#animation

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hexed current
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not sure if thats why

cunning saffron
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@hexed current servers might be down just wait an hour or so they usually come back pretty quick

hexed current
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but ive been uploading all day no issue

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Okay -_-

hexed fern
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i have the 2/21 sdk and thank christ i dont need to upload rn

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i just honeslt wanna get the animations on klonoa (the ones i already have rigged because i spent so long doing it)

cunning saffron
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does anyone know how to make particle collisions rubbery instead of a stiff bounce?

hexed fern
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ok i got the animations imported but i can't do anything with them

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i can move them to a different folder and thats about it

cunning saffron
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yes just move them out of the fbx into another folder

hexed fern
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shit i just rigged one to humanoid out of habit xD

torpid wadi
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i asked this yesterday, but is there a way to make hand gesture overrides do different things depending on which hand is doing it

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it's definitely possible since when the f1-f8 bug was still around i've tried doing it around people with amazing effects, and each of their hands have different effects

hexed current
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hey guys

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this sounds silly but

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only one of my models wont upload

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it gets stuck at beginning

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and at bottom it says the client is older than the sdk..

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o_O

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ive been exporting it out of the project all day no issue

ashen kraken
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so i have a animation that moves the ears down but the dynamic bones make them go back up aigan

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any way to stop this ?

lone bramble
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how do you change a dynamic bone from local to world so gravity affects it?

velvet thicket
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i have hard time animated for a crazy noob like my self a beginner and first time

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can some one help me

cunning saffron
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how do i make the particle collisions rubbery instead of a stiff bounce?

potent hornet
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what are the rules for hand gesture animations? i cant seem to get them to animate.

cunning saffron
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@potent hornet not sure what you mean by rules but to animate hands you duplicate your avatar, create an animation on the duplicate, add all the hand parts in the animation then make the hand pose you want. After you copy the first frame and paste it in the second frame. When you're done you take the animation and put it in the override.

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if i set the collisions to world in a particle system does it automatically adjust to the world im in in vrchat?

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@tender sierra so it wont go through the walls?

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did you try it before?

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so what settings to i need to adjust?

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also will it collide with my/all avatars?

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will it collide with my avatar?

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so i could put a mesh collider on my body

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ok

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although it might make lag ill have to check it

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also in your options it says collides with mixed

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what are your settings on that

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ok

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would you know if theres a way to make those collisions rubbery instead of a stiff bounce?

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isnt kill speed the speed the particle needs to have for the collision to kill it?

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also where do you find gravity?

paper haven
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Does anyone know how to stop hand animation overrides from getting stuck? Like my OpenPalm will shoot out lightning and when the hand position is changed it'll get stuck for a few seconds

vocal zinc
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when i use hand gun and get a weapon into my hand how can i remove it from my body ?
like i have a knive close to my boots that are visible but when i handgun the knife teleports into my hand
and disapear from my boots

mystic umbra
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WAIT WHAT? UNITY ANIMATIONS RECORD FUCKING SHADER CHANGES?

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I Just came across this when I was changing my shader while working on an naimastion

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holy shit

pseudo pewter
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You mean changing shaders on a material

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Or changing the properties of a material

wary parcel
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Both

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But not all properties are adjustable, and also its only those materials that is attached to the body or your avatar mesh

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I used it for some effects

deep spruce
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Not related to VRchat, but any idea what is going on when i'm trying to import a model with different poses in pose library to unity, in unity it doesn't have all the poses. They work just fine in blender

deep spruce
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nwm figured it out, had to export the fbx as ascii fbx instead of binary

coarse snow
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so im trying to make an animation, nothing special just puts my avatar in a position for the duration of the animation, but whenever i set the positions and rotations of the bones and click play to check it they all reset to original positions, how do i fix this pls?

coarse snow
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pls is important

mint mulch
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Idk where to ask this but, anyone here know the particle system very very well and know how I could make a lightsaber, and it has to look good, with glow and cast some light in the dark and mind sharing some settings or even a particle prefab.

I know some pmx's got the plasma bit but its usually just two images in a cross and that tend to look rather bad, especially when viewing from the hilt or the tip, since all you'll see is an X.

unreal mango
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How can i disable the default blinking animation when i do custom face gestures?

ashen sedge
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@unreal mango If you got simulated eyetracking set up, there is no way to temporarily disable it.

unreal mango
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ok :/ thx

ashen sedge
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@unreal mango One workaround is to activate a blendshape that deforms the eyelids so they're completely hidden inside the body, or make them invisible somehow and then activating a "fake" set of eyelids that act in the way you want it to

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When doing a gesture override, that is

torpid shuttle
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does anyone know how to blend multiple dance animations from mixamo?

molten kayak
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Anyone know of a method to decimate faster?

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or maybe a good plugin?

opal lodge
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question is do you want the models to look 'shitty' or broken

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because automated decimation can never really produce decent looking results without human input

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normal decimation should be enough for hair and other big blocks

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but for all other stuff it's more useful to just reduce complexity in their shapes

brisk rain
vestal osprey
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its a screenspace shader on an object he spawns from his hand

scarlet adder
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anyone have 'take on me' animation?

little hedge
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im trying to create an animation where when i point my finger a light comes out of it

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i put the light source on a cube but whenever i do the animation nothing happens, i tried to disable then enable, increase the radius and intensity etc during the animation but nothing seems to work

quiet needle
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Start from the basics, @little hedge - get a light source into your scene and working. Once you have that, then animate it.

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Also, you don't need to have it on a cube if you don't want. Just right click a bone, Light, type of light

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Is your cube set to ignore shadow casting? If not your light might be getting stuck inside the cube.

little hedge
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these are my cube settings

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this is the animation setting

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ill try what you said tho

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just use a normal light instead of cube

torn pawn
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@little hedge have everything under empty object, then enable the empty object

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object is disabled by default, eerything else is enabled by default

little hedge
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ohhhh i see

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hopefully that works

quiet needle
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You don't even need an empty object as a container for a light. Just use the light itself as the object and enable it in the anim.

little hedge
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thanks guys i got it working

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one more pretty easy qiestopm

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how would i keep the finger point animation on it

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instead of like the default hand

weak dawn
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does anyone has "Take on me" animation?

wide warren
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Anyone happen to know why with some custom walk and run animations my body starts spinning around my head?

clear yew
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@little hedge Have to make your own finger point.
Or, you can do the finger point on one hand and then do the animation gesture on the other, same effect

clear yew
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Take the key frames and properties, paste them into one clip

shy island
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i don't know how to copy paste them into the same animation. i'm rly new to all this and Ctrl C + V does not work (:

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but i understand the therory behinde it

peak breach
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Does anyone happen to know if there is a frame limit or something similar on animations triggered as emotes?
I have experimented with some longer animations (around 15 sec dances etc.) and they all cut off before the animation is finished after triggering them in-game.

Thanks.

clear yew
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10 seconds is max animation limit.
Most get messed up afterwards

covert hawk
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is there a way to make a character hold up their arm while shooting a gun ?

clear yew
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Animate it.

covert hawk
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i did,but she still holds her hand down,while the gun shoots

clear yew
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As in, animate the arm being forward.

covert hawk
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i did that,in the animations it shows her holding the gun and all,but ingame the arms are still in default position

peak breach
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@clear yew Ah, I see. Thank you for answering!

shy island
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@clear yew hehe ctrl works i think i just need to make a dublicat of it so write in it ty very much

quiet needle
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@shy island Select all the pips with CTRL+A in the animation pane then you can copy them with CTRL+C

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You might freeze your Unity when you try to paste them into another animation though, be ready for that. Usually if you let it sit, it will eventually paste.

shy island
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thank you @quiet needle i froze it already ^^ i have much fun combining them. let's see how it will work in VR

quiet needle
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Yeah, I mixed up the ones from mixamo for breakdancing and hip hop and it looks great. Good luck!

covert hawk
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so i made her stay like this

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bit in-game she keeps her arms normal

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anyway to make her stay like this?

dawn shale
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anyone have a nice folding arm idle animation?

quiet needle
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@covert hawk during gestures, the arms and neck are overridden and will follow your character viewpoint instead of any animations.

hexed current
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anyone know how to add music to an emote?

agile ruin
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yes

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add an audio source to the animation

covert hawk
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@quiet needle so there's no way i can do that ?

