#animation

1 messages · Page 34 of 1

rapid cypress
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Resource**

sand apex
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Oh well you need to bake them all into pose and set them to original

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So your body will move exactly how it does in unity

lost wren
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I'm sure that the problem is the animator

sand apex
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@rapid cypress huh?

rapid cypress
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Dude... I've been looking for a way to do that for a while

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Tysm

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Is there a YouTube tutorial on it?

clear yew
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@sand apex how do i do that?

sand apex
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You click on the anim file you used and set it

rapid cypress
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I'm curious... So curious... Can you do this with arms regardless of using VR to override say... A swing of a weapon?

sand apex
clear yew
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thanks

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@sand apex

sand apex
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@rapid cypress maybe mixamo would have an animation for you?

abstract gull
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Anyone know if you can use gesture override to change a material in Unity?

rapid cypress
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I'm not familiar with Maximo, what is it?

sand apex
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Its a website with animations like dancing that you could upload your model to and have it done for you

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it'll have to be a clean version of the model or the one you've set to humanoid

rapid cypress
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I'm not too concerned about hand animating things as my entire model is built from scratch

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But I'm more wondering about the potential to override the vice controller position temporarily so I don't have to wildly swing my attached around if I want to swing a sword

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Vive*

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Arm*

sand apex
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just make an anim with animators of you swining the sword with the bones and set it to a hand

rapid cypress
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Say, an override for thumbsup could just play an animation for right arm to swing

clear yew
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@sand apex nun of those settings are showing up for me

sand apex
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It's going to require a lot of bone movement though as opposed to just swinging your vive

rapid cypress
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I'm prepared for that haha

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There are multiple other reasons why I'd want to do it that way

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Layering in shape keys for additional accuracy and... Even more ambitious, animation smears

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Are you familiar with smears?

sand apex
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@clear yew that is something I don't know how to fix sadly

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and no I don't know about smears

naive heart
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Guys can anybody help me? I made a Audio source with a Animation and in Unity the sound plays but not in VRC, why?

rapid cypress
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It's an in-between frame for animation where an object is stretching and exaggerating to make it easier on the eyes to process

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Usually with extremely fast moving objects

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Easy to do in 2d, but challenging in 3D

glass anchor
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having issues with the default override animations all being the same, I can't copy their frames to a fresh anim

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they're all just a slight head tilt to the left

sand apex
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@naive heart Is it part of an animation override?

glass anchor
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anyone else had this?

naive heart
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es

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yes

sand apex
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Not sure then, you might need to recheck your animations

naive heart
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I mean the sound IS playing in Unity and everything works perfectly fine

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and the Animation works in VRC as well, but not the sound

sand apex
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Try adding the sound to a different part of the model?

naive heart
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oh my god I'm so fucking dumb haha

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nevermind

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I placed the audio source on the temporary character

sand apex
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Good thing that made you check because I was about to tell you if your game audio was muted LOL

glass anchor
robust hound
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anyone know how I could do to make my character leg follow an animation instead of walking upon triggering an animation (like handgun or smth)

sand apex
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@glass anchor did you touch the customoverrideempty?

glass anchor
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no, I even tried replacing it with a fresh one

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from a new project

sand apex
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By replacing it with a fresh one did you leave it as none?

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The default ones are none by default

glass anchor
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actually I copied the file in windows directly to my assets folder

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and selected that

rapid cypress
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@sand apex before I get too distracted, thank you so, so much for sharing the whole anim baking

glass anchor
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I didn't override the default one in this project's sdk folder

sand apex
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no problem

rapid cypress
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Total life saver

sand apex
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Is your model humanoid

glass anchor
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yes

earnest trail
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How do you let your hair look like this

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mochie

sand apex
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Wait mochie where are those anims you got from

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like the one for the hand gestures

glass anchor
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the default override controller

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I'm just selecting different anims

neat gate
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anyone good with like making fingers hold a gun? because i suck at doing that

sand apex
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I think they're all going to look like that by default

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because they all have the same anims in the vrcsdk folder if that's where they're from

glass anchor
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so it doesn't actually come with an "idle" animation?

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or any of the other ones in that list?

sand apex
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Nope

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They're in the game

glass anchor
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well, in that case I'll make my own point animation to use as a base, but how does the game know when I activate it?

sand apex
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If you look at the anim file for all of them they're the same thing

glass anchor
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do I need to keyframe it to look exactly like the point gesture?

sand apex
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Yes

glass anchor
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well fuck, how is that possible >_>

sand apex
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The game will know from the gesture you pick

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If you want the fingerpoint it'll already be fingerpoint

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you won't have to edit the bone to point

glass anchor
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oh

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guess I had that backwards lol

snow lance
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is there a way to disable head tracking during animations? so that if your animation causes your character to move the head wont whip around and stare at you?

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emotes specifically

sand apex
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I think all you have to do is just add an animator for the head in your anim file

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Like how you would with any other bone

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I don't think the emote matters just make it so it's a hand gesture

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It could be an emote if you want, whatever type of animation you're actually going for

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just know if its an emote you'll have to edit the bones to where your body isn't half-way in the ground like in unity

snow lance
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gotcha, that makes sense, thanks

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one last thing if it's not too much trouble, i created a wing flap animation, and i want it to basically play constantly, i added an animation component to the model, and added the wing animation to that component, but it doesn't play in game.

torn geyser
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Does the item you are putting in the avatar's hand need to have bones in it? I have watched tutorials and followed the instructions but my model doesnt seem to work and I'm not sure why.

snow lance
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yeah i got everything about the emote working in game but the head, that was all i head left to fix

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had* wow

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do you know anything about the having an animation play constantly on a model?

sand apex
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@snow lance check if the anim file for that is looped and that it's keyframes are right next to each other

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Yes

formal wasp
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I'm using a mixamo animation and in unity it plays just fine but in game the animation starts floating half way through? Anybody know what's wrong?

sand apex
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go into debug for that wing anim file and check legacy + Loop for wrap mode

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@snow lance also ignore the keyframes right next to each other part, just make it so the frames are set to "Auto"

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Did you bake the animations to pose?

snow lance
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no i didnt, should i?

sand apex
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I was speaking to spaghetti about the bake to pose

snow lance
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op, missed the lack of yellow, sorry

formal wasp
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oh, how do I do that?

sand apex
ivory raft
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Anyone have issues with Unity not respecting loop points in an ogg file?

snow lance
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@sand apex now it says that legacy animation clips cannot be used in animation controllers, it still lets me put it in though so do i just ignore the warning?

sand apex
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Huh, did you add an animation component and put the animation clip in that right?

snow lance
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yup

sand apex
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I guess

snow lance
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nevermind im incompotent >.> i forgot to clear my log so the last error was that one, i cleared and reapplied and didnt get any errors

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ill load it up and test ingame

sand apex
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alright

snow lance
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@sand apex you are my spirit animal now, i love you man ❤

formal wasp
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@sand apex That fixed it thank you

sand apex
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No problem

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np

dim valve
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Is there a way to activate visemes in Unity as animations or something similar? I have plenty made that I just realized I have no idea how to use.

west garnet
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Hey everyone, does anyone know an alternative for Dynamic Bones Asset? I'm a poor fella xd

dim valve
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I see people walking around and loading similar visemes like this

sand apex
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Yeah you can do that once you get into unity and start dealing with animations

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just know never decimate the face so you have those shape keys do it

dim valve
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I've already got this in unity.

