#animation

1 messages · Page 46 of 1

final gazelle
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i don't actually know what "baked" means -- does that mean bundled as a component of the FBX file?

atomic wraith
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Yes

final gazelle
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hmm, it should still be possible, gimme a sec...

atomic wraith
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Ill tinker around with it when i get off work i g2g for now though thanks for the helpful info

quiet needle
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That animation tab lets you export it out of the FBX. If you can't dupe it, try that.

fluid crescent
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how to make model play sound when he does animation?

quiet needle
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Add an audio source to your model (disabled by default) and enable it in the animation. @fluid crescent

fluid crescent
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@quiet needle how do i enable it in the animation?

quiet needle
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The audio source will be a game object attached to your armature. Just open up the "Add Property" option in the animation tab and go to where you dropped the audio, then choose the + for "Is Active" and check the box (Needs to be checked on both ends of your animation)

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**** Make sure you're using a dummy/animation puppet before doing this, as your rig t-pose will break ****

fluid crescent
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thanks @quiet needle i got it

obsidian vigil
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Yo @quiet needle is there a reason why we have to remove the script at the bottom of the audio source before we can upload to vrc?

quiet needle
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Because VRChat team has disallowed the use of ONSP audio components in a recent patch.

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it was causing some bugs.

wind sandal
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So can anyone here help me with a .VMD problem

quiet needle
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What kind of VMD problem?

hardy hornet
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Is there any way to import those walking/idle animations in Mixamo to your character in VRChat and replace it with those? I've always wondered.

wind sandal
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I am trying to export a vmd as an fbx. But after I import it into blender, the model’s feet are anchored to the center of blender scene

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How would I fix this?

final gazelle
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@hardy hornet Mecanim (the thing controlling a lot of the automatic animations for humanoid rigs in Unity) seems to override a lot of bone-rotation based animations with its muscle system, so guessing it's very likely that even if you were to import the animations, it gets jammed up by the system

obsidian vigil
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Damn @quiet needle is doing High Quality support +rep

final gazelle
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i want to know how to get custom idle/walk animations on humanoid rigs as well, but it's even jamming up my animations which were meant for non-humanoid bones

hardy hornet
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I see. Just recently I saw some guy using a Naruto model (who doesn't have a VR) went and did that Naruto ninja run lol so I wondered

final gazelle
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he might be bypassing it entirely if he's using a generic rig, or has actual VR (he might just be doing that pose in real life)

quiet needle
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I'm going to post this here in hopes that it gets some visibility - VMD animations use the MMD bone name to control your model's motions. Unity uses the bones assigned in the rig configuration screen to reassign those motions to the rig. The easiest way to get a VMD into Unity is to add it onto a stock (unmodified, except translation of bones and shape keys. Important note: Do NOT modify any bone names, model scale, or any other settings if you can avoid it as this may break your animation) MMD model in Blender, then export it to an FBX and it will have the animation baked on when you get into Unity. You can then configure the rig for your model, which will take some tinkering, and once you have the rig set up, go to the animation tab on the asset/rig section of your FBX file and export the animation from the model from there. You will want to delete the FBX file with the baked animation as it will likely be unusable for a VRChat avatar. It was simply a dummy model to get the animation into Unity so we could convert it to work with normal/optimized models.
Keep in mind that MMD has a pelvis/groove bone, and unity does not. You will lose any hip sway and may need to add it back into the animation manually if it impacts your animation enough to warrant.

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Edited x.x

final gazelle
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^can a mod pin that message pls? 😛

quiet needle
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@hardy hornet I have a naruto ninja run animation xP

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Just have to set it as the default run override and it's in.

hardy hornet
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Oh, do you mind telling me how does that work? I'm not looking for the ninja run animation but I'm looking to import one from Mixamo xd

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I haven't explored that part of animation yet and seem to not find anything about it via google search

muted prairie
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@quiet needle can you edit your second sentence into the paragraph so i can pin it ?

quiet needle
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So basically all you'd need to do is get the .anim file into unity, then set up an animation override sheet from the VRC SDK animation examples. If you're not sure how to do animation overrides, I'd suggest watching a tutorial. Basically just set the .anim as the RUNFWD override file and it will be your new running animation.
https://www.youtube.com/watch?v=yfVmfGOOkOw

A VRChat tutorial on how to override hand gestures and emotes with your own custom animations. It can be used not just for VR users, but for desktop users to...

▶ Play video
muted prairie
obsidian vigil
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I tried importing a running animation bit i have vr and that made it look extremely derpy

quiet needle
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It may react strangely with VR users.

hardy hornet
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Oh, you're talking about that "CustomOverrideEmpty" . I remember trying to put one before but it seemed to not work though I guess it's because it was my first time on VRChat back then lol .I'll give that a try again. Thanks xd

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And yeah, I read on the net that it's bad for people with VR

old trail
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Quick Question:
What does RUNSTRAFELT135, RUNSTRAFELT45, RUNSTRAFERT135, RUNSTRAFERT45, STRAFELT135, STRAFELT45, STRAFERT135 and STRAFERT45 in the animation override mean? The number behind it confuses me.

quiet needle
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It's an angle

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running 135degrees left or right, 45 left or right, in run and walk motions.

old trail
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Ahh thanks!

quiet needle
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@scarlet mauve It's going to depend on how the animations are set up. It looks like some of those have audio components tied to them, which means you'll need to at least know the basics of animation creation to get them set up and working. I'd suggest the video I just posted up above.

scarlet mauve
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actually, none of them have audio components, it's just the animation file

quiet needle
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Then you should be able to just set them up as an animation override. Find the "CustomOverrideEmpty" file in the SDK animations examples folder, duplicate it and add it to your model folder, drag the animation to the gesture you want to override, then drag the override itself into your model's avatar descriptor under the overrides section.

hardy hornet
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You download the music from the link the guy provided on the site then just add an audio source

scarlet mauve
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Like, i already have the controllers set up, and override the EMOTE1,EMOTE2,etc

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but how to add the audio to the specific animation?

hardy hornet
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I was able to make the getdown myself by just importing MMD motion files but I had to make a separate model for it

quiet needle
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You'll have to edit the animation file. You'll need an animation controller set up to do that, then drag the .anim file onto the armature using the controller (your dummy/puppet) and it will show up on the cliplist for editing. Add the audio file as a game object to your hierarchy somewhere and set it to disabled, then "Is Active" in the animation.

hardy hornet
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So right now I have two models. One that automatically plays Get Down upon switching to it and one that moves normally. I still need to find out how to make it all in one.

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Oh, so it is possible?

quiet needle
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the process I just mentioned

scarlet mauve
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So, i dragged the controller into my avatar's ''Animator'' and ''Custom Standing Anim''

hardy hornet
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Yeah, I'm glad to hear that. Thanks a lot, I'll go spend some time to merge those.

quiet needle
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So your controller should be assigned to your dummy's animator, and your avatar should just be set to the normal default option. Don't change that.

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Just assign the override sheet to the custom standing

scarlet mauve
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it is

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now, to add the dab.anim and add the sound?

quiet needle
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drag the anim file onto your dummy in the hierarchy and drop it. Afterward, open the animation tab, select your dummy and on the left side of the animation panel, click the animation cliplist (the name of the animation that comes up by default is usually what you named your controller) and you should see the anim file in there.

scarlet mauve
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man

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i love you

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thanks

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just to finish, how to add the sound?

quiet needle
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so you'll need to add an audio source to your main model and your dummy, both in the same place named the same thing. Just right click the bone you want to add it to (armature or hips is usually a good place for a generic proximity based sound) and go to Audio > Audio Source.

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do this on both model armatures then add the sound file to the component and configure the volume and such

grand copper
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Unity won't keyframe? even with the record button active. It just resets back to it's original value

quiet needle
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Disable both audio sources by unchecking the box at the top of the component list on the right, then go back to your dummy and open the animation. Add a property and find the sound object and add the "Is Active" property. You will need it to be at the first keyframe and the last keyframe of the animation as enabled.

