#animation
1 messages · Page 51 of 1
I have yet to master it myself, comparing it to another tutorial.
@somber kayak
Hi
You DO NOT need to have the audio sources or particle systems in the animation
delete them
their parent is the weapon, so they already get activated.
What you want to do now is go to the gun on the NON ANIMATED MODEL
And just make sure you have the sounds set up right in the components. 😃
Awesome! So how will i trigger the sound and fx when i want to fire my weapon?
Well that's where you need to make a choice.
@heady wren No I mean body animations through gestures
I kinda figured it out but kinda not
Because if you set the gun to fire on open, every time you pull it out it fires.
I guess that's what a lot of people do.
Interesting. theres a model ive seen which fires when you press the left touchpad to the right
Or you can add a new animation and override a different ..
true true
Yup!
Button combos would come in handy in this game
Im still quite new to this. How come two guns will work?
There is no "firing" in this game
if you have two weapons that are the same in every way but one is just constantly firing, you can pull out the none firing one, and then change gestures so that you are then holding the one that is firing, it looks as though you fired the gun that wasn't firing a second ago.
I will give that a go. I'll let you know. gimme a few minutes
Also, I have a question of my own. I set up a gesture to change my characters material and turn on a light. It works fine, but trying to do anything else will trigger that gesture again. So if I were to do something like trigger my custom gesture, and then let go it stops as it should, but if I were to hit the open hand button (no overrides on it) it goes back to my custom gesture.
What could cause this?
The anim? I believe so, the keyframes were right next to each other. Will double check.
You know what, there was a random keyframe waaaay out in the timeline I didn't see.
Hopefully that was it.
https://imgur.com/daQLClt
Going to test it out.
I hope it works
Sort of, it now flickers while trying to do the animation and. Flickers a bit more when trying to do another.
The light turns on and off and the materials switch really fast.
so i found a new emote on an avatar called Anime_salute,any idea where i can get it for my own avatar?
need help from someone with knowledge on custom walk/idle animations
x,x
im almost giving up on this shit
hey again. I tried it. I got the gun to fire... however it only fires when i open it up.
Ill post pics of what ive done
I've made 2 duplicate models
on the GUNFIRE Model, i've kept the particles and audio in the gun folder https://cdn.discordapp.com/attachments/369908229326503948/417436923464908815/unknown.png
on the OPN model, ive removed all gun effects. and left just a blank model of the gun
is this correct so far?
@eternal jetty ^ thats my progress
has there been any change to legacy animations recently? I use legacy animations for blinking for some avatars because it allows me to toggle blinking off while i have other facial expressions on, and those avatars still work properly, but for 2 avatars i just did they're not working at all. I can see my avatar blink in the preview in the menu, but when i switch to it the blinking doesnt play at all
I had no issues with legacy
question what sdk are you using?
cause a few of my animations arent working properly either and Im using an old sdk
anyone have any idea about what i posted above? 😃
no
hmm
is there any desktop users who many animations in here cause with the new changes to the shift + f keys
I feel like those arent wokring
Im thinking its the sdk Im using but not 100% sure
setting it on emotes it works just fine
well if it was the client update, then previously working legacy animations would have been broken too
but mine are fine
so sdk seems like most likely cause for now
yea
lemme use this new sdk
and see whta happens
cause my commision work ive done for animation + scratch models the shift + f key works just fine
and that was pre the newest sdk
Anyone know how to make a vmd that uses the animation for another model or mesh but it’s supposed to be bound to the playermodel or sans in this case and know how to make it work?
anyone know why the animation panel in unity have the play button and recording button greyed out even though I already have my animations in there?
@clear yew because you don't have a controller selected.
@clear yew What do you mean? Importing VMDs into Unity?
and for my controller, do I make the original avatar the controller or the duplicated one that has the animations?
@quiet needle do you mind scrolling up and taking a look at what i posted? Not sure if you're familiar with it or not
Something like that let me show you what models (sans and gaster blaster) that the animation im trying to get it to work
@somber kayak https://www.youtube.com/watch?v=YzYvNKgzTKY
This video assumes you have already watched this one: https://www.youtube.com/watch?v=61vO-IswFps&t=546s *Make sure you scale your model down to the size y...
@clear yew Duplicate.
That video doesnt actually show the part im talking about. It tells me how to do it but not how to add it to the CustomOverride
@clear yew VMD animations use more bones than Unity, which means if you import them, some motion will be shaved off and discarded due to the missing bones. You can get around this a few ways, but none of them are easy. Check the pins on this channel for details on one method.
@quiet needle err i did try to like import it into blender once then exporting it into unity with the model as a fbx even when like
Anyone know how to activate a prop on gesture but have it static to the world so I could hold the gesture and walk around it without it moving or spinning with my headmovement?
@somber kayak You make your animation a .01s animation of "Turn on my gun firing game object" and copy/paste keyframe 1 for all keys to frame 2 so you have two identical lines at .01 and .02. After that, drag the animation into an override sheet, then drag the override sheet into your avatar descriptor.
@fierce geode World particles.
Its not a particle though
okay well when i did duplicate the model and gaster blaster after having the gaster blaster in sans right wrist i had both gaster blasters hidden on the clone I put on the CAO animation and the CAO on the clone and when I tried uploading the clone when I tried doing the hand gun and fingerpoint hand gestures it wouldn’t do the hand gesture
Then it will always be tied to a bone.
when I don’t have it on that on the cao the finger point or finger gun works fine
Ive seen people drop entire rooms and move around in them tho 🤔 must be a way
see thing is I don’t know if the vmd is broken or how to fix it so i was kinda wondering if you could maybe take a look at it and see? I sent you a link to the model where i got it from
@clear yew When animating, you don't upload your duplicate. You use the duplicate as a template for making the animation. I'm not quite sure what you're saying.
and yes before putting the animation on i did rig it as humanoid
ohh okay well
When there is already a animation file made should I just put it on the main for it to work?
People are telling me I should never do it on the main
After you create the animation on your duplicate, you drag it onto an override sheet over whichever animation you're replacing, then drag that override sheet into your main model's avatar descriptor override slots.
Override sheet would that be the cao?
