#animation

1 messages · Page 51 of 1

somber kayak
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is that correct?

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if so, ill show you the next thing i did

eternal jetty
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I have yet to master it myself, comparing it to another tutorial.

heady wren
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@somber kayak

somber kayak
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Hi

heady wren
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You DO NOT need to have the audio sources or particle systems in the animation

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delete them

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their parent is the weapon, so they already get activated.

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What you want to do now is go to the gun on the NON ANIMATED MODEL

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And just make sure you have the sounds set up right in the components. 😃

somber kayak
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Awesome! So how will i trigger the sound and fx when i want to fire my weapon?

heady wren
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Well that's where you need to make a choice.

languid nimbus
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@heady wren No I mean body animations through gestures

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I kinda figured it out but kinda not

heady wren
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Because if you set the gun to fire on open, every time you pull it out it fires.

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I guess that's what a lot of people do.

somber kayak
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Interesting. theres a model ive seen which fires when you press the left touchpad to the right

languid nimbus
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Reaps you could have 2 guns

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one with the sound, the other without

heady wren
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Or you can add a new animation and override a different ..

languid nimbus
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true true

heady wren
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yeah i was basically saying what Gatreh just said.

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Same thing, different words. xD

eternal jetty
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So think of it as two weapons.

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One firing, one not

heady wren
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Yup!

eternal jetty
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Button combos would come in handy in this game

somber kayak
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Im still quite new to this. How come two guns will work?

eternal jetty
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There is no "firing" in this game

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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.

somber kayak
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oooohh

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And you wouldn't be able to tell that it's switching?

eternal jetty
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I wouldn't think so.

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It's pretty quick

somber kayak
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I will give that a go. I'll let you know. gimme a few minutes

eternal jetty
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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.

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What could cause this?

heady wren
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o.o

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You got me there. You have it set to one second, yeah?

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I'm sure you do.

eternal jetty
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The anim? I believe so, the keyframes were right next to each other. Will double check.

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You know what, there was a random keyframe waaaay out in the timeline I didn't see.

spice echo
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I hope it works

eternal jetty
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Sort of, it now flickers while trying to do the animation and. Flickers a bit more when trying to do another.

spice echo
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flicker as in

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the object moves very fast into position for like 0.01 second

eternal jetty
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The light turns on and off and the materials switch really fast.

covert hawk
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so i found a new emote on an avatar called Anime_salute,any idea where i can get it for my own avatar?

surreal iron
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need help from someone with knowledge on custom walk/idle animations

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x,x

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im almost giving up on this shit

somber kayak
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hey again. I tried it. I got the gun to fire... however it only fires when i open it up.

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Ill post pics of what ive done

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I've made 2 duplicate models

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on the OPN model, ive removed all gun effects. and left just a blank model of the gun

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is this correct so far?

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@eternal jetty ^ thats my progress

patent quail
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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

mystic umbra
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I had no issues with legacy

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question what sdk are you using?

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cause a few of my animations arent working properly either and Im using an old sdk

patent quail
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yeah same using the old one due to other issues

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maybe that is the case

somber kayak
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anyone have any idea about what i posted above? 😃

mystic umbra
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Im thinking so

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temporal are you a desktop user by anychance?

patent quail
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no

mystic umbra
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hmm

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is there any desktop users who many animations in here cause with the new changes to the shift + f keys

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I feel like those arent wokring

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Im thinking its the sdk Im using but not 100% sure

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setting it on emotes it works just fine

patent quail
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well if it was the client update, then previously working legacy animations would have been broken too

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but mine are fine

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so sdk seems like most likely cause for now

mystic umbra
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yea

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lemme use this new sdk

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and see whta happens

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cause my commision work ive done for animation + scratch models the shift + f key works just fine

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and that was pre the newest sdk

clear yew
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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?

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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?

quiet needle
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@clear yew because you don't have a controller selected.

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@clear yew What do you mean? Importing VMDs into Unity?

clear yew
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and for my controller, do I make the original avatar the controller or the duplicated one that has the animations?

somber kayak
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@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

clear yew
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Something like that let me show you what models (sans and gaster blaster) that the animation im trying to get it to work

quiet needle
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@clear yew Duplicate.

somber kayak
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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

quiet needle
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@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.

clear yew
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@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

fierce geode
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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?

quiet needle
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@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.

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@fierce geode World particles.

fierce geode
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Its not a particle though

clear yew
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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

quiet needle
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Then it will always be tied to a bone.

clear yew
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when I don’t have it on that on the cao the finger point or finger gun works fine

fierce geode
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Ive seen people drop entire rooms and move around in them tho 🤔 must be a way

clear yew
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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

quiet needle
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@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.

clear yew
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and yes before putting the animation on i did rig it as humanoid

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ohh okay well

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When there is already a animation file made should I just put it on the main for it to work?

