#animation

1 messages · Page 37 of 1

noble fern
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hmm

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I have the audio source work

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when I fire it

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but I'm just trying to figure out how to get it to activate on a particle birth/death

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because you can't use a script

daring frigate
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even google couldn't help me on this one x)

clear yew
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is there a way to animate the panosphere shader?

noble fern
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google isn't helping me either, because I'd have to write a script that calls the audio source

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on particle death

daring frigate
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so we just have to hope for the devs to add some scripting on avatars ^^

noble fern
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I'm still looking for something

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I'll find it

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like there's a play on awake

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there should be a play on death 😂

narrow canyon
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Is there anyway to have a prop that I toggle through an animation override visible to myself?

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Other people can see it but I can't

daring frigate
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it should be visible, just not on mirrors

twin lintel
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so how does one go about making just the head move, with the bike and body acting as the hips (shift only at an angle limit)?

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parent everything (mesh) but the head to the hips and use overrides?

muted prairie
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Bone constraints i would guess ?

trim vine
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so does anyone know how to stop an animation from looping for like 2-3 mins after clicking on an emote in vrchat? I turned off loop time btw

thick ledge
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can you perform HANFGUN animation from keyboarD?

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handgun**

trim vine
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like what do you mean

thick ledge
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well i get how to activate emote1 animation

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but theres handgun animation

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i assume its for vr users

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or somthing odd

white parcel
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Unless its a emote, only way for some avatars that have guns, is hand gestures

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which is vr only

spice furnace
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anyone know how to properly simulate particles in world space when a particle system is parented to the player?

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for some reason they always appear at my hip

thick ledge
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i have particles on my hands

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if thats what ur asking

spice furnace
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thats what im trying to do, ive attached a particle system to my character wrist. basically trying to shoot the particles out from his hand, but in world space so that i can move my hand without moving the entire system

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but they always shoot out from the hip unless i set it to local

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ive seen other people do it, so im curious how

sweet zealot
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what is the difference between finger stretch and finger spread on the animation? I want my fingers stretched out but i hate adding all 3 bones to each finger, will the Spread one cover the whole finger?

thick ledge
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hm... i am too new for that

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im still trying to get my char out of the ground every time i activate a override

spice furnace
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fair

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its really frustrating because it works fine in unity

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just doesnt work in vrchat

trim vine
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what's frustrating is when my animations keep looping lol

thick ledge
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@trim vine do you know why my emote puts my guy 3ft in the ground?

spice furnace
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untick looping in the animation? :p

trim vine
spice furnace
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are you having the issue where you have an animation that is long and keeps looping even after you turn it off?

trim vine
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@spice furnace i have looping off

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it is only 5 seconds long

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and have tested with different animations that i have remade

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it loops for like 2-3 mins in game and then finally turns off

spice furnace
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i had this issue when i was animating a beating heart, it keps looping even after i'd stop using the gesture. found out that i had to make a 2 frame long activation animation which made the heart appear (which i then assigned to a gesture) and then animated the heart itself by attaching an animation component to it

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now it works fine

sweet zealot
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i found a way to make my tail slowly sway and i want to add that to my idle animation but overriding the idle animation puts it in the slumped over pose, how do i avoid that slumped pose?

thick ledge
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@trim vine fog disabled

trim vine
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did you click on the link @thick ledge

thick ledge
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yes

trim vine
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that isn't the fix

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it is where it says my avatar appears partially in the ground

thick ledge
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only durring animation

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like emote animations

trim vine
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yeah

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id make sure that during the animation in unity, it is above the ground at the beginning of it, and during it. If that is already the case, then i don't know what to tell yoiu

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you*

thick ledge
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oh

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ya its below ground in animation

trim vine
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@spice furnace the animation is for emotes though so idk if that will be the same fix

sweet zealot
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I found out the difference between finger stretch and finger spread for the animation bits. Stretch is your finger curling, Spread is litterally your finger spreading out in the sideways directions.

thick ledge
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Cant get the animation out of the ground >.<

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its just a activation animation

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why is it in the ground >.<

trim vine
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@chrome ferry there are tutorials on youtube if you search up animation overrides for vrchat, but if you want a quick tut, basically what you do is search up override in the little seach bar in your project tab in unity, then you put the controller on your animator tab. From there you can override any animation you want

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oof so your rig is generic

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switch it to generic

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you will have to animate everything from scratch though if you want it to work

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like walking and everything if that is what you are trying to do

frigid torrent
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is there anywhere that i could read/watch a tutorial on how to make your avatars legs bend down when you do in vr?

trim vine
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what do you mean

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like in vrchat?

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or unity

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i can select mine

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hmm

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are you trying to select it in the hierachy

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so it won't even click on it

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id restart unity because it should work

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make sure you save though

sweet zealot
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if your character becomes slumped in the ground that means you applied the animation directly to your model which you shouldnt do. Go to a save point before the animation. Now that you have the animation saved, look for the .anim file and simply drag it into assets of this older "before-animation" avatar. Create the override and drag the .anim file into it and reapply it to the clean avatar.

thick ledge
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hm...

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ill try not sure if i understood all that

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@sweet zealot how do u apply animations directly to model?

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screen share?

sweet zealot
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let me find the tutorial i used....

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but essentually you drag your fbx to be into the scene, then duplicate it and apply the animation to that duplicate. Once the animation is done, you can delete that duplicate and just apply the animation to the clean avatar

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thats basically it

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and once the animation is made, you can apply it to any avatar that has the same bone set as the one you used for the animation

acoustic talon
errant solstice
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Which things should you bake into the pose in animations?

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I assume root transform rotation if your animation has your avatar spinning, root transform position Y if your avatar moves up and down, root transform position XZ if your avatar moves forward, back, left or right
Is that correct?

sweet zealot
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i am not sure, i have not gotten to baking animations yet

proper grove
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;; hi, is there any way to select multiple properties at once when doing a custom animation in unity? (like changing the facial expression) i realised after replacing the normal finger gestures with facial the fingers no longer do the gesture... and now have to redo the gestures manually though doing it one finger appendage at a time is v time consuming

thick ledge
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@sweet zealot followed the tutorial still messing up

sweet zealot
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oh, forgot to get the link, oops, hold on

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@thick ledge im sorry fox, the video i followed was deleted. 😦

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Im still learning everything myself, but what can i do to help @chrome ferry

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im not at that level yet, im sorry 😦

twin lintel
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did I set this up wrong? animator still moving all those normally

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looking to freeze everything but the head

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they are frozen when I try to rotate them in pose mode though..

candid kayak
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Why does eye tracking break my imported vmd motion?

wild bluff
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hey anyone here who can help me with dynamic bones as i cant afford to buy the asset

next obsidian
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Hi, anyone knows how to change the running animation?

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I want my character to run different

mental ledge
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is it possible to trim vmd animations? I have one that I like but only want a certain part of it

marsh tide
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I beleive you can adjust the slider in animation to choose the frames you want.

mental ledge
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hm. i adjusted the start and end points in blender but it still exports the whole animation

candid kayak
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@mental ledge were you able to get the anim working and eye tracking too 😦

mental ledge
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@candid kayak the animation does work, i believe the eye tracking does as well. not sure how but it just does lol

candid kayak
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Hm

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I wonder how it’s breaking

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In blender the animation works all the way to eye tracking via CATS then once I create eye tracking, it only works when i’m doing the eye testing

keen plank
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Ay I'm trying to make an animation with the unity animator of my model rising from the ground but how do I stop it from going into this pose?

fading solar
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where do you get animated shaders ?

granite dust
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Github

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There are some on the unity asset store too

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Not sure if they are all supported though, you'll have to try them out

fading solar
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i can find only a grass shader in github

brave torrent
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Is it possible to assign 2 different animation clips to an animation override gesture, for each hand?