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@grand copper Are you in play mode?

grand copper
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no

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the buttons on top turned red tho, if that might mean anything

quiet needle
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That just means you're in animation record mode.

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Generally speaking, animations are easier to create when ignoring record mode and just using the properties menu and values on the keys.

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You might need to save your scene and restart Unity.

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Sometimes it freezes up and shows incorrect values in the animation tab

grand copper
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If I want to animate my whole character through it's rig, do I use the animator properties or kan I use the rig itself as properties?

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because I've been searching in animator and can't find something as simple as 'hips"

clear yew
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Armature > Hips

grand copper
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well yah, but why would all tutorials tell you to add all this "finger stretched" properties from "animator" if I could use the rig directly?

quiet needle
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@clear yew you da real mvp

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You could, but the animator is made for simple rig rotational modifications and is generally quicker and easier to use.

grand copper
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ah, makes sense, thanks

quiet needle
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Either way you'll have to add just as many keys and pips

grand copper
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the values of for example hips position still reset

quiet needle
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So you have your red timeline all the way to 0:00 and the hips position set as a property/key, and you type into one of the x/y/z fields and press enter and it resets?

grand copper
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right after I press enter it goes back yes

quiet needle
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Hmm. I'm not sure then. I've never had that problem on my avatars. Then again, I've not tried to move the hips. Is there a hips motion modifier in the animator that you can try using instead?

grand copper
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I've been searching for that too but no luck, nothing called "hips" so I went looking for spine but then I get "spîne TDOF" "spine front back" "root Q" "Root T" so not sure which one does what

quiet needle
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You could always just pop them on and test, then delete them if they're not the key you're looking for.

grand copper
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true, but if it comes to that, I'll just go to maya and animate it there. If it's that difficult for unity

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I've noticed that the resetting is fixed when I turn off record mode? but once I move the timeline again, it turns itself back on

sage leaf
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how play a animation with a non-rigged avatar ?

quiet needle
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@grand copper That would be correct. The timeline moving means the key resets.

grand copper
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but a key is not supposed to reset when timeline moves? that's the whole meaning of a keyframe

quiet needle
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Basically the way it works here is you set the keyframe object in the left panel, then when you actually type in a value, it puts a pip on the timeline with that keyframe value. Then when you move the timeline, it modifies the value to a curve between the last and next key, but doesn't actually encode the value unless you enter another pip.

proven quiver
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Hey can anyone help me with my sound animations? i have an avatar with a boombox on her. i put music on it and in unity it sounds great but in game in some worlds you can hear it id say okay but in some worlds its pretty silent. what am i doing wrong?

quiet needle
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Sounds are pretty messy right now. What's the volume level set to?

proven quiver
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1

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can i pm you the screenshot?

quiet needle
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That's probably why. 1 is extremely low volume. I'd say somewhere around 5-7 would be good, and set the curve up so it meets your wants regarding non-annoyance levels.

pliant plank
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Isn't 1.... like the max?

quiet needle
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Oh wait, yeah.

proven quiver
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yeah its on max lol

quiet needle
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disregard

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Linear or custom curve?

proven quiver
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linear

pliant plank
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After they screwed with the audio curvatures and ONSP audio in general is just BS tbh

quiet needle
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yeah

pliant plank
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That's why i haven't updated mine yet

proven quiver
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well even before that it didnt quite work for me

pliant plank
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They'll keep their custom rolloffs for as long as they live

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Well unfortunately jask, that's honestly as well as you'll be able to have it audible

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Audio has been really screwed with in the past patches and as i see it right now, there's no feasible way to have it atleast audible at midrange

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So you're unfortunately stuck with it

proven quiver
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but i meet a lot of people that are earraping other people

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hows that possible

pliant plank
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Because they have old avatars that haven't been updated by the new SDK restrictions

proven quiver
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damn okay well thank you anyway 😄

zealous needle
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uhh

pliant plank
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One such sign is the fact that you can't mute their avatars via the audio sliders, as they have a completely different configuration than what is supported

zealous needle
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This, shouldn't be an issue, right?

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fuck it let's find out

quiet needle
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Without context of your import, it's hard to say, but if there is no mesh it shouldn't pose a problem. It's just not perfectionist friendly.

pliant plank
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May be an invisible mesh with a shapekey attached

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Who knows

zealous needle
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no shape keys in blender

muted prairie
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Why isn't the canvas a single mesh ?

quiet needle
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One other thing, you can rotate the part that you're using to a usable position, then press E twice to reset the rotational values.

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That will make it easier to work with in regards to movement and rotation.

zealous needle
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I, don't even know what I did or what this issue is. Like, it's a mesh that's not part of the mesh for some reason, correct?

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and that should not be

pliant plank
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I have a feeling it's a unity camera glitch for some reason

zealous needle
quiet needle
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Did that object exist in Blender at some point?

zealous needle
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i think you are correct

quiet needle
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the second mystery one?

zealous needle
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Let me restart Unity

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huh, still does it, but yeah, it does follow the camera

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Funny enough, I just detached the mesh from the mesh renderer, and it's fine

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I guess I'll make my edits and see what happens

surreal crater
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Does anyone know how those things are called above people head for example loli army? Im looking for a tutorial.

quiet needle
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sprite

surreal crater
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thank you tech!

tall zodiac
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Anyone know if you can make a mesh particle align to a direction its facing instead of being stuck in one axis?

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Ah rotation over lifetime works

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Now i just need to figure out how particle collision works

quiet needle
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@tall zodiac Set the renderer from View to Local, then rotate appropriately on the particle section (start rotation)

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Collision works when it hits into an object with a collider. That's a pretty shaky thing to base an effect on unless hitting the terrain is your target trigger.

tall zodiac
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its one particle that spawns a another when on collision

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Like a small bang

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also what do you mean by View to Local?

zealous needle
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But the real question is

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how do you make a particle system as a projectile independently

scarlet mauve
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@quiet needle hey, srry i had to brb, can you explain me again how to add the audio since i now have the animation clip ?

rotund quarry
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anyone having this error with onsp audio source I just don't understand how to do sounds like do you have to have one for main avatar also?, sorry for spamming I think this would be the right tab confused what tab to use

scarlet mauve
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you need the outdated vrc sdk]

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pm me and i'll link you

pale orchid
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Guys, how can I put a sound on the emote animation? I already have the animation and the sound, but how I put together? http://prntscr.com/idrue8

Lightshot

Captured with Lightshot

scarlet mauve
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i want to know the same thing

quasi dragon
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so just added my second pistol to my avatar to have 2 out at same time, though even though the animation has both hand movments in one gesture, the hand movements only take effect for the hand i gesture with

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meaning that i have to hold down the gesture on both controllers to get the hands to line up ok on the gun, gun still comes out though with just one gesture, though doing this makes it so i cant do a secon gesture to add a firing effect correct? any ideas?

clear yew
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@quasi dragon Try adding weapon to your wrists instead of your hands

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That way VRchat should call the weapons to be enabled in both hands, it won't track your hands, but will follow your arm movements

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Or, add 1 weapon to your hand and the other to the opposite wrist

scarlet mauve
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How can i disable an audio on the idle animation?

pale orchid
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I saw the video, but don't understand how to put the sound with the emote animation :/

scarlet mauve
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hey @pale orchid i think i've got it, i'm uploading my test avatar, if it works i pm you

pale orchid
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ok

quasi dragon
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@clear yew so just try moving the one gun from hand to wrist in the hierarchy?

clear yew
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I think that would work if you want to dual wield with the current way vrchat works

quasi dragon
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i can try that, will that make both my hands move though with only hitting the gesture on one?

