#animation
1 messages · Page 29 of 1
the cats way of disabling it doesnt actually work for some reason
its fine I'll look at unassigning those bones when I can
Can anyone help me with two things?
For some reason the Blush and Shadowing over eyes is not appearing in my gesture. It looks fine in Unity but not appearing in game. I set the material to Fade as Opaque just made it solid block textures
Also an object I attached to myself is not spawning when I do the gesture. The face triggers fine but the object is not appearing any idea why?
https://prnt.sc/i154js
@obsidian vigil Sorry, where can I find the place to unassign the eye bones
Go to the Data browser where your files are
click on the fbx
on the right hit configure...
then go to head
there they are
oh in unity
I managed to animate blinking for my idle animation, now I'm trying to add breathing. I managed to scale my necktie to simulate it, but I can't do the same for her chest
doesn't allow me to change chest scale
@rugged yew I've always think, that the idle animation already had a chest breath animation o_o
yeah but I'm overriding it
what do you mean
Anyone know why the object I have attached to me isn't spawning? I turned it to active in the animation but doesnt show up
You're Z position is in the first frame not in the second one
So can anyone tell me why certain models don't show up in Blender's dope sheet?
can anyone tell me why I can't scale my model chest to simulate breathing
Because you can't do non-muscle transforms on humanoid rigs.
Also scaling a separate chest mesh would probably not look like breathing.
What do you mean ? I was able to scale the necktie bone
Is the necktie part of the humanoid rig?
yes it's on her breast
A breast bone is not on the humanoid rig, it is separate to it
my model doesn't have breast bone
😃 help
that's why I wanted to scale her chest bone to simulate breathing
First of all? How many meshes does this character have? You might end up killing people's computers. Second of all, the necktie is not a prt of the humanoid rig. The humanoid rig is the hip bone, chest bone, neck, head, etc.
The chest is parented to the chest bone which is part of the humanoid rig and can only take muscle transformations
The necktie is probably not a part of the rig, just something you have on your character, like a sword or a gun or whatever.
Those you can scale as you want.
The actual rig cannot take non-muscle transforms.
If it is humanoid
If it is generic you can do what you want but then you'll have to manually animate every animation (or deal with not having any animations you don't make).
and what's a muscle ? sorry I imported my model yesterday and just managed to make a blinking animation today
When you are making an animation with a humanoid rig and want to animate that rig you need to use animator properties in the animation
So instead of adding Armature -> Hips -> Chest -> Rotation you would add Animator -> Chest.Forward-Back
Or Animator -> Chest.Left-Right or whatever they're called
There is no way to scale with those, though.
I thought you got the necktie as you wanted it?
I did the necktie as a test
If you want a breathing animation using chest.forward-back might even work. But even if you put an animation on your body it is not clear how VR Chat will blend them with your idle and walk animations.
Just a slight tilt forward and back might give a breathing illusion.
But scaling a mesh will distort it in weird ways and possibly open holes in the model or cause other visible tears. It would look very strange. If you scaled the chest literally every aspect of the chest would get bigger, so the shoulders would be too big for the arms, etc.
Help 😂 Dont get green the bar https://imgur.com/a/GbWyj
so I need jiggle physics to have realistic physics
you need to push harder
breathing move the chest so
If my model get breast bone I can scale them to simulate breathing
If you somehow did get breathing working, it wouldn't bounce around, just move/scale or however you solved the problem of animating it.
I don't know if reweight painting would work because those bones are children of the humanoid rig.
I've never tried it but I'm pretty sure it would also not be animateable using non-muscle transforms
Essentially anything that interferes with the muscle transforms will break animations. But I suppose you could try it?
Weight painting is a nightmare though.
If add breast bone to my model I'll be able to scale them to simulate breathing ?
I don't know, but I don't think so. You could try if you want. But breast bones would need to be daughters of the chest bone and therefore probably have the same issue.
I watched a video that duplicated the chest bone to make a root
Basically everything that is a part of my actual character needs to be animated using muscle transforms. Only separate objects can be animated otherwise.
So if I put a sword in my hand, I can animate or scale the sword as I like.
But I can't scale move or rotate the hand bone without using muscle transforms
Even if the hand is a separate mesh
If you want to scale chest size dynamically
Your best hope is blend shapes
If you have a blend shape for breast size for instance, you could make an animation that changes the value of the blend shape slightly
To simulate breathing, that would work
what about the video where the guy duplicate the chest bone and create breast bones attached to it ?
I donno what they are doing in that video, but like I said, it would still be a child of the humanoid rig. You would also have to do weight painting to fix it, and even if you did all that and somehow got scaling working, scaling would not do what you think it would. If you want you can try it in blender, select a few faces on the chest and then try to scale them, you will see everything will distort is weird ways. The computer doesn't know what you mean by "bigger breasts" it just moves the faces them outwards from a particular origin.
This is why blendshapes would be the best solution
Since they give you a predefined shape for big and small
And you can very easily blend between them without using any forbidden transforms.
If your character is from an MMD model it probably has a breast blend shape already.
how do I check that ?
Click on your character mesh in Unity and click the drop down saying "Blend shapes" but if you decimated the body you won't have them anymore.
If you find one called Chest or breast or something suspiciously similar try type in a value of 100 and you should see them change shape (usually get smaller in MMD models at 100%).
You could animate that between, say, 0 and 10% or 90 and 100% to simulate breathing I guess.
Depends really, could still look strange depending on exactly how the maker of the model decided to set up the blend shape
Click on your mesh in the Unity hierarchy
It'll usually be called Body
Then >BlendShapes, click the arrow
But if you decimated the body to get it under 20k, don't worry about it because the blend shapes won't be there. To decimate you have to delete the blend shapes.
I don't know what is going on there tbh
I have 2 meshes
What is Facial Expression (dark face)?
it's just the name of my model mesh
Blendshapes should be on that item then.
they are separated in 2, one for the head and the other for the body
Oh
Well whichever one is the body I guess, if it doesn't have blendshapes on that mesh then you have no blend shapes on that mesh.
But as an aside you really should use a single mesh.
If they're not on the mesh you don't have any
that's weird because I didn't decimate my model and there's tons of shape keys on my model in Blender
there's even one called shrink and expansion for breasts
It should be on your mesh somewhere but since you have this weird multiple mesh thing going on literally anything could be the problem.
I found shape keys in Blender, now I just have to find them in Unity to animate them ?
Yes, they should be on whatever mesh the shapekey is actually affecting, assuming it is imported into Unity fine.
