#animation

1 messages · Page 35 of 1

plush meadow
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But people tell me I can't so I guess I'm fine.

final ledge
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funny, I would have sworn I saw someone do a dance emote where their character was moving all over the place. they said they were on desktop to shrug

hollow lion
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Isn't that a looping idle?

spice urchin
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and also theres something called

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moving root bone

final ledge
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if I wanted to override the walking animation for every direction would I just put the same animation in all the strafe options? or do I need different animations for each

unborn comet
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is there a certain time limit on custom emotes?

broken merlin
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From what it looks like 8 for standing and 8 for sitting

keen reef
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For animation, when spawning a prop to use thats normally hidden how do you get the model to stop doing the weird crouch in the ground?

main bone
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Anyone know if there is a way to make eye tracking and visemes disable during an emote animation?

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or is that just not possible

fluid wraith
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Question, Ive seen what looks like people using the panosphere but the picture is animated. Is it an idle animation or something else? Ive tried using a gif with the panosphere but it just ends up being a still image in VRChat & Unity.

clear yew
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Could be a custom shader that allows for scrolling textures.

fluid wraith
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Ahh that would make sense. Would anyone happen to know where i could find one?

sullen hill
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@main bone lemme know if you find an answer lol. I've been trying to find a way to do that myself

plush meadow
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Zero the coordinates. @keen reef

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Make sure animation and main model are positioned in the same coordinates.

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So X Y Z for position is the same: 0.

rancid valley
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Quick question, i've recently gotten into Animation overwrites and stuff, everytime i do an animation ingame my character seems to move perfectly but my head's viewdirection is stuck to where i look when the animation plays. can i fix that somehow?

normal skiff
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that seems to come up a lot

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I even had it happen to one of mine but then later it wasn't doing it and I never figured out the cause

rancid valley
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hmm

normal skiff
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it's too bad there isn't a FAQ

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I figure at least one of the people who asked in the past week probably got an answer but I wasn't around to see it

plush meadow
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That is supposed to happen.

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@rancid valley

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Since the avatar camera remains in the same position.

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Unless you can make the camera move along with the animation, I don't think there's any way to avoid that.

normal skiff
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the camera certainly stays even after it was fixed for the head

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oh did I just misread the question

plush meadow
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In the end, you can't make the camera move along with the head in animation.

normal skiff
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so changing the View Position was tried and it had no effect?

rancid valley
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As example in a dance emote, my character jumps from side to side but the head always looks towards where i look

plush meadow
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He's asking like why your camera would remain in the same position if your model dances.

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Example.

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There's no preventing that I believe.

normal skiff
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there was a similar question where a lot of people were asking why the head itself didn't move while the rest did

rancid valley
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I had an emote where i rotate around and that looked fine

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head did go with my body rotations

normal skiff
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I guess even if changing View Position did work, it doesn't let you change the angle anyway

clear yew
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My avatars that have IK working don't have the problem, but the ones that have IK disabled (no finger bones) have the same issue

naive geyser
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is this the place to ask about mixamo problems?

normal skiff
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people with animations turning particle effects on... what exactly is in the animation, and how is the particle system configured?

keen reef
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As far as I can see the model I'm using is set at 0/0/0, same with the animation model (I think unless I'm looking at it wrong, but it sould be the duplicate model right?)

unreal barn
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anyone have experiene with custom emote animation over rides? i had a quick question....

plush meadow
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Like?

unreal barn
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I had set animations, one is a jumping sword swing attack. when i upload the model and do the emote my charater does the motion of the emote, but does not move while doing the emote. like he just stays still swinging the sword while the animation has him jumping forward into the air

plush meadow
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What do you mean by stay still?

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Model is static?

unreal barn
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its like the model stays directly under my name and wont move

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static to its location yea

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while doing the animation

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it moves its arms, swings the sword, tucks its legs like its jumping, but doesnt actually move. you know?

plush meadow
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Oh.

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So does it jump in place?

unreal barn
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idk if there is some setting in the animator component in unity i need to mess with or if anyone here knew what i could do to fix it...

plush meadow
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Or does it not jump at all?

unreal barn
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it does not move in any axis. stays static 0 on X Y and Z

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i can show you in game, its weird.

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but when i play the animation the character moves forward.

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in unity

plush meadow
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Generally, an animation at the end will revert to its initial position.

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No matter where they end.

chrome onyx
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i downloaded a chara model from the internet because it had this black eye/ dripping effect that i wanted to use on one of my overides.......... but the problem is that it doesntshow up in shape keys (i think this is because it only calls out a texture instead of changing anything related to the shape of the face) anyone know where i could activate this emote?
NEW MESSAGES

unreal barn
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but it never leaves its inition position

plush meadow
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Hmm.

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What type of animation is it?

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Where did you get it from?

unreal barn
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Mixamo, sword jumping slash

plush meadow
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Did you do the 2 minute tutorial way?

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Or did you have different options?

unreal barn
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1 sec let me watch that

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havent seen that one yet

plush meadow
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Might be your options.

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But that tutorial works for me.

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If your avatar was able to upload to mixamo.

unreal barn
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it was

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i mean the animation works, it just stays in 1 place and wont move while doing the emote

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it looks really dumb lol

plush meadow
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All the mixamo animations I've used move the character around without problem.

unreal barn
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it does in unity, just not in game, im redownloading them atm starting over to see if this tut can help

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will update in a sec

plush meadow
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Might just be settings.

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Who knows.

keen reef
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So whenever I activate the prop the model does the crouchingish pose, I checked the transform of the animation and it matches up to what the original is on, anyone have any ideas?

plush meadow
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Position coordinates of both main model and animation model must be the same.

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@keen reef

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So X Y Z in both models should be 0.

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To prevent inconsistency with main model and animation.

keen reef
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Everything is 0/0/0 except for the scale at 1/1/1

plush meadow
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What about the prop?

keen reef
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Its there as well

plush meadow
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When you're adding the animation, do the coordinates remain the same?

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As in making the animation clip.

keen reef
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No, the prop changes to red boxes with -'s in them, I'll change that and see if its fixed

plush meadow
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Try starting again.

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Did it work? @unreal barn

unreal barn
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im uploading a test model now to see if that worked. I didnt settup the Root Transform Rotation/Position last time so hope thatfixed it. loading up vrchat now to see if it worked

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AYEEEEEEEE @plush meadow that worked man. im gonna bookmark that video for reference lol

keen reef
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Ok, so I duplicated the model, went throguh the arm to bring out the props position and rotation transforms, then brought out the is active checkbox, checked it, and it reverts to the pose, does the prop need to be active in the model itself?

plush meadow
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@keen reef

keen reef
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I'll give that a go, thanks

unborn comet
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i followed that video but im still having an issue where if i do a custom emote i just do some kind of vibration

unreal barn
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@plush meadow is there a way to combine 2 animation clips in unity? the ones from mixamo

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like if i want 2 animations to play when i do 1 emote

void sonnet
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can anyone give me some good dynamic bone settings for a tail? i want it to kinda sway around even when i'm not moving. But not go spastic. lol

keen reef
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So I managed to get the model to not crouch, and managed to position the prop in the way it needs to be for the animation, but then I started to try to animate the legs it went back into crouch mode.

clear yew
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Anyone here good at animation? I really need help

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my character is sliding instead of animating from mixamo and I dont know what to do

normal skiff
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sounds oddly familiar

clear yew
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By chance you have the oddly familiar answer?

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I worked for 3 days on this thing :/

normal skiff
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I dunno if I saw the solution, it was something about root T and Q right?

