issue :/

sacred gate
#

@spare bramble what does the game tab show?

spare bramble
#

just the avatar with its animations playing i can see the rainbow hair changing colour its says on the bottom you cannot edit your vrchat data with the unity application runnning

sacred gate
#

can you send a screenshot of it?

spare bramble
sacred gate
#

try saving the scene and re-opening unity

#

if that doesn't work, have you updated your SDK to the 2018 one?

spare bramble
#

didnt work i havent actually downloading the 2018 one atm

#

updated to 2018 sdk still got the same issue

sacred gate
#

hmm i don't know then, sorry

austere finch
#

Omg I finally got a blinking animation! Now I can apply it to all pokemon models.

unreal palm
#

@ocean dagger Dont know if its bug but i have just been trying to work around it

ocean dagger
#

spent about 8 hours today trying to fix it lol

unreal palm
#

Yeah same here

ocean dagger
#

that relieves me a bit that it's not just me

spare bramble
#

figured out the issue for some reason the pipeline script not being enabled was causing that issue @sacred gate

ocean dagger
#

i sent something to tupper, hopefully he will see it

sacred gate
#

ah ok that sounds right

spare bramble
#

hopefully my first weapon attmpt goes well need to start up my vive

unreal palm
#

@ocean dagger Nice hopefully

daring frigate
#

Does anyone know if there is a difference if i put an animation in an emote slot or in any other slot ?

agile arrow
#

will any partical effect from the unity asset store work with vrchat?

sacred gate
#

@agile arrow no

agile arrow
#

anyone know a good lighting effect?

spare bramble
#

ok so i uploaded the kanna avatar i added a weapons to although something strange happened it appears on the avatar list however it is a large red avatar and doesnt load i dont know why?

#

anyone know what the red avatar means so i can find out what could be the issue?

quick goblet
#

I've been super happy that my avatar finally has the Howitzer animation working, but I need to fix her being glitched and sitting in the ground when she does it. Is there an easy way to edit an already-saved animation if I've deleted the duplicate model used to create the animation in the first place?

#

when I try to click on my model and go to the Animation tab, it just says "Create new clip"; doesn't allow reopening an existing animation to edit it.

#

in the future, it's probably best I don't delete the duplicate model being used to create and set the Animation clips, but for now I'm curious if there's a way to fix it without recreating the clips from scratch

wanton flame
#

duplicate

#

create a new animation so a new controller will get created

#

go to animator and replace the animation you just created with the old one you want to edit

quick goblet
#

ohhhhh! Thank you so much Forgery!! ๐Ÿ’œ

wanton flame
#

sooooo

#

does animation work for you though?

#

I tried to animate a shader and I just sink to the ground zzzz

quick goblet
#

that's a problem I'm trying to figure out too

wanton flame
#

although the shader does work

#

and I did the duplication

quick goblet
#

when I create the animation, my character just sits in the ground. Unsure if I should be setting every bone so it doesn't translate me into the ground

#

or if there's a step I'm/we're missing

wanton flame
#

do you mean halfway?

quick goblet
#

yeah, half my body is stuck in the ground for the duration of the animation

wanton flame
#

I edited idle, so I sink into the ground all the time lmao

quick goblet
#

oh no ๐Ÿ˜ฆ

wanton flame
#

pretty sure I did everything right though

quick goblet
#

I'll probably end up creating a blank for my Emote animations where the character is set to default idle state

wanton flame
#

someone suggested to animate the root t as well to lift the character up, but still the same

quick goblet
#

with all the bones with their default values

#

hmm, strange ๐Ÿ˜ฆ

#

if there's an answer, hopefully I can read back or get pinged with it

wanton flame
#

how many frames does your emote have?

quick goblet
#

it's about 13 seconds long, so 780 frames

wanton flame
#

I just watched a video where someone said it has to be 1 second, but he was just adding a sword

#

not sure if it applies to actual animation and not just enbaling things

quick goblet
#

yeah, for held items, I think the frame limit is possibly important

plush meadow
#

Yeah.

#

For static weapons, you want animation at 0 and 1 second mark.

#

I believe it's the same for a gunshot/muzzle flash effect.

wanton flame
#

holy shit why is my user name in discord jumping up and down?

