#animation

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zinc dagger
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and then drag the animation file onto him

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go to the animation tab

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and then add a new property to the animation

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then scroll to the gaster blaster mesh/s

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and hit the plus next to "is active"

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make sure its ticked

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go 1 frame forward

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and tick it again

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and that sorta makes it a toggle with your hadn gesture

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*hand

clear yew
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umm

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wont let me add any other property because the animation file was already on the model

onyx charm
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Can you upload the blaster file here

zinc dagger
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please screenshot

clear yew
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and so because it was attached the bones when i exported it into the model both the

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okay hold on

zinc dagger
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or something i have no idea what you're seeing

clear yew
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okay how do i send you it

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why wont it let me send the creenshot heres

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hold on

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let me put the screenshots here!!

onyx charm
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i added you

dawn shale
dawn shale
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As the emote plays and I'm able to move again, that's when the problem comes up.

zinc dagger
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is this a berserk reference?

dawn shale
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.. Yes

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I have no idea how to fix this damn issue

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It only happens when I move around

clear yew
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can someone tell me if gestures can animate shapekeys or if it's just analog?

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say if i wanted to transition into expression instead of just snap to

final gazelle
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never tried myself, but in Tupper's tutorial, he set his shapkey values straight to 100 when he was creating the animation override

i think that implies it should be possible, if you're allowed to choose the degree to which the shapekey is invoked?

clear yew
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well yeah you can put whatever on the first frame

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but i mean if i wanna put it several frames in so it goes smoothly from normal expression to gesture

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desktop user tryying to use new gesture possibilities

final gazelle
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yeah, but the fact that you're allowed to choose from a value of 0-100, rather than just a straight "on" or "off" -- i'd imagine what you're trying to do should make it happen

clear yew
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iirc vr people have pressure sensitive keys etc for that

final gazelle
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though could you set your first frame as your normal expression and just have it transition into that later on?

clear yew
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that's what i want to do, i wanna know if it'll work...

final gazelle
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might be faster to directly try it, if all the people who actually know are afk ๐Ÿ˜›

clear yew
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yeah . . . time to upload i guess...

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after i equip this stuff onto controller >.<

final gazelle
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i imagine it should though, unity's animation behaviour shouldn't be vastly different to other keyframe-based animation programs

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and what you wanted to try is exactly how MMD behaves with shapekeys

clear yew
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uhh

final gazelle
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only time i've seen things snap on/off in an instant is with material changes or active states

clear yew
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problm with that assumption

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for example

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you can't move humanoid rig with gestures

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if i'm not mistaken, it's because gestures are ik mode and set to only affect hands

final gazelle
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shapekeys aren't bone-based though, right?

clear yew
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no, that's why i didn't know if it would work lol

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especially with vr people being able to use gesture part-way by holding it down part way iirc

final gazelle
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now that you mention it though, i might have a few experiments of my own to run -- i haven't tried using shapekeys in custom idle animations on my avatars

clear yew
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oh i have

final gazelle
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bone rotations get completely blocked with everything i've tried so far in the idle/walk/run cycles

clear yew
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i have expressions in all my custom anims

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oh wait

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not the movement ones hmm

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wait yes i have

dawn shale
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does no one know how to fix this issue I'm having? :|

clear yew
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i do >.< face when falling

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yes it works fine

final gazelle
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neat, thanks for the info -- yup, that'd imply that it's the muscle animator overriding any attempted bone rotation inputs

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@dawn shale i'm half wondering if your thing is to do with near/far plane clipping or the bounds, but haven't fiddled around with that enough to really be sure or have a clear idea of it

clear yew
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well... yeah if it's origin is outside of rendering view it might poof

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like if it clips through camera or something

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i'm just guessing tho

final gazelle
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guesses are better than no ideas at all, considering the amount of uncharted/undocumented stuff we have between unity and the fact this game is still early access ๐Ÿ˜›

clear yew
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i don't like how it's treating my avatar like it's completely new when i upload tho :<

clear yew
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my avatar upload didn't even work wtf

final gazelle
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wonder if it's possible teething problems with the new patch and/or SDK -- seeing various issues and bug reports about it over the various channels

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that "completely new thing" sounds mildly similar to what i saw when trying to upload avatars while we had server issues

clear yew
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i uploaded, but it never showed up in my avatar list

final gazelle
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yeah, methinks the behaviour's similar to server issues then -- probably means your client thinks it sent it out properly, but the server didn't actually register the reception...maybe

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i'm probably going to wait a couple of days to see if things get ironed out first

clear yew
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grrr

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i need to know if this works now

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cuz i'm gonna spend a bit making all my facial expressions

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also, if you use a 50% shhapekey, then use other hand to do 50% same shapekey, does it go to 50%? or add them and go to 100%?

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need to knnow these things!

final gazelle
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huh...that's an odd thought, i imagine it might try to add them together

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because you can sum the effects of shape keys together, so it should be possible to get a 200% value of a shape key unless it's got some constraints preventing that...

ocean dagger
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I have a rotating 2d plane with text but when the animation comes close to finishing the loop, it slows down and doesn't look smooth at all

amber mantle
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is there a way to use the new gestures for desktop, to switch the avatar model to another? (for example i have two monika models, the main one looks normal, but the other one is the creepy one, i want to use the gestures to be able to switch between them and then when i release the button it goes back to normal)

clear yew
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@amber mantle yes, there's multiple people i know of that do that

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desktop keys seem to be hard-set not hold, so you'd have to key back to normal

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klaus and winterstarr iirc both have creepy modes they switch to... but i think it's all texture not full swap of mesh

amber mantle
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hmm do you know how? or some vid you can send? @clear yew

clear yew
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no i don't

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i'm a desktop user, and i'm just now tyring to get into gestures

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buuuuut i can't upload squat apparently so it's kinda hard to test anything

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Does anyone...know how to make animation on emote menu?

signal dove
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@final gazelle Animation import warnings I've received mention enabling DOF in the muscle settings if I want bone translation, maybe that helps with whatever rotation problem you're having?

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I skimmed the chat

final gazelle
languid nimbus
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Hey does anyone know if it's possible to animate left and right strafe separately?

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@clear yew If you make an animation and put it on EMOTE1-8 it overrides the current emotes in the game

final gazelle
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@languid nimbus should be possible if you change the assigned animation clips in the actual animation controller

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"STRAFERT" doesn't show up on the override controller because both left and right movement have been set to use "STRAFELFT" -- only that the rightwards movement is set to use a mirrored version of the left strafe

languid nimbus
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What do you mean by that spearmonkey?, I tried adding a STRAFELT to the animation controller but that didn't work, if I have to assign it to something

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No it's the opposite, STRAFELT doesn't show up

final gazelle
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ah right, so it's the other way around...gimme a sec to dig it up

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that screenshot's the override controller

languid nimbus
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I'm looking in the animator for the avatar controller template

clear yew
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yes, but if you put it in emotes instead of gesture override, the avatar will squatting like the normal bug when you open it

final gazelle
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it's in the locomotion layer

languid nimbus
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this is all I got in the locomotion layer

final gazelle
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STRAFERT has been assigned to 4 different movement states -- you need to change two of them to an animation named something else (not sure if a "STRAFELT" actually exists with the SDK pack, but anything named differently will give you a new option to override in the override controller once set)

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yup, now double click on StandingHeight

clear yew
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@languid nimbus I just wanna make some long-frame animation on emote...

final gazelle
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should open some crazily complex boxes

languid nimbus
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Yeah I see it

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I'm used to this part hahah

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I've been doing general rigs

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@clear yew In difference to regular guestures you have to animate every single part of the body to do anything in emotes

final gazelle
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@languid nimbus now click on the box for standing locomotion, should show you all the animations that...thing uses

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underneath the animation for "RUNBACK", STRAFERT is assigned 4 times

languid nimbus
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so basically can I just swap the second STRAFERT for STRAFELT

final gazelle
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or any other animation clip that's named differently, yeah (i'm not sure if "STRAFELT" actually exists)

languid nimbus
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Technically it doesn't?

final gazelle
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basically, the reason STRAFERT doesn't show up in the animation controller is because there aren't two differently named clips assigned to those movements

clear yew
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@languid nimbus Do you mean by manually reset every body parts to the initial position that I want?

languid nimbus
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@clear yew Yes

final gazelle
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so as long you assign something named differently, even "I_Eat_Hotdogs", you can use that to override whatever movement that animation's been assigned to

clear yew
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Oh...mg....that's a mass of work!

languid nimbus
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@clear yew you could try using the idle animation as a template, like delete everything but the first keyframe and start from there ๐Ÿ˜ƒ

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Alright Spearmonkey, imma get some breakfeast and get crackin on this

final gazelle
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yup, good luck

languid nimbus
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if it works I hope you have a paypal

final gazelle
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i don't -- and i don't need anything either ๐Ÿ˜›

clear yew
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just find that template then copy everything of the first frame and paste?

final gazelle
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i just like to float on this discord making trouble ๐Ÿ˜›

languid nimbus
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Dangit, because I value information

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and people who give out information, especially advanced information should be rewarded :p

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well that's my opinion atleast, I teach people stuff all the time but I never ask for anything

final gazelle
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the ones i think you want to replace are the ones with the negative X values

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the other animations for left movement seem to be negative X, while right movement is positive X

languid nimbus
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when I click on them I see that the left part of the white box is coloured on the left side so yes, I would assume so ๐Ÿ˜ƒ

final gazelle
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as for how it works, i'm guessing it's to do with the tickbox on the far right -- that column's for "mirror animation"

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seems more fiddly for generic rigs

languid nimbus
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honestly generic rigs are way easier than this hahah

final gazelle
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i'm still waiting on a fix to the emote looping, but until then, one actual generic and one fake humanoid of the same model will have to do

languid nimbus
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Ahaha

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you also have a fake humanoid one XD

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what do you mean by the emote looping?

