#animation

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icy hazel
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like interrupt it and go back to doing whatever

spice meteor
pulsar raptor
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Thanks maybe that gonna work!

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agg my bad engrish*

restive flax
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I have a quick question, for some reason the pupil I added to this model just zoops off when I run one of it's animations. The other pupil works just fine, any suggestions? In the mesh it's placed correctly. Nvm, fixed it.

pulsar raptor
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uh

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the animation with sound works fine but, i got another problem

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a red warning, how i get rid of that?

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@spice meteor

spice meteor
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haha thats a lot of god damn warnings but click on ur audio source and scroll down on the right side and remove the onsp script from ur audio

pulsar raptor
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done

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idk why but i cant edit the audio source, it reset his own settings when i click the model again

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XD

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im gonna try if works

neon burrow
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Anyone know how to get the cameras working again? I've seen several people have it working again

spice meteor
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the vr sdk has a script that is auto detecting audio sources and is setting it to a standard value so yea

pearl pilot
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anybody know how to set a particle system to follow a specific direction like where u point your hand?

clear yew
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select cone as emitter shape for example

spice echo
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@pulsar raptor have you found a fix

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if not i canhelp

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i can help*

clear yew
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Can anyone here help me with particles

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dm me

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I have been spending 3 days trying to figure out why they wont show in vrchat. I've looked at video tutorials

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but none of them fix my problem

cunning saffron
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the arm rotates around the bat instead of the opposite... and all the bones do that

wind torrent
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Did you just import the model from download to unity? @cunning saffron

cunning saffron
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no i made it myself

wind torrent
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Does the bat have its own bones?

cunning saffron
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yeah i did one bone

wind torrent
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I see in the screenshot that youre moving the bat itself around

cunning saffron
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well it moves the bat at the same time

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but if i select the bat it moves the bat on its own

wind torrent
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Hmm strange

cunning saffron
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oh wait do i need to add a deform armature modifier in blender?

wind torrent
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Wouldnt hurt to try. Just make a back up just incase

cunning saffron
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nah didnt change anything

queen karma
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Try importing bat as different object?

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Separate*

cunning saffron
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how?

wind torrent
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Yea like its own fbx file

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Import to blender then export as fbx

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Thats how i do it at least

cunning saffron
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yes thats what i did

wind torrent
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Wow, never have i had a problem like that before

cunning saffron
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i guess ill try to import it as a shape key instead then

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idk how to fix that

wind torrent
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Good luck to ya. @cunning saffron

pulsar raptor
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@Gilgamesh#6935 yeah i found a fix ty!

cunning saffron
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i even tried removing the bone and armature and i still get the same issue

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its like if its making all the bones above it in the hierarchy its parent

heavy stirrup
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Can we use armature rotations in a humanoid movement animation yet?

tardy abyss
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Has anyone made a Dab emote, that they wouldn't mind me using for free?

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I can't find any on that rigging website.

gray flare
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Anyone know why the animations on this spider from free3d won't work for me properly? I thought I set everything up in the avatar controller right but it doesn't work correctly in-game. https://i.imgur.com/qoHk2zI.jpg

heavy stirrup
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Honestly, no idea what i did to get that spider to work

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I did it weeks ago

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I do remember messing with a lot of things though... including something in Blender for some reason

gray flare
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hmm okay I'll try messing around in there and see if I can make something work. I know I've seen someone in-game with this as some point so there has to be a way.

heavy stirrup
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Yeah, i've been using it for weeks, and i just saw someone else with the model too

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BTW, you're going to want to change the animation inside the locomotion layer at some point, if you get it working

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The walk right doesn't mirror properly. -- but that's down the road

tight arrow
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How come my idle and walk animations play so slowly in game?

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Anyone have a solution?

gray flare
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That's essentially why my animations don't work either

tight arrow
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So it ain't just me.

clear yew
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can anyone

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help me with my particle problem

torn pawn
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@clear yew very descriptive

clear yew
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I had asked before

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DM me

icy hazel
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@tight arrow i have a vague notion about that because not as experienced but i feel like somebody else had this problem and said it was cause their keyframes are too far apart

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like i thought if they were closer it would be speedier or something like that???

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and that they are scalable

tight arrow
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I'll look into it. Also I just got back from something, great timing.

tight arrow
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Didn't seem to work.

safe quest
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Anyone have any good tutorials on how to do animations for models in blender. I want to animate a model in blender, export it as an FBX, and import the model and its animations in unity

clear yew
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Does anyone have a list of components that vrchat will accept since the one that does auto rotation for animation will be removed when upload? And does that mean I have to do animation manually like rotating an object around me frame by frame?

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just make an animation and add 0, 180 and 360 degrees keyframes @clear yew

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it will tween the rest

shy island
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there is also a link to a yt vid with explanation

quasi gale
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Standard Assets contains the AutoMoveAndRotate script which might be applicable to your interests.

grand copper
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There is no "hips" in animator? or does it have a different name?

tiny meadow
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Can voice activity trigger a continuous animation that only stops once the activity ends?

clear yew
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Perhaps if you change your mouth shape keys to include the animation it could be done, otherwise I can't think of another way for voice activity trigger.

