#animation
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I have
I'll brb
Yeah, i loaded straight onto it
i get that issue if i switch between chracters with height differnces alot
yeah im not sure how to fix that
i get it with one of my models but then i just switch to another and back
and it's fine
but if you loaded straight in
idk
I'll see if that fixes it
yeah just try changing your heigh up or down depending on the character it should reset you
@pliant plank kk
so I tink I know the issue
but lemme test it
I made mutliple compies of my avatar and I have a fdeel one of the bodies of my duplicate got the visemes instead
for some odd reason
now ima reimport thre anim fbx
rig the secondmodel
duplicate the .anim file
then delete the second fbx
May work out just fine like that
not letting me duplicate the animation file
hmm
FUCK
I DELTED MY MAIN AND UNIY WONT LEMME ACCESS IT
cntrlz wont bring it up
fuccckkkkkkkkkkkkkkkkkkkkkkkkkkk
k so I have no saves either
Aite
time to off myself
How do I get unity from shoving my avatar in the ground?
https://gfycat.com/DemandingImprobableBear when you can't be arsed to find proper textures for what u want to do
Beautiful
might as well replace fire with some1 else and add 2 more systems for rest girls
yuumi do you know how to make it so other vruses can play with your tits
users*
im trying out a sphere collider
but idk if world objects or other people will colider with it
you can;t interact with other people
๐ฆ
I guess you cant add a trigger with a ridig body to miake it work either
Feels really bad man
fingers crossed the 50th time I do this itll work
I have no idea why the .anim file would duplicate
in unity
so I dragged it out and deleted the anim fbx
and dragged it back into unity
and unity dragged it out completely as an fbx
KILL ME
Ctrl+D on the anim file
I did
Did you rename the file so it didn't have | on the name?
:/ particle are still passively spawning
ok now it duplicated when I set it to humanopid
I have no idera
I just redid everything again
and now it works
???
ok so whats the best way to commit suicide
Cause (m done
if this doesnt work
IM DONE
k we work fam
How many moving bones is too many moving parts?
hello i'm legit doing manual lip syncing for an emote
is there an easier way?
or am is this gonna be a project for a few days
lmao
(in unity)
is it possible to make a permanent change to your avatar after you use an emote
like a transformation emote
damn
Googling for a blender or unity addon for that may be a good idea
nevermind, i got it all done
only problem is having it play in game
i want it to be an action
like
holding my fist
there any limits around that?
because i can't get it to actually work
i set it to legacy
are there other things i need make sure it's set
boys and girls
I did it
as a desktop pleb I made an animation
work
with particle effect etc
Does someone know why the sound in one of my project doesn't work? It works fine in every other project...
Congrats Keo
gonna make a video on this definantly
Feel there will be people the video will help
Jennifer, does it not work within the project, in the game or when you upload?
I also felt really good when I was able to make animations before buying vr. Finally being able to try them out once I got my vive never felt so good
As a desktop user:
While in the game is there a way to stop a custom emote before the animation was meant to end?
Is there a way to control a particular bone's rotation while playing an emote? So that for example I'll be able to adjust the direction a petting or poking emote is aimed towards by rotating the torso bone's axis (with mouse) to adjust for the player's height.
the issue with animation in desktop is
it breaks when you make it
only solution I find is cope paste an animation into it
with a pose you want
then add active components
Sorry, meant both questions for during in-game
Would that still apply?
Know the first part explains how to add an animation without breaking the original but hadn't heard about active components before
In general I don't know much about Unity since I have yet to use it, so didn't know what "Active Coponents" may refer to but want to know if it's possible to maintain some control while using emotes in game to better plan for the custom emotes I'd like to animate
desktop I dont think so
vr you can
like run multiple animations together
well actuall I want to take that back
I blieve vr can
you can
like if you want to have a pad pat emote at a certain size you hand will go up you can
but to scale the emote I know thats not possible
youll have to make multiple headpat emotes
Did fear I would need to make a different patting emote for petting tiny, eye level and tall characters
Wouldn't be patting a tall character anyways since I wouldn't be able to reach them, lol
Is it possible to use shapekeys/visemes instead of bone movement for Eye-Tracking?
Currently working on creating and rigging the facial expressions for my model but the eyes may clip and look odd when moved with bones becauce she is low-poly
can someone try to explain to me how to fix my animation sound. so i have a gun on my avatar i want it to stay idle with i do the gun gesture with vr. when i pull it out it does the sound. i have two animations one for just pulling it out normally and one with the sound can anyone help me fix where i just pull the trigger and it does the sound instead of just pulling it out instantly and it doing the sound?
Put the sound in an Empty that is disabled by default, and enable it with the second animation.
how do I go abouts doing that i watched videos but non of them really helped.
is there a way to make an audio play when you use your emote?
@clear yew the sound doesn't work inside that specific project and ingame. Outside of unity it works fine...
@hushed bluff Just rightclick on whatever bone in your hierarchy you want to add the sound -> Create Empty -> Add sound source.
@frosty pendant What file extension is it? .wav does not work in unity. Gotta make it .mp3 or .ogg
It is .ogg that's why I am curious
heya is there a way to make like ehm make u explode yourself?
Hello, I'm new here and i have a question about animation.
Can a make a animation like ,,KaMeHaMeHa'' from goku?
And if i can, can i put some effect like kamehameha ?, like the color you know what i mean.
Sorry if i wrong the chat.
Im just gonna answer with a single yes sky. youll have to do some research into how
but itll be customoveride animations, paritcle effects, and music
gl
And I'm going to say yes, and show you an example that I made: https://puu.sh/zd99l.mp4
oh man you shouldve aded a shapekey to hid the long poytails and only have the spikey ss hair
but seriously there seems to be a lot of people making supersaiyen animations
and I have no idea why
sup
tryna add more stuff to my avatar
k
add what stuff
Quick question: I was wondering if its possible to somehow move mmd motions to unity and put it into a premade project avatar
Or do I have to start again with an avatar in blender
@gaunt gyro nice animation mate, i love it ^.^
Thanks for help
and.. you know a good tutorial how to make an animation ?
question, is there a way to do bullet casings when firing a gun?
@oblique wadi like a vmd ?