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Just trying to find out what I can do

glad topaz
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Anyone know how to make an automatic loop for wings on a model? ive created the keyframes and set the fps and frames in blender but after i export into unity i dont know where to go from there

snow lance
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@glad topaz about 6 or 7 messages up nightearic actually told me exactly how to do it if you want to look at those messages

glad topaz
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ok cool ill check it out

snow lance
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about 20 or so actually, chats moving faster than i thought

sand apex
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I'm alright with repeating it

glass anchor
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Hey, I used the trail renderer to create a drawing animation, but it seems like other people can't see it, does it no longer work?

willow rivet
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Question. How do I fix this small problem that I'm getting saying that my avatar is "missing an animator"

sand apex
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@glad topaz you should've also did the animations in unity

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I can't really speak for animations done in blender

snow lance
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@sand apex spoke too soon, wings are flawless now, but i still have the head issue, could i just hide the avatar view posistion for the duration of the emote with a keyframe?

sand apex
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@glass anchor it still works, have you tried seeing if it was set to local?

glad topaz
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@sand apex idk how to do animations in unity

glass anchor
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lets see

sand apex
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That may work I never really dealt with head problems

glass anchor
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sec

glad topaz
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i had someone helping me before but he only went over blender and exporting to unity

snow lance
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hmm ok, ill try that and let you know

dim valve
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I'm trying to follow this tutorial on it, but my visemes aren't showing up under the skin mesh renderer

sand apex
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@glad topaz well first whenever you make an animation you need to click on your model and press Ctrl + D

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Never make an animation on your original model

glass anchor
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@sand apex was set to view, that's correct yes?

glad topaz
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@sand apex this doesnt involve hand gestures does it?

sand apex
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It can if you want

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It involves any animation in general

glad topaz
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nah im just looking for a auto loop idle kinda thing for my wings

sand apex
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It involves that too

glad topaz
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ok cool

sand apex
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and give me a moment to check Mochie

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Yeah @glass anchor view is correct

naive heart
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So I tried the animation again with the sound and it still doesn't work Idk what to do anymore

sand apex
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retrace your steps or retry from the start?

naive heart
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I tried like everything

sand apex
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welp when in doubt, use a video

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@glad topaz did you figure out how to set animations?

glad topaz
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yea i figured out how with animator and blendshapes

sand apex
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Good, make sure to right click on the keyframes and set them to auto

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it'll make it so they loop smoothly instead of slowing down towards the end

snow lance
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@sand apex still no luck, might be a limitation of the game? normally its not noticable i suppose because if your looking forward your model keeps looking forward, but mine runs in a circle, so to have it keep looking the way you are makes it look bad

sand apex
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@glad topaz don't forget to click on the anim file, go into debug menu through this http://prntscr.com/i3n77r make the file legacy + loop for its wrap mode,

Lightshot

Captured with Lightshot

glad topaz
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ok cool ill remember that

naive heart
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@split fiberTearic the tutorial didn't helped me at all

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@sand apex

sand apex
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Not even those settings they used help?

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Well beats me

naive heart
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nope

sand apex
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Let me see what your anim file looks like

keen plank
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Is it possible in any way besides sitting down to keep doing a gesture while walking on vive?

oblique pivot
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omg i hate rigging, anytime I think i have it done right the model when i pose it scales and distorts and all kinds of shit wtf

sand apex
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You can hold your gesture

keen plank
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Trying to make an SCP-096 with the music but dont really work if the music cuts out when i start walking

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As far as I can tell on vive you can't hold a gesture

sand apex
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Put the music in an anim where it'll turn on and put it on a gesture so you have to hold that gesture for it to be on

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You can, like when you fingerpoint?

snow lance
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maybe he means since the vive uses the trackpad to move and gesture, you cant hold a gesture while moving?

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dont have a vive so idk if thats true but thats all i could imagine

keen plank
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On the vive you have to use the trackpad to do gestures so when you start moving it automatically switches back to the default stance

naive heart
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I can't send a picture @sand apex

sand apex
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don't use lightshot or imgur?

dim valve
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I'll figure out how to get visemes to show up in my skin mesh renderer later. Gotta get to work.

naive heart
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oh one moment

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the sound volume meant to be at 0 at the start btw.

sand apex
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Your gestures should only be 2 keyframes

naive heart
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I made the gestures 2 keyframes but a third one to hold the emote a little bit

sand apex
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it should always be 0:00 and then 0:01

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There's no need to try to hold the emote if it's going to play and end depending on how long you're using the gesture

naive heart
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But it's a custom emote override not with gestures

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If I set it to 0:00 and 0:01 it plays to fast

snow lance
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what is the emote supposed to do?

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is this the wing guy?

sand apex
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No

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I thought you've been using hand gestures this entire time

naive heart
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Nooo

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I try to make a emote to override the custom emotes

ashen mesa
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I've got a Luigi avatar and I want to make an animation of his taunt from Brawl

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the one where he pulls multiple poses in rapid succession

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but when I go and animate him

naive heart
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And I have already did it and the animation work but not the sound

sand apex
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Make it so the audio source is all the way up from the beginning and make it so the game object for audio is active

ashen mesa
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he curls up in the fetal position and won't animate

sand apex
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Double check to make sure that the audio source on your model is invisible so it doesn't play

naive heart
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the game object is active and how do I put it all the way up there?

sand apex
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well your audio source volume is 0, put it to what it was supposed to be at the end of its keyframe instead of having it at 0?

naive heart
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yea well I said it already it's supposed to be 0 at the start

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its a Animation with keyframes like I said

sand apex
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I mean it wouldn't hurt to just have it at max from the start regardless of what it is to see if that fixes it

naive heart
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like just a question but the audio souce volume can only be 1 at its highest, right?

noble fern
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anyone know how to apply a material finish to the inside of a cube?

sand apex
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yes Danto

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1 = 100% volume for whatever the music/soundclip is

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and yeah Razzle, it's a shader called double sided

naive heart
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So I made nothing wrong

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So I upload it now and see what happens

clear yew
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Are pelvic thrusts caused by low distance between the spine and the hips?

sand apex
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@naive heart yeah by the way if you haven't tried it already you should upload your avatar with the sound on by default to narrow it down to something being wrong with your animations

naive heart
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like the sound always on?

sand apex
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yes

clear yew
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how do i import animations into blender?

naive heart
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So I got a jumpscare 'cause I joined VRChat und the sound started playing in a loop

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but not with the animation

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I think I give up cause' nothing works

clear yew
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Is it possible to make animations work with translation and rotation?

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yes

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Or are we going to float in one place forever in VRchat?

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OH

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HOW

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what kinda animation u wanna make

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if its an emote then ye

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And animation of catwalk.

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An*

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I rigged, imported, uploaded to a pedestal.

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The animation is in 1 place.

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regular stuff idk if walking animations can do that

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I mean,

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It is an emote.

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i changed my sprint animation

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Oh.

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So I can put catwalk on her regular animation.

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you can try

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ask around because i've only done it on sprinting

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@clear yew Did you use SPRINTFWD?

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ye

glass anchor
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can you assign an existing animation clip to a new character?

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cant seem to find a way to get it to appear in the little dropdown in the animation tab

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nvm just copied the frames, derp

humble ferry
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Can anyone help me with this Pokemon i'm working on? I've set it to generic and don't really know if I did this whole override thing right

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It doesn't have enough bones to be a humanoid

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nvm I figured it out, my bad

clear yew
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@clear yew I could change both walking and running animations.

