#animation

1 messages · Page 48 of 1

uneven moat
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im trying to do an animation but everytime i move the model it automatically goes back to its original pose

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I dont have any dynamic bones on or anything i dont get why its doing it

clear yew
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does anyone know how to fix this issue: I tried to fix jaw movement by using the CATS blender plugin and creating visimes that way, but when i re-export it as fbx and put nit into unity, unity wont detect them.

uneven moat
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it works when its generic but then i cant apply it to the humanoid one to actually make it an idle

clear yew
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@uneven moat Are you keyframing the changes?

uneven moat
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yea

clear yew
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I'm still learning about connecting animations to the avatar so we'll both need help on that

fluid crescent
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can someone make my animation 15 seconds long ill send it.thats pretty easy animation i just don't know how to make it longer to loop or something

muted prairie
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Can't you chose loop time and put the number of frames ?

fluid crescent
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i have no idea how to do that

muted prairie
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What do you see on top of your animation file ?

fluid crescent
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on Inspector?

muted prairie
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yep

fluid crescent
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yes

muted prairie
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Then just check the first box i assume

clear yew
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make animations longer also by dragging the last keyframe further ahead

fluid crescent
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@clear yew 1 then my avatars legs are getting weird

clear yew
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yeah, that's a know unity bug, reload your project

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or better still, do all animations on a copy fbx and when happy drag them to the actual avatar

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it sux

fluid crescent
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ohh okay ill try

clear yew
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pressing play will mess up the pose sometimes

gaunt gyro
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Oh snap, Tupper and Rubick got a promotion. ( ͡° ͜ʖ ͡°)

eager vault
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Im so proud of my boys, moving up in the food chain

gaunt gyro
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Probably has something to do with colliders. Like, UNITY colliders, not dynamic bone colliders.

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problem is, when you try to google/youtube that, you find onehunderedmillionthousands of videos about dynamic bone colliders, and none about box/sphere colliders

short oxide
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does anyone know how to solve the weird crouch pose you get when you make an object on your avatar active?

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without having to bind the animation to a hand gesture

shrewd moon
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The weird crouch happens to all models when animating even when just simply activating a object

shut iron
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quick question, does anyone know a good video for triggering audio? i just can't seem to get the hang of it

eager vault
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My fingers move super slow sometimes when pulling out/putting away weapons with the hand gestures, is this normal?

clear yew
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Only occassionally?

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Are we able to use our own transition animations?

analog onyx
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How do I make a trigger play an animation?
I've tried using every animation related action but I can't get a door to animate.

shrewd moon
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@eager vault make sure there’s no random key frame at the end of the animations tab

cerulean hull
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Is there any other places I can find animations for characters other than mixamo?

chilly vapor
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you could always go through the 2534 mocap animation pack that is on the unity asset store. its free

night steeple
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where can i get animated shaders?

clear flicker
clear flicker
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Guys someone can help me ?

warm geyser
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is there a way to scale an entire particle system

soft tiger
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quick fact, first try to put the particles in game

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i couldn't do that

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I mean i can make them appear just when the character appears and that's it

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I can attach them to an emote

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can't

clear yew
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Is there anyone who is using VR device has tried to solve the static arm movement problem when the avatar are walking?

torn pawn
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@clear flicker what the issue? just make the particle system, attach it to your avatar, have all children of that system enabled, disable the parent system - in gesture override enable the parent system

red lodge
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hey how do I put an vmd on an fbx model? I dont have the pmx to bind it with blender on root bone

clear flicker
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in fact i want to create a magic circle on my avatar when i use emote

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but

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it don't work

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i don't know if the animation don't work

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or if it's the emote with the animation which are not compatible

soft tiger
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@torn pawn for me that doesn't work 😦

torn pawn
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@soft tiger to an emote you can create new empty object, put particle system under it, havce the game object disabled as default state while all particle systems are enabled as default

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then in animation you enable the empty object

soft tiger
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with isActive right?

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let me try like you with an empty object

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@torn pawn nop, it doesn't work :/.Basically isActive in the animation has no effect and I don't know why.Where should i put the particle system, in the avatar copy or the normal avatar? I put in both

torn pawn
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You need it it both, for instance i have a valentines card in my left hand that has particle systems under it. On my avatar the card is inactive, while the particle systems are active, so all i have to do is enable the card and it will appear with all the particles

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empty object should do the job, I did it on my other avatar

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or just no empty object and just particle system, have the parent disabled and all child systems enabled

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and then in animation you enable the parent system

soft tiger
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can I pm you in private, to send you some images?

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just to be sure is ok

torn pawn
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sure, but i can reply with a delay, am busy atm

clear yew
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How to tie sound to an emote?

dawn shale
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There any idle animations for standing and praying?

gaunt gyro
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@clear yew Simply add a sound source to your avatar and enable/disable it in the animation.

keen panther
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helped me alot and is very easy to follow

gaunt gyro
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Although aren't sounds still bugged in-game?

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Where the volume is way lower than it should.

keen panther
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no. my dabbing soudn emote works just fine

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just had to upload it with 1.0 volume at the duplicated model

gaunt gyro
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Hmmm. Actually yeah, I used to "bypass" the sound bug by raising the volume with 10dB, but yesterday when I played my SSJ3 animation, it was loud as hell

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So maybe I should adjust my sounds again. 😂

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Best way to test this is by using an alt account, or asking a friend to walk around your character and test the sound roll-off distances

final gazelle
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do custom sitting animations work for generic rigs?

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i have the normal override controller assigned in the Animator's controller slot, as well as the Custom Standing Anims slot in the Avatar Descriptor

for "Custom Sitting Anims", i have a modified copy of the first override controller, with a sitting animation assigned to its idle state -- but when sitting down, the avatar performs the normal standing idle animation

clear yew
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@Pigsqueal#3921 @Nicknero#1337 thank you !

final gazelle
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actually, additional/related question to my earlier one immediately above: can generic rigs even sit down on their own? o_O

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can't seem to click on the sitting box in the Avatar Testing world at all unless i'm in a humanoid one

muted prairie
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Did you have a custom sitting animation on your generic model ?

final gazelle
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yeah -- i placed it in the "Idle" slot of the override controller

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the Custom Standing Anims and Custom Sitting Anims are using modified copies of the same override controller, both of which point back to the same avatar controller

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i've tried changing the Animator's controller (highlighted in red below) to the base avatar controller, but that causes the model the T-pose and not animate

https://snag.gy/W9uYqt.jpg

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i've also noticed that the VRCChair prefab outlines don't seem to show up at all when i'm using a generic rig -- if i change into a humanoid rigged avatar, i can see the outlines just fine to actually sit down

muted prairie
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Could it somehow be a height difference that's causing you to not see the outline ?

final gazelle
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not sure if that's actually the root problem, because i've been sitting down as a humanoid avatar, and then changing into the generic avatar i want to test

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i tried checking that across several generic avatars with different heights, it doesn't seem to show up with any of them

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i've also got "fake humanoid" copies of the same generic avatars, where they've got extra dummy bones rigged to mecanim's humanoid mapping thing -- those ones can see the outline just fine

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their viewball heights are almost identical to the actual generic rigs

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it might also be worth mentioning that if i sit down as a humanoid avatar, and then switch to other humanoids, they all automatically go into their sitting positions as long as i stay seated -- but with any of the generic ones, they're doing their standing idle animation

muted prairie
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If you can try it, use the same model, same rig, both in generic and humanoid and let me know if it still doesn't show up

final gazelle
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will do, i'll be a couple of minutes

golden egret
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I was wondering , can we use emotes to show or hide objects attached to the character like weapons. For now I have a light saber that appear when I trigger the emote but it returns to his hidden state when the emote end.

final gazelle
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general consensus on that one is that it's not possible, but i dimly remember reading about a complex workaround involving state machines...the user didn't seem too willing to elaborate on it though

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so that's only a hint that it might be possible to do it via something convoluted

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@muted prairie pardon the ping, but yup -- as soon as i set a couple of the humanoids i had to generic, they could no longer click on the VRCChair prefab in the Avatar Testing world

muted prairie
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Thanks for the heads up, will check internally if something was changed recently

final gazelle
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many thanks -- take what time you need though, heaven knows you guys have enough on your plates as-is
also, congrats on the promotion 😛

muted prairie
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It's just a discord role but thank you iris

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Even though we have a lot of generic rig users, it's surprising that it's the first time i've heard of this issue, so it's definitely important.

final gazelle
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just noticed that the chair prefab i'm testing with is almost completely inside another mesh -- i'm going to try jumping to another world to see if that may be part of the influence

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though it wouldn't entirely explain why normal humanoid rigs have no problem seeing it as soon as their cursor is on top of it

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hmm, i don't think it's about having the prefab be inside another mesh, no -- the chairs in "The Great Pug" are showing the same behaviour relative to humanoid/generic rigs

misty kraken
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Hey, I got an non-humanoid avatar which walks weird when I choose a humanoid rig. is this the right channel to ask how to give it accurate animations 🤔 ?

final gazelle
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seems like a suitable place to ask about it, yeah, although i don't know if we have a proper solution on that one...

