#animation
1 messages · Page 47 of 1
blender
so just select obj again.
it should open the mtl when you open the obj file just have to texture it.
Whoa wtf
I accidently selected the OBj and it litterly added the textures
well thats weird
strange
textures are added
:/
blender does it for you most times, some times it hasn't for me just have to select obj again and pick the mtl.
quick question, how do I add multiple animations onto one animation component? i see that I can add multiple but when I do so it only plays 1 or none
"i dont have time for videos"
proceeds to talk in text for an hour+
literally all your questions can be solved by intro videos to programs
i get your new my guy
um
but you're oof-in' my head
Because I prefer to type for an hour
then watch vids for 2 days straight
when situations can be solved in minutes not hours
You know i saw vid
on how to make a object size smaller in blender?
so in the top left corner you will see a hand for grab just pick the rotating icon instead.
20 minutes
check comments
takes 5 seconds.
i see
let me test the rotator
Omg
thank you
and I saw a vid for 30 minutes on how to rotate.
Jesus
see what i mean>
minutes of nonsense for a 5 second solution
I get right to the point and try to make it explained in a simple short way lol. But i can explain it all longer if needed lol.
pretty much what darling took a picture of
ok
brb
is it normal to
have the unity backround area to be dark
I think I deleted the light
opps
how do I add that back
could i use milkshape for 3d modeling
Are 30 frames per second the recommended frame rate for animations?
Saw the sample walking animation was 30 fps
Would anyone know how one would go about adding an animation inside an animation?
Do you know a tutorial for adding particles to a model itself? Something like glowing wings
@clear yew avatar need to have bones and you need to click on select. rig > humanoid and configure...
@clear yew right corner, behind Inspector, click on Select
and animation type on humanoid
watch some tutorials, man
THIS VIDEO IS OUTDATED. Check out the new tutorial here: https://www.youtube.com/watch?v=7P0ljQ6hU0A PLEASE READ THIS: Do not use PMXEditor to translate any...
watch since 31:30 , you have some errors for not selecting the bones
@clear yew That's how you get to the Rig window. That's where you tell Unity what bone acts as what.
just learn from tutorials, and relax, this is not easy
They are 100% not useless
try to enforce T-Pose
Alright well that's far from them being useless, that's just you being impatient
I can't find your error screenshot, mind sending that again?
i cant see it clearly, but it looks like it's a problem of the chest
Scroll down to legs on the right
looks like it's not mapped
is everything parented correctly
It looks like it is, you can see the hierarchy in the prior screenshot
Yeah if you hit the little arrow next to a bone and another bone shows up on the list, that means it's a parent to a child bone
Yes Upper Chest is supposed to be blank, you've got that right
cool. could you erm.. possibly have a duplicate and/or not rigged model in the scene thats not deactivated? and holy crap, watch some tutorials plz
There's no duplicates in the scene with avatar descriptors, otherwise it would have shown in the VRChat window as a seperate avatar.
i think it's a problem of mapping and he needs to map properly https://www.youtube.com/watch?v=LrCCl_F9XNs
Here's a video on extremely common issues I see with bones and rigging setups, and ways to solve them. I cover: - Leaving Upper Chest Blank - Reparenting spi...
what effect?
if you add a effect and you make an animation with the effect in the model, it brokes the model. It happened me 2 times
maybe just enforce tpose in the rigging?
i only mention duplicaates because one scrnsht shows one name and the other shows it with (clone) appended
ohhh
Overrides don't go into Controller
not if hes making it a purely dance character
Nonetheless controller should be empty, the Override goes into the Avatar Descriptor
it wont do anything but that anim if its set to that tho
and the override is in the standing part of the avatar descriptor
youll have to duplicate the override as well
good eye @cursive moon
ayy 👍
@cursive moon yeah, i think it should be that
And that is why you don't create animations using the original model
Gotta duplicate it
¯_(ツ)_/¯
I guess just make sure that that is always empty
Hope it works
i mean... i have long dances set to the default animation so that i just switch to the avatar to do it... https://i.imgur.com/WCP9AxB.png cuz normal overrides have time limits
well, guys... you know how to apply an animation on the model itself? not for the buttons, i want to make effects like glowing wings
but thats not what he wants to do i guess
just put an animator on the wings and have it set to play on wake and loop
@languid bolt wait, do you mean you have your long dances set as one avatar's idle animation?
its just an animator, but yes. like full mmd motions with sound. anything over a minute
drop it song 👌🏽
neat...that gives me an idea to try out now o_o
see if we can't get extended animations by having an emote exit into a different idle state
@languid bolt I know how to move the wings for example with an animation in Blender, but I can't glow them
why doesnt particle mesh renders not emit complex meshes
anyone know how to apply a shader to the outside and inside of a mesh? say a sphere
Well, it's not working. I've tried with another model and this doesn't appear in-game https://gyazo.com/2283f6f24760ab20a47bad05f4cafa24
@steep citrus Inside only or both sides?
@still idol What is it that is not working (Just joined in, on the chat)
@halcyon dirge The particle, it works on simulation, but not in-game. I've tried to make an animator controller
btw, if ur checking in amirror, ur not gunna see anything
and also an animation, but not working
A constant passive animation, or Emote?
constant passive i think is what he was going for
Shouldn't be too tuff.
hardest part should be testing, cuz mirrors suck
Would recommend make the basic animation in Unity, and just add a Legacy loop over it, for simplicity.
You can use the camera in testing to check particles and animations and stuff
^
When pressing play, just revert back into the main screen, and see the animation play.
@still idol You still there?
@still idol That looks so cool O A O
@still idol https://youtu.be/VXU12lIqcfE?t=6m57s
Apologies for the cold. Thanks to Haitchyy for his tutorial, which is what helped me intuit tail wagging: https://www.youtube.com/watch?v=p0txtOuZtx0&t=431s ...
@clear yew That's just a test, I wanna make glowing wings
It skips to the explaination of how to make it a Legazy loop.
@halcyon dirge ok I'll try
Be sure to share how it turns out please
Good luck o/
finally working, thanks @halcyon dirge
No problem ^^
@clear yew For u :p https://gyazo.com/62ed0ce58dca2c618dc180833fe06b47
Looks good o/
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
Have you remembered to add the item appearing in the animation?
yeah
i got 3 animations
1 does work and adds the object
and the other 2 dont
while the hand gestures work from it
just the object doesnt show
@halcyon dirge
You might have to go through it all, as it sounds like you might have forgotton a step.
@halcyon dirge well they are nearly identical to the one that does work
Nearly?
And the items are placed the right places?
Yeah The items are in the main avatar (but hidden) and in the animation avatar
maby a usefull note i use 3 avatar's for animations but that shouldnt be the problem
It still sounds like you might have missed a step somewhere.