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Eg. When doing the same gesture on each hand, I want one of them to cause an object to spawn while the other toggles a particle effect on that object or such.

spice furnace
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what i do is that i have 2 animations, one to bring the prop out and another to toggle the particles. then i use the hand im holding the prop with to gesture for it to spawn, then i use my other hand to toggle the particles on. have to be two different gestures though. you can also make sure the particles can only be toggled on when the prop is out to prevent accidentally toggling it on constantly.

brave torrent
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yeah I know it's possible if you use multiple gestures for it, but then you have less gestures to work with in all

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It'd be nice if you could just assign gestures for individual hands

spice furnace
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pretty sure there's no other way

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but i agree

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maybe in the future

gaunt gyro
clear yew
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Are you allowed to share like Unity package Files in here?

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If So then Anyone want A Anmation package? I have some rare emotes

mental ledge
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@candid kayak i finally see that eye thing you were talking about

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@candid kayak did you get it figured out?

candid kayak
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I didn't

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:l

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does it work for you?

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@mental ledge

mental ledge
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nope lol

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the eyes are going all crazy

mystic umbra
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@clear yew pm them to me plz

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I love you long time

clear yew
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Lol Sure

dusky shale
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Can you replace an entire model with an animation override? I basically have 2 models that are the exact same just with some textures swapped

mental ledge
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does anybody have any idea as to why the eyes on an animation are going crazy when it's in action?

clear yew
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Anyone else want the Animation pack?

mystic umbra
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I guess you can mike. Just hide one of the models in the heirarchy like you would with a weapon. But you might need t attach that model to your other model

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So it might be odd

dusky shale
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hmm

brave torrent
dusky shale
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At least I know you can now, thanks!

mystic umbra
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Make sure your models are both humanoid rigged

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Try it out and lemme know

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Ive done something like that in the past where i made two copies of my avatar dancing with each other face to face

naive heart
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guys I have a question: how can I put a sound file to an animation that is finished?

gaunt gyro
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Just add a sound source on your model and enable it with the animation

naive heart
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No you don't understand I mean I imported a MMD Dance to Unity and the Animation is finished how can I put sound on the animation that its start playing when the animation is playing

spice urchin
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@keen plank u duplicate it and animate the duplicate

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u also make sure u download a t-pose or idle animation from mixamo

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and edit that so that the character is in a ready to animate pose already

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otherwise it will crouch down and go into floor due to default muscle parameters

verbal ravine
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@naive heart put the Audio inside the hierarchy of your character, then add it to the dance animation you've created (just so it would exist). Add the animation to your custom animation override, and then hide the audio file by unselecting the box near its name on the top right. Works with particles, probably should work with audio sounds as well.

mystic umbra
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^thats clever

cyan sparrow
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Anyone have the get down dance animation?

spice urchin
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wym thats clever its what everyone does lol

mystic umbra
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I just upload a song version with the paritcle effect on my avatar if I want music on my particle effect. its a bit... brutish

unreal barn
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Anyone know if you can add an object to appear on a keyframe of an animation in blender? im re-creating an emote from runescape for my model

spice urchin
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cant u make it in unity

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make the character animation in blender and then make the actual object manipulation in unity

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bc again ur modifying something in the engine as opposed to the rig

finite arch
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: D

naive heart
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Thanks @verbal ravine worked for me ! <3

finite arch
unreal barn
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@spice urchin how can i edit the .ANIM file within unity? to add an .OBJ to appear on a set keyframe?

spice urchin
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no

unreal barn
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here is an example, i have the animation already made in blender of the model movent on this GIF, but the white trail is an .obj file that appears within the emote

spice urchin
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it has to be exported as fbx and the rig has to be mapped to a humanoid

unreal barn
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eh nvm i cant upload GIF's in this chat

spice urchin
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then u just edit it and add keyframe to hide or show object using isactive property

clear yew
mystic umbra
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I have no idea but thats a scuffed looking pikachu

verbal ravine
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@wooden orbit if you talking 'bout white spaces behing the blush, go to Materials folder where your model is located and adjust the textures. Unity is not very friendly with transparency.

gaunt gyro
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Oh man, I'm really enjoying making animations now. It's not much yet, but every single small update it making it better and better. 😂 https://puu.sh/z8Vth.mp4

verbal ravine
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Oh god, that's beautiful.

gaunt gyro
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Now for my todo list tomorrow, the scream part. ( ͡° ͜ʖ ͡°)

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And this.... is.... to go.... even.... further.... BEYOND!!!

signal dove
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You can have more than one material per mesh

gaunt gyro
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It's called "Seperate by materials" for a reason. :novaKappa:

signal dove
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In Blender select the verts you want in edit mode, add and select a new material on the right (material tab looks like a checkered sphere), and hit "assign"

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@wooden orbit

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Now I have a question. How do I port animations from blender to unity? Saving as fbx isn't getting anywhere, is there something I have to do after import?

fleet hill
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Anyone know how to set things to follow world instead of player?

tepid mango
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@clear yew i think you would have to make him move a bit and keep that as its constant animation, if you give dynamic bones to the head it'll look cooler dw

gaunt gyro
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@signal dove export blender model with baked animation as fbx (make sure you leave the animation in the export settings. Not touching any settings would be fine) and import to unity. Set model as humanoid and make sure its rigged properly. Then rename the animation within the model and press ctrl D to extract it out of the model.

terse lagoon
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I'm having an issue with animation overriding on an avatardecriptor, attaching it makes my avatar's visemes stop working, even though the emote overrides work.

woven surge
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Hello

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I'm having problems with my magic circle animation, it's vertical, but if I go with the unity camera to see behind, the circle is facing me everytime instead of being completely static and just spinning. How can I make it static?

clear yew
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Hey

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Last call for anyone that want's the animation pack that I have

gaunt gyro
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Remember that eyetracking is broken since last patch. It might not be your fault if vicems don't work

normal skiff
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@woven surge is this some particle thing?

woven surge
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It's a particle system

gaunt gyro
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What anymation pack?

normal skiff
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which Render Mode?

woven surge
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Vertical Billboard

normal skiff
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ah, nuts, the fix I knew about was a Billboard-only property

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where you set the alignment to Local so that it is always perpendicular to the direction you point the particle system

clear yew
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Just a animation pack I own

normal skiff
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it might still work I guess, but I don't know what vertical ones do 😄

clear yew
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It's custom

gaunt gyro
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@clear yew I'm interested. Feel free to DM me them ^^

woven surge
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I share a image right now of the renderer

clear yew
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Alrighty

gaunt gyro
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Ty

woven surge
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Cannot share here, sorry xD

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Won't allow me to do

verbal ravine
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@clear yew may I have some too?

clear yew
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Sure

woven surge
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I've been looking for videos and everything but I don't find nothing...

normal skiff
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vertical billboard = "The particle is upright on the world Y-axis, but turns to face the Camera."

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so I think if you want it to face forwards/backwards you just have to use a normal Billboard and set the alignment

woven surge
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Oh!!

