#animation

1 messages · Page 43 of 1

twilit linden
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to anim

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i did and it shows in the animation yellow text and (missin)

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do you know how to convert it to .anim?

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i used the mmd unity tools

mental pier
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did you change the fbx where the animation is in into humanoid before dupeing it to get a anim?

twilit linden
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So this is what I did. I put a random pmx in unity and added the vmd onto it

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while converting it to fbx with the mmd tool

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then i copied the anim thats it

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ill try again

mental pier
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i do it over blender
well it worked before but somehow it doenst now

twilit linden
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i think it worked for me

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thanks

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olive you

mental pier
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for a moment i thought i forgot how to do it but now i got it too

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but im still struggleing that when i import the animation into blender it just fucks up

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ok now somehow i got it

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gotta write that down what i did

cinder dune
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where do u place the walking animation in unity?

stray sinew
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I've finally got the snail marker to work but I am getting a strings of lines going down. If someone knows how to fix it, please help me 😭

clear yew
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hi there, i want to activate an animation, for flying a object, what do i use ?

pale acorn
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can anyone help, using custom emotes for a gneric model and the emote keeps on looping

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looping disable but still happens

fluid crescent
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does anybody how to make audio play when i do a custom emote?

sly urchin
gaunt gyro
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Rename it first. Then Ctrl D works.

sly urchin
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@gaunt gyro how do i rename it, do i rename it in blender?

gaunt gyro
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No in unity. Should be an option on the right

sly urchin
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@gaunt gyro okay i got it thank you

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@gaunt gyro do you know if there is a way to speed up the animation because when i exported it from blender and looked at it in unity it slowed down the animation

wide warren
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So I'm having a little bit of a strange issue. Its really not a problem or anything, but I just made a muscle car avatar and everyone can see all 4 of my wheels, but when I look in the mirror, all I see is the front passenger side wheel. All wheels are separate objects and are animated separately. Anyone know why this might happen?

wide warren
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Also just wondering if its possible to change my avatar's movement speed. I noticed some Worlds have a different speed set, but i was just curious if I could change that with just an avatar as well.

clear yew
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why my audio source is too light after i join server ?

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like i can barely hear it myself

gleaming tusk
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Is it normal that unity breaks some dancing animations frames?

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I am currently using the Get down complete animation, but breaks a little bit sometimes

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At the chorus, when they're supposed to be standing straight

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They just make another position

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But they're completely ok in Blender, so that's why I'm wondering

small orchid
remote helm
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Anyone have any information on how to create a light saber in unity?

gleaming tusk
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Also does someone know why I only see 1 model, but my friend can see all the other models I did put

clear yew
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Hey guys

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how can i make an audio play with an emote

white herald
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lookup animation overrides @clear yew you want to add an audio clip and edit the animation to enable the audio clip

clear yew
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i already did that

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but instead of playing when i play the animation

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it plays when i spawn

cinder dune
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does anyone know where do i place walking animation?

barren wigeon
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Can someone help?
For some reason when my new avatar stands still, his shoulders go down for some reason. Not a big deal, but looks kinda stupid.
They go back to normal position when I put my controllers up to my shoulders and higher.
What might be the problem?

cosmic eagle
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I have an issue with my animation override I just set up. everything looks fine in unity and in game, except for the fact that the sword I'm trying to use does not appear in game. the fingers show the animation, but no sword. I did set it as active in the animation

barren wigeon
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@cosmic eagle is your sword paranted to wrist

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?

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wrist bone

cosmic eagle
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it is

cinder dune
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can anyone tell me? :/ where do i put my walking animation

cosmic eagle
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the CustomOverrideEmpty fire showas all of the animations in game. and you should just put the walking animation on the one you want in there

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I believe that's right...

cinder dune
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i've put it on animator and its not working

cosmic eagle
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I think my issue could be related to how I set up my hierarchy.. I was following a guide and it had me make a duplicate of the avatar, and apply the animation to the new one, but I'm not sure if I should disable parts or something... I have the sword enabled on both of them but it doesn't show up in game. does anyone know what I might be missing?

barren wigeon
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the sword should be disabled in main hirarchy

cosmic eagle
barren wigeon
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and get activated in animation

cosmic eagle
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okay thank you! @barren wigeon

cinder dune
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oh wait i used another one

waxen hound
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. i got the blinking animation to work. But the gun i attach to my avatar won't appear in vrchat but the hand does change to the custome shape. Fallouwd two different0 tutorial and same results. Not sure what i did wrong since it my first time. doing this.

cinder dune
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ok lemme try

barren wigeon
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@waxen hound gun mesh shold be paranted to wrist bone and be disabled in main hierarchy

waxen hound
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ok i will try that

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@barren wigeon i only have a bone that says right hand. i guess i have to make a bone that says wrist?

opaque finch
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hey i'm trying to add a gun firing animation to my model. Is there a way to activate the animation on only one hand? I overrode the thumbs up animation, but if I do it on either hand it goes off. Any way to just do the right hand and keep the left a thumbs up?

cinder dune
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@cosmic eagle sorry after i'm done with that, where do i place that on?

barren wigeon
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@waxen hound I don't know how did you call your wist bone)
Anyway, weapon mesh should be paranted to a bone, usualy it is abone that your fingers connect to.

cosmic eagle
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what do you mean? I think what you may need to do is put your animation on walkfwd and the walkback also the strafe ones and sprint ones

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but you might want to make seperate animations for them

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@cinder dune

cinder dune
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the same as before? the animator thing with avatar,root motion, culling mode and update mode

barren wigeon
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@opaque finch I don't think that there's a solution to this problem yet.

cosmic eagle
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ahhh sorry, I realy don't know. I'm not too knowledgable on this

cinder dune
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and i didnt see those with walk backward, forward etc, i only see "walking" i dont know why

cosmic eagle
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hmmm interesting

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have you updated your sdk?

cinder dune
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latest is? mine is 26th jan 2018

ionic cobalt
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@stoic gull @muted prairie @grand mango Yes, hi, hello? I'd like to request support.

I'm trying to find out if something is a bug/design flaw, or a design decision. I've noticed that emote overrides will acknowledge non-humanoid animation properties, but all locomotion overrides completely ignore them (think, animated dress won't move with the walk). Was this intended or no? Is there a way around it, or will an update/change be required?

grand mango
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Please don't ping a bunch of people like that. ^^

ionic cobalt
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My bad. I just don't know who's around to answer.

grand mango
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Locomotion animation will override any other animation, I believe? This question is a bit beyond my capabilities, I'll ping it up to people who might know better 😄

ionic cobalt
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That in particular isn't the issue. It's that overrides which have specific animations for non-humanoid bones will account for said bones in emotes, but not in locomotion.

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So if I baked skirt movement into a walk and assigned it as an override for both emotes and walking forward, the emote version will see the skirt move, but walking forward will not.

grand mango
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I see. I'll include this info. Thanks!

waxen hound
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@ionic cobalt what is baking animation? I try googling it. Is it just another way to animate? i have not done much animation stuff yet.

ionic cobalt
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@waxen hound It's not exactly "baking animation" so much as baking movement INTO animations. If you find the result of Dynamic Bones unsatisfactory, why not just make sure the movement you want to use has your desired movement built into it?

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Normal walk animations don't have things like skirts, tails, and ears built into them, so I manually added them.

waxen hound
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@ionic cobalt Does that still require like weight paint? or i just move the object i want in position then back it?

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like that help with clipping?

ionic cobalt
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Weight painting is for things like rigging. Once it's already rigged, you don't need to do that. You're just adding some bones to an animation, and moving them as you need to make it look better. And yes, done right, it MASSIVELY helps with clipping, because you're able to control those bones.

waxen hound
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nice. so in a way i can add extra bone to make a skirt move better durig a walk animation then have those bone not there for unity etc. i guess. or something

ionic cobalt
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You'll sstill need ther bones, but you won't have to use Dynamic Bones.

waxen hound
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ok

gleaming tusk
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How do I add an audio to an emote again?

ionic cobalt
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Audio Source component (get rid of the ONSP garbage it adds), add your clip, Play on Awake, disable the source itself, then modify an animation to turn the source on and then off again.