@tough ferry No playing animation`?
yeah
@halcyon dirge It does but i did exactly the same what i did with my first animation
just get stuck there
she's supposed to pull out a box of tomagoyaki
and ask if you wanna eat it
@jade kernel Then I can't really put my finger on it..
@tough ferry Seems like you forgot to bind the animation to the overrider.
So the overrider you added in insted of the Emote is just blank.
Again, I think the overrider is empty.
@tough ferry u actually need to apply the overrider aswell
Yeah make sure it's set in the avatardescriptor
how do you attach particle effects to emotes? always wondered
@clear yew look up animation overrides it's all in enabling/disbling things
Yeah, just not sure how to attach it though
cba uploading 10 avatars to see if it works, because my avatars refuse to delete for some reason
Just add them to the heirarch, of where you want them to be, then add them to animation.
That is the ultra short version of it.
if I sent my files to someone, could they take a look for me?
like, figure out what the hell I'm doing wrong
Hey guys, how do you the emotes on faces for blushing and such? its been so long i've completely forgotten
They're under blend shapes in the Body mesh.
Thanks! i was having a blank mind moment
Hey, someone know what is wrong with my animation ? when I play it, it's working fine, but in the game when I start the emote my body is falling in the ground https://imgur.com/SUqRh0P
If it's an emote, it will use the full body animation of your puppet. This includes being down in crouched position. If it's a gesture, it will only use the additions.
It has to do with the way they've set up animations in the avatar controller for VRChat.
@quiet needle I didn't understand well, my avatar is rigged but not moving during the animation, i've tried emote and handgun or fist but didn't work too
@sage leaf Gestures and emotes are two different beasts. Looking at your animation, it doesn't appear that it would be a good candidate for a gesture without some major tweaks (gestures are usually 0.01s long). If you want it to be an emote, you would need to set up a full body animation, otherwise you will crouch in the 0 animation position, which is the position your puppet goes to when you add your first anim.
is there a way i could change the movement animations?
like spirting being Anime runnin instead of default
@quiet needle thank you, how I can do a full body animation ?
Add every part of the animator section and pose the entire model.
oh god
@regal cedar You can do that with an animation override.
one part can't be enough ?
Not for animations @sage leaf - that only works for gestures.
@quiet needle i mean i have tried one method and it didnt override it
so I need to put all the animator property ok, I need to change the value ? "0" ? or it's fine ?
@regal cedar So you set a run animation to override your RUNFWD and assigned the override to your standing anim override on your avatar descriptor?
@sage leaf You'd have to figure out what puts you in the right pose. Putting 1 in each field will probably get you close to being in T-Pose, but that might not be how you want the animation pose to look. You'll have to set it up how you want it.
ok ok , last question , do i need to make a second model just for the animation ?
because I saw that in my first tutorial animation video, but i don't know if it's indispensable or not
Yes. Always make a puppet.
so @quiet needle these ? https://gyazo.com/0db64a4798a9059cdb7069a6e5f8189a
@sage leaf Your T-Pose will break if you add an animator to your model, which is why you create a dummy secondary model. You might be able to get your animation to work if you can get your T-Pose back.
@regal cedar Yeah, then did you assign that overrider to your avatar standing anims?
@quiet needle yeah so that will work right ?
It should. As long as the animations are valid.
ok ty
thanks for you help
I have a question when i wanna animate a chicken should i still rigg it as human or generic? i know i need to rigg it to get the animator to show up in animation 😃
Do anyone know?
i dont know @small tapir
@regal cedar My last chicken i rigged as a human but in the animation he moved to human pose witch i can't have 😄 , it looked like a chicken that wanted to fight with someone
I'd say rig it as generic and make a simple walking animation.
maybe a head bob thrown in
@quiet needle Good idéa the problem i have with rigging it generic is the animatior don't show up in animation so can't add any movements to it
You have a boneless model?
The animator is for humanoid standard poses. You'll have to just use bone rotations to get what you want.
Unless you can find an animation prefab that works.
Nope full of bones, this always happens when i rigg it as generic or not really rigg i can chose generic and press apply and done. So i should rigg it as human? to get that to work?
If u rig a chicken as a humanoid everything will explode
No it wont i can show you what happens 😄
Chicken man
https://imgur.com/a/N1qiY haha and i already fixed the legs on this one
lol
I wonder if you could grab the walking animation and apply it to the generic rig...
also that model is dapper af
@quiet needle You should see the animation 😉
I think i figured it out without human i just made shape keys for it
anyone know how to turn a mesh like say the knuckles avatar into a particle system?
On the bottom tab of the particle emitter set billboard to mesh
the avatar mesh I need for me effect doesnt show up in that tab
basically I need the knuckles avatar to shoot away from me, like some of the ppl who made guns that shoot knuckles instead of bullets
Can't you just drag in the knuckles mesh
nope but I can select body in the mesh from the knuckles I just cant see it
Ah I had that problem as well this weekend
I don't know what makes some meshes not appear in a mesh particle emitter
Check the particle start size and scale. Sometimes it makes things super tiny or huge
I get the feeling it has something to do with legacy
does somebody know how to change a material while an animation
Materials can't be changed with animations
how to add particles when doing the animation?
activate it in the armature
Is there any tutorial on how to make an object levitating/floating around the avatar?
-<
guys do you know a good CIGAR smoke particle? I didn't found anything
@low flame Basic animation 😃
@muted prairie But i never did an animation so that's why i was asking for help >-<
If someone can help me, tell me x-x
Particle system is in my weapon in the hierarchy but doesn't move at all?
apparently setting simulation space to "world" causes this problem, any way to keep the simulation space on world without triggering this bug?
How can I animate a specific material on an object instead of all of them at once?
made it so far, troubleshooted so hard. Got a strange custom animation in, but alas it breaks the visemes on the model completely.
Ok I found one smoke particle, but it have gravity upwards, how i can make it float more?
can on object attached to an avatar have its own animator that automaticly cycles through different animations?
help , im trying to make my animation longer by copy paste the keyframes . the animation is 40 sec so im trying to make it 80 sec instead. when i copy paste the keyframes unity freezes for a long time and as a result i have to restart it and start everything again
@low flame I think that's easy. Just watch a tutorial, you just have to make particles local and make an animation
@clear yew i think vrchat only allows 60 s animation
you sure ? iv seen a really long animations probably more then 60 s
@clear yew nope, not sure... but i've heard that in a tutorial
They can go longer then 60 secs as i have some. How many keyframe do you have in the animation?
alot . maybe thats why unity freezes.
but i cant figure another way of doing that other then copy paste
Sound's like your pc can't handle the load your trying to give it.
so do little bit at a time
my pc is strong so its not the problem
Maybe try doing small sections of it at a time?
do you know how i can make particles float more and have less gravity upwards? https://gyazo.com/72f3b443534ee8b98d07c4db0d89781c
I have to agree with brandon, Something either unity or the pc can't handle the large load. Try it out and see if it helps.
maybe it will work better in blender
its alot of keyframes so it freezes unity . like its literally alot of black dots when i zoom in and out
Just try to do little sections at a time, You could do blender as well.
i dont have time to do it in sections ill try in blender if it doesnt work there then maybe ill do it in sections tomorrow
What i mean is try copying maybe a little less than a quarter of what you were trying before. This worked for me. It doesn't necessarily need to be tiny sections. But the full column, just a quarter of the length on the timeline. That way you can be done in 4 or 5 pastes.