I highly suggest combining the meshes
So when you click on that mesh in Unity you get nothing? If so the only thing I can say is check that you exported it right and if you did, try using a single mesh.
I already showed you the meshes in Unity, look like they vanished
In the image you showed me you had something with a name that did not match the mesh name in blender selected.
If it isn't on the one with the exact same name, then like I said, check export or try single mesh
Have you looked on the one with the exact same name as the mesh you showed me in Blender?
You linked a picture with MeshPart1 before, not on "Facial experession (dark face)" as written
that's because that part was cut in half by Unity
I have part0 and part1
and both don't have any shape keys from blender
What type of game object is the parent?
wym
The parent of your two half meshes, what is it?
Did you make an empty game object to put them in?
no Unity did that when I exported from blender
I already cut my meshes in half before exporting to avoid that but Unity still did it
Well whatever 'unity did' to split the meshes looks like it broke your blend shapes but I highly doubt that was something Unity actually did. If you exported it as submeshes instead of joining them into a single mesh then maybe that could happen.
What
If you split the meshes yourself of course they're going to be split in Unity.
Guess what will solve all of these problems? Using a single mesh.
I can't there's too many
I don't even know what that means.
I need to cut my meshes so Unity don't it and fuck up the shape keys ?
No, shape keys apply to specific vertex groups of a mesh, if you split the mesh you break the shape keys.
I separated meshes in blender and made 2 groups, one for the head and the other for the body. The head retained its shape keys
If you split the head from the body, you should be okay for any shape key that only affects one or the other, but if you split it in other ways, all kinds of shape keys could be broken.
Use a single mesh, I have no idea what you mean by 'too many' too many what? I bet you it isn't 'too many' and if you're talking about polygons you need to decimate.
I don't need to decimate my model uploaded fine with 80k tris
You need to be under 20k tris
I don't, my model uploaded fine I tested it myself it isn't lagging the game out
Be careful with what you're saying here. You literally cannot even upload a model with more than 19999 tris unless you're doing something that is a violation of ToS.
The VRC SDK stops you from uploading it.
someone said it wasn't the case anymore
what I need to is separate the meshes again and make sure any shape keys stay in the same group without unity fucking up everything
See that line about modifying the SDK....?
It is true that tries don't matter (but number of meshes and materials does cause huge issues, by the way).
Not really, 3 groups 10k polys >>>> 20k polys 1 group, but 80k which is already in violation?
I literally have no idea what you're talking about 'limit' or 'too many'
asI said Unity cut my meshes in half because it was too big
I don't know that what unity did, split my meshe in half because it was too much
Hello Ruski
The only reason I can think of Unity splitting it is because you're trying to import something with too many polys
Hence decimation.
yeah it split at 65536 tris
and lose my shape keys ? I'm actually trying to keep them
You can decimate things other than the vertex groups you want to keep the shape keys of
But if you can't get under 20k you're shit out of luck.
That point is moot anyway, I just need to split meshes manually so Unity don't do it
Hey guys, I'm trying to add an animation where my avatar disappears, and something else appears in their stead. Does anyone now how to do that?
The point isn't moot because you need to get under 20k.
Thanks for your help I'll get working
Your model will have 80k tris and at least 3 materials (but I'm guessing a lot more), you're going to be a significant contribution to everyone's lag. Use a single mesh and a single material, which means getting under 65k, but more importantly you must get under 20k to upload.
Now im Confused, can you upload 50k or not
Let me put it this way: Rule 18. No discussion on how to hack / cheat in VRChat
okay
bypassing limit is still against tos and you can get banned, just stop discussing it or ask how to do it, don't make the experience worse for every1 just because you can't be arsed to get to 20k limit
Here is a post from @muted prairie, modified to not @ someone: Ruuubick: @ tony pepperonis Modifying the SDK is against the TOS, but the polygon limit is definitely a topic being thought about internally
they can increase the limit, but till then we have to live with 20
So, I put an animation override in my IDLE slot, and the only thing I want the animation to do is have my arm stay in place. However, upon following the normal steps my model's arm hasn't seemed to moved to the new default position I want it to be in.
https://gyazo.com/dbe0f545610cc762f955d2edcde52386
What I want it to look like
What he does instead
Both of those are in Unity?
Yep.
The position shown in unity is just whatever it is
Check if it works in game, which is where the override matters.
yeah but he's meant to be big
Yeah
which i'll ignore for the purposes of testing this
At the moment those are the size limits.
It might be posisble to test it in unity if you go into play mode with an overriden animation controller but even if that works or doesn't work it is difficult to tell if it'll work in VR Chat or not due to the differences in the controller etc. So best just to upload and try it.
Hello! Do some body have "Take on me" dance cycled animation for unity? I see some different custum characters with this animation, but i cant fund it in google.
Try looking on the Unity asset store for Take on me or for dances in general. Otherwise try find an MMD file for it. Those are your best chances.
There might be dance files that are just named stuff like dance 1 or dance 2 or something.
It'll blend weird too
I need to parent the anchor to his hand so it doesn't move around with his hips
I might just reanimate it but that takes ages
Strangely the runtime animation controller automatically blends run and walk when you walk
So if you want to fix walking you'll need to fix your walk and run
You'll have to upload to imgur
that's super annoying
i was gonna make a joke about him not even having a mouth but the moment's passed anyway
thanks for the help 
What do I need to do to be able to edit mixamo animation? https://i.imgur.com/8my371c.png
In what sense?
I want to add object to appear with this animation
Add a the "is active" property off the object
And check the box at the appropriate point in the animation
yeah but I cant add any properties to the animation
Is it on an rig you'd made for animation? or have you duplicated it out of the fbx?
Could be either of those
Usually i t says "read only" on it if you can't change it
i duplicated it from the .fbx
Have you loaded it into an animation controller for the rig you're animating it on?
no
Add an animation controller to your animation controller, double click on it, and drag the animation in
Then click on your animation rig and switch to the animation tab and you should be able to select the animation in there.
Then edit it as you want
where do i get animation controller?
You can just make one.
Right click create animation controller
Slot it into the animator
But make sure this is on a duplicate of your avatar rig
bit confused, where do i create the controller
nvm i figured it out, now i can edit it
How can i add mmd dances to my model.
There should be some useful guides online
They should but if they don't perhaps that means it is impossible.
Well i see other people doing it
This is probably a very common answered question, buuut.
I've been wanting to seperate my hand animations by modifying the AvatarControllerTemplate, but I don't know if that will be also imported when adding in the overrider to my avatar. I assume it does because the overrider asks for a controller? But I don't want to waste my time making L_FIST animations and such..