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Make sure to set the volume to something managable.

gleaming tusk
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Do I have to put the animation as legacy or something else once it's done

tall zodiac
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For some reason, the particle system i put on my hand spawns at my waist, like its offset on the Y axis for some reason

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And it dies as soon as i change gestures

rancid furnace
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That's normal since you're making it invisible again when stopping your gesture

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Is the simulation space set as world?

tall zodiac
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yes

rancid furnace
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World space particles are broke, try local

tall zodiac
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Ah

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A friend of mine has a particle where he spawns it, it stays behind and then he can move it with a collider on his hand

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Which is what im trying to recreate but he wont tell me so im asking here lol.

rancid furnace
cinder dune
twin lintel
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Can I add custom emote anims on a nonhumanoid avatar?

tall zodiac
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Put it on overrides

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not controller

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Custom Walking Animations

cinder dune
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ops

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4 image

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the first 2 didnt load so i thought it didnt work sorry

tall zodiac
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Oh wait, put it on Custom Standing Animations

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The override you have

gleaming tusk
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Is there a way to copy all the keyframes from an animation so you can modify it with your own model?

cinder dune
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umm where is it?

tall zodiac
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avatar descriptior

cinder dune
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the first one i've created from animator override controller

twilit linden
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@gleaming tusk just drag the anime file on a dupe of your model

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Anim

cinder dune
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n i dont know where to place so i place it there

twilit linden
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Then go to animator

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Animation

cinder dune
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ok ty

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ok another qn, does scale ipd do anything?

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leave it unchecked right?

gleaming tusk
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@twilit linden Wait what, what do you mean by "dupe"

urban tendon
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if u help me on this one i'll be heavly ol greatful

gleaming tusk
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you have to assign the correct bone to each part

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right shoulder bone = right shoulder

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head bone = head

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and so on

urban tendon
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but so i need to make new bones or something on unity ? the character i want to import don't have specified names for the bones

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so im little confused

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@gleaming tusk

gleaming tusk
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If it doesn't have bones, you have to rig it

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if it does have, then you should use CATS blender plugin to fix them for you

urban tendon
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alright thx,

wise minnow
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anyone know where can download caramelldansen animation but that's not in mixamo. how do I find more?

gleaming tusk
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Hold on

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check your dm's

urban tendon
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alright

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well u never sent me no pm or dms?

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@little hollow heard u are good with rigging?

gleaming tusk
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It was for Amiens lol

urban tendon
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oh lol

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but can u help me?

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@gleaming tusk do u even know how to check dms and for your record it called the term ( PMs) not DMs, DMs just some slang word they yse on the internet now a days

gleaming tusk
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Sorry coming from twitter

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If your model doesn't have bones, I can't help since I don't know about rigging

urban tendon
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but i thought u said u DM me here so the logic in your sentence dose'nt make sense

gleaming tusk
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Nevermind

urban tendon
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i mean i understand the other part of your sentence but the first confused me

cursive moon
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How can I set an animation to be a pose for a model? I duplicated my avatar so I could set up a nice thumbnail for it and posed it in record mode of animation, but it refuses to play during the VRCam setup.

gleaming tusk
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@cursive moon Set that pose as an avatar controller in a duplicated model, then move the vrcam to the posing one

cursive moon
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Also, @urban tendon , both DMs and PMs can be used nearly interchagably.
DM = Direct Message
PM = Private Message
No need to be hostile about it.

Ah, I see, @gleaming tusk , I'll try that! Thank you!

urban tendon
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@cursive moon oh! i see, u explaining it to me like a some wack ass kid on the internet

gleaming tusk
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Lol man chill.

urban tendon
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okay

gleaming tusk
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I fucking swear Unity always frustates me so fucking much.

urban tendon
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yeah, work great before but now it went to shit

wispy heath
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Do Mixamo animations not load for anyone?

urban tendon
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no man they don't

wispy heath
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And can I make an animation loop for a certain amount of times from a certain point

urban tendon
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erorrs are like when u upload

wispy heath
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Because I’m trying to do the being carried animation but I want to stay in the animation for a period of time

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When I try it just loops the whole thing and I only want to be in the air

mossy condor
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Guy quick question, how could I make a paritcle system emit from a hat held in my hand that spawns into world space, currently when I try this the spawn particle system breaks and just gets stuck in my hips.

twin lintel
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why is my override emote just looping for a minute >_< even the empty ones

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oh.... a bug with generic rig override emote looks like...

gleaming tusk
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No way to make this goddamn animation sound work

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damn it

keen sage
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make blink blend shapes , on the idle animation add them as key frame as some intervals and in animation override swap it on the slot

dawn shale
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Is there like anything that tells me what RUNSTRAFEL is for the custom overrides?

final gazelle
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run strafe left?

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as in, when you're attempting to run directly sideways relative to where you're facing

dawn shale
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yeah is there anything that tells me exactly what each of the overrides are

final gazelle
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don't think so -- i'm not even sure all of them are being used in VRChat

dawn shale
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oh ok

dawn shale
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anyone know which one is jump in the overrides?

lost musk
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Hey I have a question. Are the dancing mmd animations working ? Cause when I play one for 2 minutes it look totally fine in game, though someone said me that it was bugged ?

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Maybe others ppl around do not see it right ?

twin lintel
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I made a custom emote override that enables a particle. sys... but it doesn't show? (yes play on awake is checked)

novel flower
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Anyone able to help? I am trying to animate this face but every time i move the position of the iris they jump back to natural position even though each eye position is in the animator

twin lintel
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...what am I missing here... I made the reverse animation for the emote to disable an active particle sys and it doesn't turn off.... wth

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but the pose I set does go through correctly

celest trout
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Does anyone know how to add a video onto a canvas and make it appear in game?

mystic umbra
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so lets say hypothetically I was an idiot and had no idea to account for frames per second and I made my animation per one frame in bledner. is there a hypothetical way this hypothetical idiot could scale the keyframes of the animation up timewise for all keyframes at once

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@celest trout are you creating a world with that video

celest trout
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Not with this example no.

mystic umbra
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i dont think you can attach the vrc video script onto your avatar

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becaue thats only gonna work in worlds

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I have yet to test it out tho, but Id imagine if it was possible everyone would be doing it

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or attaching world script onto their avatars like mirrors or something

clear yew
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Keyframes can be scaled in order to space them out evenly into a longer animation but I can't recall how... Hmm

mystic umbra
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I honestly feel so stupid

celest trout
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I added a 3dplane object and attatched a video player onto it.

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It plays just fine on unity.

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But on VRchat its just a blank screen

mystic umbra
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it wont export tho

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because vrchat doesnt allow it

clear yew
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Are you working with "Actions"?

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@mystic umbra

mystic umbra
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no im just rotating bones and hitting i to same keyframes in animation of blender

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sacve*

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im a bit new to bledner animation aside from shapekes

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@clear yew

clear yew
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I believe an "Action" would have been created automatically so let's check

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Are you familiar with how to change the window type? 3D view, Timeline etc

mystic umbra
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well when I hit play it moves around like I want it to

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yup

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im not at my computer atm

clear yew
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Oh

mystic umbra
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but it does animate when I hit the play button

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so Id imagine thats an action

clear yew
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I would generally create them before starting animations so I wasn't aware they were mandatory

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Would you like me to try to explain for you to do later or wait?

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Or wait am I mistaken on that being your question earlier, hmm

mystic umbra
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explain now because I a little lost

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Im creating keyframes

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within the frames

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and each 24 frame is a second

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I made my animation keyframes per frame

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so it goes fast

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I need to extend all keyframes timewise by 24x

clear yew
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Getting an image to make it easier

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Meh, that's taking too long

next obsidian
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I want to change some animations to a character, I wanted to try mixamo, but I don't really know how to import it to my model

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someon knows and can help me?

clear yew
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Open a new window type as "Dope Sheet". Within that you'll see another drop down menu saying "Dope Sheet", select it and change it to "Actions"

mystic umbra
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pull in your model fbx file into mixamo, select a dance from mixamo, then export it with 24 frames per second. then pull in that fbx file tounity and look at the bottom right hand corner you have a grey boxy thing. pull that up and press on your fbx file you got from mixamo and rig it as a humanoid. then pull in that dance into the grey box and hit play. you should see it move and you should see an .anim file

clear yew
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Go into edit mode and select all the bones you animated, then go into the actions windows and select all keyframes (Press A with the mouse in the window), Now go to the starting frame or one before it and click S to scale the frames

mystic umbra
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you duplication the custom overylay and replace that dance with one of the emotes or hand gesture and then pull that new custom overlay2 into your animation, in the vrc script of your og model

clear yew
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You should be able to type "24" to make it that many times bigger

mystic umbra
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I love you mica

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thanks a lot

clear yew
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Just realize you could also adjust them within the first "Dope Sheet" area

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You're welcome, hope it'll help

mystic umbra
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what is the dopesheet used for?

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editting keyframes?

clear yew
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It says "Adjust timing of keyframes" when I hover over it

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So I guess it's exactly for what you want

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Though I generally switch into Actions within Dopesheet as that allows me to make several animation clips I can switch between while making animated gifs. Was told only one action will export in FBX though so keep it as one for VRchat

twin lintel
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OHHHH... the animation does enable the particle sys

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....just not in mirrors

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_>

high summit
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So I have this problem where in game, I activate a gesture and the animation works. Then I stop it and after that, any gesture I use causes that animation to activate. Even closing my fist or opening it

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Anyone know how to deal with it?

next obsidian
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what's the difference between 24 and the other frames? how much it lags?

