#animation

1 messages · Page 29 of 1

obsidian vigil
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cats has a checkbox for blink and eyetracking disabling @ocean dagger

ocean dagger
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the cats way of disabling it doesnt actually work for some reason

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its fine I'll look at unassigning those bones when I can

novel flower
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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

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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

Lightshot

Captured with Lightshot

ocean dagger
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@obsidian vigil Sorry, where can I find the place to unassign the eye bones

obsidian vigil
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Go to the Data browser where your files are

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click on the fbx

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on the right hit configure...

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then go to head

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there they are

ocean dagger
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oh in unity

rugged yew
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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

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doesn't allow me to change chest scale

warm furnace
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@rugged yew I've always think, that the idle animation already had a chest breath animation o_o

rugged yew
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yeah but I'm overriding it

warm furnace
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In your screenshoot

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Z isn't duplicate

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O_o

rugged yew
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what do you mean

novel flower
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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

warm furnace
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You're Z position is in the first frame not in the second one

iron crescent
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So can anyone tell me why certain models don't show up in Blender's dope sheet?

rugged yew
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can anyone tell me why I can't scale my model chest to simulate breathing

cyan sparrow
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Because you can't do non-muscle transforms on humanoid rigs.

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Also scaling a separate chest mesh would probably not look like breathing.

rugged yew
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What do you mean ? I was able to scale the necktie bone

cyan sparrow
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Is the necktie part of the humanoid rig?

rugged yew
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yes it's on her breast

cyan sparrow
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A breast bone is not on the humanoid rig, it is separate to it

rugged yew
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my model doesn't have breast bone

frank wigeon
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😃 help

rugged yew
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that's why I wanted to scale her chest bone to simulate breathing

frank wigeon
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cant upload my model

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dont work the green line bar

cyan sparrow
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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.

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The chest is parented to the chest bone which is part of the humanoid rig and can only take muscle transformations

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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.

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Those you can scale as you want.

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The actual rig cannot take non-muscle transforms.

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If it is humanoid

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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).

rugged yew
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and what's a muscle ? sorry I imported my model yesterday and just managed to make a blinking animation today

cyan sparrow
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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

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So instead of adding Armature -> Hips -> Chest -> Rotation you would add Animator -> Chest.Forward-Back

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Or Animator -> Chest.Left-Right or whatever they're called

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There is no way to scale with those, though.

rugged yew
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can I edit my model necktie bone to include the breast ?

cyan sparrow
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I thought you got the necktie as you wanted it?

rugged yew
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I did the necktie as a test

cyan sparrow
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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.

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Just a slight tilt forward and back might give a breathing illusion.

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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.

frank wigeon
rugged yew
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so I need jiggle physics to have realistic physics

trim nimbus
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you need to push harder

cyan sparrow
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You want breathing or breast bounces? lol

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Jiggle physics won't give you breathing.

rugged yew
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breathing move the chest so

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If my model get breast bone I can scale them to simulate breathing

cyan sparrow
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If you somehow did get breathing working, it wouldn't bounce around, just move/scale or however you solved the problem of animating it.

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I don't know if reweight painting would work because those bones are children of the humanoid rig.

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I've never tried it but I'm pretty sure it would also not be animateable using non-muscle transforms

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Essentially anything that interferes with the muscle transforms will break animations. But I suppose you could try it?

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Weight painting is a nightmare though.

rugged yew
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If add breast bone to my model I'll be able to scale them to simulate breathing ?

cyan sparrow
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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.

rugged yew
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I watched a video that duplicated the chest bone to make a root

cyan sparrow
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Basically everything that is a part of my actual character needs to be animated using muscle transforms. Only separate objects can be animated otherwise.

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So if I put a sword in my hand, I can animate or scale the sword as I like.

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But I can't scale move or rotate the hand bone without using muscle transforms

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Even if the hand is a separate mesh

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If you want to scale chest size dynamically

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Your best hope is blend shapes

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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

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To simulate breathing, that would work

rugged yew
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what about the video where the guy duplicate the chest bone and create breast bones attached to it ?

cyan sparrow
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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.

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This is why blendshapes would be the best solution

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Since they give you a predefined shape for big and small

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And you can very easily blend between them without using any forbidden transforms.

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If your character is from an MMD model it probably has a breast blend shape already.

rugged yew
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how do I check that ?

cyan sparrow
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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.

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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%).

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You could animate that between, say, 0 and 10% or 90 and 100% to simulate breathing I guess.

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Depends really, could still look strange depending on exactly how the maker of the model decided to set up the blend shape

rugged yew
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where do I find blend shape

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I'm such a noob sorry

cyan sparrow
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Click on your mesh in the Unity hierarchy

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It'll usually be called Body

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Then >BlendShapes, click the arrow

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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.

rugged yew
cyan sparrow
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I don't know what is going on there tbh

rugged yew
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I have 2 meshes

cyan sparrow
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What is Facial Expression (dark face)?

rugged yew
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it's just the name of my model mesh

cyan sparrow
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Blendshapes should be on that item then.

rugged yew
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they are separated in 2, one for the head and the other for the body

cyan sparrow
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Oh

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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.