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cause both guns are showing up, just the hand im not gesturing with is kept open

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instead of gripping gun like in the animation

clear yew
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Oh, thats what you wanted

quiet needle
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Everybody asking for help adding sound to an animation: You need to add an audio source to your model and in the animation set it to active at the start and end keyframes.

clear yew
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Thats just how VRchat works, the opposite hands finger bones will not be called when your gesturing with the opposite hand

quasi dragon
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ahh that stinks

clear yew
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Unless theres some work around I don't know about

quasi dragon
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hmmm guess i could just a another animation that is a copy of the guns with the added firing animation to a similar gesture so i can just press another button to go into that gesture

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was just hoping for an easier fix lol

clear yew
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I had a question of my own. How can I enable a bone to follow another bone? I basically want this tentacle to follow the direction of my hand on the X and Z axis on an animation override
https://imgur.com/TL1RfVV

quiet needle
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Might be able to use a joint similar to how you attach world particles to a bone.

clear yew
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Hey I'll give it a watch. thanks!~

old trail
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Again, one quick question:
In the override, I can't find "STRAFELT". Does it even exist? Because there is a STRAFERT.

clear yew
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You don't have to do that anymore

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If you have the newest SDK, when custom override~ing you only need to add the actual overrides to the controller

old trail
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Now I'm a little bit confused..

pale orchid
candid token
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@quiet needle Hey thank you for showing that video in here it's gonna help out allot with some sprites i have

quiet needle
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@pale orchid You'll have to edit the animation file. You'll need an animation controller set up to do that, then drag the .anim file onto the armature using the controller (your dummy/puppet) and it will show up on the cliplist for editing. Add the audio file as a game object to your hierarchy somewhere and set it to disabled, then "Is Active" in the animation.

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@candid token welcome

candid token
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Also, I can never edit my fingers in the animations, It jus default back to normal

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like the default hand pose

quiet needle
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Yeah I'm still trying to work out why I get default hand pose sometimes when I try to gesture during an animation. I think you have to set both hands up fully in the animation and it will only call the one you're using.

candid token
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it's rather strange

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Eh, at least i can unsheath my sword and such

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i also managed to getmy particle system working with my Form change

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So that's all good

quiet needle
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Just be sure to be frugal with your particles. Keep it under 500 if you can.

candid token
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I always do

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I keep all particles i have under -100

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I find it rediculous making over exceeded particles that are unessacery

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here

quiet needle
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nice

vestal osprey
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can someone direct me to a particle system tutorial? i've only found one and that one is out of date

clear yew
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I'd greatly appreciate if anyone can walk me threw what hinge joints, and rigid joints are

quasi dragon
vestal osprey
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ooh thank you 😃

scarlet mauve
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how can i add a moving gif to my character?like, in the texture of the leg, or anything

granite dust
scarlet mauve
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No, i mean like, instead of a gif OUTSIDE the body of the character, i want a gif like, in the chest of the character, as if it replaces the texture

clear yew
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same technique of animating

scarlet mauve
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what technique?

clear yew
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using gif like animations in materials

scarlet mauve
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do you have a video that teaches this or something like that?

clear yew
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It is

limpid tulip
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How do I add sound to a walking animation?

stiff mist
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can someone help me with my gun animashon i can get it out but i cant use it :C

tight flower
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hey guys, is there any way to add stationary objects in an animation overide? for example lets say i want to add a table that sits in front of me, in VR i can move around the table, while it stays stationary there so long as the gesture stays active? an @ would be appreciated if answered, thanks!

stiff mist
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i want to say it not moveing when u move but i think i may be rong about that

hexed current
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hey guys

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uhhh

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quick question

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so I add hand colliders to my model right

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but the second I include them into the breast root (Lol) the breasts freak out when I go into play mode and they're leaning only one direction. Ideas?

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nvm figured it out

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breast radius was on the max

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I dont know what the breast radius should be set to...

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anyone know a good setting?

versed yacht
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Hey could anybody help me out with a viseme issue?

hexed current
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whats wrong

tight flower
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fixed nvm

keen reef
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Is there a way to have a partical system play once during a finger animation, but keep playing post particles? I'm looking to make my avatar dissapear in a puff of dust

vestal hatch
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hey i was curious if anyone could help me out ok so i can get the facial emotes working in unity but for some reason they dont show up in game? im not sure why i have the eye key frames, all im trying to do is do a finger gesture to close my eyes, i set the overrides and everything but no luck : /

keen reef
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Did you attach the overrides to your avatar?

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I forget that a lot of the time

cunning saffron
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Is there a way to toggle animations without using scripts?

stray gulch
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@cunning saffron yea its called "gestures" animations you trigger with vr controls you tube it

cunning saffron
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@stray gulch can you send me a link i cant seem to find any video on that...

stray gulch
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@cunning saffron you do basically the same thing for weapons

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@cunning saffron all i did was google vrchat emotes

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in the process of making a pregnant miku with a belly and a baby comes out

cunning saffron
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@stray gulch the only difference is putting the "animation enabled" thing?

stray gulch
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@cunning saffron some "animations you sometimes always on for what ever reason. toggling animations off and on are so when your done with it, it disappears. also, any animations you have hidden do not count towards your poly count

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ie. sword or any monstrosity

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or taking your head off and removing it while holding it in your hand

cunning saffron
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yes i knew that

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but it didnt answer my question xD

stray gulch
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"animation enabled" thing .. i dont follow

cunning saffron
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@stray gulch at 4:55 in the second video

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if not theres no difference between that and a non toggle animation

trim oasis
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how do i visualize the box for particles?

stray gulch
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@cunning saffron alright ill explain what he's doing at 4:55. you create a duplicate and do the animation on the duplicate. once you start the animation process on the duplicate it "breaks" it. when you finish the animation you delete the duplicate and add the animation to the main model. you need to make sure the key frames are at zero and 1 second so the object does not flicker or do weird things.

cunning saffron
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yes that i already knew

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what im talking about is the "Add Property > Animation > Enabled"

stray gulch
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"add property" is what you want to animate. clicking the plus sign + tells unity this is what is going to change in the animation. the only thing you need to activate the object and what ever is interacting with it on your body.

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for example you would animate and enable your fingers and the gun if you were to make a weapon for your hand

cunning saffron
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ok you really dont get my question lol

stray gulch
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and ive spent enogh time on it

cunning saffron
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whats the difference between an animation that you can toggle and an animation that only works when you do the hand gesture?

stray gulch
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nothing

cunning saffron
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?

stray gulch
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the hand gesture is your toggle

cunning saffron
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...

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a toggle is when you press a button and you have to press it again for the animation to stop

stray gulch
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verb
1.
COMPUTING
switch from one effect, feature, or state to another by using a toggle.

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a key or command that toggles between two modes, such as the caps lock key.

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im not getting technical your nit picking

cunning saffron
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the caps lock key you have to press it to turn it on and you have to press it again to turn it off...

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nvm im pretty sure the only way to do it requires scripts and vrchat doesnt take them

glass anchor
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is there no override slot for strafe left?

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there's one for strafert

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but no strafelt

hushed hazel
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is there a meters/second value for movement speed that anyone knows? I'm trying to make rotating wheels look right, but I need to know forward speed to make them rotate at the right speed

lone bramble
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Still having problems with animations trying to repeat if I press any other buttons on the controller that activated it. Anyone know how to fix this?

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it only happens on animations over 1 second

hushed hazel
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thats why, it wont let you cancel it mid-way and then start over since the animation is still playing in the background

lone bramble
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I've set the animation to a limit and it still tries to call it back, hrm.

cursive moon
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@glass anchor I believe strafe right will mirror strafe left

hexed current
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so what the actual fuck

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Im uploading my character

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but then unity freezes during upload

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so i go back into upload it again'

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and now it says my feet arent mapped

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when nothings changed

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wtf!!!

heavy stirrup
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Any way to fix my left strafe? I have set my StrafeRT as my strafe to the right and it works fine, but going left also just goes right

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And i don't see an option for non-running StrafeLT

clear yew
#

@hushed hazel Please let me know if someone knows the answer, I'd like to know as well

solar relic
#

@clear yew huh movement speed. The default would be 3 i think in non modded worlds, idk if its 3sec of what idk... Basicly u can apply a mod like jumping, how fast u run, how far u voice is when making ur own world.

stiff mist
#

i need help i cant figer out how to make an item in 1 fram be in my hand and in the next on my back

prisma pewter
#

Does anybody know how I can go about adding a particle system during the default walk animation so the partles appear on footstep?