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i guess i can make it as an emote

final gazelle
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you could perhaps try to switch parts of the mesh around if you have extra dummy bones which aren't mapped in the humanoid rig (e.g. have your gesture hide the arms you normally use and switch out a pair rigged to different bones specifically for the gun animation), but not sure how the rest of the animation is meant to work

hexed current
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OMG

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YOU CAN EDIT

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ANIMATIONS

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IVE BEEN TRYING TO FIGURE OUT HOW TO DO THIS

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FOR SOOO LONGG

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you simply drag it onto a dupe avatar

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ohh myy gooooddd

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I think i know how to do my outfit switch now!!!!

final gazelle
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your tutorials didn't cover that? thought they would've since that's such a vital point to finetuning animations

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but yes -- if you know how to edit the animations and you've still got that model with both meshes on it, toggle the isActive states of the two meshes during the animation

pliant plank
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^Tutorial - The Tutorialing

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Sadly i don't think all that many tuts cover that

hexed current
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i just gotta figure out

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how to choose where the song starts

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is that possible?

final gazelle
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fairly sure Tupper's one showed him hitting the record button to create an animation override...though now that i think about it, with how many different ways there are to create/edit an animation...

covert hawk
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so,what you are saying spear monkey is,if i have lets say the hand of the character as an object i could use it as a generic model that uses the gun,but how would i hide the arm itself in-game?

final gazelle
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probably more than confusing enough for someone new to the interface

covert hawk
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so i dont end up having 3 arms

final gazelle
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i was thinking more like, your main avatar split into a couple of meshes, and its full bone rig looks something more like a 4-armed spiderman or something

pliant plank
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I think you can define the starting point for an audio source to trigger on, but not define the time in the audio source to trigger, i.e. trigger a song after 3 seconds, but not trigger the song halfway through it's playlenght

final gazelle
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two of the arms are posed properly for unity's humanoid rig T-pose, while the other two...well, could be overlapping, or could be somewhere else -- but the extra pair of arm bones also have their own unique arms weighted to them, but they're normally set to be inactive/hidden

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during your gesture, you could hide the mesh of your main arms and activate the other two arms, posed how you might need them

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but yeah -- you'd basically either need your arms as separate meshes, or you'll need some other kind of way of hiding them (e.g. shapekey transform, material change into something transparent, etc)

covert hawk
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i kind of get what are u saying,

final gazelle
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that's just a rough idea though -- you may encounter other problems when trying to pose and control those secondary arms holding the gun, depending on whether you want them to do something specific

pliant plank
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One could have arms weighted to bones directly next to the original bones for the arms that were parented to said bones, and have those extra arms as a separate mesh disabled and enabled via animations, that way the arms move accordingly regardless

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Or the mesh could be exactly in the same place weighted to the same bones, which would also make them able to move after the gesture is used

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Unless of course you'd like them to be completely still

hexed current
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how odi adjust

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start/end time of my music

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๐Ÿ˜ฎ

final gazelle
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or they're doing something Wolfspark doesn't want, which is why i'm suggesting switching in a second pair of arms not weighed to the humanoid arm bones

quiet needle
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I believe it's just that they never extend in the first place.

covert hawk
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she just stays normal

quiet needle
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You could remove the arms from the rig?

covert hawk
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she looks like this

tepid mango
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ok so question, whenever i look down with this avatar of mine (who has a custom made flying animation using the empty game object method) has a problem

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this appens

hexed current
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about to test animations in game

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hopefully they woerk

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work

lucid pewter
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does anyone know how to move multiple vertices at once, I'm trying to make shape keys, but i don't know how i can move them in any easier way http://i.cubeupload.com/r3NjJe.png

cursive moon
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@lucid pewter Select multiple vertices by holding either Ctrl or Shift while selecting. One of them selects all vertices in between the most recently selected vertex and the next, and the other selects just one vertex at a time like Ctrl-clicking in your file explorer.

lucid pewter
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ok thank you, and good question, is there any way i can select groups of vertices at once, because my model has groups all across the mouth

cursive moon
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You could try using the select brush, shortcut key is C while in vertex edit mode

lucid pewter
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OK

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thank you

coarse frost
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Is it possible for me to make a tank turret move like a head without shaking the rest of it? I've set up the custom override to make all of the animations to be static and now it doesn't move at all

true scroll
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i would think that should be possible yeah ๐Ÿค”

coarse frost
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yeah but how the heck i do it

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also how do i get a tank cannon to fire off a shell particle and have it explode when it hits something? i have the particle system ready but the animation just freezes when i try to use it in game

lucid pewter
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a little off topic here, but for visumes

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would this be a good AH

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or should i make the mouth a bit more "open"?

languid nimbus
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Zach, if it looks good to you then it's good

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if you're insecure you could google images of visemes

lucid pewter
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ok

dusky venture
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Is there a way to make separate gestures for each hand?

clear yew
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No

dusky venture
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Alright! thanks for the reply and the canny tbh- does that

tight arrow
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I'm porting in animations from Blender to Unity, of a character with a basketball. But his feet and the ball itself keep animating differently... is there an easy fix?

coarse frost
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which animation is tied to head movement in the custom overrides?

tardy abyss
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Hey guys. Is this the place to ask of learning the basics of overriding the default emotes with custom animations?

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I know about making a backup of the file and storing it in another place, but actually -making- the animations, I would like to learn.

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Since I can't use VR.

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(I just hope the learning part won't be overly complicated)

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Hello?

coarse frost
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goodbye

tardy abyss
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Well that wasn't very nice.

coarse frost
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too bad

tardy abyss
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Are all animators like you, pal?

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No wonder this place is dead.

quiet needle
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That person is not an animator.

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It's a bit dead because it's a Tuesday and most people are either at work, working on projects, or ingame.

tardy abyss
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Unfortunately, what I request isn't related to it.

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But, I shall wait. Thank you for your time.

quiet needle
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The best place to start is to find out what kind of animation you'd like to do and grab a tutorial. Essentially animations are just "move this bone at this time" so they're fairly easy to get into, but getting Unity to accept your work (and not missing steps) is the hard part.

tardy abyss
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I've been trying to follow a tutorial video, but the person isn't exactly helpful.

quiet needle
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You can also get fancy and add particles, delayed particles, rigid bodies and world particles, world objects, and almost anything you can imagine. Except neck and arm movement.

tardy abyss
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All I want to do is have, VR-like animations (since I have no VR).

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You know, dancing and stuff. Those kind of animations.

quiet needle
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The problem is that the game's default humanoid rig reserves the head and arms for just that - VR. If you want to include them in animations you want to either use emotes (which lock out character movement) or a generic rig.

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For dances, you may want to start by gathering up some dance moves. You can find pieces of dances on mixamo or all over the internet.

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Once you have those, you'll need to get them imported to your assets, then chop them up and paste them together to form your dance anim.

tardy abyss
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And are there any "for newbs" tutorials going over this?

quiet needle
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Nope ๐Ÿ˜ƒ It's a concept skill, as almost no two animations are the same.