@gentle pine yea add gravity to the particle effect that has a rendered mesh of bulletcasing
@mystic umbra ty!, is there a way to make them collide with the ground? Or do I have to create a fake ground for my model?
particle effect have a worldcollider option
@mystic umbra Yeah a vmd
give me a sec bestgirl I know janezno made a tutorial on that
ok cool, thank you very much, I will experiment with it
Thank you ^^
Tupper video on New MMD tool for blender https://tinyurl.com/y8yeonsd MMD Tool update version https://tinyurl.com/ybku6xft EvolvedAnt Gesture Overrides for T...
there you go
So is there a way to make emote animations longer than the standard 10 seconds? Its way too short to have elaborate animations
jazeno sound so sad in it tho ๐ฆ
only way is to rig a generic model with the animation
now that I think about it maybe you can rig a animator to pull up a clone thats rigged as generic and hids your main
and that can dance around for longer than 10 econd
but I dont know how you would hide your main character
maybe like sink it into the ground
or something
Im imagining your model just melting into the ground, that would look so odd
can anyone give me heart shaped hand animation ?
must need (
also how do you make your head turn when u do like a piroutte animation
since it just keeps looking forward for me
anyone know why im getting this http://prntscr.com/icewli
u are not using the right particle renderer
@sharp epoch you can do as long emote as you want. But the lock on root after playing an animation will stop after few seconds. Still, you can pres another emote and it will re-lock your character for a new session of seconds and yourcharacter will keep playing the first emote normally
@topaz barn what do you mean?
I've set an animation on my character that should always be enabled for starters. However it is working both in Unity when hitting play and it's showing up correctly in the Avatar Selection Screen (ingame), it is not showing up ingame itself. What could have been wrong?
Activated objects with animation will never ever be showed in mirror nor videos
Because the mirror show the ID at first unanimated.
That's why you cannot see any effects from yourself in a mirror.
Saddly
@lost musk Not just the mirror, I had a friend check it for me
It's just a tail wag animation too, setup in a way like a blink animation for example. Set it as a legacy, loop wrap mode, animation set on the character to be active and played automatically. And it just doesn't show up in the game ๐ฆ Confuses me as it does show in avatar selection :/
quick question a weapon bound to your body still has to use a second copy right as the version on ur body gets deactivated and the one on your hand activated due to orientation to the proper bone so no way of saving polys by reusing the weapon bound to the body right?
Ok so apparantly the idle tail wag is working, untill the point where I add in an animation override controller... then it just yeah, doesnt show up anymore q.q
@topaz barn 
@spice meteor So you want to save poly by using only one weapon model?
yea but is that even possible because the weapon has to orientatate on the proper hand bone right
no
You have to use two models
However
You make them both not accounted in poly count
are deactivated objects affecting people optimization wise?
ay question again, is it possible to toggle particles on and off without vr?
not animations like wielding something
but more like fountain
from the model base
is it possible to set a generic animation on loop? say if i set it in a map
by generic i mean model
@jaunty gust Is this an animation set on legacy ?
Are you well looping the animation ?
Myself I had this kind of problem because I been setting up a 1frame animation, without removing the basic 60th frame. So I was never able to see it working in game
hey guys, how come my character, who
is using a mixamo anim, when she walks her feet like barely move
but every other animation I gave her works fine
where can I download custom animations except mixamo ?
The unity asset store has animations
Does anyone know how to tmake a glowing aura particle system like a lightsaber?
it's more than possible, but you'll encounter a bit of a problem when using emotes -- they'll loop for at least a good 60 seconds without you being able to move from that spot
you'll also need to create/attach your own custom idle/walk/run cycles, and there won't be any tracking on your head when you look around with the mouse -- your whole model will just turn in that direction
thats, fine, i have an animal that I already have running fine, but i was having trouble with overrides and emotes
ah, then yeah -- custom emotes are more than possible, but there's no known way around the looping bug as of now
okay, thanks ^_^
when u do an emote for vr do both keyframes have to be active or one active one off?
Is there a way to completely disable looping on hand gesture anims? I want it to end after the first cycle and be able to use it again afterward, but the whole anim just keeps going
Is there a simple rotation animation I can find? I have a image that I want to bring out in my hand, and I'd like the image to rotate slowly while it's out ๐
@lost musk yep. I managed to make some progress now though. It seems like some of the other hand gestures I've setup somehow cancel this animation out so it doesn't work. Makes no sense at all.. don't even have to actually use the gesture for it to screw up, just having it set into the override is already causing it to break :/
Guys I need help. I made an idle standing animation which works fine. But whenever I move, the character floats in the air. The viewpoint stays at the same height tho. And when I stop moving, the chatacter gets back on the gorund height and the animation works. Is there any way to fix the issue I'm having?
So now way I want to accomplish is working but the combination of this and other hand gestures set up is screwing it over.. will redo the other hand gestures and see if that works
i have a custom walking animation and in game when i walk the avatar is turning to the right (when i walk forward
does anybody knows how to fix
pretty new to animation - is there any easy way to mkae something move in a curve?
acutally this looks a pain in the ass nvvm
wanted to make a semi asteroid belt with the asteroids both rotating and moving in a curve but i donn't thinnk there's an easy way to do it
nevermind it was actually pretty easy ๐
Is there a controller layout for the Vive I can reference?
nvm, found it
I think that is what i was looking for. Needed to know what did what gesture
@clear yew there's a pic pinned in #avatars-2-general
ty
Alright.. My tail wag on gesture trigger is working correctly now. BUT... Whenever I have other gestures that like, lift the tail... It starts to get a little weird. For example:
My Victory gesture is a peace sign with a facial expression and an adjustment to the ear rotation (0:01 seconds), and also enabling the tail wag animation which is set to the character as permanent (1:00 second loop).
My fist gesture is a >.< face the lifts the tail up and holds it into a static position (0:01 seconds).
Now my issue is: The fist gesture is working properly, tail raises and stays there, no issue.
The tail wagging on the victory pose however.. Well, it wags. But its no longer lifting up, it's wagging while pointing backwards (which is the original pose of the tail). This didn't happen before I assigned the fist gesture into the override controller.
Anyone has tips? ^^
Actually, both of them aren't working correctly anymore. I just realized that with the fist animation the tail should be like straightened backwards instead of being lifted. So now the tail is getting half lifted while doing fist as it should be with the victory gesture, and the victory gesture is keeping it pointing in its original position... >.<
Does anyone have an animation of hands in pockets? If so, please message or mention me.
Even idle the tail is not in its original position anymore, but half lifted.. Yeah im going to drop this for the day. I really lack the knowledge to get this going it seems
Hey is anyone here experienced with Trailing Particles?
Anyone happen to have a pic of the default emotes? Trying to remeber where each thing is so i can overrite a death animation for the standard death one tc
Hey, I put some walking animation overrides, they seemed to work but then
Hey there! I've been struggling with this for hours, and I can't seem to find a solution. I see it has been asked twice already but it doesn't look like it has been answered.