#

Particles*

clear yew
#

@solar relic Thank you Faido-san

clear yew
#

Are the main animations desktop users have access to the 8 emotes, walking forward.,sideways, standing idle, sitting and jumping?

final gazelle
#

i haven't actually found a time when a jumping animation plays -- there's one for falling, which is meant to activate when you're not grounded

#

but there's none for when your Y axis velocity is greater than a certain amount

clear yew
#

Mica ==》》 strafe/run/fall/jump and sitting anims

#

Have heard the jumping animation doesn't play but I wasn't aware there was one for fall

#

The last time I was on I kept jumping and noticed the model with her hands up during some jumps

#

Wonder if that was the "Fall" animation rather than the ending bit of the jump animation

hot agate
#

Does anyone have experience with making custom jumping

#

Oh you guys were actually talking about it already

#

The falling animation i made only seems to be local so i dont think falling works

final gazelle
#

@hot agate falling only seems to work properly if you were already moving laterally when it kicks in -- if you jump straight up and down, it usually won't play for some reason

hot agate
#

Do you know if it repeats if its not long enough?

#

Im thinking my issue is its way too short and i have to make it longer

final gazelle
#

guessing that it's got something to do with the fact that there only seems to be a reference to an "airborne" state in the locomotion layer, and none in the idle layer

#

there should be a "loop" option on the actual .anim file itself, try ticking that

hot agate
#

Yea its on loop

#

It works for me but other people say they don't see it :/

final gazelle
#

hmm...that i have no answer for, unless it's just unity/VRChat being weird about it again

#

@clear yew as for the no jumping animation, it's most obvious if you look at the animation clips you're allowed to override in the animation override controllers the SDK gives you

#

the options it gives you are from animations which are used and assigned in the original animation controller -- there's no slot for "jump", because they never put one in to begin with

#

i've tried mimicking some of the structures i've seen in there and adding a "MovementY" parameter to go along with the "MovementX" and "MovementZ" parameters they use to determine whether you're using walk or run animations, but it doesn't seem to register with them -- most likely because whatever VRChat is doing, it was never programmed in or exposed to us to use

heavy stirrup
#

Any solution for the absence of a StrafeLT

#

?

clear yew
#

I believe what someone mentioned earlier is correct about only needing one strafe animation

#

The animation is flipped to go on the other direction

#

@final gazelle I'll take another glance at the list though did feel like it showed more than I recall seeing

final gazelle
#

looking at the animation controller component now -- yeah, there's an option ticked in there for two of the STAFERT instances (there're 4 of them, for some reason)

clear yew
#

Oh

final gazelle
#

these two have "Enable mirrored" ticked

#

so the thing about the automatic mirroring is most likely true -- it's for when movement on the X axis is negative

#

animation isn't mirrored when movement on the X axis is positive

mystic umbra
#

would a particle effect trail stay in place after animation

#

where the animation is just activating a deactivated particle

heavy stirrup
#

Don't see the option for enabling mirrored anywhere, though i know i've seen it somewhere

final gazelle
#

it's in the animation controller itself, you probably don't need to worry about it if you're using a copy of the one provided with the SDK

heavy stirrup
#

I am, but i don't see it.
My model isn't humanoid, though it's symmetrical

#

might be an issue?

#

My strafe right works fine, and i have an animation for left that i can't put in, strafe right doesn't mirror by default for me

final gazelle
#

if you know how to get to the Locomotion Layer in the animator, open up the "StandingHeight" state, then go down to "Standing Locomotion"

#

there should be 4 "STRAFERT" animations assigned in the inspector, two of which have the tickbox option enabled

https://snag.gy/t8BzkK.jpg

#

hovering over the top of that tickbox icon will show the text "mirror animation", and considering that the two ticked ones have the same numbers as the non-ticked two -- just with negative X values instead of positive -- i'd assume that those two will play a mirrored version of whatever's set as the STRAFERT animation when you're moving in the opposite direction

#

ah wait, didn't read what you wrote properly -- non-humanoid rig, yeah, that may potentially be a problem

#

in that case, i'd recommend making a copy of the controller and seeing if you can directly replace the animations assigned in the controller with your strafe-left animation

clear yew
#

Sprint and run should be the same?

final gazelle
#

i don't see any difference in-game with the humanoid rigs, for whatever reason

#

feels like the default animations VRChat uses for the run/walk cycles completely overrides anything i try

#

sprint is supposedly meant to kick in when you're moving faster than run, but if you don't really care for a difference, you could replace both of them with the same thing on a generic rig

gaunt gyro
#

Anyone else here had some success with editting the controller template and split up left and right hand overrides?

#

I tried to rename the event blocks in the left and right hands to things like "FistLeft", but that didn't work because I think they have to be specific names for the game to pick them up, quite like how eye tracking works.

heavy stirrup
#

I think i got it Spearmonkey, it actually makes a lot of sense how it works now.
Going to test it though

#

Worked perfectly.

clear yew
#

Can anyone help me understand how rigid bodies and hinge joints work?

#

What I am looking to figure out if I can enable a bone to follow another bone? I basically want this tentacle to follow the direction of my hand on the X and Z axis on an animation override
https://imgur.com/TL1RfVV

quasi gale
final gazelle
#

@quasi gale oh, many thanks for that! You do enough work in the feature-requests channel, but nice of you to drop that info in here too 😛

clear yew
#

Didn't know that was a bug, TIL guess I've never noticed it

quasi gale
#

@clear yew Most of the premade joint configurations are generally built for physics systems. Try using the Configurable Joint. It's a bit scarier, but you should be able to get by by setting rotation X and rotation Z to locked.

clear yew
#

Jeez >< thats a huge component

quasi gale
#

Oh, and also disable Auto Configure Connected Joints and set the Connected Anchor to 0.

clear yew
#

Yea, this ones kinda scary, so much stuff I don't know about

#

So... lemme type out what I want, and how I am guessing I do this...

#

I want that tentical to follow my hand only on the point gesture, so, I add a game object to my fingertip, and give that a rigid joint component

#

erm, maybe rigid body component I mean

#

and then, on the tenticles bone, I add the configurable joint, and point the connected body to the rigid bone on the finger

quasi gale
#

Mmm... It's kind of tough to toggle joints of any kind. The best way to do it would probably be to setup the joint so it always follows the hand bone's orientation. Then turn on the IsKinematic flag on the tentacle bone. Whenever you want it to follow your hand's direction, use your gesture animation to disable the IsKinematic flag.

clear yew
#

wouldn't setting the game object to inactive, and only calling it on the gesture be a toggle? or would that cause a compiler error

#

Or, would it still track even if inactive I guess

quasi gale
#

Joint bindings will break if one of the associated rigid bodies get disabled.

hot agate
#

@quasi gale thanks bro

clear yew
#

Ill start testing around, thanks for the help @quasi gale Im giving this model away on reddit once I'm happy with the animations, so you've contributed to more squids being in VRchat

quasi gale
#

Let me know if you run into any trouble. Joint bindings can be a bit of a pain sometimes.

clear yew
#

Especially when you don't know what your doing and there is hardly any tutorials on it ><

clear yew
#

I'm trying to add particles to rigibodies so they can be a world object in my hand but whenever I make the animation the particles don't move with my hand and stay in the same place as before, any possible fix?

white herald
#

instead of a rigidbody try setting the particles to world space @clear yew

clear yew
#

Wait was this problem just talked about before me

white herald
#

depends on what you'[re going for

clear yew
#

I'm trying to shoot a beam from a cannon that bounces off walls

#

Thats the only thing I've been told on the issue

#

Yeah I did it almost like that just followed a different tutorial but the particles are in the wrong place

clear yew
#

ugh, i don't wanna animate a laugh emote from scratch, but there's nothing good on mixamo and i need laughing emote QQ

vestal osprey
#

does anyone know how i can stop an particle effect from getting triggered unless i have my gun out. however the particle effect cannot be parented to the gun.