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Let me see if I can get one that has a good overall grasp in it though.

wind swift
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anyone know what shader people use to make Za Warudo esque time stops in bubbles? it likes inverts the whole world inside the bubble

tardy abyss
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Alright, @quiet needle. Thanks. I hope this is helpful to me (or at least shows me that uninstalling VRChat was a good (or a bad) idea).

quiet needle
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If you get stuck feel free to reach out.

tardy abyss
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This video seems like it's only for if you want to have facial animations.

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That's not exactly what I'm looking for.

thorny fox
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anyone know how i get audio to work... its so danm quiet in vrchat.

quiet needle
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@tardy abyss Remember, just get the concept down.

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Add everything you need, duplicate your model, create an anim controller and animation file, save it and then create your keyframe pips. For anims, go wild, for gestures, do a 0.01s or 0.02s long animation of the pose copied onto the first and last keyframe of the animation.

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Add the animation to an override, add the override to your main model. Upload.

thorny fox
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@quiet needle do you know how to get audio to sound decent in vrchat?

quiet needle
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Impossibru

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(use an older sdk)

thorny fox
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but we cant ;.;

quiet needle
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you can't maybe

thorny fox
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or atleast.. i really realllyy want that private button

quiet needle
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Set up a separate project using the new SDK, go into your menu and set private, then swap back to your old SDK project for uploading.

thorny fox
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:O!

quiet needle
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As their patches are not really vetted, I only dip my toes until I know it's stable.

thorny fox
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thats kinda hindsight to still let the old sdk work..

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now i have to go find me one

thin meadow
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hi, so im trying to convert an VMD file into an FBX file in blender, but when i start the animation, my model clips way under ground and flyes around the sceen, any idea what might couse this? ( bones have not been translated)

clear yew
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@tardy abyss you can also download some animation from mixamo.com to your avatar

muted prairie
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Welp, i've done what you suggested @quiet needle but i'm still not seeing the object in app, finger gesture has been overridden though, so i'm not sure what i'm doing wrong

tardy abyss
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I've only used mixamo once (which was for creating an account), but that's pretty much it.

quiet needle
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@muted prairie Make sure your dup has the animation controller assigned, your main model animator is set to None for the controller, your anim file is in the cliplist for your dup, your animation frames are exact copies, and your override is set on your main.

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That's basically a full rundown

clear yew
quiet needle
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If you need assistance I am available for a bit.

muted prairie
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i'll upload again, i had my controller on main and not dup, thank you

quiet needle
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Let me know how it turns out

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Generally the instruction I give is for standard humanoid rigged models also. If yours is generic that can affect what needs to be done. You may also want to check the animation to make sure it's still targeted and nothing is yellow.

onyx bison
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So, i decided to make an animation that has other mmd models in it, i seem to do everything right, in unity i see it all fine and well, but when i get on the game and play my animation.. everything works fine except the models, they simply dont appear

celest pewter
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is it a child of a gameobject or something

muted prairie
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@quiet needle That worked, you're a king, thank you !

quiet needle
tight arrow
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How do I make changing the rig to humanoid stop changing the animation itself?

quiet needle
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Use an emote

onyx bison
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its a model, not an object

quiet needle
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there is no difference

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models are game objects.

onyx bison
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its a whole separate model that i tried to use for an animation

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or object*

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mb then

tight arrow
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I'll wait for a better time to ask.

quiet needle
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Make sure you have an "Is Active" CHECKED at both ends of when you want them to show up and when you want them to go away.

onyx bison
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"is active?" in the animation timeline? or somewhere else

quiet needle
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@tight arrow Non-emotes do not lock the skeleton, and the head/arm bones are reserved for camera/locomotion.

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@onyx bison Is the model disabled by default when you upload?

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In your anim timeline, you need to enable the object and keep it enabled for whatever frame of time you want it to stay.

tight arrow
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Well when I change the rig into humanoid in Unity the animation changes.

quiet needle
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@tight arrow What kind of anim?

tight arrow
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The character holds an object and it goes off on its own direction.

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An emote.

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In fact I wanna replace every single animation in the dude.

quiet needle
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Hmm. You could try recreating the controller on a duplicate and attach the anim to that?

onyx bison
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yeah, its enabled for the times i want to use it, and it shows that in unity, but they do not appear in vrchat

tight arrow
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It probably doesn't help he has six legs.

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But yeah.

quiet needle
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lol

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@onyx bison And the model is disabled by default when you upload?

tight arrow
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But as odd as it is to explain. The animation is fine in Blender. it's also fine when I port it to Unity... then I change the rig of the animation to humanoid and it messes up.

onyx bison
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in the hierarchy, ye it is disabled, in the animation, it is activated at the right time, i see it in the animation in unity and it works. but as i upload and log in the models dont appear

quiet needle
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@tight arrow Yeah you may have some tinkering as the humanoid rig changes a lot of bone positions and forces them into the T pose.

tight arrow
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Would it work if I kept it all generic or is that a no-go?

quiet needle
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The only difference is that humanoid rig is a template with a bunch of stuff already created for it.

tight arrow
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I'll give that a go then.

quiet needle
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(and a bunch of constraints that are applied to the armature upon application)

onyx bison
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do i need to like take every single bone in both of these models and activate it or wut...

quiet needle
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Nope, just the root.

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Also remember that if your dancer isn't part of (child of) your model, any applied animation controllers won't affect it.

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Do you just have it in as a separate model in the scene?

onyx bison
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no

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i parented the two models to the main model and made them iinvisible, then just activated them in the animation

quiet needle
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Make sure you have an "Is Active" marker set at the END of the animation too

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You have to tell it "Keep them active between these two checkmarks"

lone bramble
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Anyone have a longer animation made in unity they could send me a SS of? Mine is currently set like this but loops only 1 second of everything at once constantly

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want to see if i'm missing something there

quiet needle
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@lone bramble That screenshot only shows 0.2 seconds of animation.

thorny fox
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๐Ÿ˜ฆ that swapping of sdk didnt work

lone bramble
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bam, that's the problem. :02 isn't 2 seconds

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it's

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.2

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ayy

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๐Ÿ˜Ž

quiet needle
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gives a different meaning to speed animating

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@thorny fox ๐Ÿ˜ฆ

thorny fox
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speaking of which.. animating in unity is sucko

onyx bison
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its always set to active :c

thorny fox
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especially if i decide to use a different model/name convention D:

quiet needle
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eh, it's ok, but it's not nearly as featured as some other programs.

thorny fox
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i tried making 4 models move the same way

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but that was a pain..

onyx bison
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these models just dont appear

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aa

quiet needle
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Alright folks, try to keep it real. I'm going to actually play the game tonight.

thorny fox
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okay bibi

quiet needle
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@onyx bison send screenshot of the anim

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I'll see what I can do

onyx bison
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to your pms

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?

quiet needle
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yeh

lone bramble
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we need a dynamic bone value vault

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I need a good place to start for flowy sleeves

clear yew
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Quick question, I've placed a particle object under my wrist in the armature, however the particles don't seem to follow the arm movements in game.
How would I go about making it do so?

coarse frost
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All I can think of is checking if the particle system is set to Local or World

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if it's set to world change it to local and it should follow the wrist

pseudo iris
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uhm, how do i make a flashlight?

clear yew
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It's set to local

pure ledge
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How do you get an avatar to float upwards in an animation?
I was told that the first hiearchy in the transform property breaks the avatar and makes it glitch when you open your menu,
So what do I have to do to prevent it?

hexed current
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guys

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๐Ÿ˜ฆ

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For some reason my animation emote plays perfectly fine until about halfway through where I start floating, then at one point it gives me control of my arms and the animation does weird shit but i can move my atrms

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arms

tardy abyss
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The 'Sword and Shield Idle' one.