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if it's the thing where the animation works but the position doesn't change

clear yew
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Hm... remember anything said so I can search it?

normal skiff
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translation and rotation were in the same line I thought but I can't see it when I scroll up 😄

clear yew
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I went to animation and it says "Game object or component missing"

winter valley
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Does anyone have the values for the finger animations for the Victory Sign? Or any of the hand gestures in general.

normal skiff
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I've been wondering the same thing, I never see anyone who knows

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I did mine manually so far

keen reef
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Stupid crouch mode!

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I'm gonna give up for today, maybe I'll figure out what I'm doing wrong tomorrow when I'm not frustrated

normal skiff
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that's what I did last night 😦

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and I showed some people my problem in game, and they laughed

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so at least I made some comedy

unborn comet
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im on my 18th upload attempt today for this model im trying

normal skiff
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does "Play on Awake" for particle systems even work?

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so I can confirm at least that my particle animation doesn't work in unity either, and I'm sure that once I sort that out, it will probably work fine in-game

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so at the moment, as far as I can tell, the problem is that the animation isn't doing the right thing to enable the particle system, and I can't find a working example of an animation which works

earnest trail
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do You know how I make the texture effect moving.

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?

normal skiff
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custom shaders

earnest trail
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do you know the name?

normal skiff
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but you can write them yourself too, it is easier than it sounds

earnest trail
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tnks

normal skiff
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as far as I can tell, this does turn on emission when the animation starts - but particles don't actually appear

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if I manually click Emission back on, they appear

earnest trail
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vrsdk was updated?

normal skiff
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you tell me

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my copy here says 2018.1.3 is still the latest

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and every guide out there says "just call Play()" as if they're talking about scripts being available

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how do I get an animation to do the same thing as Play()?

clear yew
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Anyone Know how to Mix Animations In Unity? I have 3 Animations that I need to be mixed into 1 entity

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hey guys, do you know how to make it so that an animation activates only when another animation is active?

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say I want to have it so the shooting animation only activates when my gun is active

safe bay
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@keen reef I can teach you how to do animations btw.

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@clear yew You need to make 2 separate animations

clear yew
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yeah that ik

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but how do i override it so that the shooting only works when my other animation is active?

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because i dont want to compromise trigger button

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@safe bay

safe bay
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just make the same animation and add muzzle fire to another gesture.

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like, gun alone with handgun, and muzzle fire and sound on another gesture

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done.

clear yew
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that is what im talking about

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but what im trying to do is only have it trigger the fire and sound when object is active

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in other words when i dont have object active, my trigger button would still be a fist

safe bay
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yep.

clear yew
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oh

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is that how it works?

safe bay
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mhm.

plush meadow
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You talking about shooting gun animation?

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I think I can helpl.

clear yew
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yes

plush meadow
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Especially if it's handgun.

clear yew
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handgun

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yes

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i want it so i can shoot the gun only when gun is active with my trigger button

plush meadow
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I've made two animations.

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One that draws and the other that fires.

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It's two separate animations.

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But you can transfer the same pistol positioning keys over to the firing animation,

clear yew
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but when gun is not active i want it to stay a fist like the original vrc animation

plush meadow
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Then don't place anything in the fist gesture.

clear yew
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but i want to use trigger for firing

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lmao

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do you guys usually use grip?

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for shooting?

plush meadow
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What is your trigger gesture?

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What vr do you have?

clear yew
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vive

plush meadow
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What is your trigger animation?

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What gesture?

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@clear yew

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What is it?

clear yew
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one sec

mortal edge
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Hello. I made my Victory gesture change my face expression, but now my fingers dont do the actual Victory/peace sign anymore. is there a way to do a face expression and keep the fingers motion untouched?

clear yew
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one second let me find the file

plush meadow
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Well the facial expression overrides the default victory/peace sign.

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So I'm not sure how you would go about that.

cloud copper
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Does anyone know why visemes would stop working when I have a custom emote installed?

plush meadow
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First find gestures you are willing to sacrifice.

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For the gun animations.

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You need to sacrifice one for drawing the gun, and the other for shooting it.

clear yew
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Im still figuring out how to merge 3 animations to 1 individual One

normal skiff
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blank project with no crap in it, set everything up the same way, animation doesn't turn on particles

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(╯°□°)╯︵ ┻━┻

mild plankBOT
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┬──┬ ノ( ゜-゜ノ) There you go

plush meadow
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Well make sure it's playing.

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The particle system itself.

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First.

normal skiff
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it isn't, that is the entire problem

plush meadow
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There should be an option to play the particle system.

normal skiff
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how do I get it to play

plush meadow
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It pops up for me.

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Whenever I add it.

normal skiff
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you mean the Simulate | Stop buttons?

plush meadow
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yeah.

normal skiff
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those are there, and manually playing it works fine

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but I want the animation to play it, not me manually clicking a button

plush meadow
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That's how it's supposed to be.

normal skiff
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so... I can't turn on particles then

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because the current setup doesn't work in-game either, I have to find a way to turn it on in-game

plush meadow
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gunfire object is unchecked on top right.

normal skiff
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sounds identical :/

plush meadow
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particle system and audio source are checked on the top right.

normal skiff
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well, you have a parent object I guess

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I tried that last night too, thinking it might be the workaround

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I also tried leaving the particle effect enabled but turning off Emission, and then enabling that

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sadly I can't test in-game with these minimal projects because gestures get disabled unless you have an actual humanoid rig :/

spice urchin
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or u could just

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make 1 part with particle emitter and sound

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and make that active/inactive

normal skiff
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I can't even get the particles to appear after they're enabled because the simulation doesn't seem to be playing

spice urchin
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has to be in run mode

normal skiff
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where is this?

spice urchin
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??

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▶ button

normal skiff
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ah

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hmm, can I test animations in that mode... time to find out

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yeah, in run mode this test seems to work

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ok, backing out to the one with the character in the scene...

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seems to play on her too

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so ... broken in-game only then?

stoic valley
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idk

clear yew
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if im overriding particles should i make the gameobject active or the particles active?

spare bramble
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okay so i am trying to make a flamethrower animation but i am having a issue on it for some reason even though the particle effect is attached to the weapon its not emitting straight from the weapon any help?

normal skiff
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with the question of which particle thing to make active I had three options and none of them worked on mine

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so I dunno anymore

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someone was saying to turn off Emission because if you turn off the game object the particles stop rendering

stoic valley
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umm sorry to interrupt ,and this may be simple to you guys, but im having trouble getting a sound to play on the start of an emote animation...
I want to make mario say yahoo right when the emote animation plays, and I can't seem to do it.

silver lichen
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is there a way to test vrchat's hand animations in Unity without going ingame? example to see if making thumbs up with VR works in unity

normal skiff
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having just done this, I hit Run, then navigated to the animation and pressed Play on that

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but I did it while the clone of my model for animation purposes was the active one

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and for the sound, I think you'd just put a game object somewhere with the Audio Source component, disable the game object and have the animation enable it at the right time

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maybe there is a more elegant way though

stoic valley
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do I put the audio source in the 2nd anim model for the emote?

normal skiff
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you'd want it in both

stoic valley
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oh ok. Thanks man

normal skiff
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(or you'd put it in the main one before cloning it)

stoic valley
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kk

frozen rose
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Would anyone happen to know how to put a health bar next to a character?

royal timber
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where can I find pens to paint ...im googling and cant find it ?

drowsy cape
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I'll try to ask here. So I have a hand gesture which spawns a table in front of my character but the table moves with my view. Is there any way to make it static?

noble fern
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So I made an avatar and instead of running I want it to ride in a warthog, but every time I start moving the model moves under the warthog and doesn't sit in the seat. I've tried adjusting the body position and moving it up and down in the animation duplicate but I can't for the life of me figure this out. Any ideas?

fallow dawn
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i made a model with a cloak/aura. its transparent already and working but i wanted to animate it not sure what shader to use to get this

drifting brook
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does anyone have any tail animations?

civic oracle
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hmm, maybe its a mesh filter actually

clear yew
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Does anyone know how to start investigating why a character gets in the correct pose but doesnt animate pastthat?

ripe osprey
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@civic oracle it's just a flat circle. Normals only face one direction and from the back they're invisible.

foggy pier
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Anyone know what would cause that big red line and how to get rid of it?

dim valve
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Well, baby steps are still steps, nonetheles. I'm finally going about learning this animation stuff with visemes.

loud tusk
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Nice!