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also, it is necessary to upload the model you want to use the animation on? or can I upload it with one and use it with another one?

clear yew
lucid pewter
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Dumb yet Interesting question i dont know: When adding a weapon to an animation for a model in unity, does that add to the overall polygons of the model, or is it some sort of animation state

muted prairie
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if it's not shown it doesn't count

lucid pewter
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Like i wanna replace one of the hand gestures, like the thumbs up or the point, with the gun

ionic cobalt
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Is it possible to spawn a game object for an animation like that?

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Because in my experience you can't use something for an animation without it already existing.

twilit sierra
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Has anybody had issues with Dynamic Bone? I can change the settings pretty fine and works well in play mode, but in vrchat, once exported, it seems like all the settings are back to default values. This makes something that wasn't supposed to be all jiggly becomes jiggly. Anyone found a workaround?

next obsidian
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did you edited everything while on playy mode? if you did, the changes won't be saved

twilit sierra
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@next obsidian Nah, I'm using play mode to test the settings, but everything is changed to what i want outside of play mode (intermediate Unity user)

lucid pewter
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"if its shown"

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"it counts"

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im confused

trail kayak
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have a question about triggers. Seems like the collision trigger I am using is delayed from hit to animation starting. In some cases a whole second and not sure why.

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Think I figured it out. Seems like the animation does not trigger till the current one finishes as I have the object rotating.

remote helm
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Is it possible to change material using animations?

trail kayak
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Yes cause I do that myself

remote helm
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Seriously awesome.

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Thanks so much. Nice use of the of a visual step by step.

trail kayak
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Welcome

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also, if you hit the Record button in the Animation window, any changes you make will record at the time you are at so if you move the time line, you can change the texture and it will show up at that time and will be red as in the first pic

rustic gorge
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lmao my customoverride empty thing is missing the animation for walking left so my guy just spins but keeps his head looking the same way

twilit sierra
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That's weird. I thought the animator would use the default ones if no overrides were specified.

rustic gorge
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i think it's just client side too. bit odd

spring swallow
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Is there a way to override the walking animation with a custom one?

mystic umbra
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yes

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in the custom overlay, you have walking and running

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just duplicate the custom overlay and then drag your .anim file into the walking or running

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the x & y thing check box on the inspector tab

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and pull that custom overlay into your avatar descriptor script I believe it is

spring swallow
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Alright, I'll give that a try. Thanks!

mystic umbra
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you can override anything in that custom overlay if its a humanoid

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Ive had some issues with sitting animation however

spring swallow
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I've just been putting it over the walking animations in the override controller and the top half of the avatar gets frozen

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Hopefully this will work better

next obsidian
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I'm so mad, when I try to download the animation in mixamo it says "unable to download the asset"

clear yew
cosmic hinge
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Can anyone help me with this? I have a flying and floating animation going on with this fairy but when I move around in game with vr weird stuff happens, its a video of what happens when I move around http://tinypic.com/r/j7yed2/9

clear yew
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Tips on getting mixamo to recognize your avatar? c:

heavy stirrup
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T

meager saffron
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Hi, @clear yew 😄 You have the meshes joined? It's probably a shape key that has the slider changed or you may have the shape key selected when going to edit mode.

clear yew
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This is unity

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@meager saffron Does this still apply if it's in unity?

meager saffron
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Oh, no it shouldn't. Hmm... Not sure. Maybe it was exported with a shape key adjusted or something? Not sure on that one.

clear yew
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ahhhh

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I can rotate my tail

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but not my hips

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or my eyes

heavy stirrup
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Humanoids use animators instead of armatures

languid nimbus
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Hey I have a question, is it possible to override left strafe and right strafe individually?

meager saffron
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Yeah, they should be in the overrides like: STRAFELT STRAFERT, etc.

languid nimbus
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okay so where is STRAFELT?

meager saffron
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also, STRAFELT45 and STRAFELT135

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Should show up in the overrides. You make a custom override script already?

languid nimbus
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"make" I duplicated the custom avatar controller override

meager saffron
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Yeah, if you select that thinger and check in the inspector, it shoudl ahve a bit list of stuff.

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and those strafe ones are in there.

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Good luck getting it to work. it's a battle.

languid nimbus
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It has a bunch of stuff

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but, moment

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this is the interesting part

meager saffron
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movement overrides in general are a pain. :/ they seem fine in unity but tend to be buggy in-game.

languid nimbus
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there's no pure LT

meager saffron
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yeah, I noticed that as well. I think it may be mis-named or something.

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because there's also a SPRINTFWD and there's no sprinting in-game.

languid nimbus
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Yeah I was wondering about that too

meager saffron
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haven't tested it out much, but I'm suspecting the sprint may be the missing strafelt

languid nimbus
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so sprintfwd might be STRAFELT?

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Hmm I'll test it today probably

mental pier
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movement is super buggy
when i put anime running on one of my avatars in unity they are so perfect and then ingame its just trash

languid nimbus
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lol

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I think unity has something against my baby seal

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it's 100% above 20 cm but it's still complaining

meager saffron
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Shoulder height. Could try raisign the armature a bit, mabye. ^

mental pier
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have no armature

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then there is no shoulder

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so it doenst know how big it is

languid nimbus
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I have an armature though

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oh

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but then I can't animate it XD

mental pier
#

yes

languid nimbus
#

that feel when you have to type with one hand because you're talking on the phone with the other

vestal osprey
#

Is it possible to add eyeblinking to a character using bones or just through blendshapes?

forest dove
#

when i import an animation with mmd tools

#

it does this

#

am i doing something wrong here

warm scarab
#

So like i have seen some things with people pulling off like the masks of their said avatar is there anyway anyone can explain the animation process of getting that?

languid nimbus
#

They probably have the mask as a separate mesh in unity that they can hide, then have a second mask as an object that they can put in their hand when they "pull it off"

#

If I want to animate a tail, but it doesn't show up in the animator, do I animate it using armature?

novel flower
#

So im having one issue that I cant solve. My character is supposed to have crossed eyes and slow blink. I made a permanent animation that does the slow separate blink, smaller pupils, and crossed eyes. However, everything works in VRchat except the eyes staying crossed and return to normal. What could be causing this issue

#

Also, I do not have eye tracking on the model so that shouldnt be interrupting it

icy hazel
#

so your problem is that you have retarded eyes but they go back to normal!?

#

huh.

frosty pendant
#

One question... One of my models seems to have a animation on it that moves the fingers when idle but I can't find it anywhere. Is there a way to remove it somehow?

novel flower
#

yep

#

Can'y figure it out. I hit play button too and the animation works fine and has me blinking with the retard eyes

#

Dunno where something is getting crossed and having the eyes return to normal position

gentle holly
#

howdy chaps

#

i noticed vrc_keypress isn't supported anymore, is there still a way to trigger animations on keypresses for desktop users?

#

I've been trying to muck with vrc_trigger, but it's pretty complicated.

halcyon dirge
#

@gentle holly Not that I am aware of. You might need to make Emote Overides.

languid nimbus
#

So eh, I imported my seal into the game but there's a problem

#

(This is when I look straight forward btw)

forest dove
#

How do I tie an audio source to an animation

#

rather than on the character as a whole

languid nimbus
#

I already tried rotating the head and neck in the idle animation downwards

#

but it litterally does nothing

#

also tried moving the avatar descriptor to the front of the face but that didn't help

#

turned the bone in the neck upwards in blender

#

made it worse

#

it made the character sprint forward and backwards whenever I moved my head up and down

gentle holly
#

@halcyon dirge emote overrides, huh. Can I make an emote toggle, or do I just have to set it to an incredibly long length, since I don't have VR yet?

eternal geode
#

can you get head movement on generic models?

languid nimbus
#

nope

#

no visemes or eye tracking either

eternal geode
#

So stuck with walking and idle animation? ._.

languid nimbus
#

left, right, forward, backwards, idle and jump animations

#

that's all you get

#

that's why I'm trying to pretend this seal is a humanoid

#

but my face is stuck looking upwards XD

#

and when I apply an animation to it it always stands up for no reason

eternal geode
#

My poor little baby dino ._.

#

My poor little baby dino ._.

