#animation

1 messages · Page 36 of 1

grizzled cobalt
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the hat levitates above it

craggy sage
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like i move part of the ear to make it twitch, but it doesnt record it

scarlet pumice
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@normal skiff , people use the 'vr animations' not as animations

solid trail
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anyone able to teach me how to do the drawing with finger animation override?

scarlet pumice
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@normal skiff so they have an animation of 'no gun' then an animation of 'a gun', then they bind it to a VR emote

grizzled cobalt
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waits for orders

scarlet pumice
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then when u press the emote on the controller, the gun appears

normal skiff
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I know, but I also set the fingers to actually be in the right position for holding a gun

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otherwise it just looks stupid

craggy sage
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is there a way to animate in unity?

scarlet pumice
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@grizzled cobalt think about it mate, if it worked on one avatar and no another, its most likely not the animations fault

grizzled cobalt
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I only tried it on one yet

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And there it didnt work

scarlet pumice
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?

craggy sage
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or is that not a thing

scarlet pumice
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are u putting the nimation into the override slot then assigning the controller to the vravatar ?

grizzled cobalt
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pretty much all the animation is done in unity @craggy sage

normal skiff
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basics of animating in unity is covered by many many videos...

craggy sage
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so how do then?

grizzled cobalt
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yes @scarlet pumice

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But wait

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Does the Controller go into the Animator

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Or VRC Descriptor (Custom Standing Anim)

normal skiff
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you don't need the controller in the animator for the avatar

craggy sage
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when i rotate bones, thet dont record

scarlet pumice
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custom standing anim

grizzled cobalt
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yeah

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when I did that on the other avatar for some reason the animations didnt trigger

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and none of the gestures on his hands were showing

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when I removed it again it did

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but whatever

craggy sage
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is there something special i have to do?

grizzled cobalt
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ignore that other avatar now

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so when he triggers this animation with RockNRoll now

scarlet pumice
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u cant really just grab an animation from one avatar and use it on another

grizzled cobalt
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how do I make the hand stay open

normal skiff
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they should just record... if it's in record mode, anyway

scarlet pumice
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its talking to bones, if the bones are diff names, problems

grizzled cobalt
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@scarlet pumice nah forget about that ;

craggy sage
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it is, but it wont

normal skiff
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if it doesn't then maybe the thing being moved isn't inside the thing with the animator on it

grizzled cobalt
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these avatars have nothing to do with each other now

craggy sage
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do i have to specify the part im moving?

scarlet pumice
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@normal skiff his issue is not that mate, just adding the scuffed version, is breaking things

normal skiff
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which "his"

scarlet pumice
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well an animation is for a 'set' of bones with '

normal skiff
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this is why chat is problematic

scarlet pumice
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names', u cant just throw it onto a diff model and expect it to work

normal skiff
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also what is "scuffed" in this situation

scarlet pumice
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has to have the exact same bones + names

craggy sage
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like which part of "Add Property" do i use?

scarlet pumice
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@normal skiff mate, he is trying to take an animation from one model, and use it on another, without changing it, that is the issue

normal skiff
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Maxwell is?

craggy sage
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me? no

scarlet pumice
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lol the last guy

normal skiff
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because that's who the message you were replying to is about

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so this is why it's confusin

craggy sage
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when i rotate an ear it doesnt record that i rotated it

grizzled cobalt
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So to get this right.

normal skiff
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so my comment about Maxwell's situation was, if it isn't recording, then either it isn't in record mode, or the thing being moved is on the original model and not on the duplicate created for animation

grizzled cobalt
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I take the TakeCrown Anim and put it into the RockNRoll Slot on the AvatarOverride (Zeke)

craggy sage
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it is on recording tho

grizzled cobalt
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@scarlet pumice

normal skiff
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so it would be the second thing I mentioned in the same sentence then

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or you've found some other weird edge case which could be avatar-specific, I dunno

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but if you really want to be sure, Add Property does work too, it's just more work

grizzled cobalt
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So.. I still dunno if im done

craggy sage
normal skiff
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oh, so it did record it now

craggy sage
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it acts like it never happen

normal skiff
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that seems to be working..?

craggy sage
normal skiff
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it did change the values

craggy sage
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nope

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thats the exact same frame that it was on when i recorded it

normal skiff
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huh.

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this is a new phenomenon to me

craggy sage
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could it be locked in a certian pose?

grizzled cobalt
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Had that aswell

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you gotta use the animator for it

craggy sage
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animator?

normal skiff
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the ears won't be in the animator though will th.......actually the word animator is overused in unity so I dunno which one applies here lol

grizzled cobalt
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So

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please; I really wanna finish this

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x.x

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why did Draken disappear

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grr

craggy sage
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might just do a Blend Shape Key

mystic umbra
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see I was wondering about this

normal skiff
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mm most of mine for things like ears are using blend shapes too...

mystic umbra
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Can you make a blender shape key to move the bones ?

normal skiff
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because the modeler was nice enough to put them in for me

mystic umbra
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I havent done it but I thought it could be possible

craggy sage
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well shape keys keep track of the mesh, so i figure since the bones move the mesh, it should work

mystic umbra
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but that would be really messy no

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?

craggy sage
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i wouldnt think so

mystic umbra
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Ima try the bone movement instead and see what happens

craggy sage
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if anything it would allow for more finer control

mystic umbra
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true

craggy sage
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blend keys dont track anything but the mesh

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mostly to keep out any conflicts

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shrugs

mystic umbra
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I know some really good animator prefer doing animations on blender than unity

craggy sage
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tbh this avatar has been thru the ringer, and imma make sure it works

mystic umbra
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because unity... Is a bit of a pain in the ass

craggy sage
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yeah, ive heard that too >.<

mystic umbra
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Ive made some emotion animations with shape keys with ease

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then apply that shape key on a custom animation overide

dull parcel
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Anyone know how to just add/remove a - infront of the x value

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using animation

severe palm
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@scarlet pumice i solved the avatar stuck in the ground issue

dull parcel
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I need to keep the value across multiple things

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with different x values

severe palm
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i just used an example idle animation from the sdk and added viseme animations to it

scarlet pumice
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hmmm

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nice

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pretty smart idea

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ta

mystic umbra
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did you not duplicate the avatar before creating animations?