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Maybe it will work!

normal skiff
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funnily enough I think Morgus had a similar thing going on with his smoke rings in that video recently

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I watched a video literally this morning which described what that setting does so I didn't know until today

clear yew
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Anyone else want my custom Animation pack?

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Has a Full HeadSpin Some Run and walk animations

woven surge
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That's something I didn't know! thank you very much for that! I will try the normal Billboard!

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You are a god xD

normal skiff
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I wish, I'm just trying to catch up to the people I see hanging around our group XD

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too bad I can't model though

woven surge
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You can't model?

normal skiff
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well, I can model, but I am no good at realistic organic shapes

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so I can't model a character

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I have been modelling fragments of my base though when I want custom slope shapes since there is no better option that I can find

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wtb shear transform for objects in unity

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making custom models for it is making things more reusable anyway I guess, so I'll just do that

dusky shale
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Can you set an idle moveset or a custom walking animation within Unity?

signal dove
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@gaunt gyro Bake the animation? Doesn't that turn it into a blendshape?

steady mantle
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Isnt 300 frames the max animation length? Forsome reason the last part of the animation I made gets cut... tho it was measured at 300 frames .- .

spice urchin
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emotes cut off, its a bug

steady mantle
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hmmm =_=

muted oyster
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I messed up adding in a gun as an animation and now my fingers just open and close at high speed
not sure what i messed up

woven surge
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@muted oyster You have to be sure that on the second 0:00 where you adjust the fingers, you copy that values to the 0:01 and are the same values the two, if are different it will do that

muted oyster
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I think i know what to do, Thanks @woven surge

normal skiff
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I met someone with an avatar where the hands did that flapping thing but they found it hilarious so they kept it

broken wagon
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do anybody know a bullet shell effect that have collider and rigidbody that 100% work in vrchat ? I'm ready to spend some money on it but I don't wanna burn it either , tag me if you know some , btw I was looking at this one called on unity3d (Modern gun effect pack)

plush meadow
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Define bullet shell? Like muzzle flash plus sound? @broken wagon

broken wagon
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no I mean literraly bullet shell that fall on the ground after you shoot

plush meadow
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That wouldn't look any good though.

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The bullet would fall through the ground.

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And it would just disappear.

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Because it has no collider with the vrchat worlds.

broken wagon
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that why there is a collider on the shell

plush meadow
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It's not that simple though.

broken wagon
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and yes all the floow have collider in vrchat otherwise you will clip out

plush meadow
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no.

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Not with animation.

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Character and animation are two different things.

broken wagon
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still does not answer my question i dont ask if its possible or not im looking for a bullet shell effect that work , i can do so it will not clip out

plush meadow
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For example, if I use a dance animation and I'm next to the wall, my character will go through the wall because it's an animation.

sand apex
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Anyone know why a tool like snail marker slows down animations?

broken wagon
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that a dance animation im talking animation on gesture

plush meadow
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Same shit?

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Both animation.

broken wagon
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nope you can't clip out with animation on gesture

plush meadow
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And where did you get that information from?

broken wagon
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but you animation like a dacing script you can

plush meadow
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If I draw a gun via gesture, it can still clip through walls.

broken wagon
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some wall you can't

plush meadow
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You would have to create an animation where the bullet ejects and then you would have to time it right.

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That's rather complex.

broken wagon
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depend how the did the wall collider on it

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complexity is not a problem

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I make all my stuff from scratch , I'm just looking for a effect that will work and vrchat base programming will accept

plush meadow
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You would have to animate a separate bullet object ejecting from the gun.

broken wagon
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because some effect vrchat dont accept it

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but i can actually do what you said last message and manually map it the bullet

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but the thing is that im making so much model that i need something quicker to work with

plush meadow
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To be honest, I'm not even sure if you can make the bullet collider off against the wall.

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I have no experience with that type of particle effect.

normal skiff
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I have particles which bounce off walls on mine actually

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I don't think I have the parameters quite right yet because I want it more like a wet thud than a bounce

placid copper
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having the same looping issue as @trim vine

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if anyone knows, please send help

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lol

clear yew
verbal zealot
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i have a simple animation where it just turn on object with audio and make some face and hands shape, but in the start it didn't play audio at all, and only progress i came to that it is really quiet now, only i can hear it
so i just wanna to ask a screenshot of the audio source and ONSP audio source settings so i can maybe see some differents with working one

late phoenix
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what's a good setting for walk animations? I added one but the legs don't move as much as it shows in unity so i was thinking maybe i have a setting wrong. By setting i mean like Bake Into Pose and that stuff. Also should the animation be in place or going forward

native aurora
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if u want it u purchase it, theres some glitch shader in assets store

candid kettle
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Do overrides on the fist animation work the same way as the other hand gestures? Since it's non-binary with vive controller triggers? Last time I tried to add a custom emote to it I was having a bug where it would make my entire avatar dissapear until I changed worlds

clear yew
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i know that but is there any free ones

muted prairie
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I think you can find that out by yourself by googling a bit

clear yew
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just did and found one hope its a good one

stray sinew
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Does anyone have a cute female pose? trying to setup an AFK avatar :\

remote helm
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Hey Ive uploaded my avatar but its invisible but some of its object infront of a mirro but I can see it first person just fine. Anyone know why?

jaunty moth
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derp. i saw a video where someone was moving their model around in unity to see the bones work, how do you do that?

thick ledge
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all animations even mixamo keep collapsing my charter into the ground with broken legs.

fossil verge
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hey, say im making a an animation override for the clenched fist

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and i'm simply equipping a weapon onto my model

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do i only need to specify the way that hand looks or do i need to specify how the entire character looks?

plush meadow
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The hand holding the weapon only.

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@fossil verge

fossil verge
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@plush meadow thank you!

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@plush meadow do you by chance know how to add different facial expressions? i would like my model to wink when i do the "victory" pose

plush meadow
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No experience with that.

stray sinew
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Any way to use a VPD file to create a pose for my avatar?

gleaming drift
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is there any way of fixing it so gestures dont get canceled by movement on the vive?

lusty jewel
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What happens if you change your avatar's entire position during an animation? Will that work in game?

clear yew
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I think it'll work but I also think it'll snap back to the starting position when the animation ends

lusty jewel
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Yeah that's fine I'll end my animation at the default position, What I'm trying to do is backflip off a cliff and then fall from the sky back to where I was

small ice
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is anyone familiar with scrolling animations

hexed current
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how do i combine multiple fbxes

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into one animation

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like the mixamo breakdances

lusty jewel
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Copy everything that's in the second animation and paste it at the end of the first one I assume

plush meadow
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So you actually can combine mixamo animations

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?

hexed current
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Well It makes sense

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if you do it like you would a blink

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or a viseme

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for a gesture

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Id assume it works similarly

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except instead of plugging into an animator

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you plug it into the anim override

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-feels smart-

plush meadow
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But how would you link 3 mixamo animations into one long animation?

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If you use it to override an emote?

hexed current
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well

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youd go into animator

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add all of your emotes onto the timeline

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and make into a new anim

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is my theory

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im testing it now

plush meadow
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Tell me if it works.

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I might actually do this so that I can have longer emotes.

hexed current
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yeah i dont think its possible lol

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oh well

clear yew
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Could copy the keys from one animation onto the end of another I think

plush meadow
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But whether or not somone could test would be great.

clear yew
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Issue with visemes... if i have two layers that must work in tandem to make proper face movements and im unable to mesh them together, how do i get visemes to play on both layers?