#

Yeah, i did that as well, but there are several other problems with pretending to be human ^^

#

Like, i have 4 legs 😄

languid nimbus
#

that's not a problem tbh

eternal geode
#

Having 4 legs animated with a human rig? ._.

languid nimbus
#

move right-front and left back at the same time in your walking animation

#

you only need to add the front legs to the rig itself

eternal geode
#

oh i see ... hmm

#

What do i do about arms? Just pretend they are there and remove all weight on the weight map?

languid nimbus
#

like I have two legs that aren't even attatched to anything

eternal geode
#

xD

languid nimbus
eternal geode
#

Hm yeah i guess i need to try that at some point as well ... if rigging wouldn't just be such a pain >.<

languid nimbus
#

its -totally- the left and right leg

#

believe me gais

halcyon dirge
#

@gentle holly You'll need to make it very long.

gentle holly
#

dang.

languid nimbus
#

Noone has any ideas?

halcyon dirge
#

What is the problem?

languid nimbus
#

I described it above already

#

when I'm looking forwards the model is looking straight up

#

I can kinda make it look forward if I look straight down

#

I also explained what I did to try to fix it

halcyon dirge
#

It's because your avatar is humanoid. It's the same with the knuckles.

languid nimbus
#

that doesn't make sense, when the knuckles look forward it looks forward

halcyon dirge
#

The creator of the knuckles said they changed the head roation to compensate for it's.. inabilities..

cinder dune
#

sorry but whenever i try to do animations for my avatar, the initial pose isn't on T pose. i've tried clear all transform and it goes back to the pose that i made when i insert keyframes on the timeline which is on my case, 31

languid nimbus
#

hmm but where? XD

cinder dune
#

anyone got any idea?

halcyon dirge
#

No clue.

#

But I presume that the creator of the Seal did the same, but flipping the neck or something.

#

So when you look straight, you wouldn't look straight down in the ground.

#

@cinder dune to make an animation, you need to make a clone of your avatar, since it breaks when you add animations to it.

languid nimbus
#

Ah no

#

this is an mmd seal, it was never meant for vrchat lol

halcyon dirge
#

I never said it was.

cinder dune
#

im doing my animation on blender, sorry @halcyon dirge

languid nimbus
#

it works fine as a generic model, I'm trying to make it humanoid by adding fake skeleton pieces

halcyon dirge
#

Ahh

cinder dune
#

animation does loop but when i load up in unity, the pose isnt on T pose but my animation pose

halcyon dirge
#

Then, my good sir Gatreh, I have no clue, of why this abomination of a humanoid/seal functions .-.

languid nimbus
#

Well that's because it doesn't work lol

halcyon dirge
#

@cinder dune Which animation do you want it to do?

cinder dune
#

walking

languid nimbus
#

it has fake legs that work well enough though

cinder dune
#

i've tried once and it looks a lil off on my first avatar with walking animation, both legs r not straightened

#

when i stop walking

halcyon dirge
#

Well.. ofc.

cinder dune
#

oh yea, and initially there were errors because im not on T pose when trying to rig on humanoid

halcyon dirge
#

You still need an Idle animation

cinder dune
#

so u mean i should do my animation before rigging?

#

with the custom animator controller

halcyon dirge
#

To be honest I would do the animations in Unity at all, but to make your avatar "stop" and look normal, you'll need an idle animation, to take over when the walking animation is over.

cinder dune
#

does unity itself have the idle animation?

halcyon dirge
#

The Humanoid rigging has a passive animation made by the devs of VRChat. But you can override it and make a new one.

languid nimbus
#

and to override it you can't just put it in the avatar controller

#

you need to put it in the "standing animation" in the vrc avatar descriptor

cinder dune
#

yeah i knew that, but the thing is, animating in unity needs coding isnt it? i suck at it lol

languid nimbus
#

no it doesn't

cinder dune
#

wait really

languid nimbus
#

I didn't write a line of code and I made a bunch of animations

cinder dune
#

ok can u link a tutorial here?

#

sorry

languid nimbus
#

Ehm thing is

#

I figured out how to animate by simultaneously using multiple tutorials

cinder dune
#

isnt there a complete one?

languid nimbus
#

so it'd actually be a lot easier to just show you how I did it and what I did

#

and also

#

it depends on if your model is generic or humanoid

cinder dune
#

its always human

#

oid

languid nimbus
#

yep yep

cinder dune
#

well... im finding it but cant seem to find the correct ones, theres one with coding

clear yew
#

Idk if this is supposed to be in Animaton, avatars mmd, rigging or wherever, but I\ll just ask here in case anybody knows, do you guys know how to replace a part of the body or something? :/ I wanna replace ears that I have on a pretty much finished model to go on vrchat

halcyon dirge
#

@clear yew If it's apart of the bone stucture you need to do it in Blender, if it's an item, like a hat, you can just add it in Unity.

clear yew
#

How do I know what it is? Can I check it somehow? My friend sent me what he's done and he's asleep now :C @halcyon dirge

halcyon dirge
#

I mean, you wish to add, ears was it?

clear yew
#

noo

#

Replace them

#

with different ones

#

cuz they look like they're made out of paper in game, I dont like em x)

halcyon dirge
#

Look in the armature in what ever program you have open. if under "Head" it has your ears, you need to fix it in Blender.

clear yew
#

It does

#

I remember

halcyon dirge
#

Can you send a SS?

clear yew
#

Yes I can

#

1 sec

halcyon dirge
#

o/

clear yew
#

or maybe not .. Im not sure

#

I dont do these thing

#

but trying to be an independent woman is hard XD

halcyon dirge
#

If you want them to have dynamic bones etc. you need to add them in Blender.

clear yew
#

oh ;-; shiet.. .

halcyon dirge
#

There is a hot fix to just post them in Unity, if you want them static.

clear yew
#

Do you know how to do that still tho? ;/

#

oh :/

halcyon dirge
#

I don't sadly.. But @frosty shard Might!

clear yew
#

Could you like.. help me out or something? Screenshare? Maybe Teamviewer? Whatever

halcyon dirge
#

Dog whistles

clear yew
#

Oh

#

XDDDD

halcyon dirge
#

He's currently playing For Honor, but PM him and he'll surely help you^^

#

Just tell him I send you >:)

clear yew
#

Oooooo :3 Yay

#

thank youuuu

halcyon dirge
#

o/

clear yew
#

you're amazing

#

hugs

halcyon dirge
#

Doing my worst!

clear yew
#

hahahaha what x)

frosty shard
#

Fuck you @halcyon dirge

halcyon dirge
#

#

@clear yew Look who I found~

clear yew
#

hhahahahahah

#

@halcyon dirge ❤ :333

#

Whatevs, @halcyon dirge, since you're here, do you do animations? 😮

halcyon dirge
#

Some casual ones, sup?

#

._.

next obsidian
#

I'm trying to add a dance animation from mixamo to my avatar and I can't because it keeps loading, this happens with only some of my models, but I don't know how to solve this problem
https://imgur.com/a/FHlv6

halcyon dirge
#

All I can say, is retry, since it's an issue with the Mixamo servers. I think.

clear yew
#

@halcyon dirge not necessarily casual.. I mean If I'd tell you I want tail animations together with face animations
and it doesn't take you more than 1.5hour (everything all together)
Would you be ABLE to do it?

#

@halcyon dirge for payment obviously.

halcyon dirge
#

Sadly I am not familiar with the the settings for facial animations, but I can show you who to do the tail animation and how to add it in, with a 5 min video?

clear yew
#

yes please 😮

halcyon dirge
#

It will explain everything you need to do ^^

clear yew
#

but is that connected with the facial expressions/hand gestures?

halcyon dirge
#

It can be

#

What is done here, is that it's bound to the idle animation

clear yew
#

AAAAA thank you :3

halcyon dirge
clear yew
#

Yeah, I've watched it, but I have 5 IQ, maybe I'll actually conentrate harder.

next obsidian
#

I don't think it is mixamo, because with some it works and with others it doesn't

frosty pendant
#

One question... One of my models seems to have a animation on it that moves the fingers when idle but I can't find it anywhere. Is there a way to remove it somehow?

ashen sedge
#

@frosty pendant That is the default idle animation. You can override it with a static idle animation to get rid of it.

frosty pendant
#

Can I find it somewhere? Or do I need to create one myself?

#

The main problem is, that the hand still moves while an animation from my override is going. When I use the right controller it moves and with the left one it does what it should...

next obsidian
quiet needle
#

If you do a mixamo animation, don't worry about uploading your avatar to get the animation integrated.

#

Just use an avatar that works or download it without the avatar at all.

next obsidian
#

it works like that?

quiet needle
#

Rig the imported animation the same as the avatar you want to import it onto, then duplicate it out of the base fbx so you can add it to your other avatar model.