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But as an aside you really should use a single mesh.

rugged yew
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I can't there's too many

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and where are blend shapes ?

cyan sparrow
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If they're not on the mesh you don't have any

rugged yew
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that's weird because I didn't decimate my model and there's tons of shape keys on my model in Blender

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there's even one called shrink and expansion for breasts

cyan sparrow
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It should be on your mesh somewhere but since you have this weird multiple mesh thing going on literally anything could be the problem.

rugged yew
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I found shape keys in Blender, now I just have to find them in Unity to animate them ?

cyan sparrow
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Yes, they should be on whatever mesh the shapekey is actually affecting, assuming it is imported into Unity fine.

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I highly suggest combining the meshes

rugged yew
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that's where the shape keys are in blender

cyan sparrow
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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.

rugged yew
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I already showed you the meshes in Unity, look like they vanished

cyan sparrow
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In the image you showed me you had something with a name that did not match the mesh name in blender selected.

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If it isn't on the one with the exact same name, then like I said, check export or try single mesh

rugged yew
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my head have blend shapes, that's why I was able to do lipsync

cyan sparrow
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Have you looked on the one with the exact same name as the mesh you showed me in Blender?

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You linked a picture with MeshPart1 before, not on "Facial experession (dark face)" as written

rugged yew
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that's because that part was cut in half by Unity

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I have part0 and part1

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and both don't have any shape keys from blender

cyan sparrow
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What type of game object is the parent?

rugged yew
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wym

cyan sparrow
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The parent of your two half meshes, what is it?

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Did you make an empty game object to put them in?

rugged yew
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no Unity did that when I exported from blender

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I already cut my meshes in half before exporting to avoid that but Unity still did it

cyan sparrow
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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.

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What

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If you split the meshes yourself of course they're going to be split in Unity.

rugged yew
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Yeah but unity split it again for the main body

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it didn't touch the head tho

cyan sparrow
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Guess what will solve all of these problems? Using a single mesh.

rugged yew
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I can't there's too many

cyan sparrow
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I don't even know what that means.

rugged yew
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I need to cut my meshes so Unity don't it and fuck up the shape keys ?

cyan sparrow
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No, shape keys apply to specific vertex groups of a mesh, if you split the mesh you break the shape keys.

rugged yew
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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

cyan sparrow
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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.

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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.

rugged yew
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I don't need to decimate my model uploaded fine with 80k tris

cyan sparrow
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You need to be under 20k tris

rugged yew
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I don't, my model uploaded fine I tested it myself it isn't lagging the game out

cyan sparrow
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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.

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The VRC SDK stops you from uploading it.

rugged yew
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someone said it wasn't the case anymore

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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

cyan sparrow
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See that line about modifying the SDK....?

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It is true that tries don't matter (but number of meshes and materials does cause huge issues, by the way).

rugged yew
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I know, it should be fine with only 3 groups

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blame Unity for mesh limit idk

cyan sparrow
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Not really, 3 groups 10k polys >>>> 20k polys 1 group, but 80k which is already in violation?

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I literally have no idea what you're talking about 'limit' or 'too many'

rugged yew
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asI said Unity cut my meshes in half because it was too big

cyan sparrow
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Because it was too many polys?

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What do you mean by 'Big'?

rugged yew
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I don't know that what unity did, split my meshe in half because it was too much

tidal zodiac
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Hello Ruski

cyan sparrow
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The only reason I can think of Unity splitting it is because you're trying to import something with too many polys

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Hence decimation.

rugged yew
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yeah it split at 65536 tris

cyan sparrow
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And hence the 20k limit.

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Decimate to 20k

rugged yew
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and lose my shape keys ? I'm actually trying to keep them

cyan sparrow
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You can decimate things other than the vertex groups you want to keep the shape keys of

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But if you can't get under 20k you're shit out of luck.

rugged yew
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That point is moot anyway, I just need to split meshes manually so Unity don't do it

covert linden
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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?

cyan sparrow
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The point isn't moot because you need to get under 20k.

rugged yew
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Thanks for your help I'll get working

cyan sparrow
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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.

obsidian vigil
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Now im Confused, can you upload 50k or not

cyan sparrow
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Let me put it this way: Rule 18. No discussion on how to hack / cheat in VRChat

obsidian vigil
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okay

torn pawn
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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

cyan sparrow
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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

torn pawn
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they can increase the limit, but till then we have to live with 20

iron crescent
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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.

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What he does instead

cyan sparrow
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Both of those are in Unity?

iron crescent
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Yep.

cyan sparrow
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The position shown in unity is just whatever it is

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Check if it works in game, which is where the override matters.

iron crescent
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sigh

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tiny nautilus time

cyan sparrow
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Only need to make him slightly smaller.

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Bit more than 10% smaller.

iron crescent
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yeah but he's meant to be big

cyan sparrow
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Yeah

iron crescent
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which i'll ignore for the purposes of testing this

cyan sparrow
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At the moment those are the size limits.

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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.

plush rapids
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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.

cyan sparrow
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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.