Hips should be in armature. I think, perhaps not.

grand copper
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I know where hips is in my hierarchy, it's just I want to animate my character but can't find the hips in animator. Just like how you add fingers for adding a weapon

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unless you don't use animator to move your hips joint. then I guess you would just have to add a position parameter but whenever I change the position and key it, it resets back once I press enter

small tapir
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If i have 2 Audio Sources with diffrent setting in one animation, will both of them get the same settings?

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After i upload my avatar the one of them change the sound curve to the same one as the other one

grand copper
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that's probably because of that third audio component thing "SNP" or something, can't remember well

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you have to delete that, it's not being used anymore anyway

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ONSP

small tapir
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I have deleted that already

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Don't mind the range im just trying to fix the volume right now will make it smaller

torn pawn
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sdk adjusts your sound level

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use min 2 max 30

small tapir
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To the same as my light saber?

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The resone im using those setting are beacuse a friend use that and he's voulme is good

clear yew
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keep max distance at 100 and lowest on default and set it to linear not custom

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then just adjust volume on top

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btw there is an issue stopping people from updating avatars so idk if you can update it now

wild bluff
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so i have this issue that i play animations by hand gestures (Book spawning etc) but it plays when i open my hands make a fist or actually do the assigned gesture, is there a way to fix that?

torn pawn
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wat vrpill

small tapir
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@torn pawn How can i change volume too 2 -30 when it gose to one?

torn pawn
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you make it 2 mn max 30 before, then after the sdk adjust your volume its gonna be fine

tidal gull
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Quick Q: in VR mode, if I want a gesture to override a walk anim, that is reasonable to do, right?

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Supposing I want to pose me legs without leg tracking

clear yew
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depending what you want to change the walk anim to

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if its like a custom walking anim

tidal gull
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A fixed pose

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Imagine some dramatic Jojo leg pose

wild cedar
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Custom walking animations can just be put in the custom override walk FWD etc

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Ez

tidal gull
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Nah, I only want to animate the legs with an override when a certain gesture is on

fluid crescent
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anyone knows how to combine 2 aniamtions in 1 aniamtion?

wild cedar
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When Unity deletes all your animations instead of 1 section

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Made me ragequit for the 6th time now XD

wild cedar
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3 hours of work just gone so, decided to take a break

grand copper
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is there a way to spawn something into the world and not have it attached to my character?

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@fluid crescent I know how to combine 2 in maya but not unity

fluid crescent
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@grand copper i already found out how to combine aniamtions ๐Ÿ˜„

grand copper
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๐Ÿ‘

grand copper
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is there a way to spawn something into the world and not have it attached to my character?

true scroll
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not as a character i belive

grand copper
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I've seen someone do it tho

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he spawned a grave thing and he could walk around freely without it following him

agile ruin
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set it to world

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instead of local

clear yew
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if you want a particle to not follow you, you need to set it to World
if it's a 3d model you need fixed joint and rigid body i think

agile ruin
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^

grand copper
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it's not particles

clear yew
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fixed joint and rigid body is it then

agile ruin
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set it to world and apply it to a rigidbody

grand copper
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it can't be an animated character?

agile ruin
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it's up to you what you want to do

clear yew
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what do you mean animated character ?

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like another model that spawn besind your own avatar ?

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you can do it but you'll need to aniamte it yourself

grand copper
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I have a kylo ren character and I want to try to spawn a trooper to guard me for instance

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I've got the animation, it's just the placement that's an issue

agile ruin
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if you could copy from the simpleavatarcontroller, would make it easier

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but it's read only

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@grand copper have you animated his stance already?

grand copper
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the trooper's? yes everything is already animated

agile ruin
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then what do you need?

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you just need to duplicate your main model and do the spawn animation

grand copper
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but if I put it in my character's hierarchy, wouldn't they float with me?

clear yew
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you need to parent the clone trooper to a fixed joint

agile ruin
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create a rigidbody

grand copper
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I'll look up how to do that ๐Ÿ‘

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@agile ruin so you meant a rigidbody component right?

agile ruin
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i think so

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never used it

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but that's how u do it

grand copper
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@clear yew you mean add a joint to my skeleton?

clear yew
grand copper
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thanks! I'll take a look

hexed current
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so guys

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My newest project I wanna try

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how would I do particles in such a way that I want to charge up energy and as I charge the skybox gets cloudy

mystic umbra
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you needa create a texture thats looks cloudy, and apply a particle shader with low A

tardy abyss
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I would like suggestions for custom emote ideas, that would work with a penguin (that I could get from the rigging website).

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I'm not that creative unfortunately.

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Sadly, Tap Dancing isn't there.

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If you have VR, you can sit down.

fluid crescent
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i have 20 second long animation but ingame when i do that aniamtion it cuts last 5 seconds

forest slate
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is there a way to change shaders on an animation?

eager vault
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where do you guys usually download sound effects for your animations?

clear yew
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I love soundsnap

torn pawn
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i got all my needed sounds in folder named "gachi" ๐Ÿ†

molten kayak
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Guys after doing the animation in unity how do i restore the T-Pose of the character?

cursive moon
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did you not make a duplicate to animate on

molten kayak
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I did make a duplicate

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But the one i worked with has some models i didn't put in the main one ๐Ÿ˜›

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Nevermind got it

dawn shale
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Does anyone an idle animation for having hands in pockets?

true scroll
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wear pants with pockets and put the controllers in them ๐Ÿ˜

dawn shale
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what

true scroll
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or jacket

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but... nvm it was a bad joke

dawn shale
hexed current
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Just asked vrtraders to make me madara uchiha with a meteor strike

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hopefully

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annnd someone is doing it

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woo~

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wait. wrong chat

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S:

agile ruin
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it doesnt work like that

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..