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help pls pls help

spice urchin
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i dont get it

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do u mean u have 2 different shape keys

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cant u just pick the best ones and get cats to generate visemes

keen reef
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Is the time scaling weird in animation? I have it set to what I think 12 seconds is but the animation is pretty much instantly over when i start it

spice urchin
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whats time scaling

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all i do is extend the duration of animation by dragging the entire keyframe set

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if u select all the keyframes it will give u buttons on the side to extend and decrease duration

keen reef
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Theres 7 key frames spread over 12 seconds, with 2/7 not being like the others

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One contains an audio file to be played lasting 2-3 seconds, the other contains a particle effect

spice urchin
#

also emotes have max 10s

#

or at least its what devs had told me

hearty bramble
#

anyone know where i can get muscle animator at?

spice urchin
#

idk but it should be pretty easy to animate if u start with a tpose or idle animation from mixamo

keen reef
#

It does not even last 10 seconds of no animation

spice urchin
#

just by messing with t he muscle params

#

and winter the max dur is 10s

#

so it might cut off the animation

#

i dont have any that last more than 10s so im not sure

#

also the time in unity is

#

ss:ss

#

where ss is seconds and ss is milliseconds

keen reef
#

So I need to set the timing to be 00:00 - a maximum of 10:00?

spice urchin
#

ye

keen reef
#

thanks, hopefully it works

pliant plank
#

Animations can play indefinetely, however after 10 seconds your camera locks back into your character and you can move

#

The animation itself keeps playing, however stops when you move, continuing when you stop

clear yew
#

Can someone please help me, I've made these animations and only 1 of them works, the defualt one (The gun) and the rest just don't trigger. The hand gesture's do but the item is gone https://imgur.com/a/VFtTt

thick ledge
#

any ideas on how to fix?

undone glade
#

@clear yew gun animation and a fire animation?

clear yew
#

Is there some way to keep the hand open animation and have it Erease the writing from a Trail ?

barren wigeon
#

Got a problem:
My avatar has an eqipable knife.
That knife is a separate mesh, that activates on hand gesture.
But for some reason when I mowe my arm with controller, the knife disappears in some positions (e.g. I rise my hand up). And then reappears when I return my hand to previous position. Like an avatar has some area where it shows the mesh of a knife and does not show when the knife is out of that area. Any Ideas of what could be the problem?

undone glade
#

@barren wigeon wrist parent to knife?

barren wigeon
#

@undone glade no, but it mowes knife through vertex weights

#

*moves

undone glade
#

Try to do that as well as checking your animations for a position/rotation/scaling key frame that would be with your animators and or body mesh.

barren wigeon
#

k, thanx

undone glade
#

Also make sure that your :00 key and :01 are the exact same.

barren wigeon
#

ok thank you

undone glade
#

Hope it helps

obsidian elm
#

need some help putting an animation onto a hand gesture ❤

#

it's like a energy ball i've made that when i do the rock and roll symbol then it shows up

barren wigeon
#

what's the problem?

long ridge
#

why does the VICTORY animation from vrsdk files not actually work?

obsidian elm
#

just wondering how to go about it, when i watch videos it feels like they do a bunch of stuff thats un-needed for what i want to do

long ridge
#

I tried copying over the hand stuff from VICTORY from VRCSDK files to another .anim that I'm trying to use but they don't actually do anything

#

why

#

do i really have to manually recreate the whole thing?

barren wigeon
#

@obsidian elm >they do a bunch of stuff thats un-needed
I wouldn't say so

obsidian elm
#

i mean most of the time yeah adding in extra animations and chaning hand positioning when i don't need to 😦

long ridge
#

i mean, you don't NEED to do anything

#

but if you want something good, then you may WANT to

obsidian elm
#

no it'll be good thats not the issue because i need it to be an open palm

#

so no point me chaning that

long ridge
#

then you need to make it an open palm

#

or else it will be the default hand

obsidian elm
#

it already is my dude

long ridge
#

so what's your problem

#

lmfao

#

it sounds like you know what you're doing

barren wigeon
#

@obsidian elm adding finger positions is not reqired I guess

#

Bu t I'm not shure in what position will fingers stay

#

Just try it)

obsidian elm
#

i just don't know how to clip it or just make it apear on my hand when i do a hand gesture

long ridge
#

unless you add animations the hands will use default idle hand

#

set GameObject to active

undone glade
long ridge
#

it's the tutorials you're watching

#

lmao

undone glade
obsidian elm
#

@undone glade it has some much stuff i don't need to do in it though

long ridge
#

then you skip to when they add an item

#

you can tell when that is because

#

there'll be an item

#

basically, you set gameobject to active in the animation

obsidian elm
#

whats the point in a helping discord when you just get redirected to videos all the time XD

long ridge
#

but you keep it off on the model

#

because you're being vain

undone glade
#

Sometimes videos explain it better.

long ridge
#

this could be solved by going back through what you already were, or looking for a simpler tutorial

#

remember we aren't slaves to provide screens, and we really can't speak it out either

#

tutorials show video help and have someone speaking

#

also i have my own problem >:C

undone glade
#

Knowing the basics can help you get creative.

long ridge
#

daemongrave, do you know about the .anim files in the VRCSDK
?

#

why don't they actually do what they do in game

#

?

undone glade
#

@long ridge example?

long ridge
#

Okay, I copied all of the finger/hand animator movements

#

and pasted into a new anim, from VICTORY

#

but I don't do VICTORY

#

I do nothing

#

Do those .anims actually contain hand animations or are they just a big joke? lmao

#

they preview as nothing and they do nothing in-game

undone glade
#

Victory should be working.

#

Oculus, Vive, are you using the updated SDK?

#

Should have the 2018 one

long ridge
#

Oculus, new SDK

#

i mean that

#

the literal file

#

doesn't work

#

the .anim for VICTORY does nothing but put my avatar into a casual pose

#

all of the .anims here dont work

undone glade
#

Are you using a duplicated animation override controller?

long ridge
#

yes

#

I have another animation that works fine

undone glade
#

Let me see the controller

long ridge
#

everything is fine, it's literally the file

#

it has nothing to do with that

#

i'm gonna reinstall the fucking sdk hold up

undone glade
#

Otherwise all I could think of is make your own Victory hand gesture.

long ridge
#

which is what i'm trying to dodge

undone glade
#

Or try reinstalling the sdk

#

Maybe the file is corrupted, it works fine for me.

long ridge
#

hmm, yeah reinstalling the SDK

#

i was cheeky last time

#

i didn't delete the folder

#

realised that could be it

undone glade
#

Make sure the old SDK is deleted if you have not done that already

long ridge
#

yeah just deleted it

undone glade
#

That could be what happened.

long ridge
#

still broke

undone glade
#

As in the 2017 version

thick ledge
#

every time i do a animation the legs distort

long ridge
#

that's right

thick ledge
#

even animations that do nothing

long ridge
#

that's right

#

that's fine

thick ledge
#

anyone know what i can do to fix it?

long ridge
#

you don't

thick ledge
#

??

long ridge
#

you just use a dupe avatar

#

it doesn't go through to the game

#

create the anim on a duplicate

#

then extract the anim

undone glade
#

@thick ledge always make a duplicate when making an animation

#

Use said duplicate for animations.

thick ledge
#

i have been

long ridge
#

then you're fine

#

the body does that

thick ledge
#

but in game i merge with the floor?

long ridge
#

hub has glitched floor

#

if that's what you think

undone glade
#

Did you hide/delete the duplicate and use your main one?

long ridge
#

^

thick ledge
#

yes

undone glade
#

Better to hide so you can mess with animations my opinion

#

Tweak, add, etc.

long ridge
#

you can always copy and paste the original stuff onto a new .anim on a new dup though

undone glade
#

meh i'm lazy to

long ridge
#

daemon

#

dm me your VICTORY anim please

#

or the whole Male_Standing rig

#

lmfao

undone glade
#

It will have to wait.

long ridge
#

:<

undone glade
#

Mobile and should be sleeping because 1am

long ridge
#

reinstalled SDK twice

#

.anim file still fucked

undone glade
#

I'll try to do that when I get the chance unless someone else does so

#

@thick ledge Also check aninations for position/rotation/scaling that is with your animators or mesh.

