#animation

1 messages · Page 39 of 1

plush jungle
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hm so I have a mesh that works perfectly fine but when i put the mesh into a particle system the mesh cant be seen

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can the mesh in a particle system only have x polys ?

frosty pendant
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could someone tell me how i can move for example a plane rotor in an gesture override?

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so it rotates while the plane is out?

plush jungle
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particle system or within the animation

royal summit
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I’m making a flamethrower at the moment using particles and animations but every time I use it in game the flames drop to the floor. Any ideas how to fix this?

nimble ridge
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@royal summit it might be a problem with the simulated space check it to be local

royal summit
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Ok thanks

harsh ridge
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Does anyone knwo where I can find more premade animations like Mixamo? Specifically Im looking for that Dab emote if anyone knows where that is

charred lotus
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anyone know how to make longer animations not "unwind" if that makes sense? I have a 2 sec long animation , and everytime i let it go or use a different trigger the hands go really slow back to their original posistion

brazen crater
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@charred lotus have also been struggling with that, haven't found a solution

clear yew
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I have a question.
I can not change animation of the rig in Unity because the rig is already set to Humanoid.

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It is on AnimationOverrideController.

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Is it possible to edit that inside of Unity?

frosty pendant
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can someone tell me why my looped animation stops for a moment after each loop?

clear yew
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That could be because you have another animation linked to it.

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In Animators.

west cypress
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@frosty pendant You don't have extra frames in it? :O

frosty pendant
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my animator component has none as the controller and i assigned only 1 animation inside the animation component

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its a 1 second animation with a 360 degree rotation in it

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and it starts slow and stopst towards the end

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found it^^

west cypress
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What was it?

frosty pendant
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i looked into the animation curve and it was rounded at the start and the end. i edited it to be linear and now its fine

west cypress
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OH

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LOL

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THAT'S WHAT YOU MEANT

frosty pendant
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yup

west cypress
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glad you sorted it out xD

frosty pendant
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yeah learning by searching^^

west cypress
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you been doing custom animations a long time? I ran into a problem myself

frosty pendant
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not really... but i´m messing around alot^^

west cypress
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Maybe you can help me out still :o

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I just started yesterday

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I made a custom idle animation that's set up as prone

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but when I plugged it in, the head dragged the body upwards so now it looks like I'm standing up

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any ideas what I might be doing wrong?

frosty pendant
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no idea... havent messed with idle animations so far...

clear yew
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any tips for non humanoid custom anims?

frosty pendant
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ok ill be afk for a bit^^ need to see if my stuff works^^

clear yew
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How to change an animation of the rig?

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From inside of Unity.

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I mean,

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I have an animation that I override with.

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I wish to change it.

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I can only change the part of it that has nothing to do with the rig.

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But changing parts of the rig does not work.

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They snap back and the Animator tells me that I am not allowed to do this, because this is a humanoid rig.

west cypress
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maybe change it to a generic rig?

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Humanoid rig keeps you from translating/scaling some bones

clear yew
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Then it does not animate.

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Yes.

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There is supposed to be a way to animate the humanoid rig.

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Mec-something.

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yeah, animations arent running unless i force it to humanoid, which looks straight up funny, but not what im looking for

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yeah...

harsh ridge
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Using premade animations in Mixamo, why is it that my characters legs are backwards? How do I tweak that?

white herald
clear yew
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TYTY youre a lifesaver

white herald
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thank the author lol

west cypress
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@white herald this saved my ass too holee

clear yew
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i wouldnt have known without u 2

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lul

grand copper
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Is anyone familiar with importing a lightsaber as a weapon? So instead of only making the weapon appear in your hand, it must also be able to turn on and off. For some reason the "turned off"-state is being ignored and the lightsaber is always turned on.
https://imgur.com/a/rJpJs

https://imgur.com/a/827oK

as you can see, I have 3 states to switch between and 2 animation overrides to make it switch to them. but until now I get a turned on lightsaber on both hand gestures.

south lynx
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I finally figured out how to do animations properly, it only took me 2 days of annoyance 😊

grand copper
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this is taking me a week now xD

bleak fractal
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Is it possible now to make a selfie phone which can reflect things in front of it, and then use gesture to active it so that I can take it out anytime? (like a normal weapon)

fluid valley
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Need some help with getting the base animations working. Character is currently just stuck in a T-pose with no animations whatsoever

grand copper
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look at the error messages you get in the upload window of the SDK

fluid valley
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None

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No major ones atleast

west cypress
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@grand copper you could create a separate "laser light" mesh with its own shader and add a blendshape to it to animate when you get the light saber in the "in my hand" state

fluid valley
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The only errors I have is about having high poly count, no finger bones and stuff about full body tracking, nothing about animations

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Anyone?

grand copper
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what kind of rig is it? humanoid? does it have a rig? did you follow a tutorial?

agile ruin
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Was it set to humanoid or generic?

opaque orbit
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I have some long animations, and some will play all the way, while some will be cut off short. It doesn't seem like its a timer because each one cuts off early after a random amount of time (one cuts off after 60 seconds and other after 45 seconds etc) and it's really annoying

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Anyone know why that might happen?

grand copper
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the sudden disappearance of its T pose?

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That's normal

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ignore it

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oh it happens in game?

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so you did the standard procedure? apply the effect to the original but deactivate it, duplicate the original, activate the effect on the duplicate and so on?

plush meadow
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Did you make sure that both main and duplicate model have the same position coordinates? @clear yew

violet gyro
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Does anyone know how to make a music trigger for a weapon? ive followed atleast 5 tutorials and none of them are working

clear yew
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how to prevent animation happening with first animations

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like I did a animation

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and after that animation I did a fall animatio

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but the fall animation and the first animation happens at once

plush meadow
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Is this within vrchat?

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Or within unity?

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For an animation, the model is supposed to clip through the floor in a crouch position in unity.

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What's your animation supposed to do?

sour harbor
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(I hope this is the right place to ask this) I'm working on a joker avatar that can take his hat off. Right now I've added a seperate object (hat) to the top head bone and made an animation where it says to move object: hat to another position (in his hand) but when I press the button I have assigned the animation to (fist animation), it does move the hat, but not to his hand but to the side of his head. What am I doing wrong here?

plush meadow
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Isn't the key frame supposed to be a second long? @clear yew

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If I'm thinking correctly, if you are using vr and want to draw a prop for however long you want it, you would have to maintain the gesture.

sour harbor
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I am using VR yes if that was directed to me. I saw a video where an anime girl could take of her hat and move it in her hand and pretend to put it on people. I want to achieve something like that as well.

plush meadow
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I think that's with the positioning of the object. @sour harbor

clear yew
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nvm found out how to fix it 😠

plush meadow
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You have to position it decently well on the main model prop wise. @sour harbor

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So you were able to get working the removal of the hat and the hat being gone from the head? @sour harbor

sour harbor
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Yes, but it only moves about 50centimeters to the right of his head, not to his hand.

plush meadow
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How did you position the hat on the main model?

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Or rather, how many hats do you have in unity for the model?

plush meadow
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Just the one?

plucky isle
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Im having an issue where i am not able to edit my animation. I have the duplicate model and Animation file but if i click on the duplicate model under animation I do not see my stuff to edit anymore

sour harbor
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Just the one yes

plush meadow
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How did you position your hat?

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On the head?

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For the main model?

sour harbor
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Yes, connected to HeadTop_end bone on the main model

clear yew
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how to disable infinite loop on animations

plush meadow
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What I'm thinking you should do is have it so that you have two hats.

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When you trigger the animation, you make the hat on your head disappear.

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And you make another hat appear in your hand.

sour harbor
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How would I do that? Scirpting? I have zero knowledge of that.

plush meadow
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But how you would do that I'm not exactly sure.

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I don't remember exactly, but it was something as simple as making the hat value in the animation on the head zero and making the hat in your hand active.

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Something like that.

sour harbor
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Ah, thanks. I'll try to figure it out that way.

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Now I think of it, the way I was doing it the hat would stick in the position where his hand is when you're making the animation but it would not move if your moving your hand in-game.

plush meadow
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Yeah.

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so you would have to make the hat connected to your head zero.

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And make a hat not connected to anything appear in the other hand.