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There might be dance files that are just named stuff like dance 1 or dance 2 or something.

plush rapids
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ok thanks

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iil try it '

iron crescent
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alright it works but it looks really bad

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also I messed up muscle settings lol

cyan sparrow
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It'll blend weird too

iron crescent
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I need to parent the anchor to his hand so it doesn't move around with his hips

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I might just reanimate it but that takes ages

cyan sparrow
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Strangely the runtime animation controller automatically blends run and walk when you walk

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So if you want to fix walking you'll need to fix your walk and run

iron crescent
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talking?

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uh

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wow

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i can't send images to the chat

cyan sparrow
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You'll have to upload to imgur

iron crescent
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that's super annoying

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i was gonna make a joke about him not even having a mouth but the moment's passed anyway

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thanks for the help vrpill

dense radish
cyan sparrow
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In what sense?

dense radish
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I want to add object to appear with this animation

cyan sparrow
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Add a the "is active" property off the object

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And check the box at the appropriate point in the animation

dense radish
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yeah but I cant add any properties to the animation

cyan sparrow
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Is it on an rig you'd made for animation? or have you duplicated it out of the fbx?

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Could be either of those

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Usually i t says "read only" on it if you can't change it

dense radish
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i duplicated it from the .fbx

cyan sparrow
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Have you loaded it into an animation controller for the rig you're animating it on?

dense radish
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no

cyan sparrow
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Add an animation controller to your animation controller, double click on it, and drag the animation in

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Then click on your animation rig and switch to the animation tab and you should be able to select the animation in there.

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Then edit it as you want

dense radish
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where do i get animation controller?

cyan sparrow
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You can just make one.

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Right click create animation controller

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Slot it into the animator

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But make sure this is on a duplicate of your avatar rig

dense radish
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bit confused, where do i create the controller

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nvm i figured it out, now i can edit it

unborn geode
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How can i add mmd dances to my model.

cyan sparrow
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There should be some useful guides online

unborn geode
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None of them work

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My model isnt pmx after i decimate

cyan sparrow
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They should but if they don't perhaps that means it is impossible.

unborn geode
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Well i see other people doing it

brisk robin
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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?

cyan sparrow
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Humanoid avatars do not inherent custom controllers

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Unfortunately

brisk robin
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So then what's the CustomControllerTemplate being used for the override? o -o

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If I'm modifying the template, wouldn't that be applied ingame, too?

cyan sparrow
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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

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When you use the overrider it can only override the animation names that exist in the controller

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So it has a template so it can give you the option to override EMOTE 1 and so on

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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.

brisk robin
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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?

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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.

cyan sparrow
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The controller has no effect in VR Chat for humanoid avatars

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So you cannot separate them in the overrider.

brisk robin
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So then I can just switch the rig to generic..?

cyan sparrow
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And if you did, it would break those gestures if they are not named correctly for the VRC chat runtime controller.

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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

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Which would be quite the endeavor.

brisk robin
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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..?

storm cape
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hey... how do people do 4 legged avatars?

cyan sparrow
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You'll need to put the controller in the controller slot on the animator

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But if your avatar uses a humanoid rig it won't matter what you put in there

storm cape
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How do i do this? i am currently attempting eevee from pokemom

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pokemon*

cyan sparrow
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You have to animate everything yourself

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Or

storm cape
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is this hard?

cyan sparrow
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Hack it into a humanoid rig

storm cape
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its in a humanoid rig lol

cyan sparrow
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Then put dynamic bones on some of the legs

storm cape
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it stands up though on 2 legs

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wont that just make them flop around?

hard ravine
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Im trying to edit an animation really simply in the unity animation window editing bone rotation

vagrant swift
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i dunno if you guys know this or if there is one, but is there a nico nico nii animation in mixamo? LOL

cyan sparrow
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Depends on how they're set up

hard ravine
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When I rotate a bone, it rotates fine on the keyframe

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when I play the animation back or move the playhead

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it resets

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what am I doing wrong

storm cape
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so your saying theres a way to do it with dynamic in which hell be on all 4's and not be static

hard ravine
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I just need to rotate some bones

obsidian vigil
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Sry but i can @ your name

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Have you got the record button pressed?

hard ravine
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Yea

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поличев

obsidian vigil
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and it just springs back

hard ravine
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yea

cyan sparrow
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I've heard that some people use 2 dynamic bones on some legs while having the other legs work as actual humanoid legs

hard ravine
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Ill rotate it

obsidian vigil
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huh

hard ravine
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move play head

cyan sparrow
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They'd probably still have to do custom animations? I donno

hard ravine
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and it just resets back to normal

storm cape
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are custom animations difficult?

cyan sparrow
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Depends on what you want to do

storm cape
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just make him walk

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and jump

cyan sparrow
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To make it look good on a 4 legged model, I think it probably would be a bit hard.

storm cape
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hm

cyan sparrow
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But if you want very stilted animations it wouldn't be too hard I guess.

obsidian vigil
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how do you do 4 legged models?

hard ravine
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could borrow an mlp rig

obsidian vigil
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xD

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yeah but doesnt it complain when its imported as a humanoid?

storm cape
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wait could you really borrow an mlp rig?