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I just got it figured out myself a day or so ago

dim valve
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I have yet to figure out anything else other than actually finding how to load visemes.

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That'll come soon, I guess.

civic oracle
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I wonder how some people are getting gifs/animated stuff onto their models

languid lark
ashen mesa
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oh I was just about to ask how to make 2D animated avatars

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I've been trying to make pixel Mario

dim valve
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Weird. After testing, the visemes didnt move over

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But the animations did

royal timber
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Is there a compoment in unity which lets you target e.g. the trail for the index finger bone?

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or is there an easier option

normal skiff
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seems like most of the battle is getting my prop to appear in the right place after it changes places in the hierarchy

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that and upload time being so long between iterations

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now the position is right but the object wobbles like crazy .. I thought the point of a fixed joint was that it would literally remain in the same relative position >_>

clear yew
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in sdk i cant figure out where to get to the bone configuration thing idk what im doing

normal skiff
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click model > Inspector > Model > Select > Rig

clear yew
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my hero

normal skiff
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youtube is having one of those days today where the comments section doesn't load

clear yew
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isnt that a good thing?

normal skiff
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at least on the two videos I wanted to go and add comments to tonight. some others are fine

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maybe it's a good thing, depends on who you watch

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now I'm back to where I was half way through last night but with the gun in the right orientation, just wobbly, and with particles stuck on

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now, will animating them work this time >_>

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adding damping has improved the wobbliness a bit, though I do wonder why it would even be wobbly for a "fixed" joint

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this time turning on particles from the animation does work, so now I don't even know what was wrong last night. turning on the actual game object is rubbish though, gotta try doing the emitter instead

clear yew
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i went back to the main scene, now i cant find that model - select - rig thing on the model's inspector

normal skiff
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I know what you mean and I still don't know how I get into that state when I do

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I love how the banana getting out of position is some kind of gyroscopic progression, like when I rotate my hand in a given direction, the banana goes out of whack in a direction 90 degrees to that

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silly unity... I wonder if another joint might do a better job than fixed

clear yew
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did someone say joint 🤔

normal skiff
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yus?

grizzled cobalt
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Has anyone here worked with Animations triggered via Gestures yet (working)?

normal skiff
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yeah

grizzled cobalt
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Mine ended up not working ingame via gesture

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Mind looking at it ?

normal skiff
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the gesture itself still has to be 2 frames

grizzled cobalt
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cant be more?

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w8 let me show

normal skiff
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but it can make an item appear which has its own Animator with a longer animation in it

grizzled cobalt
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thats what happens

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I have 2 animations for a blade on each side (applied to 2 different gestures)

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opening unity

late fjord
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Can I make my avatar float with an idle animation or do I have to increase the model height in Blender, or what's the solution? I just wanna hover a little off the ground.

wispy goblet
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I'm trying to replace my characters backflip emote with a standard jump animation i got off mixamo. When i use the emote however my characters just stays in place on the ground. Any idea why?

normal skiff
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hmm

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so what I'd expect is that Game Object.Is Active would be on the gesture animation

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but any other longer thing would be on a different animation

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like in the case of pulling out my prop, the only thing the gesture does is GameObject.Is Active plus posing the hands

grizzled cobalt
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oh so a gesture only triggers 1 frame?

late fjord
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Doesn't seem like you can affect your y position easily with an animation

normal skiff
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yeah, and it has to be at 0:00 and 0:01

grizzled cobalt
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but the problem is that not even the first frame is played

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otherewise the blade wouldve appeared

normal skiff
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it wouldn't surprise me if non-compliant gesture animations just get completely ignored

grizzled cobalt
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oh

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so only 1 frame?

normal skiff
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I'd initially test dragging that right keyframe back to 0:01 to see if that animates

grizzled cobalt
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Well I dont have VR to test it; so I have to wait until my friend gets back on sadly

normal skiff
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but then any long animation would have to be on some new animation which is inside a different Animator on the blade itself

grizzled cobalt
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So to keep the blade out ; do they have to hold the gesture?

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Or does it stay out after animation

normal skiff
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yeah AFAIK you have to hold it

grizzled cobalt
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because I also added (on request) 2 animations for retraction aswell

normal skiff
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there's no concept of state change as far as I know, but there might be tricks

grizzled cobalt
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so basically it will be: RockNRoll Gesture for Left Blade out; HandGun for RightBlade Out -> Pointing Finger for RightBlade In and Fist for LeftBlade In

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hopefully that works out well

normal skiff
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for instance, what if a weapon were rendered using a particle in local space...

grizzled cobalt
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As for the options on the right side

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anything specific Id have to change?

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I remember someone told me to use Legacy mode for VR Gestures

normal skiff
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I avoided using legacy with mine but I feel like legacy mode is easier

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I think the legacy way is add an Animation, the modern way is to add an Animator

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Animator is this complicated state machine which is probably overkill for prop animations

soft axle
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Need help. What's the name of standing animation?

grizzled cobalt
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idle?

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@normal skiff btw this is the change the animation should do

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Well; the 2 animations of course

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I feel like it looks good xd

normal skiff
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yeah you'll probably end up with a different animation controller on each blade for this

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each one with just a single non-looping animation to bring the blade out

grizzled cobalt
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I have 2 animations for them yeah

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One for each side

normal skiff
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I feel like it might be possible to retract it with an animation too but it would be getting into controller territory that I haven't played with yet

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the idea is that controllers have parameters which you can tweak from other animations

grizzled cobalt
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you mean retracting without a new gesture right

normal skiff
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correct

grizzled cobalt
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yeah but this is the best I came up with

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this is fine tho right:

normal skiff
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that seems... hmm, separate entries for retract?

grizzled cobalt
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Yeah

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So it goes Handgun (Out) -> Pointing (In)

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RockNRoll (Out) -> Fist (In)

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That was my idea atleast

normal skiff
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it will retract instantaneously I think as soon as the other gesture ends but if the idea is you have to manually switch hand gestures really fast, it might be OK

grizzled cobalt
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yeah exactly

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also

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should I change the Wrap Mode of the animation

normal skiff
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if that's oculus touch controls it would work I think

grizzled cobalt
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to Clamp Forever

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on the last frame of animation

normal skiff
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I dunno how vive maps things

grizzled cobalt
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He tried it on his vive ; he says he has to get used to it but it might work

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also retracting and pulling them out plays a sound :p

normal skiff
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sching

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anyway looks like my shit works almost well enough to show it to someone who might know how to fix the rest, so I'm gonna go and see who's on

#

I still have a good hour or so in paint3d or something to actually paint the texture

keen plank
#

Hey how would I get a bone to move on a gesture override?

wind swift
#

hey everyone simple question. I made an avatar custom override for shooting and it works, but how do i get it to stay active while i'm running?

#

I've seen people run with guns and swords before but i only have it so when i'm standing it works

tepid nymph
#

you cant

#

I think?

wind swift
#

Really thats odd.