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but someone is doing it so g4u

rancid furnace
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Ok so I want to be able to use a gesture to reveal an item, for example a sword, and it stay revealed after I've released the gesture. I then want a second gesture which hides that item and keeps it hidden after I let go of the gesture. Does anyone know if this is possible? I seem to only be able to find a way to reveal it but not a way to hide it again.

spring remnant
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Am I right in thinking you can't just pick any FX pack from the Unity store and expect it to work in the game? Do some work?

rancid furnace
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@spring remnant : Some use scripts which don't work

crystal nest
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Can anyone help me with a issue i got, so my normal emotes are working when i replace them, But when i replace hand gestures with stuff like dab, salute, anime salute, they arent playing.

clear yew
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I'm trying to add animation emotes just like I always do but the model is acting really weird

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it'll drop down like it normally does when I first make them, but when I hit body all the actual dynamic bones and stuff are stuck in their default height instead of dropping with the model

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and then sometimes the model will end up sitting in the upper location

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nvm figured otu the issue

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dynamic bone on the hip was breaking it

echo cargo
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Anyone know how to make particles collide with avatars?

rancid furnace
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Don't think you can, although it will collide with people's menus on their side, but nobody else will see it collide

tight arrow
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Anyone know how to fix animations playing super slowly?

tidal gull
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Was screwing around with particle emitters emitting meshes today. I could not get the emitted mesh to have a rotation applied on spawn. :(

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Probably because of my stack of projectiles? One local projectile emitter has an on death for a world projectile emitter, and I could not get the world-space emitter to emit a mesh that was transformed. Which sucks, as I was hoping to use this to emit a cool-looking mesh as a fireball grom ny hand

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No clue how to fix it. It's like the rotation of the fireball being emitted is being zeroed out. But this only happens ingame, not in editor

mystic umbra
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mesh rendering is trickey and doesnt always render properly in vrchat

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are you using subemitters?

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@tidal gull

coarse frost
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could anyone teach me how to make an animation of a particle firing from a gun on the avatar itself? i try to do it in game but all it does is freeze me in place

red lodge
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does anyone have the motion for the umbrella shuffle dance?

clear yew
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Hey guys, since the new SDK the Sound of my Animation is broken. I cant (and no one else) hear it in game. But my slap sound still working. I tried uploading the character back with the old SDK and it still dont fixed the problem. Like since the new Update my soundtrack is just broken...

copper bramble
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Guess I'll ask here as well - just in case. Anyone here know how to get a face to animate along-side the main avatar? So that when you talk, not only does the main avatar you have and its visemes move - but so do any that are parented to it. Is this possible or what?

mystic umbra
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^ I was wondering the same thing

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I think you can do it if you put the two models in blender, join em and then do shape key work with both models at the same time

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but I wonder if its possible to apply visemes to both models in unity

copper bramble
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Yeah I think that's what I'd have to do - as putting multiple avatars together in Unity doesn't seem to register the visemes on anything parented

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I assume it'd be pretty straight forward if the models used already have blend shapes with the visemes?

mystic umbra
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well what component does the visemes use

copper bramble
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Just join 'em together and export it out

mystic umbra
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I forget

copper bramble
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The visemes are attached toooooo

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Skinned mesh renderer

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And above that

mystic umbra
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oh ok then you should be able to in unity

copper bramble
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VRC_Avatar Descriptor

mystic umbra
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add a new skinned mesh render in the component

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find the second body of the model you pulled in

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and then add visemes

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that should work

copper bramble
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Oh, hmm.

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I'll try that

mystic umbra
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because I thought it was a vrchat component

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but im pretty sure the skinned mesh render is a unity thing

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test it out and lemme know what happens ๐Ÿ˜„

copper bramble
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Well

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Something has to control the visemes right?

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So if I just have a skinned mesh renderer, there is nothing there to control the visemes still

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The problem isn't uh, visemes being enabled / active -- it's figuring out how to get them to also move when you speak in-game

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Unless I'm missing something

mystic umbra
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apply the component to the second model. Im not sure what controls visemes 100% but if you look at the prefab components of the avatar descriptor it should tell you what is controlling it

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wait I think I know what you can do @copper bramble take a custom overlay, duplicate it, and then all the custom overlay to both skinned mesh renderers

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thats 100% the controller, Im so stupid

copper bramble
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Custom overlay?