obsidian vigil
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think so

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there sure are some

storm cape
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well we need animations though, isnt rigs refering to bones?

hard ravine
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Well

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goto the vrchat mlp threads

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and just rip the rig and animations

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then do whatever

obsidian vigil
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Yeah, someone probably already made one

hard ravine
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they have

obsidian vigil
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i wanna stick one onto my orisa model

hard ravine
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Ive seen 5 ponies

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that's the issue

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its super annoying

storm cape
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do you have a link? or should i just look on like deviantart

hard ravine
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thats it

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dunno how it would help with orisa

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but worth a try

storm cape
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alright

hard ravine
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maybe you can gopnik rig it together

obsidian vigil
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Gopnik

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i like the song

hard ravine
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Did you see the video?

obsidian vigil
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yeah

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no idea

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honestly

hard ravine
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Any idea where I could go/

obsidian vigil
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not really

storm cape
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how do i transfer the animations from the pony to my model?

hard ravine
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select the anim

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ctrl+d

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then get an override

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and add them to respective anims

storm cape
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ok

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how do i select the animation? sorry havent done this

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ooohhhh ok

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so i put avatarcontroller-pony into my avatar/

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?*

hard ravine
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idk how the files are

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but Im guessing each fbs has animations

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fbx*

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so open the fbx up in the asset viewer

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and ctrl the animations you want

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ctrl+d

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to make them independent

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then you have your animations

celest jackal
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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

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i tried doing it in blender and couldnt seem to get it to work

obsidian vigil
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well its pretty simple in unity actually

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depending on what you want to do

storm cape
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i see the animations on the left

celest jackal
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im trying to make a 2d blinking animation just to start out, where itd just be animating with shape keys

storm cape
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so i drag them into the proper slots on the chart?

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for my model?

obsidian vigil
#

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

celest jackal
#

oh damn, thatd help a lot honestly

#

thanks so much lmao

obsidian vigil
#

No problem 😄

drifting swift
#

Anybody here know how to add collision to particles and let the particles stay after colliding with something like a wall?

drifting coral
hard ravine
#

I figured it out

#

Use legacy for the animation

#

well rig

drifting coral
#

uh legacy ?

hard ravine
#

for an issue I had prior

drifting coral
#

uh okay

pine otter
#

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

obsidian vigil
#

@drifting coral Do you know the blue bouncy boss from cuphead?

drifting coral
#

i didnt play cuphead so.... i dont really know

obsidian vigil
#

Anyway he like stretches backward and lunges at the player

#

Do you think that would be doable with dynamicbs?

drifting coral
#

dunno actually, might be better without dynamics ?
like normal animation

obsidian vigil
#

Okay i think ill try both :D

hard ravine
#

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

novel flower
#

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

Lightshot

Captured with Lightshot

hard ravine
#

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

ebon vault
rustic jewel
#

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

warm furnace
#

fps/20

#

@rustic jewel nope

#

You avatar can be at 19K and your animation avatar at 50K

obsidian basin
#

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

lime valley
#

@ebon vault nice. Those are MMD animations, right? How'd you get them into unity?

ebon vault
#

@lime valley no it's a rip from the CGSS games that I converted to a usable file in unity

lime valley
#

Oh wow, nice work.

#

Is there a limit on how long an animation can be in vrchat?

ebon vault
#

I don't really know but I imported the full animation which has over 4000 frames

#

Also thanks :GWcfcForbiddenlove:

lime valley
#

alright, TY. I just might be able to do some crazy stuff with dances after all...

novel flower
#

How to you pull a Mixamo Dance and add it to your Emote section? The file wants to download as a fbx

empty wave
#

Why is that a problem

novel flower
#

Well when I drop it in assests how do I get it to Emote ovverride controller? Cant drag it in there

rustic jewel
#

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

clear yew
#

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??

plush meadow
#

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.

spare bramble
#

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

foggy vector
#

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?

spark shard
#

@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

lime valley
#

@foggy vector you need to select the exact bit with the blendshapes

foggy vector
#

Yeah

#

its not there

amber pollen
#

no one here knows how to make a characters float above ground?

lime valley
#

here's where mine are, I think most MMD models have them in "body"

bitter nebula
#

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!

amber pollen
#

there's a few tutorials for those on youtube

loud wing
#

When animating in unity, my character's hair and eyes disappear when zooming in, any idea why?

ornate swallow
#

Hello is anybody here free to help?

runic frost
#

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?

clear yew
#

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)

lime valley
#

i dont know if that's possible because motion sickness and all that

#

(for vr.)

clear yew
#

(not using vr) So the head is not able to move during the animation? it looks weird if someone has to look at it

dapper breach
#

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?

lime valley
#

@clear yew I'm 99% sure that's the case. Desktop support for this program isn't very fleshed out right now.

clear yew
#

I see. Thank you for the response 👍

lime valley
#

👌

foggy vector
#

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?

ornate swallow
#

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?

abstract current
#

any way you could make a preset/template for animations

#

so you dont have to select the fingers everytime?