If so yeah i had done that already
Okay but after that i tried this, when i did upload just the mine putting the CAO on it it still doesn’t seem want to work
Never create an animation controller using your main model is what they should be saying. If by CAO you mean the object that when you click it you see all your gestures in the right panel, then yes.
the Control Animation Override thing
Yes that
I even put that in the animator and vrchat descriptior for custom standing anim
For the main
but when I upload the main still does not work
Was this a prefab animation or did you make it yourself?
Prefab? I didn’t make it myself but if your asking if its from sketchfab its not from that its from deviantart
@eternal jetty Any luck?
@clear yew I'd have to import it and take a look, but it's likely that the animation needs to have its properties retargeted using your model's bone structure.
I can't look at it right now though. Sorry.
oh thats okay maybe i can add you and so when you do it later youll tell me?
So I'm in a tough spot right now if someone can help.
I'm trying to place sora on a bike basically. And I can't position him on it. Like at all without him going crazy.
How am I supposed to pose him accurately without things like the eyes going crazy.
hey @heady wren did you see what i wrote above? I followed your advice but im still having an issue where it wont shoot when i switch gun. For example when i pull out the gun it instantly fires.
I gotcha
i've create animation for finger gesture override, the object itself is on the model but hidden, i'm using 5 different objects for the 5 different finger gestures on vive, i can see the fingers moving/not moving when i trigger those gestures but the object doesn't appear, any idea where i missed a step ?
https://thumb.gyazo.com/thumb/1080_w/eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJpbWciOiIyOTUzN2I5MWE1M2MxNmQ4Y2JjNDVlZGFlYzI5Yjc0YyJ9.QhI12vaUVMoBvJ45ARLg6KUMgcq5FU13qTj42OGaRVI-gif.gif posting for the over 9000 time because i lost hope already
i made this custom walk animation
it looks fine in blender and unity
but when uploaded to vrchat, it looks trash, 50% at best
how to proceeD?
@muted prairie did you set the object as active in the animation?
Yep
das weird, thats pretty much what you need to do
@muted prairie on both frames of the animation?
Double check, sometimes the second frame doesn't copy correctly.
Yes i copied pasted the first frame onto the second
could that be because the object itself has a different name since i made a copy of the first model used for animation ?
e.g the object is called X(1)
i dont think the object's name matters
Yeah if you've got anything involved in the anim named differently, you'll want to either rename/reposition it to match your main model, or delete your duplicate and reduplicate your main so the targeting on the animation is correct.
Ok I add an controller to my main character and the play and record button is still greyed out
tupper senpai help me plos, need help with muh walk animation
easy way is to delete your duplicate, create new duplicate (rename optional) then drag your old controller onto the dup in the hierarchy and it should be ready for animating again.
@muted prairie as far as the name of the duplicate goes, it shouldn't matter as long as it's not a bone or child object that has a different name.
@quiet needle Ok, so if i were to have 5 objects in the same spot in my hand, do i need to deactivate them on the main model before making the animation, or do i have to deactivate them all for my hand open gesture + deactivate all non used objects for each hand gesture ?
Okay, I don't get it, I litterally copy-pasted the sitting animation from my seal, but it works WORSE than the original animation
like it works for a split second
then I go into the ground
@heady wren I had a lot of luck actually. It stay on, doesn't flicker, and doesn't mess with other animations. My only problem now is that it flashes very briefly when when triggering another. I think it has something to do with that extra space after the last keyframe. https://imgur.com/px590dK
Not sure how to get rid of it.
That's not a normal thing?
add something to the 2 second mark then delete it?
Nada
That might be normal to look like that honestly.
What kind of audio file does unity take into the audio source? idk where to ask this lol
oh thanks
Format Extensions
MPEG layer 3 .mp3
Ogg Vorbis .ogg
Microsoft Wave .wav
Audio Interchange File Format .aiff / .aif
Ultimate Soundtracker module .mod
Impulse Tracker module .it
Scream Tracker module .s3m
FastTracker 2 module .xm
yeah thats not normal.
@solid palm
@clear yew my man!
Mine isn't normal?
oh nvm then if you're doing that. Wasn't sure what that was for.
That's weird.
I don't even know how to create that extra gap you have.
I love getting search results like this https://forum.unity.com/threads/how-do-i-change-the-animation-clip-length.470031/
Not a single reply
-.-
@heady wren I found out how the extra time is getting there. The Skinned Mesh Renderer property seems to automatically add an extra frame to the end. So I guess the next thing I have to do is find another way of changing the eye material or finding a way of animating a material property...but I can't seem to find a reference to any properties this way.
If you want to animate a material you have to do it using shaders
are inactive objects set to appear during a specific emote or animation meant to automatically go inactive again after the animation has finished or been interrupted?
yes
i think i found an interesting bug then 😛
Any literature to get me started with coding a shader that could be controlled by gestures like a need them to be?
you can't control shaders with gestures
sure you can
if you've got an object which appears only during a sitting emote, and then you interrupt that animation by getting off your seat before the object vanishes...it remains active in your standing animations
if you can animate it you can put it in gesture overrides, so shader variables too
yo?
If you're messing around with sitting animations
that i am, yeah
why am I falling through the ground when I'm pulling myself up .55?
@clear yew So shader variables is what I should be looking for? And I change them through an animation as I have been doing?
yep
1001, the shader animation and bone animation are completely separate
@muted prairie As long as they're deactivated when you upload and the animation has the "IsActive" for the object checked, it should work.
up by .55? huh, i've never had that happen, at least on the avatar testing stage
yeah I'm on avatar testing, wanna see it? lol
it works for me
then where do you find the shader variables
sure -- i might as well show you what's happening on my end too (though i have no mic)
you put them in yourself or you animate material properties
you didn't give a clear answer
Are the cubedparadox flat toon materials not exposed to animations?
you're gonna get a friend request from a random, but the timing should make it clear who it is 😛
Because I can't find any references
that's like saying "what weather is it?" Oh well it has to do with clouds
It's non-information
you mean my answer?
yes @clear yew
why so passive aggresive?
I'll reiterate, anything you can edit in the material window, you can animate
I'm trying to ask questions and you're replying to me dismissively, that's why
ask me anything else and I will help
Where do you find the shader variables
@clear yew But how do you find a reference to it in the animations window? I tried to find it there but couldn't
in the animator
you hit record and see if it picks it up
again with the non-answer
I never feel like scrolling through the list
ok, I added a controller to one of my models and the play and record button is still greyed out in animations in unity.