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Yeah, I'm not sure how to get the controller to be used on more than one object. I assume it just isn't possible right now

mystic umbra
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um my dude I just checked with a friend of mine the component is the vrc avatar descriptor you use for visemes

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the skinned mesh is what you add to the view descriptor

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I mean I guess you can make two view descriptor and see whatd happen

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but I dont think that'd work

copper bramble
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Already tried multiple avatar descriptors with the visemes set, doesn't animate alongside sadly

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So I think what you said is what I'd have to do - have all the blend shapes set together in one export

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More work than I want to do right now honestly, but it's good to know for future projects. Just gonna be a huge PITA to completely re-do the avatar once more.

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@mystic umbra thanks for your help though

mystic umbra
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np, that one clip of the skeleton and knuckle had me wondering

heavy stirrup
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How do i attach animations to accessories, to move during a walking animation?

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I heard it's possible, and can't do it directly otherwise armatures won't actually ortate.

cunning saffron
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Is there anyone advanced in blender here?

icy hazel
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depends

vivid burrow
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@heavy stirrup you walk with the left controller and hold the animation with the right controller

icy hazel
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a B student in calc is advanced to a D student but the B student knows he's a fuck up still

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lol

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same with blender

heavy stirrup
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I mean, i have an avatar that needs to have a separate set of legs going with the walking animation-- problem is i can't rotate the armatures during walking animations

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Not an actual accessory

cunning saffron
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no you can just import the animation as a legacy

vivid burrow
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i think thats a blender not unity thing idk

cunning saffron
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and then modify the animation to add your walking animation and put it in the walking overrides

vivid burrow
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btw anyone else have problems with new animations after the patch

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all my old animations on old characters are fine

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but new characters dont have any of the animations i make

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they're in unity and in my animation overrrides but not VRchat

cunning saffron
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can you hear the sounds?

vivid burrow
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no

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nothing

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not even dynamic bone

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or blinkning animations

cunning saffron
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havent seen that o.0

vivid burrow
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nothing done in unity saves to vrchat except height

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really? ๐Ÿ˜ฆ

cunning saffron
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hmmm

vivid burrow
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only after the patch

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old stuffs fine

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am i missing a step or somthing?

cunning saffron
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did you try putting your animations in the controller as well?

vivid burrow
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it has the descriptor

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controller?

cunning saffron
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its in the animator

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not the animations i mean the overrides

vivid burrow
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it says none (runtimes animator vontroller)

cunning saffron
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yeah put your overrides in that too

vivid burrow
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in the main animator?

cunning saffron
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but that doesnt explain why your blinking doesnt work

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yes

vivid burrow
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it works in unity

cunning saffron
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you made the blinking in blender?

vivid burrow
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no, unity

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it always worked in the past

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before update

cunning saffron
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what about if you try putting old animations on new avatars?

vivid burrow
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idk how to do that

cunning saffron
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um find an old animation

vivid burrow
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like, cross project stuff?

cunning saffron
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and drag it into your assets

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it will make a prefab

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then drag that prefab into your new avatar

vivid burrow
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where are animations not made in a current project at?

cunning saffron
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in the other projects

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if you want them on all projects you have to make them prefabs

ashen python
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anybody know if vrchat supports any of the point cache animation plugins?

vivid burrow
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...prefab? sorry im pretty new

cunning saffron
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oh wait

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yeah you can search in your assets your should be able to find your animations if you are a bit organised

vivid burrow
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wait

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i forgot to put my overrives in the descriptor

cunning saffron
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drag

vivid burrow
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imma reupload and see if it works now

cunning saffron
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@icy hazel did you say you were advanced in blender?

vivid burrow
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wait but that doesnt explain the blinking still

cunning saffron
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tbh idk why you didnt make the blinking in blender

vivid burrow
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it always worked before

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its only after the update

cunning saffron
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how do you make your blinking animations in unity?

vivid burrow
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you go the the unity animation tab, open the blink blend mesh and animate it using keyframes

cunning saffron
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ok and on which overrides did you put that animation?

vivid burrow
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OHHHH

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WAIT

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theres a unity sdk update

cunning saffron
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what versions did you have?

vivid burrow
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had VRCSDK-2018.02.21.10.48_Public

cunning saffron
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oh then i guess i should update as well xD

vivid burrow
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just got VRCSDK-2018.02.28.21.21_Public

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yeah haha

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im sure this will fix my problem

cunning saffron
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i hope itll fix mine too D:

vivid burrow
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what was your problem?

cunning saffron
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um

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i made my own object in blender and when i put it on my avatar in unity its like the center of rotation of every bone on my avatar becomes the center of rotation of my object

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so the arms turn around the object instead of the object turning around the arm

vivid burrow
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sounds a little too advanced for me lol

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i mea

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i would export tje object separate

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and then add them together in unity

cunning saffron
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yes its what i did

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and the new sdk did not fix my problem ^^!

heavy stirrup
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Still can't figure out these legs either

keen reef
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Anyone good with animations on? I'm attempting to make a flare gun and the particle gravity is confusing me. Its on a curve near the end of its life so it should start to fall just as it dies, but it just plummets to the ground

ebon harness
small tapir
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If i wanna change the sound on my weapon do i just need to change to audio file in the audio source on my avatar that i upload?

clear yew
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yes

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drag another clip in the slot

small tapir
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That works with the settings too? ๐Ÿ˜„

clear yew
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you can also change the settings if you want but just swapping audio works fine

spice meteor
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does anybody know if the idle-sample in the vrsdk is the female default stance?

tawdry ruin
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Guys I have a question;
I just wanted to create a new animation on unity for my model but whenever I click on "create a new animation" in the animation tab,
unity keeps asking me what to call the new animation's name and where to save it (like it normally does), but then after that I save it on the folder I wanted but it happens that the animation tab doesnt keep that animation so I can't edit it.
In that case I cant click onto "add property" because is unclickable.