#

my ocd

#

but anyway, my character is still inside the ground

warm furnace
#

What happens If for a gesture overrride, on the animation models, I remove a component like a mesh render. But In the main models, the component is still here ?

wanton flame
#

when I try to animate a shader

#

it doesn't matter what you remove as long as you don't use it

#

teh animation should only affect the parts you chose

warm furnace
#

Hmmm

wanton flame
#

which is why I don't udnerstand why I sink into the ground

warm furnace
#

OK

red pumice
#

So I think this belongs here, I am using Cubed's shaders and I'm triyng to get the rainbow shader to cycle faster, how would I go about that?

versed hornet
#

@red pumice if there is no option for the speed, you can probably rewrite the shader

abstract current
#

You can do dynamic bones on objects you pull out through animations right?

red pumice
#

@versed hornet I was thinking about that, too bad I'm relatively new to Unity so it will be something for me to dive into at a later date though im sure its a simple as changing a number or two

versed hornet
#

taking a look at the shader right now

wanton flame
#

@versed hornet maybe you could add it normally without an animation?

#

I think that's my problem at least

#

gotta make the shader move stuff internally and not through animations, maybe then I won't sink inside the ground

versed hornet
#

The weapon in itself is an animation too, so if I didn't attach it to an animation i would just have a particle flying around randomly :c

split onyx
#

in tuppers guide he puts in the values for the victory sign in the muscle animation editor, but where could i get the values for other hand signs?

versed hornet
#

ask people or try for yourself

#

as far as i know there is no way to "extract" them

wanton flame
#

go to the body gameobject

#

and open blend shapes

#

is that what you want?

#

errr

#

I mean your avatar and then it's model

#

sorry that's what mine is named

versed hornet
#

i think he wants values for all the "default" animations

#

like thumbs up, handgun, etc

split onyx
#

yea that's what i meant

wanton flame
#

oh true

spiral moth
#

I just saw the Mention I had above. My avatar is a humanoid yet the mmd models still sink into the ground.

acoustic talon
#

he also explains how to not fall into the ground in the comment section

split onyx
#

thanks!

acoustic talon
#

np, hope it helps cause there's barely any tutorials on this stuff

split onyx
#

yea i've been looking around a lot but couldn't find it at all

empty wave
#

is there anyway to flip these particles so that they would be facing up without rotating the shape?

acoustic talon
#

probably by finding the particle texture, opening it in a photo editing program, and flipping it the correct way Id assume

split onyx
#

ah sadly it just shows how you override the default menu emotes

spiral moth
#

also how do you make a sound activated in an animation play the full sound instead of the first second of it?

acoustic talon
#

set the length of the animation to the length of the audio clip

spiral moth
#

i'm not good at animations in unity so how do i do that exactly? lol

acoustic talon
#

if you had a 5 second audio clip for example, you would set the audio source to be active at 0 seconds and again at 5 seconds

#

in the animation

spiral moth
#

alright

quick goblet
#

Thanks a ton Kremepuff for the Root offset tip!

prime gale
#

Anyone know why now when I get in VR my avatar is on her toes?

acoustic talon
#

np

wanton flame
#

@acoustic talon thanks for the video, the comment actually helped

acoustic talon
#

@prime gale thats most likely either an issue with your in game height setting or where the vrc_avatar descriptor is located on the model

prime gale
#

Doesnt in game height just change the menu stuff?

#

Its set the same as my Rifts settings for my height anyway

#

Should it match my avatars height?

acoustic talon
#

if your height is too high or low in vrchat system settings your avatar will start bending their knees or going on their toes

heady sundial
#

@abstract current of course you can

acoustic talon
#

sometimes the avatars are weird and youll have to set it off of your normal height

prime gale
#

So just keep it lowering it in game till she stops you think?

acoustic talon
#

lowering or raising, yes

prime gale
#

Aight I'll try that

acoustic talon
#

youll see the legs bend if you look in a mirror while doing it

prime gale
#

My rift has me at 5'9 (I'm actually 5'11 but this way I can reach the floor) but right now my avatar is like, 4 and a half feet tall?

acoustic talon
#

yea its probably just being wonky

prime gale
#

K, I'm gonna go make her a bit taller first anyway then I'll try the settings in game and hope that works

acoustic talon
#

you could also try removing the toes assigned to the rig in unity like someone else mentioned if it doesnt work

prime gale
#

Also, I'm probably gonna change some animations today to create props, are those toggles or do I have to hold the hand pose to keep it?

acoustic talon
#

you have to maintain the hand gesture for it to stay out

prime gale
#

aaah

#

honestly might not bother, I like being expressive with my hands tbh

acoustic talon
#

could always make 2 versions, one with them and without

prime gale
#

true

viscid loom
#

Hi can someone help ?

