#animation

1 messages · Page 49 of 1

pseudo pewter
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If you disable a gameobject in an animation, will it stay disabled after the animation ends in vrchat?

topaz barn
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no

red obsidian
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ello. could anyone help me out with some custom walk / idle animation? im trying to make my avatar float above ground. i did create a custom idle animatikon and it does work, but the avatar is stuck in the ground, even though i moved the armature above ground in unity. it also seems to ignore my forward animation. thank you

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oh and, im not sure if i should be using the animator controller from the sdk, or just use the custom standing animation override

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it didnt seem to work when i put my animation in the animator controller

muted prairie
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Did you change any setting in the animation file settings ? @red obsidian

red obsidian
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what animation file setting?

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first of all, im not sure how to make the avatar float above ground. im not sure which height i should be changing. secondly, im not sure where should i be dragging my forward animation to override the default forward one

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same for left and right

muted prairie
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This menu

red obsidian
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this is the menu of the anim file?

muted prairie
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yes

red obsidian
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i dont have those options

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only the first few

muted prairie
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Did you check the boxes ?

red obsidian
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cant drag an image to show you

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but i only have loop time, loop pose, offset and mirror

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thats it

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i think perhaps the forward animation does work for me, so my main issue is that avatar being stuck in the ground

ruby elk
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Is there a way of adding sounds on 2D avatars?

tribal sparrow
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same way as normal avatars

ruby elk
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i made one and put the override into the animation controller

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but the emote won't show up in-game

covert hawk
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how long can an emote be ?

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i have an emote with music that's around 42 seconds but it seems to stop at around 38 in vr chat

tribal sparrow
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@ruby elk My guess is you missed some tiny detail. Best bet is to start it over from scratch and it will probably work the second time around

pseudo iris
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anyone that can help me how to do a fire effect on eye?

spice furnace
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hi guys

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so im trying to add a shapekey animation where my character is blushing, and ive made the blush texture transparent, looks good and all in unity and even in mirrors ingame - but friends cant see the transparency, making it look weird

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any ideas?

patent scroll
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Hello, connoisseurs. Who knows how to add a second character to the animation?

blissful grove
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@clear yew Have you completed the model yet

shut nebula
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Hey question. I want my avatar to have his rifle on his back when it's not in his hands. How would I do that?

stray gulch
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@shut nebula do two seperate animations for your gun on your back and one in your hand

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@shut nebula do the animation for gun on your back and uncheck the avtive button when you make a new key for your animation. then do your gun animation as usual in your hand. you will have two guns in your scene

shut nebula
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Okay cool Thanks

gray briar
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Hey, so I'm animating a character within Unity and I want them to turn there neck a little and then turn back to the original position. Instead of doing a normal neck turn, they do a full 360 to return to the original position. Is there any way to stop them from doing this?

tidal gull
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So I have a particle set up for a fireball

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I want to have a gesture override that spawns the fireball and shoots it forward

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Is there a good way to do this? 😃

wise rover
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is there a way to play audio in when you play your animation in unity?

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nvm figured it out. though it's not the most optimal method I could think of

grand loom
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@wise rover Can you explain? I was just about to ask the same question. A video tutorial works too if you used one.

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I know how to make animation overrides for emotes, but not really sure how to work audio into it

tidal gull
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Another Q: is there a gesture override for the finger flex you get when you squeeze the side buttons

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on the Vive

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For audio, I think you make a gameobject, attach your audio emitter to it, attach it to your model

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Then when you build the animation, you can add that game object's visibility as something that is animateable

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Have the game object invisible by default and then when the animation triggers you can set it to be visible

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And when the object becomes visible the sound plays

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I think

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Same mechanic as spawning a weapon in your hands

torn pawn
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yes, to add audio to a gesture you create an empty object, add an audio source to it and you enable the empty object with your override

wise rover
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@grand loom for checking the sound, you just have to be on the model with the audio on it and press play on the scene

tidal gull
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I think I have a nice solution for my fireball

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Nested particle effect, light sources, fun times

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Attached to a game object attached to the hand

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Gesture override on the game object visibility, default off, turns on when animation happens, set to override HANDOPEN

grand loom
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What if I added an audio source to a body part, but had it unactive by default? If I used a gesture which would set the audio to active would that work or no?

torn pawn
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how would I go about making an object to be attached to a world? like a dancing avatar pet that would stay in place (static world mesh particle doens't do for this), is it something to do with clever use of rigid bodies?

clear patio
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Question, my black hole animation had weird mirror like parts to it in VR, but in non-VR it looks like its supposed to. How do i go about fixing it for VR clients too?

torn pawn
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most likely a shader problem?

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it can be extremely uncomfortable for VR users

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at some times even physically hurting

thorny fox
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anyone seen the room called "A Trip" how the heck do they do all those screen effects

wise rover
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so I made a new animation in which my fog would be delayed but when I start it in vrchat, the fog shows up instantly. What did I do wrong?

torn pawn
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what exactly did u set for delay

shut iron
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quick question, does anyone know where to find the carmeldansen animation, or a model with it?

wise rover
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I set the fog to appear roughly 27 seconds into the animation

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and I made sure to subdivide to account for the frames per second

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so I set it to 27 minutes

uneven moat
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is there a way to make vrchat not have the animations go super above the floor? it looks fine in unity and blender weirdly

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it also stops mid cycle

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after walking once

wise rover
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another problem I'm facing is that the stalagmites I added aren't showing up in the animation either

grand loom
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Is there default levels for the sound emitter so its not blowing peoples ears off?

wise rover
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yes

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but it isn't playing at all

grand loom
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I currently have min 2 and max 5

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Oh

wise rover
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I added an audio source to see if that solves it

grand loom
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That's what I've been using.

wise rover
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oh

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did it work for you?

grand loom
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It's still loud for people.

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Like the sound works though

wise rover
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is it at least playing?

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good

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and wait. do you need the assets to be on both parts of the model for them to show up on the animation?

grand loom
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Both parts?

wise rover
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oh

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aaaaaand

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I'm back at square one

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the fog is showing up instantly again

raw hinge
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Can anyone answer this question for me? Before I make an animation override for a sword to appear in my hand, why do I have to pose the sword in the hand before I pose it in animation mode like this video tells me to? Couldn't I just pose it in the animation with a position so that it's where I want it anyway?

wise rover
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do you think I should just send in a screenshot of what I have and someone could guide me on what I actually need?

wise rover
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ok this is really strange now. my stalagmites are bigger than they were before I deleted them and I now need to scale them down further

torn pawn
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@raw hinge you have to most likely adjust the sword in pose anyway, when u make any changes in the duplicate to position or rotation to sword - copy the transformation component and then paste it on original

static panther
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Noob question, how do I stop the model from resetting its position everytime I try twist a new fucking limb when trying to make my own animation?

slim solar
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Anyone know where i can get a good dab animation

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???

lilac cave
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you could position the character dabbing and save that as a key shape

raw hinge
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How do you add a particle effect to an animation override?