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is your avatar bipedal, or something else?

misty kraken
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Bipedal

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It's a murloc with a weird spine / fin bone structure thing going on

final gazelle
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hmm -- someone else should jump in and correct me if i'm wrong, but i don't think custom walk/run cycles work with humanoid rigs

granite shell
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anyone know what the shader is where you can see like a 3d space inside of them is?

final gazelle
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feels like mecanim completely overrides it with whatever automatic black magic they're doing

misty kraken
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😰 i have no idea what most of that means

final gazelle
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@granite shell is it VRChat > Panosphere?

misty kraken
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Is there any popular video explaining how to animate, sort of like tupper's vid for uploading avatars?

granite shell
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@final gazelle Sure is, Thank you.

stray gulch
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if you have a non huminoid avater you need to rig it like you would a human

final gazelle
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@misty kraken by that, i pretty much mean that you're not allowed to use your own walk animations -- unity forces it onto you

stray gulch
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fake bones and stuff

misty kraken
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hmmm

final gazelle
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so if your models legs aren't positioned or structured anything like a human's, unity trying to automatically give it motions based on how a human walks and runs is probably going to look pretty weird

misty kraken
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and then my murloc man walks upright

final gazelle
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yeah, it's trying to force your murloc into a more human idling pose

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he...doesn't look happy :/

stray gulch
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create an animation for your model to walk and rig invisible human legs to walk on

misty kraken
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He seems to be missing a lower jaw

final gazelle
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@stray gulch a couple of us tried that approach -- VRChat won't play the custom walking animation for us when we move around

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even when the custom animation targets the non-humanoid bones

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we were pretty much sliding around in the idle animation, although the emote looping bug was at least resolved

misty kraken
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so is there anything that can be done?

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I saw a short clip from the vid I linked earlier of the guy animation a basic walk cycle

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Pretty sure I could do that too but I have no idea how creating an animation in blender transits into unity and/or the game

stray gulch
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i would just make him upright if you try to do ez workarounds your just gonna end up with a height problem or hand control problems

misty kraken
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but he's not supposed to be upright 😦

final gazelle
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if the animation is muscle-based, or targets mecanim (that weird unity system that asks you to map all the bones to a human body part node), that might work...but i've never tried that since i don't have muscle poser or any of the related tools

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i don't think there's any easy solution to this one

misty kraken
final gazelle
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yeah, that's not what unity/VRChat considers a normal human idling pose

misty kraken
final gazelle
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you might be able to get away with it with full-body tracking in VR, but that'd require you always being hunched over like that...

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which...really doesn't sound good for your health

misty kraken
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It also causes his feet to bend up into his own legs for some reason 🤔

final gazelle
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it's a bit hard to say...it's possible, but there're a few different things going on there if we were treating it as a human

misty kraken
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Basically I should just give up and go find a more human model huh 😦

final gazelle
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that doesn't line up with the standard T-pose, so it's doing some pretty weird stuff

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you could use it as a generic rig, but you'll need to actually do all the animations yourself

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the main drawback to that is that trying to use an emote causes you to get locked into a loop for a good 60 seconds, and there's no head tracking

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but you can at least animate the walk cycle how you please that way

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non-humanoid avatars have quite a few obstacles to tackle -- not sure if anyone's actually fully gotten one working

stray gulch
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i have

misty kraken
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I think i could animate a walk cycle on my own but i don't know how to start

final gazelle
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that'll be a bit of a project on its own, if you can't use the original motion data for that murloc

stray gulch
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a different example of a non humanoid model ive done

final gazelle
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is that rigged as a humanoid, or a generic?

stray gulch
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humanoid

final gazelle
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although i could see that one getting away with humanoid, since she's got a humanoid upper half -- the hip swaying should look natural

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can you get the snake tail to animate/wave around naturally while moving around though?

stray gulch
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it has invisable legs and dynamic bones for tail

muted prairie
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@misty kraken How is it mapped in unity ?

final gazelle
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hmm, that's fair enough -- dynamic bones would work pretty well there, but bone rotation based animations seem to get blocked

stray gulch
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like a normal human but i rigged bones in blender and mapped in unity

misty kraken
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😓 idk

muted prairie
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That's kinda important

misty kraken
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How can I check

final gazelle
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what he's asking for is the "humanoid configuration" window, if that makes sense

muted prairie
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If your skeleton is busted, you should have different priorities lol

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Try making a default one with mixamo

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Then fix it with cats plugin

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But as it is right now, your skeleton is unusable

misty kraken
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because it's not humanoid?

stray gulch
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@misty kraken your model is very simialr to a golem try looking up golems models

muted prairie
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It's because the bones are all over the place

final gazelle
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but what i believe he wants (correct me if i'm wrong) is for it to move less like a human, and more like its original hunched posture:

https://prntscr.com/ig0uqf

Lightshot

Captured with Lightshot

misty kraken
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yyyes

final gazelle
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which i don't think is entirely possible with the constraints we have right now, unless he used full body tracking and hunched down himself like that

misty kraken
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also the coloring / lighting seems off but i figured that's less important than the model actually moving correctly

golden egret
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can we use custom animators on characters ?

final gazelle
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if you mean the avatar controllers or controller overrides, you can get those uploaded, yeah -- there're some constraints on how they behave though

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if you mean something else though, i'd be a bit clueless on that one

golden egret
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I already add a custom controller override

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but it seems I can't edit the avatarControllerTemplate

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like adding a new layer doesn't do anything

final gazelle
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the avatar controller is edited from a separate window

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oh right, like that...hmm, can't say i understand at all how to edit separate layers

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you can modify the way in which the states transition between each other though

golden egret
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I created a new layer -> change it to additive -> change its weight to 1

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but it doesn't do anything in game

final gazelle
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the layer thing, i can't really comment on, because i've got no idea how to work those at all

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all i can really say from my end is that it's possible to tweak and see some changes made to the controller, but there're certain things that we seemingly can't really modify

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like one thing i tried was to get one particular emote to exit out to a separate idle state (specifically, a yawning emote that transitions to a sleepy idle cycle), but that doesn't work with humanoid rigs

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whereas with generic, it does show up -- but it goes into the emote loop bug

golden egret
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what's weird is that I removed emote7 and emote8 from the controller and add them in a new layer to make them behave differently but they get triggered the same way as before

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I'm gonna remove them completely to see if they still trigger

final gazelle
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i think they still would somehow, yeah -- that controller seems to be more a placeholder than anything

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if you look at the animations assigned to each state, they're all only a split second long, rather than what we see in-game

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that, and with the emotes specifically -- it seems like they're getting triggered by some kind of variable/value on VRChat's end

golden egret
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I thing the game replace them with other animations when it start

final gazelle
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yeah, i think it just uses the default ones if the override controller hasn't specified anything

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if it has, that's when the in-game ones get replaced

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(or at least, that's how i'm guessing it works)

haughty glade
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Anyone knows how to to make a custom facial animation for the default gestures?

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I know how to make an animation, but overriding the gesture slot changes the default gesture to nothing if I also didn't animate the hand gesture itself, is there a way to do it without touching the hands? so that when I point the point stays but the facial animation changes?

mystic umbra
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how many keyframes are there per second of animation. I want to get an animation exactly down like a scene in one piece down to the second. how many frames are in one second

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in the past Id just throw random intervals between movements

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is it 24?

torn pawn
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60 frames = 1 second

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@mystic umbra

white herald
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depends on your blender render fps settings i'm pretty sure though if you are doing it in blender

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i've made emotes at 24fps in blender, exported as fbx, it synced up to the same audio correctly ingame

mystic umbra
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I done it before too but never did an animation down to the second

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Id do it at random intervals

novel flower
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Anyone happen to have a full breakdance animation? Ones i find are like 2-3s long and only partial parts

pseudo iris
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anyone that can help me with particle effect, i want it to play a few sec after activation

mystic umbra
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move the first frame

pseudo iris
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nope didnt work

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i dont know what im doing wrong

mystic umbra
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give me a moment

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Ill give you a call

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yea give me a sec I see the pom

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pm*

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I need to fix something quickly

pseudo iris
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okey, ill wait

clear flicker
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Someone know how to create emote overrides

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please

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with particle animation like a magic circle

gray pier
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interesting, it seems with NoloVR my Idle animation is actually open hand, and when i pull the trigger, it goes to idle

mystic umbra
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I never used lights for p[article systems

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anyone can give me a quick run down

surreal iron
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uhm... can i use rigify on a base model and then use the animation that i made from it on another model?

clear flicker
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SOMEONE KNOW HOW TO transform a .prefab into an animation (.anim) ?