I want to use a vmd and turn it into a animation for vr chat if someone know how to do that can he teach me how to make it possible ?
Also can u help me with mixamo animation ?

acoustic talon
viscid loom
#

@acoustic talon Thank !
any advice for vmd ?

acoustic talon
#

I dont have enough experience in vmd animations yet unfortunately

#

I dont think its a very difficult process tho

viscid loom
#

I hope

#

i manage to find some cool vmd

#

but i have no experience on unity and blender

#

just learned how to create custom avatar

spiral moth
#

The audio source is playing quitely without me activating the animation? I set it override one of the emotes.

viscid loom
#

recently

chilly girder
#

I'm trying to put a flame on a lighter for my animation but it doesn't match up with the lighter no matter what I do, the effect is by my legs

acoustic talon
#

did you deactivate it on your model @spiral moth ?

spiral moth
#

yes

acoustic talon
#

and is the particle system a child of the lighter in your models hierarchy? @chilly girder

#

yea not sure what would cause that except maybe you have it set to loop @spiral moth

chilly girder
#

Yup, lined it up and made it a child before I duplicated it and started the animation. I'm trying a new particle effect to see if it's just the one I chose, I don't think that's the case though. @acoustic talon

acoustic talon
#

if its a prefab particle system with multiple parts, its probably got some setting thats messing with it

#

only thing I know of to fix that is to move the children of the particle system to the same level as the parent and break the prefab

#

sometimes that works

chilly girder
#

Yeah that's definitely what it is then, the flame was a part of an asset bundle.

acoustic talon
#

yeah, if putting all the particles on the same level doesnt work Id just manually make a new particle system and use the same particles the prefab used for it

#

try to emulate the effect

chilly girder
#

Yeah I might just do that, the prefab itself doesn't seem to have any children.

acoustic talon
#

yeah, thats what Id do. Sometimes the prefabs just arent worth the trouble

dawn cypress
#

after on hour of getting an animation on my fist overide it seis it to large on one axis yet without the idem its not yet my character is atleast 4x bigger than the idem feelze bad man

spare bramble
#

so i added in a balisong knife to my avatar positioned it did the animation and put it on the finger point emote but for some reason in game it is 1. always out 2. behind me even though i positioned it to the hand on my model it moves around when i move my right arm so it is attached just not in the hand

#

any help?

plush meadow
#

First, you have to position it decently on main model.

#

Then, you duplicate the model and do the animation.

#

Making sure that both models have the same starting position coordinates.

grave otter
#

Hey, when I sit on a chair with my avatar it sits inside the chair and not on top of the chair, how can I change the sitting position?

plush meadow
#

That's dependent on your model.

#

If it's a really small character for example, you'll clip no matter what.

#

SOmetimes I'm under the chair when sitting.

grave otter
#

you can't add an offset?

plush meadow
#

It's dependent on size and the skeleton I think.

grave otter
#

eh

#

sux

spiral moth
#

The Audio Source works now but it now only lasts a second. It's frames are set to the length of the sound too.

versed hornet
#

If anyone has some experience with particles/unity particle system please let me know, im learning and got some questions

spare bramble
#

@plush meadow i just changed the position of my dupicate to be the same as the main model do i need to do the rotation too?

plush meadow
#

I'm not the best, but I can try.

#

Should be exact same position, yeah. @spare bramble

#

Otherwise your animation and main model will conflict with each other.

#

Example of what happens if the coordinates for both models are different.