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if so thats a clever fix

scarlet pumice
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that doesnt fix it

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that only works for 'vr hand animations'

grizzled cobalt
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I have another small problem now

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so the animation works ingame with gesture

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but this:

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Its nothing with dynamic bones; this only happens when it uses the new Custom Avatar Override

candid light
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Is there a way to say, play an animation for taking out a rifle, and then keep the rifle out, and have another animation when you put it away, all with one gesture?

grizzled cobalt
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not with one

candid light
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so it would play animation clip1 on activation, 2 on idle, 3 on deactivation

normal skiff
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I was looking at the animation controller and it seems like it might be possible, but not easy

grizzled cobalt
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@normal skiff any idea on ym thing

normal skiff
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nope :/

candid light
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so is that a copy of your model? My model goes into weird poses when I animate anything involving its body

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I think that happens for everyone

grizzled cobalt
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no thats the actual model but only after applying the AnimationOverride

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Basically as soon as the AvatarControllerTemplate ingame starts, the character g oes into that position

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dunno why

somber yacht
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Hey guys, so how does sound in animation overrides work? If I were to shoot a gun, would I have to set two different animation overrides: 1 for the gun when idle and 1 for when the gun is shooting/making sounds?

normal skiff
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two animations, one animation override controller

modern ether
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if i have an animation that hides an object when i gesture, does it automatically unhide when i stop gesturing or do i need to have another animation for that?

candid light
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it automatically unhides afaik

normal skiff
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it does yeah

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same as the reverse

candid light
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Basically whatever the state your avatar was in before it reverts to i believe, as far as which objects are enabled or disabled

modern ether
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great thank you both

normal skiff
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I wonder if my gun wobble is actually some dumb issue with the animation that I couldn't see when I was checking it...

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...ah actually it happens for both animations so it seems unlikely

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... nah both frames are the same, so it's still a mystery

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I want to immediately blame Fixed Joint though, it's the only new thing in the mix

candid light
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ah yeah that's the problem it's because you have to not freeze xyz

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so that you can actually move the gun

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and I think that gives it room to wobble

normal skiff
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so... there's two rigid bodies

candid light
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yeah you probably freeze your wrist right and then don't freeze the gun

normal skiff
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that's basically how it is

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I'll gather some screenshots

candid light
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Right, my stuff attached by rigidbodies like that wobbles too

normal skiff
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ah, so it's normal. 😦

candid light
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no i think there's probably a fix

normal skiff
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so I guess one workaround is keeping the banana itself on the wrist directly

candid light
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it definitely has to do with the fixed joint and rigidbody, there is some give between them

normal skiff
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there is. apparently Fixed Joint still operates using the physics system

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as do all joints

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so the common workaround I see is a custom script which locks it to the right position and then turns off the constraints

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which is a hack, but an elegant one

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someone said to try Configurable Joint as it might be possible to allow for less give

candid light
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geeze there are a lot of properties on this thing

normal skiff
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yeah that's why I haven't figured it out yet lol

candid light
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i guess it is true to its name

normal skiff
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apparently it has a superset of all other joints' functionality

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so you can configure it to act like any of the others, and then more

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"Turning the limits to 0 reduces the wiggling significantly" is the bit which made me think it might work, but when I set what I thought were the limits he was talking about, it made no difference

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I guess another benefit of doing it by splitting the gun from its effects is that the bullets would continue to render when the gun isn't out

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at a cost of however many polygons the particle system costs

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I think I'm gonna login here and necro this thread to ask about the limits, because when I make a new Configurable Joint, all of them are already 0

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either that or I make a whole new post just to document my issue

trim vine
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So I have an issue with animations. My model rig is set to generic under animations for the animations I am trying to do, but in game the animations keep on looping for a good 2-3 minutes. I have Loop Time off as well. (This is in Unity btw.)

clear yew
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I got the Full Headspin animation after so long holy shit

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im happy

normal skiff
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'a "fixed joint" is actually simulated as an extremely rigid and stiff spring'

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lots of lewd words in there but it gives the gist of what's going on

clear yew
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insert Lenny

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jk

normal skiff
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no /lenny command? 😦

clear yew
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nope

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sadly ;w;

normal skiff
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such disappoint

clear yew
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much sad

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im on a model creating rampage atm xD

trim vine
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anyone know why my animations keep looping? (Loop time off)

clear yew
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in vrchat or unity?

trim vine
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vrchat but unity is what i used to create them

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they are only like 5 seconds long but they keep looping for what ever reason

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and it takes like 3 mins just for it to stop

clear yew
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jesus

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I have no idea how to fix that sorry

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But Try limiting your Frames in The animation

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just a suggestion

trim vine
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alright, i am at 60 rn so should I try 30?

clear yew
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Yes 30

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Most of my animations are 30 and they last the exact time

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30 frames to be specific

trim vine
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ah

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alright ill let you know if it works

clear yew
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Ok

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I won't be on for much longer

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cuz it's 10:25 am And I need to urgently sleep lmfao

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Im in india btw

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So 10:26 pm in toronto and 10:26 am in india

trim vine
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00f

clear yew
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I've been in toronto before so that's how I know

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I played 1 pm to this xD

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I need my full 12 hour sleep

trim vine
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xD

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k logging in rn

clear yew
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I JUST REALIZED

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I CHUGGED DOWN 3 ENERGY DRINKS NVM

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IM NOT SLEEPING AT ALL LMFAO

trim vine
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ah rip it didn't work D:

clear yew
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Crap

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Sorry Man

trim vine
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oh well

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thanks though for trying

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😃

clear yew
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Np Bro

normal skiff
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what happens if you set spring to Infinity

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is that infinitely droopy, or infinitely rigid

clear yew
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Or Both?

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lol

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I got a question

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anyone here heard of Lil pee and marshmello's "Spotlight"

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It's A Very Good Song

normal skiff
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what if we ask a staff person nicely for a script to attach two game objects together reliably lol

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asking for them to fix the original issue clearly didn't work though [/snark]

clear yew
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Insant Denied Maybe?

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Oh well Idk XD

normal skiff
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could seriously be worth considering though

grand loom
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Sorry if this is an over asked question, but how long can an emote animation be? How many seconds/frames.

normal skiff
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if I weren't in such a shit time zone

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either 8 or 10 depending on who you ask

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please time it and confirm for us 😄

grand loom
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lol

normal skiff
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there is a game dev stackexchange, maybe all the problems we find we should create as questions over there and put answers up as community wiki

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at the moment I'm dumping the basic summaries into a google doc because I'm not aware of any better option

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and vrchat themselves have too many new issues coming in to have time to set up a better place to ask questions

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I'm really surprised though that there are no questions on the gamedev stackexchange even mentioning VRChat as a side-note

trim vine
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yeah same lol

normal skiff
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there's a gamedev stackexchange post about fixed joints where they set up the fixed joint on the hand side, with connected body set to their prop

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so basically the exact reverse of my setup

trim vine
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do you think they would be able to fix an infinite animation loop?

normal skiff
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?

trim vine
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im trying to fix my animation from looping in vrchat

normal skiff
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ah

trim vine
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it loops only on emotes though

normal skiff
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and of course Loop Time was unchecked

trim vine
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yeah

normal skiff
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my initial reaction was maybe the controller is doing something unexpected, but when I went looking for loop settings in there, there aren't any

grizzled cobalt
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@normal skiff

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I have this little problem that the crown is in front of the hand rather than floating above

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how do I reposition it during the animation

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If I can

normal skiff
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hit record and move it, or what I have done for my props is, I move it into the right place and then manually copy those values back to the real item's position and make it the default settings

trim vine
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there are these really cool vids of some guy that made an osrs player model with some sick animations which I am trying to re create

grizzled cobalt
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alright let me try that

normal skiff
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is there a consensus that the best place to anchor props is always the wrist... because I was having a conversation last night that sounded like maybe I was being recommended to avoid it, but the guy's mic was terrible so I couldn't really hear clearly, and I had to operate in a foreign language at the time

grizzled cobalt
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yeah it is anchored to the wirst