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I kinda had a problem with that on my generic rig

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@final gazelle Hey do you know how to force head movement in the movement animations?

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because I have an animation where I roll to the left, right?

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for me it's fine, but for others my head stays still while I roll

dusky venture
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if you ever figure out how to fix that gatreh i'd love to find out, i have the same issue except i also see it

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i just want an idle where they look like they're floating but they look more like they're squishing their body into their stationary head then back down where they stretch to touch the floor

quiet needle
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Set up an animation that raises the hips up then back down. It will move the whole model.

storm berry
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is someone good with Particles and Animations and would maybe teach me one or two things?
Tutorial Videos and I are going horrible together ,_,

dusky venture
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hmm- im changing the hip's position but it never seems to stick and instead reverts back when i click out of the field @quiet needle

quiet needle
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Might be time to restart Unity. That happens sometimes and I'm not sure why. Usually a restart fixes it.

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@storm berry I'm at work right now but I could perhaps give some insight?

dusky venture
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@quiet needle sorry if im being annoying aha- but yeah i've restarted and it's still not changing, it's almost as if the armature is locked?

quiet needle
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Hmm... I'm not in a position to try it myself. Maybe they have those bones locked.

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I know there's a way to do it though, because I've seen multiple floating models.

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Maybe see if it will let you move the root or the armature root?

dusky venture
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yeah it's strange, like no part of the armature is able to be moved unfortunately- i was previously using root T to move them up and down but then of course i had the issue that started this basically? like the animation looked fine in unity and bobbed up and down but in vrc the head stayed absolutely still

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it's all good though about the trying it though i'm just completely stumped

quiet needle
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Maybe look up float tutorials on Youtube? Somebody might have a prefab animation that works and it could save some work.

clear yew
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Does anyone know is that possible to add a sound to a sub emitter in particle system?

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like explosion when hit something

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Only active when sub emitter occured

quiet needle
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@clear yew You could try adding the audio source as an additional component on the particle, but I'm not sure it will fire with it being a sub-emitter.

dusky venture
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unfortunately (unless im just real bad at searching) i've not been able to really find a youtube tutorial or much else in the sense of prefabs, i guess if anyone can find one that's for making floating avatars dont be afraid to @ me since im honestly just like huh...

clear yew
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@quiet needle Gottcha Thx! I'm gna tryXD

covert hawk
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do emotes have a time limit?i

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i

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I'm using something that is 42 seconds

clear yew
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that component...you mean add in the hierarchy? or "add components" like dynamic bone?

quiet needle
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Emotes lock out movement for up to I believe 180 seconds. You need to reup the lockout if you want it to be longer.

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@clear yew Add component

covert hawk
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and how i do that?

quiet needle
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Hit another emote while the first is firing.

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Sometimes that can cause weird things to happen.

clear yew
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@quiet needle Seems it doesn't work...

quiet needle
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@clear yew Hmm. Is it a full animation or just a gesture?

clear yew
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gesture.

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I disable the "play on Awake" So now it won't activate with the main emitter, but either subemitter...

quiet needle
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Did you add the audio source to the main emitter or the sub? It should be on the sub.

clear yew
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yes on the sub

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the exact explosion particle

sour hedge
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how would one go around adding sound to e.g. the walking or running animation? I copied the animation itself and made it enable an audio source. The animation only had 2 frames tho, which made my model ig with the overwrite weirdly waddle in one spot.. like, it looks funny, but that wasn't what I was shooting for.
Anyone got an idea what I'm doing wrong?

quiet needle
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@clear yew I'm not sure what else you could try. I'm asking some of my resources and I'll tag you back if they have an easy way.

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@sour hedge Which animations did you override?

clear yew
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Thank you so much!!@quiet needle

fluid crescent
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Head is not moving when doing a aniamtion,anyone knows why?

covert hawk
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so my emote still stops early,i have the Gwiyomi emote and it just stops around 37 seconds while the files(both the animation and sound track )are 42 seconds

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no idea what to do

sour hedge
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@quiet needle RUNFWD

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i put the cao with the overwrite in both animator and avatar descriptor. Not sure if later one could cause it

cedar root
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im trying to set it up to have 3 versions of me dancing, and the dance itself works fine when i used it as a solo emote, but when i duplicated it and converted it to the proper settings and put it on the animation component for the other 2 and try to play the scene, nothing happens and it just constantly says reloading assemblies in the log. is there something wrong? i left it sitting like that for like an hour and nothing happened.

clear yew
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@quiet needle Could u plz tell me why this error occurred...?

quiet needle
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@clear yew ONSPAudioSource is a component that is automatically added whenever you add an audio source. Just remove the component from your Audio Source and you're golden.

clear yew
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roger that!

quiet needle
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@sour hedge I believe you just need the override, and you should have an animation puppet with the controller assigned. Leave your main model's Animator set to None.

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@cedar root Generally speaking you should just be able to create your anim file with your timeline pips, add it to an override, then add the override to the avatar descriptor. Unity has problems when you get a large number of keyframe pips, and depending on your rig, it might just freeze up entirely.

final gazelle
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@languid nimbus emote looping, it's like you can't move, jump or select any other emotes to use for about 60 seconds if you use an emote from a generic rig -- did some experimenting with the avatar controller which suggested what the cause might be (though without a solution we can use, details over in this link if you wanted to look into it: https://vrchat.canny.io/bug-reports/p/generic-rig-gets-stuck-when-emoting )

forcing head movement...i don't really remember having an issue with that with any of my emotes in generic or humanoid rigs, but with humanoid rigs, the IK system/camera control seems to take control of the head bone whenever you're idling or moving -- it's only during emotes where it seems to release control of it, as far as i can tell. If you're getting something else happening, I don't think I've encountered that before

cedar root
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i essentially have it set up so that when i activate the emote it plays the animation on the middle model. then also at the same time enables the other 2 with the animation on an animation component linked to them which should play automatically. making all 3 dance at once, but when i try to test it it just says reloading assemblies and nothing happens, even on the main one which the animation worked fine for when it was alone

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the unity app itself isnt frozen, i can do other stuff in unity, it just wont play my animation

quiet needle
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Maybe try removing the animation component in the inspector and re-adding it?

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When in doubt, turn it off and on again.

agile ruin
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Is there a way to hide meshes through an animation? I tried doing it but it didn't work

fluid crescent
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I have default animations even i added custom wtf

clear yew
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@quiet needle My dear TechPanda, I found a custom script for playing sound under the sub emitter....but it seems need some changes...do you know something about coding on Unity?

quiet needle
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@clear yew I don't know much, but I do know that custom scripts might not be allowed in VRChat.

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(yet)

clear yew
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oh....

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so it's totally forbidden...

languid nimbus
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@final gazelle That's exactly what's happening with the head movement, while I roll it completely takes control of the head movement serverside so it looks fine on my end but renders differently for other people

quiet needle
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Does your animation use baked rotation and translation options? @languid nimbus

cedar root
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i tried that and nothing changed. out of curiosity i changed one of them to a very simple tail wagging animation i have and when i hit play that worked but the other 2 with the dance animation didn't

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idk maybe i just try rebuilding it from scratch in a new project file

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i dont think my specs are the issue, i have a pretty strong machine, so idk

quiet needle
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@cedar root Yeah probably, but Unity can only handle so much, regardless of beastliness.

final gazelle
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@languid nimbus if it's something only happening now, but not before, that may be another quirk of the recent app/SDK update -- i don't think i've tried creating custom emotes on "true" humanoid builds now that i think about it, so that's an area i can only make guesses about

if it's happening with a generic build though, that's complete news to me -- we didn't even have any sort of head tracking as far as i could tell, so if it's a generic problem, that might be a teething problem with new features they're trying to add (though i'm guessing this scenario is less likely)

quiet needle
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@cedar root It could be that it doesn't like the addition of multiple animation components into the scene.

cedar root
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@quiet needle I guess but I've seen other people add equally complex dances like this so clearly it's possible.