#

Animations don't have to be baked into a model to work. As long as they match the rig style, it will work.

next obsidian
#

oh okay, I'll try that

#

with or without skin I downlaod it?

quiet needle
#

You can also check the animation tab in the rig and see if you need to bake rotation or translation. Download without skin

#

You'll just get a little blue cube fbx file. When you import it then hit the > on it, you'll see your animation. You can set the rig and animation tabs to what you want, then click the animation and CTRL+D to get it split from that object.

next obsidian
quiet needle
#

yeah enforce T

#

but you shouldn't need to configure the rig usually. just set to humanoid and apply, then rip the animation

#

it's just a middleman between you and getting it stuck onto your avatar.

#

I feel like I should probably make a tutorial for that. A lot of people don't seem to know how to do mixamo stuff.

raw violet
#

hmm u seem too know alot about animation @quiet needle do u know how u can import dance animations into emotes after u rigged it in blender onto a model?

quiet needle
#

You will want to use a dummy model for it. Generally speaking, animation will break if you change any bones, and you need to change the bones to optimize a good model.

muted prairie
#

@next obsidian Is everything parent to the spine for some reason or is that a skirt ?

quiet needle
#

I'm guessing you mean MMD imported animations and poses?

raw violet
#

vmd animation put onto a mmd model

#

she works in unity audio and the dance but she gotta be generic.. and i kind of wanted her onto my proper avatar

quiet needle
#

Yep, just use a standard MMD imported into unity the same way I just described. It's a throwaway model that you'll rig up as humanoid. Once you have it rigged, unity converts the animation to that rig instead of the MMD bones and you can rip it off the model and move it to a correctly optimized one with the same unity rig.

#

Just keep in mind you'll probably lose your hip movement as there is no groove bone in unity.

next obsidian
#

@muted prairie which thing

quiet needle
#

@muted prairie That's not a skirt, that's the fingers saying there is a rig problem

#

It's just a red line pointing, not a bone.

muted prairie
#

ah, good old unity pointing into something else, my bad

raw violet
#

cant rig my model too humanoid the animation goes away from the rig :S

next obsidian
#

oh yeah, it isn't a skirt, those are the hand bones xD

muted prairie
next obsidian
#

okay, I solved that T pose thing and I have the animation, now do I have to crate an animation and drag the thing I downloaded on the dancing emote?

quiet needle
#

The process is thus:
Import a standard MMD PMX into blender and then import the animation onto it.
Export the model immediately, do NOT fix with CATS. This will break the animation as the bones will be renamed.
Import fbx into unity and set the rig to Humanoid, then configure appropriately (this step will vary as the bones may have differing names. You may have to do some tinkering to get the right bones in the right unity slots)
Once you finish the rig, apply and hit Done and then open the > expander on the file panel, and your animation should show up there.
Click the animation itself and CTRL+D. This should duplicate it and rip it out of the broken model so you can attach it to an animator or view it in the animation pane.

#

@next obsidian So follow steps 4 and 5 on what I just wrote.

raw violet
#

k i did touch the rig with cats i guess that wasnt right then 😄

quiet needle
#

If you're familiar with animating, you'll know about duplicating your model as the puppet's t-pose will break when you begin to animate. To add the animation to your cliplist, just drag it onto your puppet in the hierarchy and you can then edit it.

#

Yeah, @raw violet If you rename bones, the animation still points to the old bone names and doesn't work any more. Unity will convert it properly.

next obsidian
#

I don't know much about animating but I DO know that you can fuck it up easily if you don't duplicate

quiet needle
#

Yep. ALWAYS make a puppet or you'll be starting over.

#

But you can use one puppet for multiple animations.

raw violet
#

u should still delete joints and that in blender ?

quiet needle
#

Yeah, they're not really needed. Since we don't care about the dummy model you can just ignore though.

next obsidian
#

okay, I almost have everything, just one thing, which emote was the dancing one? the 6th?

quiet needle
#

5th

raw violet
#

its gonna take forever 😛 the whole hand was red on the rig

#

@quiet needle is thre any easier way too rig the hands i seem too not find the right bone at all..

quiet needle
#

I would think the hands should be easy. Maybe try checking in blender to match them up? You can translate bones and not have issues with the anim

raw violet
#

oh

#

! that makes it 100 times easier!

#

translate them in blender with cats?

next obsidian
#

thank you @quiet needle it worked, I love you

quiet needle
#

awesome. Get those sweet sweet animations into it.

#

Yes, @raw violet , translate with cats, just don't fix

raw violet
#

@quiet needle got the rig done but stupid question where do i find the expander :p

lost musk
#

Hey hey, does someone already used to play some mmd animations in game ?

quiet needle
#

it's on your fbx in the file folder pane

#

the little arrow on the dance you imported

#

shows you all the baked assets

#

@lost musk Yes, I've imported quite a few MMD dances.

lost musk
#

Oh cool that's exactly what i'm looking for. I have two mmd dances, though you know they last for long, so at a point you can move again and your character keep dancing, that's pretty ugly

raw violet
#

still confused how too get the animation out

quiet needle
#

Yeah, that's a problem with the way VRChat releases the emotes after 10 seconds. If you know how to edit an animation controller in unity, you might be able to lock the character for longer, but I'm not sure how to do it myself.

#

@raw violet so you have imported it and rigged the skeleton in Unity?

raw violet
#

yes

quiet needle
#

Now click the little arrow on the model in the file panel

lost musk
#

What ? For me the lock last for at least 30 seconds

quiet needle
#

You see the play button animation listed in the baked assets?

raw violet
#

yea

lost musk
#

And then I just press again an emote, and even if the emote isn't played, the dance continue and the lock start again for 30 sec

quiet needle
#

@lost musk I have noticed it lasts longer depending on how long the animation is, but if it's longer than 10s it is pretty much guaranteed to break.

#

Highlight the animation by clicking on it once, then do CTRL+D @raw violet That will rip it out of the broken model and it will be a standalone .anim file

lost musk
#

@quiet needle Yep ! The point for which I ask help is that I usually just keep pressing the emote to keep the lock until the end. Though some ppl told me that they see some strange animations when I do this after the first break. In front of a mirror it's all nice for me, even in the retransmited video from the dancefloor world.
My question was "Is this possible that the others users don't see the same animation than me ?"

quiet needle
#

I'm not sure. I'd probably have to do more testing with longer animations.

lost musk
#

A guy said me something like "Guy, your legs are still here, that's weird" Since I have root transformations, and relaunch the lock everytime it break, the model could have strange transformation maybe

#

So i'm confused !

quiet needle
#

Yeah I might look into the controller to see if I can make a modified version that holds the character locked for longer.

raw violet
#

@quiet needle dosent seem too be able too get it out of the model :S

quiet needle
#

Could try extracting via the animation tab on the fbx

#

I'm not sure what you're seeing, but it should be a duplicatable item

muted prairie
#

Right clicking duplicate might work too, I've had instances where Ctrl+D didn't work

raw violet
#

cant send picture in this discord or i do show D:

next obsidian
#

wait, you can get mmd animations? that's cool, where can I download them, Devianart?

#

or which is a good page

raw violet
sharp torrent
#

How do you spawn objects that stay in place and won't follow your character as you move?

quiet needle
#

those would be world objects/particles

#

There are a few tutorials out there.

sharp torrent
#

Alright, I'll search that up. Thanks

muted prairie
#

@raw violet you can upload to imgur or use gyazo

raw violet
#

this is what i have after i finished rig her too humanoid

muted prairie
#

and you can't click on the animation file in the project ?

raw violet
#

i can but its greyed out

quiet needle
#

The play button square in the files in the bottom middle, right?

#

named TDA something

raw violet
#

well i can click the animation and it start in the preview picture underneath

quiet needle
#

right

#

click that

#

then CTRL+D

raw violet
#

the moving avatar?

quiet needle
#

no, click the animation (the one you click to pull up the preview)

raw violet
#

nothing happens

clear yew
#

is there a way to animate skyboxs and if so is there anyone who has one i could use for my world

muted prairie
#

🤔

quiet needle
#

does the name turn blue?

raw violet
#

yea but when i click ctrl + D on the animation in the project nothing happens

quiet needle
#

can you right click it and duplicate?

muted prairie
#

"open the project folder, navigate to the file and copy paste it normally. If the clip is part of an imported model ( which I doubt, because then you would not be able to modify it in unity at all) then you will have to duplicate the model file instead."

quiet needle
#

One thing you could do is open it in the animation tab and copy all the pips, then paste it into a different animator.

raw violet
#

there is no duplicate option

#

when i right click

#

@muted prairie just copy the file from the folder itself into the same character folder?

muted prairie
#

yeah, a ctrl c and ctrl v

raw violet
#

got a file called fbx.meta underneath the bigger file

quiet needle
#

You're doing this from unity, right? We don't want to do this under windows

raw violet
#

i am doing it in unity ye

#

i just clicked show explorer and there is two files in it on the animation 1 3D file and 1 Meta file

quiet needle
#

Yeah that's normal

#

I'm not sure why it won't let you split it out. Try going back to unity, click the model with the animation attached, and go to the animation tab in the top right. See if you can export it from there, since you're going to want to be able to edit it.

pastel solar
#

hey chat, I was working on my model for hours until I reached the 20k goal just to realize that the shape keys broke on the way...