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I'm hoping for a 'yes', because it'll be so badass on some of the dragon models I'm using.

shrewd moon
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Mixamo animation just comes with the movements

#

No props

tardy abyss
#

Damn. ๐Ÿ˜”

#

Are there any ways I could like.. guh.. "make" the props without having to go through Blender?

#

Also, what are with the different colors of the model? Blue for Male animations, and Pink for Female animations?

mystic umbra
#

So how do I create an ideal walking animations for vrchat

#

how long should it be and what should I look out for

shrewd moon
#

@tardy abyss you can try finding the props on deviantart

tardy abyss
#

Hmm. Is there a tutorial on adding props? I don't need a link, just a "yes" or "no".

shrewd moon
#

Yes

tardy abyss
#

Cool.

shrewd moon
#

LOTS

tardy abyss
#

Nice. And the second thing (about the colors of the animations)?

shrewd moon
#

YouTube vrchat weapon override

tardy abyss
#

I'll look it up.

shrewd moon
#

I think the colours donโ€™t mean anything

#

Red model is female and the blue is male

#

Makes no difference adding them to a model

tardy abyss
#

Alright. That's good.

clear yew
#

Does the custom simulation space work?

icy hazel
#

Some of the red female animations are very clearly female though so if you make your super buff guy like i did in a girl animation he will shake that ass a little more in a feminine way

#

Girls with dem hips sway more when walking so it is natural

#

Which is why the transgirl community really pays attention to how to walk like a real chick, since it matters

#

Theres also some anims out there with a little more pep in the step, and the arms have more space versus a dude's animations, otherwise the arms would collide into hips. Doesnt walk as square.

#

So just care if youre picky, really

tardy abyss
#

I see.

hexed current
#

hey guys

#

So i need assistance

#

my animations fucks up towards middlish end

#

and i regain control of my movements

#

and animation is still playing

#

albeit wonky

#

as i can move

#

unless I set it as a hand gesture...?

#

is that possible to get infinite emote..?

glass anchor
#

gestures can be any length

tight arrow
#

I have a question, how do I make an emote not loop over and over?

celest pewter
#

do u see the loop button

tight arrow
#

It's unticked. ๐Ÿ˜ฆ

celest pewter
#

look harder

icy hazel
#

That's pretty weird tho

tight arrow
#

Bleh. I'll see what I can do in a bit then.

celest pewter
#

is the animation repeating in vrchat?

tight arrow
#

Well, the model itself is generic, not humanoid.

#

Yeah.

celest pewter
#

o

#

idk how generic works but i feel like it should be the same ๐Ÿค”

icy hazel
#

Generic is just even more simple than the simple controller.

#

It just makes you move around and jump but no anim really

tight arrow
#

I added all the custom animations on the character, since he has six legs.

#

All imported but still.

#

I assume it's because he's generic the animation loops.

icy hazel
#

Yea idk how to get those anims to work on generic

tight arrow
#

But if he's humanoid the animations break...

hexed current
#

so should I try making it a gesture

#

and hope it dont fuck up?

mystic umbra
#

gestures break around the 30 sec mark

#

but I found out ther eis a way aroudn that with activating a game object for longer than 30 sec that has the animation applied to the object you want to animate

tardy abyss
mystic umbra
#

dont copy from another avatar

#

rig it yourself

tardy abyss
mystic umbra
#

Yea but the issue is youre trying to translate the green man of one avatar to another

tardy abyss
#

The model is already rigged, by the person that made this model.

mystic umbra
#

and the other one with the animation isnt rigged properly

tardy abyss
#

Well as I said, I didn't do the rigging of this model. I don't even know how to rig.

#

I just upload other people's models, but I wanted to do some custom animations with this.

mystic umbra
#

Im just lettingyou know what needs to be done my dude

tardy abyss
#

I understand that, sir. But I hope you also see my point here. I barely even know the basics of 3D modeling.

icy hazel
#

Me everyday

mystic umbra
#

you dont need to 3d model dude, go into unity and you know how people rig humanoids in unity?

#

If you don't, sir, you should be looking at tupper's meta tut video on that dsubject

tardy abyss
#

I know how you get to where it shows the rig. That's about it.

mystic umbra
#

that all you need to do

#

the avatar definition needs to be changed so you can rig it yourself in unity

#

and when it shows you the rig

tardy abyss
mystic umbra
#

make sure the bones are in the right place so its a humanoid animation

tardy abyss
#

I'm not exactly seeing a problem.

mystic umbra
#

I cant tell because I cant see anything on the bone rigging

#

is the chest in the right place?

#

the hips?

tardy abyss
#

Really wish I could get the camera under control. Tap W, zoom.

mystic umbra
#

you can hit F on a selected object to recenter and slect the camera onto that object

tardy abyss
#

Those are the bones, yes?

#

They look like bones.

mystic umbra
#

?this is the animation model right

#

at the side you should see a list of bones

#

see if hips is selected

#

and put under hips in the green man

#

if it is hit done and you should be good

tardy abyss
#

Those would be the hips.

#

And I see all green on the mapping.

#

So... why the error?

mystic umbra
tardy abyss
mystic umbra
#

the error is saying the armature of the animated model your trying to impose onto the model you want to animate doesnt fit

#

and thats your issue there

#

if there are hips pull that in

#

if not then your outta luck

hexed current
#

@mystic umbra what do you mean?

tardy abyss
#

What do you mean I would be out of luck? What about the whole "rigging it myself"?

hexed current
#

that game object thing may be my only way to get this thing to work

#

๐Ÿ˜ฆ

mystic umbra
#

if there isnt any hips and you try to make it a humanoid and it wont work as a humanoid

#

Then youre outta luck

#

see if you get any error messages

hexed current
#

my eyes are turning white in game

mystic umbra
#

and I didnt say rigging it yourself I said you have to rig it as a humanoid on unity

hexed current
#

they were fine last upload

#

wttffff

mystic umbra
#

I was doing a texture atlas that fucked up my model's eyes ๐Ÿ˜ฆ

hexed current
#

anywho

tardy abyss
#

Is there no other option?

hexed current
#

how does

#

the game object method possibly work

#

because emote aint cutting it

#

and i want this so bad

mystic umbra
#

do you get any error messages rigging it as a humanoid ?

hexed current
#

no but i do if i copy from avatar

#

it looks great in unity

mystic umbra
#

then you should have no issues

hexed current
#

but breaks near end of animation of emote

#

in gamer

#

the last 15 seconds or so

#

maybe 02

#

20*

#

it stops working and i regain mvoement as animation keeps playing

#

but if my arms arent a part of it obviously it wont look good

#

so im trying to solve this

#

if i can fix this im golden

tardy abyss
#

But no.. there's no 'hips' on this model. There's got to be another way.

#

Please let there be another way.

mystic umbra
#

bernie I told you do you get an error message when you hit done

#

if not youre ok

hexed current
#

keo

mystic umbra
#

yo

hexed current
#

do you think it has to do with a setting on the anim itself?

mystic umbra
#

seph im honestly confused

#

Did I help you before

hexed current
#

no

mystic umbra
#

whats the issue seph

hexed current
#

S:

#

I thought you were talking to me this whole time woops.