Does it actually use my custom controller?
So then what's the CustomControllerTemplate being used for the override? o -o
If I'm modifying the template, wouldn't that be applied ingame, too?
You can test this by using a custom animation controller whose only state is some animation, upload it to VR chat and you'll note that you're not locked into that animation
When you use the overrider it can only override the animation names that exist in the controller
So it has a template so it can give you the option to override EMOTE 1 and so on
You could use a different controller for the override and you'll see that it only gives you options to override clips that actually exist in the controller.
Hold on, I don't think you're understanding my question 😂 No problem, uhhhh, basically. The VRCSDK has 2 things, the controller and override.
I want to modify the controller, and make a new template for the override.
So instead of there being FIST, there's L_FIST and R_FIST in the overrider. I just wanted to know if the overrider I used, because it has this at the top. https://gyazo.com/5d15f26532f9b7aa15e32c1e702cbb1a
Does that mean that the controller is also uploaded to VRChat?
The template should be the same as what they use in-game, so in theory then, I can modify the template to allow seperate states for both hands.
The controller has no effect in VR Chat for humanoid avatars
So you cannot separate them in the overrider.
So then I can just switch the rig to generic..?
And if you did, it would break those gestures if they are not named correctly for the VRC chat runtime controller.
It might work in generic, not sure. You won't be able to script any new animation variables so I'm not sure how it would distinguish left from right, you would have to use the template controllers they give you, I think. Not 100% sure. But then you'd also have to animate every other animation
Which would be quite the endeavor.
I'm perfectly fine with animating each one, my avatar does have some animations with the model, so. I can still use them (they arent Humanoid animations)
I just wanted to know if the override uploads the controller with it, doesnt seem like it..?
hey... how do people do 4 legged avatars?
You'll need to put the controller in the controller slot on the animator
But if your avatar uses a humanoid rig it won't matter what you put in there
is this hard?
Hack it into a humanoid rig
its in a humanoid rig lol
Then put dynamic bones on some of the legs
Im trying to edit an animation really simply in the unity animation window editing bone rotation
i dunno if you guys know this or if there is one, but is there a nico nico nii animation in mixamo? LOL
Depends on how they're set up
When I rotate a bone, it rotates fine on the keyframe
when I play the animation back or move the playhead
it resets
what am I doing wrong
so your saying theres a way to do it with dynamic in which hell be on all 4's and not be static
I just need to rotate some bones
and it just springs back
yea
I've heard that some people use 2 dynamic bones on some legs while having the other legs work as actual humanoid legs
Ill rotate it
huh
move play head
They'd probably still have to do custom animations? I donno
and it just resets back to normal
are custom animations difficult?
Depends on what you want to do
To make it look good on a 4 legged model, I think it probably would be a bit hard.
hm
But if you want very stilted animations it wouldn't be too hard I guess.
how do you do 4 legged models?
could borrow an mlp rig
wait could you really borrow an mlp rig?
well we need animations though, isnt rigs refering to bones?
Well
goto the vrchat mlp threads
and just rip the rig and animations
then do whatever
Yeah, someone probably already made one
they have
i wanna stick one onto my orisa model
do you have a link? or should i just look on like deviantart
alright
maybe you can gopnik rig it together
Did you see the video?
BUY FULL ALBUM: https://djblyatman.bandcamp.com/album/hardkvas Spotify: https://open.spotify.com/artist/6yFfHsTW76VoXts5QDvQgv Patreon: https://www.patreon.c...
From Boris?
Any idea where I could go/
not really
how do i transfer the animations from the pony to my model?
ok
how do i select the animation? sorry havent done this
ooohhhh ok
so i put avatarcontroller-pony into my avatar/
?*
idk how the files are
but Im guessing each fbs has animations
fbx*
so open the fbx up in the asset viewer
and ctrl the animations you want
ctrl+d
to make them independent
then you have your animations
is there any way to animate mmd models? i thought you had to do it in blender but then i read somewhere that you have to do it in unity but i cant figure out how to animate things in unity
i tried doing it in blender and couldnt seem to get it to work
i see the animations on the left
im trying to make a 2d blinking animation just to start out, where itd just be animating with shape keys
well @celest jackal to animate in unity you duplicate your model and then select transformations for every keyframe just like everywhere else. I have a tutorial of how to add a weapon to a hand. it should be applicable to any other animation though
Showing you how to change default emotes to weapons & stuff. SUBSCRIBE, LIKE AND ALL THAT GOOD STUFF!! :D MY FIRST TUTORIAL ► https://youtu.be/0vdiCJRAExw DI...
No problem 😄
Anybody here know how to add collision to particles and let the particles stay after colliding with something like a wall?
anyone ever tried using dynamic bones in animation ?
https://i.imgur.com/V2HUH3C.png
uh legacy ?
for an issue I had prior
uh okay
Hey ive set up my MOdel to have a gun and all that jazz but how exactly do i go about adding the sound effects to be able to "fire" the weapon
@drifting coral Do you know the blue bouncy boss from cuphead?
i didnt play cuphead so.... i dont really know
Anyway he like stretches backward and lunges at the player
Do you think that would be doable with dynamicbs?
dunno actually, might be better without dynamics ?
like normal animation
Okay i think ill try both :D
ok
now this really puzzles me
the animation in unity works fine
in legacy mode for the rig
but in game
it puts me in the ground
Anyone know how to fix sounds? I added a gun shot sound effect but it always sounds like its very low volume even after i maxed out the control in Unity
https://prnt.sc/i19eyf
Im not sure what to do
The legacy rig animation is editable
but it doesnt work ingame (works in unity)
and the humanoid rig animation isnt editable
but it works ingame
I have no clue what to do
Im out of options
https://youtu.be/xqeCfbCW5kU testing :GWupuCirCup:
This is a test of porting the CGSS motions into VRChat and same for the models also I still need to fix the root and sorry for this lag OBS was fighting me. ...
does the 20k poly-limit affect props used for animations?
as in, will it decline the upload if my avatar is 19k and the prop is 3k
fps/20
@rustic jewel nope
You avatar can be at 19K and your animation avatar at 50K
hey guys i have a problem i added a gun to my avatar but when i take the gun out my avatar starts glitcing out and jumpinge in the air to all sides
@ebon vault nice. Those are MMD animations, right? How'd you get them into unity?