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Akin to summoning a prop/gun out of nowhere.

sour harbor
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Think I figured it out, made it now that the head on his head will be resized to 0, 0, 0 when I activate the animation and a new one will "spawn" in his hand 😃

plush meadow
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Seems about right.

devout star
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Hey guys so I have a bug in-game where my model wont show correctly in the mirror. Is there any way around this?

sour harbor
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Can you give an example? Is it when you have a weapon drawn for example?

opaque orbit
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A lot of my animations now cut off short, and I didn't edit them. Was there an update? Or a change?

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It doesn't make sense that almost all my animations are glitching now

red lodge
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hey, how to convert vmd motion data to unity? want to put dance animation on model

shrewd moon
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How I did my hat grabbing animation is, add 2 hats onto the model, the one on the head will be active and the one on the hand will be inactive, create a animation so when I do a hand gesture the hat on my head’s mesh is disabled and my hat on my hands is active, do some finger posing so it looks like I’m holding the hat.

plush meadow
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@sour harbor

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^^^

soft axle
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I have a question. Is their two animation for running and walking?

brave torrent
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you can check from animation controller

fading solar
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is there any free particles like ultimate vfx ( thats not free).

sour harbor
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@shrewd moon Where can I find the option to disable a mesh in the animator? When I previewed my current animation in Unity it worked, but ingame I now have a hat in my hand and one on my head which moves to the ground (eventho it says to just resize it to 0x0x0 in the animation)

clear yew
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Question for you guys: I've ran into an issue a couple of times when making an override in which certain parts "stutter" I guess you could say for a lack of better terms, as in they seem to flick on and off when I activate an override with a gesture and keep the gesture active. I'm trying to figure out what causes this and how to prevent it because I've had some overrides work just fine without the issue, but then on others it randomly happens. Any ideas/solutions?

sour harbor
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Is it set to 1 second?

clear yew
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Yup

remote helm
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Hey there. Does anyone know by chance if there is a download for the derpy animation floating about?

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derpy eyes ani*

clear yew
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The current problem I'm having is the fingers on my model are moving in and out when I'm holding a prop. I'm trying to figure out what caused this. I've had a similiar issue before with blend shapes where my facial animations were just going from what I set back to the default state in a quick loop instead of staying to the shapes which I intended them to be in

remote helm
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@clear yew Im having the same issue

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No fix as of yet

clear yew
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Bummer. I can't figure out what I did or didn't do to cause it

shrewd moon
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@sour harbor I just hit record and disable the mesh on the right side or you can disable it in the animations under the mesh renderer

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Not at home so I have a vague memory of what to do

sour harbor
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Thanks, I'll try to disable it while recording. I already looked under mesh renderer, but could not find anything that said disable/hide or something in that manner.

sour harbor
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Nvm, I take it is just Mesh Renderer.Enabled which you add to the animation and then untick the box that is on by default? Let's see if it works now when I upload it again 😉

tawny wyvern
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Hmmm.. The example character animations in the sdk (those found in Male_Standing_Pose - idle, runfwd, etc) seem to be all blank. Does anyone know if they've published a more fleshed out set I can use as reference anywhere?

remote helm
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@clear yew Had any luck?

clear yew
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@remote helm I managed to fix it. Just make sure that everything is exactly the same from the first frame and the second. Delete your second frame, recopy the first again, and paste into the second frame. Double check them both to make sure all of the values are identical. Somehow, something was mismatched for me so I tried that and it fixed it.

remote helm
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@clear yew Ah nice one dude. Problem solving at its finest. I'll give it ago and Ill report back. ThanksWWWWWwwwwwwwwww

clear yew
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np mate, good luck

normal skiff
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it's odd how blend shapes on gestures properly interpolate from say 0 to 100, but I can't do the exact same thing on a particle emitter to make it emit more particles when I press a trigger harder

spark shard
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I'm trying to add a sprite animation onto my model, but when I upload I get a red warning preventing me from uploading saying I can't have a sprite renderer

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I'm confused because I see people who do sprite like animations all the time like error.mdl, is there anyway I can have the animation without the sprite renderer

remote helm
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Able to take a screenshot of the error message in your VRChat SDK Build controls?

spark shard
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Yeah, I just can't post here

remote helm
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Upload to imgur

spark shard
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kk

remote helm
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Are you using a script you found on the asset store?

spark shard
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No, just default unity stuffs

remote helm
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Strange

spark shard
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Yeah idk, a bit confusing to me >.< first time doing something like this

heavy stirrup
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Is there an animation i could place for turning?

paper lantern
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So I've been playing with some facial animations using hand gesture overrides - but is there any way to keep the hand gesture intact while keeping the facial gesture? For example if I give 'Victory' a facial emote it breaks the hand into the default claw-like open. I was hoping to fix this.

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Or am I missing something?

cobalt oyster
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Is this the right place to ask about attaching a sound effect to a specific part of my avatar?

paper lantern
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Maybe? There isn't a sound section...

cobalt oyster
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Then does anyone know how to attach a sound effect to a bell thats on my avatar? I want it to play a sound when it moves through the dynamic bones, or if someone touches it I guess.

spark shard
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Athir you have to make the hand gestures yourself

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And Kaiser all you have to do is attach the sound to your armature somewhere and set it to be active during an animation

cobalt oyster
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Could you help me? I'm new to animations in unity

celest trout
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Does anyone have Muscle Animation Editor? It makes animations of fingers a lot easier.

signal raptor
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anybody know of a really good tutorial video on particle systems?

celest trout
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Search up Unity Fire. that's where I learned.

plucky isle
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Im trying to do different finger signs to change facial expressions and i got it to work but had to redo it and now whenever i do it it glitches out the hands for a second then goes to the correct hand placement. Im not sure what I did right the first time and what I am doing wrong now

heavy stirrup
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For me, it keeps the hands unusable for a while after.

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It'll do the animation, then i lose that hand for a while

clear yew
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I know about gesture animations, but does anybody know if I can do a emote overide animation where I press the emote then commence the animation with the object (ex. sword or gun) pulled out when I didn't have it out before? (Without vr of course)

spark shard
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Kroama for your issue make sure there aren't any more keys after the first two frames of the animation

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that's why you can't use your hand

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Same with you atomicstorm

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Make sure both frames of your animation are exactly the same

plucky isle
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Ive checked yeah, it acts like theres another key but there isnt

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i have only two, 0:00 and 0:01

heavy stirrup
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It says the length is 7.000

spark shard
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Check at the one second mark

plucky isle
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and says my length is 0:017

spark shard
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One sec..

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So when you do your animation atomic does your hand spaz out

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like on repeat

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or face

plucky isle
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no, it spazes out for 1 second then goes to the right placement

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and the face looks fine

spark shard
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Ingame, right?

heavy stirrup
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My own animation runs perfectly, only once-- i have it set to Legacy and Wrap Mode once-- should i change this?

plucky isle
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yes ingame

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testing it in Unity everything looks as it should

spark shard
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Hmm I never set gesture animations to legacy

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I just leave as is

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And Atomic I've never seen it only spaz out once >.<

heavy stirrup
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K, i'll try that and see what it does

spark shard
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Maybe try copying one of the keyframes into a different animation entirely

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and try that

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and then just pasting that same keyframe for both frames

plucky isle
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Am i able to screenshare or send a vid to you @spark shard in dm to better understand

spark shard
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sure

foggy pier
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Anyone have any idea where I can find a tutorial on making a animation like fire breathing with sounds?

spark shard
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#tutorials may have something, however I'm not sure

heavy stirrup
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Completely separate question: Scale animations work right? Was trying to simulate breathing... would dynamic bone stiffness affect this i wonder?

spark shard
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Never tried a scaling animation so I wouldn't be too sure on that

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I'm sure it's possible just may require some tinkering around with stuff

heavy stirrup
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Basically, it works in Unity, with the tail rotation, but not the scale once actually in game >,>

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I'll see what i can mess with.

clear yew
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simple question... if i make an emote that only has animators for the arms for example, will the idle animation continue looping for the rest of the body?

ashen sedge
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When doing emotes IK is not playing, so no

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Gesture overrides however, yes

clear yew
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so if i wanted to keep idle animation, i'd have to copy it in etc, ok, i won't worry about that then

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need vr for gestures haha

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just making a simple shrug emote

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thx

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while we're at it, do you know which emote # is which slot? or is it just left->right

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@.@

heavy stirrup
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I always thought it was left to right...
don't know, either way it overwrites the name though

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with animation's name

clear yew
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yeah but it'd be nice to know ahead of time

ashen sedge
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I'm not sure, sorry

clear yew
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rip, nobody seems to know

ashen sedge
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Assuming emote 1 is upper left, emote 2 is the next one to that and so on

clear yew
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yeah i'll just give it a blind shot at a middle one.. maybe, backflip

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if i nail it i can assume it's left to right

sweet zealot
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please tell me there is a faster way to add all the finger bones to an animation......

clear yew
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one knuckle at a time bruh

heavy stirrup
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You're using a baseline animation as an outline for all future animations right?

clear yew
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who?

heavy stirrup
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Is gear talking about adding properties?

clear yew
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i mean if you want, you can copy a preexisting animation's first frame keyframes then just 0 out all the values, if you don't wanna dig through the bloody menu

sweet zealot
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i am making a dragon girl animation and she has 2 free fingers, a thumb and the index, but i have to pose all the other fingers (wing fingers) and its 3 bones per finger for 5 animations. Im gonna die if theres no shortcut to add all the fingers.