#

Issue is:

#

i have an mmd to vrchat animation

mystic umbra
#

OH

hexed current
#

it looks great in unity

#

in game it looks great

#

UNTTTILLLL

#

almost at the end

#

it starts to go to shit

#

and idk wtf causes it

#

and i wanna fix that

#

cuz the beat drops hard on that part and i want it to look good

tardy abyss
#

I hit Done, and saw no errors (of the model). The only errors I see is the animation. The model itself works great ingame.

hexed current
#

and im doing it as an emote.

mystic umbra
#

I believe you should be able to fix it when you set the animation on a duplicate of your model, hide your main model during the animation (if its possible) and have the animation be idle on the avatar control of the duplicate

#

emotes wont work

#

they get cut off

hexed current
#

so wait how do i do what you just described

#

cuz im experiencing the cut off.

#

ty

#

thats my setup right now, the duplicate for audio

#

but it has animation too

mystic umbra
#

youll have to do it as a gesture

hexed current
#

its just hiding

#

I tried gesture and only the music played

#

so how do i get the model to actually do its thing

mystic umbra
#

nono I mean you pull out a duplicate added to your hips to get turned on

hexed current
#

...??

#

what

mystic umbra
#

You have a duplicate that in a game object and that game object is attached to your hips

hexed current
#

I have a

#

duplicate

mystic umbra
#

you hide you main avatar (again I think this should be possible

hexed current
#

of my avatar

#

with a audio thingy

mystic umbra
#

listen not the duplicate your are creating the niamation for

hexed current
#

that triggers upon animation starting

#

Okay

mystic umbra
#

another duplicate

hexed current
#

a third?

#

so how would I do that..

mystic umbra
#

Pm tomorrow

#

and Ill show you want I mean on discord

#

with screen share

hexed current
#

ahhhhhhhh okay. ill be gone a lot of the day though.

#

ill send u a pm now to remember your name in my messages

mystic umbra
#

sunday Ill be avalible

#

and bernie you should be able to follow with the rest of that tutorial

hexed current
#

this is depressing. Ive been working on it for 3 days

#

i got further today

#

but the animation breaking discourages me

#

but im 90% sure its cuz its an emote

#

considering its 94 seconds

mystic umbra
#

actually bernie Ill help you too tomorrow

#

Pm me

#

and Ill discord share screen with you

hexed current
#

ill message you after 8 ish

mystic umbra
#

Atm Im busy with work

#

I wanna help you guys but im swamped atm

hexed current
#

no worries

#

so tomorrow around 8 PM EST

#

I'll message ya

#

๐Ÿ˜ƒ

tardy abyss
#

I DM'd you, Keo.

dire rock
#

hey guys, could i get some help on this? i setup custom animations from mixamo for my avatar and they animate fine in unity, but in vrchat the head doesnt move with the rest of the body at all

#

just wondering what the cause/fix is for this

icy hazel
#

if you use the regular simple controller, does the head work fine there?

#

cause idk how broken it is, how far it goes

dire rock
#

should actually note, just the default backflip emote gave this issue too, iirc

#

shouldve specified that before actually

icy hazel
#

is everything weighted correctly then?

#

cause i know in the past one of mine was not when i was newer and my backflip would be all spooky with the head staying there

dire rock
#

weighed?

true scroll
#

weigthpaint

dire rock
#

guess thats the thing to look into

#

is that something you can check in unity, or do you need to go into blender/3ds max for that?

wind swift
#

Hello i'm trying to put a shader on the inside of a sphere 3d object does anyone know how I can do this?

#

(not the outside) but like a double sided shader

#

ok

#

not exactly sure how to flip normals

#

but i'll look into it

#

thanks

#

I figured it out

#

thank you

#

I was using the 3d objects in unity and it was giving me a headache i'll export this sphere

icy hazel
#

i think you can flip normals if you select everything you wanna flip in edit mode, then just hit ctrl+N

#

and you'll know if it worked cause if you go into Solid view it's like... kinda black and weird looking instead of the normal white

wind swift
#

thank you

dire rock
#

@icy hazel , sorry to bother you, how would you know whether a models properly weight painted or not if its rotation in blender is acting normally?

rancid valley
#

Sooo~ i wanna add a phone/camera as an animation to my model, i also want to make it display stuff like a real camera. Does someone know how to do that? i know how to make the cam/phone appear but im quetioning how the camera display works

celest pewter
#

others won't be able to see it anymore

icy hazel
#

Um well i guess i check it by posing it every single way possible that i can to make sure things move the way theyre supposed to, i check every single vertex group in the right side list in the vertex tab real quick with the arrow keys up and down that list, and i also look at it in unity cause unity has that muscle moving thing that moves the body when you start mapping bones to the controller @dire rock

rancid valley
#

I just recently met someone that had a model working, it was able to show stuff on a screen

icy hazel
#

Also for the camera question i keep hearing that the functionality was removed and that people still ingame with it are using a modified sdk

#

Which is bannable i guess

rancid valley
#

hmm

icy hazel
#

I see that kind of question a lot and i always see somebody else's remark about it being removed

#

Lag i guess? Idk

#

People do sneak things in considering they can sneak highpoly avatars in beyond the 20k limit

dire rock
#

oh, something else to note, the models im using dont have 4 fingers which leaves that part of the model unmapped i guess, i dont see why this would affect the neck but some threads im reading about this are bringing that up

#

the other fingers are connected to their respective bones and all however

tardy abyss
#

So I fixed the animation issue of my model. Turns out I had to dupe it and apply it to the model, for it to work.

#

Now all I need to do is figure out how to have custom sounds when doing these custom emotes.

clear yew
#

Im just waiting for longer animations

#

When you do a dance emote and it cuts off halfway like

#

"ok . _ ."

tardy abyss
#

I haven't seen that (yet).

shrewd moon
#

@tardy abyss add a audio source to your main model, duplicate that model, create a new animation, make audio source active and copy paste the key frames from custom emote to your new animation

#

Thatโ€™s roughly how itโ€™s done

tardy abyss
#

Ah, I see.

ocean dagger
#

asking in here, does anyone know how to apply a shape key as the default face in blender? I tried doing it in object mode with "apply shape keys in edit mode" but it still didn't export the same way

shrewd moon
#

Can't you do it in unity?

ocean dagger
#

i'm not sure how I would in unity : s

shrewd moon
#

its blendshapes

#

I think

#

I might be confusing it with something else

#

so you want a different facial expression as your default face?

ocean dagger
#

yeah

shrewd moon
#

yea blendshapes

#

click on your mesh in unity

ocean dagger
#

yep

shrewd moon
ocean dagger
#

ahhh

#

thank you!

shrewd moon
#

yup

scenic sleet
#

Curious, anyone here know the trick to giving avatars like an invisibility and/or stealth trigger? Im guessing with shaders and ani overrides, but i'm just not exactly sure how one would go about it without having your avatar be automatically invis/stealth by default

icy hazel
#

that would be cool as fuck

scenic sleet
#

yeah haha, I've seen a couple users accomplish it on videos and whatnot. Just trying to figure out the proper way to do it xD

normal cove
#

Hello. Can I ask one guestion? How (if it possible) I can animate more than one character in model? How I can make a group, for semple, knuckles?

languid nimbus
#

Create a picture in any program that can handle alpha (see-trough pictures), create a new layer, delete background layer, save image, apply image to material, put material to standard/cutout

#

@blissful copper To apply a new shape key as basis in blender, move it to the top, just below the basis shapekey, then delete basis. now rename Key1 to Basis and you're done

#

Lucyfur's solution doesn't carry over ingame

#

This is also more like #3d-modeling

tepid mango
#

jesus i got completly ignored yday tyvm eeryone

languid nimbus
#

hi Zuku, whatcha need help with?

#

I can't say I saw your problem before, but I was also working on a commision yesterday

clear yew
#

Can someone help me with particle effects i have made them they show fine in unity but dont show in VRchat

twilit aurora
#

So

#

How to make a animator controlled.

#

er

icy hazel
#

You mean one that isnt any of the defaults?