@lime valley no it's a rip from the CGSS games that I converted to a usable file in unity
I don't really know but I imported the full animation which has over 4000 frames
Also thanks :GWcfcForbiddenlove:
alright, TY. I just might be able to do some crazy stuff with dances after all...
How to you pull a Mixamo Dance and add it to your Emote section? The file wants to download as a fbx
Why is that a problem
Well when I drop it in assests how do I get it to Emote ovverride controller? Cant drag it in there
whenever i do the hand gesture i've overidden, the hands change but the animation prop won't appear. any help?
i think i do
but i am not completely sure, nor do i know how to check if i do
Could anyone guide me through emote overrides?
@sullen hill sorry i was too late lol. you don’t have to redo unity stuff most of the time
bring in a new fbx with the fixes from blender
the drag the new mesh from the fbx to the mesh renderer on the body of your avatar
you won’t have to change your unity stuff
@ anyone that has a working gun override system, what do you put your equip and fire animations on in the override slots??
You can have a 19k avatar and a 19k gun. You just have to hide the gun on your main model since the gun will be displayed by your animation, not your main model. @rustic jewel
You do that at the end though.
Although the less tris the better.
you have literally just made me feel like a idiot generic haha i for some mad reason thought i had to have the tris below 20k including the weapon -.-
i am a idiot at times i swear
So i export a model to unity that I know has facial animation, but there isnt a blend shapes drop down box when i select the mesh.
Am I missing something or?
@obsidian basin for your issue of bouncing around everywhere check your animation and make sure your position is not changed in one of the shape keys
If your position is changed delete the property and it will be fixed
@foggy vector you need to select the exact bit with the blendshapes
no one here knows how to make a characters float above ground?
guys, hi, wanted to make an animation, where my character pulls a sword out, anyone has a tutorial/can explain me how do to it? Thanks!
there's a few tutorials for those on youtube
When animating in unity, my character's hair and eyes disappear when zooming in, any idea why?
Hello is anybody here free to help?
Heyyoooo, I currently have a gun that 'detaches' from my character in hand and also fires but between idol and firing the gun flickers in its original spot. Any way to patch the transition between animations?
Someone know a good vrchat tutorial video, whenever you are doing an emote ingame, that your head isn't going to be stiff on one location? (like backflip for in example)
(not using vr) So the head is not able to move during the animation? it looks weird if someone has to look at it
I have an issue with my custom animation overwrite (Emote) that just keeps on looping forever. The model is Generic, with custom walking/sprint animations (all works fine and dandy).(Loop time is disabled for the emote animation) Any suggestions what could be wrong?
@clear yew I'm 99% sure that's the case. Desktop support for this program isn't very fleshed out right now.
I see. Thank you for the response 👍
👌
So when I export this model from blender to unity, I have to uncheck apply modifiers when exporting to get the blendshapes. So it ussually has too many faces to upload.
Is there any way to keep the decimation?
I have an animation that jumps pretty high, but when I export it to the game it barely jumps at all.
Could someone help me with this?
any way you could make a preset/template for animations
so you dont have to select the fingers everytime?
ok so i added a scythe to a character of mine i got told if i hid the weapon on my main model at the end it would allow you to upload high poly weapons without issue the only thing is now when i get in game i cant see it any help?
i did everything else the same as when i added a gun to another model
@abstract current Maybe create one anim with all default values, save it and then duplicate it everytime you want to create a new one
Anyone have an idea why when I duplicate a model for animation and add a property, my weapons are appearing behind me like they're not attached to my hands?
I didn't have this happen last time I did a weapon animation. Idk if I just manually re-position them in the animation if it will register properly. I can't tell, but I'm wondering if the guns are appearing behind me in VRchat like how it looks in the animation on unity.
Quick question. I have my animation model set to the finger pistol gesture which works fine, however, if i pick up an item with either hand it causes the gun to show on my normal model like with the fingers not gripping it. anybody know what is causing that and how to correct it?
So I assigned a animation to a hand gesture, however, it seems to take forever if I want to 'end' the animation. The fingers move very slowly, and the animation won't end until the figners are finished moving, if that makes any sence. Is there a simple solution?
I haven't tried any of that yet myself, but I'm going to guess there is a play speed property somewhere you can adjust
Any idea why this happens when I duplicate and add animation? https://imgur.com/a/TGub5
@oblique beacon "Hide" the origonal model, use a dummy when animating
That will pretty much always happen when animating in unity, it'll assume an 'animation' pose
well i mean the guns
the guns aren't repositioning properly
I've done weapon animations before
Make sure they are children to the correct parent on your model.
Anyone here know how I could make an avatar fly upwards for a jetpack?
they're parented to each hand
So, put them under 'wrist' where they belong
i basically did what I've done previously, but they're in the right position. If I have to painstakingly reposition them in the animation to make them appear in the right place, I will, but I don't know if that will fix whatever this is.
I can't tell if they're appearing behind me in VRchat when I trigger the animation. the sound file works so I know it registered
Are they posed, outside the animation, in holsters or in the hand?
the original in that picture is the model I duplicated
so they're in each hand like that
when i add a property to the animation and it goes into the default pose, they're appearing behind me like that
By chance, are the gun model's bound's outstretched?
As if the gun has some invisible larness or odd pivot point?
I'm not sure, honestly.
Double click on the gun model. You'll see a box around the gun, showing it's "bounds". If they are way out there, the modle might be "larger" than it looks.
The bounds are correct
To fix the animations dropping into the ground, is it okay to just try and get the Root.T.{x,y,z} positions to be somewhat close to the idle animation's (from the SDK example) values? It seems wonky how the Root.T is never the value you type in; keeps getting altered closer to zero.
Animations in Unity? or on VRchat?
Seems to happen in Unity
thats normal
still trying to figure out if I need to alter just the Root.T, or if I should be also altering the model's vertical position
going to be doing some animations where the model ducks downwards, so I'll have to make her crouch
which means the Root.T isn't constant
or if it's possible to just adjust her vertical in addition to the Root.T fix in frame 1 to do a crouch
That I wouldn't know then
is it normal for the duplicate model to no longer appear after you've like saved it and uploaded?
I was hoping I could just do the Root.T fix in the first keyframe, and then just do everything else without modifying it afterwards
unsure about the duplicate model since I usually disable the duplicate game object to avoid it appearing in the VRChat build menu
yeah so i disabled the duplicate model before uploading but i need to fix a few things but its not there anymore
Idk. Unity and the SDK can be finicky sometimes. I've had issues where I went to go back and fix something and had to redo the rig parenting even though I saved and applied and saved scene
For a little bit, all my models were getting deleted when I uploaded a new one. I uninstalled and reinstalled the SDK and it seemed to fix that.