Are the desktop emote overrides still limited to 10s or was that changed?
F that even in sections it dosnt work i give up 😦
suggestions? https://gyazo.com/34a9010cf4a4c46353caa8791693d893
Where are the default VRCHAT animations? I can't seem to find them. I need them so i can copy and paste the keys. That way i won't have to do the Victory shape again etc
someone know how to make the smoke float more?
@muted prairie Is it true that VRchat generates it's own avatar controllers, which means that there is no way to costumize it?
Is there an emotion animation time limit? I feel like my emotes are stopping at 15 seconds
at this point I dont know. people say conflicting shit over it
but I think the limit is personally 10secs
tahts when my animations for emote get wonky
Anyone free to help? :/
How come some animations like Get Down can play for 45 seconds?
ayy could someone help me with a blinkink animation glitch
well im trying to animate a weapon to fold out (Cresent rose from RWBY)
are you on desktop or vr
im on vr
so many other dance animations play longer than 10 seconds fine
I have a little problem.
I've created an Idle Animation for my character, but in both VRchat and the 3Dview, the character is waist deep in the floor.
put the idle animation in a seperate componant called Animation and have it play always
take the idle animation off your controller
So, Some reason When i trya nd attempt to animate my finger bones for a new hand Pose It just won't let me and revert back to normal
won't it play the idle, even when I'm walking then?
I have a really low res model and the fingers are all fuzed together... do override animations still work or do I need more than 1 finger bone?
You'll need I think the thumb and two fingers at least to be able to use gesture overrides. The bones don't need to be weight painted, just have to exist as children of the wrist bone
1 fingerbone is enough
because i already tried it and when I do the hand gesture irl nothing happens
Which finger is that bone assigned as?
the index
Which gesture are you doing?
Well, if you make a fist it would show some deformation
no matter what hand I make the one in game doesnt change at all
Can you confirm that fingerbone is actually weighted to the hand mesh?
Sounds like it isn't
how do i check?
Rotate the fingerbone either in pose mode in blender or in unity
and if the hand changes with it it is?
yes it stretched the hand
Then I'm not sure... sorry
can anyone tell me why my avatar doesn't lift up arm anymore when i pick stuff up? it used to work, but now only hand turns and arm stays down.
all other animations work perfectly, it's only the vrchat ik that's not working for arms.
like the arms move to my idle animation, but they won't break free, only hand bones will break free from idle animation.
Does anyone know how to make idle animations work on things like fox ears? It seems they don't animate as it's overriden by vrchat.
@celest trout you can't animate extra bones with humanoid rigging
you'd have to make them a separate attached prop or mesh particle to do that with generic rig
But I was able to animate my tail to idle move. They have bones in them also.
I made an animation and went to debug and put it as a legacy animation and applied to the animation componant to play always
interesting.
Is there a way to import 3d objects in Unity and set them up so they don't follow your avatar like a particle system with a simulation space set to world?
so you want them to follow you more perfectly?
cause world means it gets left behind, yes?
well i saw a touhou girl with a ghost mesh floating above her shoulder, and it followed her perfectly with a wagging tail. is that what you mean?
is there a way to make particles not rotate when people move their heads?
you mean sprites that always face camera? there's a setting for facing camera, forget what it's called, just a tick box or something... whether to face to camera or relative to anim
for anyone that has my problem, where your character aimation is in the ground, try to make a Root T. I'm not sure how to fix it, but people online suggest adding that in.
I am made two object floating around my avatar, and how the hell do i make it work despire being on destop
hello
uhm so ive got this gesture animation where a ball moves from left to right
And when I trigger the animation 1 time
the ball keeps on grepeating the animation
how can I fix this?
start and stop, you mean to simulate the effect in unity?
are you sure you have the particle effect selected?
Could anyone message me a great place to find idle animations? Having no luck finding floating anims and the closest mixamo has is the almost dropped getting carried anim
i'm looking for some help with for legged avatars
how difficult is it to make an object vibrate?
easy
just make two keyframes with the obect in slightly different positions and loop it really fast?
let me try
omg i made it work
https://imgur.com/a/YvBXN Does anyone know why his ear bugs out when I add more than one blend shape?
None of them control the ear
This only happens when I add another one, If I add only one it's normal
no matter what you set the values to?
can we not upload avatars with audio sources anymore with the new version of vrcsdk?
I'm getting "the following components are found on the avatar and will be removed by the client: ONSPAudioSource"
Just remove the ONSPAudioSource on your audiosource
I have a question, how can I do an animation who changes the texture of my avatar ? I tried to copy paste the "body" and change the tex but it changes it on both
no problem @final wasp
why does my running animation have to complete the cycle before the idle animation starts?
when I start animating my char in unity it get in weird position, any way to prevent that?
I believe the odd position is common when animating
That's why it's suggested to use a duplicate of the avatar to animate on and then transfer the animations to the original
Unsure if there is a way to fix though
yes the work around like mica said is duplicating the avatar, creating the animations on the duplicate, then just adding them to the original at the end
So is there a way to make emote animations longer than the standard 10 seconds? I want to make my emotes longer to have a more elaborate animation
I have and it seems fine for me but for others, I snap back into place after 10 seconds
i have seen some really long animations, but i don't know if they were done with gestures or emotes
I've never had an issue making emotes longer than 10 seconds
I do them with emotes personally
Despite rumors there isnt a hardcap on anim length
how do i add a vmd to my mode im trying to make an emote
vmd needs to be added to a compatible model in blender then exported, theres other complicated steps I'm sure someone here will remember
i would like some help if some one can
Pin right next to delete, thank you Discord
would giving your avatar the ability to actually fly be an animation override or something different? I'm working on a tails the fox model and I want to be able to hold a button for him to start doing his helicopter flying animation and fly around. I've seen other people having flight on their avatars and I can't seem to find anything on it.
Yes, that'd be an animation override
alrighty thanks 😃
I'm trying to animate a miniguns barrel to spin ingame but no luck after 2 days of trying 🙃
tell us more
Please do.
Well perhaps someone who knows how to animate objects could help me on this
What have you tried, and what was the result?