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so my duplicate is now in the fucked up sitting floor position as you know

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how do I exactly position the crown to this

normal skiff
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you can just ignore the rest of the pose and try to position it relative to the hand

grizzled cobalt
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because for that I already had it moved

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I had that like this

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but this was the result

normal skiff
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ah okay, hmm

thorny fox
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hii

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anyone getting the following problem: "animations I make dont lag me at all but for others they complain about lag"

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or complain about bad fps*

normal skiff
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with my gun I did it all while in record mode because I had to move both the gun and the fingers quite a bit, but once I had the position and rotation for the gun, I copied it out to a text doc and then back onto the actual gun in the real hierarchy, and then deleted the rules for it in the animation

trim vine
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im pretty sure there is a fix for that boop hold on a sec

normal skiff
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so my animation doesn't change the prop positions at all, just the hand and the visibility

thorny fox
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oh boy! that would be super useful

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my animations dont even use that much particles nor is it high in polys (albiet it is scaled in size)

trim vine
thorny fox
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"My avatar causes everyone in VR Chat to have severely reduced frame rate" is this what you are referring to?

trim vine
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yeah

thorny fox
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my model is under 10k and my animations use 1k meshs

normal skiff
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it probably isn't the poly count since that's enforced by the sdk now

thorny fox
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1k mesh*

trim vine
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yeah idk then

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i wish there were more topics on fixes though

primal gull
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how do i stop an animation from looping

trim vine
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dude i have the same issue lol

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do you have loop time disabled as well?

primal gull
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no idea

trim vine
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click on your animation in unity and under the inspector, make sure loop animation is unchecked

grizzled cobalt
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@normal skiff

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Is it possible to have an idle animation on 2 things?

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Each crown their own? Because that way I can set both's position to be different

normal skiff
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incidentally I just checked my youtube notifications and Morgus is also saying that the prop itself (and everything other than the world particles) should be kept in the normal part of the hierarchy

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so I mean, that is going to end up being the "solution" at this rate

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I will just go back to the guy who posted the video before his one, who didn't do that, and ask him what he thinks lol

clear yew
vast dove
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does anyone know good dynamic bone values for earrings?

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when i try them out they just stretch back behind the head

spice urchin
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just mess around with it in play mode and mixamo animations

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the hecc

vast dove
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they look fine in unity

clear yew
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What he said

grizzled cobalt
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@normal skiff could it be that the idle animation keeps it locked in the place

vast dove
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they look completely normal in unity then ingame they just stretch

spice urchin
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are they even parented to the head

vast dove
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yeah

spice urchin
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are they mapped to something

clear yew
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Can anyone help me with my problem please?

drifting coral
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tbh i cant use snail marker too lol

vast dove
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how do i double check?

drifting coral
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just reduce inertia (increase it to 1) ?

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or at least almost 1

normal skiff
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@grizzled cobalt you can definitely have an Animator on both the head copy of the hat and the hand copy of the hat. But I dunno about the positioning thing. The animations VRChat itself is doing shouldn't know about the hat at all, and the idle animation itself I don't think even messes with the fingers

spice urchin
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i cant see it

vast dove
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cant see the bone?

spice urchin
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also why does ur body have jiggle bones

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lol

vast dove
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it doesnt have any lol

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just hair bones

normal skiff
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I have snail marker working after following one specific youtube video by snail himself

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mine erases the line when I put the pen away though, while some other people's don't seem to

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I'm still not sure which behaviour is better though, the ability to hide the line temporarily has its uses

drifting coral
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i only watch one of its video, in case he uploaded more than 1 videos

normal skiff
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it's probably that one

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other people did videos on it too but I never got it working from the others

drifting coral
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i might try it again soon™

clear yew
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I don't know what that is

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but that animation

vast dove
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the inertia didnt fix it

clear yew
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is amaing

drifting coral
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there is no toggle to change states permanently right ?

clear yew
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can you show me how you made it please? @drifting coral

drifting coral
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also its switch axe

normal skiff
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I wish we had state changes

drifting coral
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it uses 3 different animation

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1 for showing the model

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1 for the actual animation from axe to sword , the other is from sword to axe

normal skiff
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can you chain one onto the other or did you end up using two gestures?

vast dove
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anything obvious?

normal skiff
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the animation controller docs made it seem like there might be a way to have a state change immediately after another state change, but I do not know de way

drifting coral
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basically right hand rock gesture for showing it
Left hand for the changing animation
1: gun gesture to change to sword
2: point gesture to change back to axe

spice urchin
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definitely not weight painted

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or parented to head

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one of the two

vast dove
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is it an easy fix?

spice urchin
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u have to weight paint it in blender

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then u have to replace the prefab and it should update

drifting coral
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can i see the elasticity and the damping?
or just the whole option you use ?
@vast dove

vast dove
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havent done that step before

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yea

spice urchin
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its not a dynamic bone issue

drifting coral
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0 elasticity, and high damping could do that
from what i try

spice urchin
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if you rotate the head and look at earring

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if it doesnt move it needs weight painting fix

drifting coral
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if it isnt dynamic bone issue, then its weight painting issue

spice urchin
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idk y u would put those settings unless on purpose

vast dove
drifting coral
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well for sciences

vast dove
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been messing around with it

spice urchin
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make elasticity much larger

drifting coral
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try higher elasticity

spice urchin
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damping smaller

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use my default tail settings

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ignore radius

vast dove
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okay

spice urchin
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if u have any animations imported u can see it react to character movement

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before uploading

vast dove
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it looked normal in unity so im not sure if its something i can see in there

spice urchin
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it is

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but u dont have any physics or character movement

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and rotating the character wont come close

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you need to import an animation and play it on the character in runtime

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to be able to see it react

vast dove
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ah

spice urchin
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that way the character is in motion

drifting coral
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i tried "remote controlling" with dynamic bones stuff

spice urchin
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why it act so weird xd

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also u should use 0 stiffness that way it moves on its own not based on body

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1 stiffness make its movement entirely based on previous bone

vast dove
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gonna test those settings

normal skiff
spice urchin
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this is for the cloud not earrings

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possible with shaders or scripts

drifting coral
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tbh i used stiffness to get the cloud face where i want

normal skiff
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this effect uses a shader but it has to know the position of the finger somehow to do it

latent swallow
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Does anyone know what I can do to make it look as though I'm grabbing a weapon from my avatar instead of It randomly appearing -- For example: I have a sword on my hip and I use the animation in-game, I want the sword to appear in my hand and the sword to disappear from my hip.