I'm scared of that happening when I spend so much time articulating a rosewhip in Unity
like out of the uploaded content
yet I don't know how to bake multiple animations into one FBX model
@oblique beacon If you use the rotate tool on a gun, does it rotate correctly, or does it make a wide orbit? Best I can think of is to double check the parintage, as making them parents of certain bones on the armeture usually is enough to fully align it's position with them, so weird pivot points or parintage is all I can think of as to why the guns would turn that way.
ill give that a try
@toxic solar It rotates and everything just fine. It's just literally appearing in a weird place like that. They're parented to the proper hands, their Position and everything is the same coordinates as the original model
When I did an ax last time, all I had to do was parent it and position it on the original and then duplicate it
my model make the stupid muscle position with my idle animation ingame
and it would appear in my hands when I went to animate it
btw just saw the coolest model, was a small anime character solid white except the eyes and covered in blood, was pretty cool looking
@oblique beacon Oh I see, so animating it, they'd show in the hand normally? So the issue is if they show up like that in-game while idle?
Well I can't tell exactly whats happening in game. Like the sound file will trigger to shoot them
but I cant see behind me to see if the guns are appearing behind me like the unity animation
Is that the idle animation by chance?
One thing you could do is to have the guns "Hide" in default, and any animation that involves them, add a property to make them active again
well yeah. that is all set
they're hidden on my model
set to active for the animation
they're just either not appearing or they're appearing behind me in VRchat
like how it looks in that picture
I can't see behind me though so I'd have to ask someone if guns are appearing behind me in VRchat
for all I know, the animation works and the particle and sound clip is working ,but they're just not in my hands
I did a custom animation and overrided Emote 8 with it, but in VRChat it still has the Sadness animation, as if I did absolutely nothing. What are the most common issues?
If an item is used in an animation, does that item's tris count towards your model's tris?
best dancing amimations on mixamo?
@uneven acorn No, so long as it's counted as "Hidden" on the base menu. Animations do not count to the poly count.
base avatar*
@toxic solar Okie thanks ^^ I would be so sad if it did
meh I guess I'll just try to re-position them within the animation and see if that works
which so tedius
https://i.imgur.com/xgSkRyS.png
It's an idle animation override, my character should be blinking and simulate breathing with expansion and chest front-back. Ingame my model do the muscle position
@rugged yew For both of those, instead of over-riding the idle animation, you can just add a looping blink and breath to your model.
Add Component-> Animation-> Whatever animation you want
it won't screw my main model if I do that ?
That sort of depends, but generally I'd say no. Unless the animation affects every bone or something, it should be fine. It's how I get my avatars to blink, though I haven't done one of breathing.
Does your model happen to be an MMD?
Well, that makes it much easier. Assuming you did the whole blender thing through CATS tool, you jsut have to make a blinking animation with the built in meshes
Yup, but make sure the animation is on loop
hmm, I wonder... has anyone tested if the animation applied through "New Component -> Animation" can be longer than 15s, so I could have a 1 minute animation where something happens in the last 10 seconds, yet I can disable the Animation component when I do gestures so it doesn't conflict?
Wanted to have an idle animation which doesn't get screwed up by the 15s "limit"
there's a 15s limit ?
Hmm weird. I actually also just noticed that the pistols are basically completely reversed in the animation dumby.
on Emotes and Gestures, it's been weird after 15s of frames
where it'll just stop rendering and lock me in place for the remaining time
I removed my custom override, I'll upload the model and check if its working
I want to make my companion pet pester my model every minute or two, but didn't know if that would mess up my idle animation override for a humanoid
@quick goblet I have a floating navi/butterly that does it's own thing over my avi's shoulder, it doesn't affect a thing, except my model's "Center" position. However, I jsut use an Animation component rather than replacing the idle. I'd consider doing that, unless you're alright with re-animating a whole new idle for your character.
I was going to try and pull a Banjo-Kazooie kind of interaction
I shoudl clarify: the butteryfly is affected by my avi's center, not my center affected by it.
where she pecks my head and my model looks around a bit, but I would have to disable the animation anytime I did a gesture/emote
Ah, alright I see.
Then it seems liek you would indeed need to make a whole new idle lol
It's all good, I was expecting it may be necessary 😉
But I'm glad you told me about the Animation component, going to be a bit more free if I want to do something like a small murder of crows
I bet it looks amazing to have the butterfly
adds life to the character
Hey every anyimation I see in the VRCSDK folder in unity if I play it it is the male idle animation, none of the females none of the emotes etc. Anyone experiencing this issue/have a fix? I want to slightly modify some of these for my specific avatars
Hmm I just realized something else about this animation issue thing
My armature seems to be reversed for some reason, or at least thats what it looks like when I select something. Like when I select Hand.l, its highlighting the one on the right side
weird
also the guns are swapping when i do the animation
i dont know what is happening lol
yeah idk
looks like i have to back track even further although i dont know why
ive used this model already and did a weapons animation without issues
but even so, i still dont understand why if the guns are attached to the proper armatures why they're reversing right and left and then appearing behind me in the animation
proper hand bones. only 1 armature
Yeah 😦
I just wanted my spartan to shoot dope pistols =[
everything looks right in the unity rig
How do i add a custom dance or something simelar?
my loop animation for blinking doesn't work
@quick goblet Stab in the dark here, but if I move the guns into my hands in the animation/dumby duplicate, would you know if they'll appear in my hands when triggering the animation in VRchat?
The AnimationClip 'idlecustom' used by the Animation component 'hamakaze blender ready for Unity' must be marked as Legacy.
like if I just have to painstakingly reposition them, I will lol
From my understanding, wherever they're rooted into the armature (the child of X), they'll appear as an offset to whatever you've set the position of them to
so if they were the "child of Hips" or "child of Spine" and you positioned them to your hands as they appear in Unity, when you got into the game and moved, they would stay floating, even as you moved your hands
but if you set them to "child of Hand.R" and "child of Hand.L", they would follow the current X,Y,Z of them
I wonder if I reverse the positions of the guns if it will work since some other weird reverse stuff is happening
sadly I'm unsure 😦
same
i have no idea what is happening
since my left is my right and my right is my left
for whatever reason
I had to do some bone refitting in Blender when I screwed up Eye.L and Eye.R on my companion, which was easier than mapping the animations in reverse in Unity
but each situation is different ; _ ;.
ill have to open it in blender again and see if for some reason the names are just rigged wrong
hopefully it's just a naming issue
yeah
Ahem, after doing custom emote in VRC, my dynamic bones start to glitch around (only for me tho). Any idea?