#

If you mess with the avatar during the recording it will have it recorded.

#

Moving it for a better look, changing shaders, etc.

#

Done. Sleep. Hope it helps. Tired.

long ridge
#

okay so

#

does someone have a peace animation for both hands that I can have?

#

Not keen on doing it all myself lmao

maiden mountain
#

how to tell which emote is which?

#

so I don't override the default emote which I think is cool to have

tidal garnet
#

they go from top left to right

daring frigate
#

does anyone know the best way to make some sort of one time particle trigger ? by that i mean like pressing the trigger will shoot 1 particle, for now what i do is have the particle system always enabled , max particle to 1 and emission to 0 , then pressing the trigger wil set the emission to 10000 so a particle will spawn instantly

#

but doing that will prevent me from firing the particle 2 times in a row ( if the first one isn't dead yet)

clear yew
#

anyone have experince with particles?

robust hound
#

@clear yew honestly just mess around with them for an hour or two and learn how to use them. Its really not complicated, just there are a lot of different options

clear yew
#

yeah i already have one set up but i am trying to have it with collision so it can bounce around and what not but i cant even get it to show up in game anymore. @robust hound

bleak basalt
#

https://imgur.com/vCdXtS5 Anyone know why my animation turned out like this in unity? It looks similar in blender the weapon isn't suppose to break apart like this.

thick ledge
#

keep running though these animation override tutorials but my char keeps having crazy leggs and going into the ground

#

Dont suppose anyone would want to sit in on a screen share and catch what i am doing wrong

maiden mountain
#

can someone explain what's wrong?

bleak basalt
#

@maiden mountain fix your emote animation in unity so you're on the grid so you'll be (the ground in game)

maiden mountain
#

how do i fix the emote animation?

#

all i did was animating a single shape key and that is the mask

native aurora
#

its from vrchat

#

we do have same issue

#

its continue looping

#

for a minute

clear yew
#

How to make a non-humanoid avatar orient relatively to my rotation?

#

Oh.

#

It already does.

#

Perfect.

gaunt gyro
drowsy gazelle
#

@bleak basalt when i last time tryed to change positioning in animation it broke everything else and i end up flying

#

So, is there any way to replace the idle animation and maintain the normal positioning? Becouse for avatar 0/0/0 position is his feet on the floor, but for animation 0/0/0 it's a center of avatar, so he's feet under the floor.

mortal creek
#

Hello fellas i want to know fi there is a way like to put out a sword without using vr and keep the sword in the hand

gaunt gyro
#

@drowsy gazelle I'd say try to solve your issue by baking the Y position onto the ground with these settings https://puu.sh/z85zM.png

drowsy gazelle
#

@gaunt gyro Hmm. How i can get thise options on custom animation? My file only have the first three lines

#

so i had to put positioning into animation itself

clear yew
#

Is it possible to play an animation on spawning the model?

drowsy gazelle
#

or maybe here the way to edit the existing animation instead of creating a new one?

keen plank
#

Ay I'm gonna ask again but how do I animate a avatar without it going into the default muscle state and going into the ground? I have a Mixamo idle animation but that doesn't seem to do anything

gaunt gyro
#

I think you get those options if you apply the animation to a humanoid model

robust hound
#

@clear yew Just set the animation always running and when your object spawn it will be running automatically

clear yew
#

@robust hound I have Idle animation set already.

#

I do not wish it to override that.

cosmic hinge
#

i am new to animations but, i created flapping wings for a fairy avatar in blender, put it in unity seen the animations section next to rig and created an animation controller from that, i applied it to the animator component, and i hit play in unity and her wings flap, but when I go into game they do nothing... I also don't know if this is the right area to ask, but is there a way to have her float rather than walk on the ground and for her to stop using her legs?

clear yew
#

Can someone please help me, I've made these animations and only 1 of them works, the defualt one (The gun) and the rest just don't trigger. The hand gesture's do but the item is gone https://imgur.com/a/VFtTt

#

@cosmic hinge Have you applied it to the avatar desctription?

robust hound
#

@clear yew
be more accurate on what you want to do.
What I understood was that you wanted to run an animation all the time starting when you spawn (so just all the time basically)

and also what kind of animation is it?
(particle, movement or others)

clear yew
#

No.

#

I want an animation to run on spawn.

#

Is it possible to play an animation on spawning the model?

#

on spawning

#

That means = once.

#

It is simply a portal with a person stepping out of it while catwalking.

#

I have all of that set.

#

I can make it in Unity.

#

But in VRChat it does not work.

cosmic hinge
#

I have this, if i try to add it to the avatar description it doenst pop up, is it because it is animation controller rather than animation override? https://i.imgur.com/HAs5RSr.png

robust hound
#

Since you can't script, I don't think ti will be possible to access the "onCreate" function

So I really do not know if it's possible, my guess would be a no. sorry

clear yew
#

I see then.

#

Just as I thought.

#

Thank you, anyway.

robust hound
#

and sadly there is no "spawning" state, you just go from "loading" to "idle"

clear yew
#

Can anyone please fix my problem?

robust hound
#

if we knew your problem it would be a lot easier

muted oyster
#

So i had an animation on "thumbsup" that made a gun appear which works fine. I tried to add another one on "handgun" that would then be the gun firing with sound aswell. But now whenever i do the "handgun" thats supposed to be the gunfire nothing happens and when i do the "thumbsup" to just have the gun out it fires constantly but there is no sound.

#

I clearly did at least two things wrong here but i can't figure out what

devout star
#

Hey guys how would I make certain parts of my model glow in the dark and such

robust hound
#

you set emission

#

duplicate the image texture

#

and make black what you don't want to emit

#

then set the on the "emission" option of your body texture

clear yew
#

@robust hound What do you need to know of?

devout star
#

Thanks 😄

clear yew
#

Is it possible to create a sound effect triggering animation on an emote without a humanoid rig?

#

Yes/No.

hearty bay
#

Is there a way for weapons and other items in an emote to be seen in the mirror?

cosmic hinge
#

so i finally was able to get my flying animation to work, the only problem is...im somehow upsidedown...is there anyway to fix that?

snow basin
#

how would i go about making or finding a custom animation for my model? its a big fish model that i want to swim in the air

noble fern
#

Man I wish there was a way to add sound when a particle dies. Would make the report on my rocket launcher that much better

#

@snow basin just create it. It's tedious but not difficult

snow basin
#

how do i do that?

noble fern
#

With the animation window in unity?

snow basin
#

ive never done animation before

noble fern
#

Oh. There are some good tutorials on YouTube

#

They'll cover the basics. The more you do it, the better you get

snow basin
#

okey

clear yew
#

Oh yes.

gaunt pebble
#

Does anyone know how to increase the max duration of animations?