I have the animation done but I am not completely sure what I should do to make the sword on my hip disappear once the animation is active.

spice urchin
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scripts probably

drifting coral
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move the gameobject ?

spice urchin
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and bang you have to play an animation

drifting coral
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on animation ?

normal skiff
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yeah, definitely scripts

spice urchin
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u can just hide arm model show body model

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and vice versa

normal skiff
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they ray trace the fingers to find the insertion and then use that data with the shader

drifting coral
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or place 2 model , just toggle both

spice urchin
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which is what i said

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xd

normal skiff
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also this gif is pretty lewd for a hand being put into a sphere

vast dove
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so i tried the settings and its still stretching, so I need to weight paint?

spice urchin
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rotate the head and see if earrings move

drifting coral
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check the weight paint it is

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😂

vast dove
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okay

drifting coral
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im still searching a way to use gesture as Weilding equip instead of appear/disappearing it

latent swallow
spice urchin
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u can make it on and off

drifting coral
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so i could wield different object based on what i grab on my avatar

latent swallow
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I-- am more confused than before

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rip

drifting coral
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if only i found the way

spice urchin
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im pretty sure u can

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make it so that gesture is on and no gesture is off

vast dove
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yea they move in there

spice urchin
#

i think all u do is put active off at end of the animation

drifting coral
#

try removing the dynamic bones if it still stretch

#

you might add 2 dynamic bones on the earings

spice urchin
#

bc people have made stuff where they use handgun gesture to hold out gun

vast dove
#

do it separately on each of the earring bones instead of the root?

spice urchin
#

yes

latent swallow
spice urchin
#

weighting modifies how much that part of mesh follows bone

drifting coral
#

it should works

#

should

#

just try it lol

spice urchin
#

ya it should hide when let go

drifting coral
#

it just not gonna appear on mirror

spice urchin
#

if u have vr u can see it on ur hand so

#

doesnt matter all that much

normal skiff
#

depends on how advanced the stuff is

#

this one guy's 2B had so many dynamically enablable bits that you couldn't even see her skin in the mirror

latent swallow
#

I tried it -- Headphones is the object on my head and Kitty is what appears once I use the gesture. It didn't appear in the mirror as you said and it did appear in my hand but the headphones didn't disappear/hide from my head.

#

When I looked in the mirror, It was still on my potato head

onyx cape
#

dose any one know of a tutorial to put audio over an animations

#

or knows what i should do

spice urchin
#

uses blend shapes but same idea

#

turning on and off

clear yew
#

^^ Best tutoriel out there **

#

oh god my spelling

drifting coral
normal skiff
#

does it cover audio though

drifting coral
#

custom sound

normal skiff
#

I mean the previous link, you just happened to paste at exactly the same time I hit enter

drifting coral
#

lol

#

@onyx cape

onyx cape
#

so that will tell me how to add it to an animation that i did not make?

spice urchin
#

???

#

i dont think u can make like full on equip and stuff animations that arent super fast

drifting coral
#

try follow it

spice urchin
#

bc vrchat says animations 1 frame

normal skiff
#

the process isn't that different, you just skip the bits where you have to make the animation

spice urchin
#

just play the animation by reaching for your sword

#

in vr

normal skiff
#

the most important thing to remember about audio sources though is

#

always set it to 3d

spice urchin
#

use .2-.5 volume

#

and range like 0-15

normal skiff
#

oh yeah that too lol

spice urchin
#

with linear rolloff for best results

normal skiff
#

but mainly, always set it to 3d

latent swallow
#

I can pretend to reach for my sword and then use the gesture

normal skiff
#

because if you set it to 2d, everyone in the world will hear it

latent swallow
#

I just want the sword to disappear

#

once I do said gesture

spice urchin
#

then again

#

you just do that tutorial

drifting coral
#

just disable the gameobject on the main avatar

#

on the hand

vast dove
#

hmm separate bones didnt work

drifting coral
#

have you tried disabling dynamic bones for the earings ?

vast dove
#

ill do that now

spice urchin
#

near the end they make the gun vanish

#

so look at that point

drifting coral
#

just to check if it normal or still stretched

normal skiff
#

every time I see a video recommended it automatically goes into my google doc of resources for development

#

so they'd better all be good lol

#

(someone immediately posts a howtobasic episode) goddamnit

drifting coral
#

i kinda want those google docs link

#

😂

normal skiff
drifting coral
#

nice, thanks, gtg check

normal skiff
#

it's starting to get a bit untidy though

#

every time I have a problem and then sort it out I try to record that but there are just things I could never figure out and the tutorials are all over the place

latent swallow
#

I have two seperate swords -- One in my right hand and One on my hip. On the main avatar; The hip sword is checked and the hand sword is disabled.
So the sword on my hip is always seen no matter what.
Once I use my gesture; The hidden sword appears in my right hand.
What I want to do is while I'm using the gesture and have the sword in my hand -- I want the sword on my hip to be hidden -- So it emulates as though I pulled it off my hip.

@spice urchin

spice urchin
#

i told u

#

u do same thing but flipped

#

make it inactive

drifting coral
#

main avatar : disable hand, enabled thigh
Animation : Enable hand, Disable thigh

spice urchin
#

^^^^^^^^^^^^^^^^^^^^^

drifting coral
#

are you still there ? - turrets

vast dove
#

well then

#

i took off the dynamic bones and they're still moving around

#

parented to something else?

normal skiff
#

it worries me slightly that so many of the people I hang around in VRChat have an unhealthy obsession with bananas, but then I go and make a banana weapon, and even my audio mixer is called.... shit, what am I doing with my life

drifting coral
#

you might need exception on the body for the earing bones

vast dove
#

how would I do that?

drifting coral
#

check the dynamic bones on the body

vast dove
#

all just hair bones at the moment

drifting coral
#

but are the bone connected to the earings ?

vast dove
#

should i go into the armature to look?

normal skiff
#

so with the new ability to do world space particles and have them appear more or less in the right position, is using Noenoe's pens on avatars an option yet, or is that still going to fall over because of the wobbling

#

they work perfectly in worlds

hexed current
#

Can you guys help me..

#

:(?

drifting coral
#

Screenshot the dynamic bone properties for the hair ?

hexed current
#

I know this isnt the right thread, but everyone keeps ignoring me with my issue -_-

spice urchin
#

maybe nobody knows

drifting coral
#

Depends on your issue lol, i might not know what is the issue

hexed current
#

My model is supposed to look like this

#

when imported

#

it looks like this

#

notice the hole

#

Idk why there's a giant hole in the zipper.

#

Its fine in blender.

vast dove
drifting coral
#

Decimated automatically?

spice urchin
#

why is stiffness so big

hexed current
#

it shouldnt have decimated

spice urchin
#

the hairs gonna be almost completely attached to the head

hexed current
#

it does it even when I dont press 'fix model'

vast dove
#

i looked at a video to get my values for dynam, thats what it told me

spice urchin
#

did u not try my values

#

it makes hair move slower and smoother

vast dove
#

i tried em on the earrings, it looked good

#

it just still does the stretch

spice urchin
#

if too slow just increase elasticity and damping a bit

drifting coral
#

Check if there are any other dynamic bones that connect to the earings, if you still have that earing stretched problem

#

Hair back doesnt look like it connect to the earing, right ?

vast dove
#

doesnt look like it no

drifting coral
#

My current suggestion is to make a duplicate, and delete all the dynamic bones , and try if it still do stretch

vast dove
#

so i should delete the original and copy it?