#

From standing normally to crouching upon triggering a prop.

split onyx
#

Sorry for asking again but i rephrased my question a bit in case it didn't make a lot of sense.
Where can i get the muscle animation editor values for hand gestures like thumbs up or fingerpoint?

versed hornet
#

someone linked a video above Rai

split onyx
#

was it the the video right after my comment because i watched it and didn't contain the info i was looking for

spare bramble
#

nice well i sorted the positions what about the fact that the weapons always out? i was under the impression it would trigger when i did the finger point emote since i set it to that?

plush meadow
#

Did you position the weapon on the main model first?

#

Weapon always out is normal if you hold the same gesture.

#

Like drawing a gun out when maintaining that gesture for example.

versed hornet
#

My problem is a little hard to explain. I made a scythe and attached a simple drag-particle to the tip of it to make a "cutting" effect when i swing it.
I managed to make the particle follow my scythe after a while by setting the simulation space of the birth-particle to the scythe i attached it to.
This is what I used: https://youtu.be/sXwcqLaDmUc?t=61

Now if I swing the scythe, the birth moves with it and the particle emits from the right point, but it doesn't "sway" like it has velocity. It just stays the same as when i stand still. However when i move the whole character in the game, the velocity-effect works.

http://u3d.as/iqz Demo video of new effects of version 1.05 of Particle Ribbon. This is a free asset partly for educational purpose. This particular update d...

โ–ถ Play video
plush meadow
#

That's a tought nut to crack. I'd feel like you'd have to trigger the movement by programming the movement of the scythe to coincide with the effect.

#

Although I'm not sure how you would deal with that.

versed hornet
#

Yeah, I was expecting it to be kinda complicated, damn D:

#

I wonder why it's tied to the character movement now though. Couldn't there be away to just change that to react to the movement of the scythe instead?

uneven flare
#

is it possible to copy the customanimationoverwrite from another characters and use it for another character?

plush meadow
#

No, because the character animation value would be different.

uneven flare
#

OHHHHHHHHHHHH

#

nice

plush meadow
#

Like would you use the same animation values for a smaller person?

uneven flare
#

no

plush meadow
#

Like grown man to little girl?

uneven flare
#

i have a premade animation

#

a dab animation

plush meadow
#

But the aligning would be different.

#

I'd feel.

uneven flare
#

ok

#

so i'll have to copy

#

the

#

archive

#

and etc

#

etc

versed hornet
#

You could just try it

#

it works with finger movements for sure

#

i have a "flipping the bird" one that I just copy over because the finger bones are always the same if all you use are mmd models

spare bramble
#

ok so made sure position and rotation where the same on duplicate and main model all i can think of is that i maybe made a mistake somewhere but the knife is definetely moving with i move my right arm just that its over my left shoulder for some reason

#

time for some food i think then i will try making another model with a pistol instead see if i can get it right i was off work today so i did nothing but look up how to use mmd models,guns and animations for the last like 6-7 hours

quick goblet
#

iktf... I spent like 11 hours on Sunday and 5 hours each day this week from Mon->Thurs doing model and animation

tranquil harbor
#

Same here

#

But it's been worth it, once you get to do it it's like kinda fun

#

Specially if you see the results in-game. I still have troubles with my model getting stuck in the ground while doing an animation but I think I found the solution

quick goblet
#

mhmm

#

Finishing each milestone gave me the desire to continue

clear yew
#

any of you play Dota2?

#

any ideas on how to get rubick's staff particle animation into vrchat? xD

prisma pendant
#

how to i make my avatar glow?

clear yew
#

What i`m doing wrong?

vagrant tartan
#

what's the problem, stuck in animation?

clear yew
#

yes

vagrant tartan
#

isn't the max time limit for animation 10 seconds? maybe going over that breaks it?

#

ya you need to move the dots at 5:00 back closer to the beginning

#

thats a 5 min animation of nothing you got

#

also it looks like you're doing a gesture animation not an emote

#

you need VR for that

#

and it can only be 2 frames

#

for an emote it can be frame/sec * 10 frames long

#

so at 60 fps, 600 frames

#

watch tutorial

clear yew
#

ok, Thank you

dusty solar
#

Does anybody have a tutorial for how to get custom animations working with non-humanoid avatars in VRChat?

uneven flare
#

did you guys know how to make super sayajin aura?

vernal juniper
#

are my eyes tricking me

#

or do some ppl have dance that lasted longer than 10s

dusty solar
#

Probably loops.