#

they are all over the place

#

does anyone know how to fix this?

muted prairie
#

decimation is the first step for a reason

#

Also, you shouldn't decimate the face and hands

#

usually because of shapekeys

pastel solar
#

i never touched them

muted prairie
#

so which shapekeys are messed up ?

pastel solar
#

every

quiet needle
#

Do they still exist?

pastel solar
#

yes they still exist

quiet needle
#

Once you rejoin your meshes, they will all combine into a full shape key again

#

They're likely not broken, just split into each mesh's affected areas.

pastel solar
#

I mean I havent touched the face or the hands at all

quiet needle
#

You'll see duplicates if for example you have eyelashes and eyelid meshes, because both of them use the same shape key to blink. When it's split and you test it, only the mesh you have selected will move instead of the whole blink animation.

#

so the eyelashes will move and the eyelid won't or vis versa until you rejoin meshes

raw violet
quiet needle
#

You can click in the empty light gray space in the timetable and CTRL+A to select all the pips, then CTRL+C to copy, then go to your puppet animator and add a new clip by clicking the name of the animation at the top of the list of properties, and selecting Create New Clip. Then paste the pips into the new/empty animation timetable

#

It's going to freeze your unity for about 15 minutes, so go grab a drink or something.

raw violet
#

puppet animator?

quiet needle
#

Do you have a duplicated version of your model in the hierarchy/bones list?

raw violet
#

nop

quiet needle
#

never do animations on your main model. Always do it on a duplicate.

raw violet
#

but i can pull my main model in

#

that i want the avatar on she is already done rigged

#

this is on like a different model i made for the animation

quiet needle
#

yeah bring that scene up with all its rigging and duplicate her, then click the name of the duplicate and go to the animation tab to create a new animator

#

You might want to watch some tutorials on basic animation, as it will show you the entire puppet creation process.

raw violet
#

i seen that i done face emotions just never done dance or anything like that

#

my unity is frozen now as u said lol

quiet needle
#

Yeah, give it a bit. It has a lot of pips to paste.

raw violet
#

i may accidently clicked it a few times the past key what do i do thenxD

quiet needle
#

It should only paste once. It stopped listening to your key input as soon as you hit the first paste 😛

raw violet
#

ah k xD

#

haha thanks for not giving up on helping me 😛 taken awhile now just for 1 dance

quiet needle
#

Yeah it's nice once you have a full set imported because you can just dupicate the overrides and put it on a new model

#

since the animation will be rigged for humanoids it's usually compatible with every new humanoid you bring in by default.

raw violet
#

but how do u add audio onto the dances

#

i know how too get the audio in but wont it be playing off all the time if u put it onto the head of the main avatar

quiet needle
#

You'd have to enable an audio source on the avatar. If you want it to always play, just put it on the armature somewhere and leave it enabled. If you want it to only play during the dance, you have to disable the audio source then set a flag in the beginning and end of the animation to set the audio source to "Is Active".

raw violet
#

sounds complicated

muted prairie
#

it's not

#

he layed out the steps

quiet needle
#

not really, just takes a bit of doing

late phoenix
#

If your dance is an animation it's easy

#

Just open the animation...

quiet needle
#

That wasn't the abridged version, those were the full instructions lol

raw violet
#

sounds harder for someone that is new too animation 😛

#

i am still in the learning process of everything u can do too unity and blender

late phoenix
#

It's really not too hard lol

quiet needle
#

right click your armature on your model and go to create > audio source

#

There will be a spot in that object to put your sound file

#

and a few extra settings

#

volume over distance, etc.

#

once that's done you have a sound, you just disable it by unchecking the box at the top of the right hand column

next obsidian
#

has someone already explained how to upload an mmd dance? so I don't ask again

quiet needle
#

I just got through it, though it's a bit stretched over a conversation

#

The process is thus:
Import a standard MMD PMX into blender and then import the animation onto it.
Export the model immediately, do NOT fix with CATS. This will break the animation as the bones will be renamed.
Import fbx into unity and set the rig to Humanoid, then configure appropriately (this step will vary as the bones may have differing names. You may have to do some tinkering to get the right bones in the right unity slots)
Once you finish the rig, apply and hit Done and then open the > expander on the file panel, and your animation should show up there.
Click the animation itself and CTRL+D. This should duplicate it and rip it out of the broken model so you can attach it to an animator or view it in the animation pane.
If the duplicate doesn't appear, you will need to click the animation, then click the animation tab and copy all the pips into a new animation clip.

#

Note: you can translate bones before exporting to assist with the rigging process.

lost musk
#

@quiet needle I tryed with two computers

#

And you can re block after an emote everytime you wish to for the whole duration (3+ min)

#

There is no bug in animation

quiet needle
#

Interesting

lost musk
#

play a very long mmd dance, and when your character is going crazy cause he isn't blocked anymore, play any emote you want. It wont be played. It'll only block again your character for another 30+ sec

#

(And the dancing animation keep playing ofc)

quiet needle
#

And it will lock for rotation and movement?

lost musk
#

yep

#

Just like if you started the dance

quiet needle
#

I'll have to try that when I get home

lost musk
#

It work 100% sure, I knew it worked cause of the camera and the mirror, but now I tryed with another account in front of me

#

And the animation keep beeing nice after the 2nd and the 3rd lock if I press any emote back to re-lock the first dancing animation

#

Also I have a problem, maybe you can help me ahah

#

When I look at the mirror with my avatar, I see my body in front of me finely, though, when I watched with my 2nd account, I alway turn something like 60° on the right. So If I move my head, my body is alway almost from side. It isn't aestetical at all

#

Any idea about where it come from ?

#

(It do not do the same with any other avatar)

raw violet
#

@quiet needle unity is still frozen

quiet needle
#

what kind of processor do you have?

raw violet
#

i7-7700

#

shouldnt be a problem i believe

quiet needle
#

Yeh, mine locks for around 10-15 minutes normally. I've done so many that I usually just go do something else haha.

raw violet
#

been over a half hour maybe unity crashed lol

quiet needle
#

Well you can always risk losing progress and close it out and try again.

raw violet
#

ye will force close it and retry now i know what too do atleast so it should go quicker if it dosent bug out

raw violet
#

do u put the animation on a custom override

#

and into the emote parts?

surreal crater
#

depends on what you have and want

raw violet
#

dance animation

surreal crater
#

yeah just overwritte the custom 1

#

dont put those on gestures

raw violet
#

haha ye noticed that i did that too face emotes and fucked up my hand gestures with the controllers

quiet needle
#

You could but it wouldn't lock your character, which means your feet will look weird

surreal crater
#

^^

raw violet
#

never touch hands it seems like if u still wanna be able too point and stuff

surreal crater
#

anyone willing to share their valentine animation ideas? xD Im out of ideas :X

quiet needle
#

One thing you can do is make a copy of the animator controller so it has all the defaults and can be modified.

surreal crater
#

always make a copy!

quiet needle
#

I imagine you have some good heart animations?

surreal crater
#

I can probably get some heart particles or just a model

quiet needle
#

You could always play around with world particles and distribute hearts

surreal crater
#

depends on what the idea si

quiet needle
#

cupid bow?

cursive moon
#

"make a copy of the animator controller so it has all the defaults and can be modified"
Whoa, whoa, you can just edit the default animations without trying to recreate them yourself?!

surreal crater
#

thats actually a nice idea @quiet needle

quiet needle
#

Yes, you can make a copy of the animations themselves, then import them onto an animation dummy and it will enable editing.