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But.

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My running/walking animations stop midanimation for some reason.

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loop

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thats what i did

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Loop in Unity?

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Or outside?

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in unity

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there should be an option to loop

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Loop Time.

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Thank you.

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Loop Pose too?

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@clear yew

hexed fern
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i dont know if this would belong under here but, is there some type of effect i can use in unity that can match this one? or somehow make the blade a piece of the model itself?

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because i dont think i can put the actual effect file into unity or blender

thorny fox
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hii, has anyone been able to get their audio to not be so silent?

clear yew
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@clear yew Also, is it possible to speed up animations in Unity?

thorny fox
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its under simulation speed

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not sure if it works ingame though..

crude flame
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Yo, could someone help me with animations and particle effects?

clear yew
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i don't know

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you could google it probobly

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if you have to you could probobly do it in blender

foggy pier
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Anyone know what cause a model to be stuck in a t-pose when the avatar is chosen? No I dont have full body tracking?

clear yew
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help please

late phoenix
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Ctrl+D to duplicate it out of there

sand apex
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it looks like he didn't turn it humanoid and copy the avatar first

bitter nebula
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hey guys, so i have a problem, i was trying to get my character some mixamo animations. Found a tutorial, made as stated, but my character just comes to a strange pose and stands like that and nothing happens. Anyone knows what is it? Thanks.

native onyx
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Is there a specific way how to trigger particles with a hand gesture? I looked around and couldnt find out how.

clear yew
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does anyone have a Nico Nico emote they can spare?

stray gulch
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looking for if you can import more than one VMD to a model?

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abbbd now its stuck in my head

winter valley
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What hand gesture is the peace sign under?

bitter nebula
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@winter valley
victory sign

fossil verge
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where can i get some good emotes like Snake?

upbeat wigeon
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is there a way to bind an animation in a way that overrides vr? I want my arms in my hoodie pockets when i make a gesture

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currently my hands ball up like i wanted but i still move my arms

clear yew
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HELP ME

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i made my own idle animation and he sinks into the ground in game, can someone help

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this avatar does not contain an animator and will not animate in vrchat?

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when uploading

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its invisible model 😦

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like

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the model isnt invisible

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but when I upload

rotund sparrow
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is there a video that shows how to add a sound effect when playing a custom animation?

clear yew
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it appears invisible

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yes

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just google it

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actually

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no

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here

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that

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and

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that

rotund sparrow
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ty

raven adder
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So I added an animation override to my character, but since adding that override, it seems that my "hands" in-game are tilted about 20 degrees in towards eachother

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Anybody have any ideas why this would be?

clear yew
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i made my own idle animation and he sinks into the ground in game, can someone help

noble fern
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Does anyone know the proper way to hide audio inside an object so when you would stick your head in it, the audio could be heard?

clear yew
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anyone know how fix this error?
this avatar does not contain an animator and will not animate in vrchat?

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anyone know how fix this error?
this avatar does not contain an animator and will not animate in vrchat?

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ive animated and changed the rotation my avatars head for its idle animation and when i go in game his head doesnt sick to its position it was put in, can someone help

normal skiff
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oh man, a magic box that plays sound just to the person in the box would be amazing for pranks

glass anchor
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is there a list of how to do each gesture?

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I can't seem to figure out rocknroll

raven adder
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For anyone that has the same problem I had: I went into the rig configuration menu on the model I was animating, and reset all the stuff under muscles. That seemed to do the trick. My avatar originally got put into a weird pose where their hands were crossed when I started animating

normal skiff
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I saw another demo of this guy's gun and the things it's shooting are definitely going in the direction the gun points and then keep doing it despite the gun moving >_>

raven adder
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@left cradle rocknroll is trigger plus top buttons (at least on oculus touch)

normal skiff
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one of these days I will understand the explanation of how it works

clear yew
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anyone know how fix this error?
this avatar does not contain an animator and will not animate in vrchat?

grizzled cobalt
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are there any cute dances that some people might share?

noble fern
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@normal skiff I know someone who has it

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I saw it twice with boxes. I'm trying to recreate it

clear yew
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ive animated and changed the rotation my avatars head for its idle animation and when i go in game his head doesnt sick to its position it was put in, can someone help

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new issue

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your avatars humanoid but its feet arent specified your avatars humanoid avatar must have head hands and feet bones mapped your avatars humanoid but its upper arms arent specified

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i already rigged the model however

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omg

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Jesus christ its so complicated

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I need help bad

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Is it possible to attach lights to an avatar?

signal raptor
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trying to figure out how to have a 2nd animation to fire a gun. i have an animation set up so that i can pull the gun out and that works fine. from what i understand the audio file and muzzle flash would need to be on the original model, however, how would i tell it to only trigger on the 2nd animation?

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@clear yew i have a spotlight attached to my gun on the flashlight attachment

clear yew
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@signal raptor Thank you!

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@signal raptor So we can use flashlight to emit particles, too.

signal raptor
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ummm particles would be separate from a light source

clear yew
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So well, I just need to add a halo.

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Around my model's head.

signal raptor
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you could add an object above your head and use a lightsource like a spotlight to light it up

clear yew
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Thank you.

indigo lintel
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Hey guys, anyone know how I would animate a hidden prop to float in my avatar's hand with a slow rotation?

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Would I have to set the prop's idle state to be rotating?

old cave
glass anchor
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what's the best way to make particles appear for a gesture override?

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like what should I keyframe

spice furnace
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so i have a 60 frame long animation of a heart beating, works fine in unity. once i import it into the game and try to stop the animation by using another gesture, it keeps looping for 4-5 extra times before stopping. no idea why, anyone knows?

normal skiff
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@indigo lintel I ended up putting an Animator on the prop and then linking the default state to the rotation. the only trap I had was that I had created the animation in a way that didn't allow me to use it on the prop until I fixed it

indigo lintel
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@normal skiff Thanks bruh. I'll see what I can do.

normal skiff
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I had a particularly hard time actually making the animation because I wanted a cube spinning on one corner

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and what I have is still not quite right lol

indigo lintel
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Yeah I'm trying to make a card spin on one corner.

normal skiff
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a card sounds slightly easier

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as long as you start with it rotated

indigo lintel
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It would be, if this model would fucking behave.

normal skiff
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that was my workaround, I put another Game Object around it and rotated the inner one to put it on its point at 0,0,0

noble fern
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is there anyway to make audio come from small objects?

normal skiff
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so then the outer one was a well-behaved model centred at 0,0,0, and I just rotate on Y only

noble fern
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I'm having trouble with this working

ivory raft
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Just create a 3d audio source and put it as the object's child

indigo lintel
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For some reason this is happening whenever I put the model into Unity:

noble fern
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yeah

indigo lintel
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The bounds are completely fucked and as a result any attempt to transform the model makes it flip the fuck out

noble fern
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but the thing is is that the sound distance is too great

normal skiff
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ah it's like it's not at 0,0,0 in the original model or something

noble fern
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I'm trying to have it only come from the object when you're inside it

indigo lintel
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I set the origin to be inside the model in Blender

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Not sure what the issue is

normal skiff
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hmm

indigo lintel
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Like so

normal skiff
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yeah, seems totally fine...

normal skiff
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maybe there is some other stray object somewhere off in the distance or something

ivory raft
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I've tried to set loop points following guides, but it doesn't seem to work

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Anyone got this to work?

indigo lintel
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I've hit Select All several times and nothing comes up

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Kind of stumped on this one

#

I'm gonna try to copy the verts and create a whole new blend file, see if that fixes it

ocean dagger
#

Are there pre-done animations you can get for unity?