#

Then again, I've seen player animations that last much longer.

pale acorn
#

can someone help me, i tried to change the walking animation on the CustomeOverrideEmpty but when i enter vrchat its still using the default walking animation

next obsidian
#

HALP, I thought everything was okay until this happened ๐Ÿ˜ฆ the sleeves are static and if I move the arm, the sleeve doesn't move with it

clear yew
#

@next obsidian look up weight painting in blender. (I have no experience w/ that but know thats the issue)

#

So, I'm giving my avatar wings, that I'm going to add in via animations. but, the wings are messing up my center of gravity, is there something I need to uncheck or do anything to fix?

hasty yacht
#

So ideally, when working with separate weapon objects/meshes beefore animating, where should the anchor point of the gameobject be? at the grip or in the centre of mass?

clear yew
#

might need to add a mediary bone between the wings and the hips, if you look in the rig config the hip bone is probably deformed

next obsidian
#

@clear yew hmm I'll check thta out, thanks

nova rose
#

anyone got that dab emote?

candid light
#

anyone know why my animation might be super choppy looking? Like it's fading in and out of existance and it keeps fighting between several positions

#

But it looks fine in unity

spare bramble
#

i have a logo above my avatar but have no idea how to get it to rotate any ideas guys?

frank wigeon
woven hinge
#

what slots are the best to override for gesture animations? I overwrote some and the end result was the facial expression shape key animations that I was going for would play at the slightest movement of my hand in VR, and would rapidly cycle through them as I would open and close my hand and do other hand gestures.

indigo cape
#

Is there free counter version to Dynamic Bones?

slate crane
#

no

tranquil harbor
#

Jeez, I still can't manage to fix the stuck-in-ground issue

quick goblet
#

damn... even after the Root.T fix posted by KremePuff?

#

(in the comment section)

clever trellis
tacit latch
#

you might have an object stuck to it that is that far away

tranquil harbor
#

I was checking it and welp, I tried that but then again, when I use the emote I kinda get stuck but not in the ground and the facial gesture doesn't show up

#

It's really weird, now I'm really curious about what's the issue

clever trellis
#

@tacit latch ahhhh okay thank you ill check

#

@tacit latch yup for some reason the block i used for finger painting somehow upscaled to 100 on x axis and 1000 on y axis... lol fixed it and its good to go, thank you!

clever trellis
#

Does there need to be a trigger for the finger painting? I have the custom animation all set up but it constantly stays on even off of finger pointing

jade kraken
#

ech

#

i REALLY need to learn how to make a custom animation / rig for this x3

#

otherwise i end up with problems like this movement here

tacit latch
#

@clever trellis you gotta have something to deactive it again. try handopen

clever trellis
#

ahh okay. lemme see if i can figure this out lol

#

@tacit latch so if I added the deactivating gesture, it should keep it from starting without the pointing gesture?

tacit latch
#

no, it should stop the drawing

#

so you would basicly have triggers

spare bramble
#

i am trying to attach and get this logo to rotate any help guys? i am cluesless i have it positioned and scaled just need to know how to get it to stay with my avatar and rotate

clever trellis
#

ahhh okay. yeahh the video i watched had no triggers lol. basically i wanted it to stop whenever its out of the pointing gesture

spare bramble
clever trellis
#

@spare bramble Place the logo into your hiearchy to say, your hips or spine or something. As for rotating, you need a looping animation for that.

tacit latch
#

or use the particle system

crystal wolf
#

sillywillydillybilly

clever trellis
#

@crystal wolf lol hello pooh bear

spare bramble
#

ok did the hierarchy thing much appreciated know where i will find a tutorial for looping animations? i havent done them before

clever trellis
#

not quite sure on that one. Im still just learning animations at this moment

spare bramble
#

YES! finally i figured it out!