#

Just today some guy was running with his rifle out shooting

tepid nymph
#

although there must be a solution

wind swift
#

it's not a huge deal would just help immersion

strong wharf
#

on gesture command, do i need to keep the cuplicate when im done?

frosty pendant
#

I dont think so. Just the animation files

clear yew
#

my characters mouth is stuck open 😦

proud estuary
#

does anyone think i could get overwatch emotes into vrchat?

proud estuary
#

alright i got seanim files for the emotes but

#

its seanim

#

how am i supposed to use that

#

god dammit >:c

warm harness
proud estuary
#

oh cool thanks, i dont have blender ive used unity but

#

ill try to download it

#

now that i think about it i dont know what im going to do once i download it hgh

warm harness
#

well, I don't think you can get anything custom made into vrchat without blender

#

unsell someone hands you a package ready for upload

#

unless*

proud estuary
#

naw i have an mmd model

#

it works just fine, i did it through 2 versions of unity

#

all i really wanna do is add this animation

#

i have the fbx file for the model, so its ready to have the animations applied to it

#

if you could help me a little that'd be great but that's up to you ofcourse

#

i wouldnt wanna bother you if youre busy

#

oh yeah um before you ask the model's uploaded to vrchat its ready and all that i just wanna add the emote ;w;

#

ive opened blender

warm harness
#

yeah, if you have an fbx then it's much less work

#

anyway, I don't know how to export animations into unity so I can't help you

#

all I know is that you'll need blender and the plugin

proud estuary
#

hmm

#

okay ill try

#

can you tell me how to apply the animation to the model, though?

#

in blender, i mean

warm harness
#

sorry, I didn't do anything with animations yet

#

but I was thinking about OW emotes, so I'll be working on it too

proud estuary
#

gasp, could you inform me if you get anything done?

warm harness
#

I guess. don't hold your breath though 😉

#

I don't know when and if it's going to work

proud estuary
#

thanks dude ;p

#

dang i odn tthink this thing wants me to use this emote

#

i added the plugin and the seanim option is grayed out in import

#

sigh

#

if anyone could help me with this, i have the avatar as an fbx and the emote as a .seanim

proud estuary
#

well its okay, i have another problem ive been wanting to solve

#

i have dynamic bones on my avatar, and they work just fine, but what doesnt work is the colliders i put in

rustic jewel
#

any idea why my sound effects are very quiet and sound kinda muffled when i activate them?

wise minnow
#

hello. help me please, hands clipping into a skirt. how to change the standing animation ?

dense canyon
#

I need help making elevator doors that open and close

#

I have the animator working, but I have no control

wispy goblet
#

I'm trying to use some custom emotes for my avatar (which is full IK btw) but the legs and feet just seem to float around when doing some emotes. In the Animation preview window in unity the feet are perfectly stuck to the ground. Anyone have an idea as to whats going on?

proud estuary
#

i still cant figure out why colliders wont work in vrchat ;w;

abstract current
#

Is there a way to change the idle pose?

tawny comet
#

Does anyone know how to fix loss of animations when some animations trigger? Have 2 keyframes at 0 and 1 but it still locks the controls. Invovles keyshapes on the face

covert linden
#

Am I right to assume when you wanna sheathe something like a sword, you basically have your regular model in unity, add the sword there and with the animation remove it from the model and add it to the hand?

tawny comet
#

Nah my sword works figure that out. Its the keyshapes for stars in the eyes, and having a tail wag

#

Its the keyshape on most mmd models

#

Set to 100 on both keyframes but in game when the animation triggers the hand stops and slowly moves back to idle postion

covert linden
#

oh no it wasn't a solution ^^' It was a question

robust hound
#

anyone succeeded to override leg position or animation on trigger (ex handgun, not emotes)

proud estuary
#

so, i figured out theres a component in animations for dynamic bones

#

and, well, i havent set any custom walk/idle animations in order to enable dynamic bones on them

#

gosh i need help with this ;;

spice urchin
#

??

#

u don't need animations to 'enable dynamic bones'

#

u only need them if u wanna see how they react to character motion

#

at least accurately

clear yew
thin shell
#

Need a simple way to "Disappear" a switch for a set amount of time, to stop abuse of the switch. Tried animations with no luck.

clear yew
#

is there a way to button map so when you press a key it ativates a animations?

abstract current
#

for vr controller or keyboard ^?

#

for vr controller its in the VRCSDK

clear yew
#

keyboard

#

@abstract current

abstract current
#

ah idk then

daring frigate
#

does anyone know if it is possible to have a hand gesture animation that trigger an audio source to play 1 time , and even releasing said gesture the sound would keep playing until finished ?

languid lark
#

yea just equip like weapon

daring frigate
#

the problem is

#

let's say the handopen animation is supposed to play the sound

#

what do i put in the animation ? audiosource.enabled ? doing this will surely play the sound but as soon as i release the handopen, the audiosource will go back to disabled and the curently playing sound will stop

covert linden
#

You could maybe just put an empty game object in the hand, then put the sound under that

thin shell
#

Still need advice on the trigger thing

daring frigate
#

This wouldnt change anything i think

#

you want to use EmptyGameObject.enabled instead ? putting it back to disabled would still stop the curently playing sound

agile ruin
#

Anyone knows why while animating in unity, a skinned mesh for a third eye makes clothes move as well?

clear yew
#

is there a way to button map so when you press a key on the keyboard it ativates a animations?

robust hound
#

nope

#

you need VR to activate animations
or else you have to trigger them with emotes, that disables your movement have a time limit

clear yew
#

poo

robust hound
quasi gale
#

@daring frigate Add an audio source that both starts enabled and has PlayOnAwake enabled. Set the volume to 0, and add an Animation component to automatically set it back to 100 after the duration of the audio. Whenever you want to trigger the audio, use another animation to disable the audio source for 1 or 2 frames. After the animation ends, the audio source will get re-enabled and play the full audio clip.

#

@robust hound Set the MinSize to 0 and the MaxSize to 1000 in the renderer rollout of the particle system. Then set your particle size accordingly.

robust hound
#

thx a bunch ! I'll try in a minute

sonic wadi
#

ayo dudes.. i accidentally started animating my main character in the unity scene and now its no longer in tpose, any fix for this?

robust hound
#

should have done a backup
always have a second character hidden before doing smth

I don't know how to solve it, usually when it happens I just go back to the backup after doing the animation on the "broken" one

sonic wadi
#

ayyy shit.. oh well thanks anyway

robust hound
#

just think of this disagrement as a reminder for always doing a backup

#

at least you didn't lose 5 hours of work :^)

sonic wadi
#

well i kinda did cuz its a completely custom character and alot of work went into making custom animation overrides and to get the colliders for my dynamic bones just right so the hair naturally falls onto the body etc. etc. etc.

#

oh well too bad

acoustic talon
#

do the root tpose thing

sonic wadi
#

aaaaaaaaayyyy

#

nice thanks

#

hopefully this will fix it,, will look into it in a minute

acoustic talon
#

hope it works

sonic wadi
#

😃 ty

tawny comet
#

Anyone know anything about the issue of animations locking hand controls for a while till they go back to pose psotion? I have two identical keyframes on 1 and 2 but it still does it ?

turbid sluice
#

So can an animation be playing within an animation? Example I have a copy of my character in the sitting position on a moped as seen here. So i'll disable the main body and unhide the moped/copy to appear to be driving. Is this how you'd do it? http://prntscr.com/i4l4im

Lightshot

Captured with Lightshot

sharp nova
#

when making an custom animation, is there an alternative way to make it other than using the keyframe method?