#

I see alot of similar ones with the dab and such

warm fiber
#

is it possible to add a dance+music that's over 60 seconds?

#

since i'm on desktop preferably on an emote, but i heard it caps to 60 seconds? i hope not :x

normal skiff
#

emotes cap to like 10, right?

glass anchor
#

^

#

10s

normal skiff
#

with gestures you can pull out objects which animate on whatever time scale you want

#

I also saw someone use something to spawn a particle mesh which then had its own separate animation somehow. not sure if that's possible with emotes

glass anchor
#

I'm having an absolute nightmare of a time trying to gesture these particles to life

#

the override works fine, the hands animate, but the particles dont appear

#

and I cannot for the life of me figure out why

normal skiff
#

I'm about to start my particle stuff but it does require a workaround for the world simulation problem

warm fiber
#

so without vr it's not possible to make my character do a dance with music in the background that's 3 minutes long?

glass anchor
#

@normal skiff what's the world simulation problem?

normal skiff
#

when you release a particle with world-space simulation it doesn't behave correctly with the physics you expect

glass anchor
#

oh you mean collision stuff

normal skiff
#

not just collisions

#

but the movement

#

some people were saying it just goes horizontally, other people were saying it just dropped

glass anchor
#

well what I'm going for is 2 particle systems, 1 on each wrist, that appear upon gesturing

#

I'm using an enable keyframe

#

that should work right?

normal skiff
#

yeah I'd expect that to work

#

but I haven't tried it myself

glass anchor
#

and theoretically particle systems would move with the wrists

#

right?

normal skiff
#

yeah

#

and you'd be using local space simulation so it would avoid the other issue anyway

glass anchor
#

would you create the particle systems outside the avatar hierarchy then drag them in, or create them in the wrists?

#

just trying to narrow down where I'm going wrong

normal skiff
#

I would create them in a new game object under the wrist

glass anchor
#

hm

normal skiff
#

just because lately I feel keeping things as separate as possible helps keep sanity

#

then I can enable/disable the whole game object instead of one component

#

which matches how I do everything else right now

glass anchor
#

guess I'll give that a shot

#

thx

#

just to clarify, I'd right click the wrist and go "new game obj" or whatever

#

then right click the new obj and create new particle system?

#

@normal skiff

#

or would I create the game object outside the hierarchy and drag it in

normal skiff
#

I usually do it by right-clicking the thing I want it in

#

but my reasoning is more about getting a good default position

glass anchor
#

alright, I just wanna see if following a proven working method does anything

normal skiff
#

I haven't got a particle system to work yet, lol but I also haven't tried

#

tonight maybe

#

I'll make some fail versions of my gun where it exhibits the problems other people are talking about so that I understand them better

#

unless someone happens to come through with the magic words to make it work

indigo lintel
#

Okay, I have created a brand new model and manually applied the verts to the texture atlas I'd made previously

#

If this doesn't work I dunno what will

#

SUCCESS

glass anchor
#

I'm just gonna try to see if the particles will work at all

#

no animation trigger, just always on

lucid remnant
#

if i wanted paritcles to appear when i do a gesture, thats the same as doing a regular animation for equiping a weapon right?

clear yew
#

Just animate enabling and disabling the emitter and it should work

glass anchor
#

shit dude thats what I'm trying to figure out right now

#

@clear yew

#

do you mean the emitter property in the particle system

#

or just enable and disable the game obj

clear yew
#

I think you can animate the emitter property

#

Disabling the game obj makes particles that were already omitted vanish I think

glass anchor
#

yeah sorry bad phrasing

#

I mean having the game object disabled by default

#

then enabling it with a keyframe

#

or would it need to be the emitter?

clear yew
#

The emitter

glass anchor
#

damn, alright thx

clear yew
#

👍

indigo lintel
#

How do you turn off easing while animating?

#

I want an animation to be a clean loop, but easing is making it shitty

blissful root
#

Just double checking but particles can be attached to emotes correct?

clear yew
#

Make the last frame and first frame the same?

#

And yes as far as I know

blissful root
#

alright thank you

indigo lintel
#

Also I'm trying to apply 360 degrees of rotation and the object is essentially just sitting still :|

#

Because it can't tell the difference between the two keyframes, I guess.

#

Okay, fixed that problem, but the easing issue still persists

#

I'd like it not to slow down.

clear yew
#

Set the tangents to be the same on the start and the end

#

You can change how much easing there is by dragging them

#

I have a question

#

someone can send me avid on how to make a model from scratch in blender and then put it into unity?

normal skiff
#

shit, is Spring Joint the missing trick?

#

put the particle emitting thing outside the Body but use Spring Joint to relocate it back to the prop

hard geyser
#

are audio sources meant to be locked at .5 volume?

normal skiff
#

so now IK shouldn't mess with the ParticleSystem

#

but it's still in the right position

indigo lintel
#

Got it - thanks for your help @clear yew

clear yew
#

👍

blissful root
#

Still trying to get the particle animation to work, joints and everything is working fine but the particles themselves arent showing.

#

Any suggestions, trying to create a custom emote to overide one of the basic ones. All avatar movement is set and works the only problem im facing is having the particles actually appear, I cannot figure out how to make them work.

normal skiff
#

is it like, you want them to appear during the emote, or you want them to continue to be there after the emote?

#

because the latter seems like it might get overwritten when the emote ends

#

but during seems like it should just work

blissful root
#

want them to appear only during the emote.

clear yew
#

If I rig something up to so it does some animation, How can I have it do said animation after making a custom animation to pull it out?

#

Like I am doing a sword that extends basically

#

So when I pull it, I would want the custom animation to start the extention of it but I want that to be seen ingame, not just "happens"

normal skiff
#

you'd put an Animator on the thing you want to animate and then set up the animation as the default state

indigo lintel
#

Okay so even though I set my prop to rotate, it appears to be rotating my entire avatar. While this is hilarious, it is not the intended effect.

normal skiff
#

lol

#

maybe the animation (or the Animator) to rotate is somehow on the avatar's body as well as (or instead of) on the prop

indigo lintel
#

The prop is rigged to the avatar's armature, but that shouldn't matter since it's considered its own bone, right?

normal skiff
#

what I said is more about where the Animator component itself is located

indigo lintel
#

... I may be going about this the wrong way.

normal skiff
#

I have mine on the prop, and then my rotate animation was inside that Animator as the default/idle state

indigo lintel
#

Hmm

normal skiff
#

and I animated the prop by cloning the prop to root and animating it standalone with its own controller

#

but there was probably a way to salvage the first version where I did it while it was still attached

indigo lintel
#

So wait, cloning it to root?