It did spin ingame but the gun itself was no where near my hand anymore
Is it in 2 parts?
The gun has 3 meshes
Wouldn't it just be easier to move the hand onto the gun, rather than redo the gun?
The weird thing is it looks fine in unity but ingame the gun is like 3 meters away from me in an odd angle
Can you show how it is placed in Unity?
Can't send pics on this channel
Anyone know why Maximo won’t allow an upload that was formerly an mmd model?
Nope
There is some models that leave a stationary mesh when you trigger a animation override. Is there a tutorial out there showing how to do this?
Does anyone know why some models that I import into unity and add onto my avatar won't show up in mirrors? Other people can see them but I can't. No picture right now as I am at work, but if anyone has an idea I'd like to hear it.
Does anyone know why my animation isn't visible ingame when it works absolutely fine in unity?
@urban niche From my Experience, obejcts in animations are never visible in a mirror. at least from your perspective
I am wondering if it is possible to animate some object on your avatar without enforcign any bone position (could be useful for emotes, so you can still mvoe around)
whats the best way to set a particle system that needs to trail a bone? i have it set to world but it doesn't follow the bone. (for example i want it to follow the hand bone).
anyone know of any good tutorials for importing animations from blender to unity for VRChat? I keep comming up short on how to do it properly, so far i've managed to get the animation into Unity successfully, but when applying to the model or playing back in VRChat, my model goes into the default Muscle poser stance and stays there for the duration of the animation.
@unique night did you place it under the handbone itself? And put the emitter on emit over distance?
@cold matrix Do you mean mixamo or mmd dances or another kind of animation?
i have it working on an emote in another avatar, but this is the first time trying it on a gesture where i can move it around
@covert linden mmd dances, ive cut it down to the portion that i want
Putting it under your wrist should just force it to follow it, have you tried to put it on your fingers and try that?
@cold matrix and you did copy the simpleavatarcontroller and created a new blendshape, then put that in your avatar controller?
havent had chance to try a different bone yet. the hand was an example bone. its placed on the end of a chain of weapon bones that branch off from the hand. The chain of bones are dynamic, except the last bone which is where the particle system is placed
but in game, it stays at my knees (the particle i mean)
@covert linden the simpleavatarcontroller yes, blendshape not sure, ill have another go at it now and see what comes up
And it won't even move to the left and right? Its just there?
yeah, the particle doesnt move position. it stays stuck to my knees and trails from that XD
@cold matrix yeah, basically what you do is create a new blend state and add the animation (the one with the play button) from your .fbx model to that. Then drag the controller into your avatar and that should work
@unique night weird xD as far a I know particles follow bones no matter what. Maybe because its simulated in world it behaves weird? You could maybe put it back on local, put trails on world or use a subemmiter on it. Maybe try creating an empty game object and see if it will follow that. I've recently created a trail that seems to work in unity atm, but haven't been able to test it yet
at work right now, but will try that as soon as i get back. it could be an issue with the avatar itself too. for some reason adding any object into its heirarchy (particles or other meshes) would move the pivots of the bones to the object, took a while to add them in without breaking the rig. thanks for the tips 😃
No problem, good luck 👍
Is it possible to have an animation with a laser beam shoot after a short delay, but where you pointed
so i point wher to shoot from left to right and it just follows it but not at the same time while im pointing
You can put a particle system on a huge delay to do that, but it will always follow its own path
So if you set it to go left to right, it will never go up and down if you think doing that (altho if you make two animation you can do that to)
I have an animated gaster blaster which is child of my wrist , i move my wrist and draw a line in front of me, i want the blaster to blast where my line went
is that possible in any way
just yes or no
Not exactly sure what you mean but yeah ofc
just have the particle system shoot in the direction of the hand pointing in unity
and then in game, it'll always shoot in the direction of your hand
(obviously parent it the finger or hand joint)
You can do pretty much anything with particles and animation
although it'll follow your hands orientation unfortunately
so if its a gesture and you move your hand, the laser will follow that mid animation
an emote will prevent that from happening since you cant move your hand by accident in that
however if you want it so you can draw your line anywhere and move separately from it whilst it fires, you cant
since it'll always move with your root/armature bone even if you dont parent it
You can also just put it on your chest and reposition it, but since your weapon is on your wrist, I wouldn't do it like that
If anyone has Smoke $ Ember FX, please message me :>
@covert linden im still stuck on this animation deal, ive followed what you said (at least i think i did) but now all my model does is just stands in an idle animation. ill outline what i did below.
- recreated the animation (couldnt find the original one i was using before) and exported to unity
- trimmed animation in import settings and confirmed animation still works in preview
- duplicated SimpleAvatarController from the VRChat SDK examples
- added a new blend tree and set the motion
- added the SAC to the model's Animator
- no result
@cold matrix my phone's on 4% but I'll be home in 30 mins. Could you pm the screen shots of stuff you did in unity? (Mainly the blend tree and stuff, I think the problem may lay there) and I can take a look at it then
@covert linden no worries, ill send them now and respond when you can
to bad left and right and gesture cant be separated...
yeah would love to have seperate gestures per hand and even ones that needed both to used 😛
any idea how to "reset" an animation when done using it? trying to make a more complex override with moving objects but i want it to replay from the start each time i activate the override.
they should always start from the beginning with gestures or emotes
especially if you're using the active animation property for objects
if that doesnt reset the animation, you can also turn the animation component on or off too
hmm. i am having some very very odd problems with this animation.
if i activate it, any gesture on that hand also activates it, and it does not play from the start, it is as if it is playing even when hidden. and the only way to hide it is to make the default hand position
so i take it you're using the animation component for these objects?
i have my base model duplicated and have the animation sitting on that
oh, so all the moving objects are all animated in a single animation file?
yeah.
it just seems to keep looping, even when hidden, and if i activate it with the correct gesture, then ANY gesture makes it appear after that
thats really odd
this is how i would do this;
create animation in a single animation file. set animation file to legacy in inspector (debug mode) and set to loop. place this on the avatar in heirarchy using an animation component
then create a new animation gesture file
thats 2 frames only, have the animation component set to active
for both frames
and add that to the override list
hmm, well that seems completely different from how i know how to do animations
so how are you doing yours?
the way most/all people do from the yt tutorials. duplicate the base model, go on the animation tab, create animation.