#

Is there a good reason? Idk

signal dove
#

What happens when I use debug mode to change an "Original Clip" in an override controller?

#

@ocean dagger You can easily set a blendshape so that unity will accept it as default. Just have it selected with the thumbtack button clicked when you save or export

#

Gatreh 's solution is destructive

quiet needle
#

You can also just set the blend shape to 100 in Unity

fallen flax
#

Yeah setting it to 100 works ingame, donโ€™t know why they said it didnโ€™t

signal dove
#

I should mention that my method differs in that it doesn't change the key value to 100, it exports the mesh with the modified vert positions. So you wouldn't be able to change it within an animation

#

So my method is destructive too, just in unity but not blender

languid nimbus
#

Well I mean

#

before you do any of this you should have made backups so you can go backwards incase something messes up

hexed current
#

Hey guys can I get some assistance

#

I need an alternative way to play an emote (a mmd dance) because it's too long and bugs out

quiet needle
#

Emotes are the only way you're going to be able to get your bone lockout, otherwise you'd have to rig your model as Generic @hexed current

hexed current
#

i was told there were other ways to do it

#

besides that

#

cuz the issue is

#

my animation starts to get wonky towards the end

#

and i regain control of my hands

#

and can move as its playing

#

im trying to stop that and make it play another way

#

someone said its possible to do it via gestures

#

a guy on reddit said "You are right that it is because of the emote limit. The solution to your problem is to make a version of the avatar that has the dance set on an animation component on your avatar. This should play the animation constantly but will play the entire thing without it breaking down."

clear yew
#

That would work I suppose.

hexed current
#

Ive been stuck for 3 whole days

#

trying for a solution

#

i didnt really want an avatar switch method

#

I want a method I can activate

clear yew
#

Might annoy people by having two avatars in one though.

#

It's not an avatar switch.
You just enable it by doing a gesture and disable the one that's your body.

hexed current
#

yeah thats what im trying to figure out

#

cuz i have a dupe of my avatar with animation set

#

so it triggers the audio upon emoting

#

but using hand gesture just activates music

#

so I must be doing something wrong

#

how do I make it to where I disable my main avatar, then the other one activates upon gesturing

#

is there a "unhide" upon play button"

#

because my avatar animation is hidden, and the music is set to activate

clear yew
#

Disable the dupe avatar in Unity
Use the Is Enabled property to enable it in the gesture.
Then when you let go it disables again

hexed current
#

wheres the enabled property?

#

and i also need it to hide the main avatar as well

#

so that i dont have 2 on top of each other

clear yew
#

The first thing under the hierarchy in the properties for the object.

hexed current
#

Im just trying to figure out how to set this up

clear yew
#

Same concept to disable.

hexed current
#

but like.. in the animation itself how would I put that in?

#

cuz i can just press it in the hierarchy easily

#

but is there a "turn on" for the animator screen like there is for audio?

clear yew
#

Yes. Is Enabled.
It's very obviously there in the properties.

hexed current
#

-looking-

#

the only thing under animator screen in property is

#

"is active" under body and armature

#

but like, would that mean I have to disable that and not the one right below inspector? Im lost ๐Ÿ˜ฆ

clear yew
#

That's probably it.
My language is different.
There's that property under every single object

hexed current
#

Im willing to screen share if you'd like to

#

:/

clear yew
#

Play with it yourself first and figure out how it works

hexed current
#

I know kinda how it works but i mean

#

if this is a dupe

#

how on earth do i hide the main one

#

cuz all this is doing is affecting the dupe

#

and not main avatar

#

who needs to vanish when this plays

#

because if i make them active upon playing then yes im sure itll play, but i still got main avatar there lol

clear yew
#

There's an is active for your avatar and for the dupe.
Set the hierarchy right and it'll work

hexed current
#

OHHH

#

is the dupe supposed to go

#

inside of the hierarchy

#

of the main???

#

nahhh that didnt make a difference, still only see the dupes stuff in animator

quiet needle
#

@hexed current No

#

You're using the dupe as a bone targeter and nothing else

#

Once you're done creating the animation file, you could delete it and it wouldn't make any difference

#

(you shouldn't)

hexed current
#

well yeah i know that

#

but emoting dont work

#

cuz it breaks halfway through

quiet needle
#

The "Is Active" toggles the checkmark at the top left of the inspector for an object.

hexed current
#

I see that.

#

but doesnt that mean im invisible

#

until i use gesture?

#

thats my current predicament

#

is going from main avatar

#

to hidden dancing one

#

that has music and anim on it

#

since emotes not an option

quiet needle
#

Is it the same avatar or a different one?

clear yew
#

He doesnโ€™t have both avatars under the same object. Which is why he canโ€™t put both the properties in. Mind explaining that to him, Panda?

quiet needle
#

When you add an animation controller, it only affects child objects underneath the object you put it on. You'd need to have the second avatar under the same armature in the hierarchy if you want to be able to enable it in an animation.

hexed current
#

animation controller..?

#

You mean the component?

quiet needle
#

No. I mean animation controller. When you go to the animation tab and click "Create" take note that it creates two files in your assets. One is the animation file itself, and one is an animation controller file.

hexed current
#

Oh ok.

quiet needle
#

The controller is like a folder to keep an animation clip list in

#

You attach the animation controller to an avatar, then attach the animation to the controller.

hexed current
#

Alright

#

so my dance would need to be

final gazelle
#

the duplicate is so you can edit the nodes of the animation clip to what you need them to be before transferring it onto your main model

hexed current
#

main avatar then technically

#

the dupe

#

AHHH

#

THATS IT

final gazelle
#

if the main model needs some parts hidden or shown by default, you'll need to tweak those after finishing up the animation and transferring the clip to the main model

hexed current
#

if i put main avatar underneath my duplicate

#

I can now edit the main

#

๐Ÿ˜ƒ

quiet needle
#

So in your case you should have

Avatar

Armature
Second Avatar with animation

Dupe (exact copy of the above structure

hexed current
#

Oh.

#

-_-

quiet needle
#

Yeah not quite lol

hexed current
#

wait

#

but if i do it that way...

#

lemme try one sec

#

so wouldi put it under hips

#

body

#

or audio sourcer

#

the dupe i mean

quiet needle
#

The dupe is not attached

hexed current
#

Ok

#

its under armature

clear yew
#

I knew you had this Panda, trusted in you

hexed current
#

welp I have to go. mind pming me a little guide panda?

#

I currently have

quiet needle
#

@clear yew x.x

hexed current
#

Main>armature>duplicate

#

well, duplicate is underneath armature

#

not appart of it

#

๐Ÿ˜ƒ

#

Thank you. You're making me very happy you know

#

๐Ÿ˜ƒ

quiet needle
#

I'll have to talk to you about it, because you seem to have a few things mixed up, but we'll get it sorted.

hexed current
#

Thanks. I'm on around 8 tonight

clear yew
#

Phew. Thanks Panda.
You're like the only other person I could trust knew enough about it to steer him I'm the right direction, I don't have nearly enough ability with my phone to type proper instructions

quiet needle
#

Huzzah for mobile hunt and peck

clear yew
#

Hurrah for a phone that delays typing by 5 seconds and backlogs only 30 characters and messed up every 12th

mystic umbra
#

Oh I was gonna help him tonight on discord screen share

celest trout
#

Are you able to have two seperate hand animations in the same override but triggered only when that hand's gesture is used?

mystic umbra
#

Like the left hand gesture override is different from the right hand for the same gesture?