#

like why can't i just move the bones? would be quicker and easier

turbid sluice
#

there is an asset called muscle animator you can buy that does that

#

15$

sharp nova
#

so it works with vrchat animations ye?

turbid sluice
#

it generates the keyframes instead of you doing it manually. So yes.

jolly plank
#

Wait there is?

#

wouldnt manually doing it be better though?

turbid sluice
#

okay let me rephrase.

#

there is manually as in adding each bone in the animator and typing in the numbers to bend each part painfully

#

and then there is muscle animatior which gives you bones and scroll bars you can just move and rotate the parts, which is also manually but not painful.

gaunt pebble
#

So when playing an emote, the movement is locked for some time during the duration of this emote

#

but my animation is too long and unlocks early

#

how do i make it locked longer

jolly plank
#

@turbid sluice ah ok taht makes more sense than what i was thinking you meant XD lol

mystic umbra
#

Cant you also make the shape keys in blender for movement of the body

#

I was gonna test that after school

ornate edge
#

so i have a problem that when I grab my weapon in VRChat it is Vibrating .. how do i fix that?

mystic umbra
#

Vibrations? Oh my

turbid sluice
#

first suggestion would be to check if your toes are rigged. if so remove all toe rigs. same with jaw. If vibration still happens, try adjusting in game height as well. Another cause would be you made the animation on keyfame 0 and didn't copy it all over to 0.01 correctly. Also check if you deleted the original second keyframe generated when you add properties.

normal skiff
#

I have a wobbly weapon problem too but it's because I'm trying to work around the world space issue with particles, and apparently Fixed Joint isn't actually fixed

turbid sluice
#

are there any worlds where i can see my character and models that are hidden? The avatar testing world no longer shows them on camera.

rugged yew
#

If I mute myself does it mute any sound produced by my model ? like from animations ?

turbid sluice
#

no

rugged yew
#

and what if someone mute me ? it doesn't mute sounds from animations ?

turbid sluice
#

still plays

#

in fact some asshole yesterday learned how to have their avatar even play sounds when people lower their game fx to 0%

mystic umbra
#

Sorry kareeda 😡

rugged yew
#

that's dumb tho, why should any sound bypass mute ?

lucid parrot
#

it plays through the system not the user i believe

rugged yew
#

audio source component ?

lucid parrot
#

its basically a sound in game that isnt associated with the player if it bypasses mute

#

kinda like in the presentation room when you can still see what people write

grizzled cobalt
#

Hey

#

Whenever I try changing any of these rotations

#

they instantly change back

severe sierra
#

I wouldn't suggest doing it that way

#

use an animator instead

grizzled cobalt
#

how exactly

severe sierra
#

same way you add those bones in the first place

#

except instead of going through the skeleton hierarchy you just go through animator and add all the fingers

grizzled cobalt
#

Idk how to use the animator though

#

everyone ive seen did it with the animation panel thing

severe sierra
#

animation panel > add property/component whatever it says > animator > fingers

grizzled cobalt
#

oh

#

nvm im stupid then i did it wrong xc

#

@severe sierra

#

quick question

#

how do I rotate the thumb

severe sierra
#

you add the thumb to the animation tab through animator as well

grizzled cobalt
#

yeah but

#

I cant roate it

#

there is no rotation

#

@severe sierra

severe sierra
#

try adjusting the spread value

grizzled cobalt
#

sadly that doesnt do it

#

well kind of?

agile ruin
#

Anyone knows how to fix the avatar floating after adding an animation to it?

orchid rock
#

@clear yew "Pretty Good" ;-;

#

@severe sierra Yo, my dude.

severe sierra
#

Sup fool

#

@grizzled cobalt You just have to keep tweaking the first thumb bone and the spread until you get it more or less where you want it

manic oracle
#

Hey so, I setup a custom avatar and walk cycle for it, but it only plays the first frame of the animation while I'm moving and just stays on that first frame the whole time. Does anyone know how to fix that, I can't seem to find anything online for it.

gaunt pebble
#

Anyone know how to do longer emote animations? Like they continue playing but I can walk after some time, i dont want to happen till the whole animation is played

muted prairie
#

Dang kids and their fidget spinners

late phoenix
#

Seems like the animation is way too short

#

Maybe you're more zoomed in than you think on the animation timeline

slender mango
#

hey guys i have an issue. added a simple animation but now when im in game some of my hand gestures get locked up for 3 seconds or sometimes it does the gesture very slowly. anyone have an issue simlar to this before?

junior epoch
#

Anyone happen to know anywhere else I could find animations aside from Miaxmo?

#

I was thinking maybe the unity store, or maybe some animations related to MMD somewhere. Not entirely sure.

rugged yew
#

you can use mmd_tools to import mmd motions in unity

junior epoch
#

so id have to bring them into blender first and then unity?

rugged yew
#

yes, mmd_tools is a Blender addon

#

and mmd motions should be compatible with any mmd model

junior epoch
#

yeah im aware of mmd_tools

#

I have it already

#

ok, ill check it out. Do you happen to know where I can find mmd motions and such?

#

im guessing maybe deviantart?

rugged yew
#

mmd dances are all over youtube, not sure about other type of motion

junior epoch
#

Alright. Guess I can look around, maybe I can find a animation to download and go from there.

rugged yew
#

you want to find motions for your mmd avatar ?

normal skiff
#

this wobbly joint issue I've got, in Unity it doesn't wobble at all, so it's another in-game-only thing

stoic valley
#

im trying to get an audio source and its not working quite right

#

is it supposed to be one frame of it being active? i got it to play only once on startup and thats is. I made it to not play on awake and its not playing at all in run mode

#

wait wait i think i figured it out now

#

its playing but it has a delay

spice meteor
#

is there a better way than copy paste keyframes to make a short emote to a long emote? because u know unity handles them pretty shitty if they become like 300

gaunt gyro
#

Anyone knows the current max lenght for animation overwrite? I heard 45s but my 40s animation still cuts off near the end.

drifting brook
#

how do i duplicate teh Victory default animation?

#

also how does it know to do left or right hand in the override?

gaunt gyro
#

@stoic valley My trick is to add an Empty to your avatar, set head as parent (or wherever the sound should come from), add sound source to the Empty, disable empty in tree, and enable with isActive in your animation

#

You can't choose left or right hand. It will always work for both hands

drifting brook
#

no it doesnt :p

#

you can do seperate gestures for each hand

#

like victory or point

#

i was just asking how it knows

#

which hand to pose

gaunt gyro
#

Yes, but if you overwrite victory gesture, it will play that animation if you do victory with left OR right hand.

drifting brook
#

okie thats fine, i was just curious how it knew

#

all the frames for left and right are in the animation

#

how does it know which hand to apply xD

#

anyway, thats not my question

#

how do i copy that animation so it's not read only?

#

i wanna add some facial expressions to it

gaunt gyro
#

Gotta manually remake it if you want to keep the original hand gesture but only add facials to it, sadly.

drifting brook
#

i cant just copy the pieces and paste into a blank animation?

gaunt gyro
#

Idk. Try it?

drifting brook
#

hmmm it puts weird bars around the keyframes

gaunt gyro
#

Can't copy them?

prisma vessel
#

Hey guys, my blinking animation works in unity and in the avatar preview in vrchat but in the world my avatar doesn't blink, any ideas?

drifting brook
#

eyes are broken in vrchat right now

gaunt gyro
#

Eye tracking is broken since last patch

drifting brook
#

they broke it yesterday

prisma vessel
#

OH MAN

#

MANNN

drifting brook
#

does blink work automatically?

#

if the eyes are rigged?

#

btw?

prisma vessel
#

I can't believe I've suffered this much for naught, well at least now I know.

gaunt gyro
#

Only if you add key shapes named vrc.blinkright etc

drifting brook
#

cats does that doesnt it?

gaunt gyro
#

Yes

drifting brook
#

when you create the eye tracking?