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I put it in under Game Object.Is Active and checked it off but its not appearing

torn pawn
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have particle active int he object, while object disabled, enable the object in override, but you dont need to put it in object, can do just system alone

outer plinth
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Looking at making my own sitting animation. Should the character 'sit' on their origin (0 0 0) or some arbitrary height?

final gazelle
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arbitrary height, i believe -- the actual seat itself isn't consistently set so that you'll meet the chair at 0,0,0

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0,0,0 would probably put your hips inside the chair itself

iron flume
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quick question, my particles effects are following my head movment even though its not connected to the head, eny sulutions?

tidal gull
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Particle question: I want a particle after spawning to move in a fixed direction in the world rather move when the spawner is moved

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I.e. world space movement rather than local space movement

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Is there a way to do this?

tawdry token
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Hey guys, I need to ask if there are any good idle animations/poses. The one I got looks off and my arms stick out when I move abit and then stop. I was just wondering if there was a place I could get them.

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My model is meant to have a normal idle pose but is instead doing the "mad man" pose.

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I want to make mine look like the warframe besides me, but I am not sure how to do that.

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Could anyone please help?

modest tulip
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any are animation transitions not consistent from inside unity to inside vrchat

fluid crescent
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How to have 2d image spining on your head

modest tulip
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make it a really thin 3d thing?

fluid crescent
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@modest tulip yeah but how to make it to rotate

modest tulip
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in unity or blender?

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either way open the animation then set the rotation of it on various key frames

clear yew
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guys, I have a question... ;-; so I have this avatar that has like 50 shape keys in blender but they don't work when I change them, and I'm not super upset about that.. but you know the what face.. as in this face ''>.<'' the name is there on blender on the mmd model, but it's not there on unity just like 30 other shape keys that are there in blender, I did not decimate the model by the way. And also my avatar has the like ... lash line from the ''what face'' in her head, but I can't use it, cuz 1. the what face is not in the blendshape list on unity, 2. it doesn't work on blender either, even tho the lashline is in her head, and it's written in the shapekey list... what do I do to bring that out? or make it work? or something :/

old cave
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anyone know why this is happening and if there is a way to fix it?

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The original model is on .nif format, and when I import it to 3DS Max the skeleton seens ok, but when I export it to .obj this happens

modest tulip
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why are you exporting as obj

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export as fbx

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it probably broke the meshes somehow

old cave
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When I try to export to .fbx 3DS Max crashes

modest tulip
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Odd

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try dae?

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Only other guess would be to try and export the animation by itself and use blender

old cave
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This happened when I imported to .dae

modest tulip
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wew

old cave
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I wonder if I can clean the meshes on the .dae and then export only the skeleton

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And then load the skeleton and the model withouth it on blender and mix them

modest tulip
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hmm does blender not support importing as the original file?

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old cave
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There is a.nif plugin for blender, but it works only on older versions and I tried to install here and it didn't work for some reason

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I was able to export it to .fbx

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It looks kinda normal but there is those white blocks on him.

modest tulip
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white blocks where?

old cave
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under him, on his body, above his head...

modest tulip
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are those not the bones?

clear yew
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Can anybody point me towards the necessary documentation to animate some certain things.
Like how to create a lightning animation.
And how particles, emission and such work.
And how baked animations work as well.

amber mantle
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uhm. so i made this animation to put as an emote. but when i looked on its settings, it didn't have the root transform things, so its gonna look messed up. how do i add them?

tidal gull
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Can you do simple animations via code?

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I.e. if I have a box and I want it to rotate, in normal Unity stuff I could do some sort of on-each-frame transformation

violet plume
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is there a way to force a gesture animation to end, and not repeat?

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but remain in the end pose.

vocal zinc
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hey guys i have a problem

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so i downloaded the flash avatar and on it there is particles when i walk/run but they are small

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is there a way i increase them ?

icy hazel
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Yea go find the bone that the particles are bound to and you can play with the settings

echo cargo
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For some reason my particles spawn out of me and change with the camera position instead of the gun. Even though it works fine in unity

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Anyone know why?

modest tulip
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wish i knew, my animations look fine in unity but not ingame

clear yew
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What are your particles parented to?

echo cargo
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They are parented to the gun

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both are world space

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the first particle system and the sub emitters

full breach
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Some animation overides leave models behind untill the player clears them with another overide. How. Is this made?

frozen whale
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https://imgur.com/a/P2Mlb Hi I have a bit of a problem with heat distortion. It looks totally fine in Unity but ingame the effect is super strong and the texture of the normal map is not visible at all, only square blocks...

blissful grove
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@clear yew mate where’s the model you said you will do for me it’s been like 3days and just tell me if you don’t want to do the model for me

clear yew
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Does anyone know any references about how to make an animation on emote menu?

spring remnant
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I don't think I understand blinking right... When I let CATS build eye tracking with blinking enabled and then do a custom blinking loop in Unity, I get two different blinking animations at a time. But if I build the eye tracking in CATS without blinking, my custom blinking animation plays just fine in Unity, but not at all in the game. Can someone help me do this correctly please?

cloud nexus
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So I'm making an animation that will make this FBI guy kick down a door that will appear

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But I'm running into a couple of issues

agile ruin
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Anyone knows how to make particles instantly die after the duration is over?

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instead of them disappearing a few each miliseconds

cloud nexus
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One thing that's happening is that the door is following the avatar (I have it set under the avatar name in the heiarchy) and another issue is that for whatever reason the avatar rotates like 60 degrees to the right

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When I scroll the red line across the timeline it looks fine as you can see

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Anyone know what I'm doing wrong?

uneven moat
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how do i make it so my walking animation isnt floating when i walk

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the character itself isnt floating when standing

iron tusk
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Roks, the Door will alway sfollow your Avatar, it must be part of your Model, to get included while uploading

tribal sparrow
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hm... I have figured out how to have animations on things you spawn from handgestures. But only by animating them in unity. I can't figure out how to get imported animations to work on spawned objects 😐
What are the common mistakes when importing animated objects into unity?

celest pewter
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could make the door a world particle mesh

pine hinge
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trying to use kriptofx and this happens

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halp

clear yew
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yeah those are scripts, they are not allowed

pine hinge
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rllyyyy

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:/

clear yew
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you can use the shaders and materials fine though

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just don't use the lame scripts some prefabs have in that pack

pine hinge
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do you recommend a good asset pack for animations

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i want to experiment some more

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I already use cartoon fx but thats pretty much it

clear yew
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I don't really use them, most of them look terrible too, but what kind of animation do you mean?

patent needle
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I just started out on animating, got animation through Mixamo but is there any way to add particles to the Emote override animation? (since I cannot use hand gestures)

clear yew
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you can turn the particle system on and off in your keyframes in unity

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I guess

patent needle
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Ah, but how do I add the mixamo animation into that? As of right now I have the image and animation as two seperate files

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The image used in the particle I mean

clear yew
patent needle
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Will look into that, thanks! Been trying for a few hours now it's so intimidating :v

clear yew
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it's less complicated than it seems really, unity allows for almost anything to be part of the animations

tight arrow
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I was just about to ask if someone could link an animaiton tutorial. Is this real life? Is this fate?

grand loom
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Is it hard to move animation overrides from one project to another if its the same model?

copper bramble
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Figured out how to create IK solvers in the engine, probably able to animate pretty decently with it -- but I assume it's just better to use Blender rigging for that

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Curiously, is there a way to loop animations after they hit a certain point in their animation?

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Like after a certain amount of time elapsing while standing still in the idle animation, have it transition into another animation?

heavy stirrup
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I've asked before but don't think i got an answer. Where is the transition time to starting a walking animation-- so i can eliminate the "slow start" getting into a walk?

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Would that be the MovementX/Z in the locomotion layer?

pine hinge
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@copper bramble how did you do the tag thing above your head?