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*hand gestures

clear yew
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if you're just talking about adding the animator properties

sweet zealot
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yeh

heavy stirrup
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What i've been doing is for every model, i create a "Name.FullProperties" as a baseline that i can copy from the bones i need for any new given animation

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That way i only have to add them once.

clear yew
sweet zealot
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fullproperties..... i must test that cause im not sure what that is but it sounds useful

heavy stirrup
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I'm just labeling that

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Either way, you still have to make the first one...

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I think genesis is suggesting an easier way to do it.

sweet zealot
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so i make a blank animation with all the bones inside of it, then save it as a template, then reopen and save as other animation to edit?

clear yew
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find an animation in sdk that has all the properties added

heavy stirrup
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Basically, yeah. I don't know a faster way to make that said template though.

sweet zealot
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^ ooooh

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any idea helps, cause im at my wits end

heavy stirrup
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Yeah, after the first 2 animations i was about "Fuck this." And made my templates.

clear yew
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i'm always copying animation keyframes (from sdk or from mixamo) to make my new ones... it's way easier.

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also lets you edit, cuz imports are read-only

sweet zealot
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wait it doesnt seem to let me edit an animtion once its saved and imported into a new file...

heavy stirrup
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My model's bone labels are off i think, so Mixamo has my character doing the limbo.

sweet zealot
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oh

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so i copy the keyframes, then in the new animation paste those keyframes?

clear yew
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haha maybe

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you have to rig it properly etc

sweet zealot
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all my avatars use the same rig i made

clear yew
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mixamo you have to convert animation type to humanoid so it uses animator instead of transform

sweet zealot
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some are just more stretched

heavy stirrup
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Basically, duplicate it and rename, or just "create new clip"

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Where is the option to change that-- humanoid characters i mean?

clear yew
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create new animation, copy keyframes from another, paste in anim you made, ez

sweet zealot
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create animation, save it, import to new project, rename it, edit it. is this correct?

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oh, lol didnt read the last message

clear yew
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you can select the top dark row to celect all keyframes in that frame (ex the first), or you can ctrl+a to copy everything

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oh right

heavy stirrup
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In mixamo i mean, is there a way to fix it so i can determine to mixamo what bones are what?

clear yew
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you either upload your model to mixamo

heavy stirrup
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Right now it's self-determining from my skeleton, poorly.

clear yew
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or you dl the mixamo anim raw, and then convert the dl'd model rig to humanoid

sweet zealot
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it wont let me add new properties to it in the copied keyframed new animation

clear yew
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then you copy the animation

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i still haven't worked that one out tbh... i dunno why sometimes you can add properties and sometimes you can't

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just click around and select different things etc until it stops being greyed out

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oh right, i think you need to apply it to a model as an animatior component

cobalt oyster
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So is there no way to convert a .vmd file to work with non-MMD models?

heavy stirrup
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You do need to have your avatar selected when adding properties-- using a duplicate since you dont' wanna mess with your original.

clear yew
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choice 1) duplicate your model and work on your animation with that new model, which you can delete later

choice 2) work with animations on your current model then do the fllowing when done to reset pose to t-pose:
https://i.imgur.com/mZAE2Fa.png

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to get the model to occupy the animation, i just stick the anim in the idle slot of an override controller duplicate, which i then apply to the animator module

plush meadow
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Doing duplicate is easier, no?

heavy stirrup
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There's no issue with having, for instance, an arm and leg together in an animation without the bones between them is there?

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In terms of actually getting said bones to move, at least.

proud oasis
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Hmm blend shapes are tricky

clear yew
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@plush meadow hmm it might be simpler, but prefab reset method is quicker, because you can swap out anims without having to reapply the component etc

thorny fox
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hey everyone, how do I change my avatar's head size for an animation?

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It doesn't seem to like that and spit's out an error/yellow message

clear yew
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i dunno if you can do that with humanoid mode avatar rig

heavy stirrup
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Hm.. Do Emotes listen to dynamic bones?

clear yew
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you'd have to make it a shape key in blender, or make a particle that is your head mesh overtop of your actual head

thorny fox
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gah to some extent that was the error message i got X(

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Oh! thats a thought

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but.. mmm 😦 i wont get the neck bending effect

clear yew
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shape key is your best bet then

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cuz then you can just stick it in as skinned mesh renderer property

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YE

thorny fox
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that sounds... complicated

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does it involve having to do anything in blender?

clear yew
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yes

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youtube how to make shape keys in blender... it's a bit fiddly (isn't everything in blender so? lol) but not hard or complex

heavy stirrup
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Do emotes respond to dynamic bone, or override?

clear yew
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what do you mean?

plush meadow
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I don't think they do.

heavy stirrup
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Basically, if you have a tail, does it flow with you

plush meadow
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I don't think dynamic bones affect emotes like dances.

clear yew
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dynamic bones will always be dynamic as far as i know

heavy stirrup
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Emotes are weird though, they take all of a character don't they?

plush meadow
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Actually.

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I'm wrong.

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Yeah, dynamic bones should still apply.

clear yew
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hmmm

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hmmmmmmmmmmm

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i wonder if you apply ik to the emotes 🤔

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i'm really sick of painful fk posing

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even if can't have the animations themselves in ik because of whatever vrchat stuff... making the anims with ik would be way easier... cuz then you could just, for example, drag a hand where you want it, then rotate and fix elbow, instead of balancing act one joint at a time

wet grove
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I believe there's a way to record animations through vrchat. I'll look for the link, but no guarantees on if the thing still works.

clear yew
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that doesn't help when you don't have vr

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which is the main reason someone would be using emotes as opposed to gesture overrides

wet grove
#

Have friends with vr that are willing to create it for you maybe?

heavy stirrup
#

Dances, i think

onyx bramble
#

Has anyone resolved hair detaching from their head?

thorny fox
#

for any partcle effects or meshs you use.. do you have to put it inside your avatar somewhere?

clear yew
#

particles spawn independently

thorny fox
#

no i mean if you want it to work in vrchat do all those things have to be children of your avatar

#

or does that not matter?

clear yew
#

particles are spawned by the particle system... i haven't fiddled with that yet though

thorny fox
#

mm nvm i dont think you get what im trying to say, yes i know about particle system but..

#

does particle system have to be put inside your avatar-object, aka the avatar you are about to upload

clear yew
#

oh, probably

sweet zealot
#

quick question - what is the normal hand relaxed pose called?

grizzled cobalt
#

Hey

#

Does someone know what these stand for:

♦ CROUCHWALKRT
♦ STRAFERT

nova pilot
#

asking for a friend, where might one find a dab animation?

spice urchin
#

make ur own

#

pretty easy if u start with mixamo idles

heavy stirrup
#

My gesture animation overrise still takes the hand's use away for a while

#

Though it's 7.000 it doesn't give me the hand back until well after the end of it.

clear yew
#

@grizzled cobalt crouch walk right, strafe right (strafe = a/d sidewas movement)

#

or wait

grizzled cobalt
#

but

clear yew
#

hmm actually nvm

grizzled cobalt
#

there is no opposite then

#

thats what I thought at first aswell

clear yew
#

i'm wrong, that's good question

grizzled cobalt
#

well

#

I left those open

#

but replaced the rest

clear yew
#

can non humanoid models use animationoverride for emotes?