#

@clever trellis cheers for the help :3

clever trellis
#

@spare bramble glad i could help!

crystal wolf
#

can u someone help me make animations

clear yew
#

hey so does anyone know anything about making animations for particles

spare bramble
#

@clear yew most people use the particle system under shaders to make petals and stuff come out of wings

clever trellis
#

@tacit latch sorry i feel like such a bother. but are the triggers created as Animation Controller?

tacit latch
#

never did triggers

clever trellis
#

ahh lol okay thanks for all the help though! ๐Ÿ‘Œ

warm furnace
#

Is there a way I can reset position of an object in my main avatar ?
(Like When I do some animation it move an other object in the space, and I want it to reset his position when I don't do any gesture)

tacit latch
#

it will do that automaticly

#

as the idle animation overwrites it

warm furnace
#

Hmmmmm

#

No I don't think so it's particular. Because My object has rigidbodies, and a joint attached to the finger. So normally it follow the finger. But i've made an animation to make it static in the air. But after that, it mess up all the distance with the current joint. And doesn't want to comeback to inital position

spare bramble
#

i have seen some awesome dance animations anyone know where i can look for some i have certain ones like the hip hop dance, russian running man, gangname style

abstract wyvern
#

Deviantart and youtube have some mmd motion data that you can put on a .fbx file in blender.

paper haven
#

Am I missing any steps? I made an animation to turn a trail renderer's time setting to 1000 like in a tutorials I watched, and the animation has all the properties for the finger pointing and the cube's time changing, but it doesn't seem to work in game when doing the correct gesture? I did apply it to an override.

short oxide
#

so how do you add particles and audio to an animation?

#

i add properties but they dont seem to do any6thing

spare bramble
#

@short oxide you can add audio to a model or animation by using add compenent then typing and selecting "Audio Source" as for particles there is a component called particle system you can use.

short oxide
#

ik that but they dont appear/play when i test the animation

#

so i have no way to know if my stuff really works

spare bramble
#

ah thats about to as much as i know i am afraid :/ i havent really experimented too much with particles

short oxide
#

ok but thanks for the help

ivory lagoon
#

i put it in rigging but i'm having a very odd problem

#

i imported this model from dA and it works great, bones are fine

#

but there's this random mouth

#

it'd work if i moved it up but where do i move it up?

clear yew
#

Can I have a little bit of help? Whenever I try use a shape key/make a facial animation with a custom gesture it just bugs out
like it'll spam the emote repeatedly switching between doing it/default face really fast

vernal juniper
#

how do ppl have their emote dance last the whole song?

fluid light
#

can someone help me

#

i have done the blinking animation but when i go in game

#

my eyes are sticking out of my head

#

they are legit floating outside my head

vernal juniper
#

somekind of devil

pure ledge
#

does anyone know how I can make a model float up in the air in an emote animation?

tough cargo
#

so how do I fix emotes that stay in one spot when in use, some of them seem to not allow my character to move

paper haven
#

Anyone know how to get multiple colours while drawing? Do you have a seperate hand gesture that switches between colours or different hand gestures for different pens?

heady lantern
#

Can I trigger custom animations on non humanoid characters with hand gestures? I'm able to do running in each direction but I haven't been able to get anything else to work.

whole fern
#

do we have a list of what emote 1-8 are ingame?

somber bough
#

yo can somebody help me

#

i cant find the sit animation override

pure ledge
#

its the same as the normal over-ride, just drag and drop it to the sit animation override

somber bough
#

yeah thats what i thought too

#

but its not there?

whole fern
#

he want's to add his own sit animation

somber bough
#

help?

pure ledge
#

i've got nothing

whole fern
#

I got it

pure ledge
#

maybe its the idle animation when you drop it into the sit animation in the avatar description?

somber bough
#

nah, thats actually standing still

whole fern
#

you have two custom overides one with standing anims the other with sitting in the idles

somber bough
#

would that work?

whole fern
#

ya

somber bough
#

have you done it before?

whole fern
#

that's how you do it

somber bough
#

im sorry, but could you explain it a bit more?

#

i duplicate the customoverride and make the idle sitting?

whole fern
#

in vrc descriptor there is custom standing and custom sitting, you just make a copy of your anim sheet but replace the idles in the sitting one with the sitting anim you want

somber bough
#

ooHH

#

thank you

#

if i dont need custom standing, i can just leave it blank?

pure ledge
#

yee

somber bough
#

aight thanks

pure ledge
#

might as well repeat myself.

somber bough
#

lol

pure ledge
#

does anyone know how I can make a model float up in the air in an emote animation?