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sorry random question but im just curious

copper bramble
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Uh

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Created a PNG file in photoshop with the text and background on the bottom

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And in Unity I just made a plane, slapped the texture with a material on it

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Make sure outside of the image it's actually transparent

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so you have the name tag, and nothing behind it in photoshop

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And set the blend mode to cutout on the material

pine hinge
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yeah cause I had a friend try to help me out but its pretty uh

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lets say it didnt work too well

copper bramble
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Haha

pine hinge
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idk why the weird black lines are there

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they arent there in the png alone

copper bramble
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I dunno either

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Rendering mode is cutout

pine hinge
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oh wait

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hurdur

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i didnt make it cutout im a god diddly damn idiot

copper bramble
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yee

pine hinge
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frick lol. ty

copper bramble
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Then you modify the alpha cut

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just a slider that modifies how much it clips off

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and ya, good to go

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ym

pine hinge
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awesome

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how do I make it spin on me head?

copper bramble
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Uhm

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CTRL + 6, Create > Name it > Add Property > Transform - Rotation > Set Key Frames of rotation

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And make sure inside the locomotion it is set to Always Animate [X]

pine hinge
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oh that easy huh

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should i just distance the keyframes by .1?

copper bramble
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Uhhh

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It's up to you really

pine hinge
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ah ok ill experiment

copper bramble
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Just see what works best for a smooth transition

pine hinge
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ya i was just curious cause ive gotten a lot of comissions lately

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\and wanted to tag my work :p

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and i have a paypal now!

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so paid comission soon :p

pine hinge
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@copper bramble whenever im in play mode this happens O-o

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but its normal out of playmode

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what should I attach it to in the hierarchy ?

copper bramble
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I just attached it to the base root of everything

pine hinge
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oh hips seems to work

copper bramble
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I don't want it to follow the head but just be above it

pine hinge
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the base root of everything?

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oh i guess that works

celest pewter
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commisions for importing a avatar?

copper bramble
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Some people do yeah

celest pewter
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y tho

copper bramble
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Hmmm, this is frustrating

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Anytime I apply an object to the head bone, as a parent, it changes where the pivot point is at

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so the head break

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breaks*

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Might've fixed it

tribal sparrow
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If I have made an animation in Maya on a model with no skeleton, I only used 1 blend shape and Position Transform, then baked the animation and exported object as FBX...

How exactly would I get that animation to play ingame?
Using an Animation Component doesn't seem to work. I have so far only been able to use that for animations created in unity.

tropic rover
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Greetings, does someon know how to fix the problem where separate objets woud not stay where they are supposed to and instead all fuse within the main avatar ?(And it only happends for you in the mirror, other peope can see it just fine).

tribal sparrow
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Is there a max duration for animations made in unity?

hardy osprey
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no but there is a max duration for emotes on vrchat which is 10 seconds

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@tropic rover if your avatar has more than 1 mesh it will show up either invisible to you or broken
but to others it will look fine

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more tha 1 mesh as in
you adding stuff to your avatar like swords hats

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which only happens in animation overides i guess

astral summit
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Guys question

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I want to add an object behind my avatar when i do a weapon animation

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do i add the object to my body instead?

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like i want to have an object appear standing behind the avatar

tidal gull
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Yeah something like that

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The orientation of the object is affected by the orientation of whatever it is parented to. Parent it to the root of your avatar's heirarchy

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And you can summon whatever Stand you like

astral summit
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i had to add it to my left hand

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because it was a specific motion i wanted to do

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i set its rotation to face forward

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i hope it works

boreal trellis
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which idle animation is vrchat using?

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its from mixiamo right?

tropic rover
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@hardy osprey oh ok ^^

surreal warren
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or even the gameboy selfie?

cedar root
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Weird question but I need help fixing a dance. I found a dance animation and it looked fine in unity and everything but when I do it in game it acts as if my character is sort of locked in the air or something. Like instead of bending down if I bend my legs the legs just kind of lift up into the air if you get what I mean. This happens with a few dances I have but then some others I found clearly work just fine so is there some sort of setting I need to change or value I need to set so that it actually behaves like a proper dance?

fallen rampart
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You need to have root motion enabled

cedar root
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@fallen rampart thank you :)
I just looked at the settings and set them the same as they are on the dances that actually worked. So hopefully that'll fix it.
I'm going in now to test

echo cargo
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anyone familiar with particles?

topaz barn
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yes?

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@echo cargo

echo cargo
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I have this problem of my particles attached to a gun not actually coming from it

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instead it spawns and turns with my camera on the left side

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In unity it works fine

topaz barn
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Global particles?

echo cargo
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World simulated

topaz barn
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Vrchat doesnt like world particles

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there is a tutorial on youtube telling you how to perperly do world particles in vrchat

echo cargo
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Is it in the tutorials channel?

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The weirdest thing is, the subemitters are appearing at the right place

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However, if I change the first one to local space, the emitters spawn there instead xD

topaz barn
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do as this says

echo cargo
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Alright thanks ^^

wary parcel
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@hardy osprey that is actually wrong, emotes can last up to 3 minutes now

azure vault
tidal gull
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weights

tame falcon
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whyy particle system not work on vrchat 😫 weapon works particle system nope ((((

azure vault
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@tidal gull how do I fix that?

wary parcel
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Weightpaint or find the correct bones if you are using right from an mmd

azure vault
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Yeah this is an MMD model

wary parcel
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Either cats removed simething wrong if you used that or you deleted weighted bones. Just find the wertexgroup that is weightpainted and make new bones

clear yew
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Which might be the most common chair in VRchat?

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I wish to create a sitting animation and would like to use the most common height I can use

tidal gull
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wertexgroup?

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owo

azure vault
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I'm kinda new to blender... xD

wary parcel
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Everything starts with a w :p

tidal gull
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Got a question about particle trails

wary parcel
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I always have problem to write the correct english word or letters for the word.

azure vault
tidal gull
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I have a bwillboard pwarticle emitted, and I don't want to hwave hwhat I cuwently have with my twail hwere there is a twail of flat pwieces of pawaper

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😄

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OK more seriously

wary parcel
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@azure vault You can search up vertex groups and bones and what they have in connection

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Lol

tidal gull
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I need to have the particles emitted as the trail of a particle I've emitted not look like this from the side -> |||||||

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Ideally they'd just be the same orientation as the projectile they're spawning as a trail for

wary parcel
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Thats just how you face the billboard

tidal gull
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Nah, so the billboard is viewspace

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I.e. always facing the camera

azure vault
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Okay and what do I do with these wertex gwoups?

tidal gull
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But the trails are

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😄

azure vault
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:^)

tidal gull
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owo

wary parcel
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Hmm. Did you let it adopt the particles rotation?

tidal gull
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If that's an option I'll try it

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Can trails specifically do that?

wary parcel
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Well it is sub particle option.

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Was guessi g you used that :p

tidal gull
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No, using the trails function

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Not sub parts

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I'll do that if it fixes it 😃

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Anyway for vert groups: you've got a set of bones, right

wary parcel
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Meh i thibg sup particles are better suited though

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Mobile keyboard...

tidal gull
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😦

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Well for sub particles: I could make it fake a trail

wary parcel
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But ofc if you want an line it would need a trail option :p

tidal gull
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Every .2 of a second spawn a sub particle that is smaller, doesn't move, has view space, where the particle was...