#

or are they stuck to the animation controller

clear yew
#

@clear yew i'd imagine they can, but it'd be a different type of animation.

primal gull
#

does anyone know how to make an emote from scractg

clear yew
#

you could also gimmick it into being a humanoid model with invisible unweighted bones and use shapekeys for animating

primal gull
#

i made a transformer avatar and i want it to transform but the bones go back into place

clear yew
#

@clear yew ill try the invis bones, thanks!

#

emotes are time limited

#

cause i have already have my animations baked in blender

#

i just need shapekeys for visemes i think and custom moving anims

#

if you have the animations as mesh shapekeys in blender, then you can add them as skinned mesh renderer properties to the animation timeline

#

okey, so i can use those for visemes right?

#

yes and no

#

it uses the shapekeys straight from model, not viseme in unity

#

ah

#

i see now

#

you use the same shapekeys that are used for visemes if you want to change expressions during anim

#

if you wanted to make your avatar mouth move with a played sound for speech in animation, you'd have to lipsynch it manually lol

#

im doing something similair to that

#

ive just been adding animations to the blender timeline and exporting them as fbx files

#

and then duplicating the animations from the models

#

and adding them to the controller

#

for a model configured as a generic rig

#

but i wanted to have visemes for animation overrides

#

not just being able to walk forward and backward with jump and idle

#

but if i can just use it as a humanoid rig with invisible bones, and use all the animations i already have prebaked for movement, and make my own visemes with lipsync then i think that will solve all my problems maybe

#

ugh, is there a way it doesnt force my model into a t-pose when i rig it? or is that where the invisible bones come in?

#

thats something i dont really understand

torn sail
#

My model is suddenly in a position with bent knees and arms after making an anim. how do I get them back into t-pose?

primal gull
#

its supposed to do that

torn sail
#

yes I know

#

but Ive already deleted the duplicated model-

#

and the original is like that now

primal gull
#

then idk

clear yew
#

@clear yew yeah sorry, i dunno anything about animation importing

plush meadow
#

You could just hide the duplicate model.

clear yew
#

@clear yew okey, thanks for the tips tho, you solved one of my issues i had with a different model

plush meadow
#

Instead of deleting.

clear yew
torn sail
#

@clear yew Thanks for the help, but I dont have that option

clear yew
#

you must be doing something different then

torn sail
#

Well the first anim I set went alright

#

the second ones didnt

clear yew
#

what do you mean?

#

what i showed is for restoring your model's default position back to t-pose instead of the animation pose you were working with

torn sail
#

the process went fine

#

the second time I did it my model got stuck in a weird position

#

I dont have an animation pose atm

#

I was just doing face animations

#

but my whole model is different now

clear yew
#

different how

heavy stirrup
#

Is there a way to apply a shift in the Y axis across an entire animation?

#

Basically, due to some changes my animation now has the model walking through the floor

clear yew
#

hmmm

ivory lagoon
#

i'm doing 2d mouths, how do i get it to where the visemes don't fly 5 feet off your face when speaking?

clear yew
#

@heavy stirrup check the Q & T properties in the animation

#

if they have keyframes, nuke them and make a 2-frame no-change

#

iirc Q is rotate, and T is pos

limpid tulip
#

What is PRONEFWD and PRONEIDLE

clear yew
#

@limpid tulip when you are on the floor in vr, your char goes onto belly

limpid tulip
#

thanks

clear yew
#

that's called prone

heavy stirrup
#

My animation window looks a bit different. The do label themselves as positions and rotations.

#

I think I'm going to sleep on it for now. Thanks.

mental ledge
clear yew
#

@mental ledge emission

#

you either need to custom make in shader forge, or get a glow shader

mental ledge
#

ah i see. now doing that, how can i make just a specific part glow? for example the part i want to glow is on the eye but doing anything to it also changes the color of the shirt. is it possible to just do the eye?

#

@clear yew

pastel solar
#

does anybody have a good youtube tutorial link for eye animations

#

?

clear yew
#

it's per material

mental ledge
#

damn

#

alright, well thanks for the help

clear yew
#

why's that a damn?

#

your char's eyes should have their own material

#

etc

#

you can also easily separate certain mesh with same texture as another material using same tex in blender if you want

mental ledge
#

oh i see I'll give that a try

clear yew
#

if you want like

#

tech overlay

#

you'll have to make it a separate texture with only the parts you want glow, then use glow shader

mental ledge
#

would you happen to know of any tutorials i can watch for creating separate textures? still kinda new to all this stuff

pastel solar
#

@clear yew well my mmd model comes with different eye meshes but am I gonna need the bones to them to work in unity or can I just delete them (the weights)

trim vine
#

yo has anyone figured out how to fix animations from looping on generic models in Vrchat (loop time turned off in unity)

clear yew
#

@mental ledge just select the mesh and press p and separate it

#

then makea new material with same texture and uv etc

#

i think you can duplicate it or something, forget

#

but yeah... as long as it's identified separate

#

you may ahve to reassociate the meshes for materials in unity... for instance, i had multiple meshes with same tex, one was supposed to be darkened, but it just put it flat with tex

#

so i had to remake the mat in unity

#

but it was in the mesh groups list or w/e it's called

#

@pastel solar you want eyes to be 100% weight to eye bones, ie paint should be red

mental ledge
#

@clear yew alright, thanks. I'll see if I can figure it out

civic oracle
#

I'm trying to make an animation where it's a sphere that grows then shrinks, I got it to work but it breaks my whole hand, so evidently something is wrong

clear yew
#

@civic oracle make it a mesh particle

civic oracle
#

Good idea

steep citrus
#

anyone care to share some nice dynamic bone settings for hair??

clear yew
#

high inert, high damp, medium-high stiffness with a curve that does down towards end, and low elasticity

#

specifics depend on how your hair is

steep citrus
#

thank you thats a nice setting I just tried it! next I just have to figure out why one piece of the hair is flying out of my head lol

clear yew
#

@steep citrus you can also add some gravity, no more than like -0.05 i'd say (uses negative numbers, only set on Y)

#

though if you use gravity, i HIGHLY recommend you set it up so it collides with head and torso

#

then it'll roll around body instead of go through

quasi helm
#

does anyone know of a generic singing animation i could use for my model?

#

ive found a bunch but they seem rigged for a specific song and dont really have too many motions

clear yew
#

singing as in..?

quasi helm
#

like an opera singer would move their arms about while singing

#

dont know if mouth movements can be bound to them but would be nice if it had that

fluid valley
#

I need some help making an avatar have a sort of swaying hover animation instead of the normal walking one

bitter nebula
#

guys, so i added snail marker to my avatar but whatever i do, my hand just sticks in unnatural position when i draw, anyone knows how to fix it?

fluid valley
#

ctrl+z?

grand copper
#

so you added a marker that's able to draw?

bitter nebula
#

@grand copper uh, yes?

grand copper
#

did you give your fingers the position they must take when you summon the marker?

bitter nebula
#

yes

#

but it doesn't work

grand copper
#

Are there more animations on your character?

bitter nebula
#

yes

grand copper
#

could it be that they are interfering with eachother?

#

one animation tells your finger to hold that pose and the other gives a different one?

bitter nebula
#

can't be

grand copper
#

I have seen many cases where people do 2 hand gestures at the same time and there face animation glitches out

bitter nebula
#

they don't interfere at all, i checked

grand copper
#

Then I'm not really sure what the bug might be, sorry

#

I would say wait a little and the american will wake up, most of them know a lot of unity

#

americans*

bitter nebula
#

well, ok, thanks anyways

grand copper
#

yah sorry man haha

bitter nebula
#

if you want to add me - lemostick

#

guys, so i added snail marker to my avatar but whatever i do, my hand just sticks in unnatural position when i draw, anyone knows how to fix it? (so the question remains)

wide palm
#

is there a limit on the length of an emote

bitter nebula
#

@wide palm i believe so. what do you mean by that? the frame limit? the time limit before it erases? wut?

wide palm
#

the length of the animation

#

I remember reading about there being a 10s limit but I think I've seen some which go longer than that

bitter nebula
#

@wide palm i did 2 frames, like 1st and 2nd second

#

pretty much like all the other anims

wide palm
#

ah

#

I'm talking about emotes not gestures though

bitter nebula
#

oh, nope

#

its a gesture

#

i made it so i point my finger when i summon the marker, but it just stays like half-folded

pearl urchin
#

could i ask a question and would it be possible to do?
right basically i am thinking about using a jesture to summon a card on fire like gambits, but i wish to throw it too. Would that be possible?

wide palm
#

yeah

#

you'd probably separate the summoning, holding and throwing animations into different gestures

#

and then switch between them at the right time

pearl urchin
#

ah okay thanks just that ive never seen anyone have like a throwing firecard so i was thinking about making it.

clear yew
#

Is it possible to use Mechanim for Animation Overrides?