#

well

#

i deleted all dynamic bones and its still stretching

#

its moving like it has them with none

scarlet pumice
#

Guys, i made an animation by moving bones of a cloned avatar, the animation works in the preview window, but in game, it simply doesnt. I took the idle animation is changed it a bit to make a custom emote

vast dove
#

@drifting coral

#

@spice urchin

#

does that mean weight paint?

spice urchin
#

yes i told u

#

if u can rotate head

#

and it doesnt follow head

#

then its not weight painted correctly

vast dove
#

Okay

#

so i should open the model in blender again, and then check where?

spice urchin
#

i would recommend saving blend files of characters

#

re-importing sometimes is very buggy

vast dove
#

i have the blend file

spice urchin
#

ok then yes

scarlet pumice
#

anyone ? doing the animations just like the videos getting pasted around here. Does the 'animator' properties not work for a 'emote' animation and only a 'vr hand emote' ?

vast dove
#

where is weight painting?

scarlet pumice
#

Does anyone know why my animation created in animator shows in the preview window, shows up in the emote menu, but doesnt work

spice urchin
#

is it looping

scarlet pumice
#

ya

spice urchin
#

u cant loop an emote

#

and it has to back into original position and stuff

#

not whatever its currently set to

mint wagon
#

can you loop a sound coming from hand gesture?

scarlet pumice
#

well i mean its set to loop in unity

#

i dont mean its looping

vast dove
#

okay

#

the earrings dont follow the head

#

in blender

scarlet pumice
#

@spice urchin are u saying that the keyframes for the end and start must end with the same value ?

#

no one :/

#

I took the idle animation, edited it so the head tilts up, and the jaw opens like :O. In unity, the animation looks fine, the name appears in the emote list, but it simply doesnt play. It says its 'playing', but it does nothing then ends.(length correct)

scarlet pumice
#

strange, its started working, but only the headtilt. Are jaw animators uncontrollable when u have jaw lip sync on ?

#

is it possible that the lip animation isnt showing to myself in a mirror, the same way jaw lip sync doesnt ?

keen reef
#

When I'm doing an animation even though it puts the model in the ground it wont do that while playing right?

sudden marsh
#

Did I get mentioned by someone here? o.o

blissful root
#

Was it possible to go past 10 seconds on an emote or we stuck at 10 seconds i forget.

scarlet pumice
#

@grizzled cobalt hey did u resolve the bend body stuff ? just happened to me, no idea how sigh

grizzled cobalt
#

Yeah

#

This was my spine bone

#

I fixed the whole problem by putting it up straight and moving the chest bone up aswell

#

so it would look like a normal skeleton

#

that fixed it

#

@scarlet pumice

scarlet pumice
#

blah

grizzled cobalt
#

?

scarlet pumice
#

i just undid the 'humanoid' skele

#

and put it back on

#

lol

#

and it fixed it

#

damn unity

grizzled cobalt
#

XD

#

👍

scarlet pumice
#

its so funny, all i did, was get annoyed at jaw bone move moving not showing up in game, and screwing up my emotes

#

so i went and created visemes lol

#

for AH OH etc

#

bring model back in, bend body

#

lol, but caused by the unity 'humanoid' thingy

grizzled cobalt
#

its kinda funny

scarlet pumice
#

not what i did to the model lul

grizzled cobalt
#

about 2 weeks ago

#

when I started with Tuppers megatutorial

#

I hated Blender like a fucktard and messed up because I pressed random keys

#

now I prefer it over unity sometimes

scarlet pumice
#

haha

#

i use to do a lot of 3d modeling back in the day with 3dsmax

#

so blender is annoying for me

#

but, all the info and stuff is blender

grizzled cobalt
#

I had no pre-experience

#

xd

scarlet pumice
#

would rather have that info than try work it out in max lol

#

damn, also doesnt help that i have 1mb upload so every time i want to see a change in game i gotta wait 5mins

grizzled cobalt
#

damn

#

@scarlet pumice but without future proofing

#

it should take a lot less

#

lol

#

you only need future proofing when ur done with your avatar anyways

#

so it doesnt break on next patches

scarlet pumice
#

how do u disable future proof

grizzled cobalt
#

VRC Settings

#

take the tick away

scarlet pumice
#

ahh ta

dire tusk
#

Is it possible to make an emote do a particle effect animation? Like an explosion?

scarlet pumice
#

that should help me a lot, thanks mate

clear yew
#

how do you keep a model above the ground during a fully custom animation?

grizzled cobalt
#

;]

potent obsidian
#

The SDK uploader is blocking some of the components on my particle effect when I try to upload. It won't let me use the scripts even though it's a Unity 5.5.x asset. Where can I find out what is disabled on VRChat?

grizzled cobalt
#

Try and Error ?
:]

scarlet pumice
#

@clear yew i went and took the 'idle animation' and used it as a base

clear yew
#

but it's read only :c

scarlet pumice
#

i assume you trying to do an animation that isnt full body

potent obsidian
#

It's a particle effect from the Unity store.

scarlet pumice
#

non full body animations only work for 'VR HAND EMOTES', aka not the 'emote' menu

clear yew
#

yeah ik

#

im doing full body

scarlet pumice
#

@clear yew dupe the idle animation, then open it up, click the animation within, ctrl+d(dupe it), and it pops out and is editable

steady dragon
#

augh trying to find a particular dance animation to download, but having 0 luck finding it at all, and not able to do mocap or animate whole thing myself

scarlet pumice
#

unity usablity for you right there LUL

hollow whale
#

Anyone having any issues with Snail Marker? I cannot for the life of me get it to work.

late phoenix
#

anyone know how to fix this? I made an idle animation but for some reason the body is a lot further back compared to the head/neck

#

i tried changing where the root z position is as well as making the spine go more forward but it doesnt seem to change anything

grizzled cobalt
#

Holy

#

I swear

#

Muscle Editor is so fking good

late phoenix
#

yeah its pretty dang helpful

normal skiff
#

this this is freaking insane, all I did was move the physical gun to a different place and now the particles are coming out in another direction >_>

candid kayak
#

so there's no way to trigger animations without VR right?

normal skiff
#

emotes

candid kayak
#

oh i can replace vrc emotes?

normal skiff
#

yeah

candid kayak
#

is there a vid on that?