#

sorry start

#

not stop

white herald
#

just enable/disable the particle effect's parent

vestal osprey
#

i cant do that either. I use it to make the particle worldspace so i cant dissable the particles parent

white herald
#

well make another parent in between?

vestal osprey
#

yeah but how do i link that to only play when i have my gun in my hand.

#

if the gun is visible only then should the particle play when i push my trigger

white herald
#

enable it in your gun animation? or are you saying you need to not disable it when you put your gun away but not trigger it either

vestal osprey
#

it works for the sound cause that sound is parented to the gun

#

yeah if i dont have the gun visible the particle effect shouldnt trigger

#

right now it does

idle crater
#

GUys, VRchats SDK wont let me use RandomParticleRotataion componants. But where is the seeting for this?

grand copper
#

What is the best way to play a different sound under every gesture? The only method I know of right now is making 6 duplicates of my character and then with animation make the sounds appear

white herald
#

just add 6 empty gameobjects with each sound to your character

regal cedar
#

anyone know good place to find already made animations that aint soo bad like mixamo

shrewd moon
#

deviantart?

grand copper
#

@white herald but I would still need to make the 6 duplicates of the character?

topaz ermine
#

You can delete the duplicates after you make the animation

grand copper
#

but....then the animations would animate....nothing?

#

could there be a visual tutorial out there covering this or something comparable?

#

something similar*

topaz ermine
#

There's plenty of videos on it

#

But you just want to make a sound clip play right?

grand copper
#

I've been searching "vrchat audio" but all I get are simple "weapon sounds" videos

topaz ermine
#

The part about the audio on those should apply to your audio as well

#

It's the same thing but without the particle or the gun models

grand copper
#

yah well they create 1 duplicate of their character for that 1 sound, so I guess I have to make 6 duplicates for these 6 sounds?

topaz ermine
#

No

#

You just make another animation on the single duplicate

#

You save the animation files and then the duplicate can simply be deleted

grand copper
#

I've tried that but it doesn't work tho :/ no sound coming appears

#

no sound appears*

topaz ermine
#

What does your animation look like?

grand copper
#

it simply enables the audiosource

#

because it's disabled

topaz ermine
#

Also do you want it to keep playing when you stop doing the gesture?

grand copper
#

uuuh that would make things easier maybe

topaz ermine
#

You do have the same audiosource in your main model right

grand copper
#

yup

topaz ermine
#

Alright to make the audio keep playing after you stop the gesture you need a 2 frame animation

#

audiosource should be enabled by default with play on awake off

grand copper
#

ah wait apparantly the sounds were not in the original model --'

topaz ermine
#

frame 1 you set it disabled with play on awake on

grand copper
#

so sorry

topaz ermine
#

And frame 2 you enable the audio source again

#

Yeah that should fix things

grand copper
#

thanks for the information on playing audio when stopping the gesture 😃

topaz ermine
#

No problem

grand copper
#

I have another question if you don't mind

topaz ermine
#

I'll answer if I can

grand copper
#

I basically have a weapon animation, but I want the character to hold the weapon forever, no gesture needed. so I tried putting the animation in all animation overrides. It did the job for the weapon, but my character is now taking the pose you get when you animate it

topaz ermine
#

You can simply enable the weapon at all times can't you?

#

Unless you're trying to bypass the poly limit

grand copper
#

if I just enable the weapon, my hand isn't holding it correctly, right?

#

it would just float in my hand?

topaz ermine
#

Yeah you'd just need to animate the fingers on every gesture

#

Don't think there's an easier way

grand copper
#

but I've already done the animation on every gesture :/

topaz ermine
#

You're saying you go into the crouching pose?

grand copper
#

believe me, I don't think there is an easy way haha

#

and in the game it basically looks like I'm in the floor of course

clear yew
#

Always make the animation on a duplicate model

topaz ermine
#

Ah

grand copper
#

it is the duplicate model

topaz ermine
#

Yeah you made one of the animations on your main model

grand copper
#

I just disabled the main and enabled the duplicate to take the prtscrn......

clear yew
#

It won't look like that on the main model when you do the animation ingame

topaz ermine
#

Yeah it'll just do the things the animation tells it to do, like change the bending on the fingers

grand copper
#

I'm not talking about the crouch in unity but actually in game

#

I'm in the floor in the game

#

I'll go eat first and I'll take the screenshot in the game for you guys after

topaz ermine
#

Maybe you're uploading one of the duplicates?

grand copper
#

I'll try uploading again soon

grand copper
#

the sounds work now tho 😃

#

and putting the saber animation in all animation overrides is not the cause?

topaz ermine
#

Try putting it in a single slot first

#

And use that gesture in game

storm bronze
#

how would i go about adding an animated tornado (particles with animator on it) as an emote? (desktop user)

quiet needle
#

You'd create the particle system and the animation then add the animation to your override on top of the emote you want to replace. @storm bronze

errant solstice
#

So has everyone gone trough the whole importing process on their own with the Hoppous or is there a ready one that can be used?

tawny wyvern
#

Hmm, is there a good method for exporting an fbx (armature), importing it into unity as a generic animation and have it work an avatar rig as normal? I seem to get the default 'curled up' pose no matter what I do for the root. I have a need to include translations in the body animation and rigging the animations as humanoid in unity discards these, annoyingly.

lost musk
#

The default VrChat animation are setup as humanoid. So if you have a generic avatar and not an humanoid one, you have to setup your own animation.

#

So I guess the only way to have an animation working for an humanoid is to setup the animation as humanoid too

quiet needle
#

@tawny wyvern You might end up having to set up your own generic rig. If you're doing your own animations anyway you might be able to make it work.

tawny wyvern
#

The rig matches the rig in every way, I feel I just need to figure out parenting. Adding a dummy "Armature" root didn't add any joy, though. Otherwise it starts out at Hips. Hmmn. @quiet needle

#

I'm almost positive I accidentally set up an animation like this when I was trying to create a custom idle animation before I figured out that animataion sets could be rigged humanoid as well. I guess I'll tinker onwards..

mystic umbra
#

question for you guys, how do you set up writing for vrchat

#

without using snailmarkers

#

Im thinking of putting a particle on the figertipwith trail time

small tapir
#

So i found a lightsaber and it has shape key for getting the sword out, how do make that work in Unity? i was thinking in animation but only the mesh show up, do i need to rigg in in select?

mystic umbra
#

but I dont know if that would last after animation occurs

errant solstice
#

My hoppou importing is not going well...

mystic umbra
#

you mean it has a shape key

small tapir
#

Oh yeah

errant solstice
#

If I move her arms her dress moves with them

small tapir
#

shape key

mystic umbra
#

there is a way to animate shape keys in unity

#

I was wondering how to do that myself

#

I know how to set it up so that it pulls out with regular animations

inner cloak
#

There is no easy way of lip syncing a face without visemes other than jaw bone is there?

mystic umbra
#

but shapekeys are outside my realm of knowledge

small tapir
#

@mystic umbra same here

mystic umbra
#

well searchy you only need to make three shape keys

#

AA ch and oh

#

cats does the rest

inner cloak
#

well due to me being someone who never used Blender even that task is hard.

#

😂

errant solstice
#

I swear to god if I can't get her clothes working I'm gonna make a half naked hoppou

quiet needle
#

@mystic umbra Yes, go to your body mesh in the hierarchy and expand the list of shape keys there (blends)

small tapir
#

@quiet needle omg thanks

quiet needle
#

Go forth and make silly animations for all to enjoy, my children

vestal osprey
#

does anyone know how i can make a an animation that constantly loops on my character? i have blinking working but i need to add another animation? but that second animation wont appear for some reason

mystic umbra
#

in the animation creation?