#

Or only for Controllers?

dire tusk
#

Thought one of the rules was not to talk about mechanim or something

fair sentinel
#

anyone explain/help me with animation commands for items on characters?

thick ledge
#

avatar chest puffs when standing still anyone know how to fix it?

paper lantern
#

Can anyone help me with some pose rigging? I've got a hand gesture mapped to a face gesture but it's overridden the hand so it looks like a claw, but I've seen people keep their hand gesture too. Can anyone help?

half shell
#

so there's no animation tab at all in Unity for my model?

#

not sure what to do about it

thick ledge
#

add it

fleet hill
#

anyone here done any advanced shit with world particles and shit, trying to make working grenades and i need to know how to make a particle stay after the gesture is finished

thick ledge
#

far right

#

Cant fix my idle chest position

#

it keeps moving it forward

grand copper
#

@half shell press Ctrl+6 or go to windows and click on animation. And then put the window that popped up next to these tabs

half shell
#

already solved it but ty! <3

grand copper
#

awesome (y)

#

@fleet hill You mean the grenade fragments from the grenade you dropped won't stay? that's normal. It's something of your character and not an object from the world you are in.

fleet hill
#

dw found a diff way to do what i want

grand copper
#

cool

#

I'm curious tho, what's this different way?

hot orbit
#

Does anyone know how to make a particle system independent of the original position? I don't know how to quite put it in words but here, say you have a smoke effect at the end of a cigare, how do you make it so that when you move the cigare, the smoke effect doesn't just follow the movement of the cigare but remains in one place while you move the cigare to a diff one?

ashen sedge
#

@dire tusk To clarify, it's MMD4mechanim that is not allowed to discuss about. The creator of the asset has requested that.

grand copper
#

@hot orbit I'm interested in the answer to this question too

fluid valley
#

A'ight I've given up on the wraith for now and just wanna finish my current model. Does anyone know how to geth the base humanoid animations working on a normal model? The model I'm working on atm gets stuck in t-pose no matter what I do.

clear yew
#

@fluid valley Yes.

#

You need to revert those animations to generic.

#

And then do this:

fluid valley
#

Really? Thought they had to be set on Humanoid

little raft
#

anybody know how to fix the floating issue from mixamo animations?

clear yew
#

If you want your model to be humanoid, then all has to be humanoid.

#

If generic, go for that.

#

Hmm.

#

So.

#

You get all to Humanoid.

#

You create an Animation Override Controller, where you replace what you need with your animations.

#

You link the override to the Avatar Descriptor Animators.

#

That is for Humanoid.

fading solar
#

how to add animation or pose as an idle default?

paper lantern
#

Can anyone help me with a little thing to do with animation overrides? ^^

#

Using hand gestures.

lapis ledge
#

so the model i just installed has a sword with it, how do I make the sword work? Are there animations I need to make or?

clear yew
#

Hey guys! Does anyone know the Vive wand input settings? I did some animation on guesture button ( like victory one) and they works, but really confusing on how to pause or stop it = =#! Anyone can help me?

lapis ledge
#

I have the vive.

#

you pause the emotes by clicking another emote.

#

so like when you do the rock n roll emote

#

click the trigger to make a fist

#

and it will disappea

#

r

#

if that's what youre asking

clear yew
#

yes, but my case seems like customed animation is out of controll. When I click trigger or side-button, hand will do fist or handopen. While I click again it keep playing

#

or even I click another defalt guesture, it was like "kinapped" by this animation

lapis ledge
#

sometimes they get stuck. Like a lot of times when i pull out guns or particle effects they get stuck.

#

Then i have to change the avatar or respawn for them to get fixed

clear yew
#

thats it...Now i'm getting mad with this issue

#

but when I do some test with those avatar made by others, those animation work so well

lapis ledge
#

Welcome to the "unsolveable issue" club

#

rip

#

i have an issue aswell, i fixed it for one model but the others arent fixable.

clear yew
#

seriously....? oh I really wanna figure it out QAQ

lapis ledge
#

sorry cant help

#

but i have a question

clear yew
#

all of my avatar with customed animations have this problem

#

yes?

lapis ledge
#

maybe youll be able to help if not its ok.

#

so the models I have (some not all) have textures, but when I go in blender and click shadless to show the textures the model turns all pink.

#

How do I fix that?

clear yew
#

nah it's okay, at least I found a guy with same problem I have lol

lapis ledge
#

lmao

clear yew
#

you mean.... that kind of "dazzling" pink?

paper lantern
#

@clear yew its a face animation, right?

#

What kind?

#

?

clear yew
#

well, with weapon and flying object

#

appox. 10 second last long

#

but with facial meme it's the same. I did some at another avatar as well

paper lantern
#

Ahh, I see.

#

Have you checked 'Loop time'?

clear yew
#

I am thinking this part also!

#

today I disabled the "looptime" at aniation file

paper lantern
#

Hmm

clear yew
#

and tested on VRC

#

doesnt work

paper lantern
#

Alright... hmm

#

Okay, in your animation

#

The actual animation file

#

No, wait, hm.

#

I'm thinking it has something to do with the keyframes.

#

When I was making a face gesture for my character with a wink, the eye would twitch violently.

#

Until i removed the last keyframe in the animation

#

Like here.

#

Maybe the final keyframe is causing issues?

clear yew
#

could be. so I just followed a tutorial, that to add an event at very late timing (means never reach to that), and the animation didnt loop all the time at least.

#

final keyframe? hmm..

paper lantern
#

What I think is happening is whatever animation your trying to do is looping too fast. But if there isn't a final keyframe, it will remain as is until you stop the animation (I.E choosing another hand gesture)

noble fern
#

@here, Trying to figure out how to get a particle to spawn in the same spot every time

#

any idea how to do this?

paper lantern
#

I don't, Razzle 😦 Someone was here earlier asking but I don't know if they got an answer.

noble fern
#

I'm trying for the life of me

#

but it's not working

paper lantern
#

Someone save us!

#

\o/

noble fern
#

the testing is frustrating

#

Because it's working fine in unity

#

but when I move it to game it's like nah B. You have some variation in where this thing spawns. Oh don't like it? Tough

clear yew
#

Do you have the 'shape' portion turned on? That can cause variation

noble fern
#

no matter if it's turned on or off

#

and it's a world generated particle

clear yew
#

@paper lantern " if there isn't a final keyframe, it will remain as is until you stop the animation (I.E choosing another hand gesture)" really? I just wanna to have the function of " to STOP the animation at any moment by clicking side button or trigger"

#

The emitter moves with your avatar so that probably causes some variation too

paper lantern
#

I should've said don't quote me on that, cause I'm actually not sure. I'm just going off of what I know and have tested.

lapis ledge
#

i know this is not the channel for it but can anyone at all help me with the texture issue?

paper lantern
#

I'm just throwing ideas around.

clear yew
#

and never continue again

paper lantern
#

Cause it sounds like an issue I had before.

lapis ledge
#

When i click on shadless the model turns pink instead of getting the textures

clear yew
#

okay... but anyway thx Athir!

noble fern
#

@clear yew it doesn't matter if I keep the same exact pose. If I bring the particle in again it's in a different spot. I can be in the same space every time and it moves around where it spawns

clear yew
#

well here we need an animator !

paper lantern
#

Yeah we do ;-;

clear yew
#

Is the particle system parented to anything aside from just the avatar?

noble fern
#

a game object

#

that's attached via fixed joints to the hand

lapis ledge
#

anyone pls?