signal dove
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@surreal iron If the bones are the same, should be able to

surreal iron
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alright, thank you 👌

lost musk
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Hey there I need some help, I wanna make a custom facial animation (I know how to do it already) and keep the hand gesture (which I dunno)

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Any tutorial idea ?

clear yew
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I am trying to make a drawing animation with a pen. The thing with trail renderer is that as soon as I break the animation, the trail disappears because the trail renderer time is set 0 and in the drawing animation I am setting it to 500. How do I fix my problem?

night steeple
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how do you make an animation trigger once instead of looping?

shell quest
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@night steeple make a separate game object that plays the animation once, and use the override animation to trigger that

night steeple
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is there a specific place i put the game obj.?

shell quest
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Just depends on what you want the animation anchored to, other than that no

night steeple
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its a sword animation

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on the right hand

shell quest
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So you would probably want it to be under the right wrist

night steeple
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alright

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and then where do i set it to play once?

shell quest
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You give the game object it's own animation, and make sure loop time is set to off on the animation file

night steeple
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alright, thanks dude

drifting gust
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Advanced question: Is the Animation controller slot (Animator > Controller) utilized in VRC at all?
Anytime i make my own modifications to the provided template it simply gets ignored even though it works in unity itself.

astral cobalt
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Ok so, I know you're supposed to make a duplicate and do animation work on that. But I accidentally forgot and now my character is stuck in a crouching position and sunken below the ground. I did too many changes to revert at this point. What can I do to fix back to default pose?

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This is an issue everyone has, so there must be a way to resolve it!

drifting gust
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remove the animator controller

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set it to mone

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ill just move the question to the dev tab

shell quest
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@astral cobalt I always just remake the avatar and copy over any dynamic bones or other objects I had on it

lost musk
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Help any complet tutorial to override hand gesture properly ?

night steeple
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ok so i got the gameobj on my right wrist and i made the animation on it but it still is kinda doing the same thing in game like its only simulating the last portion of the animation and then does the beginning half as if it want to relapse

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am i supposed to have an animator on the game obj and the ovveride?

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override*

shell quest
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@night steeple Okay, what kind of animation are you trying to have it do

night steeple
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im trying to have the blade fly into the hilt and then it plays a couple audio sources and has a particle system throughout the blade

astral cobalt
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@shell quest Haha, avatar is lying on his face now

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lmao this is hilarious

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he died

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i deleted the animation controller completely

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and he just fell over on his face

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LOL

shell quest
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@night steeple So you want to create a gameobject in your right wrist with all the audio sources, effects, etc in it, and you want to give that an animator with an animation to do what you want. And then the gesture override animation will simply activate that game object

night steeple
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alright imma do that right now

astral cobalt
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I changed his rotation to 180 degrees and he's fixed. thanks

night steeple
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Im also using a particle that is world simulated so its under the base armature in a game obj, its the particles in the sword

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im not able to select it in the gameobj animation im creating

shell quest
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@night steeple add a delay on the particle so that it activates alongside the other parts of the animation, and then activate the particle with the override as well

night steeple
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alright

novel flower
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Anyone happen to have a good break dance animation? Ones if find are only parts or like 3s long

night steeple
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k yea it works now but the particle system wont activate :/

shell quest
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@night steeple is the particle system set to play on awake?

night steeple
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yes

shell quest
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And both frames of the override animation turn the particle system on

night steeple
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k yea everything works but the particles activate immediatly

shell quest
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increase the delay in the particle system settings

night steeple
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is 3:00 on the animator menu 3 seconds?

shell quest
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Yes

night steeple
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alright

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thank you so much dude you are the best

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is there like anyway i could like +rep you 😛

shell quest
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Nah, it's no problem, happy to help.

night steeple
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thanks dude! 😄

shut iron
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hey quick question, I got my audio to play on trigger from an emote (dont have vr for gestures), but I wasn't able to add an animation property for the model with the SimpleAvatarController on. It made the animations Read-Only so I couldnt add anything

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so right now, the replacement model when playing the audio effect is in a frozen pose. any ideas to maybe copy over the idle animation?

shut nebula
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I am having an issue with attaching a weapon to my avatar the gun I have for him does work and shows up in game but its facing the wrong way? Anyone know what to do?

shut iron
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rotate it in unity or blender?

shut nebula
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Oh...duh...proof I am a noob to this

shut iron
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in case anyone was interested, i figured out my problem. you have to ctrl-D the animation to make a new one, and then that one won't be read-only and you can therefore edit it

fluid crescent
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http://prntscr.com/ig5eip Can anyone tell me why particles of my avatar are playing at the start of my aniamtion even keyframes are on middle not start

Lightshot

Captured with Lightshot

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only audio is on start

gaunt gyro
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Anyone has any experience with box colliders? (No, not dynamic bone colliders) I'm trying to get it to interact with my own body, but it does nothing.

opaque compass
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I'm looking for a super rare animation but it's called bubbletop

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Legit finding animations for vrchat is like running a drug business

lost musk
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Hello there, can someone tel me how I can overide gesture by emote and keeping the gesture ? I need some tutorial I guess 😄

opaque compass
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wowzers thanks @lost musk

shut iron
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quick question, but does anyone know if I can copy and past animation keyframes in Unity?

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i want the animation to last as long as the sound effect

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just normally looping the animation only lasts as long as the animation, which isn't long enough

gaunt gyro
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It's literally ctrl c ctrl v

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You can select the whole column of keyframes by selecting the gray top row, copy them, drag the red line to the end, and paste them.

clear yew
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it only does this if it has an animation

sweet zealot
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my animation components work in unity but as soon as they are put into vrchat they no longer work, any ideas why? Not gestures, Animation Components - I animated fairywings that twitch constantly and it works perfectly in unity, yet does not move in vrchat

clear flicker
#

Same for me

#

I wanted to make magic circle that pop up when i use a emote

#

But i never see them

#

I sometimes i'm glitched in the floor

#

@alpine halo

alpine halo
#

Hello

clear flicker
#

I mp you

lost musk
#

Are your animation fixed in legacy mode ?

agile ruin
#

@lost musk u gotta set the fingers to the position of the gesture - to mimic it

#

No othet way i believe

#

Other*

small orchid
#

how many gestures are there again? 5?

celest trout
#

How do you transform your height during an animation?

celest trout
#

I've tried using Animator.RootT but in game I'm just rooted under the ground

sweet zealot
#

yes i was in legacy mode and in loop

lost musk
#

@agile ruin thanks

#

@sweet zealot Do you solved it ? I also have a problem where my blink do not loop

sweet zealot
#

i have not found a solution for it

#

it works in unity, it just doesnt play in vrchat

#

and i cant figure out why

uneven slate
#

Anyone having a problem making something shoot, using World as simulation space, but it goes straight down instead of from your hand? (OR wherever you want it to come from) Specifically this is a particle effect and it always shoots down, but in Unity, the simulation, shows it shoot straight

lucid remnant
#

are the default animations in the sdk, I want to slightly tweak some of them. Basically I just want to edit the way the hands are rotated when walking/standing

mint wagon
#

whats the time limit on emote animations? I think My Francium dance animation goes on for too long (174 mins) my dance breaks half way and makes me be able to move around but my legs are broken

gaunt gyro
#

Default animations are in the standard_male_prefab in the templates, same place you find your SimpleAvatarController and such.

lucid remnant
#

all the values are the same and they are all 1 frame. am i missing something?

celest trout
#

Anyone know how to animate flight/hovering characters?

#

I just need help with the Y coordinates working right

gaunt gyro
#

You're not missing anything. Most animations like hand gestures are 1 frame animations.

#

Wait my bad, those aren't the actual animations. Those are just placeholders for your overrides

south lynx
#

Are you not allowed to attach audio sources to avatars anymore?

paper lantern
#

Is it possible to add sound to an animation?

cursive moon
#

@south lynx You can, but you need to remove the ONSP script from the Audio Source.

@paper lantern Yes, you can. https://www.youtube.com/watch?v=pC6sW4kJwa8

That tutorial includes spawning objects via hand gestures, but around the end of the video he also explains adding audio. Just remember to remove the ONSP script from the Audio Source.

This shows you how to put weapons and audio into the game vrchat. More stuff here: Where I got the gun model: https://abyssleo.deviantart.com/gallery/5925409...

▶ Play video
paper lantern
#

I knew how to do it that way @cursive moon but I meant as in literally in the animation

#

Not on an object being revealed but I mean by pressing the trigger button it plays.

#

I think I got it though

lucid remnant
#

i have the same issue

mental cedar
swift shoal
#

Hello! I was wondering if someone could possibly help me with some trouble I'm running into animating a model?

sharp nova
#

how do i stop my body from dropping down when animating? ill move a bone and it moves down further until i let go

mental cedar
#

Hello everyone, I can not add a lightsaber to my avatar

#

there should be + symbol or something similar?

sharp nova
#

move it over to the right

#

thjere should be a scroller at the bottom

shut matrix
#

If any one is available, I have been having problems with my animations all day. Is there a way to make an animation freeze on the final frame until the Rocknroll emote is released?

velvet ginkgo
#

?