spare bramble
#

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

loud wing
#

@abstract current Maybe create one anim with all default values, save it and then duplicate it everytime you want to create a new one

oblique beacon
#

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.

signal raptor
#

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?

toxic solar
#

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?

oblique beacon
#

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

toxic solar
#

@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

oblique beacon
#

well i mean the guns

#

the guns aren't repositioning properly

#

I've done weapon animations before

toxic solar
#

Make sure they are children to the correct parent on your model.

lavish palm
#

Anyone here know how I could make an avatar fly upwards for a jetpack?

oblique beacon
#

they're parented to each hand

toxic solar
#

So, put them under 'wrist' where they belong

oblique beacon
#

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

toxic solar
#

Are they posed, outside the animation, in holsters or in the hand?

oblique beacon
#

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

toxic solar
#

By chance, are the gun model's bound's outstretched?

#

As if the gun has some invisible larness or odd pivot point?

oblique beacon
#

I'm not sure, honestly.

toxic solar
#

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.

oblique beacon
#

The bounds are correct

quick goblet
#

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.

oblique beacon
#

Animations in Unity? or on VRchat?

quick goblet
#

Seems to happen in Unity

oblique beacon
#

thats normal

quick goblet
#

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

oblique beacon
#

like in my picture (different issue)

quick goblet
#

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

oblique beacon
#

That I wouldn't know then

signal raptor
#

is it normal for the duplicate model to no longer appear after you've like saved it and uploaded?

quick goblet
#

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

signal raptor
#

yeah so i disabled the duplicate model before uploading but i need to fix a few things but its not there anymore

oblique beacon
#

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

signal raptor
#

yeah thsi is the 2nd time ive had to redo it

#

kinda over it lol

oblique beacon
#

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.

quick goblet
#

I'm scared of that happening when I spend so much time articulating a rosewhip in Unity

oblique beacon
#

like out of the uploaded content

quick goblet
#

yet I don't know how to bake multiple animations into one FBX model

toxic solar
#

@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.

signal raptor
#

ill give that a try

oblique beacon
#

@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

rugged yew
#

my model make the stupid muscle position with my idle animation ingame

oblique beacon
#

and it would appear in my hands when I went to animate it

signal raptor
#

btw just saw the coolest model, was a small anime character solid white except the eyes and covered in blood, was pretty cool looking

toxic solar
#

@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?

oblique beacon
#

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

toxic solar
#

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

oblique beacon
#

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

loud wing
#

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?

uneven acorn
#

If an item is used in an animation, does that item's tris count towards your model's tris?

sullen vine
#

best dancing amimations on mixamo?

toxic solar
#

@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*

uneven acorn
#

@toxic solar Okie thanks ^^ I would be so sad if it did

oblique beacon
#

meh I guess I'll just try to re-position them within the animation and see if that works

#

which so tedius

rugged yew
#

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

toxic solar
#

@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

rugged yew
#

it won't screw my main model if I do that ?

toxic solar
#

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?

rugged yew
#

yes

toxic solar
#

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

quick goblet
#

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"

rugged yew
#

there's a 15s limit ?

oblique beacon
#

Hmm weird. I actually also just noticed that the pistols are basically completely reversed in the animation dumby.

quick goblet
#

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

rugged yew
#

I removed my custom override, I'll upload the model and check if its working

quick goblet
#

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

toxic solar
#

@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.

quick goblet
#

I was going to try and pull a Banjo-Kazooie kind of interaction

toxic solar
#

I shoudl clarify: the butteryfly is affected by my avi's center, not my center affected by it.

quick goblet
#

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

toxic solar
#

Ah, alright I see.

#

Then it seems liek you would indeed need to make a whole new idle lol

quick goblet
#

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

formal tangle
#

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

oblique beacon
#

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

quick goblet
#

weird

oblique beacon
#

also the guns are swapping when i do the animation

#

i dont know what is happening lol

quick goblet
#

Names were reversed?

#

Wonder what it looks like in Blender's Armature

oblique beacon
#

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

quick goblet
#

Yeah 😦

oblique beacon
#

I just wanted my spartan to shoot dope pistols =[

#

everything looks right in the unity rig

grizzled furnace
#

How do i add a custom dance or something simelar?

rugged yew
#

my loop animation for blinking doesn't work

oblique beacon
#

@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?

rugged yew
#

The AnimationClip 'idlecustom' used by the Animation component 'hamakaze blender ready for Unity' must be marked as Legacy.

oblique beacon
#

like if I just have to painstakingly reposition them, I will lol

quick goblet
#

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

oblique beacon
#

I wonder if I reverse the positions of the guns if it will work since some other weird reverse stuff is happening

quick goblet
#

sadly I'm unsure 😦

oblique beacon
#

same

#

i have no idea what is happening

#

since my left is my right and my right is my left

#

for whatever reason

quick goblet
#

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 ; _ ;.