IDK like i said I'll try redoing it from scratch and see

languid nimbus
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Nah @final gazelle it's a fake humanoid rig

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@quiet needle I showed the rolling animation above

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idk what you mean by baked translation and rotation

quiet needle
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Emote or motion/gesture?

languid nimbus
quiet needle
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So basically in humanoid rigs, the neck/head bone are hijacked by the animation controller, so your VR headset position will always determine the rotation of the neck unless you are performing an emote.

languid nimbus
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Ah so it's impossible to force it to move the head?

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because I'm in desktop mode

quiet needle
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Technically it's no different from being in VR except that the mouse controls the neck bone instead of a VR headset.

languid nimbus
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Yeah I know

quiet needle
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You'd have to know how to modify the animation controller to make it take control of the neck while that anim is playing. That's a bit beyond my knowledge.

languid nimbus
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ouch

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Well I started messing around with the avatar controller

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but I'm not really that advanced

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maybe I can ask tupper or something

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I know SOMEONE did it at some point

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now I gotta figure out the other two things I'm working on

quiet needle
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Yeah it's definitely not impossible.

covert linden
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Hey guys, I'm trying to animate something that just goes in circles, its a 2s animation but its painfully clear when it resets, I want it to loop smoothly, does anyone know how to make that work?

languid nimbus
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make sure the last animation frame looks the exact same as the first one

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if you want a smooth animation

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Why won't my animation work damnit T-T

covert linden
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kinda got it working, its not really smooth but at least it repeats okay

languid nimbus
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@quiet needle Now I'm trying to figure out how to separate left/right strafe hahah

covert hawk
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is there any issue if an emote animations is 60 fps? i see most of them at 30

rancid furnace
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@covert linden is it obvious because it slows down at the end of the slow and slowly start at the start?

signal dove
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I have an emote for my humanois avatar, with 116 frames at 60fps. On the very first frame it activates an otherwise inactive object that has a generic animation also with 116 frames at 60fps. The latter keeps falling out of sync

clear yew
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I have a unity problem where when i enter the bone config some parts of the body turn 180 degrees, pm me if you know a solution

quiet needle
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@languid nimbus I believe it just uses a mirrored version for the opposite strafe

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@covert linden You're going to need to edit your curves.

languid nimbus
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Yeah @quiet needle that's what it's supposed to do but it doesn't

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probably because I directly animated bones

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so I was trying to change it so I actually had a STRAFELT

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so I could animate them separately

quiet needle
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Doesn't the animation override sheet have them both?

languid nimbus
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nope

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only STRAFERT

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I'm trying to go into the animation controller to see if I can mess with it

quiet needle
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They were there on the last SDK, I haven't had a chance to play with the new one yet.

languid nimbus
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nope

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weren't there on the new or last SDK

covert hawk
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can u make idle animations to play when u don;t move ur character for like 3 minutes?

languid nimbus
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TechPanda, there is a Left and Right strafe on the generic rig animations, that might be what you were thinking of

quiet needle
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I never noticed that before lol

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Yeah I was looking at generic

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it has the angled strafes, but no STRAFELT

languid nimbus
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yep

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I got this far atm

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but it still just plays STRAFERT

quiet needle
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Did you mod the anim controller to get that?

languid nimbus
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yes

quiet needle
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adding an entry is one thing, getting it to do the thing is another beast

languid nimbus
quiet needle
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looks correct so far

languid nimbus
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the main difference is that they're different animations and they aren't mirrored versions of eachother

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before those boxes on the right were checked

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and the strafeLT was STRAFERT

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so there were 4 STRAFERT

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(Oh I obviously copied the thing so I'm not modifying the basic one)

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that'd be pretty bad hahah

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I also changed the controller to my custom one

quiet needle
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I wonder why they didn't just go ahead and add that in instead of writing in a mirror standin

languid nimbus
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no idea :/

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like at this point I'm curious about what happens when I delete the forward walking animation

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is it even going to care

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actually I'm gunna do that

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okay

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I no longer have a walk forward

quiet needle
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Did you only add the strafe component into the override, or did you add anything to the controller also?

languid nimbus
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No I created a duplicate of the controller in the animation examples, renamed that to HSAvatarController

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Removed 2 of the STRAFERT

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Created a new clip called STRAFELT that I duplicated off of the examples in the mixamo animations that are provided (I duplicated the IDLE one so there would be no problems with having duplicated STRAFERT)

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Then it showed up in the HSCustom properly after I added the controller in the top

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GAAAH WHY IS IT TAKING SO LONG FOR MY CHARACTERS TO UPLOAD

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deleted forward walking animation

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forward walking animation still works

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so basically we can't edit the avatar controller

quiet needle
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Match up the controller on your avatar with the controller assigned to the override sheet.

languid nimbus
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what do you mean?

quiet needle
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Your override is set to HSAvatarController but your model is set to HSCustom

signal dove
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As in the pictures you posted

languid nimbus
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Right because if I put the controller in the animator

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this happens when I check the animations of the character

rancid furnace
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but wondering why my emote isn't working and a thought just came to me...

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is there a max length for emotes?

quiet needle
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@languid nimbus set your model to none then

languid nimbus
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yes

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what exactly do you mean by "set your model to none"?

quiet needle
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Animator > None

rancid furnace
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Was that yes to me?

languid nimbus
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on the animator/avatar box?

quiet needle
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Yeah

languid nimbus
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yes @rancid furnace

quiet needle
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Ensure your puppet model has its own controller with all the animations attached.

languid nimbus
quiet needle
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Controller

rancid furnace
#

ah thanks, what's the max length thenn?

quiet needle
#

None

languid nimbus
#

now it just gives me that I don't have any animations at all

#

added random animation

quiet needle
#

So now drag your anim files onto your puppet in the hierarchy

#

it should add them to the cliplist. Then add them to your override and attach that to your standing/sitting override slots on your avatar descriptor

languid nimbus
#

no locomotion layers, no idle layer, no HandLeft/Handright layers

quiet needle
#

Yep

languid nimbus
#

I need you to speak simpler, or provide me with pictures of what you mean by puppet or hierarchy in this case

#

brb gunna do some dishes

quiet needle
#

Sorry, I'm at work, so I don't have access to Unity at the moment. I'll be on later tonight if you still need help.

signal dove
#

So I have an animation for my avatar, that activates an object added to it.
How can I paste an animation for this second object into the animation of the first one?

clear yew
#

I really dont understand this new update....If my previous avatars are public and now I wanna change to private, I have to import fbx and do everything again??

quiet needle
#

@clear yew Supposedly there is a checkbox in the uploaded content menu. Some people are reporting that not all of their avatars are showing up there any longer.

clear yew
#

that's what I met

quiet needle
#

The fix in that case would be to reupload your avatar after detaching the pipeline ID.

clear yew
#

okay....

quiet needle
#

@signal dove Animation keyframe pips are fully copy/pasteable. If it is a large animation you may lag during pasting.

#

If you don't want to have the full animation every time you activate it, you could just add a passive animation as a component on the root of your game object in the hierarchy.

languid nimbus
#

@clear yew, you will have to downgrade to an older version of the SDK and reupload the avatars, that should let them be visible by the new SDK

signal dove
#

@quiet needle I know I can copy paste, but how do I paste them into an animation that references the object being animated?

quiet needle
#

Animations are simple. Move/rotate/activate/deactivate this bone/object at this timestamp. That's all it does.

#

Animations don't show up as a property as they are not part of your model.

#

You can add a component to models for triggering an animation on it, and that will show up in an animation, but not many other ways to get it to appear.

#

As far as Unity specifically, if your animation is not editable, then it is either not attached to a controller properly, or you don't have your controller highlighted in the hierarchy (your dummy/puppet)

#

If that is the case, reach out to me and show me some screenshots and I may be able to assist.

clear yew
#

My avatar has a successful upload but doesnt appear ingame
PM me if you know the solution

languid nimbus
#

So anyways @quiet needle I'm back hahah

#

is there a way you can explain it in steps to see the hierarchy and the puppet?

quiet needle
#

Yeah, so what I wanted to try was just to make it a basic puppeteer style animation controller situation and see if that works, seeing as you have it set to humanoid.

#

Did you duplicate your model to create the animation?

languid nimbus
#

nope I didn't

#

it didn't seem to change anything anyways

quiet needle
#

Yeah it's probably going to be a little different since it's not truly a humanoid

#

but since it's rigged as one, mayhaps we should animate it like one and see if we get the results we want

languid nimbus
#

sure

#

but all animations work properly

#

well besides my handgun guesture

#

which I just can't get to work

#

even though I follow tutorials to the letter

quiet needle
#

I suppose that's true, and if it's just the neck rotation issue I'm not sure what we could do different to fix that... Gestures are easy though.

languid nimbus
#

See you say this, but I had people who did gestures before guide me over discord

#

and it still didn't work

quiet needle
#

it's an animation which is .01 or .02 sec long with the same keyframes on both ends, add anim to override, add override to model.