#

Describe what the animation will look like.

shut matrix
#

Would I be able to screen share Unity with you quickly?

velvet ginkgo
#

Erm.

#

Sure.

#

Does anyone know how to simulate a flashing red light on an explosive. For example the red light on the c4 from Counter strike.

sonic axle
#

I added face emotions to my model which do work in game but the hand gestures themselves don't really change at all.

#

So, idk what faces im making since I want to use the hand gestures as reference (Vive)

unborn sun
#

Anyone willing to turn a vmd into a .anim?

wispy night
#

Anyone makes animations in 3ds max? I'm having trouble getting it to play one of its animations in-game. My character keeps sinking through the floor despite having an animation

brave torrent
#

@unborn sun You can import VMD animations to blender using mmd_tools, then you can export the animation as fbx

unborn sun
#

I tried that, but it didn't work on my avatar, does it vary per animation?

final gazelle
#

it's dependent on your model having the right bone names

brave torrent
#

you'd have to modify the bone names used in the animation if they don't match your character's armature

#

You can do so in fbx file ascii encoded

final gazelle
#

so if you're trying to load an animation made for an MMD model onto something like a valve model, usually won't work since it's Japanese vs English

brave torrent
#

just export as ascii when exporting as fbx, and then open in a text editor and change the bone names

final gazelle
#

actually, related question: does unity have any problems with reading japanese characters in file or bone names?

brave torrent
#

no

final gazelle
#

thanks -- i might leave mine untranslated in that case when porting

unborn sun
#

uh. gonna be harder then I thought.

white seal
#

In the Muscle Animation editor, is there a way to move fingers left and right instead of just curling them in and out?

peak hare
#

is there a way to assign an animation to separate triggers? I've got 2 guns and i want shoot them separately through the controller triggers, i don't know if anyone knows if this is possible.

fast void
#

Hello! Is there anyway to make the audio clip on emotes go louder? I set it to max but it's still low when ingame

white herald
#

no

white seal
#

you probably have the sound drop off really high

#

or you have it so loud that the game is moderating it

clear yew
#

Anyone know why my animations stay active for 5 seconds after releasing the animation trigger? My first custom animation worked fine but now I can't even add a simple object animation without running in to this issue.

fallen flax
#

Check your keyframes, should only have 0:00 and 0:01, any more than that will cause that issue

clear yew
#

Oh, I only have 0:00, do I just copy it and paste at 0:01? @fallen flax

fallen flax
#

yeah and zoom out to make sure there’s no strays anywhere

clear yew
#

Thanks a lot! @fallen flax

fallen flax
#

Did you set the animation to legacy @small tapir

frosty pendant
#

hey xD is it possible for a particle to have collision? i want to make a rocket launcher with the explosion happening when i hit something

clear yew
#

It's possible, I've seen it done. Not sure how though. @frosty pendant

small tapir
#

@fallen flax Oh didn't see someone answer im not sure how i do that

#

@frosty pendant Yes just add the collision to the particle system

#

@fallen flax How do i set animation to legacy and where?

frosty pendant
#

but how would i do that

small tapir
#

Press your particle system and there should be a tab called collision just press the box on that

#

Not sure how to make it exploded when the rocket hit something tho

desert shore
#

why??????

#

pls

boreal trellis
#

where can i find nice ready fbx animations? except mixiamo

desert shore
#

the body stays that way when active animation

small tapir
#

@desert shore What kind of animation are you trying to do?

#

Weapon animation or a dance or something else

desert shore
#

anyone who does it stays like this

#

need to play the body on the animation tab?

muted prairie
#

@desert shore Don't post links from that website please iris

small tapir
#

@muted prairie Sorry to bother you, i have a pair of wings i added to my avatars back, that's always on and they should have an animation but they dont move, anyone know what i could have done wrong? The animation is in the wings controller

muted prairie
#

Did you also change the custom standing animation controller ?

small tapir
#

Oh do i need to add it to there too? in the override controller?

muted prairie
#

you need to make a duplicate of it and probably replace the idle animation with it

#

i might be wrong though, but that's how i personally do it

small tapir
#

Oh okey

muted prairie
#

yep

small tapir
#

Thanks 😃

#

I should be able to see the animation working in unity right?

muted prairie
#

yep

small tapir
#

Hmm, im not sure if i done something wrong somewhere else then, the copy i did the animation on is working i see that moving. I'm stupid and had renamed the body mesh on my wings so it didn't find the animation haha working now

surreal crater
#

Does anyone know how I can steer particles with my hand?

sonic axle
#

Anyone know why my hand gestures dont change, but my face emotes work just fine?

surreal iron
small tapir
#

@sonic axle I think you need to animate the hand gestures when you do the face emotes

sonic axle
#

@small tapir You mean like in unity? I figured theyd automatically do it when I do the emote as long as its assigned

small tapir
#

@sonic axle Yes in unity, i'm not sure but i think you need to animate them with the emotes

#

I'm not sure tho maybe a better way i don't know

fervent plaza
#

I was working on a previous animation, and am looking to create a new one but the animation tab wont give me the option create an animation.

small tapir
#

@fervent plaza You need to make a new copy of the thing you want to animate and the start a new animation on that

fervent plaza
#

Well I made a new copy, but It still wont give me the option to create a new one

#

Like, I can add an animation to my sword, but I dont think thats how it works for adding weapons to avatars

small tapir
#

Im going to take a few pics, wait a bit

fervent plaza
#

okay ty

fervent plaza
#

ty

old cave
#

Anyone know where I can download alternative sitting animations? The default anyones doesn't work well on my models (the arms clip through the legs)

small tapir
#

Then drag the the customoverride you made and put the animation in, too custom standing and sitting anims on your avatar

#

@fervent plaza Not the best at explaing things sorry

#

To dublicate the customoverride you press ctrl+D i think

fervent plaza
#

ty

woven surge
#

Is there a way to move, while in an animation, and the animation doesn't cancel? I know you can with oculus, what about vive..?

#

Don't want to put "animation" script into my avatar and to load when I change avatar because It takes time for some people to load the animations

clear yew
#

I'm trying to add snail marker to my avatar but when I load the avatar in game the hands are just stuck in the half-open position and no gestures work. Does anyone know why this happens? Thanks.

woven surge
#

Verify that your animation only has two frames, and the two frames has the same finger position and everything is on @clear yew

#

if there is a third hide frame wont work

clear yew
#

Only has two frames, I'll try copying the custom override from the vrchat asset instead of using the one that came with the snail marker. Maybe that fixes it.

#

The snail marker thingy does everything about the animation automatically so I doubt there's anything wrong with the animation itself.

foggy cloud
#

where is the vrc walking animation located?

muted prairie
#

VRCSDK/Examples/Sample Assets/Animation/CustomOverrideEmpty.overrideController

#

It's using default IK standard animations afaik

foggy cloud
#

thanks

surreal iron
#

guys, any fix for when i try to CTRL + shift + V and it doesnt flip my pose properly? bone rolls are at 0 and bone names are all the same with .L or .R at the end

icy hazel
#

That sounds like your x axis mirroring isnt working for your bones so you prob need to make sure some things are consistent first like ive heard the origins have to be properly placed.

#

But ive looked into that and had only little success with really fixing it when blender fails to recognize a bone on the other side tbh

zealous needle
#

If I want this circle to rotate as it's being used, is there any way besides rotating it in the animation?

#

I ask because I tried that, but when you get to say 360d and want to go back to 0d, it rotates back, even at 1 frame it doesn't look clean

clear yew
#

In unity, how do I change the settings when importing to make a png not become a square?

eager vault
#

@zealous needle Have you tried using rotation over lifetime yet?

zealous needle
#

oh herp, good idea

#

I can just change that piece into a particle that rotates

#

Thanks for saying that actually!

glass anchor
#

anyone know how to turn off kinematics for an avatar?

shut matrix
#

Is it possible to make a game object stay stationary during a hand emote while the avatar moves?

agile ruin
#

How do you change the skybox with an animation?

nocturne radish
#

Hey there! Does anyone have a list of what every of animation name in the override thing does? Cause I'm having some problems while overriding them and I can't find anything about it in the documentation.

weary fiber
#

how do i add a rotation to a bone cause i have a propeller and i want it to spin x3 and it is its own bone

stark geode
#

anyone good at making changes to an animation if yes dm me

covert linden
#

Hey guys! I've recently seen some people who touch things and change their texture, like models and mirrors and such. Does anyone have ANY idea how they do this?!

remote helm
#

Hey there. I'm making an animation with sound effects but when I press play in unity animation editor no sound plays at the keyframe.

#

Anyone know whats up?

#

Ty!