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People are telling me I should never do it on the main

quiet needle
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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.

clear yew
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Override sheet would that be the cao?

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If so yeah i had done that already

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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

quiet needle
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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.

clear yew
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the Control Animation Override thing

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Yes that

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I even put that in the animator and vrchat descriptior for custom standing anim

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For the main

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but when I upload the main still does not work

quiet needle
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Was this a prefab animation or did you make it yourself?

clear yew
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Prefab? I didn’t make it myself but if your asking if its from sketchfab its not from that its from deviantart

heady wren
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@eternal jetty Any luck?

quiet needle
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@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.

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I can't look at it right now though. Sorry.

clear yew
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oh thats okay maybe i can add you and so when you do it later youll tell me?

heady wren
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So I'm in a tough spot right now if someone can help.

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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.

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How am I supposed to pose him accurately without things like the eyes going crazy.

somber kayak
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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.

heady wren
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Add me!

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I got you.

somber kayak
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I gotcha

muted prairie
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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 ?

surreal iron
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i made this custom walk animation

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it looks fine in blender and unity

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but when uploaded to vrchat, it looks trash, 50% at best

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how to proceeD?

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@muted prairie did you set the object as active in the animation?

muted prairie
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Yep

surreal iron
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das weird, thats pretty much what you need to do

quiet needle
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@muted prairie on both frames of the animation?

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Double check, sometimes the second frame doesn't copy correctly.

muted prairie
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Yes i copied pasted the first frame onto the second

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could that be because the object itself has a different name since i made a copy of the first model used for animation ?

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e.g the object is called X(1)

surreal iron
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i dont think the object's name matters

quiet needle
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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.

clear yew
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Ok I add an controller to my main character and the play and record button is still greyed out

surreal iron
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tupper senpai help me plos, need help with muh walk animation

quiet needle
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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.

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@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.

muted prairie
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@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 ?

languid nimbus
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Okay, I don't get it, I litterally copy-pasted the sitting animation from my seal, but it works WORSE than the original animation

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like it works for a split second

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then I go into the ground

eternal jetty
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@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

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Not sure how to get rid of it.

heady wren
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o.o

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Me neither.

eternal jetty
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That's not a normal thing?

heady wren
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add something to the 2 second mark then delete it?

eternal jetty
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Nada

heady wren
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That might be normal to look like that honestly.

solid palm
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What kind of audio file does unity take into the audio source? idk where to ask this lol

heady wren
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let me check.

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mp3 is fine.

solid palm
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oh thanks

clear yew
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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

heady wren
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yeah thats not normal.

clear yew
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@solid palm

heady wren
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@clear yew my man!

eternal jetty
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Mine isn't normal?

heady wren
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no...

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that skinned mesh renderer I don't think needs to be there either.

eternal jetty
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I don't know how else to change a material through an anim

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:/

heady wren
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oh nvm then if you're doing that. Wasn't sure what that was for.

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That's weird.

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I don't even know how to create that extra gap you have.

eternal jetty
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Not a single reply

heady wren
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-.-

eternal jetty
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@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.

languid nimbus
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If you want to animate a material you have to do it using shaders

final gazelle
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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?

languid nimbus
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yes

final gazelle
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i think i found an interesting bug then 😛

eternal jetty
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Any literature to get me started with coding a shader that could be controlled by gestures like a need them to be?

languid nimbus
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you can't control shaders with gestures

clear yew
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sure you can

final gazelle
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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

languid nimbus
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huh

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hey spear

clear yew
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if you can animate it you can put it in gesture overrides, so shader variables too

final gazelle
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yo?

languid nimbus
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If you're messing around with sitting animations

final gazelle
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that i am, yeah

languid nimbus
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why am I falling through the ground when I'm pulling myself up .55?

eternal jetty
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@clear yew So shader variables is what I should be looking for? And I change them through an animation as I have been doing?

clear yew
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yep

languid nimbus
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1001, the shader animation and bone animation are completely separate

quiet needle
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@muted prairie As long as they're deactivated when you upload and the animation has the "IsActive" for the object checked, it should work.

final gazelle
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up by .55? huh, i've never had that happen, at least on the avatar testing stage

languid nimbus
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yeah I'm on avatar testing, wanna see it? lol

clear yew
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it works for me

languid nimbus
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then where do you find the shader variables

final gazelle
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sure -- i might as well show you what's happening on my end too (though i have no mic)

languid nimbus
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that's fine

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Same name as here

clear yew
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you put them in yourself or you animate material properties

languid nimbus
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you didn't give a clear answer

eternal jetty
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Are the cubedparadox flat toon materials not exposed to animations?

final gazelle
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you're gonna get a friend request from a random, but the timing should make it clear who it is 😛

eternal jetty
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Because I can't find any references

languid nimbus
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that's like saying "what weather is it?" Oh well it has to do with clouds

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It's non-information

clear yew
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you mean my answer?

languid nimbus
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yes @clear yew

clear yew
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why so passive aggresive?