noble fern
#

maybe if I remove the freeze constraints

#

on the hands. I'll check that

lucid forge
#

Hey everyone, sorry for the noobish question but I really can't work this out. When I am making animation for my avatar his position will screw up and he will go half in the floor. Even if I set all of the body parts of every keyframe to certain positions it makes no difference. Interestingly, even if I turn off the character model in the hierarchy it still stays there in that position it will only go if I turn the whole thing off instead of the textures.
Any suggestions?

paper lantern
#

Yeah, it does that.l

brazen crater
#

@lucid forge make a duplicate model, where you then change everything there

paper lantern
#

You should duplicate your model-

#

Yeah.

lucid forge
#

I have

#

Honeatly

paper lantern
#

Duplicate your model, make the animation using that model, then delete the old model

lucid forge
#

Honestly*

paper lantern
#

Not the old mdoel

#

Delete that model you just made

#

After you've done the animation

lucid forge
#

Yeah taht's what I'm doing. Duplicating the model doing the animation deleting the duplicate but the animation does the same thing in game :/

paper lantern
#

Oh? Hm

#

Thats

#

odd

brazen crater
#

yeah that's kinda weird

paper lantern
#

I'm assuming its a full body animation then? Like an actual emote?

lucid forge
#

Yeah it's an emote. Essentially for the character all I'm trying to do is make it go under the floor or turn off either way will work but when I add the key frame he just goes screwy and then when I just continue and ignore it then import into VRC it does what the duplicate did

#

I must be doing it wrong

#

There's no way it isn't me

paper lantern
#

I'm relaly not sure, I've yet to dip my toes into the full body emote animations 😦

#

I can barely get facial working, but it breaks the hands.

gaunt gyro
#

Characters with animations attached to them always go into the ground like that, unless you actually set the Q and T positions and whatnot. That is why you always duplicate your character in the scene tree and make your animations on one of them while keeping the other untouched.

lucid forge
#

Well it doesn't matter what I do in the animation even if I just enable a particle system it does the same thing D: I couldn't bare to think about facial animation lmao

mint ginkgo
#

Oh I had this same problem yesterday. You have to pose the whole body for an emote or it will sink underground in that curled up position

lucid forge
#

Yeah thats what I mean even if I move it the animation playing moves it back

#

I think I might just make the rest of my animation knowing I've put my character under the floor and see what happens

gaunt gyro
#

That's just how it is. Don't worry about it, as long as you don't attach animations on your original character, it shouldn't matter.

mint ginkgo
#

Also you have to raise the model above ground level for every frame

lucid forge
#

Well I want the character model off tbh

#

I don't want to be able to see it

gaunt gyro
#

You mean you want to hide your character during an animation? Just disable the IsActive of the body mesh.

mint ginkgo
#

I don't think I understand

lucid forge
#

Yeah I have done that, also moved the position of the character but when I press play to view the animation it put him back there and the keyframe position actually changes back to what it was

#

if this makes sense

paper lantern
#

While people have poked their head here, does anyone know how to fix the hands breaking when mapping them to face animations? ^^

lucid forge
#

Ok so if you've ever played the legend of zelda I have my character model as link with majoras mask on. I want the body of the character to be invisible and the mask go on the floor but when I play back the animation i've made, the link model just reverts to half way in the floor and the keyframe changes to that position too

#

Sorry this again will be me being an idiot

gaunt gyro
#

@paper lantern If you replace a hand gesture with any animation (face emotes, body movement, or whatever) the hands will go to their default "resting" position (kind of a claw form) unless you manually re-create the hand gesture you are replacing.

paper lantern
#

Ah...

open vault
#

hey ya'll qq, what's the animation called in the override for the open hand/wave?

small tapir
#

When i do the animation can i move my avatar to a better position i can't see the hands they are too close?

paper lantern
#

@open vault Handopen I think

gaunt gyro
#

@lucid forge Are you sure you actually set the keyframes in the animation correctly, both start and finish?

lucid forge
#

Yeah I have definitely

paper lantern
#

@gaunt gyro Where do I fix that then? I wanna keep the peace sign and have my facer animation ^^"

open vault
#

@paper lantern thanks a bunch

lucid forge
#

I tell you what, let me finish my animation and put it in VRchat to test and I'll make a vid showing what I mean

gaunt gyro
#

@paper lantern Same place you created your face expression, just add all the "..._streched" or each finger. So that's 5 times 3 properties. Then set them to your desired pose.
Do that for whichever hand you will likely use to trigger the pose. It will work on both, but if you for example want to use your right hand for face pose (peace sign) only add all the streched properties of your right hand, so you can still use your left hand for other signs.

paper lantern
#

That... sort of made sense.

#

I'll try,

#

Thanks @gaunt gyro

small tapir
#

When i do animation can i move my avatar to a better position? I can't see the hands they are too close too each other

brazen crater
#

On a side note, has anyone dabbled into audio sources and has some tips he/she could give me?

gaunt gyro
clear yew
#

@gaunt gyro Hi Nicknero sensei Could you help me on the question I mentioned above? QAQ

#

About how to "control" an customed animation on Vive

paper lantern
#

@gaunt gyro Thank you x.x thats so tedious though.

gaunt gyro
#

As far as I know, there is no way to forcefully stop an animation when it's already playing. It would always play to the last keyframe before going to another animation or whatever.

#

Meh, watching videos might be tedious but trust me, you'll learn how to do it yourself soon enough. ^^

paper lantern
#

It snot the video thats tedious

#

It's that you can't select all the stretched finger animators at once

#

You have to add one at a time

#

Going back to each and every one over and over again

clear yew
#

so....I should disable "loop time" on animation file property right?

gaunt gyro
#

Oh yeah, that is a pain in the ass indeed.

clear yew
#

but I dont know why... those animation others did, I can stop them by pressing side button and easily swith to other guestures....

gaunt gyro
#

Are those multi-second animations? Or just one single pose that they switch to?

#

Also, once you get the hang of everything, you can make a combination of body movement, facial expressions, sound effects, and particle effects. Look at this abomination I'm working on:
https://puu.sh/zbyDY.mp4

paper lantern
#

Jesdus christ

#

Yjays

#

Thats

#

So awesome I can't even type

#

Wish me luck, I think I got the finger animation thingy working

clear yew
#

Hmmm.... @gaunt gyro sensei, sorry for my limited knowledge about animation...I really dont know how do they work

#

what do you mean multi-second animations?

gaunt gyro
#

"How they work" is a very open question. Anything more specific you want to know? 😛

clear yew
#

Cuz now im also doing an animation with combined movements and flying objects and audio sound...

gaunt gyro
#

Oh, just animations that are longer than just 1 frame

clear yew
#

yup I knew this point. My animation is 10s last XD

gaunt gyro
#

That's fine. Although I realized that some of my animations get cut off in-game for some reason. If that happens, just add a few seconds of empty frames at the end of the animation.

clear yew
#

especially with left and right hands movement, so I found that I have to touch both left and right vive wand to activate all the hand guesture

gaunt gyro
#

Huh? Your animation should trigger when you press either left or right hand gesture. Not both.

clear yew
#

empty frames? you mean without changing?

gaunt gyro
#

Yeah

clear yew
#

I put an event tag at the very ending

gaunt gyro
#

For example, your animation is 10 seconds long, but in-game it already stops at 8 seconds (Just an example, I don't know) then simply add 2 seconds extra to your animation so it's 12 seconds, and cuts off at 10 how it's supposed to be.

clear yew
#

for all the properties?

#

I really hope I can contact with you on VRC... to show how weird my animation is....

#

this confused me all the time QAQ

#

well, it would play at the end of animation, but for more times, things go in a mess ;_;

lapis ledge
#

yo anyone help lol

#

im trying to do this

#

particle effect btw

#

but how do I make it bright

#

and how do i remove the black background

clear yew
#

and I cant swith to rest guesture

#

wow @lapis ledge you are much advanced than me lol

lapis ledge
#

no im not lol i got help from @zealous needle

paper lantern
#

Thank you again @gaunt gyro ! I managed to get it! ❤

gaunt gyro
#

Awesome

paper lantern
#

Now I need to ask

#

Is there any way to edit animations AFTER you've made them?

#

Cause the 'add property' thing is greyed out

gaunt gyro
#

Of course, just go to the animations tab in unity.

paper lantern
#

But 'add property' is greyed out

#

So I can't add anything

gaunt gyro
#

It's because the animation is not assigned to a model.

paper lantern
#

Are you sure? Cause these certainly are...