When I try to CTRL+D the animation in a character, it gives me a ArgumentException: Illegal characters in path. error. There's no weird characters at all in the path where Unity is, nor where the project is, and there's not even spaces in the names of the meshes. Could anyone help me with this?
pretty basic question but is there a workaround so you dont lose ur animation such as pulling out a gun if you walk around while having it out?
or any special thing that causes this like vive only or shit like that?
Could duplicate the base walking animatikn
Add in the gun to them, and then just override
Would anyone be able to help with getting a spell projectile to be set up? I'm not sure how I set it through animations.
It's a prefab of effects, but setting it to be active doesn't cast it or anyth
Anyone have any experience with C4D format files?
Hey there guys, trying to find a vrchat admin to ask a quick question to lol
whoops wrong place my bad
I'm having an issue with adding a dance, when I rig it I follow everything but then there is like a bunch of extra bones sticking up and they mess with parenting, is there something I am missing since Unity is not allowing me to upload and when I do, it doesn't dance
Having issues with setting up world particles, any help would be great.
Aren't world particles a performance genocide?
Are they?
That's what I have been told, but I cannot confirm if true
that is for sure true lol
Hey when i make an animation how do i make stop going through the ground is there a guide
@hot orbit https://puu.sh/zkrKz/97b9c1dccb.png
Im not sure if this will help, but these are the collision settings for some snow particles that collide with the world. I'm gonna see if they affect this spell im working on
So I imported an animation from Source, and when I preview it in Unity it's kind of... wacky. Will it still look like that in VRchat?
Hey there. Can Custom Emotes like dance loop?
i am attempting to animate the position of my armature however the Position xyz properties are all grayed out and changing them does not work, as soon as i move the animation the position coords reset to 0. How do I go about fixing this?
Anyone know if you can add props to a mixamo animation?
Or is it simply not possible?
Anyone know how to copy the default gesture animations? I see them in the Male_Standing_Pose prefab, but all the animations are the same values for every component, and they just leave the hands in the default, not-closed-but-not-open position.
"The following component types are found on the Avatar and will be removed by the client: ONSPAudioSource" I didn't have that problem before updating the SDK
ONSP scripts have been disabled. Just remove the ONSP part of the Audio Source and the error should go away.
I believe that makes you edit somethign about the sound source but I don't knwo what - never done sound.
Anyone know how to add an animation to a weapon? I'm trying to animate a scythe that has a vmd file with it.
@cursive moon how do i remove the onsp?
Uhh, I think the same way you remove any component you added to an avatar, I think.
Do all animations for vrchat have to be a certian length? because i think i made mine to long when i got them off mixamo
The "animation" tap doesn't have a animator area? help please
Any way to use animations with weapons for desktop users?
When i overwrite one of the 8 emotes, with one of the animations from other avatars, in overrideController, it will just flick through the ground for 2 sec and do nothing
Hey, does anyone know of any good tutorials to do a "Za Warudo" like effect? I've seen it on a few models where a sphere that inverts the colors of everything around it pops out and wanted to figure out how to do that
@lime spruce im p sure there is a shader that inverts colors of anything behind it and it is transparent, so you just need to find that and look at any animation tut + add that shader to a sphere
@rowrr#1001 Dab is from .vmd motion data file ( weeb stuff ) in shorter = youtube = dab motion dl
does anyone know the script to have one texture on the outside and one on the inside?
ie like sphere on the outside is blue then inside on red
Real quick: How does one perform the Finger Guns gesture on Vive? I'm trying to map a custom animation to it, but I just can't get the Vive touchpad to do what I want! Is it thumbs up then point? Point then thumbs up? A swipe left? A swipe right?
mfw if i get vr gloves then i wouldn't have to care about these weirdass controllers
Does anyone have a solution for the snail marker to have it work smoothly instead of not erasing the text when you let go of the hand gesture? I know it's possible, just not sure how.
I mean as in, not to dissapear between using hand gestures until you use the EraseAll gesture
trying to make finger animations, but whenever the override is used ingame the fingers spas out and spin around, have i done something wrong?
So i made an idle standing animation which works but like stance is weird. https://imgur.com/a/ViOCV is there any way to fix this?
does someone know how to remove the little pause at the end of an animation? I'm making a generic avatar and I just finished his walk cycle, but there's a small pose everytime before it loops again
When i making an animation do i need to animate it in to the normal position so the animation is like in that animation pose?
haveing issues geting my emote animation out of the ground. Ive set it soo it rais's with the "animator.root T" and works all fine in unity yet ingame its a no go. Sugestions?
Hi guys! I have made an animation for my avatar, that includes shrinking his head,stretching his arm( like basically making a mess of his texture;extend it) and i wanted him to move forward. It looked good in blender, and in unity, until i rigged him. After that, his head doesn't shrink and his arm also isn't doing what i wanted it to do. And on the preview of the animation(in unity) it looks like he's moving forward(like,the entire model is levitating to front, but that's good, that's how i wanted it to be)but in the game, he's just standing in the same place... I'm clueless, do you guys know what could be the problem?
is there any up-to-date info on importing VMD files right now?
newest I can find is November and everything already looks too different to follow
https://imgur.com/EUB3cdW So overall, you can't have animations that include scaling a bone?
Is there any way to go past it?
hey could someone help
I got my generic avatar
it has its animation, and they're assigned on it
I tested the play, and the animation plays
but in vrchat my character doesn't display any animation
this never happened before so I'm wondering what could be causing it
how can i make an animation with an object that doestn follow the player movement? like a tree
How do you make a projectile independent of camera viewpoint?
could someone tell me how i could add lika a laser pointer to a gun?
is there a way to extract the basic hand gestures for overides
That one should be easy Jennifer
Create a flat cylinder, transparent with emission, attach to the gun and position it
i played around with a line renderer for a while... but that one is kinda strange
Anyone knows how to create a billboard animation for idle above head? I know you have to create a new particle system and add billboard component
but i'm not sure what to do from there
I'm trying to make a small AFK sign above my head to add to an idle/away animation
I feel like not many people know how to do independent projectiles with colliders
Or I'm just not looking in the right area
I would like to be able to take an item out of a box i have the item is a seperate mesh already but i am not quite sure how to make it interactable with my model. Would i use Dynamic bones or something else for something like that?
create an animation like you would for any other, just set one to have the box only, and the other to have the box + item
awesome thank you.
i have an issue with my mmd motions when im finally in vrchat with them. the hips dont rotate and lock in place and im not sure how to fix it
any1 knows how to help ? ๐ https://gyazo.com/8c97303daaa5e388134003b90ce937a9
this is with emotes
i want the animation to trigger when i do an emote from the menu
i have a questions about particles. how do i make them drop to the floor and collide with the world?
do i change simulation space to world and collision to world?