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I'll reiterate, anything you can edit in the material window, you can animate

languid nimbus
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I'm trying to ask questions and you're replying to me dismissively, that's why

clear yew
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ask me anything else and I will help

languid nimbus
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Where do you find the shader variables

eternal jetty
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@clear yew But how do you find a reference to it in the animations window? I tried to find it there but couldn't

languid nimbus
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in the animator

clear yew
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you hit record and see if it picks it up

languid nimbus
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again with the non-answer

clear yew
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I never feel like scrolling through the list

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ok, I added a controller to one of my models and the play and record button is still greyed out in animations in unity.

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IS there a way to get them not grey?

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do you even know how shaders work? I'm answering your question, have patience and be civil

quiet needle
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That's not really a non-answer, it makes sense to record and see if the animator picks up your changes.

clear yew
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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

languid nimbus
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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

clear yew
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or add your own

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you are really not making sense

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and should learn about shaders before you get angry at people trying to help you out

quiet needle
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@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

clear yew
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@languid nimbus let me open unity and tell you where in the list to find them

languid nimbus
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Thank you.

clear yew
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for avatars under Skinned Mesh Renderer.Material

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it depends on the shader what variables are exposed, and you can edit the shader to add more

languid nimbus
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do you know specifically what the reference arrays are?

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are those the order of the materials?

eternal jetty
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Is there a specific line to expose them? Because there is nothing keeping them hidden for the ones on mine.

clear yew
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@languid nimbus depends on the shader I'm afraid

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best option is to hit record and see

languid nimbus
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that's strange because I get normal array numbers with two different shaders

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Anyways thanks for the more informative answer @clear yew

clear yew
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if I open a shader in an editor it starts with the properties:

Shader "Custom/DistortingGrabPass" {
    Properties {
        _Intensity ("Intensity", Range(0, 50)) = 0
    }```
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    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" {}
         
    }```
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etc etc

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that's how you pass animated values to shaders

eternal jetty
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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```
clear yew
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yeah, under [HDR]_EmissionColor

languid nimbus
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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

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I didn't really need this info, I was playing devils advocate for hervey hahah

clear yew
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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

languid nimbus
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I usually share things if I think that it can't be abused against other players

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like for example this one time I tried uploading an avatar pedistal

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unfortunately it removes everything that makes it an avatar pedistal XD

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I was gunna put the avatar pedistal on the avatar pedistal I uploaded

clear yew
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I can only figure out how much you know when you ask again in detail what's missing 👍🏼

tight flower
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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 :/

eternal jetty
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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

languid nimbus
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@tight flower I can't upload avatars to the same avatar ID because of the new SDK

eternal jetty
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Actually, it looks like I am referencing all materials

clear yew
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@eternal jetty yeah, I never look at those 😐 I hit record, change a number and then edit the keyframes accordingly

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it affects the mesh you're animating

eternal jetty
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My mesh has 8 materials :/

clear yew
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that's fine for a skinned mesh

eternal jetty
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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 :/

clear yew
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what do you mean recording gives you nothing? no keyframes are recorded?

languid nimbus
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Okay so, anyone has any ideas as to why my height transform doesn't change the actual height of my character?

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eventhough it's 3 meters above the ground in unity but I'm sitting halfway into the ground in vrchat

clear yew
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the IK animator will put your avatar on the ground, always

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ie: drop you until your feet hit the ground collider

languid nimbus
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Yeah but my feet didn't hit the ground

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it's passed through the ground completely

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also that wasn't the case for my seals humanoid rig..

clear yew
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what is your root motion set to?

languid nimbus
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I dont' know.