#

nevermind

#

I managed to work it out

#

@covert linden I too have seen folks running about with this. If you find out please hmu!

flint light
#

Im trying to add a flametrower effect to my wrist, it has a light part and a flame part, in game the light part follows my wrist but the flametrower effect doesnt... anybody know why this is happening?

hexed fern
remote helm
#

@flint light World and Local.

#

Further look at this tutorial. Same principles will apply. Use Rigidbodies and Fixed joints.

hexed fern
#

i dont know if its because of mixamo or the bones the model came with but when i put this guy into unity after using mixamo to rig him his left fingers become deformed and his right thumb does too http://prntscr.com/iglwrg

Lightshot

Captured with Lightshot

agile ruin
#

Anyone knows how to change the skybox through an animation?

signal dove
#

@hexed fern I'd bet on Mixamo

#

Anyone have experience with custom idle animations?

hexed fern
#

crap, because if i dont use mixamo, his rig becomes jacked up some how xD

#

and it might because he's boneset is from a wii game and isint rigged for this sort of use

signal dove
#

I had problems with my bone roll being wrong

#

I changed the roll and my limbs stopped being twisted in animations

hexed fern
#

how do i do that though?

signal dove
#

In blender select the armature in edit mode and select the bone, then find the "Bone Roll" field on the right

icy hazel
#

@clear yew go to material ball that corresponds to that iris and try the cutout dropdown setting for that texture, which are the shader settings

#

cause if it was just opaque and full it sometimes just becomes weird

vestal niche
#

Quick question. Is there a way to change the sitting animation for avatars? I attempted to change it in debug (due to it not being in the list on the overrides) and it didn't work.

#

Nevermind I figured it out! 😄

surreal iron
#

im trying to use my custom walk animation in vr chat

#

but in game, each step is like half of what i did in blender

icy hazel
#

so it's like kiiiiiinda there?

signal dove
#

I have trouble with walking and idle animations too

icy hazel
#

does that mean your keyframes need adjusting then if it's too slow

#

or something like that

surreal iron
#

its not slow

#

its more like....

icy hazel
#

huh.

surreal iron
#

the legs spread for like... half of what i made in blender

#

this is how it looks in blender

#

and in vrchat

#

again, dont mind the poor model XD

snow sparrow
#

How would I go about, not replacing gestures, but ADDING to them? For example, have my character smile while also performing the "hand open" gesture? I want to still have my hand gestures, but I want other things to happen as well. Can I do this without having to reanimate the hand gestures manually?

devout trellis
#

Pretty sure you have to animate the hand to be open again manually. Pretty easy if you have the Muscle pose animator asset

heavy stirrup
#

What's the current max emote length? I need to make sure my emotes are barely longer so they don't loop

torn pawn
#

remove loop from them?

heavy stirrup
#

It doesn't work with generic emotes right now

#

they're on a forced loop

cedar moon
#

I want an override for this weapon
so that when it spawns it kinda has an activation animation
before it goes to its like permanently idle state until i stop doing the gesture and it'll disappear
anyone know how to make this happen?

#

Or will it have to be 2 separate overrides?

twin lintel
#

How do I rotate the whole body in an anim?
Rotating the armature/hips flat out doesn't work,
Rotating the main avatar GameObj works in the anim play, but not in Play Mode,
Adjusting the Root Q works, but not in game.
?

twin lintel
#

I'm guessing it's part of the emote lock... no way to get around it?

#

been at this for several hours

gaunt gyro
#

Why not try to look at an existing animation and see how its done there.

twin lintel
#

it's not done.

gaunt gyro
twin lintel
#

vrchat anims only have those

gaunt gyro
#

Open up root T or root Q. One of them is moving on XYZ and the other is rotating XYZ

twin lintel
#

like I said, root Q works in Unity, but not in game

#

would've been done with this anim several hours ago if that weren't the case

gaunt gyro
#

Well it is certainly possible. And like I said, just look at existing anims to see how they did it there

#

Find a pack that has headspin, and look at it

twin lintel
#

meh guess I'll just have a duplicate model with no controller to enable just for the emote

#

head doesn't really need to move [with the cam] during it anyways

torn pawn
#

didn't add fidget spinner in each hand 1/10 anim

blissful grove
#

Does anyone know how add a custom light saber that actually works in vrchat

#

I am trying to add a light saber to Darth Vader that will open and close with animation

clear yew
#

Yea I do @blissful grove

blissful grove
#

Is it easy to do in unity

clear yew
#

Not if you haven’t done it before...

blissful grove
#

I haven’t done it before

clear yew
#

Do you have the darth Vader model and is it rigged?

blissful grove
#

Yes

clear yew
#

Ok I will dm you the steps

blissful grove
clear yew
#

I could do it for you if you want...

blissful grove
#

Ok thanks

#

I have no clue how to do animation in unity

clear yew
#

I don’t know what time it is where you live but it’s 12:50 so I’ll do it when I get up in the morning at like 7 😉

blissful grove
#

It’s 7:51pm

#

👍 ok thanks

icy hazel
#

hey so if i have a looping spin animation, and i want it to just play twice by itself, what do i need to do? i just find that it is a little bit too short but i also don't want it to loop forever lol

#

it is about 2 seconds long is why

#

will i achieve this if i use the + add button to add the same clip in the .anim or something?

brave torrent
#

just.. duplicate the frames to animate a 2nd time?

flint elm
#

Hey guys, how can I make it so that my avatar is invisible and then when I play an emote, it appears and plays a sound effect and then after a certain time disappears again.

#

Or, how do I add audio to an animation that's triggered with an emote?

flint elm
#

Anybody?

brave torrent
#

It's general animation overrides

#

Search youtube for a video on it

#

But when adding properties to frame, you want to add property specific to making your avatar toggle visibility

flint elm
#

I have an animation overide and I've made the animation.

#

I've also made a audio source

brave torrent
#

Which could be done a number of ways. If you toggle its active state you'll have trouble with your avatar never appearing in mirrors.
I personally would create a shapekey to scale the avatar, or you can do it with unity transforms

flint elm
#

Ok. but firstly how do I add audio to an animation to be triggered in an emote?

#

That's a good start

brave torrent
#

I don't know exactly how people do it for vrchat because I've never tried, but what I would imagine would be: create new empty game object that is by default not enabled, add audio source component to that object. Then toggle the active state of that object to enabled on the frame that you want the sound to play.

#

alternatively you can set that audio source onto your avatar, then set play on wake to false and make it muted by default, then unmute in the animation when you want it to play

flint elm
#

It must be easier than that

brave torrent
#

that is easy

flint elm
#

To simply have a sound play when you play an animation

brave torrent
#

To simply have a sound play when you play an animation you have to:
#1: Setup a sound with an audio source.
#2: Have the sound play on an animation frame.

The methods I just explained do that.

flint elm
#

I've done 1

#

How do I do 2

brave torrent
#

okay, then on your animation on the frame you want it to play, add property for unmuting the sound, or enabling the sound, or whatever method you are using to toggle it

flint elm
#

ok I added the property to enable the sound

#

But when I click play

#

it doesn't work

#

silence

brave torrent
#

what do you mean by click play

flint elm
#

To preview the animation

#

the little play icon

#

in the animation window

brave torrent
#

I'm not sure if sounds play in animation window in general

flint elm
#

I think they do

#

Heard it before

#

I don't get it, I have it set to mute by default and to enable on animation

#

and it's not playing the sound

icy hazel
#

mfw somebody in my house is so excited that i imported somebody for them, that they're gonna give me free ice cream tomorrow

#

YESSSSSSSSS

brave torrent
#

@flint elm I just tested and I can only have the sound play in editor if I have the animation set as default state and enable play testing

#

you should just make game object that has the sound with play on wake, and enable it in the animation

flint elm
#

Hey it's OK, I got it myself 😃

#

Thanks

brave torrent
#

then test it in game

flint elm
#

Although I have one question, for some reason the avatar is face down in VRChat

#

It's a stationary object

#

so it doesn't require to walk

#

or have any animations

#

But it's face down

small tapir
#

One thing i don't understand is how people use an animation and on that animation they can use more animation. So if they don't have the first one up it locks the other ones behide it. Not sure if anyone understand what im talking about

icy hazel
#

i know what you mean

small tapir
#

It would be usefull to know that for my sword animation

gaunt gyro
#

Simple: when you trigger an animation, it only locks up your screen for about 30 sec. So if the animation is longer than that, it will unlock your screen and when you move then it could break your animation. To prevent this, people just play another animation while the previous one is still playing. This will just lock your screen for another 30 sec or s

#

So*

small tapir
#

This is not what i saw im pretty sure. The thing that im trying to explain is i saw an avatar that spawn a monters hand and when that is activated, you could activate new animations that you could not use without the monster hand animation activated

serene glacier
#

anyone know why my audio on my avatar plays twice? but doesnt for others

boreal trellis
#

what settings should i use to make my model move with animation

#

its stuck in 1 place

lost musk
#

Use them all

#

Bake into pose, Y and XZ

boreal trellis
#

like this? @lost musk

lost musk
#

Yes

#

You can see that your base stay at the same place, but your character is able to follow the animations bellow

#

Though if your animation put your character up to 2 meters away it's all your animation fault

#

Usually on good animation your character will just moove around the circle

boreal trellis
#

Any ideas how to attach 2 handed weapon to character? Including walking animation with the gun etc

rain reef
#

anyone good with particles that can help me out here a sec? I have a particle with noise that flies around until it collides with the world, i want to use a sub emitter to make particles rain down as it hits, but the particle hits at random rotations so the raining down particles come at a lot of different directions

#

how would i go about this?

lunar trellis
#

Is there no way to have emotes in non-humanoid characters yet?

obsidian vigil
#

@lunar trellis Never done it before but isnt doing emotes for generic rigs like making a walkcycle for generic rigs

lunar trellis
#

you can do the walking animations, yes I have them, but I mean a non looping action that doesn't require movement, an emote

#

while in humanoid characters you can use the override chart, the skd doesn't pick it up for non humanoid

obsidian vigil
#

yes, cant you do the animation and assign the controller just like you would on a walk-cycle and then drag them on?