IS there a way to get them not grey?
do you even know how shaders work? I'm answering your question, have patience and be civil
That's not really a non-answer, it makes sense to record and see if the animator picks up your changes.
if you want to see what's exposed in the inspector open/edit the shader and look at the properties that are not set to hidden
Yeah but the information it gives me is that I have to try 100+ properties, possibly more to even figure out a bit of the information he's already sittin on
or add your own
you are really not making sense
and should learn about shaders before you get angry at people trying to help you out
@clear yew You need to attach the animations to the controller. Drag them onto the model (hopefully duplicate) which is assigned to your controller and they should be added to the clip list
@languid nimbus let me open unity and tell you where in the list to find them
Thank you.
for avatars under Skinned Mesh Renderer.Material
it depends on the shader what variables are exposed, and you can edit the shader to add more
do you know specifically what the reference arrays are?
are those the order of the materials?
Is there a specific line to expose them? Because there is nothing keeping them hidden for the ones on mine.
that's strange because I get normal array numbers with two different shaders
Anyways thanks for the more informative answer @clear yew
if I open a shader in an editor it starts with the properties:
Shader "Custom/DistortingGrabPass" {
Properties {
_Intensity ("Intensity", Range(0, 50)) = 0
}```
Properties {
_MainTex ("Glass Main Texure", 2D) = "white" {}
_Transparency ("Transparency Main Texture", Range(0, 1)) = 1
_EmissionColor ("Emission color", Color) = (1, 1, 1, 1)
_CubeMap ("CubeMap", Cube) = "white" {}
}```
etc etc
that's how you pass animated values to shaders
And if this is what I'm dealing with should I see Emission exposed?
{
_MainTex("MainTex", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_ColorMask("ColorMask", 2D) = "black" {}
_Shadow("Shadow", Range(0, 1)) = 0.4
_outline_width("outline_width", Float) = 0.2
_outline_color("outline_color", Color) = (0.5,0.5,0.5,1)
_outline_tint("outline_tint", Range(0, 1)) = 0.5
_EmissionMap("Emission Map", 2D) = "white" {}
[HDR]_EmissionColor("Emission Color", Color) = (0,0,0,1)
_BumpMap("BumpMap", 2D) = "bump" {}
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5```
yeah, under [HDR]_EmissionColor
Sorry I was a bit hard on you @clear yew but for beginners in that kinda stuff they wouldn't understand anything from what you say, they try to process it but it doesn't make any sense
I didn't really need this info, I was playing devils advocate for hervey hahah
I know a lot of people keep stuff to themselves in vrchat because they wanna be the cool kid, but I don't care, I love seeing people make impressive stuff
I usually share things if I think that it can't be abused against other players
like for example this one time I tried uploading an avatar pedistal
unfortunately it removes everything that makes it an avatar pedistal XD
I was gunna put the avatar pedistal on the avatar pedistal I uploaded
I can only figure out how much you know when you ask again in detail what's missing 👍🏼
anyone else having a problem with uploading avatars? mine is when i upload it to vrchat, the very first world (hub) that i load into, everything works the way it should, animation overides look good, facial expressions, etc. but its when i chance instances to different worlds, those animations no longer exist and the gestures revert to their normal gestures :/
Now if I have several materials of the same shader, how do I know which material I am referencing, because I only See Material.Blah and not something like Material.Eyes.Blah
@tight flower I can't upload avatars to the same avatar ID because of the new SDK
Actually, it looks like I am referencing all materials
@eternal jetty yeah, I never look at those 😐 I hit record, change a number and then edit the keyframes accordingly
it affects the mesh you're animating
My mesh has 8 materials :/
that's fine for a skinned mesh
Wouldn't it be possible to edit just the 8th material? Recording gives me nothing, but I have the property to edit it in animator window :/
what do you mean recording gives you nothing? no keyframes are recorded?
Okay so, anyone has any ideas as to why my height transform doesn't change the actual height of my character?
eventhough it's 3 meters above the ground in unity but I'm sitting halfway into the ground in vrchat
the IK animator will put your avatar on the ground, always
ie: drop you until your feet hit the ground collider
Yeah but my feet didn't hit the ground
it's passed through the ground completely
also that wasn't the case for my seals humanoid rig..
what is your root motion set to?
go to your animation and change the root motion to 'bake into pose' and 'original' for all three options
Does anyone know how people animate those world bubbles is it with the particle effects in unity? Is there a tutorial or something since I would like to try to make one myself? Ex: I seen people have oceans or the kingdom heart scene with all the key blades in the ground.
@languid nimbus https://docs.unity3d.com/uploads/Main/MecanimRootMotion.png
I don't even have 10% of those options
you should have, lemme link more info
it's the only way to displace your avatar during animation the proper way
yeah I'm looking at the information above the pic you sent
but all it tells me is "Animation clip editor settings"
and I'm like
wtf is that and where do I find it
don't forget to hit apply after changing anything
when using custom overrides I only need to place my controller in the "Controller" space under animator, right? No need to put it in "Custom Standing Anims" under VR_Avatar Descriptor?
Is there a way to make an animation change the material of the model?
When you are trying to animate it or just when imported? @covert hawk
ok, I got the animation working for my duplicate and for my original, but somehow it keeps saying the particle and audio is missing on my original avatar even though I copy and pasted from the animation duplicate
animate @clear yew
how do i fix this?
trying to put a gun on it,and it just jumped up,
It’s normal for the avatar to sink down or look like it doing a jump because you don’t have the other bones Riggs in the animation but hopefully you made a duplicate and not using your original for animation.
Just position the gun on the hand you want and you should be fine when you animate it in game, also place the gun in the wrist amarture so it will move when you move that hand
Hello i need help with something, i have a model that i recently made some small texture changes too then reuploaded, and on the new version my animations do not show up in the emotes list anymore but nothing changed on the hierarchy
i added a permanent animation to my avatar
if i press play my avatar get fked up i have to load last save to get it back
any ideas why ?