#

or is it easy

normal skiff
#

there are a few videos

#

the ones for importing dances are probably the most useful

candid kayak
#

Yeah I tried importing a dance @normal skiff

#

it's weird - everything works fine until i do eye tracking via Cats on blender

#

When I exit eye tracking, no animations work

#

but when i'm doing the eye tracking testing, it works

clear yew
tepid mango
#

what's the maximum lenght of an animation? and i'm pretty sure it's not 30 seconds

hot orbit
#

Is there a way to instantly add, say, all figers in the animation tab, when you're working on a project so that you can edit their position

proud lintel
#

If you have the muscle animation editor addon you can do that. When you move a slider for a finger it adds all the bones in that finger to the animation tab. Certainly quicker than navigating trees and adding single bones one by one.

echo wraith
#

@tepid mango 10 seconds, or 300 frames.

tepid mango
#

it's not

#

i have a 38 seconds animation

#

and it is 38 seconds, not 38 frames

modest mantle
#

Awfully frustrating that my humanoid character just squats in unity and teleports everywhere when I'm trying to animate the bugger.

tepid mango
#

@echo wraith that was refered to you btw

red moat
#

Is it possible to set a custom gesture animation only on one hand so the other one is still free to use with all default gestures? As soon as i make one, both hands only use the default pose or to what i have set it

gaunt gyro
#

@echo wraith Wrong, they upped the max length. Some say 45s but my animations still get cut off at some point. But that goes for both 20s, and 44s animations that get cut off at the last 3-5 sec.

#

So I lean to believe the cut-off is not due to max limit, but due to another problem.

echo wraith
#

@tepid mango Sorry about giving you the incorrect info!

gaunt gyro
#

@tepid mango Do your animations also cut off randomly regardless of their length?
For example, a 15s animation cuts off at 10-12s
And a 35s animation cuts off at 30-32s?

#

And yes, I made sure I dragged the blue bar of the animation all the way to the end before I duplicated it out of the baked model.

tepid mango
#

@gaunt gyro depends, i have a get down animation tht works fine and is 38 seconds, and a very long one that after a bit let me move again but continues the animation, feet too, tho i have to not move or else they'll jut move with me

gaunt gyro
#

Hmm so the cutting off is something I'm doing wrong then. I'll look into it when I'm home tonight

tepid mango
#

i gotta look at how long the song in the mmd nightclub is

gaunt gyro
#

You're going to mimic that one then?

swift wyvern
#

Have they changed how you set mouth visemes in the unity or it's just me who is bugged

gaunt gyro
#

Eyetracking is broken since last patch.

sand apex
#

Hey when I use snail marker why do my animations slow down?

robust hound
stray sinew
#

Do particles not follow an item when I have it set to world? I'm trying to make a fire torch and my fire stays low where that animation pose instead of staying with my staff

robust hound
#

lol, just make the particle child of your torch item :^)

stray sinew
#

I did

robust hound
#

still doesn't work?

proud estuary
#

so um, i have a problem, uhh

#

well dynamic bone colliders work for me in the scene but

#

inside vrchat, the dynamic bones themselves work, but the colliders dont

#

as in the legs still clip through the skirt

daring frigate
#

when using world particle, you have to use a rigid body

proud estuary
#

i asked yesterday no one was able to help so if anyone could help me that would be appreciated ;w;

robust hound
#

@proud estuary

  1. basic, porbably done. assign the bone collider to the colliders they will react
  2. if a movement is too fast or sudden it will clip through a collider most of the time because the update rate is sometimes too slow. (at least I had this issue for running animations)

otherwise I don't know

proud estuary
#

the colliders assigned yh

#

as for the 2nd one how could i solve that? if it rly was the case

daring frigate
#

Oh and another question , does anyone know if its possible in vrchat to have an audio source playing an audio multiple times ( like getting triggered by an gesture animation ) but also make sure the previous one is not canceled ?

robust hound
#

reduce movements of the object if it's a dyna bone
make wider colliders

and if it still doesn't work I really don't know, had the problem for a skirt going through legs. but a bigger single collider fixed it just fine

stray sinew
#

@daring frigate RIP Thanks. Simulation space for the fire has to stay Local. Man I wish I can use world, it would look cooler when moving. Thanks 村雨

robust hound
#

what is exactly the looking difference when using local or world ?

grizzled cobalt
#

So I tried around a bit

#

What is the maximum animation time on an emote?

#

It's definetely less than 25 I think

#

But over 15~

daring frigate
#

@stray sinew I managed to make world particle works by using some tricks on an avatar

stray sinew
#

World would make look more realistic with fire floating and disappearing, Like a small trail, when I have it set to local, the fire follow my hand rotation which I am trying to help the fire go up no matter which way I am holding my staff

daring frigate
stray sinew
#

I'll check this out

proud estuary
#

i can confirm that it might be clipping through the colliders

daring frigate
#

i did it about a week ago , if i remember corectly i had to do some tweek before it works corectly

proud estuary
#

thank you @robust hound

daring frigate
#

and you can then also use collider to make it interact with the map

#

i made a gun for my tanya degurechaff model that shooted a lazer and exploded when collidig with walls

hushed hazel
#

Why is my audio clip so quiet for no reason? I dont have the volume turned way down, its just next to impossible to hear

robust hound
#

@stray sinew if you are acknowledged a little bit to unity scripting I think you could make the particles follow the tranform.position of the torch

stray sinew
#

Yea, I don't know anything about scripts lol

robust hound
#

well I think I could do it, but I'd need the scene

#

meh fk it I have no work left to do, gotta try to make you a script ❤

daring frigate
#

but you can't do custom scripts on avatars right ?

robust hound
#

you can't ?
then how do you use dynamic bones?

daring frigate
#

its a whitelisted component

robust hound
#

erf

#

thought you just couldn't add complete instance of new object, but unity basics were fine

#

like just getting a position and setting it on another X)

daring frigate
#

according to the doc : Adding custom scripts to avatars (or worlds) is currently not possible as of November 5, 2017

robust hound
#

meh

#

hope it will be a feature soon enough

daring frigate
#

i know the playmaker update will allow us scripts on worlds , but no news for avatars

#

so yeah the best way to use world particle right now is to use some rigidbodies and fixed joints

robust hound
#

yeah and it's not even for avatars

daring frigate
#

you can on avatars with this

robust hound
#

but the particles won't follow x-y of the object no?

daring frigate
#

i used it for a shooting lazer + explode on collision animation

#

it will*

#

using the joint

proud estuary
#

ah so

#

i might be making a mistake here

#

when testing animations on avatars, are the colliders supposed to work?

#

mine definitely are not

robust hound
#

if not in playmode, no
if in playmode yes

daring frigate
#

i just place a random Cube object in front of the shooting particle to test it

proud estuary
#

i mean, im playing the scene

robust hound
#

then it's supposed to work

proud estuary
#

then i must be doing something wrong

robust hound
#

just remember, 95% of the time playmode will work pretty much like it will in game

proud estuary
#

ah

#

gosh i must suck at this

robust hound
#

few exceptions but, at least it's that for physics such as dyna bones and colliders

daring frigate
#

@proud estuary did you correctly link them in the DynmicBone Component settings ?