#

Can you explain that?

normal skiff
#

right-clicked the prop, Duplicate, then dragged that out of the hierarchy to root

indigo lintel
#

Oh, right, okay.

normal skiff
#

also when I did the rotation for my animation it put Position into the animation window as well, which I manually deleted afterwards

indigo lintel
#

Right.

normal skiff
#

I don't know if I needed to, but I really wanted it only to rotate so I figured position shouldn't change

indigo lintel
#

So where should I be placing the animation? This seems to be the root of my issue

#

I put it in my avatar's overrides since I figured it specified the prop

normal skiff
#

once I had the cloned prop at the root of the hierarchy I hit Ctrl-6 on that and created the new animation in that window

potent obsidian
#

Anyone done an animation to fire a gun before?
I've got mine working 99%, but the muzzle flash and bullet come out of my knee/feet area instead of from the gun.

normal skiff
#

and then I think the next step was opening the Animation Controller for the prop and dragging the new PropRotation.anim into that

indigo lintel
#

I assume you mean this

normal skiff
#

yeah, if you double-click the Fool Arcana4 text in the Controller slot it should open the controller itself in some new window

indigo lintel
#

... aaaaaahhhh

#

That should be it.

normal skiff
#

and then in that, you can set up this complicated state machine of stuff, but all you need for a rotating object is the rotation as the initial state

indigo lintel
#

So just connect it to Entry?

normal skiff
#

I think it was Entry yeah

#

there were two initial boxes so I don't remember which was which atm

indigo lintel
#

That's what I'm looking at

normal skiff
#

looks right to me

indigo lintel
#

Okay cool

#

Will test

#

thanks for help

normal skiff
#

np, this area is complicated

#

I get the feeling that the legacy Animation way should work too but I saw the word legacy on it and immediately avoided

indigo lintel
#

lol, no doubt

#

...

#

I think my Unity project just got corrupted

#

That's interesting.

normal skiff
#

oh god, the horror

#

that's what eventually convinced me to get git working

indigo lintel
#

I mean, the animations are where most of the work is and those are done, so

#

In fact almost all the work for this avatar has been done outside of Unity

#

Aaand we're back

clear yew
#

Is there any animation program other than Unity? I'm having trouble animating my character 😦

glass anchor
#

@normal skiff you get your particles working?

#

I tried that worldspace workaround with the objects but it didn't seem to change anything. Local space is totally fine, but I'd like them to be world.

normal skiff
#

which workaround?

#

the crazy Spring Joint thing?

#

I won't be starting on my stuff until like another 5 hours or something

clear yew
#

Is there any animation program other than unity?

lucid remnant
#

blender

serene lava
#

With particle systems, how do I make it emit particles without enabling or disabling the system?

uneven wing
#

Pretty sure you have to either enable the system from disabled to start it

#

Or keep it running from the start infinitely

#

Anyone know if you can edit the jump animation?

surreal iron
#

hello, can anyone link me the non humanoid tutorial pls? i forgot to bookmark it

clear yew
#

Where do keyframes need to be if I am going to have something start AFTER the first animation begins? I also need it to stay in the finish form.

serene lava
#

hmm, apparently you can't change a particle system's duration in an animation

normal skiff
#

if you want to start one animation after another, maybe that can be directly done in the controller...

glass anchor
#

huzzah

#

gesture enabled world particles

#

gr8 success

normal skiff
#

how was it done?

glass anchor
#

using the world particle workaround

#

with the rigibody and fixed joints

#

then keyframing the emission property

normal skiff
#

so it was the Joint thing

glass anchor
#

yep

uneven wing
#

Theres a workaround?

glass anchor
#

yeah guy found it about a week ago

normal skiff
#

there has been one floating around for a while but nobody has been documenting it

glass anchor
uneven wing
#

Gasp!

clear yew
#

What do you mean doing it with the controller?

uneven wing
#

I've found a new hero. It's you. Also that guy

glass anchor
#

lol

normal skiff
#

the animation controller lets you change from one animation to another due to an event

#

maybe one animation stopping can be an event

#

so you can just link one animation to the next

clear yew
#

Oh? Is there anything I can refrence for more information on how that works?

#

In game currently, the animation doesnt happen, it just comes out in the finished form

#

dunno why

normal skiff
#

so you'd have a state like Weapon Opening, and a Weapon Open

uneven wing
#

Random unity noob question while I'm here... a prefab, is just a saved.. built.. entire.. object in unity right?

normal skiff
#

pretty much

#

it's like a snapshot of a subtree of stuff you can use as a template

#

I've been using it a lot for repeating structures so that when I want to edit something I only have to do it once

uneven wing
#

So you can essentially download cool effects from the unity store and port into VRChat pretty easily?

#

Ah... thats a very good idea lol

#

Same me a ton of time

normal skiff
#

yeah a bunch of reusable things are distributed as a prefab too

uneven wing
#

I spent a day creating a gun that shoots a firework lol.. probably could have just downloaded an effect and tweaked it I imagine

normal skiff
#

wouldn't be as fun though right

uneven wing
#

Hahah not at all, although it would probably look better XD

#

However, I certainly learned a ton

normal skiff
#

I'm about to work on a gun that shoots slices of banana

uneven wing
#

Just need to learn the world object thing.... having the firework local is a bit odd since I can't keep my arm perfect straight for like 4 seconds lol

#

(I'm going off the assumption that world means the particle isn't affected by my movement anymore..)

normal skiff
#

it sounds like my second idea for the workaround was the same one someone else came up with w

uneven wing
#

Thats amazing

normal skiff
#

I didn't know there was a fixed joint though because the manual didn't list it on the page

uneven wing
#

Why not entire bananas? XD

normal skiff
#

the gun itself is a banana

uneven wing
#

Lol perfect

normal skiff
#

so yeah some worldspace particles + rendering particles using a mesh + physics on the slices and a bit of rotation

uneven wing
#

Alright.. I'm 100% sure I'm about to break something important on my animation lol

normal skiff
#

time to commit to source control

uneven wing
#

gluck

normal skiff
#

I'm in a bad state on my project actually, my avatars are fine but my world work is a mess because I don't know which bits of Standard Assets I'm using

uneven wing
#

XD

#

I have no idea how worlds work yet

normal skiff
#

shockingly, they're actually easier

uneven wing
#

Still on the avatar bit... although I'm about 70% on figuring out everything that can and can't be done... like editing jumping =/

#

Realy?

#

Hmmm

normal skiff
#

though triggers I haven't gone into yet

#

there is some trigger work that I'm not entirely sure how to do without scripting

#

well, my world is just for me at the moment anyway so it's fine

uneven wing
#

That sounds more difficult to me XD

normal skiff
#

well with avatars there were all the problems you can get with the bones and the model itself

#

but if you're building your own world you can just make it out of simple things that don't break

#

and you don't have to really use animation at all 😄

#

I just had a fiddle to see whether I could get unity to jump from one animation to the next solely using the controller, and the impression I got is that it's too hard so I quit w

#

unless it happens automatically when the motion for one state ends, I can't figure out how

uneven wing
#

Do I change simulation space to world on the particle for that tutorial... or keep it as local =/

#

Thats true

#

Avatars can get complicated

#

Though I'm sure worlds can too lol

normal skiff
#

there's a lot more of it I guess, if you want to make something really big it might get hard to keep track of everything

uneven wing
#

Lol I bet

normal skiff
#

I've been segmenting my build into rooms and corridors and keeping corridors as prefab so that I can reuse similar ones

uneven wing
#

Oh good idea

normal skiff
#

should be doing that for rooms too

uneven wing
#

Probably can build something pretty big doing that

#

I wonder if someone made a labryinth yet

normal skiff
#

just looking to build something a bit like my usual minecraft base layouts, platform with progressively lower platforms around