#

From what I gather thats not a thing

#

Unfortunately

celest trout
#

Hmm I've seen people do matching gestures seperatly like doing a hand sign alternating between hands

#

Ill do a test where I have 2 different custom hand gestures on both hands tied to the same override

glacial badge
#

Does anyone know how i can add an object to my avatar and make it stay still in a spot in the world?

clear yew
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You could use two.different overrides, one that activates an object and the other that activates a child of that object.
If both are disabled by default, the child should only activate when the parent is enabled.

That's the theory at least, haven't tested it myself.

But there are no ways that I know of for two hands having separate animations for the same override

celest trout
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@glacial badge Use a rigid body that's not attached to anything

glacial badge
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Thank you c, ? do i place it under the amature?

celest trout
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No place it outside of the armature

glacial badge
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ยจ^

celest trout
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@mystic umbra Okay I just tested my theory and it worked as I thought. one hand's override does not trigger the other

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all under the same override

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now Im not sure if only the hand animations are seperate. I was thinking about overloading the overrides. I think I'll have to put the stuff I want to only trigger with one hand onto that hand's hierarchy

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I'll test it by putting two different audio sources. One in the open and the other on a single hand's hierarchy

clear yew
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You can use the left hand to trigger animations in the right hand if you animate it that way.

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Etc

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Both left and right will trigger right hand animation if it is animated that way. And so forth

spice echo
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hello

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does anyone know how many frames in an animation is one second

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in vrchat

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i want to attatch it to a trigger finger

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trigger animation*

celest trout
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@spice echo It's 0:01

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one second is 1:00 i believe

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@clear yew I see. I just tested objects placed in the 3 differents places of the hierarchy and they all trigger when programmed to do so in the animation for that gesture.

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It seems hand gestures are independently triggered but anything else is triggered cross hands

regal finch
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where do you guys think i should start if i want to replace my avatars walking with hovering?

celest trout
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Like face animation will probably be shared but its interesting how hands are seperate.

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You can make two different hand signs on both hands with the same override.

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@regal finch It's hard. I tried doing it from scratch but it would never work. You will have to find a floating animation files somewhere.

regal finch
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thanks for that @celest trout . im trying to get my U-Mos to actually behave like he should, but ive had no luck so far

quiet needle
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Yeah @celest trout I think there's something written into the default humanoid animation controller that differentiates which hand it pulls the gesture for, but everything else is shared from testing.

celest trout
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Is there a way to make visemes and motions to work on puppet objects?

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I've seen a shark that has movement and visemes and I'm trying to replicate that

spice echo
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@celest trout thank you so much man sorry couldnt reply sooner

celest trout
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np!

signal dove
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Do visibility keyframes from blender transfer on import to unity?

tardy abyss
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Ever have that feeling that now you know how to do custom emotes, you don't know what emotes would work for the avatars you've uploaded?

wild bluff
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my Eye_L has no vertexes according to Blender, what do i do with that?

spice echo
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something's not right

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1:00 does not seem to fit correctly

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does VRChat trigger animation have a different timing

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in unity animation creaiton

mystic umbra
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@signal dove I know animation keyframes transfer over

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but I have no idea what visibility keyframes are

signal dove
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Like activating an object in unity. Except in blender

livid orbit
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Quick question, render textures are only enabled locally in VRChat at the moment due to performance reasons right? Trying to make a selfie camera, I got all the overrides and what not working and I can see it in game but nobody else can.

wicked garnet
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my anation doesn't seem to work idk what i'm doing wrong

hexed fern
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Can someone help me? ive had 3 sprint animations from unity models i got have a wierd issue where one of the feet is completely flipped in the wrong direction http://prntscr.com/il2o5l

Lightshot

Captured with Lightshot

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and yes i have ik's on

wicked garnet
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i'm trying to make an animation so that when it activates i turn invisible but it doesnt seem to be doing anything

hexed fern
wicked garnet
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anyone?

onyx charm
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Do you guys mind showing how you add the unattached rigid body?

clear yew
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@wicked garnet What are you currently trying to do to implement this?

wicked garnet
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i'm pretty sure i set it up properly. i'm trying to set it to activate when i make a fist

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with no such luck

clear yew
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What property are you using.

wicked garnet
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the armature since its a full body swap

clear yew
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Are you using the Is Active property?

wicked garnet
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yes

clear yew
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Have you tested it Unity?

wicked garnet
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i've imported it into the game but that's the only way of "testing" that i know

clear yew
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You can use the play button in Unity to test animations.

wicked garnet
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it still isn't doing anything though

clear yew
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First frame you have Is Active disabled and last frame is the same correct?

wicked garnet
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how do you mean?

clear yew
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You have the property.
Then you editted the keyframes to have the correct value yes?

wicked garnet
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idk. what would they need to be set to?

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i have them as active

clear yew
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Set as disabled.
You're trying to hide it.

wicked garnet
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so disabled would just mean that i'm not using it at the moment?

clear yew
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If Is Active is off, the object becomes disabled and will not show up.

wicked garnet
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well then my mistake should have made it always active but it wasn't doing anything

clear yew
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Because it's already active.

wicked garnet
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if it was i would have been in visible

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and i tried it the othe way around where i should have become visible with nothing happening

clear yew
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Gonna need to see your hierarchy and exactly what you're trying/doing

wicked garnet
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it would help if a tut existed for this but i can't find any at all

clear yew
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Just search for a weapon tutorial, it's exactly the same concept

wicked garnet
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it's probably the fact that i'm using the armature then

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most people only use specific parts while i'm using everything

wise rover
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how do I make my animation reset straight back to the beginning when I release the hand position? What seems to happen for me is just that my animation seems to be playing in the background so when I play it, parts of it pop up early as I measure the time with a song.

gilded peak
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Does anyone know how to add sound to a animation override?

wise rover
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you put a sound file into both avatars and a sound source in both and initialize those in the animation

gilded peak
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Thanks

wise rover
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have you worked with long custom animations at all?

gilded peak
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Nope just animation overrides for weapons and other things

wise rover
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ok

spice echo
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@wise rover same problem here

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mine is horrifying

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switching between avatar resets it

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but thats not good enough :3

wise rover
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yeah.

tardy abyss
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All issues are horrifying, until the fix slaps you in the face, making you realize it was right under your nose.

wise rover
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I think I saw an option on the animation file that involved starting on awake

spice echo
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anyone found a fix please help me out

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uh

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i think thats the sound file

wise rover
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oh

spice echo
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if you have it on

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the sound will only play

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when you trigger it

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but the animation

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will be playing in the background

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once you started the trigger

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after you release it

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it disappears

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but still plays

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in the background

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i have to fix it

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but i dont know how

wise rover
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I mean, I think the only way around that is to put it as one of the emotes

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but that's way too clunky to actually use

spice echo
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i actually wanna walk around

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while playing it

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i hope someone finds a fix

wise rover
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I don't think it

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I don't think it's something on the game's side

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It's probably on the client side because I've seen people have perfectly synced animations on their avatars everytime they used it

lilac orbit
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Could anyone help me how to make a gesture so the avatar switches let's say shaders whenever the gesture is done.

spice echo
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the animation syncs perfectly on the first trigger

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after you release it

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actually wait out the duration

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or switch avatars

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and it'll be fine again

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i hope there's a permanent fix

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but this will have to do

wise rover
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that's what I've been doing but it's much too cumbersom

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I know other people have managed to do it but I don't know how they do it

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so no one seriously has the answer to this predicament

tardy abyss
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Let me just make things clear. There's no way to hotkey EMOTE1 to EMOTE8, correct?

wise rover
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you could if you got the avatar into unity and overrode emote1 with emote8

tardy abyss
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I mean ingame hotkeys.

spice echo
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it is possible with a script but as of now

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there's no official way to hotkey them

wise rover
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oh

spice echo
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but trigger animations

hexed current
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@mystic umbra im bout to head to class but, whoever can help me best its fine lol

spice echo
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you can use them using Shift + F1-F8

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Left shift for left hand

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Right shift for right hand

tardy abyss
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Those are the hand gestures.