robust hound
#

"gosh i must suck at this"

it's called learning

#

I suck too tbh

#

always spend 2hours on simple thing that should take 10mins

proud estuary
#

yh i linked em correctly tho

#

i spend like 10 hours lol

#

dw ill figure this out

#

i can learn

daring frigate
#

One time when using the quick select for the DynamicBone Colliders i selected the colliders of a cloned avatar i used for an animation , so check in case of ^

robust hound
#

I started like 12 days ago
spent proably 25-30 hours in Unity / Blender doing shit

daring frigate
#

or to be more safe just drag the bone containing the collider directly in the collider setting of the dynamicbone component

robust hound
#

But I already did some Unity programming, so I already knew the environment

so it's normal if you to get acquainted with Unity to be slow on some things here and there

proud estuary
#

i deleted all my cloned avatars to be safe frmo that then reassigned them ;w;

daring frigate
#

i started unity with vrchat too x)

robust hound
#

If you're not into programmation, a lot of things will seem unlogical tho

daring frigate
#

but i directly started with the hardest possible things, Drawing , local / world particles , animations etc . So i could be way more confident when doing simple things

proud estuary
#

nah im rlly into programming

#

but gosh why can i not get the colliders to work properly

#

i will figure this out if it means the death iof me

daring frigate
#

But still managed to get limited a lot by Vrchat sdk , Since you can't use script to call PlayOneShot() of an audio source for exemple :/

robust hound
#

Yeah, if you could script little things, life would be a lot easier

daring frigate
#

Because right now in the end your avatar ends up with 3000 Empty GameObject that you enable / disable with animations just to use props or sounds

robust hound
#

Well

#

You can basically do it with animations tho

gaunt gyro
#

I'm a software engineer as my carreer. But not in the game industry.

daring frigate
#

same

gaunt gyro
#

I'm going to have to learn Javascript for my job. That's amazing since it can be used for so many occasions.

robust hound
#

well true that Unity differs a bit from regular programming
since everything is done with scripts, you lose that hierachy of classes and all. It feels less natural if you are into software dev

#

@gaunt gyro Don't you dare use Javascript for Unity

gaunt gyro
#

Well, funny thing is that the way how Unity objects work, is the exact same idea as how my work's software works

robust hound
#

It's here, you can do it
but it's less optimised by A LOT
compiles literally 50times slower

and everything about it makes it useless in Unity compared to C# scripting

gaunt gyro
#

You basically create blocks (objects) with inputs and outputs, and you can link other stuff to it, or open the block and edit the internal script for it.

robust hound
#

well it's basic parenting

#

but when you script and have to create getters for every object in your scene in order to use them
it feels weird
It's mainly because you aren't using instances of your own objects, but Unity objects you just dragged and droped. Which have, at first no link at all with the code

gaunt gyro
daring frigate
#

those W98 feels in the GUI design x)

robust hound
#

looks old af

#

yeah right X)

gaunt gyro
#

Well, the software was first created in the 90s, and I guess they never bothered to update the GUI for their tools.

robust hound
#

ye

gaunt gyro
#

I mean, they did include a new way of programming that looks a lot more like Function Blocks though.

robust hound
#

I hate that X)
I never actually worked with it
But coding in drag / drop functions looks terrible to me

#

I really prefer writing myself, at least I'm sure at 100% I'm the one who messed up when it doesn't work

gaunt gyro
#

But we don't use that often because yeah, it sucks.

#

Although you can just open up those blocks and edit them entirely to your liking

robust hound
#

looks like SQL table relations

gaunt gyro
#

However, in my free time I also program with visual basic

robust hound
#

I programmed smth in excel once with VB, I prefer Java and C# a lot more but I guess it was okay compared to some others

gaunt gyro
#

Yeah this software I use at my job is for physical controllers with I/O that we have to assign from an excel sheet with all I/O in a list. So I was like "fuck that shit" and completely automated that process with a 3000 line VBA script in excel. 😛

robust hound
#

holy moly
what a hero

gaunt gyro
#

Yep, it took me about 2 weeks to make it. But it has saved us days of work already. Usually we needed about half a day to a whole day to get one controller ready. Now, just 30 minutes.

robust hound
#

Automation / scripts is life

#

still pretty bad at it tho

gaunt gyro
#

Hehe

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I remember this story about some dude that found out the coffee machine at his job was hooked up on the internet. So he wrote a script that took exactly 12 seconds to trigger. The exact time that took him to walk from his desk to the coffee machine.

robust hound
#

genius

gaunt gyro
#

And the same guy also programmed his PC so it automatically sends a "late for work" with a random generated excuse to his boss if his PC didn't register logging in activity at a certain time.

robust hound
#

okay that's more than a genius

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can't find word for that

gaunt gyro
#

Hehe

robust hound
#

this is even better than automated fishing with motor on the reel

gaunt gyro
#

Aaaanyway, way to derail this channel. vrpill

robust hound
#

:^)

noble fern
#

Anyone know how to add a screen to an object to allow it to see what a camera sees?

#

I can't seem to find a component that allows that

stray sinew
#

Alrighty, I got the world particle to work by following the video. the problem now is that when I use the animation, the fire particle is in a complete different spot than where I placed it and each time I activate the particle, it changes its starting position :\

daring frigate
#

ok so it was the thing i had to tweek so it would work

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but i'm at my job right now so i can't really check what i changed

noble fern
#

@stray sinew Did you make sure that random start was unchecked?

daring frigate
#

oh yeah

#

i think i remember

#

so you have your particle disabled by default ? or the empty game object ?

#

if you have the gameObject disabled by default , the fixed join will not work

#

you have to have the gameObject always active , and the particleSystem disabled

stray sinew
#

hmmm

daring frigate
#

you then activate the particle system with the animation

stray sinew
#

I'll try check both

noble fern
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gameObject must stay enabled

daring frigate
#

yep

noble fern
#

And you gotta make sure that you froze x y z on the rigid body

daring frigate
#

the freeze part is showed in the video i gave him if i remember corectly

noble fern
#

And ensure that the angle is 0 and that no gravity is used. Then depending on the type. You must keep the particle effect on, AND use the animation to enable the emission of the particle

#

Some you can get away with turning the particle effect on and off. Others you have to turn the emission on and off

daring frigate
#

mine worked just enablind/disabling the particle effect itself

#

but i guess its safer to enable the emission

noble fern
#

mine worked with a blood stream, but for the blood spatter I had to enable the emission

#

but know that doing the emission way will increase your polycount

robust hound
#

not if it triggers on an animation tho

#

but yeah 1 particle is 1 poly

noble fern
#

if the particle system is enabled on your model

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and the emission is off

daring frigate
#

it will since the particleSystem will always stay enabled if doing it the emission way

noble fern
#

polycount increases

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if particle system is off the polycount doesn't change

robust hound
#

as long as you have 1k poly free to use it should be fine either way

daring frigate
#

but since its a simple fire particle system

#

i guess enabling / disabling the particle system would work

noble fern
#

I'm struggling right now trying to make a selfie cam

daring frigate
#

never tried that one

noble fern
#

Well I have the tablet and camera, but I can't find anything on where the camera would display what it sees

#

Maybe I have to script it?

daring frigate
#

there must be a component setting to link it to an object

#

probably

stray sinew
#

Yass!!!! It works! Thanks so much !

daring frigate
#

No problem 😉

stray sinew
#

I was on edit number 17 on this thing omg

daring frigate
#

You can now even use Collisions to make the fire spread hirozontaly when against a roof or somethin x)

noble fern
#

I made a rocket launcher that fires like that and I'm gonna script in an explosion on collision

daring frigate
#

i did an explosion collision on a "laser" gun i made

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just add a subemitter on death

stray sinew
#

baby steps

noble fern
#

hmm

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how would you add sounds to it?

daring frigate
#

and for collision just set lifetime to 0

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didn't find anyway to add sound sadly

noble fern
#

hmm

daring frigate
#

this way the rocket will explode either on max dist reached or when it hit any obstacles

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you could add sound if scripting was permitted on this

stray sinew
#

Now I need to add the crackling of fire to it 😮

noble fern
#

oh they haven't allowed that yet?