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To make it simple:

  • creating a new animation from the animation tab
  • name it and save it into a folder
  • at this point the new animation should appear into the animation tab, right? Well, it doesnt.
  • I cannot add any meshes or anything with "add property" button because its grey and unclickable.
  • I can only copypaste framekeys from other animations or custom ones.

Am I missing something??
What should I do? Please, Helpu! ๏ฝก๏ฝฅ๏พŸ๏พŸ๏ฝฅ(>ะด<)๏ฝฅ๏พŸ๏พŸ๏ฝฅ๏ฝก

clear yew
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you have a "Animator" component right ?

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@tawdry ruin

rancid furnace
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don't click the animationn itself and then click the animation tab - you need to click the thing you made the animation on and then click the animation tab

tawdry ruin
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@clear yew I dont! Oh my, I've forgot to create one! I'll try then. Thank you!

lunar pasture
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hello

clear yew
lunar pasture
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can you download animations to apply in unity?

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like, not just mixamo ones

echo wraith
rancid furnace
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I don't think it's possible, I've tried before

echo wraith
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Yeah, I've put in a lot of effort. Just thought I'd ask just in case. Thanks for the response. =)

blazing glacier
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Is there a way to animate hands with the record feature without it having resetting the transforms the whole time?

craggy sage
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this might be an old question, but there is a way to create your own idle hand animations for VR right?

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or is that not a thing?

red lodge
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hey anyone have exp how to show video in vrchat?

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I have implemented the video and in unity its working but it is not shown in vrchat

half shell
#

can i change a material with an animation?

#

such as applying an entirely different texture to something when i use a gesture?

late fjord
#

Unity isn't saving my animation for thumb bone... when I leave animating, the thumb snaps back to default position as if I hadn't animated at all, and the key frames I just added contain the same value as in rest position.

#

I'm really getting aggravated at this

#

Trying to save a keyframe with new value and it just resets to previous frame...

boreal trellis
#

Hello, i made a shoting gun for my avatar, people can see the weapon and hear sound

#

but they cant see muzzle flash

half shell
#

trying to change material on my avatar to a panosphere using an animation, any way to do this?

echo wraith
#

@late fjord Use the option Animator for fingers.

severe star
#

hey guys, i have a question. i don't know if this is the right channel for it, but oh well. so, i have this avatar that has the snail marker on it's fingertip. is it possible to have the avatar's eyes track the finger or hand while drawing and then once it's done, they go back to normal? if so then how?

clever onyx
#

is it possible to use a VideoMaterial on an vrc avatar?

dawn shale
#

Does anyone know how to make simple idle animations?

late fjord
#

@echo wraith What if I need to also deform the mesh? Can I do the entire animation with transforms and rotations instead?

echo wraith
#

All I know is that you need to use animator for fingers because I made the same mistake you did a while back. Not sure about deforming mesh in an animation, sorry. ๐Ÿ˜”

late fjord
#

I guess I'll see how badly it works then

high field
#

aha sorted it ๐Ÿ˜ƒ

slim cosmos
#

can somone help me?

#

'help' Can somone help me im a beginner and im uploading a charcter to VRchat it has working humonoid rig bones ect but im wanting to put a weapon with animation on one of the animation on the hand/ oculus controller rocknroal sign so when i do that hand sign it bring it out???

hot umbra
#

I need some help with audio source
What im trying to do was add a music source to a boom box which triggers from hand gesture i.e i do the rock and role gesture and the boombox spawns and plays the music. However what is happening is the boombox spawns plays like 1 second of the song and then despawns all together. Can someone help :/

hot umbra
#

sorted it now ๐Ÿ˜„

late fjord
#

I have some animation overrides bound to gestures, which override blendshapes. I can't have another default animation running on the model changing those blend shapes? Seems like any blend shapes that I'm touching in an animation override, even while not triggered, cannot be animated by another anim.

clear yew
#

what i did,
-duplicated the model
-made the new animation fil
-added the face expression
-upload
-set up camera to be in face
-upload and the picture is the feet

slate elk
#

This is the first time i'm trying to make an emote but the objects i made don't show up in game? How do i fix this?

little sparrow
#

I'm trying to add a bullet to my gun, but every time i make the mesh a bullet instead of the default particle effect it starts going in random directions, do any of you know a fix for this?

#

I have it set to align to direction and randomize direction is set to 0

mystic umbra
#

is the shape

#

mesh or something?

#

@little sparrow

little sparrow
#

The shape is set to mesh yes

#

@mystic umbra

mystic umbra
#

try a different shape like a cone or something and narrow the cone down

#

if that doesnt work then you can setstarting velocity in the x or y direction I believe

little sparrow
#

it works just under mesh, but i can't change the particle to a bullet, its just the white dot.