@clear yew you're doing the most. VRChat has animation override that does this for you
so I've run into something unexpected with my rifle
The first world, it played the sound fine
after I teleported to a new world, I could not hear the sound, but others could. Is this a common issue?>
so i used to be able to export Dances just fine to unity. but as of last night everytime i export a model with animations in it the animations dont carry over into unity
anyone got any ideas
@clear yew did you make sure that baked animation is ticked when you export?
that is if youre using blender
yea i fixed it
now i have another issue
i cant dupe the damn file off of the fbx
lul
Rename it first
i did
someone knows why my animation keeps repeating? i have an animation with 3 keyframes but when i let go of the gesture it all freaks out and overrides everything else... any idea?
@crimson tide I just had this issue and managed to fix it. On your motion there should be options for baking animation data. Tick all of them except looping. They also need to be "Original" "Feet" "Original" in descending order. That should fix the issue.
@frosty pendant You might have loop checked on your animation
thats what i checked first... loop time is unchecked and in debug it is on default
created a new unity project and i could dupe just fine idk how that could cause me to not dupe in the fisrt place
can someone tell me how to make a rainbow hair glow in the dark ?
try making the material an unlit texture?
is there a way to like, string animations together so one plays right after another? specifically in an idle animation, i want one animation to play right before another, having them loop
basically i'm just asking how to combine animations into one
It's technically possible, if you string them together in a controller.
Yeah, looking in the custom animation override template for lots of examples, it should be possible
now i just have to find a way to make this a .anim
Instead of going Start -> Animation -> End you can make it Start -> Animation -> Animation -> End
is it even possible to turn this into a .anim file?
Controllers are scripts that play .anim files
So you have your animation as .anim, and it's triggered by the controller
gotcha, i'm just trying to figure out how to put this into the animation override thing
Hello, anyone here got a bit to help a total noob?
Well, you need to either edit the animation override, or create a new one specifically for that avatar.
So, I have a rifle. It's set up, shoots right, works fine. But the sound after I teleport, goes off into the distance
u gh h h h this is as far as my unity knowledge goes so i guess i'll mess around with that
https://puu.sh/zkZfp.png This is the default way how it handles emotes. See how it has Entry -> (Animation) -> Exit
If you want multiple animations to trigger one after another, you need to chain them like this: https://puu.sh/zkZmN.png
And each of those grey boxes has an .anim file assigned to it
god how do i pan around in this controller--
does that allow me to play multiple animations together as well? Like, parts of a projectile in a full system
No idea, I'm still a scrub with this too.
I'm trying to figure out if it's possible to split up left and right hand gestures
So you can assign different animations to each hand.
ok nevermind i can totally live without this lmao
If only I had some clarification on how the game actually works with this controller. It would make it a lot easier for me to customize it. ๐
Idk if there are any VRchat team members around that are willing to clarify this? ^^ @grand mango @muted prairie @lament zephyr @stoic gull
I'm sorry for tagging all of you, I hate tags myself and I hate to tag people. ๐ฆ I just really wanna know if it's even possible to do what I'm trying to do, or if my work is in vain.
there should be a box you can tick on the motion itself to keep it looping
could be the motion itself orthe settings for the motion
is it a mixamo idle?
did you try changing any settings each time?
u sure ur hip bone is correct?
when u play the animation in unity is it like that all the time or does he kinda slowly get into this positon?
did u ask any friend or so? i dont trust the fucking mirrors anymore lol
Do visemes/blend shapes work on locomotion animations like walking? I hear non-human bones won't work
any clue how to solve this?
how do i get rid of the black part?
i'm trying the rainbow efect and it seems cubbed shaders doesn't have a cutout version for thie rainbow efect
Hey, anyone experienced in Dynamic Bones that can help me with a consistent issue I'm having?
post the question
also, is it possible to make audio source to play on a delay, or do I need to edit the audio file itself for what I want?
Anyone know how to get an animation to play in reverse?
@red tiger in unity select the .anim and make sure to bake everything into it
these settings usually work best: https://prnt.sc/id1aam
I figured this might be helpful for some people who are playing around with animation triggering: https://puu.sh/zl71h.png
Can you transform a body part in an animation? I'm in recording mode and when I try to change a part and play, it goes back.
seems you can only transform the root object and not part of the armature? I want to shrink my arms in an animation
Shrink by bone
i made a thing
Is there an easier way to go about fixing the hands when just doing a facial expression?>
@tepid lantern holy shit can i pay you to do a thing for me
I need help with making an audio play when I use my emote
@last wolf create an empty gameobject with an audio source attached to it,
have the animation enable it
much like you would do for a weapon animation
alright, i dont fucking get it, i cant import mixamo animations because "Transform "Hips" for human bone "Hips" not found.
Strange, the animations I'm working with aren't moving the model in VRChat, but will in Unity.
Any ideas on what I have done wrong?
Works in Unity,
Not so much in VRChat.
@limber epoch how do you make the animation enable it?
sup guys
I have created a custom animation with a weapon and overrided it to the fist
when I do the fist I can see the animation but my custom weapon is not there
just the face expression from the animation
did I miss something? the weapon should exist in my character too or only in the animation?
First off, don't bind it to fist, it'll pop up everytime you'll select something. secondly, you did add it in the animation? And its in your armature? Then it should just pop up. Check if the box is ticked and that the weapon is in your armature. It needs to be on your character, but hidden (untick the box next to its name in the inspector)
thank you
So where do people find and download these animation files, such as dancing?
I've grabbed them second-hand off of other models, which is probably where my issues are coming from with my model not moving while in VRChat
Simple ones you can get by uploading your fbx file to mixamo, pick an emote and import that
Another approach is to search for an MMD DL (primarily dances) and use that as an emote.
Im looking for the files people use so I can more accurately apply them to models. I know they exist because I see tons of people with them
Stuff Mixamo doesn't have, but are widespread
If its a dance, its most likely a mmd dance or animation you can find online
The hard part would be cropping that to what you'd want
do my weapon needs to be humanoid?
thanks
also
in unity
is there a shortcut to go back to where you were when adding animations
because it's anoying going through the tree all the time to get to all the fingers
help
I finished an avatar and forgot to rig the fingers..
I will explain
let me get a screenshot
https://imgur.com/a/xUcAU
..
I use mixamo...
You dont get it
I make the model in blender
i put it in unity
i do the animations
I dont need blender to rig
I can rig it in unity for lords sake
yea thats the thing
But you can rig it in unity
but how can i rig the model that has already been
animated
I can go to the lower archy
I dont understand why VRChat wont take the location data from my animations
my override animation weapons are still invisible
that's odd
any commom errors that made them invisible?