#

I didnt knwo there was a body mesh region

quiet needle
#

If you want to add it to an animation, yes. Otherwise if you just want to see what carried over, it's just in the body mesh under your armature

mystic umbra
#

do you know if particle trails last after animation

quiet needle
#

Not if you let go of the gesture

mystic umbra
#

is there a way to make them last

#

I dont want to use a snail marker

quiet needle
#

I don't think so, because essentially you're disabling the particle at the end of the gesture/anim

mystic umbra
#

hmm

#

I wonder how the creator of the snail marker did it

quiet needle
#

I still need to pull apart their prefab so I can discover that exact thing.

sacred schooner
#

How do I disable automatic blinking for closed eyes animations? I can't seem to find the video that metnioned it a while back.

mystic umbra
#

if you find out can you let me know

quiet needle
#

I@sacred schooner I remember seeing that, and I think what you have to do is disable the animator during your animation.

small tapir
quiet needle
#

Yes.

mystic umbra
#

wait what if the person disabled the trail as a sub particle but kept the main particle active at all times

sacred schooner
#

Which animator, though. Lmao

mystic umbra
#

maybe ...

quiet needle
#

Yeah I can't remember which video mentioned it, but I do remember seeing that.

sacred schooner
#

Yeah, same.

quiet needle
#

I'll look back through. I think it was one of the facial anim tuts

tawny wyvern
#

Aha, I can get it to work with humanoid by attaching the animation to the armature node directly. ❤

mystic umbra
#

you just have to delete the blinking animations

tawny wyvern
#

So at least it -can- work.

mystic umbra
#

I mean shapekeys

quiet needle
sacred schooner
#

Keo, I said during animation.

mystic umbra
#

oh mb

quiet needle
#

If you blink while performing a blinking animation, your eyelids go through your cheeks. There is a way to disable it in this video without disabling blinking altogether

sacred schooner
#

Do you remember what time? I think he does it near the end, but I don't have an "animation" category he goes into.

quiet needle
#

It's at 4:00

mystic umbra
#

what if you create a shape key of your eyes open at all times and set that in your animation in unity

sacred schooner
#

Won't work, Keo. Your blinking still goes through your custom anim.

#

Yeah, I don't have that "animation" category.

quiet needle
#

Ah, it's property > Animation > Enabled and uncheck it during the anim

#

Hmm

sacred schooner
#

Oh, she doesn't use visemes.

quiet needle
#

Yeah they're manual blinkers

mystic umbra
#

im unity dupliacate the eylids then make a shape key of the original eyelids going into the body

#

so if blinking occurs it happens inside the body

#

and the duplicated eyelids say still

#

if the duplicate blinks as well you might have to set the new eyelids onto another material and then delete the shape keys and only have base

#

sorry I mean in blender

#

actually you might not need to do that new material just redo the duplicate eyelid'd shape key to stay still as the other eyelid blinks

#

I dont remember if shapekeys translate onto duplicated meshes in blender

sullen saddle
#

"Camers are removed from non-local avatars at runtime" does this mean I can't make a selfie style prop anymore?

storm bronze
#

how does one attach a particle prefab to an emote? im stuck

mystic umbra
#

you have to animate its activation

#

make a duplicate and then create new animation, then in armature you should find the particle system (have the particle system attached) and then set the particle system as activated

#

youll have two key frames one with the beginning and one that ends, youll have to pull the last keyframe outwards to some length of time

jade kernel
#

Can someone help me ?

#

for the animation i want to get our an object but it does work on 1 animation i did but it doesnt work on others

#

the hand animtation works just the object doesnt show up

tawny wyvern
#

Eureka

#

This may just work..

novel otter
#

eeyy

#

soory i was asking

#

i putted a motion on my avatar then i decimate it to finish it but it made my motion slower can anyone help me on my issue

amber mantle
#

I am in need of some assistance. I have this animation that makes the model go forward, but when i apply it and use it,it doesnt go forward and just plays but in the same spot. What are the settings needed to fix that?

white herald
#

@amber mantle bake xy to root position i think

amber mantle
#

Hmm ok. Ill try that. Thx~

cursive moon
#

Anyone got a clue why this shape key looks fine in Blender but screws up the eyelashes in Unity? I did manually decimate the eyelash mesh because it was hiding some facial features inside the face, but I didn't touch the eyelashes themselves at all.
https://gyazo.com/7ecd90536d11d2f8c2c395a0de359b69

gilded flume
#

how do i make an gun and the sound separate?

#

so i would be able to just point or shoot

tight flower
#

It would have to be 2 separate gestures, one gesture that just has the gun and the second one which would be a copy of the stationary gun but added sound effect and muzzle flare

gilded flume
#

ok ill try that

tight flower
#

So long as you keep a copy of the stationary gun animations frames open on your dupe model, you should just be able to copy those keyframes and paste it to the second animation dupe model. Eliminate the hastle of having to re-pose all the fingers around your gun

gilded flume
#

ok how did i open the animation again?

#

the one with the gun

tight flower
#

Do you still have the duplicate model that you used to make the animation?

gilded flume
#

nope :(

tight flower
#

://

#

Might have to repose then, im not too sure if theres a way to access that animation without the original model used to make it

gilded flume
#

cant i open the animation anyway?

foggy cloud
mossy condor
#

Guys I made a seprate idle model in the backgrohnd of my current player model

#

but he doens't do anything, but in play mode he does :/?

#

the other model in the background is just stuck in T-mode.

gilded flume
#

how do i get the camera close to a model without making stuff disappear?

novel otter
#

now after 20000 years now you all responding wow great

#

no one know the low fps motion issue anyone

#

no one
👌

cursive moon
#

If nobody answers your question it's not because we're ignoring it it's because we don't know the solution

novel otter
#

i didnt mention your name mr if you didnt know it would be helpful you told me tht from the start

tight flower
#

One person cant speak for everyone, what good would that do you if he told you he wouldnt know? Youd be doing the same thing youre doing now

#

Just be patient and hopefully someone helps you

placid oriole
#

is there a way to add 0.5 value to every x in the animation without doing that manually ?

knotty night
#

@placid oriole I guess not, you can do it manually

jade kernel
#

Can someone help me ?
for the animation i want to get our an object but it does work on 1 animation i did but it doesnt work on others
the hand animtation works just the object doesnt show up

tight flower
#

Is the object in question attached to the model in some way? Whats the object?

finite brook
#

I'm trying to make a spinning record in unity using a simple animation, but the record doesnt spin constantly, it slows down at the end and does not have a constant speed. rotation value at the start is 0 and at the end it is 360 i want it to loop

safe wind
#

Can anyone give me some advice
I want to make an orb particle that bounces off surfaces but when I set the particle simulation space effect to world the effect does not shoot from the direction it does in local simulation space

#

And that issue is if the simulation space is local it won't bounce off theenviroment

#

And I want it to shoot from my hand

tight wolf
#

Does someone have a tutorial on how to save animation in blender so that I can export it to unity?

clear yew
#

@tight wolf when u export fbx settings on bottom elft

#

bake animations

#

now gimme the damn 5 digit pin code

#

Kappa

tight wolf
#

Well I think I found action editor

#

Not what I was asking:P

stray gulch
#

@tight wolf the animation thing your talking about is a vmd. only way to edit a vmd is pmd editor. and edit the key frames.

tight wolf
#

nope I created animation for an object I modeled

#

I think action editor thing saves it

stray gulch
#

oh you just imprt the vmd and export the fbx

clear yew
#

so u import the animation on to the model

#

then export fbx

tight wolf
#

all video I have found were baking animation which I do not need

stray gulch
#

yes you need to bake

tight wolf
#

It is not even mmd, I modelled an asset and animated it in blender

stray gulch
#

hoiw would unity know how to use it?