#

i dont want to shoot a 2d picture, I want to shoot my actual 3d bullet xD

mystic umbra
#

Im pretty sure you can change the shape of the particel effect wit ha mesh renderer without it affectign the mesh

#

if not then just change the starting velocity

little sparrow
#

if i switch it to the bullet under mesh rendering it doesn't fire anymore =/

mystic umbra
#

really?

#

thats interesting

little sparrow
#

rip

#

yea

#

should be doing something, but it doesnjt

lusty jewel
#

Anyone know what gesture is Shift + F4?

golden wyvern
#

hey guys is there any way to combine 2 anims? my friend wants to add menacing from jojo to dab

heavy stirrup
#

How to activate/inactive objects in a gesture? It just doesn't seem to be working for me. Tried disabling/enabling in animation the mesh and also scaling but it doesn't seem to want to work right for me

raw sundial
#

kvls, you would have to take the parts of each animation and combine them I think

keen reef
#

Anyone know much about putting lighting effects on particles?

plain finch
#

Ok

#

so how do i do this

#

in Unity

#

I have no idea how to preform a a Y-axis rotation

#

there are infact bones in the turret i just have no idea what the hell i'm doing

plain finch
#

is it possible to create the animation in blender, export the animation to unity and then plug it in?

outer plinth
#

Are you making an avatar where the head is that front turret? Because that's some funny shit if you are.

plain finch
#

right now

#

the issue is that the view doesn't use the view ball and instead defaults to above the center of the model becasue there are no bones on the model for unity to identify as a human

#

so the view sits right behind the radar array

#

these models need a lot of work to really be useable

#

on an aircraft carrier, this isnt an issue becasue clear run way

#

but on a destroyer, crusier, or battleship

#

its an issue

outer plinth
#

You can probably take a default biped skeleton and bind the whole mesh to the hips. Then scale/move as needed. Just, please. Don't make this thing huge. It's the kind of person I block instantly.

plain finch
#

i have a 1:1 scale yamato but its actualy difficult to move arround becasue its so freaking big

#

and the view is like 20m in the air

#

so its near unusable

#

only time its useable is on Very open spaces

outer plinth
#

Sounds like you should be making worlds instead of characters

plain finch
#

it looks cool becasue its pretty detailed but impractical

#

imma do an MMD conversion so i dont blow a fuse on these boats

#

becasue these boats are next level fusterating

#

and like you said, ill have to probably import a humanoid model, steal its bone structure, modify it, and then use that for the animations

#

but theres a lot that will have to go into that

#

because the models have TONs of separate meshes

#

I might try worlds

#

eventualy

karmic sparrow
#

I'm fairly new to avatar developing, and came a long way with the help of Tupper's megatutorial video. However custom animations remain a problem. Doesn't matter if it's something complex or just a simple wink, tried different animations on 2 different models but with every single one, it keeps happening that my avatar sinks up to her waist into the ground. The animation itself is properly displayed, aside from the avatar sinking down and coming back to normal position after the animation finishes

#

I've done the animation on a duplicate dummy of my avatars, following the exact procedure shown in Tupper's video. And I am using the latest SDK 2018.02.28.21.21

#

Anyone have an idea in what direction to look? I'm running out of ideas

digital anvil
#

is there a way where i can remove clothes with keyboard gesture override/emote. if not is there a way i can change the shader for clothes and make it invisible in an gesture override?

karmic sparrow
#

If the model is designed for it, then yes. By designed for it, I mean that it contains full body skin and the clothes being a seperate material covering it up. Then yes it can be set invisible by an animation

regal hollow
#

If you have your clothes as a separate mesh you can disable them with animations

karmic sparrow
#

*mesh, that was the word ๐Ÿ˜ƒ

mystic umbra
#

@digital anvil yes you can

#

if you change the shader in unity animation it should register the key

#

but you need an object on the body tyhat has that transluent shader from wha ive been otld

digital anvil
#

thanks i figured it out just had to turn my model into multiple meshes.

mystic umbra
#

SUH

willow reef
boreal trellis
#

Hello can someone help me doing shot animation for my gun? I know how to use unity just need some advices

clear yew
#

Can anyone tell me why the light on my particle is only being reflected on my avatar but not on the environment

glacial badge
#

how can i make a object on my avatar stay in place?
in the world that is
I know it has something with rigidbody but i dont know the settings ,o

clear yew
leaden whale
#

If anyone have a question you can ask, but first of all you can search in google ๐Ÿ˜‚

#

I muted the server so ask in private

glacial badge
#

Thanks c,

solid plaza
#

anyone know if I need to have a rigged hand on the model for gesture triggers?

grim coyote
#

So uh.