yeah, thats involved in mine too
you always need to duplicate the model when creating an animation file
but that animation will not play in gestures
a gesture can only be 2 frames (identical) only
emotes can only be 10 seconds long
an animation component can be however long you want (but it needs to be triggered by a 2 frame gesture animation)
(i forgot to mention that the animaiton component needs to be off by default of course)
ahh ok
so i can basically have an animation sit inside an animation
by just making a "parent" animation that is 2 frames long
yeah
and activating the animation component inside that
yup
wow thats really helpful. thanks a lot
gestures are meant for instant facial expressions
but we can activate other stuff with it using the active animation property
and it stops and resets everytime you let go
animations that go in the animation component wont work otherwise
ah, alright
not sure what the technical reason is 😛
its just something that makes it work
also keep in mind you can only have 1 animation component per mesh or object
if you want to chain multiple together you need to use the animator window and branch them together
alrighty. thanks for all the useful info 😄
oh, and for enabling loop, is there a specific checkbox i need to tick? there's quite a few
@ocean knot to loop an animation file that goes in the animation component, change the inspector view to debug mode with the animation file selected, change to legacy. then switch the inspector window back to normal
and change the only option there to loop
@unique night awesome. that's almost perfect - the only issue is it doesnt hide the object when i stop doing the override. but i suppose i can fix that by just not making it active in the component and instead dealing with that on the gesture side?
basically just doing the movement of the object in the component and nothing else
if you are disabling something that is active on you, you must have it disabled in duplicate armature too (i think), and there's one big issue - it will be disabled only to other people, you will still see it on you
my audio source on avatar is not loud enough in vrchat.Anyone knows how to make it louder?
@unique night anim is still playing while the component is hidden - did i miss something?
does anyone have a tutorial video about adding audio to an already made animation?
or just help in anyway
Add it to the hierarchy of the model, add the "Is active" property of the audio to the existing animation, then hide it by unchecking the box near its name.
Hi guys,I have a question, how can I do an animation who changes the texture of my avatar ? I tried to copy paste the "body" and change the tex but it changes it on both
the duplicate model or the original? @verbal ravine
@ocean knot yeah the objects should be off by default and you turn them on with the gesture animation's 2 frames
as for why the animation is still playing, are you controlling the animation component with the gesture too?
might be easier if you post screenshots of the setup perhaps
If you already have a custom animation, you can just add it to the original.
@unique night all i have in the gesture anim is setting the component to Enabled and setting the object to enabled
NANI
but even if i just click Play in unity and manually tick and untick the component, i can see it "jumping" the object forward
because it's playing it on loop even when the component is hidden
which i assume is because "Play automatically" on the component is enabled. but if i turn that off, i have no idea how to trigger the component to play the animation :/
does anyone know if its possible to reparent a bone for an animation in unity?
i have a single mesh with a sword on my back. all in one mesh. the sword has bones parented to my chest. i was wondering if i could put the sword in my hand just by temporarily parenting it to my wrist
@torn pawn
make shape keys for that
or at least for sword going away
then enable the sword in your hand at the same time
or have do it with shape key
i did not think of shape keys, thats worth a try. i cant enable the sword alone in unity unfortunately because its just one mesh.
export just the sword
and youre done
and have shape key which reduces size of the sheathed sword
yeah have already done that just now. i also removed the sword from the back, so that i just have it seperate.
but thank you for the support
Is anyone there for helping me ? I have a quick basic question
just ask, if anyone knows, he will tell you
uh that would be nice to know
still having issues with longer animation overrides - how on earth do you make it so that they can be cancelled? if i activate them with a gesture, every other gesture also keeps it activated.
i have friends that have no problem making a long gesture override that they can just cancel by stopping doing the gesture
Does anyone know how to kill a particle on collision?
hello, I am looking for help with a simple animation.
I am trying to override emotes with animations created in Unity (shape keys only).
but everytime I start the animation, the character is offset halfway into the ground and assumes a crouching position like so:
this happens in both Unity and in game and yes, the character is rigged as humanoid.
I realized that when setting the legacy option for the animation, it looks fine in Unity (character remains in T-pose), but it still looks messed up in game.
been trying for hours, any pointers?
@lilac solar u have to animate entire body bones for it to work on emote override
hmm, I am only looking for a facial animation.. isn't there a way to base the bones during my animation on some idle/default?
if you want the animation to loop at all times, you use Animation component then
yea I used that for blinking and that works fine. but no easy way to map simple shape key animations to emotes huh?
This doesn't work, no matter what I do, in animation override when I hit play, the particles stay in the area they were at when the avatar was T-Posed. I honestly don't know what to do and I literally tried everything. I have the empty game object inside of the armature. I have a rigidbody/fixed joint in the empty game object w/ the fixed joint attached to the wrist ridgidbody, I have the world particle inside (By the way, I know you're supposed to have the gameobject checked by default, so I left it alone and made the next child of the game object invisible) I got a rigidbody inside of the wrist I want the particle to be at with all the settings correct I'm sure.I got them correct at least, gravity at 0, etc. I honestly don't know anymore. At this point I think this might be patched. If not, please help because I have no clue what I'm doing wrong.
I'm trying to do world particles
world particle as in world simulation?
Like, the particle starts on the wrist
Then it flies off w/o following the wrist anymore
and it stays in world till expires
Like a bullet
have you tried having just the system without rigid body setup?
What do you mean?
@cloud nexus google or ytb "Vrchat World Particle Tutorial"
there you go
follow these steps with the rigidbody thing
whats wrong exactly
Doesn't help that multiple tutorials tell me "Put it in Armature"
or "Put it in the Avatar and not the Armature"
yeah
what now? I dont know what your problem is. Did you put it onto the avatar?
there are always simple mistakes you do you dont notice
Need healp really quick
How do you assign the view of a camera to a plane
in a world
not on an avatar
@torn pawn have you messed with worlds yet?
0 experience with worlds
when adding a long animation override to a gesture, is there ANY way to get it so the hand you performed the gesture with isnt completely broken for [indiscriminate length of time]?
When I walk, the weapon I pulled out with my hand gesture goes away.
Is there anyway around this?
if you're using a rift, yes, if you're using a vive, probably not
Oh ok, thank you
So i used a animation for a gun aiming idle off mixamo and when i loaded it up ingame it came out NOTHING like the animation i downloaded http://prntscr.com/ifaqze
and he's also supposed to only be holding one of his guns
not both
Does anyone know how to make an animation that can change a shader? I am attempting to make my eyes glow using a hand gesture, but am not finding an item from the animation menu that can change the shader of a single item. I can only find shanging the emission of the entire model.
that depends on how your materials/textures are split, if you want to make just the eyes glow you should use an emission texture on the material that is all blacked out except for the eyes
@hearty sapphire just hit the record button, change material properties, move to another keyframe, repeat
if you have a single atlased texture like me, this means blacking out the entire texture except for the eye parts, and then applying that as the Emission texture to your one material
obv. save it as a different texture
What do you mean my "blacked out"?
the areas of the emission map atlas not containing the eyes should be black so they never emit anything
it's a mask
Im gonna ask this, is his skeleton okay for vrchat despite how tiny it is? or is it going to have to be completely rebuilt? Because i eventually plan to put animations on him too
http://prntscr.com/ifb0ky
I cant really tell if thats structures like a humanoid
@hexed fern you're not showing bones just mesh
post it in rigging and don't spam everywhere pls 😐
the bones are those dots in the back
no oine answres in anything else tbh <<
a few minutes ....