#

They're read-only if you look at the controller, but no such restriction exists on a duplicate that has been added as a subclip

#

@surreal crater Yeah, now I want to go make one haha

raw violet
#

so u cant put the dance emote straight into custom override?

quiet needle
#

Yes you can

raw violet
#

oh thank god lol

surreal crater
#

@quiet needle Nice I wont steal your idea then, I justn thought of my own tho that would melt people hearts probably.

quiet needle
#

No, feel free. I'm sure we wouldn't have all the same ideas, and there is enough room for both of us to fire death hearts at the community

surreal crater
#

@quiet needle Im first gonna try to make my own idea work and otherwise i'll steal your idea 😜

next obsidian
#

Why are the dynamic bones colliders so shitty, I can't work with a long dress

#

You'll fill the world with love, and all the hatred will be vanished

devout loom
#

Does anyone know how I can get a noise to play at a certain time in an animation? Say I want one to play at 0 seconds, and then the next at 34 seconds, how would I make it do that without making my hand slowmotion, it also seems to just play the sound at 34 seconds and not the one at 0 seconds

surreal crater
#

what kind of animation are we talking about?

devout loom
#

making a creepy avatar, and I'm trying to get a noise to play at a certain time in my animation so I can act out with it, the first sound at 0 seconds is an ambiant type noise, and the second one is a sound effect to go along with it

surreal crater
#

do you play an animation that your character does the work? Or do you use a handgesture animation that you play yourself?

devout loom
#

hand gesture, and play it myself

surreal crater
#

The way I do it is by just adding seconds of nothing in the audio clip until it is what I want

#

Couldnt find a way myself to fix it in unity

devout loom
#

so just kinda clip the two together to what you want

#

?*

surreal crater
#

kinda

#

btw

#

whats also possible

#

is that you make 2 different animations to play the sounds for you

#

so you can time it yourself completely

#

instead of depending on a 34 second sound file

devout loom
#

I can give it a try, my worry is it'll just reset some particles switching anims, and ruin some effect

#

switching gestures that is

surreal crater
#

aha

#

that could become a problem yes

clear yew
#

does anyone know how to make a avatar float?

devout loom
#

I'll try the first option, seems to be safer, thanks for the info ^^

surreal crater
#

np

next obsidian
#

@clear yew I did it by putting the bones lower than the tip of the foot

#

but I don't know a better way xD

heavy stirrup
#

Overwriting my walking animation doesn't seem to work. I can see that it's functioning (an armature part of the animation is moving)
But the animators controlling the legs isn't overwriting the normal walking.

raw violet
#

@quiet needle @muted prairie thanks for the help both of you 😄 gonna test out my model soon

devout igloo
#

@surreal crater I mean it’s not a major animation. But I wanna make an override that gives me a shirt saying “I <3” and a photo of whatever valentine I get.

surreal crater
#

@devout igloo Well im not planning on asking someone specific I just want to spread some love on vrchat ^^. Nice idea tho!

raw violet
#

should get a cute valentine skin 😄

devout igloo
#

Perhaps make an animation that has your character make a heart with their hands, then a heart particle shoots out? @surreal crater

surreal crater
#

@devout igloo Thats also a good idea! I will add it to the list 😄

cosmic hawk
#

anyone know why my sword is visible in the mirror but not my character itself?

ruby elk
#

Guy sso i have an idle standing animation which works but the avatar sinks halfway into the ground. how do i fix this?

forest dove
#

can anyone explain to me how to make an audio source enabled only when an audio source is enabled

ruby minnow
#

hey guys, is there a way to override the hand animations on each hand separately? the default ones break my character's fingers

muted prairie
#

yep, it's called animation override

ruby minnow
#

but afaik that overrides both hands

heavy stirrup
#

My animation override isn't working on the walking animations. I actually do see the armature portion i put into it moving, but not the legs built under humanoid animator-- it uses the default walking animation

ruby minnow
#

how do I override a single hand only?

ruby elk
heavy stirrup
#

Make sure you apply your q and t roots

ruby elk
#

And for some unknown reason the second weapon is not shown

small tapir
#

Do textured particle systems lag people more then untextured ones? If it even matters that is

cursive moon
#

What are Q and T roots? I always get rid of them when copying a default animation and only leave finger bone changes.

ruby elk
#

and how do i apply them?

small tapir
#

@cursive moon Try it i never use it

heavy stirrup
#

they lock you in place relative to a position in space--- you can afix yourself to be off the ground or... not in the floor.

#

They're two animators
Animator.Root Q
Animator.Root T

#

just add them as properties

#

Root T is the one that has up and down that you need

#

Now, anyone know why my legs don't override the walking animation? :'|

hot orbit
#

Is there a way to chenge the particle options so that it doesn't get smaller when you get close to it?

raw violet
#

anyone know why my unity wont unfreeze when i copy the pips into a different animation.. it seem too be stuck on copying it into the other one :S

velvet ginkgo
#

How would I go about making a dance animation with 2 models?

rain reef
#

Okay so a lil noob question here, if i want my particles to not move with the emitter, but the spawn of the particles to always stay on the emitter, how would i do that?

#

so like, have my particles always spawn on the same place on an object but when i move the object the particles dont move with it

pliant nacelle
#

Add the eztra characters armatute and animate that along side your normal character and hide it on upload?

velvet ginkgo
#

You change the simulation place to world instead of local.

rain reef
#

ye i did that

#

but then the particles spawn above the ground

#

instead of on my gun

#

so i want the bullet to always spawn on the gun

#

but to move independently from my gun

velvet ginkgo
#

Gravity problem?

rain reef
#

i dont know?

#

gravity modifier is 0

velvet ginkgo
#

Did you actually put the emitter in the gun?

#

And fix its shape?

rain reef
#

the particles system is on the gun

velvet ginkgo
#

Is the particle system a child of the gun?

rain reef
#

yes

velvet ginkgo
#

On the nose or what?

rain reef
#

Yes

#

do i need to change any shape properties

#

to like align to direction

#

or emit from shell

pliant nacelle
#

When i tried world it spawned from my root bone

#

Local fires from gun, but yes it also keeps the movement of the gun afterwards

ruby elk
#

I fixed the standing naimation. but now when I move i start walking on air

#

ples help

#

idle standing animation*

shell quest
#

@cosmic hawk make sure the sword doesn’t have a component named body, and if it does, change the name of it.

ruby elk
#

how do I edit the Root Animator?

#

nvm found it

mint ginkgo
#

What does the PRONEFWD animaiton override controll?

cursive moon
#

Moving forward while crawling

mint ginkgo
#

Oh, how do you crawl?

cursive moon
#

I believe VR only, have to crouch low enough. Might also be possible by changing player height in the menu? I know there's no button for it.

mint ginkgo
#

Alright, thanks

heavy stirrup
#

Basaically, headset needs to be near the ground-- i actually have to get prone XD

jaunty gust
#

I'm trying to make an animation where my tail wags when doing a gesture. This means the animation will be about 2 seconds long. Is there a way to make it so that the animation stops/breaks whenever you stop pulling the gesture? Right now when I stop doing the gesture, the animation will continue playing and it takes very long for my hands to go back into original position. Also whenever you accidentally trigger it, well, that's not cool x)

Hope there is a way to do this, even if it would include editing the animation controller or scripting, but I really want to try to make this work. Please @ me or PM me if you have tips, thanks in advance! ❤

quiet needle
#

Yes

#

Set your gesture to 0.01 seconds long

jaunty gust
#

And the rest of the clip just the tail animation? 😮

cosmic hawk
#

@shell quest yeah... I think it’s the mesh on my sword that’s the problem. Although I can’t rename it 😦 is there a fix around for this? I was thinking I’d have to go back and pair the sword and my character on the same file. Cos they were originally separate, I just added the sword with him in unity.

quiet needle
#

This is a very good resource for what you're trying to do @jaunty gust

raw violet
#

@quiet needle can i ask you a new question 😄

shell quest
#

@cosmic hawk You should be able to just rename the object in the heirarchy

spring swallow
#

I'm trying to override the walking animation on my humanoid avatar. How would I do that?

jaunty gust
#

@quiet needle I've seen that, seems like he does explain that you can make the animation work when throwing it into the override, which it does. But it doesn't seem to have actual hand movement in the animation (talking about the video), just the tail wag. I've made a few keyframes for my hands to be posed as a peace sign (instead of the standard 'claw' hand pose it would do when you're overriding a gesture and not animating the hands) + a few keyframes to do a facial expression.

The way I'm thinking is, that even if I would change the hand gesture keyframes to just 0:01 seconds, Wouldn't that just stop my hands from posing but at the same time continue to play the full 2 second clip?

#

Doesn't have to be a bad thing tho, it's okay if the tail continues to wag for the full duration of the clip, as long as I'm able to pull different hand gestures while the 'current clip' is still playing

quiet needle
#

You make a good point. Let me think about it a sec

#

@raw violet What's up?

#

Do you have a tail wag idle animation set @jaunty gust ?

jaunty gust
#

No, purely on gesture

quiet needle
#

You could set an animation then default it to off, and for the animation flag just change it to "Is Active"

jaunty gust
#

That I don't really know how to do I think. I'm currently going to test the method you just said. Just tried setting the gesture only to 0:01 and see what happens

quiet needle
#

But yeah, the whole animation being in the same clip as the hand gesture is going to extend the hand gesture to a "hand gesture to idle over the course of the rest of the animation" scenario

jaunty gust
#

Thats what I thought, but still worth a try

#

I've had more suprises like this where I was thinking too complex and the non obvious easy way worked

#

Not gonna assume it but hey just wanna make sure I've looked in every corner

quiet needle
#

If it's an animation by itself and you're not directly using rotations in the animator, but calling the animation up, then it should work at .01

jaunty gust
#

@quiet needle OMG ITS WORKIIING

quiet needle
#

awesome

jaunty gust
#

Its just that the hand kinda keeps stuck tho

#

So it doesnt 100% break it

#

But the tail animation stops when doing the gesture, maybe there is a way to fintune it

ruby elk
#

Now I fixed my idle standing animation by adjusting Root T. But now whenever I move around, my avatar floats in the air, while the Viewpoint stays the same. Anybody knows how to fix this?