#

oh okay

#

didnt know that

lunar trellis
#

thats the mayor problem

obsidian vigil
#

they should update that

#

shouldnt be too bad

final gazelle
#

the closest workaround any of us have to that is to either create a humanoid rig with the non-humanoid avatar in it somewhere

#

either by adding dummy human bones to be assigned to unity's humanoid rigging window, or by inserting two entirely different armatures into the one avatar descriptor to be uploaded

#

that'll stop the emotes from looping, but you'll get other strange behaviours with the avatar involving no walk/run cycles playing (it'll just stay in its idle pose until you use an emote), and the likelihood that it'll hover or go through the ground while you're walking around

alpine viper
#

is it possible to change the material of an object using animations?

gaunt pebble
#

Does anyone know how to get longer then 0.01 animations on gestures working?

#

My hands keep getting stuck in the animation

hidden spear
#

Don't think you can, the animations will always get stuck and slowly play out until the duration is over. One keyframe is the only thing you can do if you don't want that stuck/slow animation reset to happen

gaunt pebble
#

You sure? I've seen people do longer ones

#

Such as that character from Made in Abyss with the charging laser from its hand

hidden spear
#

You can do longer ones, but what I mean is that the animation won't cancel until it's completed. If you accidently trigger it, you'd have to wait it out until the animation time is completely finished

alpine viper
#

is there a way to change a shader on a material using an animation?

brave torrent
#

@alpine viper Yes you can change material of an object in animation

alpine viper
#

I figured that out

#

but shader?

brave torrent
#

not sure, but you could have a duplicate of the material with a different shader

alpine viper
#

¯_(ツ)_/¯

mystic umbra
#

odd issue but has anyone had a problem with particle effect attached to the feet sinking the feet into the floor

pale orchid
#

Guys, I need some help with my first animation, I want to make the dragon fly over Daenerys, but when start to record the animation the wings rotation aways reset (look the screenshots description) https://imgur.com/a/1M6iQ Someone knows a tutorial to make a similar animation?

#

I can change the position of the entire dragon, but can't change the wings rotation

green kraken
#

I would like to change the running animation
What should I do?

white herald
#

@pale orchid bone animation or any kind of complex animation is best done in blender and exported in the fbx

mystic umbra
#

@white herald have you done a walking aniation in blender before?

#

I wanna do one but my issue is the positioning

white herald
#

i have had varying results doing animation overrides on a humanoid using nonhumanoid bones and gave up sorry

#

what's your issue in blender though i can help you there

mystic umbra
#

yea I noticed nonhummanoid bones dont get the animations done in blender applied to them

#

like I was doing a cape fluttering with my animation in bledner

#

I imported that animation and noticed only the humanoid bones moved

#

the cape laid still

#

I dont know if its bevause the animation I baked into the fbx is humanoid rigged

#

maybe have to change that

white herald
#

you can set the animation mask in the unity fbx import settings to include those bones but it doesn't always work for me ingame so dunno

#

you've gotta be humanoid for most vrchat features

#

but yeah you just have to enable the bones in each animation under where it says mask

mystic umbra
#

have you done any scene animation, like applying a cube and then throwing a shader onto that cube to make the world your avatar is in trippy?

#

you seem to know your stuff

#

so ima throw some advanced aimation questions towards you if you dont mind 😛

white herald
#

i don't know shader tricks but yes. i know blender a lot better than i know vrchat :P

#

so you can have a separate skeleton with its own animation and trigger that animation via a gesture or whatever

novel flower
#

Is there a way to download multiple animations from Mixamo and then string them together so they fit under one emote?

mystic umbra
#

more or less I want to throw a glitch shader I made onto a cube in unity

#

and that cube is attached to my hips

#

issue I have is it fucks the avatar up

white herald
#

how

mystic umbra
#

like visemes would randomly break etc

white herald
#

was the cube not a separate object?

mystic umbra
#

or the feet will sink into the ground

pale orchid
#

@white herald I just want to make the dragon fly, why is this so hard 😫 Do you know some tutorial to make a similar animation on blender?

mystic umbra
#

its a seperate object but I parented it to the hips

white herald
#

strange, it shouldn't change the character at all

#

dunno what you're trying for but you could try and merge it with your body and weight it to the hips so that it's just part of your mesh

mystic umbra
#

im doing it all in unity

#

but atlas

#

if your a blender wizard can you tell me how to assign multiple textures oto one material

#

and like tell me the work flow of texturizing a created object

#

what id do is this

white herald
#

@mystic umbra separate shaders = separate materials though

mystic umbra
#

yupyup but this is regarding something different

white herald
#

Sorry Kone i don't have any blender animation tutorials but there are plenty out there. Gotta learn the basics of blender to do this

#

model > unwrap > texture

#

separate materials = separate textures unless they overlap or are just 1 huge texture or whatever (cats plugin atlas might help)

mystic umbra
#

model>seem>unwrap>new material>assign material to vertexes>???? assign material to multiple textures???-> profit

#

there is overlap of textures

#

i just cant figure out how to assign a material to have multiple textures

#

I can do one texture

#

but last night I was literally slamming my desk with my fist trying to figure this out

white herald
#

in blender it works but in unity it depends on the shader

mystic umbra
#

I got anger issues tbh

#

nono I mean how do you do it in bledner

white herald
#

it's typical with this sort of work lol

#

it won't translate to unity

mystic umbra
#

it does tho, cause Ive seen mmd models that have a material with multiple textures tho

white herald
#

but in the textures window you can add more textures right? they just need alpha enabled and i'll find you a link about that since it's weird

mystic umbra
#

at least I believe it does

#

If it doesnt then I guess I was raging over nothing

white herald
#

so basically there are diffuse textures, which are color, normalmaps and other stuff which affect lighting, and different kinds of textures

#

what are you trying to make

mystic umbra
#

well I was making a face an hair for a 3d model im working on but instead of breaking the model into 50 materials and texturizing it I thought I could make 3 materials with multiple textures I can apply to the entire model when Im done with the character

white herald
#

yeah but it doesn't work like that

mystic umbra
#

I thought of instead of doing a texture map which im terrible at I can apply multiple textures to a few materials

#

oh

white herald
#

multiple textures are basically just gonna be layers

mystic umbra
#

layers like bump maps

#

or lighting

#

fuck me

white herald
#

well bump maps and stuff are separate but if you have 3 diffuse textures on top of them you're just gonna see the one on top

#

you can make 50 materials and later bake them into 1 big texture

mystic umbra
#

Ill just segement it to 3 material with textures of the face body and accessories

white herald
#

ok

mystic umbra
#

well I guess thats the only choice thanks dude

#

I guess my desk took a unneed beating 😦

white herald
#

you're trying to learn how materials work through trial and error can be a bit painful heh

mystic umbra
#

Im trying to learn everything, and if one project fails I either go onto a different project or do a new project

#

I have like a dozen things going on at once

white herald
#

you might do well with a start-to-finish tutorial on character creation in blender since there's a lot of stuff that isn't self explanatory

#

and i'd recommend texturing a sword or something simple before an entire character

mystic umbra
#

ive done a tutorial like that already and did texturize and uvmapping before

white herald
#

ok

mystic umbra
#

still if you ever figure out how to do that unity import lemme know

#

Ill try to mess around with the importsettings

clear yew
#

Does anyone can tell me the gravitymotifier in Particle system, which value of it is exact equal to the real earth gravity?

wheat moat
#

So I'm having an issue with this generic rigged model. For some reason in VR chat, the blinking animation doesnt play UNLESS I move which is totally weird. Does anyone know of this issue?