I guess thats fine cause itsorta looks like a humanoid
i posted it at 3:14 actually
lets hope it works because i don't wanna have to rebuild his ears bones
you cant see bones to examine skelton
can you at least continue in rigging then?
http://prntscr.com/ifb5lo i hope so, thats the full skeleton
he has everything needed i think
no eye tracking though but idc tbh
i dont use eye tracking
@hexed fern wtf am i even looking at?
its the bones
the model was ripped from a wii game
so its gonna have small bones so they aren't seen
or something
delete those unusable rerig
.......
move the convo to #avatar-rigging
Anyone know if lip sync works on Generic models?
dont think it does
when adding a long animation override to a gesture, is there ANY way to get it so the hand you performed the gesture with isnt completely broken for [indiscriminate length of time]?
not unless you change the key shapes for your fingers
hm :/
If anyone has Smoke $ Ember FX for unity, please message me
is it possible to turn off IK in specific parts of the armature in unity?
I have a floating anim and I'd like to stop my legs from tapping the ground
Guys i have a question here is possible having an active object in your avatar after an animation emote? Ex: I do an animation summonning a sword and when the animation ends i can keep the sword attatched to my hand with an emote, is that possible?
actually yes, but it's not common knowledge and I'm not sure how
ill try my best to figure it out >:C
there's some complicated workarounds that allow things to stick around after an emote ends, as well as letting you move
you could just have the sword as a normal override on one of the hand emotes, and then use another custom animation in the emote menu that ends with the sword in the hand
make sure you're holding the hand emote when the menu emote ends
I dont have vr
what are the default values for the default hand?
Is there any option to use the key rockandroll in the keyboard without vr?
@quartz summit would you happen to know how to get started messing around with these systems?
I don't have permission from the person who designed the logic to share sorry my man
Is anyone using the Muscle Animation Editor for Unity?
if so, or even if you understand Animation, I've created an Idle Animation for my avatar.
however, they're in the floor.
I've attempted:
1: Lifting the Avatar up to the correct height in Unity (This causes other problems)
2: Attatching a 'Root T' (But the Value gets randomized after every Keyframe)
3: Creating a new one without the Muscle Animator (Same problems)
please, and thank you.
@quartz summit Unleash it! >:v
I cannae
you can make the logic behind it fairly easily you just have to understand or research how state machines work
hmmm
Damn i've been trying a lot of different things, i guess ill just keep going
when you try to import a weapon to the game, you have to left the weapon object disable, the thing im trying is activate it with an emote and trying that the sword object stay active after it...
@clear kraken was the animation created on the avatar instance you're using now, or a different instance/prefab which you used as a dummy before assigning it to your real avatar to be uploaded?
Hey can someone help me with the fact that i cannot add an audio source to my custom animation made in blender?
@final gazelle
the animation is in the same instance as the original.
I duplicated the Original, named the copy 'Animation' and then made the Animation, then attatched the animation to the original
hmm, yup, sounds like you followed through with what tupper did in his megatutorial
I've created Animations before, this is the first time this has happened
the idle pose/animation itself wasn't partway through the floor when you made it, right?
It was
with other animations too, they were partway in the floor, and still worked correctly. this is the first time it has not worked as intended
should I create the animation from scratch again, but this time first position the Avatar the same? (I should mention that if I move the Avatar to the correct height, in game it's idle works, but when I run my character gets lifted about 1m off the ground)
hmm, if the other ones also worked correctly, then that doesn't leave me with too many ideas -- i tend to go back in and directly mess around with the animation itself if previewing it shows it being in a spot i don't like
hmm, i've seen that lifting thing before -- no idea why, but some armature skeletons like to move around a bit when you're idle, and then snap to the correct position when you're moving
Do emote animations always take over the entire avatar? or can I limit it to only part of the body? eg: Animation only on my right arm
i'm not sure i'd recommend creating the animation from scratch -- i'm more inclined to directly edit the copy you have now on your avatar, though perhaps make a backup of the scene before trying it
as in, edit the animation until it looks like it's in the right spot relative to the floor
@mystic kite this is a thing i've never tried, but it being possible in unity implies it may be possible in VRChat
https://unity3d.com/learn/tutorials/topics/animation/avatar-masks
i say "implies" because i cannot figure out how to replace the walk/run cycles on humanoid rigs for the life of me -- feels like VRChat or the IK system is doing something to override anything we try
about that, If i raise the avatar, it's VRC view point and the line representing the floor also seems to raise.
@clear kraken not the entire avatar -- can you raise it just from the hips, or from the root bone inside the armature?
@final gazelle Thanks for that, I'll check it out
I'm not sure if it has a Root bone (is that the hips?) but I will attempt
probably the hips then, yeah -- just the bone that's the parent of everything, so the first bone inside the armature
rather than the armature itself, or whatever element you have the avatar descriptor on
it says "Keyframing for Humanoid Rig is not supported"
I looked online, some suggest creating the Idle Animation in Blender
I'll try that.
hmm, yeah, give it a shot
looking up stuff on my own end, but it's mostly making me think that unity made this a lot more complicated than needed to be
ok, I've recreated the idle animation, but I cannot get the animation to import :L
you can do idle animations?
why is it that I can't disable an audio source when an animation starts?
it just continues playing in-game
tried disabling both the game object and the enable checkbox within it
then when the animation finishes, the audio source starts playing a second copy on top of the existing one
Oh yeah, what exactly is the rocknroll animation that people usually replace for weapons? I never see it in game.
pinky/index/thumb out
Ah
OH
is there any possible way to make an OK hand gesture using the muscle editor or am i going to have to do this manually
I thought it was some guitar shredding or something lmao
lol
Does anyone have any animation similar to "Jogging in tune with Take On Me"?
lmao
Hello!! I was wondering if anyone is willing to help with a dance animation I'm trying to put on my model? I put it in unity and followed a tutorial closely, and I'm not sure if I messed up somewhere along the way, but when I press play the avatar doesn't do it's dance and I can only hear the music
@final gazelle Those videos are quite helpful
Does anyone have more advanced info videos on overides? All i found was simple shapekey facial animation overides.
I want to know where I can find a shinoa scythe
Sketchfab has one but no textures. Only blender file
Oh I got it! but thank you anyway!
okay, if you encounter any other problem just pm 😄
ok. so i have this animation, and this audio file. how do i put them together?
https://cdn.discordapp.com/attachments/346527410658738177/413955258142818314/unknown.png
Add an audio player to the avatar, that triggers when the animation is triggered.
so put the audio in the hierarchy, but then what
No.