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I didn't think they did

daring frigate
#

just add an audiosource next to the particleSystem under the same gameObject

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and make sure it loops i guess

stray sinew
#

yeye 😄

daring frigate
#

one day we will maybe have avatar scripting

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Maybe x)

robust hound
#

it would be good but also risky for them

noble fern
#

so wakam?

#

Where do you add the explosion on collision?

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under the mesh that fires?

daring frigate
#

in your particle system component

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you have subemitters

noble fern
#

yep

daring frigate
#

use the death subemitter

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it will create a new particle everytime a particle die

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you can use free explosions particles from the unity asset store

noble fern
#

sweet

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now to figure out how to add sounds to the explosion

daring frigate
#

also on your particle system , under collision , just make it so that on collision : set Lifetime of the colliding particle to 0 , so it will die instantly

noble fern
#

got that working

daring frigate
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dunno what would happen if you added a audio source to the subemitter system ( if possible) ? you could still try , i'm at work right now ^

noble fern
#

hmm

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I'm at work too

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but working from home

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so

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both?

daring frigate
#

oh nice x)

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so yeah you can still try to add an audio source to your particle subemitter but not sure

noble fern
#

yeah it only allows for particles

daring frigate
#

so i don't think it's possible without scripting then x)

heady sundial
#

Just attach sounds to the device that trigger when the device becomes active

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Oh, of course it needs to scroll down...

daring frigate
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the sound must be emitted by a particle subemitter

heady sundial
#

Saying this, don't attach sounds right now as you can break the 3D spatial audio for people

clear yew
#

why cant you upload an object with a video player on it?

heady sundial
#

I mean you can probably imagine @clear yew .

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That one isn't really rocket science...

clear yew
#

but i've seen people do it before

daring frigate
#

so let's say my gun emits a particle and a firing sound , the particle on death / collision emits a subemitter particle, but can't emit a sound

heady sundial
#

I haven't seen anything recently

clear yew
#

so are they modding the sdk to do so then?

heady sundial
#

@daring frigate I think that's because you've left the invisible ball of which your avatar is permitted to make sounds

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@clear yew Unlikely, as the server strips those things out

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Not the SDK

daring frigate
#

i mean how am i supposed to attach a sound to the subemitter ?

heady sundial
#

That is a good question, but I don't assume it'd work. If you're doing a firing sound for a gun, add an animation that toggles the sound effect when your particle is toggled

daring frigate
#

the firing sound is done without problem ^

heady sundial
#

Oh, then I guess I'm confused

daring frigate
#

it was about the collision sound

heady sundial
#

Ah, so when the bullet hits something?

daring frigate
#

yep

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we can easily setup the collision to produce a subemitter particle , but it cant produce a sound

heady sundial
#

Yeah I don't think that's currently an enabled thing since it's exploitable from a distance

daring frigate
#

well a subemitter is exploitable by itself already

heady sundial
#

Well yes, but they are focusing on sudden sounds more than sudden images

daring frigate
#

ok

heady sundial
#

Like people who run around with SANIC music

#

Same idea

daring frigate
#

still dangerous for epyleptic people i would say ^

muted prairie
#

People with epilepsy shouldn't be using a VR headset in the first place

heady sundial
#

Of course, but that's a whole can of worms that should really be finalized as...yeah, that ^

daring frigate
#

the posibility to disable some shaders or particle can still be a good thing i think

heady sundial
#

Would probably also say that people with PTSD shouldn't be playing VRChat as well

tawny comet
#

Anyone know how its possible for a animation that works on rock and roll but on other gestures it locks all controls till they go back to idle position???? I cant find anything about it .... i have two frames with the same value =\

heady sundial
#

@tawny comet Sounds like you're not properly triggering the animation on the other gestures

#

Your animation should be a 0-to-1 "trigger" animation. If there's a longer animation that needs to play, that trigger animation should trigger your animation to play

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Else it'll get stuck playing until completion

acoustic talon
#

nah Ive had that happen too with a 0-1 keyframe animation trigger before

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you trigger it and then your hand tries to do the gesture super slow and it messes stuff up

daring frigate
#

it did that to me with pen drawing for exemple

acoustic talon
#

think it has to do with certain animations messing with meshes

daring frigate
#

but i think its because of a too big difference in value between the 2 frames

heady sundial
#

I only had that issue when I was animating directly to the object instead of proper setup, but who knows...

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Animations are whimsical magic

daring frigate
#

take some vodoo artefacts with you and try again ^^

tawny comet
#

Still confused, I got a handful of animations, making objects active work on any hand but for instance, a tail wag bugs out the hands. I had no maniuplation of the hands but they always bug out, then the animation stops >_> i know on one video there was a guy talking about it and he fixed it with two keyframes at the same value back to back. After i tried that the tail worked on rock and roll but last night i noticed it didnt on fist for example.

proud estuary
#

ahh you guys probaby

#

get this question alot but

#

how do i stop my character frmo going into a fetal position everytime they play a custom emote

daring frigate
#

you have to set their position when creating the animation

proud estuary
#

ahh, how do i do that

daring frigate
#

well the same way you do anything else in an animation

#

for exemple when do you a new hand gesture you have to set each fingers etc

proud estuary
#

ohh yeah

daring frigate
#

i guess for a whole emote you would have to set the avatar position too ( i never did custom emotes but that would be how it works i guess)

proud estuary
#

so i cant have it use what it was before the animation started?

#

so if it was in a t-pose, for example, cant have it start from there rather then shifting to a fetal position

daring frigate
#

for an emote i don't think so

#

i think an emote takes control of the whole avatar

tawny comet
#

It does

#

Something about roots in the animation

acoustic talon
#

o theres an ez fix for that

#

need the root tpose thing I believe

#

lemme find it

proud estuary
#

woh theres a fix

#

right thanks kreme

#

if u find it

acoustic talon
#

check the video description

#
  1. talks about the root tpose
daring frigate
#

So you just have to put in the animation the same RootT Value as your avatar then i guess

proud estuary
#

thank u kreme

acoustic talon
#

np

daring frigate
#

but do this only for emotes of course, doing this with hand gesture would f*ck up a lot for vr users xD

proud estuary
#

lol

noble fern
#

So I added an audio source to a particle that turns on on death of another particle but I can't get the audio to play

daring frigate
#

yeah then i guess it's not possible curently 😦

#

the subemitter probably only use the Particle system component and ignore the others