#

Super simple

languid nimbus
#

yeah that's exactly what I did

#

and the keyframe is to show the thing you wanna show

quiet needle
#

gameobject > isactive

languid nimbus
#

then apply it on handgun

#

since that's the gesture I wanted it on

#

I did that exactly

#

and nothing happened

#

works fine in unity

quiet needle
#

maybe try the puppet technique and see if that helps?

languid nimbus
#

mmh maybe

quiet needle
#

Set your controller to none on your primary model, duplicate the model and add the controller to the duplicate, make sure your animation cliplist shows all your animations, set the override sheet back to the default animation controller and make sure it has all your overrides, add to override slots on avatar descriptor and test.

#

Might have been easier to just rerig it as generic and see if that fixes things too, especially if you already have a full animation set.

languid nimbus
#

I already have a full animation set for my generic model

#

like it's a generic/humanoid model with 2 versions

quiet needle
#

You're in a very unique position as far as animators go. You have something non-standard rigged using a standard setup and seem to know at least enough to get the basics working, but to get any further you need somebody who can rewrite Unity scripts.

languid nimbus
#

urgh

#

Like on the humanoid model I added a left walk (Basically since it was mirrored on right I just put the left roll on right strafe)

#

a sitting animation

#

and an idle animation

#

it's only gestures and left strage that doesn't work T-T

#

totally ruins the immersion of the model

quiet needle
#

Looking over it, it's likely that the controller doesn't have an animation call for a STRAFELT, so even though you added it to your override sheet, it's not being utilized. Sad day.

languid nimbus
#

no like

#

I added it to the controller manually

#

like on a custom controller

#

but it still didn't do anything

#

goddamnit I wish there was a way to actually talk to the vrchat team so I could just ask if this was possible

#

I guess there isn't though because people would swamp them with mundane questions about how to make an avatar

signal dove
#

Oh neat. I wonder if you can use this to force animations to play correctly on humanoids, and not get mixed up with each other?

clear yew
#

im in dire need of help

languid nimbus
#

@signal dove Nope, I even tried deleting base animations like WALKFWD

#

but it just overrides them with the game ones no matter what

signal dove
#

Oh yeah

#

Gross.

languid nimbus
#

Callum a great way to get help faster is to describe the problem in your initial post

clear yew
#

Yeah haha

#

Well I have edited a mixamo animation within the Animations tab whilst its in the scene and it uploads fine and plays perfectly in preview, but when it gets into the game it doesnt work as shown in the preview and it sticks me in the ground

#

So i was wondering if that it could be fixed easily or if there's any chance i can export the edit out and put it back in

#

My avatar is meant to spin around and shrink but it's stuck in the ground and the shrink instead is just the character's arms and legs moving inwards

#

Would a video be helpful?

languid nimbus
#

oh my hahah

#

I have no idea about that XD

clear yew
#

this is it in unity

final gazelle
#

@languid nimbus hmm, the strafing stuff not working?

clear yew
#

hold on getting the ingame footage

final gazelle
#

just scrolled through most of the discussion, but my mind's still a bit imploded from another fairly lengthy discussion

clear yew
quiet needle
#

@clear yew You added the animation controller directly to your avatar, yes?

clear yew
#

My main one yes and I have seperate Animation character duplicates in the scene, the animation i edited is in one

#

Like how you add sound to an emote, thats the set up

quiet needle
#

swats with newspaper BAD!

clear yew
#

what am i doing wrong lol

quiet needle
#

So you always want your main model to have the Animator controller set to "None"

#

Then all your other animations can usually be attached to one duplicate/puppet

clear yew
#

So this should fix it?

quiet needle
#

Yep, you lose your T-Pose when you add an animation controller to your model. This is likely why you fall through the floor.

clear yew
#

Oooh okay

quiet needle
#

Do you know how to add multiple animation clips to one controller?

signal dove
#

Do tell

clear yew
#

Are there any particle effect packs in the unity store where I can replicate anime effects like the kamehameha and like huge mecha lasers?

#

Ermm, Nope

#

@quiet needle

quiet needle
#

Think of the controller as a folder, it holds all your animation clips. All you have to do is drag the anim onto the controller or the model the controller is assigned to (your puppet) and it will add it to your clip list.

#

You only want one folder with all the anims inside, as you can only assign one controller to your puppet.

#

Once you have the anims configured, add them to an override sheet, then add the overrides to your override slots in your vrc_avatar_descriptor component.

#

If it's an emote that causes you to fall through the floor (as opposed to a gesture) then you need to animate the entire model, not just the hands or game objects.

clear yew
#

Hmmm right, I think i get you

quiet needle
#

If you want to edit a specific animation, click your model with the controller assigned (puppet) and go to the animation tab. Below the pause/play/record buttons, you'll see the name of your animation. Click that and it will open your clip list.

#

Keep things clean and organized and they will work for you every time.

clear yew
#

So should I put my animations in my main model's folder?

quiet needle
#

Anims (the circle/play icon) should be attached to your controller, which should be attached to your puppet/dupe

clear yew
#

Yeah I got that

#

Should I remove my controller for the animation's animator too like i did with my character?

languid nimbus
#

@final gazelle Yeah it's not working

#

I even changed it in the animator controller but it seems it gets overridden by the controller in the game anyways :/

quiet needle
#

@clear yew Your main model should have "None" set for the controller, and your duplicate should have a custom named controller (which you saved when you clicked "Create" on the animation tab) assigned.

clear yew
#

Yeah, I got that too :/

quiet needle
#

Are all your anims showing up in the cliplist for your puppet?

clear yew
#

Oh yeah

quiet needle
#

Is it an emote or a gesture you're having trouble with?

clear yew
#

Yeah

#

its not working how its shown in the preview

quiet needle
#

Which? Emote or gesture?

clear yew
#

Emote

#

this is it in the preview

#

this is it ingame

quiet needle
#

It could be related to the way emotes interact with the character armature. I've not had a chance to play around with animations that raise a character off the ground, but I know they have some restrictions in VRChat regarding how some root bones can be manipulated.

clear yew
#

:/ im so bummed this isnt working

languid nimbus
#

Well I figured out why my gestures weren't working

#

I didn't have fingerbones

quiet needle
#

lol

languid nimbus
#

and idk what happened

#

but adding fingerbones apparently fucked with my base animation

#

so now it looks like I'm begging for food

quiet needle
#

got puppet?

languid nimbus
#

Nah

#

Like that's not it

quiet needle
#

I'm willing to bet you money that it's got something to do with it.

languid nimbus
#

Nah dude

#

it's that I'm using an animation that has less bones than the actual model

clear yew
#

@quiet needle i just made a brand new animation and now my character is in the like hands closed/semi sitting position it put you in, will this be alright when i upload it?

opal cliff
#

Yeah its perfectly fine

#

When u go to upload just turn that model off

#

And keep the one before u duplicated on

slim steeple
#

Any idea how I can make a prop gesture play an animation at the beginning of it's frames and then have it stay at it's end state instead of having it loop over and over?

clear yew
#

but i may have just done it on the original

#

with no dupe

slim steeple
#

Basically I have a glowstick that at the start plays a snap sound then goes from light intensity of 0 to the intensity I want to keep it at

quiet needle
#

@clear yew Your main character should always be in T-Pose. If that changes, go re-enforce T in the rig config.

signal dove
#

Finally, my second object is playing its animation in sync with the avatar that activated it

quiet needle
#

You should never be adding animations or controllers to your main model.

flat citrus
#

Can someone help ? I can't upload an avatar because "ONSAPaudiosource will be deleted". I deleted the component, but still get the error. What can I do ?

quiet needle
#

What was the sync issue @signal dove ?

clear yew
#

@quiet needle i did it but its not showing up

#

Okay it works like that

signal dove
#

@quiet needle I was trying to use legacy animations, but now I've set up a controller

#

I already new how keyframes work thank you very much. But I didn't know about controllers, thank you very much!

#

Alright, now I just need to set up all the particle animations

quiet needle
#

Do the thing!

signal dove
#

As long as I hang on to these controller files, I shouldn't need to hang on to any animation editing clones, right?

#

I can just make a new clone and insert an old controller, as long as the heirarchy doesn't conflict

quiet needle
#

Right.