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I'm talking the actual Emotes (Die, Backflip) etc.

spice echo
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as of now

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nai~

tardy abyss
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Not even a script through ... you know where?

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(I can't name the site as it's against the rules)

spice echo
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havent been looking for it

wise rover
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well, since we haven't found an answer to the animation timing, has anyone had their hands react to every single position as one animation?

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for instance, you play one long animation assigned to one and position and every subsequent position plays that same animation

spice echo
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thats interesting

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but that would be a waste of trigger animation slots and hard to sync

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(vive)

wise rover
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no. I mean it does that on its own

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I've been trying to fix that for so long but every position I try to do is just that same animation

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I even tried overriding animations with the same animation in the script but it still plays only that animation

clear yew
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Im having problems I uploaded an avatar then updated an animation that fixes some problems and after a few mins the model goes back to the old version without the fixes...

low flame
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How to make an avatar that can take the weapon in his/her back and after taking it, it disappears from the back and it appears on ur hands? o:

clear yew
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override animations

wise rover
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based on what I know, I think you need two of the weapon on each avatar and you set the weapon to disappear from the back and appear in the hand

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wait a minute... I think I might have an idea as to what's going on here

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what if you have to attach animations to each individual object in order to make them start at the beginning 100% of the time?

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I hope that's not the case

atomic wraith
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i have a question how do i make an emote last longer, without it unlocking and allowing me to move while still emoting?

wise rover
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you can't

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it's made to be like one of those animation locks in MMO's

atomic wraith
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i mean when im standing still i click emote and say i have a dance set up, there is no way of staying in place for the duration of the dance?

wise rover
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simply put, the emotes themselves prevent all other movement. now I do remember one instance in which someone had one of those spazzing dance emotes and they were still able to move their hands but that is about the extent that it goes

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speaking of which, where DO people get those alternate emote animations?

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like the authentic dab

atomic wraith
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i dont know my friend has it, but i have seen animations to where they do the full dance and dont let you move while its running its course, mine i have do the motions, but unlock after a period and allow me to walk around while my hands are doing weird sdnake crap

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like as if they were still doing the motion

clear yew
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Can someone tell me what this โ€œdollโ€ is from? Like what model? Someone had a invisible model but when they do a hand gesture it summons this doll with a heart and some text but if you take it from her she crys and sniffles https://imgur.com/a/CFHIY and I want it so bad its cute but I donโ€™t know what model it came from specifically

dull wedge
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How do I switch meshes using an animation override? I've currently got the two hairstyles both as different meshes and they appear to activate fine in unity, but once in VRchat, the initial hair doesn't disappear and the transformed hair doesn't appear either. Am I doing something wrong?

true scroll
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@clear yew i guess you could ask the creator of the avatar test world, i think there was some discord tag written on the map

mystic umbra
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Its mimi

mint mulch
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Anyone here mind sharing some lightsaber particle prefabs

tidal rampart
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Can anyone help me to lock rotation on a wheel? I want it to spin 360 but it keeps spinning along all the axes at once. I tried changing the interpolation but it doesn't seem to be working.

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It's a standalone mesh - not a child of anything.

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Oh, this is in Unity Animator btw. Should have mentioned.

hexed current
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@mystic umbra I am here.

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Ready to fix this animation!

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just message me when your on ^^

bright sparrow
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I think I might be doing something wrong ? I used the mixamo tutorial, has worked before, but I forgot something on the first test so I re uploaded the fixed version, but still doesn't seem to show up in my emotes?

coarse frost
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i have an animation which causes some particle systems and an audio system to become active, but when i try to use it in game all it does is make me freeze in place

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any solutions?

bright sparrow
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ah I figured out my previous error, and got them to work, but then I switched to a different avatar to see something, and when I went back the emotes went back to default?? Like how the fuck??

tardy abyss
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Is there a way to move optional bones in Unity (for animation)? Or am I forced to learn Blender to do that?

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Basically, I've seen a few avatars have a flying (I would assume 'sitting') and a standing animation.

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But I don't know how to animate the wings to simulate flying (for a few dragon models).

clear yew
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@true scroll I sent her a message just now so hopefully she responds.. I just hope i get permission to use that with my character.. its so cute !

true scroll
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i whish that that "doll" would be a bit bigger, she's small ๐Ÿ˜›

clear yew
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I know but I donโ€™t mind it though

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still the cutest though

true scroll
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absolutely ๐Ÿ˜„

clear yew
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Mimi after I sent the message her icon is yellow

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I think shes now idle

tardy abyss
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Could anyone answer my question, please?

clear yew
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@tardy abyss I donโ€™t know sorry..

tardy abyss
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That's fine. I shall continue to wait, then.

clear yew
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Besides i am waiting on a response hopefully to have permission to use a animation or the doll someone had on their world that I want to use for my avatar because of how cute it is

quiet needle
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@atomic wraith Create a secondary animation that is however long you need it to extend, and add an empty game object to it (just to get the keyframe pips and the lockout) and assign it to another emote slot. Mash that second emote as soon as your character unlocks.

hexed current
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shoutout to @quiet needle for fixing my animation!

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๐Ÿ˜„

atomic wraith
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thanks

solemn cloak
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ok dont think too hard on this one

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particle emitters - i want the particles to 'stick' to things is it possible?

spice meteor
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yup

solemn cloak
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is it really? ie: bow shoots arrow 'particle' that gets stuck on someone for x seconds?

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or world/self only?

spice meteor
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sure although the collision isnt synced so only the person itself that is suppose to be hit can see the actual hit

solemn cloak
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the target will see it?

spice meteor
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yea

solemn cloak
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if so that's fine for my needs

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but other spectators will just see it pass through or something i guess?

spice meteor
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yea even you will

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because for every person only your own avatar is hitable

tardy abyss
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Anyone know the answer to my question (just wondering)?

spice meteor
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or to say it easier regardless who throws particles into the room only yourself can collide with something and only locally for someone else in the room something completely different can happen while for person x the particle aleady died due to that he interacted with it by throwing it off or it dying due to collision

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you can do that in unity benie

final wasp
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hey guys, how do I make my mouth not detatch from my head? i even ditched the jaw bone, and just weight painted the whole mouth mesh straight to the head bone, but still when I walk in game it freakin flops about everywhere outside my head.

tardy abyss
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So it is possible. How, exactly?
@spice meteor

cursive moon
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@final wasp There aren't multiple channels to allow people to spam them with questions.

final wasp
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my bad

spice meteor
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in an animation you can rotate and move every bone your character has to offer, the quality for that with the normal unity animation tab is more well than limited so you need an asset for example umotion community

tardy abyss
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Does the Animator have a search option, to look for a specific bone? Or do I have to dig for it?

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And, if I'm able to pull this off, could I possibly put this animation on models that have wings (but not the bones)?

spice meteor
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no you cant

mortal patrol
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so question: animator isn't showing in the add component button for my avatar's animation. any fix?

opal cliff
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did u forget to rig ur player as humanoid

pulsar raptor
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hi guys, anyone knows how add a sound effect to a custom animation?

clear yew
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@pulsar raptor add an audio source that plays on awake, disable it, then enable and disable it in the animation

pulsar raptor
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mmm i mean, to play in game with a custom emote

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like dancing and playing music at same time

clear yew
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not sure about this but they work on gestures, not on emotes as far as I can tell, I could be wrong

icy hazel
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how do you stop a custom anim though