#

The model I have was half made by a friend, and I wanna edit some of the things he added

lapis ledge
#

anyone has experience with particle effects?

clear yew
#

@gaunt gyro and is that possible to add extra object to an exsist animation for more action? Like add that object to the origin model first...then drag it to the animation model...?

gaunt gyro
#

Yes.

oblique wadi
#

👌 👌 👌

clear yew
#

thx! well I just tested at VRC, I can't call out any other guesture after I play my customed animation

clear yew
#

and also when I click side-button, it turned from nomal claw position to my customed guesture

#

wow great job buddy

#

@gaunt gyro this is my animation flow...could you fighure out something plz? ;_;

lapis ledge
clear yew
#

I'm looking for someone to animate my MMD model for an amount of money, if someone is good at it and willing to do it, send me a friend request so we can discuss it :3

lapis ledge
#

i havent done anything to it except attach it to the body

#

nvm fixed it

clear yew
#

and this is another meme animation, has similar problem:

glossy finch
#

does anyone know any other websites to download custom emotes other than mixamo? :))

hazy fog
#

Any idea where I can get a breakdance animation?

echo wraith
#

Mixamo has some

hazy fog
#

Can you drag and drop those into unity? Looks like a bunch of pieces for a breakdance

dire tusk
gaunt gyro
#

Rename it before ctrl D works

echo wraith
#

It's a whole thing to get a animation from Mixamo. Usually includes having an avatar with that animation then stealing it from them. lol

dire tusk
#

F2 doesn't work on it either :\

gaunt gyro
#

While you have it selected, the name of the animation is somewhere on the right menu. There you can rename it

dire tusk
#

Yup that worked, int he edit box, thanks nick

pliant plank
#

The issue is it having a | in the name, removing that is enough for unity to not lose it

warm furnace
#

Hey does Custom space for particles system works correctly with vrchat ?

hazy pawn
#

adding an audio clip to avatar yet when I hit play to test sound and range I can't hear the audio. anyone know what's going on?

stray gulch
#

is anyone familiar with mixing vmd's?

#

(motions)

pliant plank
#

Copy pasta frames?

stray gulch
#

@pliant plank in blender right? the only way i can import a vmd is mmd tools. but it only allows one vmd at a time. when i import another it overwrites it

pliant plank
#

No i mean in unity

#

If both have the same components it'll allow you to paste them onto eachother

drifting portal
#

Dose anybody have the insect walking animation like thoes cocroaches have? Kinda need it for a model.

glass anchor
#

can you animate material properties?

#

like keyframe the sliders

hot orbit
#

How do i make the petals less transparent

brave torrent
#

@glass anchor You should be able to

true basin
#

I can create full body/facial animations, how much would you guys charge per second for that kind of animation?

agile ruin
#

Anyone knows why after triggering a gun animation the gun doesn't appear?

true basin
#

do you have the mesh enabled on both ends of the animation?

agile ruin
#

yeah

true basin
#

did you remember to set the animation to legacy?

agile ruin
#

Do you need to make it legacy? Even for just weapon spawning animation?

true basin
#

not sure

#

the legacy part confuses the hell out of me, I have to disable legacy for animations to work on my particular model

#

enable legacy when animating, disable before build

#

that's my workflow

#

I just successfully repaired my motion capture suit, required resoldering connectors. Also needed to rebuild my facial mocap helmet.

#

gonna have fun with VRChat animation tonight

#

I was able to export 80 seconds of this motion capture session to a VRChat avatar via gesture overrides

glass anchor
#

can you use it for full-body tracking in-game?

#

that'd be hilarious to set up

true basin
#

I wish VRChat had a mocap api for that

#

there are over 30 sensors on my suit

#

great for motionbuilder, not really ready for VR

glass anchor
#

fair enough lol

true basin
#

I don't doubt that there may be something in the works though

#

we are so close to putting the mocap industry out of business

#

even the hand tracking with just oculus touch impresses me

#

the more sensors that are supported, the better

grizzled cobalt
#

@true basin if you don't mind me asking how much did you pay for that mocap suit

true basin
#

$2000

#

it's been discontinued for the time being, unless you're a student

#

they only have the student version available while they roll out the newest version

#

there is a possibility that the company may work with VRChat in the future

#

But for now, I need to come up with a business model for commissions.

north iris
#

So has anyone found the best solution for the avatar in the ground thing that happens?

When my character is in idle, his feet are in the ground.
Any movement, character is in the air.

brazen crater
#

@north iris do you have your toes assigned as a bone in blender?

north iris
#

I did a bit of IK rigging with the leg bone and feet

#

But, no toes

brazen crater
#

Hmm

north iris
#

I feel like it's unity doing it somehow

#

because I made a base bone that doesn't go under

#

armature is always at 0,0,0

brazen crater
#

Well I'm not really a rigging expert tbh, maybe you can try asking in that part of the discord

north iris
#

hmm

red lodge
#

hey someone knows the issue if I trigger an animation ,it sinks more in the ground and the start position is rotating

quiet needle
#

You will want to change the material properties. Click the material in your assets and there should be options for transparency (provided you're using a shader on it that supports it)

#

omg I'm terrible at chat

nimble jewel
#

I have an issue where, in VR my avatars arms are either bent or sticking straight forward like a zombie, despite them being at my side. They are also not animated either, like they would be in desktop mode. can someone help?

sharp cove
#

Hey so I got an animaton that I want as an emote

#

Right

#

I got my avatar to do the said animation but he stayed in one place

#

Anyone know how to fix this?

quiet needle
#

did you bake rotation and translation into the animation?

#

base it off "original" also

#

play around with those settings, some animations are weird and need some things on and some off.

tepid mirage
#

sooo my visemes controls the eyebrowsn ot mouth anyway around that

quiet needle
#

Make sure when you generate visemes that the correct mesh and shape keys are selected

true basin
#

What is the animation time limit for gesture overrides?

normal skiff
#

either one frame or two frames depending on how you count it

true basin
#

if I try building with 30 seconds of animation, it only plays 25 seconds; if I try building with 25 seconds of animation, it only plays 20

#

it's confusing

normal skiff
#

wait, it works with more than a couple of frames now? >_>

quiet needle
#

Yeah, I have full dance sequences. I purposely make them longer than they need to be so the cutoff works out.

#

Zim, I've gotten it up to about 30 seconds max. The official forums say 10, but I don't know that the timescale ingame is the same.

normal skiff
#

the 10 seconds I hear about is about emotes rather than gestures

#

if gestures can go past the usual limit then the max time could be anything...

quiet needle
#

Yeah, my dances are emotes, and my gestures have some set to 5sec+

#

I dunno if that's the case.

normal skiff
#

I just use the usual workaround where the gesture turns on some other longer animator

true basin
#

hmm

#

more testing needed I guess

#

need to find that sweet spot where the animation won't cut off if it's too long

normal skiff
#

I have something I'd like to test which I can't find a use case for yet, which is animating putting the gesture away

true basin
#

the limit is not clear at all

#

im working with custom emotes btw

normal skiff
#

emotes as well as gestures? or when you said gestures you actually meant emotes?

true basin
#

I misspoke when I said gestures

normal skiff
#

heh

#

ok so I guess emotes go longer than the usual limit people claim, but with an odd cutoff rule

true basin
#

but yeah, VRChat seems to allow over 10 seconds of custom emotes, but the hard limit is not clear

normal skiff
#

this should be testable...... I was meaning to make an animation where it has something to show the time it has been running

true basin
#

brb testing with 15 seconds

normal skiff
#

at the moment though I'm more fascinated with the idea of replicating an acquaintance's stencil buffer magic trick

#

just wondering whether there is any better way to demonstrate it than with a picture frame

true basin
#

15 seconds seems to be acceptable

#

that's what, 2 minutes total for dance purposes?