I can see the gestures but not the weapon
oh I need to mark the weapon as is active right
dang that was noob
Could it be that its alpha/transparency isn't being changed during its activation?
I need to click on is active right
that should be part of the animation
right>
for the weapon
Honestly, I have no idea. I'll have to learn that now that I ordered the Rift, I guess.
you won't regret, it's amazing
Next up, I'll go to the local game pawn shop and get a kinect.
Then I can get cheap, better leg tracking.
Why the hell would I pay 300 bucks for those Vive trackers to track my legs when I can have a camera do it
For 1/6th of the price
That can also double as a mocap device
anyone know how to change shaders within an animation?
Okay, so I want a particle effect of a flame in front of my face, but it wont render in front of the face, it'll kinda phase around the avatar
Any way to change it so it'll appear in front of the face?
so i have an object with its own animation and i parented it onto another object, which position and scale i animated. it worked fine in unity, but ingame my object doesn't animate properly
is there a reason for this?
http://puu.sh/zliIc/6153921638.jpg this disco ball over here was supposed to grow from a smaller one, but ingame it just appears without scaling itself while in unity it works fine
and if i animate the object itself instead of the parent it'll break the animation i have on it
Did you double check the animation went through on your main avatar?
At times when I animate stuff onto empty objects and check my main one, it'll miss certain animations because something is missing
is it possible to make an animation where both hands are stuck to the weapon?
@torpid wadi
I don't know what is causing your problem, but I can assure you that scaling works in animations
weird..
most likely since it started out as 0
though i put it as 0.001 and it doesnt fix it so i'm not sure what's wrong
hey, do any of you know how to fix the basic animations on a model? My current one just t-poses whenever I upload and put it on
I have a feeling this has been answered coutless times but how can I retain the hand animation when making an animation override?
so I have a question for vr users and animation
is there a way to seperate each controller trigger to an animation
so like the left controller has the custom overlay of one set of animations
and the right has a different overlay
nope
@cunning kiln you gotta redo the finger posing with the animation override
anyone recommend a certain asset for beams? I'm not finding much
I want to add a shooting emote and I have a 11second audio file with it. How do I implement that?
has anyone got an workaround for the looping custom emote bug which only happens if youre using an generic rig?
Ive tried to mess with the AvatarControllerTemplate and tried all kind of stuff like triggering emotes with keypress but didnt really work out so far
@ruby elk add an audio source
okay but in the animation tab it has to stay between 0:00 and 0:01 right?
yep
As long as you hold the gesture, the sound file will continue to play.
If it's set to loop, it will loop at the end.
it's supposed to be an emote animation
Then the sound file will play for as long as your animation is, then cut off.
which means i have to set the animation to 11 seconds
only the keys of the avatar body so he stays in a certain position, ocrrect?
correct*
Make sure you use a duplicate puppet before you start creating an animation controller.
i am
You'll have to animate the entire rig if you're doing an emote.
i am
everything is set so far
But the emote only works for second, and the sound + effects arent working
Make sure they're disabled on your hierarchy, and that you have an Is Active toggle in the animation on both ends.
the hierachy of the duplicate?
They need to be disabled on both.
They also need to be attached to the same bone location on both.
Hello, So i am doing an override for my character and i made the animation for it, Works fine but for some odd reason it's stretching the neck out, I have noclue why and i can't even edit the position of it, If i had a frame for it to be normal it'll default back to being stretched Any ideas why this could be happening
http://prntscr.com/id75ox any ideas as to why whenever my friend does an emote, it does this? and makes the face half black for another.
maybe because you didnt duplicate your avatar before animating?
Hi can someone help me ?
I have a issue with some custom animation
managed to fix it to this point, but anyone know why it has the black over it? it isnt on the normal animation, could it be the black color mesh that it has inside the head on the texture for the emote? http://prntscr.com/id7r5o
Yep. There is a shadow mesh on most MMD models that appears when you crank it up on the facial anims.
It's supposed to represent the black nervousness/embarassment shadow seen in anime.
@viscid loom What do you need help with?
Alright so I havean animation with a sound file which is 11secs. long. I'd like too keep the animation just as long. But when I upload the avatar, the emote animation only lasts for a second
I need help with a mmd dance can anyone help me?? Everytime I do a MMD dance the mouth moves on a video but in blender it does not do anything.
Hey, is it possible to make the particle emitters do small animated gifs? like, small dancing flames from a tiny dragons mouth?
@ruby elk Show me a screenshot of your animation timeline?
@desert cipher You probably won't be able to get lip sync to work for a dance without a ton of editing. You could try but generally it just pulls bones, and shape keys are ignored.
@brisk rain You could if you have a shader and texture that supports it. Just choose that image in the renderer tab of the particle.
oh I don't know how to do that
I'm not sure it would carry over. You could try my method of importing VMD and see if the shape key info comes over with it. It involves using a baseline MMD model with no editing except translation in Blender, bake the animation into that and export it as FBX, then when you import it into Unity, set the rig up and then go to the rig animation tab and export the animation with baked rotation and translation. From there you should have a free floating .anim file that you can attach to a working model (don't use the unmodified baseline model as it will be extremely unoptimized).
oh Iill try I think
@quiet needle https://imgur.com/a/CRy0L https://imgur.com/a/P65NK
Wich shaders suppors gifs?
@ruby elk Your animation is only .01 seconds long. You'll need it to be the full 11 seconds if you want it to be an emote. .01s animations are for gestures only.
@brisk rain Most of them should, that's more to make sure you don't pick a shader that makes the particle disappear.
@quiet needle So how do I make it 11 seconds long?
Take your second column and select all the pips, then drag them all over to 11:00
Is this a static animation? No movement?
no movement.
Yeah that should be all then.
Just grab that top pip and drag it over to 11:00
alright
ive chanced the particle emitter from the default particle, to my flame gif, but still no animation, what shader was it that works whit it?
Since Natsix is new to VRChat She still does not know all the complicated things in Unity like idle animations and all sorts of stuff. She was able to animat...
Maybe try a sprite?
I'm not super familiar with particles and gifs tbh
How do I add laser fire to my weapon? Like it always comes out like this. Is there any way to rotate them? https://imgur.com/a/2Vlm7
you can rotate on the X axis in the first menu of the particle system i believe
It still shoots the lasers sideways :c
Under render in the particle effect, need to change it to local I think.
And then depending on the axis, make it 90ยฐ
IT WORKED
THANKS A LOT
okay but now the animation is not coming out of the gun. it's somewhere in the air._.