#

Sounds like you understand.

clear yew
#

ugh

#

its not going into the t pose

quiet needle
#

@clear yew Show me your hierarchy and avatar descriptors for main and puppet?

clear yew
#

okay one sec

opal cliff
#

@flat citrus Detatch the OnsapAudioSource from the audio source u added

quiet needle
#

@clear yew I don't see a puppet in that scene. How are your animations tied to the model?

flat citrus
#

how ? This is all there is to the audio source

#

damn can't link screenshots

clear yew
#

@quiet needle with a controller?

quiet needle
#

@flat citrus You got the new SDK right? Supposedly ONSP is re-enabled in it.

flat citrus
quiet needle
#

@clear yew But the controller isn't assigned to a model?

#

I'm a bit confused I guess.

clear yew
#

same here

flat citrus
#

don't think so, didn't get it since it causes problems for some avatars, I'll DL it and try.

quiet needle
#

Let's - for the sake of following steps - duplicate your model and attach the animation controller to the duplicate.

#

@flat citrus Make sure you delete the old SDK while Unity is -closed-

clear yew
#

i've fixed the T-Pose now by reimporting, thats not a problem now

vocal zinc
#

guys i uploaded an avatar but i don't see him lol

#

is there an avatar limit or are servers down ?

quiet needle
#

Did you update or upload a new one? @vocal zinc

vocal zinc
#

uhh

#

i think update

quiet needle
#

updates are broken, remove the ID and reupload.

vocal zinc
#

how ? x)

opal cliff
#

There should be an id

vocal zinc
#

where ?

quiet needle
#

click model in Unity > right side, pipeline manager > detach

opal cliff
#

When u click on ur character

#

^

vocal zinc
#

let me check booys

#

i don't find it @quiet needle

#

what is right side ?

#

i mean what do you mean x)

quiet needle
#

Where you put your VRC_Avatar_Descriptor and dynamic bones.

#

Your component list in the inspector.

vocal zinc
#

oh ok

#

detach ?

#

x)

quiet needle
#

Yes.

vocal zinc
#

sry

#

where

#

i can edit it

#

first time im doing that dud

#

so i just remove the instance id allright

empty owl
#

oh

#

the sonic model

#

he having arm issues or something?

clear yew
#

hi , so here is my problem : im trying to add audio source that will activate when i do gesture, (i know how to add audio sources to animations) so i created animation with only the audio source and i grabbed the animation to the handgun gesture in the custom overrides. but its not working ingame

#

please pm me if you know the problem , thanks

quiet needle
#

@clear yew Did you remember to copy and paste on frame 2 and to add your custom override sheet to your avatar descriptor?

languid nimbus
#

Hey @quiet needle is there a way to make an animation play once when you swap avatar and then never play it again until you swap to it again/switch worlds?

#

also if you're home you need to add me on vrchat, the broken idle animation is ridicolously cute

quiet needle
#

lol

#

I believe you'd just set the animation on the components and set it not to loop.

languid nimbus
#

ok but where would I put it?

#

normally you'd put it to the idle animation right but how would you continue it then?

quiet needle
#

on the root in the hierarchy, actually.

#

add an animation component

lucid ore
#

so, ugm

#

uhm

languid nimbus
#

the hierarchy is on the left side?

lucid ore
#

i downloaded this custom avatar which has animations

#

but on his installation vids all his projects are folders, allowing him to open everything with everything preapplied

#

but the one i download is just a unityproject with loose animations and idk how to apply

spring remnant
#

I have a really strange problem. I have a model that's specifically exported without eye blinking selected in CATS since I'm doing a rather complex idle animation in Unity instead. Everything works fine when I create a "Animation" object, drag my custom blinking/idle animation and upload to VRchat. But if I now add custom standing/sitting anims for animation overrides and upload the model to the game, then the previously working idle animation does not move the eyes any more, but DOES move the mouth, so like 50% is working. The animation looks fine in Unity at all times. I can't figure this out, any ideas would be appreciated

languid nimbus
quiet needle
#

@languid nimbus Yup

rugged elm
#

Hey i have a question if it's possible to change overrides in with a trigger in game so i can have multiple animation for hand 1 gesture

nocturne radish
#

What do you mean? There's a few gestures for the hands, you can replace them with different animations

#

Also I'm having a really weird problem. I added a couple of visemes/blendshapes into the head mesh of my character, but none of them are showing up in blender.
I tried with .blend and .fbx files, and both have this component but blendshapes are nowhere to be found. I looked it up on google and I didn't find anything at all...
https://cdn.discordapp.com/attachments/277243165478748160/417122098578849792/unknown.png

(Edit: solved thanks to this -> https://blender.stackexchange.com/questions/56795/shape-keys-and-applying-subdivision-surface-modifier)

rugged elm
#

Like i saw a person using one of those dance emote that he remplaced by something that changed his character model and give him a new another set of emotes for hand gestures

nocturne radish
#

They changed the whole model with an animation? I'm not sure if you can do that, are you sure they didn't switch into another avatar manually?

rugged elm
#

no they just changed helmet with an animation and particles

vocal zinc
#

is anyone sharing animations with effects/particles ?

amber sable
#

Is it possible to add blendshapes to your gestures without having to animate the hands every time?

pearl solar
#

Has anyone that you have seen tried making animations for ASL hand signs? I was thinking of making a version of my main avatar that has major signs that I can't do with the hand controllers.

normal skiff
#

there's no way to get particles to orient themselves to match the slope of the ground when they land is there ๐Ÿ˜ฆ

#

why is this not just an option ๐Ÿ˜ฆ

nocturne radish
#

About my problem for earlier, it's solved. Turns out modifiers can only be applied on meshes with visemes by deleting those, and it was a mirrored mesh. Had to do a bunch of stuff to fix it but it's working now.

amber mantle
#

So with the new gestures for desktop, can we use them to animate the bones too? Or is it only for face mesh and like textures? Bcz im trying to make my model hold a knife in its hand and just pointing it forward, but it seems like only the eyes are working

simple birch
#

From what I can see, you can only have facial expressions, or spawn particles with it. If you add a gun, it will probably end up sticking out of your crotch

clear yew
#

how to trigger audio source by using gesture ? only audio source , pm me if possible , thanks

#

im a non vr user btw

amber mantle
#

@clear yew add an audio source to the hierarchy, put the clip in it, set it as inactive, then add it in the animation where you want it to be

clear yew
#

thats what i did, didnt work

simple birch
#

Do you have Sound FX muted though?

clear yew
#

nope i have avatars with audio sources attached to an animations and i can hear them

#

it as 2 keyframes which is the audio source , idk why it doesnt work its really weird

#

azii

#

go to pm ill try to help you

blazing bluff
#

Is there a way I can edit a pre existing animation? I have a drawing animation, but I want it to actually point when I do the override and not do the claw hand

mortal patrol
#

Quick, can someone link me a particle tutorial video? Trying to make particles from a png I have, nothing too crazy

simple birch
#

Is that possible to spawn a mirror with the emote or gesture?

mortal patrol
#

Probably not, but that would be absolutely wicked to see

icy hazel
#

just simple particles, you click any bone you want on your model in unity and then you create the particle system from the menu up top to add that component

#

and then you can just make a material ball, set the texture to the png, then drag the material ball with the new tex right onto the main screen as your pink untextured particles are shooting out

#

and then it just instantly adds it there like that

#

from there i adjust particle stuff after that

mortal patrol
#

Ok, and those particles are 2d, correct?

icy hazel
#

yea

mortal patrol
#

Ok. Iโ€™m doing something completely original and doing something w/ emojis as part of a joke avatar for a friend

icy hazel
#

i think just set it to cutout if it has transparency too

#

the particles

mortal patrol
#

Ok, cool

dusky venture
#

does anyone know how to stop character's feet from trying to shimmy or tap against the floor when you turn around/stand?

mortal patrol
#

Vr or desktop? Perhaps itโ€™s height issue?

dusky venture
#

im testing in desktop right now, one of the feet in particular looks like it's stepped up on an invisible rock

mortal patrol
#

Huh. TBH I have no idea, I think I can envision what youโ€™re saying though

icy hazel
#

does it do it constantly?

#

when mine did that it was a custom animation for idle anim issue

dusky venture
#

it's not like the foot tapping that some people get like if i go still the foot just sticks to one spot instead of moving

#

for reference this is a floating idle

icy hazel
#

ah

#

yeah for mine it had to do with idle anim too -and- my hip bone was a little bit too small for me

#

but idk if that last part matters

dusky venture
#

http://puu.sh/zvdMx/b479dec53c.jpg you can see here i turned a little and the foot that's stuck in place basically is trying to stay on this invisible floor im assuming that's up there

#

funny enough it's not the foot that's closest to the legitimate floor

icy hazel
#

hmm

#

so are you floating and flying at all times?