oblique beacon
#

ill have to open it in blender again and see if for some reason the names are just rigged wrong

quick goblet
#

hopefully it's just a naming issue

oblique beacon
#

yeah

loud wing
#

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

quick goblet
#

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

loud wing
#

It only occurs when I'm standing on a spot or jumping on a spot

oblique beacon
#

Wow

#

so all I did was take Pistol Right and swap it in the parenting

#

and vice versa

#

and it fixed it lol

quick goblet
#

The quickfix

oblique beacon
#

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

quick goblet
#

I've been adding up my hours doing stuff in Blender, GIMP, and Unity. Already hit over 45 hours since the start of January :/

oblique beacon
#

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

quick goblet
#

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

olive tinsel
quick goblet
#

You may have made the animation on a model before swapping it to Humanoid

oblique beacon
#

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

quick goblet
#

hahahah oh no 😦

oblique beacon
#

shouldn't take too long I guess now that they're in the right places

quick goblet
#

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

olive tinsel
#

is there a place to get premade animations for emotes?

shrewd moon
#

mixamo

rugged yew
#

I think breathing animations are overidded by vrchat

olive tinsel
#

@shrewd moon I tried mixamo and that is what is giving me an error

#

it needs to be made from a humanoid avatar supposedly

shrewd moon
#

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

ruby minnow
#

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

loud wing
#

@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.

ruby minnow
#

oh yeah, that';s right

loud wing
#

Or maybe they're just refering to something they want to add in future, it's just a guess from me.

ruby minnow
#

that's what got me thinking about it first

grizzled furnace
#

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

rugged yew
#

anyone got a tutorial about mmd dance ?

tranquil lark
#

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?

candid token
#

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?

oblique beacon
#

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?

vivid turtle
#

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!

royal falcon
#

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?

clear yew
#

Is there a way to record animations using VR?

glass anchor
#

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

candid token
#

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

unkempt spruce
#

im trying to do custom animation but my model dont move and some times its too fast

spare bramble
#

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

steep vector
#

quick question when doing facial emotes my avatar is still blinking and the eyes get all wonky does somebody know a workaround ?

floral island
#

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?

candid token
#

I'm not sure, But i grabbed something and it seemed fine. But i think it won't?

floral island
#

it won't keep your arms hanging or will?

spare bramble
#

how do i set a audio source to play upon a animation
i want it to play when i finger point

oblique beacon
#

right click the object in the armature and go to add audio source

candid token
#

@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

stray gulch
#

is anyone familiar with "vmd" or motion dances for models?

#

im in a rut

glass anchor
#

how long is it?

#

@candid token

candid token
#

@glass anchor Only 90 frames 🤔

#

and it loops for about 10+ times before stopping

glass anchor
#

is it just a regular emote

candid token
#

yes

glass anchor
#

k those have a time limit

#

cant be longer than 10 seconds or something

candid token
#

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

glass anchor
#

in that case I'm not sure

#

sorry fam

candid token
#

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

glass anchor
#

not sure

candid token
#

How my anim looks in the engine

#

Seems fine

#

so

#

¯_(ツ)_/¯

stray gulch
#

bake animation?

#

in the export settings

candid token
#

already done

limber epoch
#

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

candid token
#

I do this

stray gulch
#

yep yep i had the same problem but my animation is 3 min

candid token
#

Ah it played for like several times?

#

unknownly?

#

@stray gulch

stray gulch
#

anyone know why the matierals dont always come through correctly in blender?

limber epoch
#

what do you mean?

void sonnet
#

can anyone link me a video or tell me how to disable blinking during animations?

glass anchor
#

man, for some reason one of the particles in my animation just doesn't appear

#

and I have no idea why

plush jungle
#

hey i have two particle system they both have the same colour but they look super different

#

any idea? maybe because its stacked ?

candid token
#

yes

#

If the particle is stacking it'll increase intensity

plush jungle
#

hm so how can i stack the other particle

#

I thought its start lifetime

turbid sluice
#

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

Lightshot

Captured with Lightshot

glass anchor
#

@plush jungle halve the saturation of the second particle

plush jungle
#

@glass anchor i want to have the outer ring appear as the inner one =)

spare bramble
#

@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?

glass anchor
#

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

plush jungle
#

hm sry i dont know what you mean mochi, i could just stack the same particle effect but thats prob pretty bad :/

glass anchor
#

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

plush jungle
#

i am aiming for the ring at 6 sec

paper haven
#

Anyone know how I can make particle effects that can leave their bounding due to velocity of the parent?

glass anchor
#

just the one on the floor? @plush jungle

paper haven
#

Like, I have white effects spawning around a swor, I'd like them to hang in midair when the sword moves

plush jungle
#

yeah for now

#

i mean this ring is like 90% of the whole animation xD

paper haven
#

Tried Velocity of Lifetime, Noise, External Forces

glass anchor
#

well the one in the center there is definitely a lot brighter than the outer ring lol

plush jungle
#

it appears everywhere

#

yeah

#

true

#

but not that big of a difference

glass anchor
#

yeah idk man, up to you. I'm not really sure on a solution

plush jungle
#

this looks way better

#

but i have 11 times the same outer particle ring xD

ruby minnow
#

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!

paper haven
#

Draig, Did you use cats?

ruby minnow
#

yep

#

used it (that's how I tested)

paper haven
#

If your eye bones are setup in configure then they should work

ruby minnow
#

directly, no modification in unity required?