Anyone knows how to make it so the sword in the back goes to the hand through gesture animation? I can't figure it out
Uhhh Uhmmm, Important question. I imported an mmd model to blender and did everything I should on it (almost) .. And finished making it on unity with all dynamic bones, colliders, expressions etc, and I completely forgot about Visemes, does anybody know if there is a way of importing the visemes to the body or soemthing without having to do everything all over again? I also changed the textures and the placement of them on unity btw..
import the model to blender using CATS -> FBX
do what you gotta do and export it again
Close Unity first, overwrite the .fbx file
@agile ruin i know how i can show you hol up tho
and then it'll work properly with the changes
@hard geyser awesome, i'd appreciate it ๐
Make sure to change the model to generic and then back to Humanoid, sometimes it plays really weird
Aka I accidentally created a necromorph from a Berserk Guts model
anyone know how to change animation for a non-humanoid model?
i made a flying animation for a bird and when i opened VRChat it was t-posed
anyone know to make it so that the helmet goes into cloak as well or is there no way to and the model is messed up, cause when i turn on record this happens
https://gyazo.com/1670d741e1a710fa2c629e46341f19db
oh is the cloak an animation?
What about creating an invisible mesh layer over the rest and then making that active?
ill try that
some reasonw hen i try and animate the Fingers for a different pose they reset back todefault when i ma animating
Hey umm I made an animation and applied it to an Emote
But first off my models goes half way into the ground ingame
and I want the animation to loop for like say a minute
Can't figure out that or the tutorials i followed don't cover that
second one I think you could cheat and just copy the frames
the first one, I assume you made the duplicated model and are working on that
yes
But, maybe increasing the height/positioning will fix that
ye
ok ill try that
or record it into the animation to throw the positioning up
by like, 1y
Cause center of mass for the animated model goes to 0,0,0
But it also goes in the crab position like the arms infront. I need it to be the same as idle
Animate to fix!
I was watching a video where they also worked on the dupe model and they only worked on the stuff they were animating
On the right there, if you select an animation override, you can see the animation keys for everything
so you can pull up the idle animation like I did there, copy them all, and paste them into the animation you want
https://puu.sh/zlyw7/8911385337.png
as seen here
hmmm
@zealous needle so ur saying just copy the override animations
over to my created animation
right?
Seems like there would be an easyer way though i bet
Eh? That is pretty easy tho
yeah okay
Unless I'm on a different page of what you're asking for, which in that case I apologize
im just saying, noone else did that i think xd
If there is a better way, then if someone has that I hope they chime in, but if that does accomplish what you want, it should be good
Well im just asking why my avatar was in ground in crab position ;p
so if that fixes it all g
it always does that when you mess with a model and animate it
why? no clue
I just accepted that as reality
well will test if works ๐
sweet
it works
sadly im with no vr and if i do an emote can't move
lmao
eye tracking makes the eyes go out of the head?
What do I need to do on animation settings so that it moves in the world and not just in place?
Is it possible to add a gravity setting to a bone in the animator?
Gravity or force*
I'm trying to figure out the best approach to this, I want to add a gesture where my characters hair goes wild and crazy like this pic https://avvesione.files.wordpress.com/2011/09/shinryaku_ika_musume_season_2-01-ika_musume-invasion-intimidating-scary.jpg
Is it possible to add force or gravity to the bones of the hair or, do I need to have VRchat disable my model and load a model that has that hair in the way I want it?
@clear yew If you got force set on the hair bones via dynamic bones, then you should be able to adjust the parameters of that via the animator
Yay
@ashen sedge Hey Zarni, I remember you, thanks so much for the help when I was learning how to make model in the beginning! I've grown so much! ><
Good to hear! Keep at it ๐
Does anybody know how to stop custom emotes on generic models from looping endlessly? I've been searching online and it seems that most people have the same problem but haven't come up with a solution
I was wanting to know if there a way to use an .anm for vrchat
If you can get it into unity, most likely
hey guys, im tryn myself on hand animations. easy thing, playn song when press the gesture. but i kinda stuck in the song, end it dosent end. help!
@clever onyx vr?
Play on awake, set the keys from 0:00 to 0:01 and you're good.
Make sure it's not on loop
The music will play as long as you hold the gesture :+1:
So you can stop it anytime during it.
thanks!
I suggest having it under a comfortable gesture that you can hold.
i want 5 songs, on 5 gestures haha, but thanks anyways guys! helped me out
And one that doesn't get in the way
As long as it's not closed hands and open hands I'd say you be good
@clever onyx also if your audio source has the component "ONSP Audio Source" simply remove the component otherwise it will not let you upload.
Hello everyone, I was wondering if anyone has any experience in animating non-humanoid avatars. I'm kind of at a stand still.
Anyone know how to add a sound to emote?
@here I don't know where to ask this. But considering that Animation was the last thing I did before my most recent problem, I will ask here.
Recently I fixed all my other issues and started on animation. After finally figuring it out and "hopefully" set that up right. I went to upload my avatar to Vrchat. I ended up having the issue where it says that, "This avatar is not imported as a humanoid rig and will not play VRChat's provided animation set." Anyone care to help me?
@upper parrot I think you are talking to me. My avatar is rigged and set to humanoid all ready. That is why I am having this issue.
@tribal owl Fix it with Cat's addon in blender
@muted prairie I have Cat's, mind explaining further? Message me if you have too.
You should find a basic tutorial then, tupper's megatutorial pinned in #avatars-2-general if necessary, it's a very simple process.
hi bros
My custom idle animation has major deviation, probably because of runtime IK. How do I turn that off?
I keep having problems with my animations trying to loop if I press a botton on the same controller that started an animation, any idea what's causing it?
@muted prairie I will look it up, but I am not holding my breath. I have already spent the better part of 18 hours screwing around with this. I have read about 5 tutorials, and watched dozens of videos. I have reduced polygons, unrigged and rerigged the model, animated and reanimated, and every time I fix one problem another one pops up.
That's usually how it goes
check the bone weight painting, Kenda?
that's how i fixed that error on one of my monsters
@lone bramble Mind explaining how?
I currently have both Unity and blender open, so I am ready to do what needs to be done.
in blender, select the whole body mesh and press alt+tab, should turn blue
go to the mesh vertex groups and check each one to see if it's actually painted correctly
shows what each bone is controlling
if it isn't boned like a correct humanoid unity will have a fit
@lone bramble Alt+tab just tries to change my window.
@lone bramble It's cool thanks for the clear up.