Why can i not post screenshots here?
so that the discord doesnt get crammed with uploads, use sharex/puush
anyone got any clue as to why this shit is wonky
Well can anyone tell me what happened?
were the texture changes made directly in unity, or did you re-import a new version of the model's FBX file?
for screenshots, upload them to an image hosting website like imgur, and then paste the link of your screenshot here
@final gazelle did it all in unity all i did was go into the model in unity and change her cloths textures and her skin exported it as a unity package and moved it to my uploading pc
hmm, and yet the animations don't show up in the emote list...what did it say in-game? was it the default ones you see on stock avatars?
hmm, going from one of the screenshots you posted in another thread:
https://cdn.discordapp.com/attachments/412761094210322462/417133773990395914/unknown.png
is "CAO" the override controller?
hmm, nothing looks out of the ordinary there just yet
Yet when it uploaded in game the animations didnt show up
did you check in the Animation window that your animations aren't showing yellow nodes?
What do you mean?
although i don't think that would be it, if the override's working correctly...hang on
like this, in the keyframe editor (if that's the right name for it)
https://answers.unity.com/storage/temp/106640-animation-missing.gif
@final gazelle https://imgur.com/a/QSneY
That?
i dont know how to find what you just did
go to Window > Animation
then click on your "Ready Model" in your hierarchy, and see if any options show up
none of the list items are in yellow text when you scroll up and down, right?
right
okay, so shouldn't be a naming/hierarchy issue
oh wait
whats this stuff
i found some
but i dont know what it is
hmm, that's not good -- it means some parts of the animation aren't finding the components they're meant to animate
that normally happens if a bone or object in the avatar was renamed at some point, or if the imported animation wasn't originally for this model
if the animation still looks normal to you when you run it, then those yellow bits might be a bit inconsequential
Now.....my friend added dynamic bones to her for me..could it be that/
okay so....if its not that then why do they not show up in game
i haven't worked with dynamic bones before, so i can't really comment on what happens there
as for why they're not showing up in game, that normally happens if the override controller wasn't assigned correctly, but yours seems to be set up correctly at a glance
I did not add any extra animations, she came with all that, she was a prefab kanna hence the name ready model
there's only one file called CAO, right?
Yes
And when i got the model it was not assigned to her, the default idle spot was blank, it was in there in the list
BUT she worked in v1
v2 lost the animations
The only thing ive done is change the sdk to the february version
there seem to be a few things happening with the newest SDK release, but this isn't one i've heard of before
hmm -- just to be sure: go to Window > Animator, and then select Ready_Model on your hierarchy again
Animator this time, not Animation
is it showing something like this, inside the animator window?
that appears to be the correct animation controller set-up, yup...which implies that CAO is still pointing at the correct animation controller
so maybe it was literally an issue with the sdk?
or perhaps the upload process, i can't really rule out either
the most likely problem would've been an error or mix-up in how you had your animation and override controllers set up, but that doesn't seem to be the case from what you've shown
because them not actually managing to tell the game what animations you want to replace would be the easiest explanation for the default ones showing up
hmm, one other thing to check: is this the same model file as before, with differently assigned textures on its material?
the avatar in the animator is currently set as KGMv2Avatar
Well
o saved the scene the other day and it replaced the previus name
cuz i was trying to figure out how to send it to a friend before i knew how to make unity pakages
But
@final gazelle
hmm, probably the last idea i have in mind for now:
right click on Ready_Model and choose "Go to prefab" -- remember where unity goes to in the Assets tab
when you've done that, click the dropdown arrow on Ready_Model, and use "Go to prefab" again on both your armature and the mesh
Probally shouldn't be using those maximo animations.^^
see if it goes to the same folder, or somewhere different
If you want the animations to work properly, do them yourself.
@final gazelle what do you mean
i'm trying to see if all the components of that Ready_Model instance in your scene are being drawn from the same imported file
because if the Avatar field in the Animator on the right-hand side of your screen is pointing to the incorrect avatar, that may possibly be causing some problems
HMMM
i have two in there, ready model, and kgmv2
@final gazelle i think i dragged the wrong one out of the kgmv2 folder when i was setting her up maybe
hmm, try changing it to Ready_ModelAvatar, if something like that exists
from the looks of it, it probably does exist
i pulled the other version out of the folder...and she has no avatar discriptor
yeah, that one hasn't been set up -- delete or ignore that one
click on Ready_Model again, and then look in the "Inspector" on the right hand side of your screen
But you said the animation is tied to that one
we most likely just need to change one setting i'm about to point you to
ok
after clicking Ready_Model, look at the Inspector on the right-hand side of your screen -- go down to the bit where it says "Animator"
look at the bit just underneath it where it says Avatar: KGMv2Avatar
yes
click the circle next to it, it should open up a little menu window
find Ready_ModelAvatar, if it exists on the list, and select that
it does not
what options does it show?
hmm, not what i expected to see...okay, look at your Assets folder again
there're arrows next to your KGMv2 and Ready_Model assets, right? click them to expand and show their contents
possibly, because from that, i don't even know what "Ready_Model" actually is
that file isn't showing anything like a model mesh inside its prefab
Hmm
so that actually makes me unsure of what that Ready_Model instance you've got in your scene actually is
it might be best to discuss it with your friend first, if they know their way around models, because i'm not sure if they've done something special with this set-up
how do you make a plane on a timer
like appear and reappear
whatever it is, i don't know what that Ready_Model prefab is -- personally, i would've tried to drag and drop the KGMv2 one into the scene
@signal mango the "isActive" property might be what you're after?
@final gazelle holy cow the avatar disciptor on the other one is tiny..she must be massive
or something
there're quite a few things i don't understand here, especially if your friend added dynamic bones to the model for you to use
are there dynamic bone scripts you can see on any part of her?
oh i see whats going on, the "Ready model" is a modded version of the kgmv2 the maker put in there...cuz the kgmv2 has no glasses added to the face
@final gazelle i just renamed ready_model to KGMv2
in the inspector
she is now called kgmv2
i'm not sure if that's the issue, but it's probably worth a shot to see what happens
there is no other option @final gazelle cuz the other kgmv2 is standard, the second one has added parts on it the other doesnt
hmm, alright
i'm kind of tapped out of ideas of what might be the cause though, but that Ready_Model prefab is something i've never seen before since it doesn't look anything like a regular imported FBX file
i have no clue
the original aim i was going for was seeing if the animator was trying to apply the animation and override controllers to another model which wasn't actually in your scene, which may have explained why the one you had in-game wasn't getting the custom emotes
i might need to let a more knowledgeable person tap-in on this one -- i'm out of both ideas and sleep, so i'll need to drop out for now =_=
@quiet needle thanks !
anytime
Question. Since the desktop got animation update my animations on my controllers are no longer toggle (htc) Before the update my override animations would toggle until i did another animation but now if i let go off the animation it stops it. Any way to revert this back?
guys im trying to add an animation that plays auto and forever but when i press play my character get fked up
I made a money rain particle system animation for my friend whos on pc and set it to fist so he hits shift f2 but when he lets go it keeps doing it and doesn't stop so I made another animation which disables it and when he does it it doesn't work and keeps going...