#

yeah there are a few mazes out there already

uneven wing
#

brb world particle test

normal skiff
#

no automatically generated ones yet though (custom scripts plz)

hexed current
#

so guys

#

how do you do

#

this shit

#

that super saiyan shit

normal skiff
#

isn't that just a particle

#

or a few particles 😄

uneven wing
#

Ugh.. that test did not go well lol

#

That is pretty cool thoug

#

though

#

Not sure how you can keep an animation running while you are moving around though

normal skiff
#

I like how you start looking at particle systems and suddenly every second thing is a particle

#

my rotating cube animation keeps running while you're moving

uneven wing
#

Hmmm

#

Mine reset..

normal skiff
#

the reason it can is that it doesn't involve any body parts which are part of the walking animation

uneven wing
#

Ooooh

#

I gotcha

#

The more you know

#

The more you get sucked into this black hole of avatar and world creation ><

#

I used to have friends....

normal skiff
#

I stil have friends but now they're rendered on the VR headset

uneven wing
#

Yup

#

Now I have... different friends... mostly lollies.. with very deep voices

normal skiff
#

I'm not properly addicted yet I don't think, I've only been around since Xmas

uneven wing
#

and a banana or two

#

Same here

normal skiff
#

once I get the banana gun working the next one will be you hold the whole hand of bananas and it fires like 6 shots

uneven wing
#

Hahah

#

Gah .. my particle doesn't work using the tutorial

#

Now the question is whyyyy

#

Oh.. maybe the simulation space cant be world

#

You have the same name in game?

#

Doh.. moved my gun on my main avatar.. didn't on the animations duplicate.. hopefully that was it

#

Wish I could help.. no idea

#

Hmmm got it to fire.. but it fires from a random location.. not my gun wtf

normal skiff
#

almost like the Joint isn't doing its job

cunning marten
#

Yo, looking for a good rigger to fix this issue I have, with the possibility of making some commission on the side.

obsidian vigil
#

@cunning marten so you basically want more bones for the hat?

clear yew
#

Are there any videos for how the whole animation system works, went through the documentation but still having issues 😦

fathom atlas
#

So I saw a guy as one punch man and he had an animation where a meteor was falling from sky and he punches it and it blasts away and exploded any ideas how that's done?

wicked burrow
#

Can anyone help me with an Audio animation problem I'm having?

pliant plank
#

@fathom atlas alot of time and effort to animate it

clear yew
#

@rapid cypress heheh, my base model that I edited shape key for is broken and standing in t pose while head and armor moves with animations for running etc

rapid cypress
#

Ooooff

#

I was tinking around with it today, and what it seems like is that it.... de-parents the bones from the models entirely???

#

It's.... odd.

#

I must have been doing something wrong too

clear yew
#

PanDiman 🔫

normal skiff
#

I can't even get to the animation part because my particle stops rendering as soon as I set a mesh >_>

blissful root
#

Been trying to get a particle effect on an emote all day no matter what I try cant get it ingame ;;

coral comet
#

Question- uploaded some particle effects, and they're showing up ingame, however, for some reason they're spawning under my feet rather than where they're supposed to. Everything checks out perfectly in unity, but not ingame and I'm unsure what's going on. Any advice?

sweet zealot
#

Is there a way for me to put an animation to a prop that follows me around? Its a beating heart, so the animation loop is only a second long. How do i apply a looped animation to a prop?

normal skiff
#

@coral comet sounds like you have the simulation set to world and aren't using the workaround everyone is talking about

#

I just got mine working, apparently the mesh was already at 0.04 scale and setting the particle to 0.04 scale as well multiplied it 😐

#

the angle is all wrong but the particles come out of the right point

#

and somehow I accidentally had it firing by default w

blissful root
#

Cant even get the animation to show inside the game, avatar does al the right motions but the particles are a no show.

normal skiff
#

mine were showing up fine until I set it to display using the animation and now they don't

#

if I accidentally have the particles turned on from the start, they display fine

#

using Particle System.Emission Module.enabled

blissful root
#

already enabled it and the ingredient is enabled at 0:00

normal skiff
#

if I just turn it on in the Particle System though it displays

#

so the particles themselves aren't broken

#

so what's missing .. toggling Emission Module.enabled maybe doesn't work?

#

if I turn off the entire object and turn it on again, that works, but someone earlier was saying that it would hide the particles

clear yew
#

ive animated and changed the rotation my avatars head for its idle animation and when i go in game his head doesnt sick to its position it was put in, can someone help

normal skiff
slate crane
#

Speaking of particles, how can I get my particles to not be the same size regardless of distance?

#

But still have a view alignment

clear yew
normal skiff
#

sometimes if an animation is off the screen you might want to skip running it for performance reasons

#

yeah, I don't get it, clearly I'm enabling the particles incorrectly from the animation

#

because if I bypass the animation entirely they show up

#

in Unity too, though, if I just enable the emission they don't start appearing by themselves

clear yew
#

every time i animate the head of my avatar to rotate move it doesnt in game, can someone help

normal skiff
#

it doesn't really matter what I enable, the particles don't appear 😐

#

is there something I have to do to the particle system itself to make it start simulation when it appears?

#

from scripting it sounds like you have to call Play() as well...

jade rain
#

For an audio source does the it rate matter

#

Bit rate *

novel flower
#

Hmm what would cause my model to appear invisible except for the objects Ihave attached to me?

rugged yew
#

How do I export an animation in Blender to Unity with ONLY the animation ? I already have a model in Unity I want to affect the imported animation

final ridge
#

If it's a .anim file you can drag and drop it to the assets of your project

rugged yew
#

It's an MMD dance, I have to use Blender to load the dance and export as an animation for Unity. Problem is I just want to export the animation

torn pawn
#

@rugged yew can't you take the animation from the fbx when you expand it in unity? i kinda gave up on vmds

#

when you expand the character*

#

shit, dentist appointment

#

g2g

normal skiff
#

are there any examples of a working animation that turns on a particle system which I can compare against mine to figure out why it doesn't work

#

most of the downloads I see from people are just prefabs of the particle system itself, but my particle system itself is working fine

clear yew
silk hatch
#

How do I bind a mesh render to a hand gesture. I want to add a smile when i do the hand "peace" sign

drifting swift
#

@silk hatch body > skinned mesh renderer

#

+animator

silk hatch
#

How do i assign it to a hand gesture though

#

Where are the standart VRChat anims

drifting swift
#

the animator

#

in the vrcsdk folder

silk hatch
#

Yeah thought so too but where :P

drifting swift
#

sdk > sample assets > animation > open "male stand" >victory

silk hatch
#

Ok thanks :)

astral lion
#

Hey, been trying to get an animation override goin on an emote, tried to use emote in game and it started bouncing the avatar up n down super fast. Anyone had this issue before?

cloud galleon
#

my animation keeps looping

#

I need help

#

I made a custom emote but it keeps looping until the maximum emote time is reached

clear yew
#

I got a little problem with my avatar. when I active any shape key, the avatar's clothes turning borken and I don't know what's happening

clear yew
#

how do i import animations made in unity into blender?

mellow oak
#

I have two models, slight variations of one another. Both have the same shapekeys, specifically stars in the eyes. Both animations look correct in Unity, but in game only one of the models works correctly. The other the highlight never shows up. Materials and shaders are identical for each model. Any other thoughts on why it doesn't show?

clear yew
grizzled cobalt
#

Hey

#

When triggering animations via Gesture

#

Is it possible to have the same Gesture have 2 different animations per hand=?