@lone bramble After doing that, I am getting a new issues. "Your avatar is Humanoid but it's feet aren't Specified" along with Upper arms. Also Humanoid avatar must have Head, hands, and feet mapped. But as far as I can tell my rigging hasn't changed. I even manually tried resetting the rig.
He's t-posing like a MFer. I tried optimizing and that caused my previous issue. But now I am back to the original problem. Not imported as a Humanoid........ I specifically set the rigging as humanoid so I don't get it.
For this one I had to bone it myself and paint the weights so you might have to go that extra step manually making the rig
so iv decided to try and make face animations and iv figured out how to do it but iv added the animations into emote's as i havent got vr yet but for some reason the facail changes dont happen at all, is there something im missing maybe?
Did you try making the MMD Armature? that's the set i used for blender that painted everything a little better humanoid
@lone bramble Is there a difference between that and the other armature in the scene bar? I have a MMD model that I had to rerig so I don't know if that makes a difference.
I'm not too sure but that's the one I used and walked away with no problems
Send me your model and blend file and I can quick take a look if you don't mind
@lone bramble Sent
Are there some tutorial videos for eye movement for non-MMD characters? ๐ค
Does anyone know how to get render textures to work on their model? I'm trying to make a working camera where you can see what the camera sees on its screen, it works for me, but no one else can see it, does anyone know a solution for this?
I need some help
first step would be actually writing down what is that you need help with, we cannot read minds
Hello everyone, Just ran into an issue adding a wepon to my avatar for the first time, weapon works in vrchat, though for some reason my torso shakes violently when the gun is out, any ideas?
@placid copper that's a pretty high hit for a dlong spec with no real str gear
@quasi dragon you most likely have a body position property in animation, check for anything that is not finger animator and gun related
you can set that by accident if record mode is active
https://imgur.com/a/ONfmh this is my animation list, looks like its just the hand and the gun (ivory)
why do u need position and roation properties
turn off record mode, position it correctly on the duplicate
then copy-paste transformation component on to the main
i did that, copied and pasted the correct position on main
should I delete those form animation then?
from*
delete both position and the 1 rotation
those are not needed if you copy-paste transformation component to the main model
how do I do this breath effect? https://www.youtube.com/watch?v=KYmBNkDANWE I downloaded the asset but it doesnt even work.
A cold breath particle effect. Simply attach the prefab to your character's face and the frosty breath will continuously breath from the model's mouth. Now a...
i would guess a particle emission with a damp or speed over time curve going down? check google for any breathing/smoke tutorials
i'll try to find some
Thank you @torn pawn , that solved my issue
So, how do I get my idle animation to not fall prey to runtime ik?
how do i constantly play a particle on a animation?
Because everytime i change through hands it keeps playing
@candid token be more specific
i'll show the timeline
Trying to get a particle effect to run on a animation (hand gesture) it works. But for some reason it carries over to the otehr gestures when it played
if it's on the loop and if there's no set end to it, it will play for entire 10 seconds, i think?
im not familiar with gesture animations that go beyond frame 1
i tried some methods. But seems to not work, Such s unlooping it, And tweaking with the timeline, Nothing seems to work
was exppecting ONCE done with the gesture off, it'll stop
But it seems that it carry's on reguardless
Can someone tell me if I can convert a anm to an format that works for unity
Anyone know how to make objects remain stationary in the world instead of moving with the camera?
Does anyone have an animation of hands in pockets? If so, please message or mention me.
Anyone had success exporting .nif models with the skeletons on 3DS Max? When I try to export the model from .nif to .obj this happens:
The skelleton looks fine when I open the .nif directly
I kinda need the original skelleton because this character is non-humanoid (Mixamo will not work for him) and I'll need custom animations to use him on VRChat, and I don't know if his animations would work on other skelleton
Most strange
does anyone have a prefab for the twitch comment panel, or perhaps someone might be able to tell me how to make one?
can anyone show me a video on how do you make music play when you use an emote?
@last wolf create empty object, put it on your wrist, add audio source on that empty object
done
you can put the empty object in whatever place u want
Is there a quick and easy way to add all the finger bones in the animator at once?
Anyone here have experience porting SMD files as animations?
Its killing me having to do all 18 finger bones per hand per animation override! ><
Can anyone help me with this? https://imgur.com/5zMeTBP https://imgur.com/a/he85x
What's the preferred volume for audio files? I always feel they're so loud but that's cause they're 10x louder on my end
I set my volume to 0.25 in Unity
@wispy valve What were you trying to do ?
@torn pawn isn't that for gestures?
vmds?
dances
yeah
https://www.youtube.com/watch?v=kWFvuRmTeFg if you mean vmds
Hi my name is Shana from vrchat and i started not long ago Learning how to import mmd dances to vrchat was one of the fun stuff to do for me so today im maki...
then this should be smth u looking for
alright thank you
i hope at least
yeah this is different
@muted prairie I'm trying to have sonic flying like here https://imgur.com/ngIYosf
@torn pawn I meant like when you click on an emote it plays a sound too
you make an animation for an entire body and add a sound effect in there as well
i would guess, but I never made animation overrides, only for gestures
ok that's confusing for me
@wispy valve make sure to check the options of the animation itself, there's a few video tutorials out there
@muted prairie Ok thanks :)
Is there an easy way to add all the finger bones in the animator at once?
have muscle animator asset
muscle animator asset?
So, this? @torn pawn
Oh wow, that looks convienent! https://youtu.be/bb5D-zyn5rc?t=171
Assetstore: https://www.assetstore.unity3d.com/#!/content/32233 1.4 - NEW: Muscle Handles. - CHANGE: โRootQโ now controlled by eulerAngles instead of Quatern...
if you do a lot of character animation its quite the time saver
Looks worth to me, I pretty much just recreate the default animations and add facial gestures, but that amount of convience might be great
Ooo, actually, how can I make an object follow another object?
Like in the avatar testing grounds, there's that doll that moves it hands around following its heart
I basically want a strand of bones to follow the same direction my hands are facing
Anyone got Animations which are not 1 Frame long working? Like rotation gameobjects? It keeps getting into my hand again after i move / Abort animation
anyone know why?
http://puu.sh/zlYOT/b9e4c6d301.png on non looping it doenst work at all on looping its buggy as hell as i just explained
any ideas?
Anyone got any pokemon motions? Preferrably Pikachu?
Need help with my Animation. I put laser fire on my gun (everything correctly placed in the hierachy) but when I activate the emote, the lasers come out of my haed when I look down. How do I fix this?
In Unity the animation works perfectly. https://imgur.com/a/gMOPA
@wispy valve Idk if you fixed it already but for air animations you want to put them on FALL
@old cave that character isn't a non humanoid at all, even if mixamo doesn't like it because of the file typing..