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like, I don't understand the question

clear yew
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go to your animation and change the root motion to 'bake into pose' and 'original' for all three options

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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
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I don't even have 10% of those options

clear yew
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you should have, lemme link more info

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it's the only way to displace your avatar during animation the proper way

languid nimbus
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yeah I'm looking at the information above the pic you sent

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but all it tells me is "Animation clip editor settings"

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and I'm like

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wtf is that and where do I find it

clear yew
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in the inspector when a clip is selected

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under the animation tab

languid nimbus
clear yew
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don't forget to hit apply after changing anything

languid nimbus
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^also that worked for my other character

grand bloom
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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?

covert hawk
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so my avatar is in a mid jump position

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in unity

fluid wraith
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Is there a way to make an animation change the material of the model?

clear yew
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When you are trying to animate it or just when imported? @covert hawk

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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

covert hawk
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animate @clear yew

clear yew
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how do i fix this?

covert hawk
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trying to put a gun on it,and it just jumped up,

clear yew
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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.

covert hawk
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yeah,i did duplicate it

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people told me to do that for any animate/emote stuff i do

clear yew
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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

ruby spoke
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anyone here good on animation?

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I mean, at this time? 😂

glossy coral
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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

vocal zinc
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i added a permanent animation to my avatar

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if i press play my avatar get fked up i have to load last save to get it back

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any ideas why ?

glossy coral
#

Why can i not post screenshots here?

ruby spoke
#

so that the discord doesnt get crammed with uploads, use sharex/puush

#

anyone got any clue as to why this shit is wonky

glossy coral
#

Well can anyone tell me what happened?

final gazelle
#

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

glossy coral
#

@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

final gazelle
#

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?

glossy coral
#

Yeah it was the default emotes

#

in game

final gazelle
#

is "CAO" the override controller?

glossy coral
#

yeah

#

@final gazelle

final gazelle
#

hmm, nothing looks out of the ordinary there just yet

glossy coral
#

Yet when it uploaded in game the animations didnt show up

final gazelle
#

did you check in the Animation window that your animations aren't showing yellow nodes?

glossy coral
#

What do you mean?

final gazelle
#

although i don't think that would be it, if the override's working correctly...hang on

glossy coral
#

That?

#

i dont know how to find what you just did

final gazelle
#

go to Window > Animation

#

then click on your "Ready Model" in your hierarchy, and see if any options show up

glossy coral
#

Sec

final gazelle
#

none of the list items are in yellow text when you scroll up and down, right?

glossy coral
#

right

final gazelle
#

okay, so shouldn't be a naming/hierarchy issue

glossy coral
#

oh wait

#

whats this stuff

#

i found some

#

but i dont know what it is

final gazelle
#

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

glossy coral
#

But the animation ran

#

i ran it

final gazelle
#

if the animation still looks normal to you when you run it, then those yellow bits might be a bit inconsequential

glossy coral
#

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

final gazelle
#

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

glossy coral
#

I did not add any extra animations, she came with all that, she was a prefab kanna hence the name ready model

final gazelle
#

there's only one file called CAO, right?

glossy coral
#

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

final gazelle
#

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

glossy coral
#

moment

#

There is nothing there...

#

List is empty

#

it says

#

wait

#

nevermind

final gazelle
final gazelle
#

that appears to be the correct animation controller set-up, yup...which implies that CAO is still pointing at the correct animation controller

glossy coral
#

so maybe it was literally an issue with the sdk?

final gazelle
#

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

glossy coral
#

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

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

final gazelle
#

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

velvet ginkgo
#

Probally shouldn't be using those maximo animations.^^

final gazelle
#

see if it goes to the same folder, or somewhere different

velvet ginkgo
#

If you want the animations to work properly, do them yourself.

glossy coral
#

@final gazelle what do you mean

final gazelle
#

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

glossy coral
#

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

final gazelle
#

hmm, try changing it to Ready_ModelAvatar, if something like that exists

#

from the looks of it, it probably does exist

glossy coral
#

i pulled the other version out of the folder...and she has no avatar discriptor

final gazelle
#

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

glossy coral
#

But you said the animation is tied to that one

final gazelle
#

we most likely just need to change one setting i'm about to point you to

glossy coral
#

ok

final gazelle
#

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

glossy coral
#

yes

final gazelle
#

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

glossy coral
#

it does not

final gazelle
#

what options does it show?

final gazelle
#

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

glossy coral
#

That

#

Did i put the avatar discriptor on the wrong model in the folder?

final gazelle
#

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

glossy coral
#

Hmm

final gazelle
#

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

glossy coral
#

they didnt make it

#

the Kanna gang discord group did

#

i got it from there

signal mango
#

how do you make a plane on a timer
like appear and reappear

final gazelle
#

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?

glossy coral
#

@final gazelle holy cow the avatar disciptor on the other one is tiny..she must be massive

#

or something

final gazelle
#

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?