Any reason an idle animation (using Animation component, legacy anim is set to loop) wouldn't be working in-game? In Unity play mode I've got a tail that sways side to side, but on upload it's standing still completely. This same animation worked earlier today, but suddenly broke and remaking it from scratch won't even fix it.
does anyone know what would cause an avatars head to not move with the rest of the body in a custom animation? it just stays facing forward no matter what the animation is
should note it animates fine in unity, but in vrchat is where the head doesnt move
hey guys i added an handspinner rotation animation close to my chest
but it moves the whole body when i press play
Anyone know how to trigger a texture/material to change when you do a certain gesture?
i have a model whos eyes change when i make it unlit/texture, and im wondering how i could make it change through a gesture
Adding to the endless list of questions here... I have a custom animation set for all the idle/walking animations, but when I'm idle it messes up the legs/feet and I dont know why. (first pic is idle, 2nd is moving) https://imgur.com/a/3zEXc
Whenever I'm trying to do a rotating plane animation from 0-359.9. it just slows down towards the end of every loop
does anyone know why
VRChat Funny Moments: VRChat Funny Moments! Only The funny VR Chat Moments From Twitch & More! Funny VRChat Moments Montage. Only the best VRChat Funny Highl...
This question is not really an animation theme, but... Do you have a tutorial on how to move easily from the original position a tail or a cape on blender? I only know how to do shape keys
Can someone explain this to me?
How can you make an avatar with removable parts work in vr chat?
@glossy coral it should be easy with shape keys on Blender I guess... But I didn't tried so much animations. I'm in this since a week or so
Hi guys, I have a question, a shapekey doesn't go all the way out the face, so it doesn't show up when it's at 100, how do I fix it? :c
is it confirmed that all animations are constantly looping on this sdk? even my facial features are infinitely looping if i make new ones
any way to get emotes working on generic rigs
for me animation overrides don't show up
as in i have just default emotes
@clear yew yeah the way i normally do animations have me doing a really crazy animation loop for simple things
i'm capping it real quick
I could send u my sdk that Im pretty sure works, I had it working for 10 more avatars after the new update and everything was fine
Oh
that looks more like
wrongly saved animation
than a bug
show me that exact animation in unity
like the whole ''pattern'' of it or soemthing
all the shape keys used
scroll down on em please.
gif it or soemthing
that looks like deafult face being saved as 0.00
and an actual aniamtion
on¨
0:01
0.01*
have u ever done animations before?
It still might be wrongly ''recorded''
Im not sure cuz I cant maually sit there and check
does it happen when you play the animation
in unity
yeah i make these all the time, they're the most basic animation
Okay
that's why i think it's the new update since this is my first avatar after the update
i can see if it helps lol
It should
i've made 5 animations and all 5 do the same
Okay
4 at :01 and 1 at :20 lol
Ill pm u it
thanks
yo okay so I'm having some trouble with the audio source for my animation
every time I change it to linear rolloff or edit the volume rolloff at all, it immediately reverts back to this default state
can someone tell me what "LetGo" (F3) is as gesture? is that reset?
Does someone have a tutorial for particles with rigid bodies? My particles are everywhere but not where I want them...
anyone know how i can make a gun shot effect and add the sound clip?
that is every exxagerated
it might just be that those who would know answere to your question are ig, currently doing something else or asleep
@ocean dagger late answer but select your animation keys, right click and set "both tangents" to linear
Well, VRChats SDK reverts those settings cause it is something that can be messed with to make audio bad or annoying ingame. So they want us to just use the volume slider until 0.5 and range of audio and 2d or 3d audio
There may be some settings i am forgetting but dont remember all right now, have to check the script then.
Is there another idle animation hidden that i dont know about
I've been trying to get this floating avatar to work for hours and still nothing
it like hunches a bit after doing the idle animation for like .5 seconds
should I mess with the locomotionheightblend thing??
There may be some delay to the server and your client before detecting your standing still i guess?
No idea about flying animation, so sorry about that
T_T maybe eventually someone will know.. been trying to get this to work all night and no progress
Ye heard flying avatars are a nightmare
it should be so simple I dont get why it's this complicated, the animations are easy to make
Also ive heard that animating in blender is better than unity when you do those kind of animations, but have no clue on how to import animations from blender or why it would help
or more like I have no idea what I could be missing.. Tried turning foot IKs off but still did nothing
it's most likely reverse kinematics messing with your idle animation
no idea how to fix that
inverse? reverse? i forgot
is it actually possible to have different hand gestures for each hand
@late phoenix That is indeed the full body IK affecting your idle animation. It generally takes control of both your legs and the upper body when active. You can disable it by unbinding a finger bone in your avatar's rig, but that will also lead to a variety of other issues.
Oh I see... Any finger bone will work?
I think it has to be one of the main ones - up to the first or second knuckle.
It'll give you a warning in the sdk if you do it right.
Hmm ok I'll try that tomorrow then
All 3?
Ahh, okay. Thanks for the clarification.
You may also find yourself sinking into the ground when moving.
Ahhh so that's what happens
That makes sense since a game model I imported before didn't have hand bones... And the head didn't move
So the head won't move even if I animate it?
It will always look the direction you look.
No prob. Hope you manage to get it working.
Seems weird that there's no place to just disable full body ik... Like a button
Maybe in the future 😖
well in general it's something you usually don't want to do, so it'd make sense for them not to include it
Does anyone of you knows how to make my humanoid floats all the time? Instead of walking by feet, I want it to hover the ground.