#

ok, as long as the eyeright/eyeleft are assigned in rigging in unity it will blink?

gaunt gyro
#

Well no actually

drifting brook
#

?

gaunt gyro
#

You have to make them and tell cats which key shape is for blink left/right and lowerlid left/right

#

But cats as an test eye tracking feature

drifting brook
#

yeah cats usually picks them up and i can click test blink and the eyes close

#

so as long as that is good it will work in vrchat automatically?

gaunt gyro
#

Doesn't harm to check if you really have the key shapes with theright names

drifting brook
#

ok but what im asking is

#

do i need to assign them in unity lol

gaunt gyro
#

You need to add a buch of mouth shapes anyway

drifting brook
#

i know they are good

#

i do that already

gaunt gyro
#

No, only mouth shapes are assigned in unity.

drifting brook
#

ok

#

huh i could have sworn there was a tongue sticking out corner of the mouth viseme but i cant remember the goofy translated name...

junior remnant
#

Is it possible to modify the default sitting animation, or can you only override it with an entirely new one?

#

My legs clip through my dress, and colliders don't seem to help (even though they work perfectly in Unity) :p...

#

but if I could just modify the dress in the default sitting pose, it should be ok

muted prairie
#

@junior remnant Afaik you can copy the sample one and replace it in a copy of the anim file

junior remnant
#

Wait, the sample is included :p? Is it just a standard Unity animation..? Nvm, friend found it!

clear yew
hearty bramble
#

if i have a sword in a sheathe on my hip (the hilt and sheathe are different models) and i use a hand gesture to put a sword into my hand, how would i make the hilt on my sheathe disapear?

grizzled cobalt
#

How can I get something to rotate above my head like the Loliarmy coin?

normal skiff
#

easiest way is probably to put an Animator on it and have an animation which just loops a rotation forever

grizzled cobalt
#

How do I loop the rotation

#

first time trying this

normal skiff
#

I think looping might be the default, but it's one of the options in the Inspector when an animation is selected

#

as far as actually making the animation, I do it by cloning the item itself and putting the copy outside the armature, then creating the animations on that

#

and copying the controller back to the real one later

grizzled cobalt
#

I have this rn and put an animator on it

normal skiff
#

all in an attempt to avoid breaking the model

grizzled cobalt
#

so now duplicate it?

smoky sedge
#

if anyone knows a good tutorial to add lip sync in blender that would be much apreciated because blender seems very complicated to me.

hearty bramble
#

is there a faster way to add all the right hand animator things? (index1, index2, index3, etc)

normal skiff
#

yeah, I would duplicate it (out of pure fear though)

blissful root
#

you should always duplicate a model for animation.

normal skiff
#

@hearty bramble are you already using Muscle Animation Editor?

grizzled cobalt
#

Anything to change here?

normal skiff
#

I think that is good enough, what you want to do is open the Animation window while the duplicate is selected and create an animation for the rotation

grizzled cobalt
#

Did

normal skiff
#

and that animation will set itself as the one for the default state

grizzled cobalt
#

Now just add property transform -> rotation?

naive heart
#

so hey guys, I have a question I made a custom Animation in Unity and the problem is that in the preview the Animation works if I skip from keyframe to keyframe but not it doesn't work if I click play.
What should I do?

normal skiff
#

that may well work, I usually use the recording feature

hearty bramble
grizzled cobalt
#

oh ye

normal skiff
#

i.e., hit record, manually rotate the object, see what it did, clean up the values if it's wrong

#

repeat until it's 3am

#

for a simple rotation presumably you only need two keyframes, one at 0 rotation and one at 360, though mine has 8 keyframes because I wasn't trusting the interpolation at the time

hearty bramble
#

its annoying how i cant select them all and put them in or anything like that. I dont mind it but was just curious if there was a faster way

normal skiff
#

agreed, the default screen sucks

#

Muscle Animation Editor saves a lot of time

glass anchor
#

what framerate do emotes run at?

#

for downloading off mixamo

naive heart
#

Made a gif to demonstrate

#

In the normal preview everything works fine, but If i click play the character don't move at all.

#

Can someone help me pls?

normal skiff
#

does clicking play usually reset the counter to 0:00 and then run the animation, or does it play from where the red marker is?

#

(I usually do looping ones, so... )

naive heart
#

I reset the Marker everytime do the zero position, don't worry

normal skiff
#

ah, the gif didn't show it at the 0 position

naive heart
#

the thing is that the animation at the body works fine but the character should move upwards

#

towards the sky

#

but it doesn't

#

if I click play

normal skiff
#

ah, it's the old thing where root T might not be bound correctly or something, but I haven't seen that happen to me yet so I don't know the fix

clear yew
#

Does anyone have the Bubbletop mmd animation? i cant find it anywhere :c

normal skiff
#

I wonder why people do those temporary data releases, like what are they hoping to achieve by cutting it off at some point

#

I would love to make a site for keeping hold of those things past the shutoff date 😄 but people would hate it so much

#

I know the filename and the md5 for that motion data but it doesn't help huh

grizzled cobalt
#

Hey

#

@normal skiff

#

What do you think about this

#

Does it look good or meh

normal skiff
#

I dunno, I'm bad with aesthetics 😄

grizzled cobalt
#

;c

#

So

#

how do I make it that it plays all the time

#

I can get rid off the duplicate now right

normal skiff
#

I would keep it around just in case, but now you can go to the original and set the same animation controller to that if it isn't already the same one

glass anchor
#

is it actually possible to apply a mixamo animation to an mmd model?

#

without rigging it using their page

normal skiff
#

since the mmd model has been rigged as humanoid, and you're converting the mixamo one in the same fashion, it should just work right

glass anchor
#

so it wouldn't change anything in regards to the skeleton?

severe palm
normal skiff
#

the animation rules should be the same as if you somehow got the same animation as a VMD and imported it via the other route

glass anchor
#

like, I have the avatar ready to upload right now, but then I decided I wanted to add a dance override

#

so if i uploaded my FBX that I exported from blender to mixamo

#

it wouldn't change any of the bone parenting stuff?

#

I'm a total newb when it comes to rigging

normal skiff
#

whether it does or not, all you want out of it is the animation data

#

so you can import the fbx in whatever state mixamo left it in, copy the animation out, and then remove the fbx from the project again

#

or you can keep it around as an fbx forever, depends on preference

glass anchor
#

so I wouldn't have to use the fbx I uploaded to mixamo?

normal skiff
#

I like my animations as unity assets because they diff better

glass anchor
#

err, bad phrasing

#

I wouldn't have to use the fbx I download from mixamo, just the animation from it?

normal skiff
#

actually yeah I wonder about that, maybe you can even grab any old existing model from mixamo and download that, and even that might work since it's all using the same humanoid system

glass anchor
#

and I could keep the model I have in unity already

normal skiff
#

I was using the same model when I tried it but I just threw away the fbx file afterwards and kept only the animation rules

glass anchor
#

hm

junior remnant
#

Seems like the SDK only includes sample animations for idle and walk... No way to get stuff like crouch and run, right?

grizzled cobalt
#

@normal skiff do you know I can change it so

#

there isnt this frame stop when the animation starts looping again?

glass anchor
#

I totally misunderstood mixamo... I thought you HAD to use the auto-rigger when uploading a character

normal skiff
#

all I'm doing with mine is that the very last frame has rotation 360 and then when it loops back it seems to match up

grizzled cobalt
#

yeah but its difficult getting mine into the original position again

normal skiff
#

yeah that is the trick

glass anchor
#

so when you dl the animation, is it 30 or 60fps?

normal skiff
#

I think I was getting 60

#

it looks like it depends on the animation though?

glass anchor
#

fuck... "unable to download this asset"

#

and the preview loads forever

normal skiff
#

bugsssssss

glass anchor
#

fun times

normal skiff
#

there's an interesting note here saying that the mixamo animations were only going to be free for a "limited time", but now it's over a year later lol

#

it looks like someone already downloaded the entire set at the time, just in case

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oh yeah @grizzled cobalt ... animation for rotating at a tilted angle, I have a workaround for that too

spice atlas
#

Does anyone know why I'm flailing in the air? It's supposed to be on the ground

grizzled cobalt
#

Im

#

just done with life

meager saffron
#

@glass anchor I had that problem and I deleted all excess bones (skirt/tail/hair/etc). That let it rig automatically fine and I was able to download the animations.