#

or when you walk do you start to land?

dusky venture
#

i've changed all but the prone and crouching anims so there's ones for strafing and stuff

#

im wondering if it's crouching but i think i tested with crouching replaced and it did the same

icy hazel
#

cause i feel like somebody else who did a floating/flying fairy girl, he just made the legs totally useless and dangle sway with DBones

#

to avoid weird feet issues since he wasn't using them really

dusky venture
#

i was tbh wondering if there was a way to remove the like.. im not sure the right word but the flag that says hey these are feet that should be on the floor

wary parcel
#

Must be the bone rotations and where the bone is located in Space that could be the issue here @dusky venture

dusky venture
#

oh? do you know what would fix that kinda situation @wary parcel

wary parcel
#

Blender and zero bone rotations

#

Though you need to know if your body and lega are bendt the correct way or else you get a wonky squatting movement of the legs

simple birch
#

I mean. I saw people with fully functional cameras. However I am not sure if mirror is a completely different case

dusky venture
wary parcel
#

Oh you are flying?

#

Have you tried to move all the transforms in the animation related to feet? So they are all following the animation?

sand apex
#

Has anyone seen if your body clips through the ground when using a hand gesture override on desktop?

dusky venture
#

yeah it's suppose to be a floating kinda idea- and i've had all the overrides at least following the floating anims i've done

wary parcel
#

I was just thinking that the animation may not have moved all the bones and some are following the vrc setting

dusky venture
#

i must of missed one somewhere or it's broken somewhere if my avatar's flying off when i open the menu though

wary parcel
#

If you have dynamic bomes on them or joints, try to disable them prior to going into animation window

#

Then set them afterwards, ive gotten some bugs with dynamic bones when activated in the animation window when i want to move a bone attachet with the component.

sand apex
#

@dusky venture do you use muscle editor? just curious

dusky venture
#

i think i used it a lil on this yeah- do you think that's messed something up?

sand apex
#

Possibly, I use muscle editor and I get the same effect where the model would start to spazz out overtime or shoot off when the menu is open

wary parcel
#

Though zeroing the bones could fix it, since it seems its an fbx export problem from blender or if you are using desktop it may be the animation override. You could try to open the fbx in blender and check how the bones are after the export

sand apex
#

I don't know why it could be muscle editor that causes the issue but that might be it since muscle editor is just a lazy shortcut for bone movements

wary parcel
#

If you used blender that is*

sand apex
#

You could always try making a simple emote override without muscle editor to see if it really is the problem

wary parcel
#

Dont think thats the case

#

Its not an component

#

Its an addon changing the raw values for you

sand apex
#

Do you think the raw values it's changing are flawed in some ways that it's causing the model to glitch?

wary parcel
#

Then you can see it in the normal animation when playing it of in unity

dusky venture
#

i do have this thing where the bones/armature is horizontal when rotation is at 0 0 0 but i assumed that's normal since most if not all my avatars have that and work fine, this is the first like custom idle/move i've made though

wary parcel
#

The bones should have the flatside out, if you make an tiny < angle on the feet bone it should be good

#

If you make it perfect vertical it messes up the rotation

#

Ive had alot of avatars that when doing squats beds the knee inwards to much

#

Found the issue to be the ๐Ÿ”ถ rotated bones instead i want them to be ๐Ÿ”ฒ when looking forward.

dusky venture
#

like you'd be able to see they're angled down instead of flat in the inspector when you're doing the humanoid rig thing right?

wary parcel
#

Dont think you can through that

#

Dont remember

#

So how do i link stuff here? Need to do a imgur link?

dusky venture
#

i think either imgur or any other photo sharing stuff

wary parcel
#

This is what i mean about wrong direction on the bones

#

They should be more like the lower legs

#

Upper legs are wrong

#

Best way to do it is to zero the bone rotation in the armature menu

#

Or move the joint a tiny bit forward and then zero

#

Or the upper leg joint between the hips a bit back

#

But then you wont have the angle correct for full body tracking i guess

dusky venture
#

that's not an issue aha- though mine arent tilted like that there is something umm... interesting? i guess

wary parcel
#

Yours are good though the toe bones are a bit wierd

#

2 bones?

dusky venture
#

the 'that's not an issue' was to the tracking i mean not- what you're saying thank you for helping lol- yeah the toes are a little strange..

wary parcel
#

Hmm, also i see 2 orange dots, you have 2 origin points?

dusky venture
#

i think i just had two tails selected

wary parcel
#

Ah alright

dusky venture
#

that bottom 'toe' isnt weighted to anything and the top is weighted to literally the toes only, i actually had to fix them in unity because otherwise the character's feet were half in the ground when they didnt have their custom idle

wary parcel
#

Anyways, flying animation is hard, ive listened to a modeller and animation expert that it was a headake to get that correct.

#

Dont know what he did though

dusky venture
#

aha- well for my first try even with the tapping i guess i did okay.. i just wish there was a way basically to make vrchat not look for feet since it does seem like it's just trying to treat the feet like they are on the floor

wary parcel
#

Btw, you using the desktop version right?

dusky venture
#

yeah i'm testing on desktop version, i know height when in vr would probably cause it to be weird too

wary parcel
#

There has always been a problem with tapping with the desktop version.

#

Tought hight adjustment could reduce it

last wolf
#

does anyone know how to make the animation 'get down' play with the sound?

wary parcel
#

The animation "get down"?

last wolf
#

yeah

wary parcel
#

And what sound

last wolf
#

the sound that matches it

wary parcel
#

Just match it up

#

:p

last wolf
#

wat

#

unless you can't hear the sound but others can idk

wary parcel
#

I dont know this get down animation and the soundfile its like working in the blindspot

last wolf
#

i'm assuming you place the audio in your avatar?

wary parcel
#

If you want it to be attached to the avatar yes

#

Else you can attach it to a gameobject

last wolf
#

you can't hear it but others can right?

wary parcel
#

You can hear it

last wolf
#

what

#

man is there like a tutorial

wary parcel
#

Just search it up in youtube, there should be one

#

Sound VRChat avatar

last wolf
#

there's none

amber mantle
#

Thats bcz none of them talk only about the sound. But theyre pretty much the same

frosty pendant
#

someone knows how to do like weather effects on gestures / particles that collide with the terrain?

fluid crescent
#

how to make a spining animation?

wary parcel
#

Rotate armature

#

:p

unreal creek
#

I feel stupid for asking this but does anyone know what causes gesture overides to transition slowly between different ones? I have made sure both keyframes are exactly the same

wary parcel
#

Loop it?

unreal creek
#

It is just a facial expression, not an actual animation

wary parcel
#

Looped it?

unreal creek
#

It's looped by default

wary parcel
#

Tested it without loop then? Else ther must be something wrong

unreal creek
#

I'm trying out different things, last thing I am going to resort to is just redoing them

wary parcel
#

Also only 1 frame between them

#

And check if there was added a 1 second frame

unreal creek
#

Yup only one frame

#

Going to cut my losses and remake them, won't take much time

wary parcel
#

What are you using as gestures?

unreal creek
#

What do you mean

wary parcel
#

Desktop

#

Vr

unreal creek
#

It produces same results on both vr and desktop, it shouldnt matter ethier way though

wary parcel
#

Desktop just released so i thought may be something there

unreal creek
#

Maybe, but vr is same

wary parcel
#

Alright, i dont know. Seems something is weird

fluid crescent
#

I found out why your audio source on avatar is quiet.You must detach the blueprint and reupload the avatar

dusky venture
#

leetts go back to the previous version

unreal creek
#

Wave are you animating in Blender or Unity?

dusky venture
#

unity aha

unreal creek
#

There's your issue lol

dusky venture
#

i accidentally put root up too much on that one

#

i like how though, i moved her feet so much higher and she's still tappin away

unreal creek
#

@wary parcel Just double checked the animations and somehow there was keyframes made two whole minutes out lmao

wary parcel
#

Hahaha ๐Ÿ˜ƒ

clear yew
#

So something is wrong with my blinks. When I look down my avatar closes her eyes

quiet needle
#

You have lower eyelids set up, yeah?

#

go back to blender and redo your blink visemes without lower eyelids.@clear yew

clear yew
#

Does anyone know if its possible to run 2 animations at once? perhaps by manipulating the AvatarControllerTemplate?

quiet needle
#

Yes and not needed?