#

seems to be around 45 secs atm

gaunt gyro
#

You cant. Thats a limit in VRchat itself

pliant plank
#

I'm assuming that's emote animations right?

#

Because overall animation can be way over that in VRC if not a direct override

gaunt pebble
#

yea

#

my animations are like 4 mins, but the camera of the emote thing unlocks after like 45 seconds, which makes it glitchy

#

so I want to lock it for the whole duration

gaunt gyro
#

Yeah 45s goes for CAO only. if you want longer animations, you need a seperate model for it that triggers the animation on awake.

cinder lodge
#

It’s odd but all emote animations I set work with the exception of fist and victory. I use the same method to create all my emotes. Do you think it is an issue with the custom override file in general?

noble fern
#

I use custom on fist. Sometimes it works. But any time you try to pick something up it plays

clear yew
#

That hair.

#

NICE

cinder lodge
#

Yeah I had a fairly goofy face with that in mind. I’m just not sure why the custom hand I made for the emote works but the emote fails to activate

gaunt gyro
#

https://puu.sh/z8Vth.mp4 The animation so far. I know I've posted this a few times now. But I just can't get enough of it. 😂

cosmic hinge
#

So i did an animation of my wings flapping, and im above ground. I got the animation into the game, but im upsidedown, and my arms don't seem to move the way they should (in VR). any tips or help on how to fix this? Been working on this for hours and still have not been able to fix it https://i.imgur.com/u9waHoY.jpg

noble fern
#

Oh Lord

#

Um. What does the animation panel look like

#

I have noticed that just because it's perfect in unity, doesn't mean it will work the way it should in VR. I had a severed head with a face inside it, and made it so that if you looked inside it would scream at you. The sounds were configured in unity so you could only hear if the listener was inside the head. In VR, the sound would scream from like 15 meters away, even though the max distance was like .1 meter

cosmic hinge
#

Wow

#

yeah when i play the animation in unity she looks fine, but then again the animation doesnt show her moving or walking lol

#

the odd thing is when im playing in desktop mode she will float upright (but idles upsidedown) and her arms are stretched out in A pose instead of moving back and forth like they should

#

I dont want her legs to move so thats alright lmao

#

but in VR she turns upsidedown for everything (since i put the animation in idle and other movements) and my arms don't seem to work, but my hands can move

#

I imported this animation from blender, then i made the customoverride thingy and placed the animation in the places i wanted them to be in like idle and what not

noble fern
#

Oh I don't know about animating in blender

#

I've only done it in unity

#

I made a working rocket launcher yesterday

#

Actually shoots a projectile that will blow up on collision

muted oyster
#

So i added a animation for my gun to fire but it only shoots for a second before the gun and particles dissapear

noble fern
#

Then increase the particle flight time

cosmic hinge
#

I tried making the animation in unity as well before and it didnt work well. I can make my wings flap, but not sure how to make myself hoover above ground and not use my legs

noble fern
#

Technically you could add a bullet hole to where it lands if you want

muted oyster
#

the gun itself dissapears too

noble fern
#

But you gotta make it a world particle so it flies in the same direction it started

#

Did you make sure that you set your animation keys right?

muted oyster
#

yeah

noble fern
#

Hmm

muted oyster
#

also natsuo i think you just mess with the chracters location

#

like drag it up

noble fern
#

Do you change hand gestures,

muted oyster
#

thumbsup is just having the gun out and handgun is shooting

cosmic hinge
#

Ive tried that even without animations and i would just always stay planted to the floor

muted oyster
#

when i go from thumbsup to handgun its there for a second then gun is gone

noble fern
#

When you made your second model did you have the gun object enabled by default?

muted oyster
#

third model technically but everything is hidden as far as i know right now

#

yeah the gameobject with the particle system in it is hidden by default

#

it does shoot for a second when i do the animation

noble fern
#

Ok well the game object needs to be active in the shoot

#

And it needs to stay active until you change gestures

muted oyster
#

yeah

#

i was told the gameobject needs to be inactive in the hierachy or else it will just shoot nonstop when i have the gun out

#

which is a problem i did have a while ago

noble fern
#

I'm not home so I can't really show you what my animation panel looks like

#

It won't shoot nonstop if you don't have your sounds and particles set to loop

muted oyster
#

the particle system was alreaddy set to looping

noble fern
#

The game object needs to be inactive, until you gesture to shoot. When you shoot the model needed to have the gun active with sound play on awake and particle do the same. Ensure that the sound and particle are not set to loop and then you can get a gunshot

#

Well if it loops, then it will keep firing until it doesn't anymore

#

I'm trying to make a gun that has muzzle flash, has the slide rack, and eject a shell. So far I have everything except the slide racking

muted oyster
#

i'm a tad confused now tho, you said it needs to be set to loop but it already was so that cannot be the problem

noble fern
#

I said don't have it loop

#

If it loops it will continue to fire over and over

muted oyster
#

but it wasent

#

it was not firing nonstop

#

it just poofed after a splitsecond

#

with looping on

#

also is the whole point not to have it fire over and over?

noble fern
#

Well you said you didn't want the gun to disappear anymore

muted oyster
#

i want the gun to stay and fire untill i change gesture

noble fern
#

How many times do you want it to fire?

muted oyster
#

aka back to thumbsup

#

endlessly

#

if i want to stop i go back to thumbsup which is just the gun itself

noble fern
#

Ok then set it to loop with the gun object active upon gesture

#

Make sure the sound length is the same as the particles

grizzled cobalt
#

could someone help me out real quick

noble fern
#

And set sound and particle to loop so you can fire endlessly until you change

#

Have the shoot make the audio sources enabled and particle system enabled

muted oyster
#

eeeeh

#

going bit beyond my understanding here

#

both sound and particle are set to loop in the firing animation. Not sure how i am supposed to change the sound length

proud estuary
#

im try8ing to get my avatar to do a selfie pose but god do i suck at making animations

noble fern
#

Then when you switch back the gun is enabled but the sound and particle is disabled

muted oyster
#

the normal gun is an animation on its own tho

#

separate

noble fern
#

Well let's say the gunshot sound is 1.5 seconds

#

If you have a muzzle flash particle

#

And that duration is 1 second then the firing sound and animation aren't synced

#

Make sense?

muted oyster
#

think so

noble fern
#

So basically here's what your animation does

#

Inside the gun there is a particle system and a sound

#

The particle, sound, and gun are disabled by default. When you gesture to pull your gun, it enables the game object gun to show in your hand

#

When you go to fire, the gun is enabled and the particle and sound are enabled and loop and fire until you change gestures

#

Does that make sense?

muted oyster
#

eeeh nope

#

"When you gesture to pull your gun, it enables the game object gun to show in your hand"

#

one animation does that and switching over to another animation does the firing

#

so why would the object be active in the one thats just for holding the gun?

noble fern
#

Because if you don't have the gun game object enabled it doesn't show?