#

Left Hand Gesture = Animation 1; Right Hand Same Gesture = animation 2

severe sierra
#

Nope

#

If you're doing the same gesture (thumbs up on both hands) it can only perform 1 override

#

if you do a thumbs up on the left hand and a fingerpoint on the right hand it will play both overrides that are assigned to those gestures at the same time though

#

I beleive unique gestures for each hand is a planned future feature though

wise minnow
#

how to make animation of the movement eyelids while moving the pupil ?

cloud galleon
#

Does someone know how do I make custom animations for humanoid rigs

torn pawn
#

@grizzled cobalt i hope you'll slow down with all the bone subdivides and then adding all that as dynamic bone + colliders

#

i almost had a heart attack from seeing that

#

probably 50 bones at least in tail vrpill

grizzled cobalt
#

not that many holy

#

im not insane

cloud galleon
#

Hey

#

I made a custom emote for a generic rig but it keeps looping until the maximum time is reached

#

I've seen people make custom animations for Ugandan Knuckles and they did not loop

#

so what am I doing wrong

#

I disabled loop time in my animation

nocturne pasture
#

Can someone giude me to a tutorial on how to use the "muscle animation studio" addon for unity? :3

robust hound
wicked burrow
#

You need an idle animation, but they only really work of you're not in vr

robust hound
#

it's not possible to have this idle animation play while walking ?

wicked burrow
#

If it's on a gesture no

#

It will work if you hold still in vr with the gesture

robust hound
#

okay then I will try to duplicate the legs, make the "walking" ones invisible (but still here) and just the texture of the others visible

#

Maybe it's possible then

nocturne pasture
#

Does anyone use the unity addon called "muscleanimationeditor" or something like that

jolly plank
#

Anyone good with lighting effects/particle effects wanna DM me please.

grizzled cobalt
#

@nocturne pasture most say its not worth it

fair slate
ruby spoke
#

is it on its own mesh I assume?

#

could try finding it and hiding it

hexed current
#

so guys

#

how do i go about adding facial animations to an xnlara model

#

i got the eyes

#

but how bout the mouth?

elfin quail
#

is there a way to keep the original animation as well as use an override? i've got a working marker that i'm trying to use with my finger pointed but it overrides the actual pointing animation and i end up drawing with a claw hand.

ruby spoke
#

^ nope

elfin quail
#

so i need to create a new animation that includes and marker and the finger pointing?

#

includes the marker*

ruby spoke
#

you can animate the hand to do the same thing, but that doesnt help much lol

elfin quail
#

i'm just trying to write wiht my finger

ruby spoke
#

basically that yea

#

I think the hand animation is in the samples on the VRC SDK

#

so you could copy that, not sure if thats perfect, but it will probably work

elfin quail
#

i'll look into it, ty

ruby spoke
#

yw

fair slate
#

Xenu is that ur ingame name aswell? :3

ruby spoke
#

I have a question myself, I have some gesture animations that keep getting stuck

#

ye

#

I put all the original animations in the controller and put my custom one on thiumbs up, but its hard to get out of the gesture and into another one

fair slate
#

we have eachother as friends i think 😃 Yeah xenu

ruby spoke
#

have to spam click gestures

#

ah yeah we do ^^

fair slate
#

i know how to fix it, have u put in all the animations in the customoverride?

plush jungle
#

hey i want to move a game object within the animation at a certain speed and want it to stop when it gets to (0,0,0) : this is what i came up with using UnityEngine;
using System.Collections;

public class csMove : MonoBehaviour
{
public float XTranslateSpeed;
public float YTranslateSpeed;
public float ZTranslateSpeed;

// Update is called once per frame
void Update ()
{
    if (transform.localPosition = (0, 0, 0)
{
    XTranslateSpeed = 0;
    YTranslateSpeed = 0;
    ZTranslateSpeed = 0;
}
    else
    transform.Translate (XTranslateSpeed, YTranslateSpeed, ZTranslateSpeed);
}

}

ruby spoke
#

yeah

#

let me screen, sec

plush jungle
#

the if bracket is wrong

#

how to I call the localPosition

fair slate
#

@ruby spoke So its looks like this

ruby spoke
#

I put dark glow on thumbsup

#

still not switchign back to other ones easily, its weird

fair slate
#

Then idk :/ it worked for me. is the animation a 1 second copy?

ruby spoke
#

nah dont think it is

fair slate
#

zoom in

ruby spoke
#

just made it and slapped it on

fair slate
#

zoom in on the animation

#

just click red bar and scroll with ur scroll wheel and make sure its on 0:001

#

0:01*

ruby spoke
#

might be the fact that its just particles

#

I did a sign with sound, and that one is fine

#

but when I play arround with particles on gesture animations this keeps happening

#

do particles need to have a duration time of 1.0 ?

clear yew
#

Hey, Does anyone know how to add a Breakdance effect for any model?

ruby spoke
#

go on Mixamo, upload your model, download the breakdance animation without skin in fbx

clear yew
elfin quail
#

is there an easy way to assign an animation to X button or A button?

clear yew
#

oh...

#

Im blind xD

#

But Thank you all very much

ruby spoke
#

breakdancing replaces emotes

#

not gestures

worldly rune
#

Does anyone know the name of that unity asset that does hand animations for you? I'd like to purchase it but I don't know the name

ruby spoke
#

the stock hand gestures?

elfin quail
#

muscle animation editor

worldly rune
#

I was told there's an asset on the store that saves you the time and trouble of having to add each muscle group one at a time in the animator

#

Ah, thank you.

elfin quail
#

is there a quick way to assign an animation to X and A buttons?

ruby spoke
#

check the animation tut

pliant plank
#

@clear yew do you have IK tracking working on that avatar?

clear yew
#

yea

pliant plank
#

I've heard that it can break certain animations, but it's still odd that no movement is seen

#

If you want to disable/break IK, simply remove 3 fingers from your rig configuration

clear yew
#

@pliant plank my model dosent have fingers

pliant plank
#

Then IK isn't enabled .-.

sonic tiger
#

You can still IK without fingers

#

just add fingers with no mesh weights assigned

pliant plank
#

Vilar, re-read what was stated prior please

sonic tiger
#

fake fingers

#

Oh you WANT to remove the ik?

#

butwhy

ruby spoke
#

look up a bit

pliant plank
#

Again, re-read haha

ruby spoke
#

his animation is rip

clear yew
#

ill re post it

#

@sonic tiger

#

then how can i get the head to move with the animation

#

and not be stuck in place

sonic tiger
#

Oh interesting. ive seen a similar issue with a tumble emote

clear yew
#

anyway you could help?

pliant plank
#

It's quite odd to say the least as i've also got animations that entire move the head and rest of the body and they work fine, it does look fine in unity aswell

sonic tiger
#

it got stuck to the hip in space

clear yew
#

@sonic tiger how do i fix it then?

pliant plank
#

Is the head attached to well, the head bone?

sonic tiger
#

That is a good question. I imagine it has somethign to do with the animation settings regarding offset mapping

clear yew
#

yeah.... @pliant plank

sonic tiger
#

you know the settings?