#

What do you mean by 2 animations at once? You have two hands, so you can do up to two gestures at once and an anim component plus your current locomotion anim.

clear yew
#

Ok so I have a gaint airship which I want it to make a bomb drop to the ground, but I also have an idle animation in which the wings rotate so its more realistic. but If I do the bomb drop it stops rotating because it doesnt play that animation obviously

quiet needle
#

Is that rotation anim set as a passive animation component?

clear yew
#

uhm where can I configure that?

quiet needle
#

under the inspector panel on the far right. Add component > animation

clear yew
#

Oh yeah you might be onto something I always tried to override it onto the idle animation

#

@quiet needle I don't have lower eyelids...just had them set to basis

quiet needle
#

That's pretty odd, because there would have to be some sort of a shape key or bone weight manipulating the eyelids based on the neck or head.

clear yew
#

I know

#

and once I deleted eye blinks and made my own my jaw started to hang open when I look down

quiet needle
#

Does your model have a jaw bone?

clear yew
#

no

#

it doesn't even have anything mapped in the head

#

I also noticed that the "laugh" shape key is totally ignored when I try to emote

#

something is broken baaad somewhere and I can't find it

#

I'm half tempted to just yank the head off my other avatar, graft it to this one (since it's the same basis) and just say screw it lol

#

thanks alot techpanda that solved my Issue ๐Ÿ‘

quiet needle
#

@clear yew I'd go back to blender and test your shape keys. It sounds like something fishy is up with them.

clear yew
#

they all work perfect ๐Ÿ˜ฆ

quiet needle
#

Otherwise, make sure your avatar's animator is set to None, rig is set to humanoid, override sheet controller is still set to default controller, and that your anims are correctly keyframed.

#

Drag your timeline (red bar) across the top of your keyframes and it will show you your animation (or press play on it, same effect) to double check for accuracy.

clear yew
#

yeah ๐Ÿ˜ฆ all of them all work flawlessly

#

the only issue is when I look down, eyes shut

#

disable blinking, jaw opens

quiet needle
#

Do you have blend shapes set for the lip sync?

clear yew
#

I have them. I turned off lip syncing and it still does it

#

didn't delete the shape keyes yet

#

wait

#

i found something i thnk

quiet needle
#

It almost sounds like a bone weight issue. Strange though unless you've modified the weights at all manually.

clear yew
#

do the shape keys order matter

#

in blender

quiet needle
#

no

clear yew
#

darn ๐Ÿ˜ฆ

#

nah, i'm using a TDA base (same one my other avatar is based on) without any weights altered outside of what they already have/need to function

#

I already checked all that stuff to see if i had some weird weights

quiet needle
#

Hmm. How much work would it be to reimport the PMX and send it back through blender?

clear yew
#

x.x well, it's pieced together from 7 models for the outfit XD

#

honestly it might be easier to rip the head off and plop my other models head onto it

spring remnant
#

I have a really strange problem. I have a model that's specifically exported without eye blinking selected in CATS since I'm doing a rather complex idle animation in Unity instead. Everything works fine when I create a "Animation" object, drag my custom blinking/idle animation and upload to VRchat. But if I now add custom standing/sitting anims for animation overrides and upload the model to the game, then the previously working idle animation does not move the eyes any more, but DOES move the mouth, so it's like 50% is working. The animation looks fine in Unity at all times. I can't figure this out, any ideas would be highly appreciated

quiet needle
#

@clear yew Yeah, try that. It should fix it as long as the shape keys aren't buggy.

surreal iron
#

@spring remnant im having similar issues with my custom walk animation

#

it looks good in unity and blender

#

but it looks like trash / 50% working in game

spring remnant
#

@surreal iron I find it super weird since some portions of the animation play (the mouth and another one that deforms the eyes slightly), while a specific other one does not (the eyes blinking). I'd expect it to either work 100% or not at all

surreal iron
#

i think our best option is to wait for someone who managed to get the custom animations to work and ask them for help

#

x.x

spring remnant
#

Removing the custom overrides in my VRC_Avatar Descriptor and reuploading makes my idle animation work again, but I'd like to use them, so...

#

Your walking animation is defined via custom standing anims?

surreal iron
#

ye

#

i wonder what would happen if i uploaded it as a generic rig

spring remnant
#

So that's not a thing you could try for you, okay

#

I've not done walking animations so I could not be of help there, sorry

surreal iron
#

i mean... it feels like if you upload the model as humanoid with the overrides, something starts messing around with your custom animations

quiet needle
#

@surreal iron Humanoid rigging will use the full set of standard humanoid locomotion anims, so you need to make sure you override all of them - the walk, run, strafe, and sprint anims with something custom. Keep in mind also that they are trigger sensitive, so only a portion of the anim will play if you hold the stick slightly, and full anim should play when you press the stick down one direction fully.

surreal iron
#

not using a vrset

quiet needle
#

doesn't matter

surreal iron
#

wasd for the win

#

XD

quiet needle
#

hehe

#

You're just always full throttle, but check those things out.

surreal iron
#

ill just override everything with my walk animation then

#

and see if theres any change

remote blaze
#

hey guys, for some reason hand gestures don't work on any of my avatars despite all 5 fingers being rigged ๐Ÿ˜ฆ what's the problem?

quiet needle
#

@remote blaze Do you have custom animations set up and attached to an override?

#

or just talking about the default hand gestures?

wary parcel
#

@remote blaze Did you link the custom overwrite to the avatar descriptor?

tawdry ruin
#

Yeah, it seems that something is off for the animation tab for the new SDK.
For example, it wont let me add things into new .anim files and audio seems to not work either.
I would fix it easily, but it seems that the only way I know can't be done atm.

#

Is this problem also happening to you, guys?

#

(im talking about custom overrides, ofc.)

wary parcel
#

Its acting up with my uploads also, does not remember my picture and avatar description

tawdry ruin
#

Wow...so weird.

wary parcel
#

So when i want to upload again i need to delete and use a new ID

tawdry ruin
#

Yeah, happened to me too!

wary parcel
#

Never happened before

tawdry ruin
#

I simply detached the ID into the pipe line and created a new one and worked. That was yesterday, so I dont know if now is different.
I heard too many people who are saying weird things atm.

wary parcel
#

Ye unconsistent bugs i guess

tawdry ruin
#

For example, about audio sources into animations, yesterday were already not working.
Today, they are even deleted from the anim . So they are there into the anim, but they dont work and names are different like when you create a new one.

#

Bugs? Maybe. I think we will have to wait a little bit longer to see fixes.

#

So right now, we cant edit our avatars. Just play the game .

wary parcel
#

Or upload new ones

tawdry ruin
#

Yeah, if everything else is still working.
Honestly, I will wait a little longer, since when something is not working I get bored easily.

quiet needle
#

I haven't migrated into the new SDK yet. I'm dreading it tbh, seeing all these kinds of posts.

wary parcel
#

Mhm, need to be streamlined a bit for everything to work correct and to have fun while doing it

tawdry ruin
#

@quiet needle Nothing to be scared of. Just a little bit of patience and the admins & devs will fix those issues.
Its just a matter of time, I guess.

wary parcel
#

You need it though dont you?

quiet needle
#

Nope.

wary parcel
#

Tupper lieing? :p

quiet needle
#

Yup.

tawdry ruin
#

Huh?

#

What is this thing about Tupper?

quiet needle
#

He said in the patch notes that no previous SDK will work any more lol

tawdry ruin
#

He didnt say that they were not working, he said that they were not supported.
I dont know what is the difference tho.

#

"You MUST download the new SDK. Using ANY older versions of the SDK will not work properly and will not be supported."

quiet needle
#

Mine seems to be working quite properly.

tawdry ruin
#

ยฏ_(ใƒ„)_/ยฏ

wary parcel
#

Oh well.

clear yew
#

@wary parcel That's because they're now defaulted to uploading as private avatars. It strips the ID off them after it uploads to your profile so it can't reference back to the blueprint ID to update avatars.

That's what it seems like at least. I haven't tested uploading as a public avatar

amber mantle
#

not sure where to ask about this, but i am making it an animation so here it goes: how do i put text on a cube? only one side, and straight, no curves and such, just plain text on a cube.

woven surge
#

Now that I can move free on animations, I'm trying to put a sword as a particle system so I set that to world space and I can move and the sword, on the ground, doesn't move, tried shape > mesh and mesh renderer and is not working, do someone knows how to do that?

opaque orbit
#

What is the LetGo? Is it the Fall slot in the override? Kinda silly they didn't make them the same names

#

For desktop

quiet needle
#

I think LetGo would be the fully open hand, which is HANDOPEN.

#

@woven surge World particles don't care about your character. They detach and use the world space for their positioning.

#

Use a local particle and attach it to your wrist.

#

Interesting way to do it, also. You could just use it as a game object instead, unless for some reason you need it to be a particle?

opaque orbit
#

It already says that open fist is F1, so what would that be then?

woven surge
#

No, it doesn't need to be a particle, I just want a sword to be on the ground, and when I move, it doesn't move

opaque orbit
#

@woven surge You can't have sub meshes in mesh render

#

Thats why it isn't appearing

woven surge
#

Hmmm...

#

So.. do you know how could I do that?

opaque orbit
#

UV map it in blender

#

will remove submeshes

#

or use cats if possible, ez way to do that

woven surge
#

That's my first time... so I don't know how to do all that xDD but thank you

#

About particles no problem, but with this.. totally noob I am

quiet needle
#

@woven surge If the sword appears but doesn't move, change it from world to local.

woven surge
#

No, I think you misunderstood me, I want the sword to appear on an animation, on the ground, so it doesn't move when I move, that's what I want to do

quiet needle
#

Is that not what you stated that it is doing?