To the main empty, where the avatar is in, add the audio script (the same place with the description).
im kinda new to the animation thing, mind sending a ss? @halcyon dirge
I am currently at work, but I can see what I can find.
Have you uploaded an avatar before?
yes
What kind of animation do you wish to add?
ok, so i already have an animation added as an emote, it works correctly, i just need to know how to add the audio file to it. if it helps the animation is a dance
yep
Add the audio script in, and add the sound proc to the same animation trigger as the emote.
If anyone has this, please message me. http://puu.sh/zoTee/ed52f35046.jpg
@dawn shale Just make them yourself with particles ?
I'm not that experienced yet x)
If you're willing to put in time and some smart googling, you can do a lot with the basic system!
Smoke: https://www.youtube.com/watch?v=DvKRGwCImJ4
Embers: https://www.youtube.com/watch?v=-Fhq_iKujpE
Creating a very simple, but convincing/realistic volumetric fog effect using particles in Unity 5.5. You can also use the default particle texture with a few...
Watch this video in context on the official Unity learn pages - http://www.unity3d.com/learn/tutorials/topics/graphics/creating-ember-particles In this Live ...
30 seconds of Youtube search.
Unity itself also has a good fire tutorial
I'm sure I could have googled and found it myself if I tried to, Bloody.
Because, I don't trust in my abilities to be able to recreate something that looks as good. Give me a break.
I am not trying to push you.
What I am saying, copying what they do in tutorial will give you the experience to further customize some of these effects.
Take what they show, and mess around the settings, to see what does what.
If it breaks? Reset!
Nothing there is permanent. Therefore nothing can go wrong.
If you use a prefap that is premade, you just have a system that -might- work.
If not, you just wasted time, learned nothing, and if you paid for it? Lost money.
Experimenting with these things are what allows us to create newer things.
Imagine how borrowing VRChat would be if everyone just used off-the-shelf avatars and effects.
https://cdn.discordapp.com/attachments/346527410658738177/413963939638935553/unknown.png
so should be like this? im still kinda lost lol sorry
What are you trying to show?
geddan is the audio
Did you just drag and drop the audio in?!?!?
right click, audio, audio source
then i put the audio clip in the audio clip section
Click on "THICC KANNA" then add component and write "Audio" use that insted.
ok, did that, now i put the audio clip right?
Yes
ok, done.
That avatar name does worry me.
lol
Thicc kanna is like a vr chat meme at this point
yea. but i use it cz i actually like the anime itself
@amber mantle I've by accident thrown a few aspects around the whole ordeal. My apologiese.
Follow the tutorial here, and it should explain it all.
https://www.youtube.com/watch?v=wsaGVhIVSf8 Sorry for the inconvinnience.
hmm ok. thx anyways~
o/
Hey all, is it possible to add an object with hand gestures and walk around it? I added one but it just follows my head movements and it's very disorienting.
dont think so, the object will always spawn in relation to where you put it
Yeah I get that, I've seen people place objects down and still be able to walk around without that said object moving. Whenever I turn my head the whole object rotates.
Does anyone meet a problem that, when you export your model from blender in fbx, in unity the shape render is too many so it separate into “body_mesh0 and body_mesh1”?
Then I cannot set viseme in SDK descriptor....
All the shape keys are gone
How can i keep those shape keys and export into only one “bodymesh” just called “body” ? So that in unity i can have everything
@clear yew How many Polygons does your model have?
40k, I decimated to 19k
Did you use CATS's Join Meshes button?
I think so, I did it yesterday but now i cant check it
Not in front of my PC right ny
Right now*
bcuz some peeps ive talked to had their mesh split into 2 when going over 65k poly
Should I have my avatar walk in place for the walking animation or should I animate her moving forwards?
in place
I dont know why I have the same problem ...in which occasion the CAT will split mesh into two? Only over 65k?
The only occasion i know are the 65k but there could be more
isnt 40k still to high anyway?
Do others figure out the stride distance and duration by trial and error?
Maybe because of the MMD autor did not manage the mesh hierarchy so well?
@clear yew make her walk forward and just delete the keys afterwards
40k is the original counts
oh okay
Will give it a go, thank you
np 😄
im doing a walk animation for myself rn anyway
couldnt figure the legs out yet
gotta watch a whole bunch of running dog videos
I like how animating brings you to the weirdest websites and videos just for research and references x3
@covert linden Really? cuz the only place ive been for reference is youtube 😄
I've looked up quite some videos I never imagined looking up
Mainly sounds for animation tho
Are you talking about continuous animation for basic model?
Ive been trying to use this to wrap my head around leg animation but mine looks derpy https://www.youtube.com/watch?v=PVvZKcKBTtg
Animals walk weird... who knew?! This animated video helps breakdown animal gaits for animators, artists, or any old fan of studying creatures. Directed and ...
Yep, walking cycles
I would like to create a dog or cat model one day
So occassionally glance at how they move when I spot them, lol
How can u make a continuous animation all the time? The same steps as gesture animation but putting on a different place of override?
Might you mean like the idle animation?
Could be, cuz i never try this part XD
And i want to
@clear yew i found a model of Temmie (Undertale) which is a generic rig but i really want to have it walk thats why i need it ^^
Are you talking about a walking cycle or just an idle animation ?
Am I right? Just simply to place the animation into idle one?
Hmmm....maybe walking cycle is also another question lol
The idle animation will coninously play and loop itself while you don't move
It's the one people add blinking to
https://imgur.com/7wqFAPW now to figure out how to do devotion aura
I have to make human peasant after this "job's done"
Figure I should try again lol. Is it possible to add an object with hand gestures and walk around it? I added one but it just follows my head movements and it's very disorienting.
So how to do it like those “loli army” for instance? Lol
@obsidian vigil Will be fun to play with a Temmie around XD
They have it ALL THE TIME
The sign/logo I think?
Yes, it’s also a part of animation right?
If it's just a sign I would believe they added it to their model, a floating image/texture on a plane, so as long as they don't turn it off or move it it'll always be there on all animations
I have yet to see one them so I'm unsure
You mean, this moving sign is not about animation?
Do you happen to have an example to make sure?
Currently don't believe it's an animation
Hmmm...really donna how they could do this
@clear yew they have the animation publically available on their discord
Bcuz it inspired me, I want to make a similar effect that the avatar are chewing all the time
So it’s an animation anyway?
not sure
the thing they provide is a unitypackage
also, if u want free animations, shaders and models join their discord
they got heaps of stuff
for free
just a lil insider tip there 😄
Am assuming you want the floating image like these?
https://www.youtube.com/watch?v=50U7fNXq4m4
Loli Army Discord https://discord.gg/4eSRpw5 Discord Loliking#5724 VR Chat Name Loliking Outro Music 「Nightcore」→ Stronger Remix
Hmm
Well i cant watch video now im in the office
Gna check it later
@obsidian vigil And how to join their discord ?