And each time I repeat emote, it becomes even worse
Hmmm, unsure unless you've set the Elasticity very high and Damping&Stiffness both to zero
but for it only to occur locally, that's interesting
It only occurs when I'm standing on a spot or jumping on a spot
Wow
so all I did was take Pistol Right and swap it in the parenting
and vice versa
and it fixed it lol
The quickfix
i guess it just registered them wrong for whatever reason
thank the heavens
This stuff is so finicky. You spend hours trying to figure out what went wrong and then it turns out to be some weird, dumb little thing
I still don't understand what happened, bu who cares if it works right after this
I've been adding up my hours doing stuff in Blender, GIMP, and Unity. Already hit over 45 hours since the start of January :/
Hahaha it's literally been like a week, week and a half for m
and I bet im around 20+ at least
75% of my time in Blender and unity, 25% of my time actually in VRchat
yup!
that said, learned enough in the last two weeks to be at a beginner-novice level in Blender modeling/rigging/texturing and Unity level/animation
when trying to add an emote to my avatar I get this message, any ideas on a fix? http://prntscr.com/i1dyl2
You may have made the animation on a model before swapping it to Humanoid
Now comes the real question ... after all this trouble shooting, do I just take the time to re-position all the fingers now on both hands XD
hahahah oh no 😦
shouldn't take too long I guess now that they're in the right places
but yeah, if you made the Animation on a model which was "Generic", did everything, and then swapped the model type to "Humanoid", it may not have made the clip correctly
is there a place to get premade animations for emotes?
mixamo
I think breathing animations are overidded by vrchat
@shrewd moon I tried mixamo and that is what is giving me an error
it needs to be made from a humanoid avatar supposedly
to download the animations?
the animation is not model specific
just get any random model and add it into mixamo
then download the animations you want
hey all, kinda new here, so not sure if this should rather go into the #development-advanced or something, but can you get full (or partial) body mocap to function with VRChat?
I've got a perception neuron kit lying around that hasn't seen much use
wondering if i could get it to work?
I've read people have been doing that with altspace, but couldn't find any details
@ruby minnow Well, there is always that error in Build Control Panel that says "Your avatar may not work well with full-body IK and Tracking", so there might be a possibility.
oh yeah, that';s right
Or maybe they're just refering to something they want to add in future, it's just a guess from me.
that's what got me thinking about it first
Does anyone know how to create something with a static postition using an animation override? Like i dont want it to follow my character, its suppoased to stay where it appears
anyone got a tutorial about mmd dance ?
Is https://www.youtube.com/watch?v=ZB2aXKkwXuA out of date? I did everything according to it setup like this: https://i.imgur.com/HlVTaG0.png and it wont work
EDIT: If you are using an MMD model please read below! In this video I will show you how to make your 2D eyes/mouth type avatar have a blinking animation and...
and to make sure i am not absolutely fucking retarded, is there anything else you have to do besides adding an animation component on an avatar to make animations work?
So, reguarding animation, It's not ticked to loop at all for my model for vrchat, but when i emote, The model just repeats the action Any ideas oon why this is happening?
Can I add a root bone for dynamic bone straight into unity without having to make a copy and parent it in blender?
I want to add hair with dynamic bones onto a model that doesnt have any
like just copy the head in the hierarchy in unity and add it under the original head and then attach the hair to the copy?
If any animator is interested in joining a creative community to put their visibility higher or that is a streamer as well please contact me!
So I have a model where it's default pose its mouth is hanging open and there is a shape key to close it. How do I set it so it dafaults to close?
Is there a way to record animations using VR?
how can I create a new animator to select as a property?
when I try to just add keyframes by selecting the bone as a property, the keyframes don't save information and just reset
That's a bug
Happens to all of my models
I'm having a weird issue with my emotes that they randomly LOOP when it isn't ticked
yes
im trying to do custom animation but my model dont move and some times its too fast
ok so i made a animation where a mk5 assault rifle appears on my halo model then i made a duplicae of my main model of it and made a animation where i planned for sound to play added a audio source and placed it under the rifle in armature but it isnt playing in game for some reason
any chance someone can shed some light on the issue or even talk me through it?
the gun and stuff appears so thats good just the sound that isnt playing
quick question when doing facial emotes my avatar is still blinking and the eyes get all wonky does somebody know a workaround ?
Hey so if you do an animation override for standing idle, does it keep your arms in a certain position or are they aleways gonna be hanging if you have VR?
I'm not sure, But i grabbed something and it seemed fine. But i think it won't?
it won't keep your arms hanging or will?
how do i set a audio source to play upon a animation
i want it to play when i finger point
right click the object in the armature and go to add audio source
@floral island I'm not 100% sure about what it'll do but when i grabbed a item without VR the anim didn't play on that arm
Okay so
I figured somethign out, It's looping BUT after a while it stops But have no clue why
It's like it's on some timer
is it just a regular emote
yes
Ah, but i have short animations that work simply on my otehr characters
like that is one simple anim that plays that is like 1 sec long and stops
But on my panzer it's like nah
well shucks. Hmmmmm, Properly gonna have to repeatedly burn people and not sop for 10 seconds
All the thing i can thing of is that the timer on the Emote is set defaultly to 10 And doesn't Go off of the animation's frames?
That is all i can think of
not sure
already done
hey guys i just found something out: if you're trying to add particle effects to your animation but can't see them, you might have to reset the transform
yep yep i had the same problem but my animation is 3 min
anyone know why the matierals dont always come through correctly in blender?
what do you mean?
can anyone link me a video or tell me how to disable blinking during animations?
man, for some reason one of the particles in my animation just doesn't appear
and I have no idea why
hey i have two particle system they both have the same colour but they look super different
any idea? maybe because its stacked ?
So i'm trying to create a sitting animation that i can trigger that also makes a chair appear. However when I copy the keyframes she stops sitting. http://prntscr.com/i1gl9s
@plush jungle halve the saturation of the second particle
@glass anchor i want to have the outer ring appear as the inner one =)
@plush jungle i have been trying to figure out how to get the particle effect like that on the ground in the ring how did you do it?
maybe make a third particle that turns on/off as the two cross, make it identical but with full saturation
then halve the sat on the other
bit janky but eh
hm sry i dont know what you mean mochi, i could just stack the same particle effect but thats prob pretty bad :/
I'm probably misunderstanding the effect you're going for. But maybe having 2 different tones isn't a bad thing?