#

example images

#

bottom is unity working fine

dapper rampart
wheat moat
#

you attach the wings onto the armature

#

ie the chest or neck spine

#

depends on where you want it

dapper rampart
#

@wheat moat

covert hawk
#

does anyone know where can i find those animations where the character goes apeshit and dances around in wierd ways and has that wierd music while the animation is triggered?

wheat moat
#

for some reason that crashed my discord

#

twice

surreal iron
wheat moat
#

fun fact looking in a mirror and stuff is client side, it might look perfectly fine to others

surreal iron
#

already asked others

wheat moat
#

like my meme doomfist, since it has multiple armitures

#

rip

surreal iron
#

they say it looks bad XD

late phoenix
#

I have the same walking animation issue with the walking animations from mixamo

mystic umbra
#

@wheat moat can I see your heiarchy

surreal knoll
#

anyone know how to make a character fly with the override? I see some people able to do it and I want to add it to my avatar but I can't find anything on it. I know to animate it just the whole flying part.

granite dust
#

Flying like a plane or just floating?

pale orchid
#

I want to make a fly animation too, but I can't rotate the wing bones (I want to rotate the bones (bone63 - Left wing and bone98 - Right wing) just to make the wing go up and down, but when I change the rotation value they reset when I record the animation https://imgur.com/a/1M6iQ

#

read the screenshots descriptions, If you know something to help me i'll appreciate

dusty bough
#

Has anyone had issues with an emote ending too early?

clear yew
#

hi, does anyone know the issue where i give an animation to my character and she does the emote but stays in one place, like for a dance for example, and their legs go through the floor or they float around

blissful grove
#

@clear yew I can’t send any message to you on a private chat because it doesn’t work and you know you can push the polygons to higher

shut nebula
#

Hey I made an avatar that can pull out a weapon and fire it but both the firing animation and weapon itself stay out for a few seconds even when I stop doing the finger gestures that trigger them. Does anyone know how to fix that?

boreal trellis
#

any idea why vrcsdk removes my custom override while uploading?

covert hawk
#

so i'm trying to load 2 emotes both of them have sound in unity but in vr chat only one has sound

#

any ideas ?

pseudo iris
#

anyone knows how to make a glowing sword?

dusty bough
#

@covert hawk they arent both named audiosource are they?

covert hawk
#

Audio source and Audio source 1

#

thats how they are named

#

@dusty bough

heavy stirrup
#

There's a little bit of a delay in the transition into my walking animations.
Would this be the MovementX and MovementZ under the locomotion layer?

blissful grove
#

@clear yew just to let you know I can’t send you any messages on private chat because it say disabled direct message

gray onyx
#

anyone know how to set textures in animations. trying to change the face texture on a gesture, but not sure how to go about it, thanks~

clear yew
#

@gray onyx make two materials, then with record enabled in the animation tab switch between them to put them in your keyframes 👍🏼

gray onyx
#

@clear yew like put the material on the actual model

#

not add a prop

clear yew
#

two identical materials with only the albedo texture being different

gray onyx
#

oh ok thanks!

clear yew
#

yeah, works on an avatar fine

desert shore
#

Can someone help me?
related to particle

muted prairie
#

@desert shore For an animation ?

desert shore
#

yes

#

can you help?

muted prairie
#

Sure what's up ?

desert shore
#

I want to create a light beam

#

style kamehameha

#

like a laser

#

to play on my gun

muted prairie
#

Shouldn't be too difficult, what have you got so far ?

desert shore
#

I just can not do it.

#

Can I share screen?

muted prairie
#

sure

desert shore
#

I can not send you a message

muted prairie
#

need to accept my friend request

lusty jewel
#

For some reason my head doesn't move while doing animations even if they're bake into pose, even the default animation do that (the backflip looks so weird)

ashen sedge
#

When doing emotes IK is temporarily disabled

lusty jewel
#

That's the problem for me, IK is enabled instead of disabled for me, let me take a screenshot lmao

ashen sedge
#

All I can think of the headbone has been set improper in the avatar config scene

#

But that shouldn't affect it...

#

I've seen that happen with a few avatars but I got no real clue how to fix it

lusty jewel
#

Maybe the avatar is too short? I really have no clue lmao, first time happening to me on an avatar

ashen sedge
#

That or you need to reassign the headbone to a proper one if there are several ones there.

#

Could be something else entierly too 🤷

lusty jewel
ashen sedge
#

I think this is a bit beyond me then :(

fickle rune
#

visemes wont work with custom animations??

cursive moon
#

Describe your animations

fickle rune
#

idle, walking, running

#

exported from blender

olive yacht
#

So I'm having an issue with animating my character. It is non-humanoid with a humanoid created skeleton, and I created an animation for it in 3DS Max. I imported the model with its animations into unity and rigged it as a humanoid. The only problem with this is that it completely breaks the animation and makes it static. I can't figure out how to fix this, as it only happens when I rig the model as a humanoid.

fickle rune
#

@cursive moon

unique wind
#

anybody have experience with importing mmd motion data to unity? I baked the animation into the model and imported it to Unity, which has worked before but now when doing the same thing, the legs would spaz all over the place. It looked fine in blender

clear yew
#

@unique wind I have imported some MMD motions to custom emotes, when in the animation import tab select 'bake into pose' and 'origin' on all three options, that helped for me

#

and ofcourse the rigging has to be exactly the same

covert hawk
#

is animation controller useful for sound and animation emotes?

clear yew
#

the animation controller is the controller that allows the mesh to play an animation file

#

the animator is deprecated and old, don't use it, use the controller for all your animations

covert hawk
#

well,i got some emotes that use sounds(music) and for some reason they have an animator controller.

clear yew
#

well, they should work fine, but I avoided animator myself because people told me the controller is preferable

covert hawk
#

the problem i have is that the sound of the emotes don't work in vr chat except for one,thats why o was asking if it has something to do with that

clear yew
#

ah, no that shouldn't be a reason for it not playing

iron tusk
#

I want to rotate the complete model, no Idea why it is so pissed me rotating it

red linden
#

if it's part of the armature you need to rotate from the properties

iron tusk
#

I am rotating the blue marked part

red linden
#

I don't think you can rotate the model object itself either

iron tusk
#

I did it on so many models

red linden
#

is it humanoid? Were the others humanoid?

iron tusk
#

yes and yes

red linden
#

hmm strange

iron tusk
#

The biggest group is not part of the humanoid rig

#

It just binds the armature into one group

#

thats why you usually can move it without annoying the humanoid crap

surreal iron
olive yacht
#

Is there any way to prevent the custom override controller from adding in animations by default?

#

Like, I'd rather have my character essentially be in a T-Pose

#

But have things like emotes

clear yew
#

username is relevant 🤔

olive yacht
#

Relevant yes, actual situation no.

unique wind
#

@clear yew I only see baked into animation when exporting, but nothing when importing, am i missing something?

clear yew
#

in unity click the fbx and look in the animation tab

tidal gull
#

quick question

#

Is there a way to make both hands have a custom gesture at the same time

lunar trellis
#

Can I put custom emotes on non humanoid characters or no?

#

So far I've seen, no

unique wind
#

@clear yew Ah found it... the model's still spazzing all over the place

olive yacht
#

You can put custom emotes on generic rigs, but there seems to be a bug where it will loop the animation until it times out @lunar trellis

#

I've tried the same, and it only works to a certain degree

iron tusk
#

Okay guys I am desperate

#

How do I get my Avatar out of the ground when using my emote?

#

If I put it above the ground in unity it still doesnt change in game

icy hazel
#

if it's custom animation, it was the animation itself and not anything to do with your moving model up and down

#

in the animation file make sure that it plays properly too

#

and i guess as last resort you may wanna check all your origin points

#

cause the game is gonna use what it thinks is your feet or whatever else is causing that

iron tusk
#

I usually transform my model on top of the ground, what usually always works but now it doesnt

tidal gull
#

Answer to my q btw is yes 😃

lusty jewel
#

It follows the camera instead

clear yew
#

could be theres no ik tracking on it

lusty jewel
#

Shouldn't the avatar still bake into pose w/o tracking?

torpid light
#

@lusty jewel You need to have finger bones mapped in order for your head to rotate properly

lusty jewel
#

Do the bone have to work or they can just be empty? This character doesn't have hands lmao

iron tusk
#

Just make invisible fingers. You need at least 2 fingers and 1 thumb

#

Will force you to make upper arm and lower arms tho too

lusty jewel
#

Yeah the character has that, thanks 👌🏻

gusty pawn
#

I need help with two problems. FIrst one involves animation. I have a game object containing some particle effects to make my rifle a giant laser. That works all fine and dandy right now. But the problem is, once I switch to a different finger gestures on the Vive wand, when I try using the laser gesture again the laser fires from a completely random point around my body. Is there anyway to keep it from popping off my gun like that?
The second issue with transparency. The rifle has an energy blade as well that I want to make transparent. But when I use the Flat Lit Toon shader with Transparency on, it just vanishes when held around a lot of things. If I hold it up a bit, it vanishes behind the sky, mirrors, etc. Is there any way to fix that?

https://imgur.com/QsacvBl

blissful grove
#

@clear yew When will you be finish with doing the model today

lusty jewel
#

It worked, thanks a lot guys 👊🏻

quasi gale
south lynx
#

Ok how do I get sound to work?? It was fine with the last SDK, but every time I try to get it upload by removing the ONSP it doesn’t play in game

unique wind
signal dove
#

@unique wind Maybe there are some settings you messed with in the animation clip inspector. After setting all mine from root transform node under <motion> to all bake into pose, I had similar results with my emotes

unique wind
#

to be honest i don't actually have those options because i haven't set a root, the model is generic btw not humanoid, it's worked with another model though

unique wind
#

@signal dove nvm, Igot it, the axis is different between blender and unity so the rotation was all wrong , Thanks for answering though

signal dove
#

D'oh. Glad to try to help though

#

So, how do I get a custom idle animation on a humanoid rig and make it look right?