glossy coral
#

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

final gazelle
#

i'm not sure if that's the issue, but it's probably worth a shot to see what happens

glossy coral
#

there is no other option @final gazelle cuz the other kgmv2 is standard, the second one has added parts on it the other doesnt

final gazelle
#

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

glossy coral
#

i have no clue

final gazelle
#

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 =_=

muted prairie
#

@quiet needle thanks !

quiet needle
#

anytime

fair slate
#

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?

vocal zinc
#

guys im trying to add an animation that plays auto and forever but when i press play my character get fked up

clear yew
#

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...

covert gale
#

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.

dire rock
#

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

vocal zinc
#

hey guys i added an handspinner rotation animation close to my chest

#

but it moves the whole body when i press play

wind torrent
#

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

late phoenix
#

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

ocean dagger
#

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

glossy coral
still idol
#

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

glossy coral
#

Can someone explain this to me?

#

How can you make an avatar with removable parts work in vr chat?

still idol
#

@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

clear yew
#

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

lone bramble
#

is it confirmed that all animations are constantly looping on this sdk? even my facial features are infinitely looping if i make new ones

clear yew
#

Nvm found the solution

#

@lone bramble the vrcsdk? U havin' problems with it?

white herald
#

any way to get emotes working on generic rigs

#

for me animation overrides don't show up

#

as in i have just default emotes

lone bramble
#

@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

clear yew
#

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

lone bramble
clear yew
#

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*

lone bramble
#

just that

#

00 to 01

#

both are set to 100

clear yew
#

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

lone bramble
#

yeah i make these all the time, they're the most basic animation

clear yew
#

Okay

lone bramble
#

that's why i think it's the new update since this is my first avatar after the update

clear yew
#

uhm

#

do u want my sdk?

#

oh and btw does it only happen with that animation?

lone bramble
#

i can see if it helps lol

clear yew
#

It should

lone bramble
#

i've made 5 animations and all 5 do the same

clear yew
#

Okay

lone bramble
#

4 at :01 and 1 at :20 lol

clear yew
#

Ill pm u it

lone bramble
#

thanks

winged narwhal
#

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

clear yew
#

can someone tell me what "LetGo" (F3) is as gesture? is that reset?

frosty pendant
#

Does someone have a tutorial for particles with rigid bodies? My particles are everywhere but not where I want them...

scarlet swift
#

anyone know how i can make a gun shot effect and add the sound clip?

winged narwhal
#

I love how no one ever actually answers anyone in this server

#

Real helpful

true scroll
#

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

torpid wadi
#

@ocean dagger late answer but select your animation keys, right click and set "both tangents" to linear

wary parcel
#

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

clear yew
#

Anyone here good with shading scripts?

#

I want to add gloss to cubes shaders

wary parcel
#

There may be some settings i am forgetting but dont remember all right now, have to check the script then.

late phoenix
#

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??

wary parcel
#

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

late phoenix
#

T_T maybe eventually someone will know.. been trying to get this to work all night and no progress

wary parcel
#

Ye heard flying avatars are a nightmare

late phoenix
#

it should be so simple I dont get why it's this complicated, the animations are easy to make

wary parcel
#

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

late phoenix
#

or more like I have no idea what I could be missing.. Tried turning foot IKs off but still did nothing

torpid wadi
#

it's most likely reverse kinematics messing with your idle animation

#

no idea how to fix that

#

inverse? reverse? i forgot

torpid wadi
#

is it actually possible to have different hand gestures for each hand

quasi gale
#

@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.

late phoenix
#

Oh I see... Any finger bone will work?

quasi gale
#

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.

late phoenix
#

Hmm ok I'll try that tomorrow then

torpid wadi
#

it's actually

#

thumb/middle/index

late phoenix
#

All 3?

torpid wadi
#

if you don't have any of the three

#

it will disable fullbody ik

quasi gale
#

Ahh, okay. Thanks for the clarification.

torpid wadi
#

however this will make your head stay in place while doing emotes

#

rotation wise

quasi gale
#

You may also find yourself sinking into the ground when moving.

late phoenix
#

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?

quasi gale
#

It will always look the direction you look.

late phoenix
#

Okok

#

Thanks for the help, I was honestly stuck for hours haha

quasi gale
#

No prob. Hope you manage to get it working.

late phoenix
#

Seems weird that there's no place to just disable full body ik... Like a button

#

Maybe in the future 😖

torpid wadi
#

well in general it's something you usually don't want to do, so it'd make sense for them not to include it

rocky river
#

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.

heady wren
#

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. :/

lone bramble
#

still having trouble with any animations made in unity since the update infinite looping instead of remaining static

cunning saffron
#

@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

#

Does anyone know how to make collisions in particle systems rubbery instead of the normal flat collision?

rocky river
#

@cunning saffron thanks (i love u)

heady wren
#

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....

cunning saffron
#

@heady wren is it only for a gesture/emote or always?

heady wren
#

For a gesture.