#

@tight wolf the animation data doesnt carry over unless baked

clear yew
#

%

#

^

stray gulch
#

@tight wolf probably would have been better off animating it from unity to begin with

tight wolf
#

Nope since it is vertex animation

stray gulch
#

like a blendshape?

tight wolf
#

yeah blend shapes animation

stray gulch
#

yea those carry over on your body mesh

tight wolf
#

it is not body mesh

#

Just blend shape for mesh without rig

stray gulch
#

same thing

clear yew
#

ur talking about shapekey animations?

stray gulch
#

^

#

yea

clear yew
#

like he said those save automatically into ur body mesh

small orchid
stray gulch
#

@small orchid are you looking for an animation based off this song. or was it just playing just cause it looked cool with the song?

small orchid
#

it was based on this song

stray gulch
small orchid
#

thank you <3

stray gulch
#

the motion info is in the description on nico

gilded flume
#

Anyone who is familiar with oculus touch hand gestures?

tight wolf
#

ok, if anyone is wondering Unity does not seem to support Blend shapes animation imported from blender

stray gulch
#

is there a time line I can match audio with different particle effects?

#

did they use an emote???

#

im lost on how they did it

small orchid
#

i would kill for that gesture

#

its so awesome

stray gulch
#

i could make the 5 seconds but i dont know how they did different particles in sequence

small orchid
languid nimbus
#

Hey I'm trying to make a rolling animation for my model, for me it works fine but everyone else sees my neck twisting because my head stays in the same position

#

is there a way to override face tracking while making movement animations?

tall zodiac
#

did particles break for you? my avatars particle is now spawning wherever for people

clear yew
#

hey , could someone send me the full bubbletop animation

#

in pm ill appreciate it

clear yew
#

does anyone know how to convert generic transform animations into humanoid root animators? animating manually in humanoid mode in unity is cancerous

echo hull
#

hey, so I have two different trextures for a model, one where it's normal and one where it's got blood splatters on the clothes. is there a way to make it so it swaps that texture as part of an animation over ride?

clear yew
#

have two materials, swap between them in the animation, should work

rotund sparrow
echo hull
#

thanks @clear yew I got it working

clear yew
#

@tight wolf Last night I was able to import an armature animation along with the shake-key animations, so I believe Unity does support them

tight wolf
#

Yeah armature

#

mine had only mesh

#

but it may be possible, however I will just animate in unity 😛

clear yew
#

Oh

#

Perhaps you can fix that by adding one bone to your model and giving the export another try?

#

I don't know if bones are required but it may not hurt to try with an added one

#

Will be useful later

#

Silly that the audio tutorial doesn't have audio, lol

#

Perhaps link it on the Tutorials Channel as well so others can see

pale orchid
clear yew
#

Ah

glossy finch
#

oh sick i’ve been looking for that for ages

#

someone commented and said you have to delete the onsp audio source for it to work, howd you do that?

next shard
#

so i saw some ppl having selfie camera

#

what kind of mirror or camera do they use? o 3o

woven surge
#

What could be, rotation over lifetime??

clear yew
#

the one in void club? cameras on avatars only work for the owner if I'm not mistaken since recently @next shard

next shard
#

@clear yew no it is working, just saw one and you can even pause the picture to let ppl see

#

@clear yew apparently it is a custom render

dark pier
#

Trying to figure out how to make an object appear in my hand when I make a hand gesture...

#

Dunno where to start.

muted prairie
#

animation override, lots of video tutorials out there

dark pier
#

Lets hope none of them are mumblers.

clear yew
#

@next shard The month old posts on there say it was nerfed, was the one you saw a recent post or older?

#

@next shard that post is from when it still worked afaik 😉

#

the one you saw was the selfie cam in void club, it's part of the world

next shard
#

@clear yew i saw one just earlier used as an accessory in presentation room

#

@clear yew

#

he was shooting under skirt tho

#

xD

clear yew
#

idk, I'm pretty sure cameras were made local for avatars 🤷🏼

still idol
#

doing an animation my world scale just f*ck up, anyone knows how I can fix it?

still idol
#

nvm i found it... revert factory setting on layout

heavy stirrup
#

Trying to mess with the transitions now... i can't figure out how to make these damn generic emotes to stop looping.

glass idol
#

Are World Cameras are working again???

lofty crypt
#

reposting here

#

"heres a good q i got
i want to have an animation override where the thumb rotates a bit
doing so in the animation tab, with rotation in add property doesnt work for the thumb
while it works for bones like the ears
any help"

#

"the problem isnt that i dont know how to animate
its just that for fingers, rotation doesnt work
while it does on other bones
unfortunatly in the ">animations" tab there is no tilt
for fingers
which is how you bend fingers"

#

any help

surreal iron
lofty crypt
#

when i change the rotation values for the thumb in number, after entering it imedietly eturns to the default value

clear yew
#

Hello guys dont explain just give me a video, I want to make my cancerous emoji avatar i made when he opens his hadn (and I do a dab in vr) he creates a dab emoji with a decent light effect and a sound effect and when I do a peace sign (in vr once again) to make Ok emoji symbols appear on his hands or when he does a fist or something to I dont know Bring out a microphone and play music with again particles

#

send me a video or a selection of vids

#

because explaing will take to long

lofty crypt
#

if you view here the rotation values are red

#

idk why

clear yew
#

Hello guys dont explain just give me a video, I want to make my cancerous emoji avatar i made when he opens his hadn (and I do a dab in vr) he creates a dab emoji with a decent light effect and a sound effect and when I do a peace sign (in vr once again) to make Ok emoji symbols appear on his hands or when he does a fist or something to I dont know Bring out a microphone and play music with again particles
send me a video or a selection of vids
because explaing will take to long

#

basically asking how to do gestures make stuff appear with gestures etc

lofty crypt
#

spam

clear yew
#

eh

#

I have

#

too

#

this is the only server that it takes forever for some one to actually notice

lofty crypt
#

basically

#

you cant use sounds in the new SDK

#

cant upload with it anymore

clear yew
#

im not using the new sdk

#

ive been using the same sdk since november

#

brb

#

il show u screenshot

#

I just need a video ffor gods sake people

#

look

#

video or videos

#

I need to go soon

#

Vrchats discord server is the most unresponsive trash ever

#

Most support servers takes seconds not minutes

#

and trust me

#

Most of my suppport servers take 1 to 4 seconds

#

not 40 to 50 minutes

#

Im asking for some videos

#

because

#

I dont understand animation

#

so before you say use google

#

I cant use google

#

I dont have the proper names for what im trying to do!

#

I have an image right?
Now
Not sure what fingers to apply the gesture too
Buit
Im using a vr headset
keep that in mind too.
Alright so
For example
if i were to hold up two fingers
then I would want that big emoji to appear iwth particles and play any sound a song etc
but when i let go of the fingers
it will stop
or when I do rock and orll with my fingers
It will make two OK emojis appear on my hand or something
Or like a speaker playing a song
A gesture essentially.
just send me a video
thats all I want..
please

lofty crypt
#

i used this one a lot starting out

#

all you need to do is make sure your image/sounds/whatever is set to active

clear yew
#

also

#

Do you know how to make an image appear like

#

Ok

lofty crypt
#

by default, it should be set to inactive

clear yew
#

So its like an invisible model but its also like

#

has a image on it?

#

like how Would I be able too..

#

ok

#

you see that dab emoji?

#

I got that from a freind

lofty crypt
#

so in the animation tab after duplicating ect, go to armature, find your emoji you bound to whatever bone (and all the sounds binded to the emoji) and set to "as active"

clear yew
#

How do I mAke that?