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Anyway for vert groups: you need to make sure that the bones of the middle finger are assigned as the bone for the vertices of the middle finger

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Bugger me how to do that in Blender

wary parcel
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Small particles are not that expensive to process than large ones though

tidal gull
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I can do it in Max

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Bilboard particles, provided you don't spawn 100k of them, are generally fine

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2 tris each

azure vault
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uhhhh

tidal gull
#

I'm damn close to my Akuma being able to throw cool fireballs 😃

wary parcel
#

In blender you just call the bone the same name as the vertex group and they are linked

tidal gull
#

Freaking Blender

azure vault
tidal gull
#

Alright so you need to go look at the vertex groups

azure vault
#

They are though

tidal gull
#

Are both hands doing this

azure vault
#

yes

tidal gull
#

ok

#

For those vert groups, try and find out what verts they are assigned to

#

It's possible they're empty?

wary parcel
#

Check in weightpaint mode

tidal gull
#

Yeah do that

#

I know Blender has that, never touched it personally

wary parcel
#

Select an vertex group and check if there is some. Green/yellow/red parts

tidal gull
#

Green = 100% weight, red = low % weight

#

So you want green on at least some bits of the finger 😃

wary parcel
#

Nope opposite in blender

tidal gull
#

wat

#

FFS Blender

wary parcel
#

Red is max

tidal gull
#

(╯°□°)╯︵ ┻━┻

mild plankBOT
#

┬──┬ ノ( ゜-゜ノ) There you go

tidal gull
#

fu vrcbot

#

let me flip my tables

#

(╯°□°)╯︵ ┻━┻

mild plankBOT
#

┬──┬ ノ( ゜-゜ノ) There you go

tidal gull
#

aaah

wary parcel
#

And lightblue is minimum

azure vault
#

how do you access weightpaint?

#

I know it's in Pose mode

wary parcel
#

Make it easy

#

Add the pie addon in blender

#

Well, activate it

#

Its a default addon that makes it easier to navigate later on

azure vault
#

okay activated it

clear yew
#

Cute bot, lol

wary parcel
#

Then hold in tab while you selected a mesh (the one with had and fingers) and hold tab in the 3d window

azure vault
#

found it

#

OH

#

Done, turned it blue

wary parcel
#

Nono

#

:p

#

That removes the weight

#

Lol

azure vault
#

Oh.

#

Rip

wary parcel
#

Undo

#

Or else you need to paint it

azure vault
#

I undone it

wary parcel
#

Also

azure vault
#

but only that cylinder is left

wary parcel
#

Increase the undo history in settings

azure vault
#

hold on actually

#

my other avatar that works perfectly is all blue

wary parcel
#

That cylinder is weightpainted to a certan bone

#

The vertex group youhave selected is the bone that it is weighted towards

azure vault
#

Oooooh I see

wary parcel
#

That means that the red paint you see there moves when that bone moves in any direction

azure vault
#

So that's what vertex groups are for :3

wary parcel
#

There is several vertex groups to make an hand move like an hand

#

Or fingers for that matter

#

If it is painted dark blue in blender it means it is not moving that part

azure vault
#

Well the weights seem to be fine

#

they cover all the areas around the bones

wary parcel
#

Well then you need to parent them correct

#

May have mistaked the last bone of the middle finger to something else

azure vault
#

Oh wait

#

I might have found my mistake

#

I renamed the bones in Unity to distinguish it from those of other avatars

#

and that most likely broke it

#

Yup, that was it, thanks a lot!

wary parcel
#

If you rename the bones in blender the connected vertex group also gets renamed 😉

tidal gull
#

👌

#

you can flip people off now

#

👏

azure vault
#

But the problems don't end here >_>

remote helm
#

I have a long reload animation I made. When using it in-game it seems to bug out after one use. Any knowledge of a fix?

azure vault
#

The hands are still messed up ingame

wary parcel
#

The best way is to make it a loop or make so the animation reverts everything back to the original possition before ending, this way the animation breaks alot less

azure vault
#

Nvm nvm, i'm stupid

wary parcel
#

Baka!

azure vault
#

D:

remote helm
#

The final keyframe on every property sets it to it's original position/setting

#

It's set to not loop but keeping it activated say using rocknroll causes it to repeat eventually but a lot slower and seems to miss a bunch of frames

#

So strange

vivid burrow
#

hey guys im trying to give my avitar a sweater and it works except the arms of the sweater dont follow my in game arms and stay in T pose

wary parcel
#

The not loop option is kinda weird.

#

Think it is a bug on the serverside but we need to find workarounds

#

@vivid burrow You should check 3d or avatar channel for that, it has to do with weightpaint

vivid burrow
#

...

wary parcel
#

If you use blender i recommend to check up on videos about bones/vertexgroups/weightpaint

vivid burrow
#

where are those channels?

#

ohh

#

so i cant fix that in unity?

wary parcel
#

No easy fix in unity no

vivid burrow
#

aww

#

id have to start all over then

#

i have like 7 animations on my avitar too

wary parcel
#

Nah you dont

dull wedge
#

I recently made a complex animation of dragon fist that involves the model uncoiling and then flying forward. Before I added on these animations, the model simply flew forward and easily canceled when I let go of the designated trigger. All I added was the extra animation to the model itself, leaving the finger poses as one frame, but now the animation breaks and the model stays active after I let go. Is there something I'm missing?

wary parcel
#

If you make the sweater its own mesh and vertexgroup the weightpaint to the same bones as in your avatar it should work, but not always

vivid burrow
#

i might as well use a sleevless sweater to save the trouble lol

wary parcel
#

Though its advanced :p

vivid burrow
#

yeahhh im good lol

wary parcel
#

@dull wedge You made another animation on the same model you have an animation on from beforehand?

#

Oh,

dull wedge
#

I made all the animation on the dragon itself, moved it under the right wrist, and had a single frame of animation on the avatar activate it.

wary parcel
#

Hmmm.

dull wedge
#

It worked when the dragon had a very simple animation, but with all of the animation I added, it no longer cancels as easily.

wary parcel
#

Not worked with the dual animation where you activate another animation yet, cant say.

dull wedge
#

Is there a different method?

remote helm
#

I've decided to combine my reload animation with my firing animation

#

Means at least I can get a smooth cycle of the animation before it breaks the avatar

#

Lmao

#

No wonder no one is making complex animations. The trigger system must mess with them

#

alternatively keep a copy of the avatar without the animations and switch to it quickly between them. Effectively resetting the avatar but if youre smooth, no one notices.

spring remnant
#

I don't think I understand eye blinking right... When I let CATS build eye tracking with blinking enabled and then in addition do a custom blinking loop in Unity, I get two different blinking animations at the same time. But if I build the eye tracking in CATS without blinking, my custom blinking animation plays just fine in Unity, but not at all in the game. Can someone help me do this correctly please? I'd just like to use my custom blinking animation loop.

azure vault
#

would creating animation that loop at 60 seconds mark create any problems?

#

after I activate the animation I can't switch to anything else anymore

#

if I press the trigger button (HTC Vive) it does the animation instead of making a fist

wind swift
#

anyone know if it's possible to make a character with 4 arms move the non main arms in a certain way upon hand gesturing?

#

or possibly link the four arms together so they both move when I do stuff

lavish scaffold
#

@spring remnant Hello, I had the exact problem as you. Disabling blinking in CATS will fix the problem BUT you have to create a new blinking animation for your character again instead of using one that you already have.

spark shard
#

Is it possible to get an animation exported from blender to not be read only in unity?