#

copy'd the wrong sentance

#

xd

wheat lion
#

Anyone know good values for gravity in dynamic bones?ยจ

clear yew
#

does anyone know about how to use particles in this program

manic rapids
#

Hello. When I use root of avatar for creation animation, they always stucking in the mantis pose. But if I use sub root, animation is creating fine. Can I some how use subroot animations for emotes?

prime gale
#

If I override the Victory emote so my avatars eyes shut and she smiles I need to still make her finger do the V pose right?

#

or they wont do anything?

somber bough
cyan sparrow
#

Is it possible to get any official response as to whether humanoid avatars can have custom animation controllers? They seem to be completely ignored by VRC.

scarlet wave
#

is there a way to change walk speed of the avatar?

forest pewter
#

Is there a way to test my mouth when I speak? I cant see my mouth move in mirrors but can on my dead body in CTF

somber bough
#

id just ask somebody else

white seal
#

so I have some particle overrides, how do I attach an aimation to it? For some reason the animation window wont let me add a component

bold jungle
#

i have an animation thats supposed to move around while dancing but i just stay in the same spot while dancing. is there a way to fix it?

warm meadow
#

Hello All, I'm sorry if this is a basic question but my google skills have failed me, how can I change the alpha value of a specific part on an atlas map?

hasty yacht
#

@exotic kayak sup

short oxide
#

so how do you make an animator controller as a nonhumanoid?

#

everytime i try to use the default override it doesnt work

#

since i dont have all of the body parts

#

is it even possible to override as a nonhumanoid?

paper haven
#

I'm trying to make gaps in a drawn line using a different hand gesture, but every time the gap animation is done (it teleports the drawing trail rendeder to 1000,1000,1000 to try an leave a gap) it leaves lines to and from the position outside the map, even if I set the time to 0 in the override animation.) Is there any better solution or a fix?

uneven acorn
#

Is there other places to find free animations besides maximo

opal saffron
#

Any knows where i can get the Geddan emote?

dense radish
#

Is there a way to edit mixamo animations?

prime gale
#

So with props they generally need to be parented to a bone right?

#

I've parented this knife to basically the hip bones closest to it, but nothing else needs to be done in that regard with animation stuff?

#

Like if in my animation its supposed to be in my hand, do I need to do anything to make it stay there as I move around?

arctic heart
#

does anyone know how to Start/Stop with Trail Renderer? So i wont need to write in cursive all the time

white seal
#

Pretzel any luck with keeping animations with the trail renderer?

paper haven
#

@arctic heart I've been trying the same, the guide I watched said to make a new animation which teleports the drawing cube to 1000 (out of the map) , it leave black lines everyhwere though

white seal
#

I just want my trail that overrides my hands to maintain the hand animation

#

How do I have my trail render AND add the hand animation so I can keep the finger point

paper haven
#

Make the hands point in the animation

white seal
#

it locks my ability to edit the animation once I get the trail render animation made

#

add proptery is greyed out

#

property*

paper haven
#

I made a duplicate of my model and made the animations on that

primal gull
#

so im trying to animate a finger but everytime i change the rotation value, it switches back when i choose another keyframe

#

can anyone help me out?

stray gulch
#

ayy anyone here?

clear yew
#

Can you have particles impact with the world?

#

Like a rocket.

outer mural
#

does anyone have the anime run animation?

sonic tiger
#

Anyone know why my mouth is stuck open all the time?

outer mural
#

rotate the chin bone up

sonic tiger
#

I have all my visemes set up, and they work perfectly, but I talk with my mouth open

#

when I do that, my jaw clips through my head in unity

tranquil harbor
#

Did you replace the jaw bone with the visemes in Unity?

sonic tiger
#

yes

tranquil harbor
#

Hmm

sonic tiger
#

my mouth opens even if I unmap the jaw completely

cloud island
#

Hey so I tried implementing the VRC_trigger to make it so avatar accessories can be toggled on and off but it's telling me they're not supported? Have they banned that feature?

normal skiff
#

it definitely isn't whitelisted for avatars

#

is there some way to set things up so that when a bone is rotated some amount, it triggers an animation?

plush meadow
#

Okay.

normal skiff
#

I want to revisit this stupid model I have where the open and closed wings are two different objects

plush meadow
#

Can someone help me with my muzzle flash/gunshot animation?