#

@cunning saffron Everything else seems to work fine.

cunning saffron
#

did you try bringing the bike to him instead of lowering his head?

heady wren
#

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.

cunning saffron
#

what im saying is you keep the head where its at and you move the rest accordingly

heady wren
#

Oh I see. How would the bike still be on the ground then?

cunning saffron
#

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

heady wren
#

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 !

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

heady wren
#

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"

cunning saffron
#

@heady wren ok but dont come crying if you put in an hour and it doesnt work

heady wren
#

LOL. Trust me, I don't plan on it. Just looking for some poiinters.

cunning saffron
#

Does anyone know how to make collisions in particle systems rubbery instead of the normal flat collision?

heady wren
#

I'm confused on what you mean by rubbery. What are you trying to do?

cunning saffron
#

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

heady wren
#

I'll give something a try really quick.

#

Kind of like fading out?

cunning saffron
#

no kind of like bouncing back but not hitting a wall

#

just slowly returning

#

like a rubberband

still idol
#

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?

cunning saffron
#

@still idol ive just read that saving the blend files in the asset folder for the unity project works

still idol
#

@cunning saffron just replacing? ok i'm gonna try it. Thanks

heady wren
#

Boy I'm seeing your issue here.

shrewd prawn
#

so, custom emotes on generic models looping forever?

#

anyone know of a fix?

still idol
#

@cunning saffron nah it didnt work

proud estuary
#

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?

heady wren
#

@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.

rapid cypress
#

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.

clear yew
#

Has anyone had any luck with making gestures move your arms/legs into a certain pose?

rapid cypress
#

derp, think i solved it

proud estuary
#

@clear yew trying to do the same thing ;w;

clear yew
#

it displays in unity fine but never moves my arms ingame

#

feelsbad

proud estuary
#

how do you test the gestures in unity .w.

languid nimbus
#

oh Nepgear, I know someone DID it

#

I just don't know how

quiet needle
#

Happy Monday, animation chat!

shrewd moon
#

It’s Tuesday

#

:p

quiet needle
#

Nice try

shrewd moon
#

Well it is

#

For Australians

fluid crescent
#

hey i want to make the animation longer but when i do that his legs and arms are moving weird

quiet needle
#

How long we talkin?

proud estuary
#

@languid nimbus i want the same thing as nepgear umu'

fluid crescent
#

well its a 4 second animation where he raises he hands up,i want him to raise those hands up for 10 seconds

quiet needle
#

That shouldn't really be a problem. Are you doing it as an emote or a gesture?

fluid crescent
#

emote

quiet needle
#

Yeah, the lockout period should cover 10s no problem.

#

Just make sure you're animating properly using a duplicate with a controller attached.

fluid crescent
#

well i just moved the last keyframe

languid nimbus
#

btw techpanda I still didn't figure that sitting out hahah

quiet needle
#

sitting for flyers?

languid nimbus
#

no just sitting in general

#

someone said I should bake into pose

#

but there's nothing there

quiet needle
#

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!)

languid nimbus
#

gasp the horror!

quiet needle
#

Yeah sometimes I see the bakes, sometimes I don't. I'm not sure yet why it's not always there.

languid nimbus
#

but i did find something interesting

quiet needle
#

I wonder, does mixamo have a sitting anim?

#

You could try that

icy hazel
#

P sure yes. Many i see are of them in chairs though.

#

Idk if there is a sitting on floor anim

quiet needle
#

even if it's a single frame, it would work for editing

icy hazel
#

'chairs' so the height needs to be paid attention to

quiet needle
#

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.

languid nimbus
#

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?

muted prairie
#

I'm pretty clueless when it comes to animations, sorry

languid nimbus
#

Aah, you know who I should be talking to then?