I think it looks cool
Anyone know how I can make particle effects that can leave their bounding due to velocity of the parent?
just the one on the floor? @plush jungle
Like, I have white effects spawning around a swor, I'd like them to hang in midair when the sword moves
Tried Velocity of Lifetime, Noise, External Forces
well the one in the center there is definitely a lot brighter than the outer ring lol
yeah idk man, up to you. I'm not really sure on a solution
hey guys, I have all the bones for eye movement on a model and I've tested that it works in blender
where do i tell the unity sdk which bones to use for eyes, etc
it doesn't seem to have automatically imported that
@plush jungle is that a Megumin with FX? pls tell me if you upload it somewhere!
Draig, Did you use cats?
If your eye bones are setup in configure then they should work
directly, no modification in unity required?
@ruby minnow yeah I wanna build the explosion spell
already did all the sound and so on
I dunno if they work in unity
So is there no way to animate the body?
but mine do in VRChat
ok
i found my mistake
I had 100 particles for the inner ring and 3 for the other one xD
x)
Does anyone know a way to make varticles hang in midair after they spawn?
Can you change your avatar to a different model via animation?
Temporarily of course
so im new to pretty much all of vr chat avatar stuff, and im wondering if Muscle Animation Editor is required or optional.
never did something with the muscle animation editor
I beleive it can all be done manually but the editor makes it easier
from what i'm seeing here
ah, cool stuff.
@vagrant heron i know you can have a avatar in your hand it had the can have the same dynamic bones and colliders as you but donno if u can switch avatars u might be able to do it but then both have to be under 10k
I have an idea of how to go about it but id need to test it tonight
Let you guys know how it goes
I'm trying to create an animation where i change my characters pose when i use a hand gesture. But everything I create the pose and copy the key frame it all snaps back to before i moved it 😦
@turbid sluice can u msg me and tell me how u did it when u find out I want to do a fall animation with a hand gesture
Anyone have a recommendation for which hand gesture to use when firing a gun? I feel like mine triggers way too easily
I have the guns set to handgun and the fire animation set to thumbs up but i feel like i keep just firing b accident a lot
looking like i might have to buy Muscle animator to do what i want bah
@turbid sluice cant u trigger a animation with the handgesture and the animation does the pose ?
hm
i put her in the chair
where i want her. Then when I copy the pose to the next keyframe to get a loop. This happens.
did u delete the other keyframe first
yes you can see at the bottom
after you did the first keyframe i always have to delete the second one then create a new one and then coppy it
the only existing key frame is the first one.
it's like i can't move armatures
but i only move objects and my hands so far
okay.... i'll try to figure that out
it makes the check box for the animator red do i just check it and use it?
ah snap i think i see what i was missing when trying this earilier thanks man
np =)
wish i knew how to actually select the parts though... lol
trying to move the Root Q
when making an animation in unity, is there a way to add multiple bones at the same time
its such a pain to select all the animator
Is there a way to make a particle forget about it's emitter and float in midair?
it takes like 5 minutes only to put the hands in
I have to scroll down a super long list to select ~20 bones for each hand 😂
that'll make animations easier it seems
yesssssssss
given how well most of unity's interface is designed
that seems like it was made by an intern or something x)
i've made 40$ off avatars so far so i guess i could buy this and still be up 5$ cause Dynamic bones lol
What do you need to do to get a mixamo dance animation to work? I downloaded the fbx dropped it in hierarchy and then into control override to emote 1. But when I play it in game NY character freezes and so KS into the ground.
and they just looked at it, thought "eeeeh, good enoguh" and released it
You sell avatars? how? Just asking people if they want them
@turbid sluice
I've had someone offer me 150 bucks for mine haha
Does anyone know Does anyone know how to make a texture or material on Unity move to sound or music on a Mesh by chance?
anyone else taking forever to upload avater from unity?
I'm sure someone must have used mixamo animations before >_<
I've used mixamo animations. Why whats up?
How do you get it to work on your character? I put it in hierarchy and into control override under emote 1. But then I just sink into floor frozen when trying to play
Not sure how to make it work
yeah I had the same problem
you have to create the animation on the avatar
then add the properties of the thing you wanna animate into it
cant directly animate particles n stuff
@novel flower Follow this video. It helped me with the same problem. https://www.youtube.com/watch?v=BEIaakl9vJE
This tutorial takes you through the first steps of getting a rigged and animated character from Mixamo, putting it into the Unity Mechanim system and then wr...
gotta think of it like animating a limb
Thnx
np
oh vrsdk had an update
Now for my problem. xD Does anyone know Does anyone know how to make a texture or material on Unity move to sound or music on an object by chance? eg. Having an Audio Spectrum on a shirt or helmet.
@peak relic you could just have an audio source comring from your (part)
The audio source isn't the problem. I wanna have a spectrum with the audio source. xD
Looking for Caramelldansen .anim file. Can someone assist?
Anyone have any idea on how to disable eye blinking while using a trigger animation?
Magic. Do I just drag the complete controller and drop it into my override when I'm done?
@void sonnet make it so the animation is disabled and the eyes are always closed or open
If you didn't make your eye blinking manually and made it through CAT you might be out of luck
yea
yeah i made it through CAT .. rip ..
Anyone know a basic animation tutorial for idle animations by any chance
No but I'm sure all you have to do is make sure you have the idle animations looped
If that doesn't work out for you try changing the Body Orientation to Original because some idle animations might not look right to you if you kept it on Body Orientation
I take it that Full body movement animations take priority over Animations triggered by gesture? Basically i made an animation of my char sitting down and wanted to trigger it via gesture. Everything works such as the chair spawning but my character doesn't. But if i replace an emote my character does the animation.
@sand apex I mean like; For someone who hasn't done animations at all yet
@turbid sluice yeah sounds like you cancel it by moving, which isn't possible with emotes
without emotes you mean? But ya seems so 😦
i mean there is one more way to do what I want but....
i'd have to hide a copy of my model within the model and have it appear for just the animation lol
and hide my main body
Hmm Even when i create the controller when i click play my character goes into the sit pose...
That video shows once she does that her model can preview the animation. Mine just locks up in a sit pose <_<
Make sure the mixamo animation is rigged to humanoid
Nope. It is humanoid and she still drops to sit pose
oh wait had to reload it into animator xD
@grizzled cobalt not that I know of, it's kind of a hassle to make your own idle animation since you have to go through the extra effort of animating it where your character isn't half way in the ground
Do you generally loop your animation or would that get me stuck in the pose?