You can make it float by parenting your character model to an empty object on 0.0.0
But I'm not sure about the legs. :/
still having trouble with any animations made in unity since the update infinite looping instead of remaining static
@rocky river you will need to make it non humanoid (generic or legacy) if you dont want your avatar to have a walking animation while levitating
if you do so its easy to go in blender, move your character up and add a bone that touches the ground to the armature
you can also make a floating animation in blender and import it in unity via legacy
MAKE SURE TO DECIMATE MODEL BEFORE YOU ANIMATE IT, OR ELSE MODEL WON'T ACTUALLY DECIMATE AND IT WILL MAKE YOU COMPLETELY ANIMATE MODEL AGAIN! Links: Tinkerca...
Does anyone know how to make collisions in particle systems rubbery instead of the normal flat collision?
@cunning saffron thanks (i love u)
I'm trying to postition a character on a bike in an animation. Think I'll have to do the same on that one? When I try to position him in unity, his eyes stretch to feet long....
@heady wren is it only for a gesture/emote or always?
did you try bringing the bike to him instead of lowering his head?
Well yes! But the issue is more of.. I have to move pretty much every part of his body. Including putting his feet on the back, and head towards the front wheel.
what im saying is you keep the head where its at and you move the rest accordingly
Oh I see. How would the bike still be on the ground then?
im only saying this from a guess based on previous experience but it seems in unity the base of the character stays in the same relative spot to the ground so even if you move your avatar up its not going to be levitating in vrchat
so im guessing moving everything up will just bring everything down automatically in vrchat
I'll give it it a try, but it will take a while. I might just make 2 totally different models so I can switch. haha
Thanks, @cunning saffron !
@heady wren dont try it to perfection on the first time lol just try bringing the bike and the legs up and try it in unity to see if it works before putting in efforts that might not even work
I mean I've got too many hours and too many failed attempts. Perfection is my middle name. I lied. It's actually "Try too hard"
@heady wren ok but dont come crying if you put in an hour and it doesnt work
LOL. Trust me, I don't plan on it. Just looking for some poiinters.
Does anyone know how to make collisions in particle systems rubbery instead of the normal flat collision?
I'm confused on what you mean by rubbery. What are you trying to do?
trying to make a particle float around in random directions but i need collisions to make sure the particle doesnt disappear into the distance. Right now the collisions make the particle stop and bounce back. What i want is for it to look smooth like there wasnt even a collision
no kind of like bouncing back but not hitting a wall
just slowly returning
like a rubberband
any of you know how to refresh/reimport a model if I fuckup something on Blender so I don't need to redo all the dynamic bones and stuff in Unity?
@still idol ive just read that saving the blend files in the asset folder for the unity project works
@cunning saffron just replacing? ok i'm gonna try it. Thanks
Boy I'm seeing your issue here.
@cunning saffron nah it didnt work
hi! could i have help with an animation override thingy
i overrode a gesture to hold a cube
the cube appears and the fingers bend just fine, but, the arm doesnt stretch out like it should
is there anything specific i should do?
@still idol It really depends on what you messed up in blender. If it's really similiar you should just be able to copy the components from the old model.
Having a bit of issue with something.. Maybe someone can help me understand what i might be doing wrong here:
I made an animation with a ton of shapekeys in unity, and all of them behave exactly how i want them to while inside unity, but the moment it gets to VRC, the only animation that plays is the rotation on a single bone that i used as a sort of anchor. None of the "IsActive" or individual shapekeys take any effect.
I've made the animation legacy, and i have it applied via the "Animation" component.
It should be mentioned that other shapekeys that are attached to the model and not the "ornament" are completely intact, and heck, they're even part of the same animation file.
Has anyone had any luck with making gestures move your arms/legs into a certain pose?
derp, think i solved it
@clear yew trying to do the same thing ;w;
how do you test the gestures in unity .w.
Happy Monday, animation chat!
Nice try
hey i want to make the animation longer but when i do that his legs and arms are moving weird
How long we talkin?
@languid nimbus i want the same thing as nepgear umu'
well its a 4 second animation where he raises he hands up,i want him to raise those hands up for 10 seconds
That shouldn't really be a problem. Are you doing it as an emote or a gesture?
emote
Yeah, the lockout period should cover 10s no problem.
Just make sure you're animating properly using a duplicate with a controller attached.
btw techpanda I still didn't figure that sitting out hahah
sitting for flyers?
no just sitting in general
someone said I should bake into pose
but when I look it up it's supposed to be here http://puu.sh/zw4jp/6a8d1bf26d.png
but there's nothing there
That would be for baked animations. Ones that are tied to the blender model export.
You'd want to click the anim file itself for baked ration/translation.
Either that or learn to do anims in blender
(or MMD gasp!)
gasp the horror!
the file it self only gives me this http://puu.sh/zw4vz/032d9a85b7.png
Yeah sometimes I see the bakes, sometimes I don't. I'm not sure yet why it's not always there.
but i did find something interesting
P sure yes. Many i see are of them in chairs though.
Idk if there is a sitting on floor anim
even if it's a single frame, it would work for editing
'chairs' so the height needs to be paid attention to
I'm contemplating setting up an MMD generic rig animation set. It would be a lot of work, but it would enable me to do a few things. Most MMDs are set up to a standard now so things would be intercompatible pretty well across the entire set of models.
eehm
why can't I sometimes change the value of things
like I change it but it just goes right back to what it was
Well that idea's bust
I found something called Animator.Root.T
figured since it has to do with the animator and root
might help with the animation itself
no change whatsoever
@muted prairie Sorry if you're busy but do you think you can give me a few insights in how the animations work?
I'm pretty clueless when it comes to animations, sorry
Aah, you know who I should be talking to then?
Basically it's a couple questions about possible IK interference
Right now you'd be better off sending an email with your questions to hello@vrchat.net, discord isn't a good platform for keeping track of things, especially if you think you've found a bug
I don't know if it's a bug is the thing
I do know someone who did find a bug and explained it to me, I could include that
anyways, thank you for your help
@quiet needle didn't you make an animation of eating an apple?
Not me, you must be thinking of another panda
Nah it was probably @final gazelle
it's just that it was you two that I've been talking to about animation recently
my avatar has crouching animation on prewiev it looks fine but ingame his legs go inside the ground
Good Morning guys, I have a quick question. Im working on my avatar's gestures. I want to add face expressions to my hand animations, my question is do I have to animate the whole hand gesture from scratch + add the properties for the face expression OR theres a way to edit a duplicate of the animations that are in the VRSDK?