#

It'll look weird in Mixamo but normal in Unity preview.

glass anchor
#

I just reuploaded and it went fine

#

must have been a hiccup

meager saffron
#

Though I'm having a problem with a lot of my animations looking fine in Unity, but then being weird in VRChat. :/

#

Not sure why. :/ Stuff like break dancing makes you float because I suspect VRChat doesn't let your hips/root bone move but the animation is trying to move it down.

#

But walk overrides I'm not so sure about. It's like you just freeze up and glide forward. :/ Maybe the animation length has to be a certain speed/frame-length?

normal skiff
foggy pier
#

ArgumentException: GUILayout: Mismatched LayoutGroup.Repaint Anyoneone know what that mean?

normal skiff
#

someone said it was just a bug in the SDK which doesn't matter

scarlet pumice
#

can someone help. Im trying to do a basic animation of a bone moving, all is good, but whenever i create the animation, its below 0,0,0 in the prewiew and in game :/

glass anchor
#

what emote # is dance?

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for overrides

scarlet pumice
#

5 i think

glass anchor
#

kk

normal skiff
#

something for the notebook...

#

I found an old guide for adding arbitrary additional key events into the animation controller... I assume that is no longer a thing?

#

I would really love for a way to switch animation override sets / props without having to switch avatars

glass anchor
clear yew
#

hey does anyone have any animations for luffy from one piece

normal skiff
#

ahhhhh.....hmm

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it looks familiar

glass anchor
#

welp, lets see what happens lol

normal skiff
#

did you set up the humanoid mappings for the animation itself?

glass anchor
#

oh

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no

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I didn't know that was a thing

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how do?

normal skiff
#

if you click on the animation in the assets window, it should show an inspector similar to what you see when you're on a model

glass anchor
#

oh shit haha

#

right

normal skiff
#

so you can go into the same place you went to set up the rigging for the model originally

#

when you view the animation, if it's set up correctly I think most of the rules in there will start with "Animator." and refer to Mecanim names for bones

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whereas when it's not set up correctly it will look like "Armature." or something

#

but with whatever mixamo's naming for that was

grizzled cobalt
#

@normal skiff

#

how do I make it now that the crown spins all the time

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basically as idle

normal skiff
#

my imgur album I linked above shows my setup

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except in your case you wouldn't uncheck the game object

grizzled cobalt
#

where did you link it

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ah

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found

normal skiff
#

there's a second approach for the case where you want it on idle, which is you find the original idle animation and paste the additional stuff into that .. buuuut, it's just easier this way I think

#

I wonder if there are performance issues

grizzled cobalt
#

uhm

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my animation has no controller

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for some reason

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is that VERY bad?

unreal barn
#

Hey guys im trying to make a custom animation in unity. Its an emote from Runescape. i have a GIF broken down into still frames for reference for each key frame but i just cant find a good tutoral to figure out how to do it. anyone know how do achive what im trying to do? lol

grizzled cobalt
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or can I hook it onto a new one

normal skiff
#

the one you created by making the clone and setting up the animation on the clone can be used

grizzled cobalt
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no I mean

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there is none

normal skiff
#

you can make a new one and drag the .anim into it too

grizzled cobalt
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ah ok

normal skiff
#

I would be really worried about breaking the model though...

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there is probably a safe order and an unsafe order to do things in

grizzled cobalt
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I cant drag the anim into the controller

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;w,

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oh wait

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drag it onto the dupliacte

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to create it

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facepalm

normal skiff
#

yeah that also creates one

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there are a few ways 😃

grizzled cobalt
#

thx

normal skiff
#

you can also drag additional animations onto the same game object to add them into the controller that's already bound

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rather than having to open the controller

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also in the event that one day you don't want the first animation you drop in to be the idle animation... you can manually create the first animation in the controller by creating a new state

grizzled cobalt
#

so this is basically now the idle animation?

normal skiff
#

if the graph looks like Entry -> YourAnimationName

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then it's the idle animation

grizzled cobalt
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dont I need to change it so its on the actual one; not the duplicate

normal skiff
#

yeah that too, you have to have an Animator on the original and put the same controller onto that

grizzled cobalt
#

so drag the controller onto the original now?

#

or

#

select the

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ah

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select it in the animator

normal skiff
#

mmmmmm I dunno if that's safe yet

#

yeah the little circle in the Animator on the original is how I always do it

grizzled cobalt
#

yeah

naive heart
#

got a question: how long custom emotes can be?

normal skiff
#

always with this stuff there is that constant fear of unity applying that default animation state to my actual avatar model

grizzled cobalt
#

@naive heart I only know there is a limit; im guessing around 15/30s

normal skiff
#

people usually say 10 seconds

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someone else was saying 8

naive heart
#

ohh okay

normal skiff
#

science must be done I think

#

maybe if I make an animation where it updates some text to show the time...

grizzled cobalt
#

Kudos to you @normal skiff thank you very much! ❤

meager saffron
#

Is there a frame limit or length limit on movement animation overrides? I can't seem to get most of them to work right.

normal skiff
#

working? 😃

glass anchor
#

@normal skiff yo, so I got it in game with no errors, but my feet don't stay planted

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during the dance

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like it has this weird floaty thing going on

normal skiff
#

lol literally the same problem everyone has with mixamo stuff

glass anchor
#

fuk

#

I thought so

normal skiff
#

there is a fix, I just don't know it yet

#

youtube videos about it presumably do mention it

severe palm
glass anchor
#

yeah, I'm using the same dance I've seen on some world avatars

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and they have it working right

normal skiff
#

I wish people who successfully converted some free motion data would just put it up somewhere heh

meager saffron
#

I have this same question and it's not pinned yet. 😄

normal skiff
#

the last time I heard about the "I just want to change my face using an emote" thing the answer I saw was to also put in all the bone positions for the rest of the skeleton

#

but I do all my face stuff on gestures instead so I don't know anything about it

severe palm
#

puttin in all bone positions for rest of the skeleton sounds very unappealing

#

but it is a solution, so thanks

#

hopefully there's another way though

#

i saw someone talking about forcing a T pose for the animation but that didn't seem to help

junior remnant
#

Tupper casually just knows all the values for the hand shapes in his video :p... is it possible to view the default animations?

scarlet pumice
#

@severe palm i got the same issue

meager saffron
#

I saw some under examples in the SDK but they don't play very well and I can't rig them to my model. :/

severe palm
#

damn i got hyped the tag was a solution haha

#

oh well poorboys we out here

scarlet pumice
#

@severe palm seems for the 'VR HAND ANIMATIONS' its fine, and doesnt screw up(what most ppl use it for). But 'emotes' dont work and go under the ground

severe palm
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no vr

scarlet pumice
#

and u cant trigger 'vr hand emotes' with a keyboard so

#

i donno if solution besides moving every single bone

#

does anyone know what the attual key is that gets pressed on a vr controller for the emotes ?