#

and don't say edit the base pose

icy hazel
#

Idk i got mine to play ingame but the hips jank out like elvis and do little jiggles randomly

#

And changing height in settings only mildly improves so im wondering if i need to fix a bone

unique wind
#

Yeah I'm remember hearing that it was a bone problem

icy hazel
#

Probably hips and spine for me, ill look later

unique wind
#

although my memory's wors than that of a fish

icy hazel
#

xD

unique wind
#

And sorry I only have experience with generic rig animations

#

although i made an extremely basic walking animation not sure if that would help you

south lynx
#

I’m having an issue, I’ve got an audio file set up as an animation, it’s on linear roll off, it plays fine in unity, but it fails to play in game, what’s going on?

kindred crest
#

I need help on a mixamo Animation! I upload my character, but once I do, and add an animation, it gets stuck on "Loading" forever. I cant download it either. Says "cannot download asset".

clear yew
#

Which browser do you use?

#

Use UC Browser to get that loading s*** away

fathom atlas
#

Looking for someone to help me make a logo above my character that spins saying Baby's Husband , and one that says Oniichan's Wife please and thank you.

#

Hopefully someone can help me

#

^^

clear yew
#

@fathom atlas look for Natsix tutorial in youtube ( photoshop and gifs )

fathom atlas
#

How do I make it soon though?

#

Spin*

clear yew
#

Loli Army's discord has tutorials about it...I think

fathom atlas
#

U got a link?

#

I ain't In loliarmys discord

#

Pm me it

clear yew
#

K

rose lake
#

I want to lock tracking to a single axis so that my hand moves as if on a rail. i'm hoping this can be done with the humanoid rigging so i can avoid doing a bunch of tedious animation work but i'm all ears for anything that works

#

if someone finds a solution please @ me

copper bramble
#

Anyone know how to make it so objects attached to my avatar use an idle animation at all times? I have the animation done, I did it in unity but in-game when uploaded - they are static.

#

Although oddly enough the avatar preview shows them working

torpid wadi
#

is there a way to disable blinking while doing emotes

eager vault
#

I just uncheck the blinking animation in unity

torpid wadi
#

where is this blinking animation in the animation hierarchy-

copper bramble
#

Oh. Just had to tick "Always animate".

#

That was easy

#

Damn it, now only one of the objects I animated is showing instead of both

torpid wadi
#

do they both have the same name

#

in the hierarchy

#

if they do they won't show up in mirrors

#

same goes for the objects parented to it

copper bramble
#

They use the same object as a base

#

But their actual names are different with underscores next to them

#

But the object is still there to other players, mirrors just are bugged?

torpid wadi
#

are the objects parented to those objects also renamed (e.g. body)

#

it -should-

copper bramble
#

I think so

#

I don't think this is possible, but is there any way to make it so objects that are childs of the avatar not rotate when you do?

#

Scripts aren't allowed, so I can't do simple C# rotation locks. And I don't think anything in animations let you keep it that way

torpid wadi
#

i don't think so

#

unless you use mesh particles set to world

#

which wouldn't move at all

copper bramble
#

Hmm

#

But wouldn't they stay put even as the avatar moves?

torpid wadi
#

exactly

torpid wadi
#

i really can't find this blinking animation i'm supposed to uncheck

eager vault
#

look on your main object in unity, the one with the vrc descriptor on it, thats where i have my blinking

torpid wadi
eager vault
#

hmm, the curious case of "where the heck is that blinking animation"

#

im not sure anymore

brave torrent
#

@copper bramble You could use bone constraints to achieve that, but it's something you need to add in blender

#

you basically just add new bone with offset to a parent bone, and set rotation bone constraint on it, then in unity add the object as child of that new bone

full breach
#

Ok I have a problem. I made animation ovride blend shapes and seem to have gottem them all in the right place but in game when I do a guesture it seems like they are fast looping from active to not active.

copper bramble
#

@brave torrent Oh so you just create an object that has a rotation lock from blender and add that to the project?

#

I'm guessing it doesn't even need any polygons but

#

The parent will stop it from being rotated?

brave torrent
#

no

#

It's a bone with constraint

#

@full breach Make sure both frames of your animation have the blendshape set to 100

copper bramble
#

ah alright

full breach
#

@brave torrent Oh man they both have to be 100?? I thought the first had to be left at 0

#

Also do they have to be 100? I had some at 65 on the second keyframe becasue the shape looks better at that value

brave torrent
#

The value is a percentage of how much of that shapekey is applied

#

doesn't have to be 100

#

@copper bramble In blender, the bone constraint you're looking for is "limit rotation"

#

you can define an angle range to limit a bone to on x/y/z axis from its initial starting rotation

full breach
#

So both keyframes have to be the same value and we are all good? Also thank you so very much for this info

brave torrent
#

yes

#

@copper bramble Though limit rotation may not be the only constraint you want depending on the effect you're trying to achieve, try out other constraints too

#

Like for example, there's "locked track" which you can use to make a bone always face towards something which might be better than limit rotation/position if you want it to keep with an offset to a target

pine rampart
#

Hey guys, anyone know how to get text on my character, and how to make it move around a certain mesh like etc a ring

brave torrent
#

If by "move around" you mean rotate around, you'd need a cylindrical shape with the text textured to it. Then animate its rotation in an animation override

pine rampart
#

So if I have some 3d text all I need to do is animate it to spin around certain mesh, and it'll stick to the mesh and follow it around when I move certain mesh?

gentle tide
#

If its parented to a bone

#

It'll follow it

pine rampart
#

Alright, so since I need the text to move around and follow a ring, I need to parent the text to the ring bone?

gentle tide
#

Id say yes if that's what you want

#

Then make an animation of it rotating around the finger

pine rampart
#

Alright thanks a lot 👌

full breach
#

It just gave me a "Avatar is humanoid but the feet arnt specified"

#

What... yes they are...

torpid wadi
#

goddammit even after i set the blink visemes to 0 on the animator it still doesnt work

full breach
#

I have no clue what the hell happened. I merged some verticies in the face and saved out the fbx and in unity it just turned into a monstrousity. Like the head verticies are connecting to others

cursive moon
#

If I'm spawning an object at hand, does it have to have bones? It isn't going to move other than with the hand like any other weapon, and I'm going to add a particle animation to it.

#

Mainly asking because I got the model of Modelers Resource and as such it's an .obj

gentle tide
#

Objects dont need bones

cursive moon
#

Neat, thanks

tawdry token
#

Hey, I am having a issue with the customoveride with other avatars. On my main one it works fine, I can use any animation I put into it while others (Tested with proper rigs and non-proper rigs) seem to only have the defaults.

gaunt gyro
#

Did you assign the CAO to the standing and sitting animations in the avatar descriptor?

tawdry token
#

Let me check

#

Oh... I see.

gaunt gyro
#

Haha, it's always these small things you forget to do.

#

Happens to all of us

tawdry token
#

I was having a break down with this, thank you.

gaunt gyro
#

No problem

pine rampart
#

How would I go about making an animation for moving objects, etc making a 3d model(text) move around a ring?

#

Any slick guides out there I can slowly work through?

covert hawk
#

so i've seen people having this nice looking rgb effect on their hair,i believe is done with neo shader and not cubed.anyone know what that texture can be?

gray pier
#

Is there a way to make an animation glow area light emmission? IE, flame thrower illuminating walls?

remote helm
#

@gray pier Say if you have a flamethrower object you could create a 3d cube in unity place it onto the object and move it to where you want the light to cast from then just add a light component to the cube. Animate it's activation and boom. Light emission.

gray pier
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Wasnt sure if it would properly use lighting in the same way as say a world object, thanks

remote helm
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Anyone know how I'd go about adding bullet ricochet to an animation?

rose bluff
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anyone here can work with .kf animation file?

white herald
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no lol