#

Basically it's a couple questions about possible IK interference

muted prairie
#

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

languid nimbus
#

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?

quiet needle
#

Not me, you must be thinking of another panda

languid nimbus
#

Nah it was probably @final gazelle

#

it's just that it was you two that I've been talking to about animation recently

fluid crescent
#

my avatar has crouching animation on prewiev it looks fine but ingame his legs go inside the ground

dapper tangle
#

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?

white herald
#

@dapper tangle duplicate them, they're in the sdk folder called animation in the male_standing fbx

dapper tangle
#

@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

white herald
#

uh drag the animation onto the character i think then you can edit it

dapper tangle
#

ahh that seems to work, i can add the properties now

final gazelle
#

@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

quiet needle
#

@fluid crescent You've likely not made a duplicate puppet model for your animations

covert hawk
#

i made an animation with a gun.but the gun is not appearing in vrchat

agile ruin
#

take a screenshot of the animation

#

in unity

covert hawk
#

@agile ruin

#

the problem is,i does not show in-game

agile ruin
#

it has to be in the 1st frame

#

you have it in the 2nd one

covert hawk
#

and how do u put it on the first one?

clear yew
#

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.

latent swallow
#

How do u plant a sword and walk away from it

clear yew
#

😏

agile ruin
#

@covert hawk drag it to the 1st frame

covert hawk
#

i did,it now has only 1 frame instead of 2

agile ruin
#

no that's not it

#

wait

#

i'll take a screenshot

slim steeple
#

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

agile ruin
#

yeah eevee

#

that's easy

clear yew
#

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

covert hawk
#

k

slim steeple
#

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

agile ruin
#

@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

slim steeple
#

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

agile ruin
#

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

slim steeple
#

Should I keep the gun in the holster active on the model itself outside it's animation?

agile ruin
#

yeah keep the gun in the holster visible on the main model

#

and hide the wrist one

slim steeple
#

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

agile ruin
#

yeah it doesn't work if you do it that way

#

idk why

slim steeple
#

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?

candid token
#

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

fathom atlas
short wing
#

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

clear yew
#

why is avatar crouching down instead of saluting after i did the proper animation override for the 2nd emote?

short wing
#

I have an idea to my problem

#

I don't know supreme commander miku

#

you have to give us more details

clear yew
#

@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

hexed fern
#

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

Lightshot

Captured with Lightshot

lone bramble
#

Let me know if anyone is having a similar problem/fixed the problem of any simple animations constantly looping in the new update

hexed fern
#

his hand should be on his hip in that image

#

but its so big it's really far off

clear yew
#

Change the animation values to be stronger/weaker to match your model

hexed fern
#

oh

#

how do i do that? this is my first time using animation

zenith scaffold
#

does anyone know what cats pluggin names the blinking animation

hexed fern
#

@zenith scaffold on the mmd model?

#

or for eye tracking?

clear yew
#

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

zenith scaffold
#

@hexed fern for the eye tracking

hexed fern
#

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

zenith scaffold
#

kk

clear yew
#

If you've already made eye tracking it'll already be on the model and you don't need to touch it from there.

hexed fern
#

his right leg is legit fucked up

hexed current
#

Guys

#

I need help

#

This seems like the right place to ask

wooden aurora
#

With?

hexed current
#

SO

#

I laid it all out in blender already and exported it into unity

#

its an mmd dance

wooden aurora
#

Do you have an anim file?

hexed current
#

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?

wooden aurora
#

You can change avatars by setting one as active

#

in an animation

hexed current
#

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

wooden aurora
#

Can I see your higharchy?

hexed current
#

Yeah sure

hexed fern
#

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

Lightshot

Captured with Lightshot

#

thats the eyes normally

#

idk why he does this, is it because he has eye tracking (i believe he has eye tracking)

clear yew
#

Did you test your eye tracking?

hexed fern
#

yeha

#

yeah, it worked fine iirc

clear yew
#

Tested blinking and rotation?

hexed fern
#

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

clear yew
#

Shouldn't be a problem if blinking and eyes are working.
Any dynamic bones or anything?
Any idle animations?

mystic umbra
#

unity paused for me for about 10 mins when I copy pasted a vmd animation onto a new animation model

#

Rip

hexed fern
#

@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

hexed current
#

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 fern
#

@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

clear yew
#

Ok I just got an animation from maximo and put it on override. Why does it comes out as a squat in vrchat?

hexed current
#

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?

clear yew
#

guys? how do i get animations for animals? do i have to make them? if so, how do i do it?

lofty crypt
#

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?

hexed current
#

im wondering same thing ^

lofty crypt
#

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

hexed current
#

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

clear yew
#

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.

lofty crypt
#

i wonder if thats the key

#

also hello Miku

#

I have the feeling I know you

clear yew
#

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.

lofty crypt
#

yep i know you

#

Uzbekistan miku

clear yew
#

also i dragged my first animation on my model and it becomes idle animation.

hexed current
#

my predicament is

#

I wanna

#

unhide a mesh

#

in the middle of an animation

#

Lol

#

And idk how

#

possible?