@dapper tangle duplicate them, they're in the sdk folder called animation in the male_standing fbx
@white herald Hey, I did tried duplicating them but for some reason looks like the duplicated file is as read only because the add property button is greyed out
I copied the keyframes within a gesture and pasted them on a new animation and then added the face gestures, I still need to see if it works
uh drag the animation onto the character i think then you can edit it
ahh that seems to work, i can add the properties now
@languid nimbus the eating apple animation would've been me, yeah -- i've written about it over in #user-support-old , but i don't feel like it's a particularly pressing issue to kick up a fuss about in light of some of the more pressing things happening right now
@fluid crescent You've likely not made a duplicate puppet model for your animations
i made an animation with a gun.but the gun is not appearing in vrchat
and how do u put it on the first one?
Anyone have experience with world particles shaped like meshes? I have a sword that I can plant in the ground and walk away from but it's always at the same rotation. I was wondering if there was a way to have the particle emit based on the rotation of its rigid body parent bone.
How do u plant a sword and walk away from it
😏
@covert hawk drag it to the 1st frame
i did,it now has only 1 frame instead of 2
Any idea how to make a prop that is on an avatar invisible when you call a gesture? I.E Gun in holster on the avatar, when gesture is used gun disappears from holster and is only shown in the hand
Using a fixed joint above the armature in the hierarchy and a rigid body on the parent bone that emits it, you set the shape as mesh renderer and the renderer as mesh and set the speed to zero. @latent swallow
k
I'd assume so, but I didn't figure it out yet so I'm looking for some help
My gun just shows up in the holster regardless of if I make it inactive in the animation clip or not
@slim steeple Duplicate the weapon that is in the holster and place it in the hand you want it to appear
don't forget to attach it to the wrist
then go to the Animation tab, place both guns (the one in the holster and the duplicate) and uncheck the one in the holster and check the duplicate
Yeah, I have the gun's duplicate appear on the wrist, problem is the one in the holster doesn't disappear it just turns into a gun in the hand in addition to gun in the holster
This is how I set up the clip
m9 (1) is the one that is in the holster and M9 is the one that is in the hand
delete all the shape keys
add the gun and the duplicate again
uncheck the holster gun and check the wrist gun
then just ctrl + c and ctrl + v them to the 1st frame
and it's done
Should I keep the gun in the holster active on the model itself outside it's animation?
I'll give it a shot then
Though that's not much different than what I initially did except in the 0:01 frame the m9 is still active
Is there any way to have a shader change between two props that use the same model or is it not possible to change a model's shader between two duplicates and have them seperate?
Is there anyway to Scale apart of the body for a humanoid?
I want an Arm going enlarged when activated but i can not seem to scale it with normal amature
https://www.youtube.com/watch?v=zr4KrowRRYw Anyone know how they did 2:48 to about 3:10 ? with displaying what music to pick and what is playing?
Woops Merch NOW AVAILABLE ▶ https://www.designbyhumans.com/shop/WoopsSquad/ 🎬Edited by Shake ‣ https://twitter.com/ShakeDrizzle Produced by: https://twitter....
it shouldn't be possible to interact with other avatars like that but I don't know enough to be sure
it looks more like a still image being attached to his hand
I'm trying to make facial gestures work on my avatar, but I don't know how to make the transition smooth
atm her expression changes instantly, so I tried messing with the animator
but the animation just loops when I try making it smooth
why is avatar crouching down instead of saluting after i did the proper animation override for the 2nd emote?
I have an idea to my problem
I don't know supreme commander miku
you have to give us more details
@clear yew Copy and paste the idle animation in the sample assets into your animation.
Otherwise you'll get stuck with the default auto muscle squat position
can someone help meh please? i've been trying to give this guy animations but his hands are so big that they make the animations looks super awkward and wierd http://prntscr.com/ik4lta
Let me know if anyone is having a similar problem/fixed the problem of any simple animations constantly looping in the new update
Change the animation values to be stronger/weaker to match your model
does anyone know what cats pluggin names the blinking animation
Join meshes first and it should auto select it if it's a well put together model
Otherwise it's something like Eye Wink Right 2 etc
@hexed fern for the eye tracking
oh, it can be anything from blink 1 or blink 2 to wink 1 and wink 2 or so forth
thats what i have had them be at least, god i can't english today
kk
If you've already made eye tracking it'll already be on the model and you don't need to touch it from there.
http://prntscr.com/ik4ui9 .....idk wtf is going on with the legs
his right leg is legit fucked up
With?
SO
I laid it all out in blender already and exported it into unity
its an mmd dance
Do you have an anim file?
in the middle of the dance, Id like my character to hide one mesh and then show the other
(costume change)
I just need to know
A:
do I do this as an avatar switch
or a gesture
and B: how do I animate it for the switch to happen?
Woah wait
what
My setup is
one model animation, with two meshes laid out on top of each other with identical rigs (linked to just one rig)
I have an avatar alreadu
of the same model in the dance file
I want to have the dance have my avatar physics
and do the switch
Im just lost af
Can I see your higharchy?
Yeah sure
ive got this model set to the animations and every 10 or so seconds his eyes derp for a second and spread out slightly http://prntscr.com/ik4zow
thats the eyes normally
idk why he does this, is it because he has eye tracking (i believe he has eye tracking)
Did you test your eye tracking?
Tested blinking and rotation?
yeah, i remember blinking worked fine
i don't remember for rotation
i can throw him in blender real fast and see
@clear yew if i get to 25 his eyes clip though the face
Shouldn't be a problem if blinking and eyes are working.
Any dynamic bones or anything?
Any idle animations?
unity paused for me for about 10 mins when I copy pasted a vmd animation onto a new animation model
Rip
@clear yew im trying to test idle animations on him and thats when i noticed that
im gonna try it on a model without eye tracking
any idea why my dance clips through my clothes in the preview window?
imported an mmd dance
and used same exact model the og dance did
@hexed current at least your clips through clothing, i have a animation made for a model on the asset store and the foot bugs out
it does this on all models
shes supposed to be running
Ok I just got an animation from maximo and put it on override. Why does it comes out as a squat in vrchat?
now get this
Now i cant even fucking get the animation file out of my fbx
its missing
ive reimported and everything
its vanished.
ophhhhh... nvm..
preview window minimized
S:
in blender it doesnt do that
In blender
<Look at hands
unity
look at bottom right corner
ideas?
guys? how do i get animations for animals? do i have to make them? if so, how do i do it?
i have a model that has a toggle, which makes an object visible. The object itself has animations, but the animations wont play on the toggle object. How do I make the object play it's animation?
could it be an issue with the way how it is? Considering my avatar has to trigger an animation override to get the robot to show up, then the robots animation plays. Too many animations?
im wondering same thing ^
Ive seen some users have an avatar they switch to, which has an MMD animation or some where the model is always loaded, and it mirrors the players movement as well as some doing what I'm trying to do
id be fine making it into a seperate avatar, I just want to be able to use the animation Ive made
or should i just export the robot itself as a vrcmodel and have an emote that plays the animation
Im in the exact same predicament
I wanna do an emote
but it clips when on humanoid
so im gonna have to avatar switch
Lol
If that animation is the only thing you want the object to do.