The original skeleton should work fine even if it looks all over the place in blender, have you tried putting it in unity and checking the muscles?
Otherwise it shouldn't be too hard to make a humanoid rig in blender
I made facial expressions and made custom hand gestures
why oh why do they spasm
do they need more time?
or?
I have an idea but no experience about it
basically i saw an option of not repeating the start of the animation while it loops up to a set amount of animationframes
say it takes you 10 frames to smoothly create the facial exoression, you'd then hold that for 1-2 frames then set the loop cutoff to be 10 so that part only plays when you activate it
is it possible to have animations react to head movement?
like my character has long ears, could I have them go down when he looks down and up when he looks up?
easiest way is dynamic bone @honest lake
yeah which costs 20 dollars and I don't know for sure if it will work, I'm not sure about this
do you need it for custom animations period?
I know it can be used to apply physics
I could just make it an emoji
it works great but yeah $20 is a bit much for this
you only need it for jiggly physics that's it
I see, but would it be possible to program any kind of custom animation without it?
right
any decent guides that aren't too long on how to do that?
I ought to learn if I'm going to be doing this avatar creation thing full time
i'm not sure how comfortable you are with blender but you can set up bone constraints and emulate physics in blender and it will all be baked into the custom animations on export
oh I know Blender well enough
yeah so the physics settings and constraints will be stripped on export but every frame of the animation will be baked
good for emotes but not for walking, etc
right
eh you know what I'll just buy the dynamic bone, it will make my models look much nicer
yeah you need it if you wanna sell things with ears heh
well I'm not selling anything, but I'd gladly make avatars for others for free
i imagine it's possible to mark things as dynamic bones without owning the plugin but you wouldn't be able to test it and i'm not 100% sure on the legality
assuming its not too much work of course, if they're happy with low poly stuff
people seem to be very happy with low-quality things that are customized to them specifically
I'm kind of too humble to ask for payment for my models
I don't think my work is of a professional enough quality to be worth asking money for
yeah but some people will pay for things they can't find anywhere else
yeah, not to me though, someone comes to me asking for something simple made, I'll make it if I have the time
yeah that's a good way to do it
How do you apply shape keys to animations in unity
yes
righto lets try it
there are also dynamic bone colliders you can put them in hands to give appropriately simulated head pats
and other stuff to avoid clipping
I see, that's only a thing I'd need to worry about if I was playing in VR though right?
no, since you could put a collider on the face to prevent the bangs from bouncing through it, etc
but on the hands yeah
someone once mentioned the best default values for a dynamic bone but i don't have them here
I guess there's no way to test it in Unity?
@honest lake click play in unity and move your model around
I believe Tupper's default dynamic bone settings are 0.5 , 0.1 , 0.1 , 0.9
thanks!
Move the model around in scene view
window -> layouts -> 2 by 3 might help
Alex, did you dragged the bone in dynamic?
it ain't moving
bones don't move, gotta move the character itself
the thing you put the descriptor component on
oh I need to add the descriptor first?
nah
hmmm
well, its not moving the ears at all so I think I must have assigned them wrong
I just clicked the bones, then added the dynamic script to them
would be a pain to scroll through i guess
mind if I PM you?
sure but you can link to images just fine
so dynamic bones still not working?
nope
i guess show me the bone settings
the dynamic bone stuff
also, you're sure the ears are weighted properly in blender? just to make sure
in the scene mode, the dynamic bone settings i meant
yes but that proves its weighted
Do the ears have more than a singular bone?
no, just the one
they had 2 when I exported it
but popping it into Unity reduced it to just one for each
no idea why
yes, in the first picture you can see
The rigging menu never displays all the bones, that's why
uuh...
Select the bones with dynamic bones on them
Include the hierarchy and settings in the same screenie
Yes
okay
You need to set the root
The dynamicbone script can go anywhere
Eyup
are things not saved if you are in play mode?
Nope
Yes they reset
@languid nimbus Mixamo deforms the model a little because he doesn't have a neck
Also, I want to use the original .kf animations and I don't think they will work on other skeletons
You can mess around in play mode, but you'll have to copy the component and paste the values outside of play mode
You can configure it in playmode and follow what korbo said to do
thanks guys X3
for those wondering this character is a character named Syrup from the game Puzzle & Dragons Z
@old cave , that's why I said you just need to make your own rig, then it should be able to play all humanoid animations
So... ive seen people do animations like super saiyan powerups and stuff. As soon as they trieggered it the animation would stay on forever. How can i do that? if i put my animation on an emote i cant move while using it, if i put it on my avatar it goes aways when i move
Those would likely just be gestures with particles. The animation itself is only .01 sec but the particles continue to follow their script as long as you hold the buttons.
what is the maximum update rate?
90 for most VR headsets
I mean for dynamic bones
I'm wondering if I can make the bones move up and down faster
Anyone know how many DynamicBone scrips you can have on one part?
I'd recommend as few as possible to achieve the desired effect.
If you're getting up past 40 or so bones you're going to cause people with older potatoes to lag out when you move.
@quiet needle So i have to bind them to my vive Trigger if i want particles to still spawn while moving?
Basically to keep particles spawning while moving you just do an animation that says "Set the particle system to 'Is Active' for 0.01 sec" then add that to your overrides on a hand gesture.
yeah i know but im on my vive so that wont work for the trackpads will it?
because i need them for moving around
I'm not sure, I'm an Oculus user. If there are any gestures you can use while moving, that would be the way to do it. If not, then you'd be correct.
Use gestures on your right hand, walk with your left hand.
but they get undone if i start moving
the hands snap back into the default position
That's the problem with any animation really.
Well it sort of keeps the animation while you hold it on your right hand while walking with left.
Yeah, rift doesn't have this problem. We just use our thumbsticks to move and gestures continue the whole time. :3
If i could only figure out how to rip animations from fbx files id be golden. I tried a youtube video but unity would not let me. Stubborn peice of software
Baked animations?
Yes
There is an animation tab under the rig section if you click the FBX in unity. Try doing it through that menu.
do the animations show up back in blender?
I was told to ctrl c then highlight the baked animation then ctrl d
from the imported FBX in the asset view, yeah, that's correct
but check the name of the animation -- it often gets given a name with "illegal characters" according to unity, like a | sign (the shift version of backspace)
just rename it to something simpler and try pressing Ctrl+D while having the animation selected again
Thats the error it threw
yeah, you just need to rename the animation
How do i do that if its baked
gimme a sec to boot up unity to check exactly what keystrokes i did...hm, wait