#

ahh

#

So

#

If I found a image

#

for example

#

Of that OK sign

#

I bound it to a bone?

lofty crypt
#

the emoji is a 2D plane with an image material on it

#

the plane has a sound attached to it

#

and the plane is parrented to any bone

clear yew
#

well the sound I added myself

vapid ruin
#

Does anyone know where i can find like a floating idle animation?

clear yew
#

the plane is attacthed to the charecter

#

hey so

#

also

#

how do I select a certain part of the charecter ot make a texture

#

u know what im saying like

#

lets say

#

I want one part to panosphere or whatever

#

tthe image that follows you

#

if i did that it would make the whole thing panospehere

#

I dont want the whole thing to be that shader

lofty crypt
#

that comes down to how many materiels you have

#

and what mateirels they represent on the model

clear yew
#

can i add materials

#

I only have 4

#

5

#

3 for head

#

2 for suit

#

or would i have to go back into blender

lofty crypt
#

blender if you want more

clear yew
#

if so please send me a tut for blendwer

#

blender*

lofty crypt
#

dont have one, never done it

clear yew
#

Ah

#

Fuck

#

so Im screwed with that

#

whatever i guess

lofty crypt
#

or you can look it up

clear yew
#

cant

#

I need proper terms

#

google needs specifications

lofty crypt
#

uhhh

clear yew
#

trust me I know.

lofty crypt
#

i mean like

#

in theory

#

what you need is blender seperate materiel by mesh

#

and then save as seperated materiels

clear yew
#

WAIT

lofty crypt
#

but you cant do that through MMD tools i dont think

#

you have to combind

clear yew
#

That tut

#

U sent me

lofty crypt
#

then again, never tried it

clear yew
#

does it owrk with gestures for VR

#

I use a Headset Occulus to be exact

lofty crypt
#

literally only what it works for

#

hand gestures are vr only

#

i have an oculus myself

#

used that tutorial as an intro to gestures

clear yew
#

so

#

sorry to keep you typing but

#

this tut

#

will it allow me to

#

Just an example

#

if i were to hold UP Two fingers

#

if i set that gesture to that specifitcation

#

and i wanted it

#

to bring out

#

I dont know

lofty crypt
#

1 sec

clear yew
#

lets say a speaker or some shit

#

and play music with PARTICLES

lofty crypt
#

that video shows how to use blend shapes

#

turning on invisible objects on the model

#

isnt included

#

but i told you how here

clear yew
#

no not that

#

But

#

If i had a model

#

a speaker

#

A model made JUST Like a normal avatar

#

like physical

#

You know

#

Can my gesuture make it appear

#

etc

#

and play music

#

and do particles

lofty crypt
#

yes

#

i have an avatar that has a gesture

clear yew
#

can i learn how to use that with the video you showed me

lofty crypt
#

that makes a tank appear

#

the tank has smoke

#

and sound

clear yew
#

yes and

#

just a recap

#

how do i make invis object again and just keep image

lofty crypt
#

blue square

#

makes things invisible

clear yew
#

but that also means

lofty crypt
#

on your original model you want your stuff on gestures invisible

clear yew
#

the image too..

#

yea but..

lofty crypt
#

do you want it to be a sound trigger or a image trigger with sound

clear yew
#

image trigger with sound

#

ok you know the mem

lofty crypt
#

so completely invisible at first

clear yew
#

meme

lofty crypt
#

then invisible

#

visible*

clear yew
#

with dabbing and earrape

#

thats what im trying to do

#

but the image appears

lofty crypt
#

yes

clear yew
#

with a big shine effect

#

or particles etv

#

etc

lofty crypt
#

so literally what i was saying

clear yew
#

ok look

#

lets make it simple

#

Will that video help me do that?

#

well

#

Essentialy teach me the concept?

pale warren
#

So if your asking, any gesture tut will show you what you need to know. So for sound, images, particles it will all be the same steps when it comes to gestures. Sorry just a quick look at the messages.

lofty crypt
#

yes

#

the basics

clear yew
#

ok

#

;il go watch it

lofty crypt
#

A VRChat tutorial on how to override hand gestures and emotes with your own custom animations. It can be used not just for VR users, but for desktop users to...

▶ Play video
#

2 videos i used

clear yew
#

thanks

#

5 min or 26 mins which one u prefer?

pale warren
#

I'd say watch both.

clear yew
#

ugh

#

alright

lofty crypt
#

both

clear yew
#

I dont have much time but whateves bro

#

😛

lofty crypt
#

because the second one

#

tells you specifically

#

how to add objects that show up

clear yew
#

ahh i see

#

we;l

lofty crypt
#

the first one is just basics

clear yew
#

If I know how to rip gmod models

#

I guess Il do this

#

Wait..

#

Will both of these vids also help me with this thing I wanna do

lofty crypt
#

bruh

clear yew
#

This is something I noticed

#

people with boxes of pickles or tidepods

#

and you can grab the item out of the box?

lofty crypt
#

yes its not actually what you think

pale warren
#

With the emoji? yes.

lofty crypt
#

i have a model like that too

#

sushi bowl + grabbable sushi

#

but its not actually grabbable

#

just looks like it using 2 different overrides

clear yew
#

sooo

#

right..

#

also how do people get these little models..

#

I wanna get a speaker but I cant find minor models for accessories

lofty crypt
#

make the scale small + move the avatar ball down

pale warren
#

Just scaled down.

clear yew
#

Not little avatars

#

I mean acccesories

lofty crypt
#

scaled down

clear yew
#

No.

#

Not that

#

I mean how do you GET the accesscories

#

Like a speaker or something

lofty crypt
#

download them

clear yew
#

I KNOW

lofty crypt
#

find them online

clear yew
#

but website preferations

lofty crypt
#

any

clear yew
#

I cant find anything online

lofty crypt
#

well im not gonna search for you

clear yew
#

took me 3 months to find a good site for avatars in general bruh

lofty crypt
#

i have my own overrides im trying to do

clear yew
#

u got ur models from somewhere?

#

tank etc

#

What do I type in google

lofty crypt
#

all i did was search "3d [name of whatever] free"

clear yew
#

;/

#

ok

#

I will attempt that

pale warren
#

deviantart tends to have a lot, can also try sketchfab.

clear yew
#

FUCK

#

By the way

#

this isnt about animation

#

Whats the big speaker phone called

#

I google 3d speaker free and it gives me the wrong kind of speaker

#

its like a cone with a handle

#

I forgot the proper term

lofty crypt
#

megaphone

clear yew
#

RIGHT

#

thanks

#

would this work

lofty crypt
#

should

clear yew
#

its an obj though

lofty crypt
#

fbx

clear yew
#

obj dont work in unity from what i remember

#

shoudl I export it through blender

lofty crypt
#

it has an fbx and a obj

#

"Exchange Formats:
FBX
OBJ"

clear yew
#

uh

lofty crypt
#

when you download it, it will give you an option, or it will just download both

clear yew
#

oh

#

but

#

this one only has OBJ

#

and I wanted this one..

#

the other one has two

#

i only need one

lofty crypt
#

then import it into blender and export it dude

clear yew
#

OK

#

got it

#

brb

#

Il tell you in a few my results

#

after watching vids

#

if ur on

#

i will have some erors im sure of it

#

eror

#

errors

lofty crypt
#

reposting again
"heres a good q i got
i want to have an animation override where the thumb rotates a bit
doing so in the animation tab, with rotation in add property doesnt work for the thumb
while it works for bones like the ears
any help"
"the problem isnt that i dont know how to animate
its just that for fingers, rotation doesnt work
while it does on other bones
unfortunatly in the ">animations" tab there is no tilt
for fingers
which is how you bend fingers"
any help

#

rotation is colored out for some reason

#

any edit to the values will revert to default

clear yew
#

wtf is

#

is

#

hold on

#

what is a MTL

lofty crypt
#

different 3d model file for a program i dont know

#

most likely

clear yew
#

but

pale warren
#

mtl is a texture file mostly for obj

clear yew
#

the model I got from blender has no textures 😦

#

so how do i open Mtl

#

for the model

#

do I import mtl too?

pale warren
#

yes

clear yew
#

but that would import a model n o?

#

llet me test it

#

issue

#

Mtl isnt a import format