Am uncertain what you aim to do as the chewing animation lol
But does sound silly
They have so many dancers in that army
Well, it’s one of the characteristic of a avatar
Eating all the time
There is a cute character I like who would do the same
Which?
Karuta Roromiya
I enjoy her calm nature
Her skeleton is a bonus
Hello, anyone know how to make a snake slithering from Dynamic Bones work just like the snake avatar from Ante's Cartoon Animals world? I have been trying to set my snake body not to shoot out the tail when I brake. I need the values to make it
Does anyone have any good idle animations for either folding arms, or having hands in pockets?
if so, pls message
How do I add particles to emotes?
if i have full body-IK disabled, can i still do the handanimations?
If anyone can help me with this issue I'd literally love you. https://www.reddit.com/r/VRchat/comments/7xxwwa/help_really_desperate_for_help_with_my_avatar/
Never tried adding a collider but added the rigidbody. Should the collider be around the whole object or just on the outsides of it to stop it form rotating? COuld give that a shot
doesn't really matter just if it has both it should act like a physics object that is disconnected from its parent
Never really worked with colliders before, does "Is Trigger" mean anything?
a trigger wont collide it's for scripting
And Box Collider is fine right?
yes
Alright cool I'll give it a shot. Thanks a lot dude
also it may look different to others as to your screen
How would one make a animation that switches the mesh rig to another in a animation?
It never worked unfortunately. Oh well, still looks ok for what it is. Not what I wanted but I'll cope.
Does anyone know how to create an Animation Controller who randomly plays any animation?
@clear yew
Is it possible to have more than 1 looping animation going on the same time or do I have to remake them into one single animation clip?
No, playing all time
isn't idle staying still though?
when your character isn't moving
Then i guess, yes
Oh...damn :C
So many new oppertunitys would be open up with scripting :C
what was suppose to be a 6 sec loop is now a 20 sec animation rip
Because of timing and smoothness
Mixamo is stuck on loading an animation for 20 minutes now ;_;
well... https://i.imgur.com/llCPjIc.png this explains why
Anyone know any good programs to use for animating a custom emote? I was getting fustrated using unitys animation tab and Autodesk 3dmax seems too complicated.
i would only use blender but that's pretty much the free equivalent of 3dsmax
@alpine saddle
unity is not meant for complex animation lol
Yeah, after spending a hour trying to animate a colapse I've figured that out haha
I'll give blender a go again then 😃
Someone knows how could i make that mini octopus to be floating around me? I'd appreciate some help ^-^
https://gyazo.com/047222c89d6ad86fbf120854ca59ce26
Hello, I want this animation: https://gyazo.com/afad5d44ed03119128c8b2dce2e2b567
But when I put it in a model
it seems like this
i love learning animations, then becoming so into models you stay up till 7-9am every day to finish them
i made a rookie mistake, by forgetting to add my muzzle flash and sound to my main models gun as well for the animation to work
Anyone have recommendations on a better animation interface in Unity? Clicking through that tree is infuriating when you can't click and drag something
I have the Muscle Editor package, which is fantastic for editing humanoids, but if I ever need to do anything outside of that ... 👨 🔫
I've seen endless loops of emotes
Emotes can be as long as you want really, but your camera will unlock after 30-40ish seconds meaning you can move and potentially break the animation.
Hello, does anyone know how people stop certain parts of their avatar from animating? i.e arms
removing the weight paint
Thank you.
how Do I get a spinning Logo on my Avatar
Has anybody any idea why particles don't appear in game :/?I did a custom emote animation but the particles don't appear
It's so frustrating, I tried every method possible
The only thing i managed was to make it play once, just when the character appears.If i do the emote, the particles don't respawn :/
and i was really disappointed to see that i couldn't use scripts :/
So that active particle system is useless.I mean if I use it in animation it doesn't work.Everything is fine in unity but in game doesn't work :/
If the skeleton looks completely normal, but the model looks like this, if i export it, will it be fine?
Probably not
its wierd, Blender and Unity Render it fine, but is it the poly count or something
Or because i merged meshes into one?
Looks like one vertex of the shades is still stuck to the hips group
yep
I think that'll fix it
Ok, i'm a bit confused, whenever i click on it, it says "not yet implemented", and i cant seem to find a way to delete it
Wait, how are you selecting the vertex group then ? Select the body mesh, go into edit mode and find the vertex group's it's part of, press N to open the menu so you can find it
I'm was separating the meshes by materials to see if i could pin-point the problem, but i put the mesh back into 1, and could you explain what to do after i find the glass, and press N and open the menu..?
Check the vertices of the sunglasses individually and look at the vertex weight panel on the side
if you can find the vertex that has hips, remove it
I still haven't found one with an attachment to the hips, but I've found one with a 0. as the weight instead of a 1., so that might be right I'm assuming?
can can anyone tell me what this skybox looking thing is at 10:12 https://www.youtube.com/watch?v=mXHxS4fz6AA
Welcome to my VRChat Virtual Reality video VRChat is a lovely social virtual reality christian experience 100% no swearing VRChat Funny Moments PLAYLIST - ht...
hi friends, i'm trying to add an infinite rotation to a crown on my avatar, and I feel like im really close to being done, but in the animation i have it set to complete a rotation over 10 seconds, and it does. but the rotation of the crown accelerates and decelerates at the first and last second
is there a way to make it a uniform rotation speed throughout?
is there an easy way to do something like making a cape flap in the wind when a gesture is triggered? or would i have to manually animate all of that? super ghetto setup using dynamic bones maybe?
@lucid pewter i know its a custom animation I just want to know specifically what the sky thing is.. particle ... object.. or something else
figured it out, anyone wondering, you can change dynamic bone force in animations so you can keyframe it between two force levels of your animation
nice
i also figured out the speed issue, you have to use the 'curves' screen at the bottom of the animation tab, right click the frames of the animation you want to be a uniform speed, and change them to linear
heya, how do i add an audio source to an animation?
guys i have a question, gonna do my first custom animation, which will be 2B taking out her black box from her chest and then it will explode, but i heard that doing the animations in blender would be better, so in that case, should i include the black box in blender or do that later in unity?
Guys how to create an animation with just particle system like a magic circle going up on my avatar
https://youtu.be/2X428xq9YSk?t=18s this is what ill be trying to replicate
Someone know how to made this : https://youtu.be/ZHXz8uj84Cc on an emote of my avatar?
Гайд по созданию магического кругав Unity 3D. Particle system effect. Game effect tutorial. Ссылка на пак с эффектом - https://www.patreon.com/posts/16654009...
How to make 2d material appear while doing animation?