#

You have to have the gun model enabled in both gestures for it to show in your hand for both animations. Animation overrides are their own things and don't carry over from on gesture to another

#

What I'm saying is that for holding gun the gun object is enabled in the animation panel. For firing the panel would have the gun active, the particle active, and the sound active

#

I can't explain it any better in chat. I'm more of a visual person to explain anyway. So if you're on later today. (I'm EST and will be home around 430) I can show you what I mean

proud estuary
#

in the animation for the gun

#

make sure you enabled the gun object

#

youll find the property "is enabled" when checking the skeleton in the animation

#

yeah i cant really explain ti too well myself lol

#

is there a way to roatate an avatar during an emote, btw

noble fern
#

Probably

#

If you change the rotation value

proud estuary
#

yeah doing that dont work

noble fern
#

Should be under body transform or armature transform

#

I've never made emotes so idk

#

I only make the gestures

proud estuary
#

gosh well

#

the transform rotate isnt working for me

daring frigate
#

Quick question , let's say i have a hand gesture override animation , with the properties set on 2frames like usual.
If i set a different property value on the 2nd frame, using the hand gesture will constantly loop between the 2 values ? or is there a way so this animation only plays 1 time ?

red bough
#

I think it will only play once if you just don’t set it to “loop” in settings

daring frigate
#

i'll check that as soon as i get home

muted oyster
#

The object is enabled far as i know

#

hmm

meager saffron
#

can you have gesture overrides greater than 1 frame long?

#

or 2, whatever ^

surreal grove
#

@meager saffron You can, but you would need to trigger an animation to play rather than having the animation on the override.... if that makes sense

daring frigate
#

@surreal grove and how exactly would you do that ?

surreal grove
#

I am not at my primary computer right now so I can only give rough explanations

clear yew
#

Is it possible to create an animation on a non-humanoid rig?

#

On a model without rig.

#

(It is just invisible with triggering some simple particle effects like a heart.)

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That is what I want.

daring frigate
#

i would also like to know what exactly happens if the 2 frames of the animation have different values ?

surreal grove
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To start you would create the animation on the child hierarchy, rather than the avatar parent.

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It it had two different values on each keyframe, it would flick between the two, if they are 1ms apart. If they are a few seconds apart, then the override will try to play it, but will kinda break

daring frigate
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ok thx

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because i'm looking for a way to have an animation override to sort of trigger a particle spawn

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like for exemple when shooting with a gun

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of course just having a One particle system enabling / disabling is not a solution since i dont want the particle to disappear as soon as i released the trigger

surreal grove
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Ahhh

daring frigate
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and i've never found a good way to do it yet ^^

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the best i could do right now was to have the particle system always Enabled with emission 0 and max particle to 1, and the trigger would set the emission to 1000, this works good with a simple gun since you know that since the bullets are fast , you generally won't have time to fire the seconde one before the first die (so max particle 1)

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but then i wanted to also add a droping shell animation to the gun

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and here i know that i could fire multiple times and have the first shell still dropping

brave torrent
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You could set the emission count to 0 by default and then have the animation increase the count

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toggling the active state despawns prior particle instances, but changing emission count doesn't

daring frigate
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that's what i said

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but the problem is

brave torrent
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oh sorry I was scrolled up

daring frigate
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to what value do i set emission ?

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if i set it to something like 1

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the particle will not always spawn right when i press the trigger

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since all particles will have delays between them

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if i put it to 1000 , then it will start to spawn instantly but i would need to hav max particle set to 1 so it don't pop a thousand particle in 0,001s

noble fern
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Oh that's easy. Make it a world particle

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I did something similar with my rocket launcher

daring frigate
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they already are world particles

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but how does that affect the spawn delays etc ? x)

noble fern
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Ok

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It doesn't?

daring frigate
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no it just make them keep their trajectories in the world instead of relative to me

noble fern
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Yes

daring frigate
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this has nothing to do with triggering a particle spawn

noble fern
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Well

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How many times are you trying to shoot

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You just set the durations to be the same as your sound. And set them all to loop

daring frigate
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that's not what i'm trying to do again x)

noble fern
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And then you shoot until you're done

daring frigate
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to shoot i have an animation set to my side buttons (using vive)

noble fern
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I get that

daring frigate
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i want it so pressing the button 1 time without holding

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will shoot

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this way the shoot speed isn't consistant

noble fern
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Oh

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Yeah in Vive your animation continues until you change your gesture

daring frigate
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expect for the Handopen animation

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wich i use for shooting

noble fern
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So you'd have to make it loop or idk. Yes

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Well the particle goes away

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And restarts when you shoot again

daring frigate
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it will not if i use the emission method i said earlier

brave torrent
#

have you tried increasing simulation speed

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that should remove start delay

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then you can adjust the particle speed to counter that

daring frigate
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yeah but wouldn't that have the same effect has increasing emission to higher values ?

noble fern
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Not really. Emission just tells how many polys in the particle

daring frigate
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emission tells how many particles in a second x)

noble fern
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Like my rocket has a trail, a flame, and a warhead

brave torrent
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decrease the duration too?

noble fern
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The warhead emission is one

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There wasn't a need to make more than one. The smoke trail is 250, and the flame is 100

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The explosion that spawns on particle death is like 500 I think

daring frigate
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i also tried to decrease duration

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the problem was that a simple button press without hold sometimes still managed to end up without the cycle restart in it

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and its not really helping with the " 1 particle each trigger"

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since even with small cycle duration , the particles still depends on emission

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a way i tought of was maybe the rate over distance thing

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but if i have 0 particle at start , setting a value to rate over distance will not spawn any particle

iron flume
#

Is there away to make face expressions without override hand gestures? Or keep the hand gestures

daring frigate
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if you override hand gesture you can still reproduce the hand gesture with the face animation

iron flume
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Oh ueah, just animate the hands

clear yew
#

Yo Can Somone Help me

#

I Tried to upload something on Unity and it gave me the "Uploading With exception Object" Message

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and doesn't Move the bar at all

daring frigate
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did you check the console to see if there is any error ?

clear yew
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Yeah

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There was nothing at all

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Im gonna try to Do my models on a new Project

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I'll let you know if it works or not

daring frigate
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ok

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i'm gonna do some test with the rate over distance

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does anyone know what exactly is a "distance unit"

clear yew
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So we can animate particles as a constant stream.

daring frigate
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?

clear yew
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But is it possible to animate an explosion?

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That is triggered once.

daring frigate
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you can yes

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make an particle system that does not loop

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but play on awake

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wich create any number of particles in a burst for exemple

clear yew
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Oh.

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And in the animation?

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What should there be?

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The same as in for a stream?

daring frigate
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just enable the particle system

tribal sparrow
#

If i have an object that becomes Active when using handgesture. Can I assign an Animation Component to it and have it be animated just like how you animate blinking eyes?

daring frigate
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it will then play once

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not sure about this one Dunder

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didnt try

clear yew
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Thank you.

daring frigate
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np

clear yew
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@daring frigate Another questino.

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Am I supposed to have the animation be as long as the whole duration of the explosion?

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aaand It says it again 😐

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"Exception while posting the result Object"

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I'll reinstall SDK I suppose

daring frigate
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@clear yew no , the animation will still be 1 frame long

clear yew
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So I have to set it to gestures.

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Not to emotes.

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Because when I set it to emotes,

daring frigate
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if you want emotes you can set the duration to whatever you need

clear yew
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It just activates-deactivates it repedeately.

daring frigate
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for gestures its 1 frame

clear yew
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I see.