#

like joystick1 button 32 etc

severe palm
scarlet pumice
#

i can only assume they dont want 'desktop users' being able to trigger 'vr hand emotes'

#

hmm

#

that solution of adding root T seems to just allow you to bring it out of the ground

#

its still in some strange 'no position' pose

normal skiff
#

how does Tupper know the hand values actually, I assume in the video he is just copying them from a previously manual process

#

for a lot of the hand gestures the values are like "1, -1, 1, 1" and predictable stuff like that though

#

someone should probably just go through and manually make all the hand position data and share it, and we can put the question to rest permanently

#

I've already had to do it for about 4 gestures so far

#

really it should be on that example animation set, since it goes to the trouble of even having animations named after the hand gestures

junior remnant
#

Would certainly make editing animations a lot easier

normal skiff
#

next time I catch him in-game maybe w

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which tends to be like saturdays for me

junior remnant
#

I really want to fix the sitting pose but it's not in the samples :c

normal skiff
#

sitting is also an interesting mess because the male and female ones do differ

#

but also I find myself wanting a different sitting pose anyway

#

maybe mixamo has something usable

junior remnant
#

The sitting pose fits my character, it's just that her dress gets messed up lol

normal skiff
#

I kind of want knees together with feet apart a bit

scarlet pumice
#

true

#

damn wish it was just easier to add a damn simple emote for a desktop user lol

keen reef
#

Anyone know how / if its possible to attach one prop to another in unity? I'm trying to attach a magic circle to just past the tip of a wand, and I want to be able to wave it around with it remaining at the end of the wand.

mint wagon
#

I have an empty object that plays a sound and I made an animation file so that it'll summon the empty object to play the music. But how do I disable the original sound object because it's enabled rightaway when I spawn in VRChat? do I need to put it in certain hierarchy?

#

nvm found an answer

normal skiff
#

@keen reef if you can, just position it under it in the hierarchy

#

if there's a reason you can't (e.g. you're trying to work around particle-related bugs), then Fixed Joint supposedly works, but I find it wobbles

keen reef
#

Thanks

normal skiff
#

some people seem to suggest Configurable Joint as a replacement but it has so many knobs to turn that I haven't been able to figure out the right settings yet

#

annoyingly, and as usual, there is an excellent workaround on stackexchange, but which requires, you guessed it, custom scripting

grizzled cobalt
#

@normal skiff So im adding one more thing

#

Having the crown being taken off; I know how to that already (Frame 0 disable the crown on hat; Frame 1 enable it in hand)

#

and of course animated that on duplicate

#

how do I avoid the character doing any weird thing in the ground though now

#

im scared that it might happen ingame

normal skiff
#

that's the same thing everyone was just talking about

#

so the solution, whatever it is, will be the same...

#

if it happens in-game

#

maybe it won't though

grizzled cobalt
#

also lastt time I tried triggering animation via gesture

#

for some reason the hands didnt do any gestures anymore (basicall ydidnt react)

normal skiff
#

yeah you have to manually copy in new gesture settings for every finger

#

which can be a pain depending on which gesture it is

grizzled cobalt
#

so I have this now btw

#

and I put this in the character controller

#

as the RocknRoll

normal skiff
#

yeah so now you'll probably have to go into TakeCrown and add all the finger positions which would normally be there for RocknRoll

grizzled cobalt
#

how do I do that

normal skiff
#

if you don't have Muscle Animation Editor, you add each finger bone one by one to the animation and change the value to the right thing between -1 and 1

#

which is totally possible (and what Tupper appeared to be doing in his tutorials) but takes ages

grizzled cobalt
#

what if I have muscle animation editor

normal skiff
#

if you have Muscle Animation Editor then you hit Record, then open the muscle editor, click on the Right Hand tab and drag sliders around until it looks right

#

which I think for rock and roll took me about 2 minutes

#

if you already have an animation for open palm or fist, probably 1 minute 😉

grizzled cobalt
#

so wait

#

this is just so it shows the rocknroll gesture right?

normal skiff
#

yeah

grizzled cobalt
#

what if I dont want it to show the rocknroll gesture

#

and it can just be an open hand (prefered actually)

normal skiff
#

you could just do an open hand which will be a little easier I think

grizzled cobalt
#

but can the gesture trigger still be RockNRoll?

normal skiff
#

the hardest bit about open hand was getting the thumb in a sensible spot

#

yeah of course

grizzled cobalt
#

let me get muscle animation editor real quick

normal skiff
#

and the hand holding the hat you might want to position so that it looks like you're holding it

grizzled cobalt
#

its not holding gladly

#

its a levitating hat

#

;]

normal skiff
#

it does cost money, that editor

grizzled cobalt
#

yeah its fine

#

people are ridiculous

normal skiff
#

wow

grizzled cobalt
#

yeah..

normal skiff
#

I wish I could build a source of income outside work but everything just seems too hard when I look at it

grizzled cobalt
#

well

#

I dont have work yet

#

so doing commissions is fine

#

I live at my parents still anyway

normal skiff
#

true that, if I had no work that's probably what I would be doing

#

then I could really learn this stuff properly too instead of having to race it during 2-4 hours each day while still trying to fit in game time

#

the thought of knocking out some pre-built animations for all the hand gestures is rather appealing right now, because being able to copy it from a standard location would save time

#

plus I always wanted to make a custom one for the middle finger

grizzled cobalt
#

alright so I bought the editor now

normal skiff
#

the editor basically adds a new standalone window which becomes usable if the currently selected thing has animations on it and the animation is in record mode

#

but using it is pretty straight-forward, I was surprised

grizzled cobalt
#

so what do I do exactly now

normal skiff
#

it's still fiddly positioning thumbs though. I think I can blame the model creator for this a bit too, but I couldn't get the thumb to be in line with the rest of the fingers 😄

#

the first thing is getting into record mode for the animation you're editing

grizzled cobalt
#

which is the TakeCrown animation

#

right

normal skiff
#

yeah

#

then you get into the muscle editor which I think was somewhere in the Window menu

#

IIRC

grizzled cobalt
#

let me re-do the take crown animation real quick

normal skiff
#

it should have a bunch of tabs where it groups together each part of the body, and you'd only have to do left hand + right hand

grizzled cobalt
#

so im in record mode now

normal skiff
#

and if you want both the same there is a button to copy one to the other

grizzled cobalt
#

so I have this now

craggy sage
#

how does one make an animation in unity?

normal skiff
#

click on Left Fingers or Right Fingers (whichever you're using)

scarlet pumice
#

u dont need to do that

#

VR gestures will never end up below 0 0 0

#

its taking the position of the HMD as 'king'

grizzled cobalt
#

s o w h a t d o i d o n o w t h o u g h

scarlet pumice
#

the hat trick should just work with all the tuts

#

place custom animation into the slot and done

normal skiff
#

you'll still have to set the hand position though because hands aren't tracked by the VR gear

scarlet pumice
#

nah

normal skiff
#

unless you're happy with the claw

scarlet pumice
#

unless he wants it looking super real

grizzled cobalt
#

@scarlet pumice when I tried putting that in slot on another avatar

scarlet pumice
#

im sure he just wants to put hand there and bam

#

not some crazy animation

grizzled cobalt
#

for some reason none of the gestures seemed to work anymore

scarlet pumice
#

hmm

grizzled cobalt
#

yeah it doesnt need any crazy animation

normal skiff
#

none... is some different weird problem

scarlet pumice
#

prob not related to the animation

grizzled cobalt
#

yeah but for this one

#

he just does RockNRoll and his hand should stay open