plush jungle
#

@ruby minnow yeah I wanna build the explosion spell

ruby minnow
#

do itdoitdoitdoit

#

😄

paper haven
#

I think so

#

If the eyes are in the head propelry on the skeleton

plush jungle
#

already did all the sound and so on

ruby minnow
#

hummmmmmmmm

#

well

#

let me try to re-export to .fbx

#

and re-import to unity

paper haven
#

I dunno if they work in unity

turbid sluice
#

So is there no way to animate the body?

paper haven
#

but mine do in VRChat

plush jungle
#

ok

#

i found my mistake

#

I had 100 particles for the inner ring and 3 for the other one xD

ruby minnow
#

x)

paper haven
#

Does anyone know a way to make varticles hang in midair after they spawn?

vagrant heron
#

Can you change your avatar to a different model via animation?

#

Temporarily of course

red jacinth
#

so im new to pretty much all of vr chat avatar stuff, and im wondering if Muscle Animation Editor is required or optional.

plush jungle
#

never did something with the muscle animation editor

turbid sluice
#

I beleive it can all be done manually but the editor makes it easier

#

from what i'm seeing here

red jacinth
#

ah, cool stuff.

plush jungle
#

@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

vagrant heron
#

I have an idea of how to go about it but id need to test it tonight
Let you guys know how it goes

turbid sluice
#

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 😦

plush jungle
#

@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

oblique beacon
#

Anyone have a recommendation for which hand gesture to use when firing a gun? I feel like mine triggers way too easily

plush jungle
#

like the die emote

#

i go mostly with handgun and fist

oblique beacon
#

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

turbid sluice
#

looking like i might have to buy Muscle animator to do what i want bah

plush jungle
#

@turbid sluice cant u trigger a animation with the handgesture and the animation does the pose ?

turbid sluice
#

yes you can if it actually SAVED the animation

#

it keeps reverting

#

watch

plush jungle
#

hm

turbid sluice
#

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.

plush jungle
#

did u delete the other keyframe first

turbid sluice
#

yes you can see at the bottom

plush jungle
#

after you did the first keyframe i always have to delete the second one then create a new one and then coppy it

turbid sluice
#

the only existing key frame is the first one.

plush jungle
#

hm thats weird

#

it normaly works for all the stuff i did

turbid sluice
#

it's like i can't move armatures

plush jungle
#

but i only move objects and my hands so far

turbid sluice
#

is that what i move/

#

am i just moving the wrong thing?

plush jungle
#

i see what u did wrong

#

u have to sue the animator not the transformer

turbid sluice
#

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?

plush jungle
#

leave it red

turbid sluice
#

ah snap i think i see what i was missing when trying this earilier thanks man

plush jungle
#

np =)

turbid sluice
#

wish i knew how to actually select the parts though... lol

#

trying to move the Root Q

ruby minnow
#

when making an animation in unity, is there a way to add multiple bones at the same time

plush jungle
#

its such a pain to select all the animator

paper haven
#

Is there a way to make a particle forget about it's emitter and float in midair?

plush jungle
#

it takes like 5 minutes only to put the hands in

turbid sluice
ruby minnow
#

I have to scroll down a super long list to select ~20 bones for each hand 😂

turbid sluice
#

that'll make animations easier it seems

ruby minnow
#

yesssssssss

#

given how well most of unity's interface is designed

#

that seems like it was made by an intern or something x)

turbid sluice
#

i've made 40$ off avatars so far so i guess i could buy this and still be up 5$ cause Dynamic bones lol

novel flower
#

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.

ruby minnow
#

and they just looked at it, thought "eeeeh, good enoguh" and released it

paper haven
#

You sell avatars? how? Just asking people if they want them

plush jungle
#

@turbid sluice

glass anchor
#

I've had someone offer me 150 bucks for mine haha

peak relic
#

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?

stray gulch
#

anyone else taking forever to upload avater from unity?

novel flower
#

I'm sure someone must have used mixamo animations before >_<

peak relic
#

I've used mixamo animations. Why whats up?

paper haven
#

Any able to help me with particle systems?

#

anyone*

novel flower
#

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

glass anchor
#

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

peak relic
glass anchor
#

gotta think of it like animating a limb

novel flower
#

Thnx

glass anchor
#

np

stray gulch
#

oh vrsdk had an update

peak relic
#

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.

stray gulch
#

@peak relic you could just have an audio source comring from your (part)

peak relic
#

The audio source isn't the problem. I wanna have a spectrum with the audio source. xD

hearty sapphire
#

Looking for Caramelldansen .anim file. Can someone assist?

void sonnet
#

Anyone have any idea on how to disable eye blinking while using a trigger animation?

novel flower
#

Magic. Do I just drag the complete controller and drop it into my override when I'm done?

sand apex
#

@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

peak relic
#

Drag it into the animation override

#

If you want it for something like an Emote

novel flower
#

yea

void sonnet
#

yeah i made it through CAT .. rip ..

grizzled cobalt
#

Anyone know a basic animation tutorial for idle animations by any chance

sand apex
#

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

turbid sluice
#

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.

grizzled cobalt
#

@sand apex I mean like; For someone who hasn't done animations at all yet

glass anchor
#

@turbid sluice yeah sounds like you cancel it by moving, which isn't possible with emotes

turbid sluice
#

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

novel flower
#

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 <_<

shrewd moon
#

Make sure the mixamo animation is rigged to humanoid

novel flower
#

Nope. It is humanoid and she still drops to sit pose

#

oh wait had to reload it into animator xD

sand apex
#

@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

novel flower
#

Do you generally loop your animation or would that get me stuck in the pose?

plush meadow
#

Can I override an emote with a dance from mixamo?