#

The animation is super jittery when exported in unity when it wasn't in blender so seeing if some of the keyframes may have been messed up

#

Nvm haha just putting the blend file instead of creating an fbx export fixed my issue ❤

dull wedge
#

Does anyone know why I'm not able to cancel out of my animation? I've made the finger animation on my avatar a single frame while the object it activates has all of the animation. It worked when the animation on the object was a simple position transformation, but now that I've added several more keyframes, I can't cancel out of the animation anymore.

true nymph
#

How to VMD import to Emote?

stray gulch
#

@true nymph emotes cant be more than 10 sec you have to cut it

true nymph
#

Like Frame 30

stray gulch
#

change the sample to 1 and time it

true nymph
#

I know cute dance

signal dove
#

How do I make an activated instance play its animation?

spark shard
#

Actually emotes can be longer than 10 seconds I think it's up to 45 ish

#

I've got one that's around 30

surreal iron
#

am i doing something wrong ? the head of my character isnt moving on custom idle animation

#

or its because of the head tracking?

signal dove
#

So. Objects playing their animation on activation.

tidal gull
#

I get the feeling that for best results, you should be emitting fireballs as a low poly model rather than a sprite? 😄

#

I need a lower poly model to muck around with I guess

pine hinge
#

Why is the SDK so limited?

#

Ive been trying so many animation types / even meshes and shaders

#

And SDk just doesnt allow them even if theyre the simplest thing

#

It's just silly.

#

I know it was my bad, but for a simple Mesh pack it wouldnt let me upload because of a tiny trail on it. And it costed 22$

surreal iron
#

well... for starters, we're forced to use models with lower poly count than a NieR character which is a ps2 character with 25k poly XD

clear yew
#

Hey folks. Anyone know how I'd go about making an animation where an emote turns eyes into something like flashlights? 😄

hexed fern
#

if only the ps2 klonoa model worked properly and didn't just become a giant blob of mesh whenever someone ripped it

heavy stirrup
#

Armatures work yet in movement animations?

grand copper
#

Is it possible to put just sounds under the emotes? My character starts glitching heavily when I do this

celest pewter
#

?

#

just place a gameobject

grand copper
#

Instead of an audiosource object, use a gameobject with an audiosource component?

celest pewter
#

ya

grand copper
#

Cool thanks I'll try that tomorrow

celest pewter
#

and place the empty gameobject where u want

old cave
#

This happens on all my characters. On the sitting animation the arms clip through the legs.

#

Anyone know if there is a fix for this?

surreal iron
#

does anyone in here have some experience with custom walk animations for vrchat?

#

i need some help to find out why does my walk animation looks okay in unity/blender but absolutely trash in vrchat

final ledge
#

Hey question, Im using a model that came with a weapon as part of the original model. Is there a way for me to make an animation to toggle it to be visible/invisible? I would like it to be invisible by default if possible.

sharp cove
#

@final ledge yes

#

Make sure the weapon is a seperate mesh from the body

#

Once done

#

Click on said weapon

#

And either delete it

#

Or press the blue check mark in the top left-hand corner of the inspector

pine hinge
#

does anyone have a moving star shader? like the stars shader thing.

sharp cove
#

?

pine hinge
#

uhh lemme find an example

sharp cove
#

K

final ledge
#

in unity I assume? currently its part of the main model I think. When I click on it the main model is also selected, so I assume that's what you mean. How do i go about separating them?

surreal iron
#

select the weapon

#

in edit mode

#

select all the faces

sharp cove
#

^^^^^

In blender

surreal iron
#

then press P > selected

#

ye in blender

final ledge
#

okay, and then i have to import it into unity separate from the main model right?

surreal iron
#

not really

#

they will become 2 separate meshes, so you can do whatever you want then

sweet zealot
#

my animation seems locked, cant adjust any fo the values or even drag the keys, the proper animated body is selected - what am i doing wrong?

#

wait, says "some transformations are already bound to a humanoid character" then lists the things im trying to animate, this has never happened before, all im trying to do is make an animation gesture

sharp cove
#

Did you make a duplicate avatar and turn it into legacy

#

And then duplicate the animation

#

?

sweet zealot
#

i duplicated the avatar yes

#

but i cant seem to create an animation, the values are locked

sharp cove
#

?

#

Turn the dupe avatar into legacy

#

Not humanoid

sweet zealot
#

ill give that a shot right now

sharp cove
#

Duplicate the animation

#

By clicking that arrow on the legacy avatar

#

And then left click the animation file

#

And press ctrl D

sweet zealot
#

if the avatar is a dupe of the same source avatar, how do i make the duped avatar a legacy one?

sharp cove
#

Press ctrl D on the first avatar in the project area

#

And the newly duped avatar should be a seperate file

sweet zealot
#

oh

sharp cove
#

Ye

sweet zealot
#

okay, ive duplicated it, now do i drag that one into scene and add animation to that one?

#

the raw avatar is a different size from the editted avatar, will that mess it up or is it simply going by bones?

sharp cove
#

No

#

Keep the of avatar in the scen

#

Keep the dupe off

#

You just needed a legacy animation

#

To apply to your walk cycle

#

Legacy allows you to mess with it

sweet zealot
#

walk cycle?

#

im making a gesture

sharp cove
#

Ohhhhhh

sweet zealot
#

no loop

#

lol no im not the android above ^

sharp cove
#

Mmk

#

So what do you want

sweet zealot
#

i need my dragon to open its mouth on rocknroll but the values are locked i cant make an animation for it

sharp cove
#

Wait

#

Did you make an animation in blender

sweet zealot
#

no

sharp cove
#

Mmk

sweet zealot
#

i just need the jaw bone to open 50 degrees but the values are locked it wont allow me to adjust them in animation

sharp cove
#

Did you create a new animation

sweet zealot
#

yes

#

i even duplicated the avatar to apply the animations to THAT one, but its not allowing me to change the values in animation

sharp cove
#

Ok

sweet zealot
#

if i duplicate an old animation and change it from there will that force it to work?

sharp cove
#

Ido

#

I don't know

sweet zealot
#

😦

sharp cove
#

Is the dragon rigged

sweet zealot
#

yep

sharp cove
#

Hmm

#

So you attached it to your main avatar

#

Am I correct?

sweet zealot
#

oh i figured out why it wasnt moving, i was trying to move the armature itself, but there already is a preset "jaw" anim so i adjusted it from there.

#

im dumb XD

sharp cove
#

Lol

lofty crypt
#

so

#

ive been trying to get custom emotes to work

#

i made sure to turn off looping in the animation and move the model out of the ground with Root T

#

when i play the animation, it just repeats super fast 5 times

versed yacht
#

Quick question about gesture-triggered animations. If I'm gonna have my character bring out an item with a gesture, the item has to be in my model's hand in the original Blender file, correct?

heavy stirrup
#

It has to have its own bone armature, and be in the same file

#

You can have it modeled around the hand in unity even if its separate

versed yacht
#

Oh so if it's positioned separately in the FBX file, I can move it into the hand in Unity?

heavy stirrup
#

Aye, I'm not fully sure about turning it on and off, but i know that you can have a mesh with an armature separate from the actual body -- and you can change where it is in the hand in Unity

#

I haven't actually tried anything like that though, so my answers are from a vague understanding

versed yacht
#

Alrighty, np

rancid ingot
#

im honestly getting annoyed, no matter what I do my animation overrides wont work

clear yew
#

The only time your gesture object should have an armature is if you're object is going to be using dynamic bones for some reason. Or if you want to morph it with a separate animation but don't have shape keys for it.

heavy stirrup
#

MMhn, i thought it was related to how people turned portions on or off-- guess they can do that with just the mesh?