You can
I'm non vr and want a custom animation dance.
It kinda sucks having a gun and not being able to pull it out.
Btw Idle i think only works on PC i think VR hands and stuff override any idle animation
@plush meadow https://www.youtube.com/watch?v=OsfdJVOVI70
One thing that I forgot to include is that I had uploaded my avatar .FBX to Mixamo before recording, so make sure you do that first! Another thing to note is...
Is it difficult at all?
Does looping a dance animation for emote work or would it keep me permanately stuck in dance mode?
Well, how about if I already made animations on one model in unity.
I'm not sure but you shouldn't loop a dance animation for an emote
Can I use that same model with animations to generate a custom emote?
yes?
I mean like the fbx that's already in unity.
The model you made the animations on won't work on other models
Well of course.
Yeah I don't see why not then
wait
If you follow the tutorial you'll have an idea of what emotes look like since you get a chance to look at the animations in the dance anim files
it makes sense to use a clean model for upload to mixamo?
Then drag the animation into the already animated character since they are the same?
It doesn't matter it just has to be rigged and the same one you're using in unity/after the blender export
this might sound like a dumb question, but
is there any good way to find animation files online?
or any reliable way?
So got everything working with dance animation but how do i go about adding it to the override controller. its not a playback icon like the other animations you create in Unity. How do i add controller to override? xD
@main badger https://www.mixamo.com/#/?page=1&query=snake
other than mixamo
i don't like using mixamo, it's a big hassle and 99% of my models don't upload there properly
Im stuck on last step. I created the controller for the animation just dont know how i go about geting it on the override controller. Wont drag and drop
Did you duplicate the animationoverrideempty thing from the vrcsdk animations folder?
Yea
that's where you need to put the play button like file in then you have to put the animationoverride into that slot
I have that all setup with other animations
Just dont know how to get a controller into the overide since usally you drop files with the actual animation into the override not the controller itself
I just have the controller not the play like button
Do I have to create an animation then add the controller to it or something
Well I created a controller. Opened it up and dropped in the animation prefab from mixamo. I made the transition arrows then hit play and the model does the animation. But it didnt create an animation file so I just have the controller.
So not sure where to go from there in order to be able to drag and drop it into the override
Did you already rig the animation prefab to be humanoid and made sure it copied the avatar that you're currently using?
At this part
Yep basically on last step
Just trying to figure out how to get the dance to now become animation file so i can move it to override controller
there should already be an anim file for it called mixamo
https://www.youtube.com/watch?v=OsfdJVOVI70 recheck 0:40
One thing that I forgot to include is that I had uploaded my avatar .FBX to Mixamo before recording, so make sure you do that first! Another thing to note is...
You didn't have to create a controller or anything
Yea but i made it so it combines two dance together. Goes from one to the other. I dont know how to add that
You're supposed to copy the properties of the 2nd dance and add it to the end or beginning of the other
See how in image posted it transitions to the two. Video above showed i could do that but not how to drag it into the override lol
Can someone tell me what each emote does?
Yo, how do I get an object to disappear on the character once it is in the animation?
😦 getting a headache trying to replicate f/go animations for my gilgamesh Avatar. Don’t even know if its possible :(.
Isn’t it just a bunch a red particles?
so im working on an avatar that has 2d mouth movements that rely on shapekeys, i have it set up and whatnot so it does work but its really not very responsive at all, the mouth only seems to move when im literally yelling into my mic. is there any way i could set the shapekeys to trigger easier or something?
When making a gun fire animation. Should the base model have the gun attached that has the sound and particle files attached but hidden? I'm having issue where the animation for the Gun spawning and the Gun firing are both triggering the Firing arnimation even though both separate animations are on different gestures
Is there a way to have a custom idle animation from mixamo for an mmd based avatar ?
yes
Do the same steps you would with dance but check loop time and loop pose and don't touch Root XZ
Sorry if i'm interrupting anyone
Is anyone experienced with working with smd files? specifically smd animation?
@sand apex so basically this tutorial but with the idle instead? https://www.youtube.com/watch?v=kWFvuRmTeFg&t=38s
Hi my name is Shana from vrchat and i started not long ago Learning how to import mmd dances to vrchat was one of the fun stuff to do for me so today im maki...
hey im trying to use Visemes to do lip sync my mmd model in blender has it but when i go into untiy it says none ive tired to to rexport it and that doesnt work
I don't know about that tutorial I use this one instead for dance https://www.youtube.com/watch?v=OsfdJVOVI70
One thing that I forgot to include is that I had uploaded my avatar .FBX to Mixamo before recording, so make sure you do that first! Another thing to note is...
@sand apex it says human bone hips not found
Did you check if your hips were set for your avatar?
I recently learned you can preview the default idle animation by putting the VRCSDK SimpleAvatarController into the Animator component. Is there a way to test the other default animations? I specifically want to test what a closed fist will look like, I need to make some adjustments to the bones or animation since it doesn't look good enough presently.
they are. they are even labled as "hips"
Oh well I'm not sure, I never had an issue where it couldn't find hips
dang haha
Hey, weird question.
Does anyone know if there's a tutorial for animating non-humanoid characters?
I have an Oshawott I want to animate-- or at least, I just don't want it in a T-pose. Most animation override tutorials are only for humanoids, however.
I'm just really confused on where I should start
is there a way to add a property to a existing .fbx mixamo animation? 🤔
well, it's a .anim now obviously but
Not sure if this is an issue with unity, mixamo, or anything else. When I get an animation from mixamo and make it a legacy rig I am able to edit the animation, however in-game it puts me on the ground even though in unity it works fine. But if I set the rig to humanoid, I am unable to edit the animation, but it works in-game. However, the animation isn't correct and bones arent in the right positions compared to when the rig for the animation is in legacy.
That sounds like a full on cycle of shittery my dood
ok this is pissing me off i have been trying to get a gun sound to work with a animation tried tutorials as well but i still cant get it can someone help me and talk me through what i have done wrong if i screen share?
anyone know how to do that static effect on materials?
I did it by accident earlier and cant figure out how to redo it
I can show you my settings. @spare bramble
The tutorials weren't working for me as well.
yes please
on main model
make sure you have your audio source and particle system
on
as in checked
particle system?
Any way to fix this? I've changed the root motion for my avatar but she still appears in the floor. http://puu.sh/z3iTY/3b17368597.jpg She also is in the floor in Unity.