#

Or is that not possible?

sand apex
#

You can

plush meadow
#

I'm non vr and want a custom animation dance.

#

It kinda sucks having a gun and not being able to pull it out.

novel flower
#

Btw Idle i think only works on PC i think VR hands and stuff override any idle animation

sand apex
plush meadow
#

Is it difficult at all?

sand apex
#

Nope

#

Unless you're making your own

novel flower
#

Does looping a dance animation for emote work or would it keep me permanately stuck in dance mode?

plush meadow
#

Well, how about if I already made animations on one model in unity.

sand apex
#

I'm not sure but you shouldn't loop a dance animation for an emote

plush meadow
#

Can I use that same model with animations to generate a custom emote?

sand apex
#

yes?

plush meadow
#

I mean like the fbx that's already in unity.

sand apex
#

The model you made the animations on won't work on other models

plush meadow
#

Well of course.

sand apex
#

Yeah I don't see why not then

plush meadow
#

wait

sand apex
#

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

plush meadow
#

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?

sand apex
#

It doesn't matter it just has to be rigged and the same one you're using in unity/after the blender export

plush meadow
#

Okay cool.

#

Thanks.

main badger
#

this might sound like a dumb question, but

#

is there any good way to find animation files online?

#

or any reliable way?

novel flower
#

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
#

other than mixamo

#

i don't like using mixamo, it's a big hassle and 99% of my models don't upload there properly

novel flower
#

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

sand apex
#

Did you duplicate the animationoverrideempty thing from the vrcsdk animations folder?

novel flower
#

Yea

sand apex
#

that's where you need to put the play button like file in then you have to put the animationoverride into that slot

novel flower
#

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

sand apex
#

I don't think you should be using the controller

#

What step were you following?

novel flower
#

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

sand apex
#

Did you already rig the animation prefab to be humanoid and made sure it copied the avatar that you're currently using?

novel flower
#

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

sand apex
#

there should already be an anim file for it called mixamo

#

You didn't have to create a controller or anything

novel flower
#

Yea but i made it so it combines two dance together. Goes from one to the other. I dont know how to add that

sand apex
#

You're supposed to copy the properties of the 2nd dance and add it to the end or beginning of the other

novel flower
#

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

plush meadow
#

Can someone tell me what each emote does?

clear yew
#

I get the marker addon onto my character, and then this happens

rapid hazel
#

Yo, how do I get an object to disappear on the character once it is in the animation?

meager bridge
#

😦 getting a headache trying to replicate f/go animations for my gilgamesh Avatar. Don’t even know if its possible :(.

plush meadow
#

Good luck trying his noble phantasm,.

#

That's going to be real fun.

meager bridge
#

Isn’t it just a bunch a red particles?

celest jackal
#

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?

amber pollen
#

@clear yew bound box

#

making the bound box around the avatar smaller fixes that

novel flower
#

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

hollow olive
#

Is there a way to have a custom idle animation from mixamo for an mmd based avatar ?

sand apex
#

yes

#

Do the same steps you would with dance but check loop time and loop pose and don't touch Root XZ

unique ferry
#

Sorry if i'm interrupting anyone
Is anyone experienced with working with smd files? specifically smd animation?

hollow olive
orchid vale
#

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

sand apex
hollow olive
#

@sand apex it says human bone hips not found

sand apex
#

Did you check if your hips were set for your avatar?

sharp pebble
#

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.

orchid vale
hollow olive
#

they are. they are even labled as "hips"

sand apex
#

Oh well I'm not sure, I never had an issue where it couldn't find hips

hollow olive
#

dang haha

unique ferry
#

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

lime valley
#

is there a way to add a property to a existing .fbx mixamo animation? 🤔

#

well, it's a .anim now obviously but

hard ravine
#

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.

uneven acorn
#

That sounds like a full on cycle of shittery my dood

spare bramble
#

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?

sick kelp
#

anyone know how to do that static effect on materials?

#

I did it by accident earlier and cant figure out how to redo it

plush meadow
#

I can show you my settings. @spare bramble

#

The tutorials weren't working for me as well.

spare bramble
#

yes please

plush meadow
#

on main model

#

make sure you have your audio source and particle system

#

on

#

as in checked

spare bramble
#

particle system?

plush meadow
#

if you made muzzle flash

#

you have that

viscid hearth
spare bramble
#

if i have it checked wont it play as soon as i go in game?

#

continously?

plush meadow
#

no

#

So long as it's not looping

#

only hear it when triggering the right gesture