If someone knows how to fix this issue, please DM me coz i might be sleeping now

jaunty gust
#

So hmm yeah not quite there yet, but damn its an improvement at last, been spending hours on this now. Hopefullt can make it 100% clean

quiet needle
#

Check to be sure the animation doesn't have any stray pips later in the timeline

clear yew
#

A lot of good info about the tail

spring swallow
#

Anyone know anything about making custom walking/ idle animations?

clear yew
#

Definitely wait for other answers just to be sure

spring swallow
#

Thanks, but I've already made the animations. I should have said overriding the current walking animations.

clear yew
#

Ah, the technical part

spring swallow
#

Yeah, I've been stuck at this part for a while

quiet needle
#

So you should be able to add the animation override and there is a slot to add walk animation overrides in it

spring swallow
#

I've tried

quiet needle
#

Slot your walk into the override, and the override into custom standing anims

spring swallow
#

It freezes the arm and head tracking

lone yoke
#

would it be possible to animate the body mesh and hide it on the character for use later as a game object?

quiet needle
#

That's essentially how people use weapons. Hide the mesh and enable it in an animation later.

gray pier
#

Is there a default set of animations i can look at and edit? Im trying to find exact finger positions for adding facial expressions.

quiet needle
#

find the default animation controller, click it then open the animation tab

gray pier
#

Eyy, youre a life saver

lost musk
#

Hey hey, does some could send me a custom controller for vrchat ? With walking animations... 😄

jaunty gust
#

@quiet needle After some testing, it's still not quite okay, but was a good attempt. The gesture can be started and stopped properly now by doing the gesture and lifting off it, however. Even tho the animation stops, the hands are kinda stuck in position for a while. And moving to another gesture makes the hand go in suuuuper slow mo. This seems to happen on both hands. The only way I've managed to bypass this (on one hand only sadly), is by doing a different gesture on the other hand while doing this one, and then the other hand will be able to move freely.

Hope I can try out something more

quiet needle
#

Maybe check all your subclips for long animations? It might be something else that is extending it?

jaunty gust
#

Subclips as in other animation files for different gestures?

lone yoke
#

yeah but i would have to have an animation that when is used as a game object wont disconnect my character from my movement and t-stance it.

#

I already know how to do long animations on game objects that arent connected to the body in a direct way

#

say for example i want to make the tongue move and still have my arms move without restraining finger movement

raw violet
#

@quiet needle i finally did it 😄 ctrl+D worked after i edited the animation down too 10 sec

gray pier
#

still cant figure out how the default animations work as for copy pasting.

jaunty gust
#

Oh wait I think I know what you mean. There are no other keyframes in the animation for the hands or face. The peace sign is also moving back to 'idle hand status' as intended / at the right speed. Just when triggering a new gesture will make the hand appear as a peace sign again and slowly move it into position of the new gesture

tall zodiac
#

Does anyone know how colliders work with particle systems

#

Cant figure out for the life of me how to make them collide with my hand

cursive moon
#

If you're talking about dynamic bone colliders, they only collide with dynamic bones

tall zodiac
#

not that

#

there is a collider option in the particle systems but cant figure out how to get it to work

cursive moon
#

Ah, I see. Sorry then, no clue - never done particles

plush jungle
#

hey can u have more than 2 handgesture changed ? cause i have 3 now and everything is fucked up donno if my 3rd animation did that or you can just have two

lost musk
#

Heeelp, I made a custom emote, but when I play it, my character is in the ground xD

cursive moon
#

I fixed that by raising the position of the avatar +1 on the y axis in the animation, but that makes dynamic bones act as if you were teleported down then back up very quickly. I would also like to learn a more graceful solution to this.

lost musk
#

I guess that the problem is I used the animator for this emote. So it take all the body and not only the part I mooved :X

plush jungle
#

hey can u have more than 2 handgesture changed ? cause i have 3 now and everything is fucked up donno if my 3rd animation did that or you can just have two

tulip thistle
#

been having problems with a body pillow I pull out with custom override, for some reason there r 3 different things people see, myself included. Its either only 1 side of the body pillow shows, both sides can be seen or its just completely white. It's different for every person and I don't understand why it happens cuz I haven't touched the avatar since I uploaded it like 2 days ago

signal dove
#

So, what do I need to do to get custom movement animations to work?

light prairie
#

Curious, I made small animations where she just changes her face when I do a specific hand gesture. However they just loop in-game, where/how can I fix this?

cursive moon
#

You want gesture animations to be 2 frames long

light prairie
#

They go from 0 to 1

pliant nacelle
#

Set a frame on 0 and 0.01

light prairie
pliant nacelle
#

Make sure both frames have the same animation data, i.e. smile 100 on frame 0 and smile 100 on frame 0.01

light prairie
#

ahh, that's my mistake

#

I didn't have it on 100 at frame 0

pliant nacelle
#

Yah

#

Had your problem too when i first started

fathom drum
#

I seem to be having problems with my face animations can some one help me out. i Have set numbers on the animation screan in unit but my face just keeps resetting it looks like

pliant nacelle
#

Make sure frame 0 and frame 0.01 are both at the same desired number

light prairie
#

Well hey, we all learn fade. Thanks for the help! I'm going to see if it works

pliant nacelle
#

Np gl

fathom drum
#

I have the frame 0 at 0 and 0.01 at 0.01 i got one animation to work but the others dont

cursive moon
#

Screenshot your animation window so we can see exactly what's going on? Include the shape key values

fathom drum
#

It wont let me post a pictire in the channel of it

cursive moon
#

Gotta upload it somewhere and post the link

#

imgur's a good choice

fathom drum
#

my bad i forgot to push the upload on imgurl i think

cursive moon
#

are the values the same on each keyframe?

fathom drum
#

yeah

cursive moon
#

No clue then, honestly, sorry

light prairie
#

@pliant nacelle tested it and it worked, thanks a lot (:

pliant nacelle
#

Np! Glad it worked

signal dove
#

Has anyone ever imported walk or run animations?

#

I'm having trouble with it

final gazelle
#

@signal dove they seem to work for generic rigs, but never figured out how to get humanoid rigs to animate properly with them

signal dove
#

But generic rigs can't have any sort of tracking, right?

final gazelle
#

as far as i can understand, yeah -- generic rigs don't work with IK tracking

#

i've seen some chatter about replacing the walking animation on humanoids, but most of my attempts so far haven't seemed to work

signal dove
#

Not just IK, I meant VR tracking too

spring swallow
#

How do i get an animation to play without the avatar going into the broken animation state?

robust lark
#

Hey quick question.. How do i add audio and put it on a custom overide?

spring swallow
#

Add an audio source to your avatar

#

and disable it

#

then in the animation enable it

#

then drag the animation into your custom override

spring swallow
#

Just upload it, it may work

#

I remember seeing that message and I think it worked fine

robust lark
#

Its a error

spring swallow
#

change the volume

#

It may be too loud

#

also, did you make sure to make the bounds smaller

shrewd moon
#

Remove that onsp component

#

It’s under the main audio component

spring swallow
#

My animations are putting my avatar in that pose. I don't know why

shrewd moon
#

What animation are you trying to do?

spring swallow
#

blinking

#

I've been able to do it on another model with no problems. I'm not sure what I'm doing different

shrewd moon
#

It goes into a weird sitting position in unity?

spring swallow
#

Yeah

shrewd moon
#

Just ignore it

spring swallow
#

No, once the animation starts playing it goes into it

shrewd moon
#

In vrchat?

spring swallow
#

When I press play in unity

#

Fixed it

shrewd moon
#

Can you screenshot your key frames?

spring swallow
#

I didn't have legacy checked

shrewd moon
#

Umm alright

brittle mural
#

Could someone get me an invite to VRC Traders?

thorny fox
#

anyone got a method on how to get animated dancers in vrchat? ping me so i can read

lucid pewter
#

When applying dymanic bones to a model, and having a gesture animation model, does that gesture animation model have to have dynamic bones to look the same?

shrewd moon
#

Nope

#

Wait

#

You add the dynamic bone component to the model

#

Then drag the bone from the armature you want to wiggle into the dynamic bones component

#

Just add the dynamic bones to the model you are going to upload