#

Oh, i want to make a character with a whip now. I've seen a few

clear yew
#

You just use "Is Active" on the mesh where you have it placed in your avatar's hierarchy.

#

It doesn't need an armature.

#

Unless you're sneaky and use a shrinking shape key.

#

Then you just set the key to 100.

#

@heavy stirrup It's not difficult. Just get your gravity values about right unless you want it to look like a fishing rod or a spring.

#

😅

heavy stirrup
#

You know anything about walking animations in the locomotion layer by any chance?

#

Trying to remove the transition time between animations on a certain model, so it jumps to the first in movement animations

clear yew
#

I haven't touched outside gestures when it comes to animations, sorry. 😢

#

Just because I haven't had a reason to yet.

lone bramble
#

if you set a world particle animation to an emote1-8 but trigger it while in vr, can you still move around or is your character going to be stuck there

lofty crypt
#

ive had it both

#

stuck

#

and movable

#

not sure how i did it movable

#

doesnt look good anyways

keen reef
#

Anyone have any idea what makes a Particle effect move during an animation where its suppose to remain stuck to the object?

#

Apperently the harder i press the trigger the further the effect goes

clear yew
#

oh wait i think i got it

wary parcel
#

You got 2 options or 3 if you want the whole body to rotate with it 😉

clear yew
#

This looks not decimated 😃

dusky venture
#

hey does anyone know a place to find floating/flying anims for idles and the like?

torn pawn
#

@clear yew make a bone for it (if it doesn't have), put 100% weight on it and then create animation (unity or blender) and then put it in Animation component (debug > legacy + loop ), or you make a shape key that spins it, which you also make as animation and then put in animation component

clear yew
#

Its fine i got it sorted

#

xP

#

just needed to animate the bone for the rotor and put it on the controller and its fine

oblique wadi
#

Anyone know a quick model I can rip the dab off of?

#

Im lazy af right now and just want a new dumb emote on my new avatar

oblique wadi
#

Thank you ^^

rose lake
#

accidentally changed an animation while the main instance of my model was active, so now she's stuck in the base animation pose. does this need to be fixed, and how can I fix it?

keen reef
#

There's a revert button on the right side somewhere when you select your model

#

I'm not sure where exactly it is, but good luck.

rose lake
#

that worked, thank you

grand copper
#

@celest pewter I still have the problem even with everything changed to gameobjects

#

anyone knows if its possible to put sounds into emotes

#

not hand gestures

white herald
#

@grand copper yes

stoic ridge
#

Yo, Anyone know any great particle effects that have really nice orbs? Or are willing to share some files that do? I am looking to make rasengan

scenic pelican
#

how do people make their models move away from root position in an animation?

#

i made an animation for an emote that moves my avatar around but it doesn't work in-game

#

i just stay rooted in place

clear yew
#

@scenic pelican try going to the animation tab and ticking 'bake into pose' and 'original' on all three

scenic pelican
#

what if i copied the keyframes into an .anim to add effects and stuff

clear yew
#

you can still do that

#

afaik

scenic pelican
#

so tick bake into pose and set based upon to original for root transform rotation, position y and position xz?

clear yew
#

yup

#

and apply

#

it governs the root transform (player pos during the anim)

scenic pelican
#

well that worked for the imported animation

clear yew
#

oh 😐

scenic pelican
#

oh im dumb i see

#

didnt tick it for the .anim file

clear yew
#

oh 😄

scenic pelican
#

thanks

clear yew
#

yw my dude

muted prairie
#

@remote junco Let's not link to that website please

remote junco
#

ok but i did find the link in here by searching animation-set

muted prairie
#

No worries

celest pewter
#

variety ruining

dusky venture
#

does anyone know if there's a way for a custom idle animation to move the character's head at all? i have an avatar that bobs a little in the air but the head sticks in one static place so instead they look like they're sorta squatting and unsquatting

clear yew
#

how do i loop an animation for like 10 seconds

vocal zinc
#

hi, is there a way i can see how my model will walk in vrchat in unity ?

surreal iron
#

idk if im doing something wrong in unity for the avatar to look bad inside the game

#

couldnt find any tutorials regarding custom walk/idle cycles

vocal zinc
#

hf dud lol

stoic ridge
#

I had a question, So when I zoom into my animation it shrinks the closer I get, Is this going to be the case in game and if so how do I fix it?

trail grotto
#

Is it 2d?

heavy void
clear yew
#

Hey does anyone know how to import vmd files and make the animation work in Animation Overrides?

#

I tried that with the CAO here maybe I should show you screenshot after screenshot what i do? Add me

#

the steps worked for me but sure

olive yacht
#

Is there any function with the VRCSDK to force stop an animation? Like, have it loop for a specific amount of time then stop?

pliant plank
#

@clear yew which part isn't working for you specifically?

clear yew
#

Hold on can i add you and show you screenshots of what im trying to do

#

Tell me if im doing the animation override part right

clear yew
#

Anyone thats able to help me?

#

If you want i will even give you the link where i got the model from

rancid hamlet
#

Is sharing assets for unity done here? someone told me i could ask for em here.

hexed fern
#

@rancid hamlet what assets do you need?

rancid hamlet
#

I was watching tupper's model tutorial and he said I should get Muscle Animation Editor

hexed fern
#

oh

clear yew
hexed fern
#

i have everything BUT that xD

rancid hamlet
#

Damn

#

thanks tho

hexed fern
#

@clear yew i think it'd be better if you just explained what you did, the screenshots are confusing

heavy void
#

is it possible to animate a vehicle? i been try all day, not work ingame

#

as generic rig

hexed fern
#

then agian its probs confusing for me cause i know shiz about vmd xD

#

@heavy void ive been told its possible, but ive never tried it myself

clear yew
#

uhmm hold on do you mind if I post a chatlog here of my explanation

hexed fern
#

thats not really something i can decide @clear yew i dont know if its alright to

heavy void
#

i tried alot of different settings, with customoverride file and different templates

#

my vehicle has no bones, but alot of parts can be moved out

clear yew
#

dont worry this is safe btw

#

Hopefully this kinda explains on what i did or what’s supposed to happen

vocal zinc
#

hey, how can i found others particles animations ?

clear yew
#

wish I have a video for it what i mean but i dont

#

???

hexed fern
#

i understand what your trying to animate

clear yew
#

Yeah but if you saw my screenshots or whatever

hexed fern
#

i think i can bake the vmd for ya too

clear yew
#

I don’t think even with the tutorials that it would work for me

#

Yes please

#

And publish it for me?