#

these guys

pliant plank
#

Is the armature proportional to the model?

clear yew
#

yea they are not there for me @sonic tiger

sonic tiger
#

Try baking those root transforms into your pose (if you made the animation in unity, im not sure you can do this)

clear yew
#

you can do that in unity the same way

sonic tiger
#

Sorry @clear yew, Im afraid this is likely beyond my knowledge

pliant plank
#

I think it should work the same way vilar, atleast key-frame-wise things can be edited even on pre-made animations, but i'm relatively new to the whole concept as a whole

wise minnow
sonic tiger
#

Good to know @pliant plank thanks

clear yew
#

use bake into pose and 'original' for all axis

#

afaik

wise minnow
#

not blinking

sonic tiger
#

Those optios control how the root of the armature's motion is applied in relation to root motion (which moves the object physics during the animation)

pliant plank
#

I had to crop VMD animation to a straight point then mirror the keyframes per frame per example to make it reverse to default

sonic tiger
#

yikes

pliant plank
#

Yep, it was quite large

#

You can see where the mirror happened

clear yew
#

oki so i made a animation in unity that moves the head and body and it works, i added it to a copy of "CustomOverrideEmpty" where i put my custom animations, i upload it to the game test it out and the body moves but the head doesnt, @pliant plank @sonic tiger are you sure theres no way you could help?

plush jungle
#

How can I move objects within the animations, that it looks actually smooth while using a handgesture

pliant plank
#

Wait, customoverrideempty?

#

Isn't there a custom override template of sorts?

#

Unless that's what it's actually named and my brain 404'd

clear yew
pliant plank
#

Huh, i guess it is named that

naive heart
#

anybody know, if there are custom animations that u can download, if you're to shitty to make them yourself?

clear yew
#

scroll up, there's a mixamo youtube I posted

#

mixamo @naive heart

#

free and easy to put in in about 5 minutes 😉

naive heart
#

nah I mean not mixamo, like there are several peaople that have dab emotes and shit where they get that from?

clear yew
#

from sites like mixamo

#

people make them

naive heart
#

but they have all the exact same animation?

clear yew
#

the dab looks mocapped, but yeah, some people make them

naive heart
#

mocapped?

pliant plank
#

Motion Captured

#

As in somebody actually made it with full-body tracking

plush jungle
#

How can I move objects within the animations, that it looks actually smooth while using a handgesture

robust hound
#

https://prnt.sc/i43m86

anyone knows why I can't see my "animator" object and make modifications on it ? (like to move the hands)
it really annoys me and I don't why I can't see it here, where I was able to see it last time

Lightshot

Captured with Lightshot

naive heart
#

ohhh

clear yew
#

@robust hound you want to press on the arrow next to "VRC_Avatar_Discripter" and it will show all the bones you can animate like your hands

plush jungle
#

How can I move objects within the animations, that it looks actually smooth while using a handgesture

#

none an idea

robust hound
#

@clear yew When I add one (like the custom standing anime one) I just have a useless script sitting in my animation and I can't anything with it

#

last time I did it I had the "animator" object with all the parts that could be moved

clear yew
#

then idk sorry

robust hound
#

Erf, been stuck for 3hours

pliant plank
#

Yeah it's hard to get actual animation help most of the times

#

Just general fixes here and there mostly

robust hound
#

the thing annoying me the most is that its working on an other character just fine

#

and with the same settings

clear yew
#

just wounding, can you do trigger animations without vr

robust hound
#

nop

#

just emotes

clear yew
#

shoot

robust hound
#

but if you're not moving in your animation emote are just fine

#

if you are tho, it's sh*t

clear yew
#

hmm

robust hound
#

OH MY GOD

#

okay i'm triggred

#

when reimporting the model
I didn't set the body rig to "humanoid"

holy moly I want to hit myself

plush jungle
#

How can I move objects within the animations, that it looks actually smooth while using a handgesture

#

plz tell me if u cant help

robust hound
#

the animation will automatically make it smooth from one point to another

#

let's say your value at 1 sec is 0 and at 10 sec it's 10

then at 5 second it will be five automatically
and every frame it will get updated to be smooth

clear yew
#

When I change the idle pose, if I set 1-frame poses,

#

Will it be interpolated?

#

Orr will it be an immediate idle pose?

devout star
#

Hey guys is it possible to summon and object into my hand during an emote?

#

And > an

robust hound
#

@devout star yes, just uncheck the "isActive" case on the object you want to summon, and on the animation recorder check it to set the item you want to be there active

devout star
#

Thanks! 😁

final ledge
#

So I was experimenting with custom animations for the first time and when I put in a custom dance emote my character just kind of vibrates in place instead of....well you know, dancing. any idea why that would happen?

plush jungle
#

so the maximum time of a handgesture is 10 sec ?

blissful root
#

Still no luck getting particles to appear in an emote but elarned how to simulate instant transmission from dragonball at least.

zealous needle
#

Okay, I think I'm overthinking animations currently

#

But if I want say a weapon or something, I duplicate main model, add weapon in, create animation of weapon appearing, and overwrite an emote using the proper overrider steps, correct?

final ledge
#

that sounds about right

zealous needle
#

Thank you; I am just psyching myself out then

abstract current
final ledge
#

If I wanted to replace the animation for walking in every direction do I just put the same animations in all of the strafe animation slots?

limpid steppe
#

is there a way to get the default animations?

#

like finger point, hand gun, etc

clear yew
#

oof

limpid steppe
#

or do i have to remake them

plush meadow
#

How would I position the spear?

#

Vertically or horizontally like with a gun?

blissful root
rapid cypress
#

I've had no luck finding any resources for overriding animations other than emotes/handposes. I've only had luck accidentally overriding a very broken Walk FWD animation, but it seems like the others won't override at all.

#

Has anyone experienced this?

main bone
#

Here's an odd question - can I make visemes be disabled while a custom emote animation is playing?

analog lichen
#

Can i do something for animations so that on the vive running with the left touchpad not triggers my hand gestures with are overritten with stuff like guns? So i can run around without the gone triggering?

#

gun*

safe bay
#

@plush meadow if it is a spear, position it like a sword.

remote onyx
#

Ok so

#

Anyone have any decent walking animations or just, I dunno cause I have some models that LEAN FORWARD to shit when they run and it breaks my views

broken merlin
#

Hello all, I've been using https://www.mixamo.com to download some animation clips for my models but I was wondering, is there were any other sites that most animation clips for unity?

fading solar
#

where do you get the animated shader that has universe picture or whatever?

spring gazelle
#

test*

#

Carry on~

keen reef
#

Is there any good tutorials for animation for someone who pretty much knows nothing? I'm attempting to do Megumins dance.

broken merlin
#

Winter, are you keyframing the dance step by step or are you looking for that dance premade?

keen reef
#

I was gonna make it myself, but if its out there somewhere I wouldnt say no.

plush meadow
#

Question, for an emote animation is there a way to keep the animation looping?

wise minnow
#

can to convert motion from MMD in the unity keyframe anim?

unborn comet
#

so im having this problem where im trying to set up a custom emote but all that happens is my model starts to vibrate up and down and i cant figure out why

broken merlin
#

Generic, I think there's check box but If you set it, your avatar will be locked and wont be able to move.

glass anchor
#

yeah

#

you cant move during emotes,

#

so even if you did get it working, you'd only screw yourself

plush meadow
#

Then I guess that's that.

broken merlin
#

Are you looking to do like an looping idle or dance?

plush meadow
#

dance.