hexed fern
#

and its always the ones i really want to use as well

cunning saffron
#

@hexed fern do you have ik on your feet?

hexed fern
#

@cunning saffron yes

#

it still does it

cunning saffron
#

get rid of it lol

hexed fern
signal mango
#

how would you make a chain dangle like in a keychain

hexed fern
#

i forgot how to edit the ik's

cunning saffron
#

@hexed fern same i usually just delete the bones and make new ones

hexed fern
#

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

cunning saffron
#

@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?

signal mango
#

i have it attached to my back so it looks like its just sticking up :/

hexed fern
#

@cunning saffron what do you mean by that?

cunning saffron
#

@hexed fern did you check if there was anything different with the sprint animations that might make the feet derp?

hexed fern
#

i dont think there was anything different

cunning saffron
#

@signal mango i dont understand what you mean by attached to your back

signal mango
#

its a keyblade attached to my back as like a sword but the chain just sticks out

cunning saffron
#

oh

#

yeah same thing

#

attach the chain to a bone then attach that bone to the spine or chest and use dynamic bones

lofty crypt
#

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

tight arrow
#

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?

cunning saffron
#

did you export the fbx with the animation?

tight arrow
#

Nope, no idea how to do that... Is it glaringly obvious?

tight arrow
#

These things are always hidden ain't they? Cheers boss.

cunning saffron
#

@tight arrow do you know you first need to import your model as legacy in unity?

tight arrow
#

I've imported plenty of things, but this is my first animation.

cunning saffron
tight arrow
#

I'll check that out.

cunning saffron
#

@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?

hexed current
#

anyone know why future proofing content is taking ages?

mystic umbra
#

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

hexed fern
#

ok so i have more animations that are both for mechanim and legacy, which ones should i import for use with vrchat?

fierce crypt
#

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.

tight arrow
#

I do what the tutorial says and the animation doesn't play.

#

Joy oh joy.

cunning saffron
#

xD

tight arrow
#

It makes an animation file but that's about it.

cunning saffron
#

what do you mean it doesnt play?

hexed fern
#

at least you dont gotta rig your animations one by one,(when theres about 30+ per folder)

tight arrow
#

Oh that sounds like hell.

hexed fern
#

yeah

#

im never buying a shit ton of models at once again

cunning saffron
#

@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

tight arrow
#

And exactly that, Luxoy. I put a character in the little box and click play and he just stays sunk in the ground.

hexed fern
#

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

fierce crypt
#

so i have to somehow come up with my own walking animation or

cunning saffron
#

@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

hexed fern
#

only duplicate it if your creating an animation

#

because im testing my models in the box for animations

fierce crypt
#

If the file is a playbutton, do i duplicate that, or is there something else i need to duplicate.

hexed fern
#

fuck its been 5 minutes and this damn folder still isint imported

cunning saffron
#

@fierce crypt give me a minute ill help then ill come to you after

hexed fern
#

fuck

#

it wont show the taskbar

cunning saffron
#

@fierce crypt basically you put the play thing in the override for your avatar

hexed fern
#

oh there it goes

fierce crypt
#

yeah, i did that though, and it doesn't work.

tight arrow
#

OK so i make it legacy, then duplicate the animation.

hexed fern
#

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

cunning saffron
#

@tight arrow legacy wasnt about you at all lol

hexed fern
#

because that would save me half a week of my life id never get back

tight arrow
#

Oh.

cunning saffron
#

@tight arrow you make it humanoid just like before

tight arrow
#

The tutorial vid said that anyway.

cunning saffron
#

@tight arrow which?

#

the gun one?

tight arrow
#

... oh. Made it humanoid and it works.

#

WELL.

#

That's the main thing.

cunning saffron
#

@hexed fern legacy works

hexed fern
#

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

cunning saffron
#

idk how mechanim works but i believe youd import it just like a legacy

hexed fern
#

yeah but they idnt work

#

unless rigged to humanoid

#

and like i said theres 30+ animations per model

cunning saffron
#

yes you first bring them in legacy to get the animation out of the character

hexed fern
#

so that pretty much = fml

cunning saffron
#

then you reimport as humanoid and add the animation to the overrides

hexed fern
#

ok......

#

i dont understand the reimport part

cunning saffron
#

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

hexed fern
#

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....

cunning saffron
#

again i have no clue how mechanim works ^^!

hexed fern
#

yeah, i only work 2 days a week, i love my life xD and neither do i xD

hexed current
#

is uploading working for you guys???

hexed fern
#

I havent uploaded since last night

#

but i dont have the latest sdk so

hexed current
#

its also saying my client is newer than my sdk