Add an animation component to the object, and put your animation on there.
It will now have that animation as an idle animation.
Or, you can instead put the enable animation and whatever other animation you're doing together since it should still be in the armature and can be animated.
So I made one animation using emote override for my avatar, how do i add the second custom animation on my avatar properly without the squat replacing my animation. I tried the idle method but it still squats instead of what I want for second emote.
also i dragged my first animation on my model and it becomes idle animation.
my predicament is
I wanna
unhide a mesh
in the middle of an animation
Lol
And idk how
possible?
ok guys, does no one know why some of my running animations do this with one of the feet? https://image.prntscr.com/image/Op1dUtLMS_aBdWs67Djlqw.png
and its always the ones i really want to use as well
@hexed fern do you have ik on your feet?
get rid of it lol
i went into the config and found this http://prntscr.com/ik7q5b
how would you make a chain dangle like in a keychain
i forgot how to edit the ik's
@hexed fern same i usually just delete the bones and make new ones
i did it earlier xD
but i forgot how
and there were premade animations so.... i dont wanna screw with em
and only the sprint animations do it
@signal mango id attach the chain to a bone, parent that bone to the chest bone and use dynamic bones in unity to make the chain move as your character moves
@hexed fern did you try looking into the sprint animation?
i have it attached to my back so it looks like its just sticking up :/
@cunning saffron what do you mean by that?
@hexed fern did you check if there was anything different with the sprint animations that might make the feet derp?
i dont think there was anything different
@signal mango i dont understand what you mean by attached to your back
its a keyblade attached to my back as like a sword but the chain just sticks out
oh
yeah same thing
attach the chain to a bone then attach that bone to the spine or chest and use dynamic bones
I got the animation to show
But it cuts off after 1 second
Even though it's suppose to last 1:60
I turned off looping
I HAVE an animation in Blender, I see it playing even, but when I put it in Unity it somehow loses the animation.
What's the deal?
did you export the fbx with the animation?
Nope, no idea how to do that... Is it glaringly obvious?
These things are always hidden ain't they? Cheers boss.
@tight arrow do you know you first need to import your model as legacy in unity?
I've imported plenty of things, but this is my first animation.
MAKE SURE TO DECIMATE MODEL BEFORE YOU ANIMATE IT, OR ELSE MODEL WON'T ACTUALLY DECIMATE AND IT WILL MAKE YOU COMPLETELY ANIMATE MODEL AGAIN! Links: Tinkerca...
I'll check that out.
@tight arrow just look at the end of the video when he imports in unity
Does anyone know how to make particle collision rubbery instead of a solid bounce?
anyone know why future proofing content is taking ages?
so these shift+ f keys are really weird
I play one animation and if I chooser a different animation it wont play it
and if I press on diferent f keys the animation will play the first one
I should post that in the bugreport
ok so i have more animations that are both for mechanim and legacy, which ones should i import for use with vrchat?
For generic models is there a way to just set a animation for walking that'll show consistant walking while your moving, or like someone i saw who set a flying animation for a dragon who is constantly flying anyway.
xD
It makes an animation file but that's about it.
what do you mean it doesnt play?
at least you dont gotta rig your animations one by one,(when theres about 30+ per folder)
Oh that sounds like hell.
@fierce crypt if you want an animation that is always on you make the animation in unity and then export the animation with the fbx and import it in unity via legacy
And exactly that, Luxoy. I put a character in the little box and click play and he just stays sunk in the ground.
im about ready to jump off a bridge, someof them dont even work
oh shit, will legacy animations play with humanoid rigs? because if so my ass is saved
so i have to somehow come up with my own walking animation or
@tight arrow well you killed your character
you were supposed to duplicate it
and make the animation on the duplicate and only bring the animation to the main character via the override
only duplicate it if your creating an animation
because im testing my models in the box for animations
If the file is a playbutton, do i duplicate that, or is there something else i need to duplicate.
fuck its been 5 minutes and this damn folder still isint imported
@fierce crypt give me a minute ill help then ill come to you after
@fierce crypt basically you put the play thing in the override for your avatar
oh there it goes
yeah, i did that though, and it doesn't work.
OK so i make it legacy, then duplicate the animation.
but someone please tell me legacy animations will work on humanoid model rigs? because i can just import the animations as legacy since they came with legacy versions
@tight arrow legacy wasnt about you at all lol
because that would save me half a week of my life id never get back
Oh.
@tight arrow you make it humanoid just like before
The tutorial vid said that anyway.
@hexed fern legacy works
YES!!!
I DONT HAVE TO WASTE HALF MY WEEK RIGGING THIS FUCKERS
because nearly all the models come with legacy animations 😄
throws other folders out FUCK U TOO MECHANIM
god that just made my day
idk how mechanim works but i believe youd import it just like a legacy
yeah but they idnt work
unless rigged to humanoid
and like i said theres 30+ animations per model
yes you first bring them in legacy to get the animation out of the character
so that pretty much = fml
then you reimport as humanoid and add the animation to the overrides
um
when you import an fbx
you usually put humanoid
with an animation you need to put legacy to pull the animation out of the fbx
then you select the fbx again and bring it back to humanoid
oh ok.....
with the mechanim ones i just rigged them to humanoid and they worked
but it takes so damn long
for some of them
plus i have to work tommorow so i dont got alot of time to do this shit xD
and then again on thursday....
again i have no clue how mechanim works ^^!
yeah, i only work 2 days a week, i love my life xD and neither do i xD
is uploading working for you guys???
its also saying my client is newer than my sdk