#

Oh you want to set it up

#

First thing you want to do is get the particle working with the correct scale/start size

#

If you set it to mesh render, it will spit out the sword mesh, but it may not be textured, refer to Sato's instruction regarding that, but once you have the particle spitting, disable the "Shape" and "Start Speed" options and it should just sit still. You can then position the emitter where you want, and it should work the way you're talking about.

woven surge
#

Okay, I will try that, about what @opaque orbit said, what's the option on Cats to do that?

fluid crescent
#

When im doing the animation in Great Pug i get respawned,but in other world my animation works fine

opaque orbit
#

@fluid crescent In the pug, if an object on your model touches a collider in the pug it will teleport you to spawn

#

just a funny pug bug

quiet needle
#

@woven surge I don't think CATS has an option to redo UVs

#

Not sure though.

woven surge
#

So I have to redo UVs? I think I will search for tutorials because never did that

quiet needle
#

Is it a single material?

#

Basically particles can only have a single mesh and a single material on them, so if you can get your weapon down to one mesh and one material (atlas or otherwise) it should work no problem.

woven surge
#

This sword is not very good, has a lot of meshes

quiet needle
#

Yeah, for the sake of everybody around you, please combine those.

#

1 vs 2+ meshes is an absolutely huge jump in CPU usage for a model.

#

In blender, make sure each UV map is named the exact same thing (should be on the data tab) and once you have that, select multiple meshes and do CTRL+J to join them together. It might take some fiddling to get them to merge properly so save often.

clear yew
#

@quiet needle swapping heads fixed it. I noticed that CATS busted something when it was making the eyetracking stuff because there were NO lower lid shapekeys created. I think this caused it to bug out and start making lower mesh area's function as a lower eyelid

quiet needle
#

interesting

clear yew
#

the head I swapped to the body does have all those shape keys intact so luckily it wasn't a tough fix. just a bit tedious

#

luckily I somehow got good at doing mesh swaps lol. Doing a head transplant is easier than putting on underwear >.<

woven surge
#

@quiet needle thank you very much for the advice, I will do that xDD

small tapir
#

Trying to make a shooting animation with particle system and sound but it's the first time trying to do it. Do i need to make the shooting animation as long as the sound or can i put end fram on 0:01 and trun of looping?

crisp valve
#

anyone know this error ? the following component types are found on the avatar and wil be removed by the client: deadtime

#

in unity

#

nvm found the problem already

opaque orbit
#

An animation I have toggles a box on and off, I set this to a gesture. When I load the model, it immediately starts looping, even without hitting the gesture. The animation is not set to loop either, anyone have ideas?

quiet needle
#

@small tapir You just have to have a 0.01s animation to enable it. As long as you hold down the gesture, it will continue playing the file. If you let go early it will cease.

#

Same thing applies to particles. They will follow the particle animation path you set for them in the particle component, then turn off if you stop the gesture early.

woven surge
#

@crisp valve One of your particles or gameobjects, or anything has a component on the Inspector that is called Deadtime and you have to find it and delete it

crisp valve
#

you did find it already

#

i hate unity sometimes rules rules rules ...

quiet needle
#

@opaque orbit Is the object it toggles set to "off" by default on your model?

opaque orbit
#

Yeah tech

#

I don't have any controllers on the avatar either

small tapir
#

@quiet needle Okey thanks

quiet needle
#

Show me the anim?

opaque orbit
#

sure

#

I cant upload pictures here

#

there

#

I sent it to you

ripe osprey
#

ANYONE ELSE HAVING ISSUES GETTING AVATARS UPLOADED WITH GESTURES

#

USING THE NEW SDK ?

undone glade
#

Anyone know how to have animations transition by chance? Example being have a gun fire animation activate only when the gun animation is activated.

heady wren
#

That's a very very good question. I'll do some digging.

spice echo
#

hello

#

does anyone know how to make the mesh

#

not follow the character

#

during the animation

undone glade
#

I would assume it would be something like [gun] <---> [fire], but I have [gun]<--->[fire]<---[entry]

spice echo
#

i want the mesh to just stay there while the animation is playing

heady wren
#

Also I'm running into something. I'm trying to basically make an animation that puts the character on the bike. But I have no idea how i'll be able to position that. Being that when I put the character in animation mode on unity, the model moves, but the bike doesn't.

golden egret
#

can we use shader uniforms or something like that in avatar animations

quasi sun
#

Could somebody tell me how to change the sky using an animation override ?

undone glade
#

Well you would need a 3D object and a shader I know that much. @quasi sun

quasi sun
#

I figured, but what shader tho ?

undone glade
#

I wouldn't know to be honest, I've heard people talking about shader forge, but I don't think that would help changing the sky.

quasi sun
#

I tried to put the included Panosphere shader on a cube, but the sky texture only shows outside the cube, not the inside

undone glade
#

you need an inverted cube which I have if you like to try it

heady wren
#

@spice echo I'm not quite sure what you mean. What is the animation?

quasi sun
#

Oh hell yeah man that'd be great if you could share it

spice echo
#

oh

undone glade
#

let me find it.

spice echo
#

i have like

#

a wall pop up

#

when i finger gesture rock and roll

#

and i want to move around

#

and the wall follows me

#

i want it to stay there

heady wren
#

Oh keep its world space.

#

Got it.

spice echo
#

yep

#

thanks alot man

heady wren
#

Gimme a second to try something.

spice echo
#

thanks

#

btw

#

i messed up my character pose

heady wren
#

Of course!

spice echo
#

i did the animation on the character instead of the duplicate

#

and now its stuck in a weird pose

heady wren
#

I'm having some issues now and no idea how to get around it.

#

Just swap where the descriptor is. I just did that same thing. xD

spice echo
#

ah

#

sorry i'm quite new how do i swap it around

heady wren
#

As long as your second model has NO animation on it yet and is still in T Pose.

spice echo
#

i dont have a second model

heady wren
#

oh shoot.

#

Uhm.

#

Add me.

spice echo
#

thanks alot

#

i sent an invite

onyx charm
#

Does anyone know how to summon an object and have it not follow your model? Like I saw someone stick a sword in the ground and it stayed there

languid nimbus
#

Does anyone know how to play an animation once and make it stick at the end?

spice meteor
#

can someone tell me real quick how can I make my character stop blinking in an gesture with cats generated blink?

#

i tried manually setting the vrc blink_right and left to 0 while I hold the animation but she still does it, do I have to deactivate more?

rocky river
#

hey guys

#

how do i add a trigger button for particles?

#

like if I do some rock n roll gesture it summons a particle on my right hand

#

is that possible?

heady wren
#

Very possible!

spice echo
#

^

heady wren
#

You already know how to do basic animations with like items and guns?

#

It's ALMOST the same process.

#

@rocky river You'd start by adding an empty object in your right hand, and adding the particle system to that.

#

Then really you'd just make a new model and add the animation to the second one. Same process as with the guns from there.

mystic umbra
#

so I attached a helicopter with an legacy animation of it crashing in 30 secs, then I hid that heli in the armature and added another legacy animation to pull that helicopter out

#

But its not a working animation

#

Im so perplex as to why

#

Ive done this so manytimes with no issues

late phoenix
#

with gesture animations for keyboard users can you have a gesture that moves your arms? I made the animation do it, but it doesn't do it in game (is it because I have a custom idle animation and that's interfering?)

heady wren
#

Yes I think that's exactly why @late phoenix

molten kayak
heady wren
#

If you remove your arm from the animation it might work?

#

from the idle animation I mean.

late phoenix
#

Yeah guess ill try that... ๐Ÿ˜ฆ wish there was a way to override that though

#

I like the arm animation i made for the idle RIP

languid nimbus
#

So noone knows how to make an animation stick around when it finishes?

heady wren
#

If only we could layer multiple Override scrips. ๐Ÿ˜›

#

In world space you mean Gatreh?

#

@languid nimbus

woven surge
#

I don't know why, all is fine, when I play my animation on unity, but ingame my hand gets bugged and nothing happens..

lone bramble
#

@molten kayak you moved the locations of whatever you're animating and it can't find the path

somber kayak
#

hey guys, how do i post pictures in here? I need to shgow you an issue im having

spice echo
#

Link it

#

upload it to some photo sharing site

somber kayak
#

ok 1 sec

#

So im currently trying to add a gun + particle effects +audio to fire a shot. I believe im doing something wrong in the process. So i have already made the particles and the sound. Im just confused how to add them to the animation. This is currently what I have.

#

Thats correct i believe

eternal jetty
#

Did you add the properties to bring the particles in?
Edit: oops, I see below

somber kayak