#

Here ill add you

hexed fern
heavy void
#

ty ill check it out

#

@hexed fern ty

hexed fern
#

@heavy void np

heavy void
#

my vehicle is ingame, but animations dont work

clear yew
#

The mmd link that has the model has gloves on which i took off so if you have to ask me for the gloveless model so that you’ll be able to help me better Be right back! I have something to do real quick

#

sent a friend request

hexed fern
#

okay @clear yew

heavy void
#

anyway, i gotta try later, i feel so ded right now, been trying to fix it all day

hexed fern
#

@heavy void i tried hard to find one for animations

#

but i was told you can have it in game without animations

heavy void
#

np, i still have some ideas left to make it work, its just a rotation

hexed fern
#

brb

#

great

#

my dads pissed at me because he thinks i stole his bluetooth speaker

#

which i haven't touched in 3 months

#

but im backs

vocal zinc
#

hey i would like to add an handspinner to my avatar

#

like on my chest an hand spinner that rotate constantly

#

i have the model of the handspinner but how can i make it rotate constantly ?

red lodge
#

hey is the amount of keys for gesture animations limited? in unity all works fine but ingame only few things where triggered

clear yew
#

Hey guys

#

is there some one who can send me some tutorials, i only know the basic stuff 😭

grand copper
#

@white herald how tho? I made an animation that enables the sound. It works fine when in a hand gesture, but when I put it in an emote, my character starts glitching a lot and i can't move it anymore + no sound plays

covert hawk
#

does anyone know how to make an animation to trigger when ur afk for like 2 minutes?

#

i have an idle animation and i don't know how i can make it to not trigger all the time

agile ruin
#

Anyone knows how to make it so a helmet disappears from the head and appears in the hand? I tried duplicating the helmet meshes and placing them in the hand but then it doesn't follow the hand

onyx frost
thin meadow
#

hi, does anyone know where i can find info on making an avatar hold out another dancing avatar? i allready got the second model in my hand, i just need to add a dance animation to it. anyone know any tips?

long jacinth
#

@thin meadow The second model must have the bones for dancing, then you apply it to that specific model

#

then drag the second model into the first model's "hand"

#

for the armature

#

and if you don't have an animation already, that's when you'd create it and all

#

It's basically the exact same as giving an avatar a fluffy doll that moves around

thin meadow
#

been looking into converting an mmd animation to it

long jacinth
#

converting .vmd is basically a no-go

thin meadow
#

oh

long jacinth
#

You'd have better luck making it yourself from scratch altogether

thin meadow
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you think it will work to use a maxamo animation for it+

long jacinth
#

Mixamo is super easy to port to it

thin meadow
#

mixamo*

icy hazel
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super easy when it works

long jacinth
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Basically

fathom plaza
#

Did something change with animation with the new patch? When I add a legacy animator it doesn't play

thin meadow
#

allright, cos i so have the secod model in my hand as a standing ragdoll atm

long jacinth
#

take the second model .fbx or whatever file
add that into mixamo so that the animation will be for that specific model

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download without texture

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at max possible fps (I think 60)

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It'll give you a .fbx for the animation

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now back in Unity

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add the second model in

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then add the newly created .fbx in

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You'll see a little arrow to open up the stuff inside

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there's going to be one for the animation specifically, and if you look at the right hand bar

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it'll show the rigging settings

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set it to use another pre-existing model

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and select the second model you want as the doll

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then you can duplicate just the animation part you just edited (CTRL-D)

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then you can delete the original animation stuff

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then just add the animation thing into the animation override

thin meadow
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hm allright i will try ginving that a go

long jacinth
#

and to make it so the doll is tied to the hand or such rather than just by itself, like I said, just add it into the main model's armature under the hand section

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and you'll be good to go hopefully

thin meadow
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i know those steps, itss just making the avatar i got in my hand, preform animations, cos i can't manualy edit it when its in my hand, cos its animation set does not exicte when setting up the animation

#

like its going to be a doll that i can pull out, and trying to make it so that when its pulled out, it starts its own animation. like a wave, or a dance

icy hazel
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idk if you can do that cause people can't even rig a second rig behind them like jojo stands

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and that might as well be another doll but no animation and just bone constraints or whatever

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maybe tho

nimble mason
#

Hey, does anyone know why visemes would stop working all of a sudden, even though they’re assigned properly and worked previously?

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For mouth animation of course

icy hazel
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dunno but have you tried to redo your avatar with visemes with the new sdk yet?

nimble mason
#

Yeah, I have

thin meadow
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thing is i have seen it done, i could try ask the guy who i saw do it, but though might try my luck here first hehe

tawny sail
#

hey i need some help whit my animation so i have tryed to make a animation to appear something in the game when you do thumbs up and when i do it in game nothing happens

heavy void
#

is it possible to make moving parts on a vehicle?

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i made several avatars, but this one not work

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using generic rig

dusky venture
#

for @thin meadow 's thing would putting the dance's animation as a component on the 'doll' do what they're wanting?

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im not saying it would but just shooting in the void here

thin meadow
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always worth a try mb

dusky venture
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yeah! it's how people do like blinking when that was broken so it's worth a try

covert hawk
#

can u put normal emote animations in gestures?

clear yew
#

just when I actually gound a fix to my viseme issue the new sdk rejects it entirely

scarlet adder
#

anyone know how to add audio on an animation in unity?

meager bronze
#

anyone else having issues with snail trail not working? after i downloaded the new sdk and updated the game my avatars with snail trail can no longer do the animation

clear yew
#

in mixamo is it possible to import custom animations

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like vmds or whatever

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trying to find someone who can actually help me make it work im not the best at explaining things

mystic kite
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@agile ruin Did you drag the second helmet onto the wrist in the armature Hierarchy?

agile ruin
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@mystic kite yes

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I also tried just hiding the meshes for a simple animati9n but when doing the gesture nothing happens

zinc chasm
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Alright so my avatar is all set on animation.

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How do I activate it in the VR?

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Im on a desktop xD

ember olive
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i deleted the onsp

muted prairie
#

Can you try closing unity and launching again ?

scarlet adder
#

@ember olive just remove that client

eager vault
#

is there a way to lock an axis for dynamic bone movement, i have something on a hinge

signal dove
#

How do I make animations faster?

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@eager vault I don't know if Unity uses transform locks from model files, but if so then you could do it in Blender or whatever modeling program you use

eager vault
#

oh wait, just found a freeze axis option

zinc chasm
#

Could I screenshare iwht somebody that is good with animations? I have it all set up I just need to make sure its all in the right place because teh Emote I set it too, when I press it, it glitches. Thanks 😃

fathom plaza
#

I have a blinking animation set to play on loop, but it's disabled when an animation is placed in the open hand override. Is this intended? Anyone know if there is a workaround?

onyx charm
#

Does anyone know how to summon an object that doesn’t move with my avatar and is stuck to the ground?

zinc chasm
#

Also can you even do custom animations on computers? or is that only headsets.

signal dove
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If you mean gestures, they just added keyboard shortcuts for that yesterday

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@zinc chasm

zinc chasm
#

Well mine is the avatar pulls out swords....... that part of that?

signal dove
#

Yes

zinc chasm
#

Aye so does anyone know how to do it yet? I could use serious help.

onyx charm
#

Read the steam patch notes

zinc chasm
#

Thanks! Ima check this out

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I actually have a question @signal dove @onyx charm regarding "Controller" under animator. What should that be set as?

signal dove
#

I'm not sure. Probably none.

zinc chasm
#

Ill try it.

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I can't seem to find out why when I use the animation my guy just freezes in place :/

onyx charm
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Don’t set them under emote slots

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Put them under the handgestures

clear yew
#

Oh my goodness feels like my message was ignored

zinc chasm
#

From my experience I'm gonna say yes.... don't go off of me completely tho.

clear yew
#

@everyone in mixamo is it possible to import custom animations
like vmds or whatever
im trying to make it to where if i were to do a finger point/finger gun/hand gun hand gesture it summons a gaster blaster and it shoots a laser in the animation
Except its in a vmd file
https://yukanuntiusel.deviantart.com/art/MMD-Undertale-Sans-ver2-2-DL-662836691 this is where i got the model from
https://www.dropbox.com/sh/nydpc7rnskpdd0f/AAADmqnuWTtDtT-ZQ3-B1FOTa?dl=0 screenshots of what i did
i am trying to find someone who can help i am the worst at kinda explaining things but am kinda hoping someone can make it clear and easy for me to understand

icy hazel
#

We see your message but ten of us are like 'idklol'

clear yew
#

thats why im trying to find someone who can help

icy hazel
#

Also idk, mixamo is kinda... Pooptown

zinc chasm
#

My brother uses it

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He doesnt think so

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More of a "get your bone structure and szeeing what your character looks like moving."