#

I need to try 20+ seconds later

normal skiff
#

if 30 seconds gave you exactly 25 in a reliable way you could just pad 5 seconds of nothing onto the end

true basin
#

I wanted to avoid that

normal skiff
#

but I guess the problem is reproducing it first and figuring out exactly what the cutoff would be for each length

true basin
#

yep

#

I can do it, but I would rather find the sweet spot that doesn't require that extra step

slim steeple
#

I have a question, I animated the tail of my avatar, after doing so, I went in-game, checked it out, and sure enough the animations work perfect, problem is, my character is now half way through the ground when it wasn't previously, for clarification I overridden "IDLE" for my animation clip, do I need to fetch the keys from the "IDLE" clip in the SDK to keep it on the ground proper or did I do something wrong here?

severe sierra
#

For something to be animated constantly would need to be a seperate object attached to the avatar with its own avatar controller

#

from what i understand

#

animation controller**

true basin
#

lol, I just use a standard animation that plays automatically

#

for idle stuff

#

anything that's not controlled by Unity's avatar rig

#

is free game

pure summit
#

do you think there would be some way to put "animations" in the Emotes tab but have them last forever? I hate having them on my hand shortcuts because in vr its easy to accidentally touch the thumbpads and pull it out

pseudo kernel
#

Emotes lock you in place

pure summit
#

ah

#

i was assuming that was behavior, i guess i'll have to just be careful or have a seperate character w/o emotes

#

thanks!

severe sierra
#

you can have them as gesture overrides if you have VR

#

pretty sure its unlimited 🤔

pseudo kernel
#

He knows

severe sierra
#

ohh right

#

sorry

pure summit
#

i was just saying that it's easy to activate those

#

yeah

severe sierra
#

I tend to keep any on the rock n roll override

#

on oculus I dont do that emote by accident

pseudo kernel
#

If they add rebinding we could have gestures on click, and touch move.

slim steeple
#

I'd love if gestures weren't forced on both the controllers, I use classic locomotion and end up doing gestures for props while moving too much

pure summit
#

^

#

same eevee

#

thats my main issue

#

it'd be nice to maybe have an option to have gestures as button-based (so like open the menu>gestures>click desired one)

normal skiff
#

I even do rock and roll by accident :/

#

but OTOH it would be annoying to have to go into a menu to do basic emotes, so some kind of compromise would be nice

#

e.g. new gestures don't trigger while you're moving

#

or while moving at some speed

west panther
#

I just switch between an avatar that does and doesnt have gestures

quiet needle
pure summit
#

so, in the animator, do you think it would be possible to fade between two different materials? 🤔

#

im tryna avoid scripting it

true basin
#

if shaders were animatible, it would be possible

slim steeple
#

Alright, I managed to fix my animation issue, turns out fetching the keys from the example "IDLE" clip really did fix it

pure summit
#

hmm ill check it out

meager saffron
#

When you add props or particle effects to your model, do those take up draw calls at all while they are hidden? I would assume not, but I wanted to make sure.

toxic ice
#

anyone have a link to a tutorial on how to add audio to a gesture?

shell salmon
#

how do i fix the issue of only me hearing the sound of the animation?

true basin
#

do your audio clips have "Preload Audio Data" enabled?

glass anchor
#

I must be missing something important here. When I try to add frames beyond the initial 0/1 for a gesture animation, it starts glitching out in-game and playing on its own while preventing me from using other gestures

normal skiff
#

that's my experience too, which is why I don't do it

glass anchor
#

but I've seen plenty of avatars with long detailed gestures

#

like powerup sequences and stuff

#

so I know there's a way around it

normal skiff
#

well, I know I'm doing those by triggering another object with an Animator on it

#

like my rotating cube thing, that just animates forever because the cute itself has an Animator

glass anchor
#

would that mean you can't cancel it once it's started?

normal skiff
#

well, once I put the item away the Animator isn't around anymore so it has to stop

glass anchor
#

I see

#

so I could just add a new object that has the animation on it

normal skiff
#

yeah, the only fun bit is whether you can also animate putting it away again

#

which I think is possible but I haven't got a good idea for using it yet

glass anchor
#

in my case I just need a chain of particle effects

#

so I could make a tiny dot in the center of my ava that works

normal skiff
#

empty game objects I seem to keep using all over the place on this stuff

glass anchor
#

ah that's a better idea lol

normal skiff
#

but if you already have particle effects then you have a game object those are on, so maybe that is the one which can hold the Animator too

#

but lately like all my issues have been worked around by "just add more dummy game objects"

glass anchor
#

now, how do you trigger the game object to appear later in the gesture?

#

wouldn't that cause the same issues as just adding the frames into the initial anim?

prime elm
#

does anyone know why when animating an attached object to appear when trigger, the materials from the object also applied and covered on main body's materials?

normal skiff
#

yeah, now you need another game object which is the master animator one

#

which turns on and off the other game objects

#

well need might be a strong word, there are multiple ways to go

#

I think it's also possible to have an Animator which is always sitting there waiting to go, and you change "parameter" on it to have it change states

brave torrent
#

What you do is:
Create empty that has animation clip assigned to it.
On your gesture you activate the object that has that animation on it.
The animation clip that is on the object can be any length, it's played independantly from your gesture animation.
You can have that animation trigger anything on any frame similar to the same way you do it with gestures.

normal skiff
#

^-

glass anchor
#

so I'd put the particles and stuff later into the animation that's on the game object?

#

and the initial gesture is justto spawn it?

brave torrent
#

Well your particle system can be irrelevant to the object that plays the animation, it depends where you want it to be located

#

initial gesture is just to spawn it, yes

glass anchor
#

alright well I'mgonna dick around with this stuff, thanks for the help

prime elm
#

i went to search some video for triggering attached object, exact same steps, but out come is different, it is bcuz i'm on keyboard/mouse with idle overrided??

brave torrent
#

if it's on idle it should be fine

#

what exactly is the different outcome

glass anchor
#

@brave torrent am I adding an "animator" or "animation" component to the game object?

prime elm
#

pretty hard to explain, if i can't send pic...

#

i got my avatar working perfectly fine. When i dragged my object and attach it under chest, hide it, duplicate the whole avatar for animation, with the default idle + object activate animation, but then in vrchat, i can see my avatar's materials are perfectly fine, but i see my avatar from mirror and camera are messed up with object's materials

brave torrent
#

@glass anchor It is similar to your avatar with gestures animation

#

The empty object should have animator component, and you'll need to create an animator controller which is attached to that animator

glass anchor
#

I see

prime elm
#

and when i delete the object's materials which made it into whole pink, but that same goes with some parts of my avatar, is there anyway to fix this.....

brave torrent
#

then on the animator controller, go to animation tab and create new animation which is whatever animation you want to be triggered

#

@prime elm You attached the object as child of chest bone right?
Then you duplicate for animation, and add a new animator controller to your duplicated model's animator component.
Then with duplicated avatar selected, go to animation window and create new animation clip, with only the object activated set on frame 0 and frame 1 right?

prime elm
#

yup

brave torrent
#

and then on the animation override controller, you drag that animation clip to the Idle slot, and add the animation override controller to your avatar descriptor

#

you can post pictures here, but you'll need to upload them to something like http://imgur.com first

Imgur

Imgur: The magic of the Internet

prime elm
brave torrent
#

what is the object you're attaching

prime elm
#

the armor that didn't show on the mirror is the attached object

slim steeple
#

There's no easy way to change a material to a different one via a gesture animation right? my avatar sadly has no actual facial expression viseme, and it's expressions are stored in various different materials but only a single one is always active: http://prntscr.com/i6y6pq
from those the only materials that show up on the face of the avatar is "Eye1" and "Mouth1"
anyone got any ideas?

Lightshot

Captured with Lightshot

brave torrent
#

oh wait so it shows normally when not in mirror ?

#

That is an issue with deactivated objects, you should use a shapekey to toggle visibility instead

prime elm
#

the armor is show perfectly on my view and camera view, but the avatar itself is all sort of messed up on mirror and camera beside my view

brave torrent
#

@slim steeple It is easy, you change material element on the mesh

#

you can do it on animation frame

#

Add Property > [Your Model] > Skinned Mesh Renderer > Material Reference

slim steeple
#

I have a ton of material references though

brave torrent
#

they are numbered in the same order that the materials appear in the list of materials on your mesh

slim steeple
#

How do I know which one I'm meant to choose and which texture corrolates to it?

#

oh

#

that's easier

brave torrent
#

when you add material reference property, you'll see a square on each frame where you drag the material that you want to switch to for that gesture on

#

when your gesture finishes, it'll switch back to whatever default material you have set to it

slim steeple
#

yeah, that worked!

#

thanks alot!

glass anchor
#

damn it

#

all that work and I can't test it...

#

forgot uploads were down T_T