#

i want to make a custom animation .

mystic umbra
#

Lots of available resources

grim coyote
#

on this guy.

ashen sedge
#

@solid plaza You need to have a handbone for each hand to even upload as humanoid, which gestures require the model to be set as, so yes. However fingerbones are not technically necessary for gestures.

thorn mango
#

I added facial expression but I can't trigger them with keyboard in game....-.-

solid plaza
#

problem fixed

#

needed index thumb and middle finger roots on both hands

astral summit
#

i want to ask about particles

#

so i have done an animation where i pull out a ocarina and it begines to rain

#

problem is the rain moves with my hand

#

i dont want it to move

#

how do i fix this

clear yew
#

set particles to world orientation

lunar pasture
#

hello

#

I'm trying to get an existing mmd to play nice with bvh mocap but seen as my mmd doesn't have collar bones it looks derpy, anyone know a good way to do it (and hopefully less tedious)?

clear yew
astral summit
#

yeah i got it

clear yew
#

oh cool, I said orientation instead of simulation ๐Ÿคฆ๐Ÿผ ๐Ÿ˜„

lucid ore
#

does unity block certain noises?

lunar pasture
#

block?

lucid ore
#

yeah, cant get any doot noises to play

lunar pasture
#

i dont think there'd be a reason for anyone to code censorship into unity

lucid ore
#

well, it doesnt work.

lunar pasture
#

what format is your sound sample?

lucid ore
#

mp3

lunar pasture
#

where are you putting it?

lucid ore
#

its one of my friends who's having this issue, idk, but anything longer/not doot does play

#

does the sdk have issues with short noises

lunar pasture
#

i can't say for sure but I dont think so

#

ever tried to work in maya?

lucid ore
#

nop

dawn shale
#

If anyone knows how to make an idle animation with hands in pockets, pls message me

muted prairie
#

@dawn shale Are you a desktop user ?

dawn shale
#

Yes.

muted prairie
#

In that case you can just put your character's hands in your pockets as your default pose

dawn shale
#

I literally do not know how to do that

muted prairie
#

You can find tons of tutorials on how to do that with blender, it's fairly straight forward

dawn shale
#

link?

muted prairie
#

And do that with your bones

grim coyote
#

i...

#

i'm scared.

#

custom animation look hard ๐Ÿ˜ฆ

#

i want custom animation for not Vr.

#

and have like walking/running/idle animation for this guy

#

any help?

#

anybody?

#

err i guess this channel is really underrated

#

wait. what if i take a animation from the model it's self. how do i import it

muted prairie
#

@grim coyote Did you look at the tutorials for custom animations ?

grim coyote
#

didnt really help.

muted prairie
#

why not ?

grim coyote
#

i wanna do somthing like that

#

animation that is already finished.

muted prairie
#

Did you look for an animation like that on the web ?

grim coyote
#

no?.

dawn shale
#

If you want those specifically, you have to rip them from the devkit

grim coyote
#

What i want to do is.

Take a model
Find a animation for it
Put it as Idle/Running/walking

muted prairie
#

You just told me you didn't look for the animation, so i'm confused

grim coyote
#

fuck

#

sorry i'm really stupid

#

at friday

#

in other words. how to switch these animations instend of humaniond's

muted prairie
#

You'll have to make the model generic, and replace the animations with the ones you find/create

grim coyote
#

find*

muted prairie
#

this won't be an humanoid model

grim coyote
#

good.

#

i hate humanoid anyway lol

#

shit

#

why i'm so stupid

#

WHY they uploaded that if is there no fucking model in it

#

what is c4d anyway

#

UGH

#

WHY ANYTHING HAVE TO BE SO HARD

muted prairie
#

because it's things people use for their jobs, which require skills and experience iris

grim coyote
#

bashes head on desk

#

i guess i need to make my own animation

muted prairie
#

c4d is a file used with the software cinema 4D

grim coyote
#

ri

#

p

#

k how to add animation

muted prairie
grim coyote
#

but that is for the fucking weapon

muted prairie
#

for anything

grim coyote
#

oh

#

aaaaaaaaaaaaaaaaaaaaaaaaaaaaa

spring remnant
#

I'm trying to have a weapon fire once when pulling the trigger, which works fine when I unhide the particle effect on override. But then I have to hide the weapon again and get it back out if I want to shoot again, can somebody help me with this?

grim coyote
#

also dont forget what i'm trying to animate here

#

ugh it's so confusing

muted prairie
#

If it has the correct bones and weight paint, it shouldn't be too difficult, but you should probably find the animation that goes with the model instead

#

@spring remnant Can't you create a duplicate anim on trigger that is just the particle effect at the end of the gun ?

grim coyote
#

oh okay. i get how it's works now

#

but how to export it?

spring remnant
#

@muted prairie Basically I'm using two overrides. The first unhides the weapons, so you can point at something. The second unhides the weapons AND the particle effect, which is set to "no loop". Basically, until I destroy the second override with something else, it keeps playing the "one time" particle effect

muted prairie
#

It's probably an option on the software you use to see the animation

#

@spring remnant What about having two anims, gun both at the same place for the two, but the second one has particle and sound ? When you trigger the second, gun won't appear to move, but the particle and sound will trigger ?

grim coyote
#

top 10 anime walks

muted prairie
#

someone's describing what you're trying to do

spring remnant
#

Yes thanks

grim coyote
#

okay. where to put it.

#

i'm starting to learn slowly but.