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Thank you.

daring frigate
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np ^^

clear yew
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And as I understand, the gestures can be only used with VR sets.

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Is that correct?

daring frigate
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exactly

clear yew
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Thank you.

#

Then the last-last-last question.

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Is it possible to attach an explosion like this to a movement command?

daring frigate
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you mean like exploding on walking ?

clear yew
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Yes.

daring frigate
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you can yes

clear yew
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And how do I set that up?

daring frigate
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you can override the walking / running animations

clear yew
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I know.

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But the thing is,

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They need looped animations.

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I know that because I overrode that with my avatar.

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The walking cycles and the idle pose/.

daring frigate
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well if you know how many time your walking animation takes for a full loop

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you can then set your explosion particle system to loop with a corresponding "rate over time"

clear yew
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Oh.

daring frigate
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or burst if you want

clear yew
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I want it to do only once.

daring frigate
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whatever you want your particle system to be x)

clear yew
#

EUREKA

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I FIXED IT

daring frigate
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gj !

clear yew
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It like a small black hole explosion that I want to play every time I step backwards.

drowsy gazelle
daring frigate
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and it will be every steps right ?

clear yew
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my model uploaded in like 20 seconds after hitting the Upload xD

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Only once.

drowsy gazelle
daring frigate
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so just the first step ?

clear yew
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Yes.

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So I do not kill servers.

drowsy gazelle
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by default i cant change positioning

daring frigate
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well then i would make a particle system wich does not loop

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a particle system that will spawn 1 particle

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and also set its delay value if i want the explosion to happen at a specific time

clear yew
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Well my particle system spawns the particles only once.

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I shall make a gif.

daring frigate
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isn't that what you want ?

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make sure the particle system is Disabled by default

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and make it enabled in the animation

daring frigate
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and make sure that "play on awake" is checked

clear yew
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Okay.

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Then I do just like for an emote.

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Right?

daring frigate
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play on awake will play the particle system as soon as its enabled

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so if you set the particle system to not loop, everytime the walking animation starts the particle will fire one time

boreal trellis
#

Hi, can i have more than 8 emotes in my emote menu?

tribal sparrow
#

If i have an object that becomes Active when using handgesture. Can I assign an Animation Component to it and have it be animated just like how you animate blinking eyes? |

After experimenting and reuploading a bunch of times my own conclusion is that this does in fact not work... All I want is to have blend shapes on my hand gestures 😦

boreal trellis
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Im totally new to this, still working on my avatar so, just wanted to ask

clear yew
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Thank you very much.

daring frigate
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you can still set a blendshape value in the animation override

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but it will not be animated

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xD

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np @clear yew

tribal sparrow
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non-animated blend shapes FeelsBadMan

boreal trellis
#

So 8 animations per character is max?

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Tell me if i am wrong, to have more animations i need to copy my avatar and put more to the second one (both avatars are same)

daring frigate
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i think so yes

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yes

boreal trellis
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That will work right?

daring frigate
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exactly , you will need to know which avatar has which emotes tho

clear yew
#

And OMG.

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The question I have never got an answer for.

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Is it possible to create animations WITHOUT a humanoid rig?

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Like I just want to be a cute ball, that explodes into a black hole suddenly.

daring frigate
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i never created non humanoid avatars , but i think you can yes

clear yew
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Because it told me it was not going to animate it.

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So I had to import a fake rig.

daring frigate
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its just that the animation controllers are not the same if i'm not mistaken

clear yew
#

I see.

chrome ridge
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how do i add emotes to the avatars?

clear yew
#

There is a huge tutorial on Youtube for that.

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It is kind of a lot to explain.

chrome ridge
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ok

clear yew
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@daring frigate When I stop walking, the particles disappear.

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Is it possible to make them persist?

daring frigate
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well technicaly there is but when you also want a particle to trigger only one time there it gets difficult x)

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thats actually close to what i'm trying to do

clear yew
#

I want to be able to quickly tap my back button.

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And explode.

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Like a gesture of sorts.

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So that I do not move.

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Well.

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I guess that is impossible without events.

daring frigate
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you can do some hacky way but it will need tweeking

clear yew
#

I see.

daring frigate
#

like for exemple having the particle system always enabled

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even without animation

#

but emission to 0 for exemple

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then set it to 1 when your walk animation start

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when you stop walking it will go back to 0 , but the already created particle will still be there

clear yew
#

Oh.

#

But well.

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You know what that is going to do.

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Too Many Polygons.

daring frigate
#

you can also have "duration" set to something really small like 0.1 by default

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and set it to 1000 during the animation

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so that the particle will not spawn a second time unless you walk A LOT

#

but again it will need tweeking to get what you want

#

i'm trying to do something similar with a bullet shoot x)

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but in hand gesture override

clear yew
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@clear yew oh hey, thanks for showing your awesome creations yesterday

remote helm
#

Anyone able to explain why I can see my body when looking down but not in a mirror? Im stumped. It looks thin in unity and ive been using it/playing with it for days.
https://imgur.com/a/jmRYU

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I'm using Snail's marker

daring frigate
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problems with mirrors

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but other people still see you correctly even in mirrors

remote helm
#

Sweet. Thanks. is there anyway to fix it?

daring frigate
#

and sometimes adding meshes to a model , like the snail's marker , create this kind of bugs

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and i dunno about fixes sry :/

remote helm
#

Ive got a bunch of additional meshes. Ill have a go at removing some unneeded ones. It's a scene ive been rendering the avatar out over days and different ideas

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So it's messy as hell.

#

See if thats a fixWwwwwwwww

placid oriole
#

Do you know what is what on htc controllers ? It's like I can't put my face animations there and I lost my ability to point my fingers plus few of my animations are like in slow motion 🤔

surreal grove
#

@placid oriole THat is what happens when you put an animation in that has more than two key frames and/or lasts longer than 1ms

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You need to have an animation on the child itself in the hierarchy. And create the override to enable to animation

placid oriole
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let me check

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@surreal grove I created my face expressions on copy of my avatar and I used Blend Shapes and they are 0->1 frames each

surreal grove
#

How far are your keyframes apart?

worthy harbor
#

Err, I was messing around with some animation overrides too, at which point my hands just completely stopped responding to any input at all despite the animations being two frames long. And now they remain completely frozen even after removing the animation overrides completely. Does anyone know how to revive my hands?

surreal grove
#

and how many do you have there? You might need to zoom out

placid oriole
#

example of my face expressions

remote helm
#

@daring frigate Removed an object and reuploaded it. My avatar and the rest of the the custom meshes/objects are visible. The rogue object had a deactivated bone structure

fluid light
#

anyone nkow why blinking aint working ing ame?

#

it works in cats blender testing

surreal grove
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@placid oriole Hmm I would need to take a closer look at it. Not at my personal computer now....

placid oriole
#

@fluid light I heard that there is bug with eye blinking at this build

fluid light
#

hmm

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what build

#

of cats or unity

#

vrcsdk

surreal grove
#

VRChat build

placid oriole
#

vrchat

surreal grove
#

it's currently bugged in the game

fluid light
#

hmm

#

areu sure

#

yea

#

u right

daring frigate
#

@remote helm sry i'm late bt glad to hear that

placid oriole
#

damn I'm doing everything like in tutorials and I can't even point anymore and my hands are moving like in slow mo 😛

woeful flame
#

Someone has the breakdance .anim?