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In his words.

icy hazel
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That is if it uploads...

clear yew
#

okay waht i mean since the animation is in a vmd file and since its using not one but two models

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uhmm

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it will be directly applied to the hands but its not like a hand weapon

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its more like do a hand gesture and something pops up from the side of the shoulder and its suppose to summon a gaster blaster and shoot a laser

zinc chasm
#

Don't think maximo deals with that xD more of a unity thing.

clear yew
#

problem is i dont know how to get it to work even when exported as a fbx animation when exporting the model and the animation both into a fbx and importing it into unity

zinc chasm
#

Like if you mean make your own gesture/animation

clear yew
#

Yeah thats what im saying i am trying to find a easy way

zinc chasm
#

Unity has tutorials for that.

clear yew
#

NO i mean

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to use like animatiion

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that already has been made

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that comes with the model

zinc chasm
#

Oh

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You're asking how you use it in the game?

clear yew
#

no i mean i KNOw how to use it in the game

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i am saying how to make it work and such or how to import it

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like look atm y screenshots and tell me if i did it right or not

zinc chasm
#

Oh haha omg so

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Usually people who have it all premade

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When you import the uhh whatever the unity symbol model is called

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Its actually already set

clear yew
#

okay but

zinc chasm
#

You just have to ad your textures

clear yew
#

its not in a unity scenen

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for heavens sake

zinc chasm
#

Like my kirito one

clear yew
#

i am meaning like

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VMD files

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like theres a gaster blaster pmx and a sans model pmx which i already decimated both to be under 20k

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but the animation will be applied directly to sans hand

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but the animation will be on the gaster blaster

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but i generally think since its going to be applied to the character shouldnt i do it on the character but how will it work with the gaster blaster

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i duplicated the sans model and gaster blaster and put both gaster blasters into both models into both models wrists on right hand

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okay so i had one where its like invisible and the other one not i believe i had the main model invisible but

#

the other model i think has the animation

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unless if it was suppose to be the other way around

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anyway so in the clone i did put the animation on it but like when i do put the Control Animation Override on the main

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of course because in the CAO I did like put the animation (after being imported into blender of course its like in a amature.gasterblaster motion bone it said it was )

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in the hand gun/finger point or whatever its called

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and then when i uploaded into vrchat the main sans model i did try to like

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do the hand gun or finger point

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it wouldnt like do anything it wouldnt let me do the finger point for some reason

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i did put it in the animator and vrchat descriptor in custom standing animations

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but like when i try doing the hand gestures it just wont like, work

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i had seen it to where people imported the sans model to do that in vrchat and i am just wondering how to make that work

zinc chasm
#

To be fair

#

Wait you use vrchat on your computer right?

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Not headset?

clear yew
#

What do you mean

#

I use VRchat on like oculus rift headset yes

zinc chasm
#

Do you use a VR headset, or play it on your computer

clear yew
#

with oculus rift controllers

zinc chasm
#

Ok then I wouldn't know because im a PC xD

clear yew
#

and when i dont have the animation on the figner point it lets me do that finger point but

#

THATS why I am asking for someone who CAN help me?!

#

@everyone anyone who can help me?

zinc chasm
#

@onyx charm Hey so I published it with a gesture and not emoji and according to the announcment channel I tried the f3-8 and now I'm not even getting a reaction.

clear yew
#

are you able to help me or not

#

look i will send you the link where i got the model from

#

please take a look at it and see if you can help okay

zinc chasm
#

@onyx charm @signal dove GUYS I GOT IT ITS COOL OMG THANKS

zinc dagger
#

so i made an animation ovverride and now its always active when i get in game

#

and when i jsut hit play in unity if the SimpleAvatarController is on

#

its jsut always toggled on

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if i dont use the SimpleAvatarcontroller the ovveride doesnt autoplay

#

haven't tried uplaodign it without the SimpleAvatarcontroller on

#

anyone else had this happen?

clear yew
#

i dont know but is anyone to help me with my situation? (look up and look at all of my messages/chatlogs to understand what im trying to do)

zinc dagger
#

i cant comprehend the stage ur at through all those can you summarize?

clear yew
#

okay so

#

when i do a hand gesture

#

you know what a gaster blaster is right?

#

well like when i do a finger point or something like that its suppose to come from the side and a gaster blaster summons and shoots a laser

#

and im trying to figure out how they managed to do that in vrchat

#

but the problem is from the file i downloaded it from it was a vmd file

#

so i had to import it into blender and export it with the model into a fbx into unity (without gaster blaster)

#

and when i did duplicate the blaster and the sans model i did put both the blasters into both the models right wrists

#

and i did rig both sans as humanoids

#

and of course i did duplicate the control animation override and put it in my assets

#

named it CAO

#

and i put the animation (which had "armature gaster blaster sample motion bone" or something like that for the name

#

i did put the CAO on the clone and i did try uploading the clone but wouldnt work on that either

#

i dont know what i did wrong exactly or how to make it work

#

I was just kinda hoping to find someone who can help

onyx charm
#

Did you make an animation for it

clear yew
#

there was a animation file already i told you the VMD file that i had to import into blender and export it with the model

#

to make it work

#

and that will export it from a VMD into a FBX animation

#

yes its the animation file that came with the downloaded model

zinc dagger
#

aren't unity animations .anim files tho

clear yew
#

Yes

#

but when you import into blender a

#

VMD file with miku miku dance tools

#

it will like when exported into a fbx animation

#

i think thats when its a anim file idk

#

but i had seen people where that works for them

#

but wont work for me which wth

#

idk if i skipped a step or

#

if i did it wrong maybe

#

i am confused

zinc dagger
#

does the animation work if you just try to play it on your character in unity

#

like before tryign to add it as an ovveridde or anyhting

clear yew
#

i dont know i am pretty sure it does? except on the sans model itself i dont see anything

#

but i think because even tho

#

it is applied on the sans model but

#

the animation is on the gaster blaster though

#

but of course enabling it when doing a hand gesture on the sans of course

zinc dagger
#

is hte gaster blaster part of the sans model?

clear yew
#

well no its in a seperate mesh but

#

the animation is suppose to be like

#

on the gaster blaster itself yes

#

but it is suppose to be a part of the sans model

#

but again in two seperate pmx

#

but the animation as far as i saw in a VRChat world

#

that its suppose to be applied to the sans model and i can do a hand gesture

#

and like i explained how the animation is suppose to work/do/animate

#

like how it animates i mean

#

get what im saying?

zinc dagger
#

well for one you need to make sure the hand gesture enables the mesh for the gaster blaster

#

and that its attatched to ur sans model

clear yew
#

okay well how do i do that

zinc dagger
#

so if its an animation file you'll need to add that to it

clear yew
#

well its not directly on the hand in the model/mesh itself

#

but i mean it is in the hand

zinc dagger
#

so make a duplicate of sans