#

i'm thinking i'm doing okay

muted prairie
#

Watch the link i send above, that's how you replace the generic anims

grim coyote
#

k

grim coyote
#

@muted prairie but. it need humaniod for that

#

uhhhh i'm confused

#

oh nvm

ebon ingot
#

I was wondering. Are we allowed to implement a gesture to the A and X buttons in the oculista controller? Or more like an animation

waxen hound
#

I really hate the camera in unity. wish it was like blender where i can fly around. instead of being frustrated hitting a button. unless there is a way to change the speed of the camera.

grim coyote
#

UGH

#

How do i put the animations as walking

tidal rampart
#

If the Unity Animator is set to 60 samples, does that mean that 1:00 in the timeline equals 1 second? I'm trying to sync up my audio triggers.

celest trout
#

Does anyone know how to chain animations?

karmic sparrow
#

@tidal rampart 1:00 in the timeline always equals 1 second, that's why it's called a "time"line. Setting it to 60 samples, means the 1:00 mark will be on the 60th frame of your animation. If you set it to 90, it'd be on the 90th frame.

#

More frames means smoother animation, but the default for VRChat is 60, and in Ultra settings 90

tidal rampart
#

Ah I see. Thanks Ashelia, appreciate the response. I can convert that to ms nicely now ๐Ÿ˜ƒ

karmic sparrow
#

I keep having 1 problem with animations. We all know to create them on a duplicate because of the weird crouched position messup in Unity, so I do followed the many tutorials to the letter, making animations on a duplicate before adding them to a copy of CustomOverrideEmpty from the SDK and applying that as a Custom Standing Anims on the good model.
And yet, every animation I've tried (even as simple as a wink) makes my avatar in VRChat still go into that weird crouched position half into the floor while doing it. Followed tutorials to the letter and even made a new avatar from scratch yesterday, all resulting into the same. What am I overlooking?

celest trout
#

Thanks @tidal rampart I'll take a look at that

dark frost
#

Does anyone know what the ๐Ÿ‘Œ values are for the animations? I've seen a bunch of people have them and I want it

lunar pasture
#

has anyone tried to add particle effects to find it goes over 20K and you can't upload it?

#

I literally added 1 particle and it said no:(

tidal gull
#

I'm taking a guess here: gesture overrides on the face and visemes go badly together right

dark frost
#

Only when you talk

tidal gull
#

kk

heavy plank
#

Hello, I am trying to make a custom animation controller but it doesn't seem to work at all in game. Is custom animation controller something supported right now? I want to make my own state machine and everything (not overriding gestures)

little sierra
old hull
#

@little sierra That's pretty nice, love the model by the way.

little sierra
#

โ™ฅ

tidal gull
#

Bah, I broke the eyes on my model somehow ๐Ÿ˜ฆ

#

Totally fine in Blender and Unity but the irises don't show in game

#

I think it's an eye tracking issue, I can see the eyes in the preview in game

#

hmmmmmmmmmmmm

dark frost
#

sometimes mirrors dont pick up eyes

final gazelle
#

mirrors don't show a lot of things, from what we've seen recently...there're a lot of things that you don't see client-side that appear properly to everyone else

craggy sage
#

does anyone have a good tutorial on how to replace the hand idle and other basic hand gesture animations?

spice meteor
#

hey, does somebody know what happens to idle animations while being in vr i guess since the bones get overriden right but what happens to the part that are not effected by ur vr such as fingers, tails ? do they keep playing the animation ?

craggy sage
#

cause the preset ones break my avatar

clear barn
#

what are the MOST basic visemes shape keys for voice tracking?

craggy sage
#

so any reason why when i rotate a bone to animate in unity, it doesnt stick?

narrow sluice
#

How do you make facial animations switch instantly. Whenever i switch from one facial anmiation to another, it slowly transitions between the two and looks horrifying

celest pewter
#

is the animation override 1 frame

#

if not thats why

odd cave
#

Hey, how do I get a quadruped avatar to have animations?

craggy sage
#

it is one frame

odd cave
#

me?

narrow sluice
#

it's like this

#

do i need to make it multiple frames?

odd cave
#

Can anyone help me with animal animations?

craggy sage
#

the values keep reverting back

#

they wont accept the new ones

karmic sparrow
#

@narrow sluice I remember tutorials saying it needs to be at least 2 frames, so copy the keyframes and put them on 0:01

narrow sluice
#

ah i see. I'll try that then

craggy sage
#

as soon as i move to the next frame the animation resets

narrow sluice
#

@karmic sparrow that worked. Thank you!

karmic sparrow
#

You're welcome

#

Wish I could get my own animations to work now ๐Ÿ˜ฆ Still stuck with the char sinking into the crouched position problem, and I did make the animation on a duplicate before adding it to the good avatar's override

lone raven
south lynx
#

How to you make objects (like a cube or something) set as world so you can still walk around after triggering it. I know you can do that with particles, but how would you do it to normal objects

clear yew
#

Any of you know alot about animations that can help?I got the animation to work on the gaster blaster
I just need to find out how to get it to appear in vrchat and such. it was a animation that CAME with the model and it was a vmd but in blender was imported from a vmd into a fbx animation and imported into unity and the animation works. so what do I do next? the animation is on the gaster blaster itself. okay so like if i want to like do a finger pointing animation i want the gaster blaster to pop up from next to me and shoot a laser (part of the animation im pretty sure so i dont have to add any particle effects!)

#

if you want i have a dropbox or email if you want i can send it to your dropbox/email if i have too in order to get help

#

what I have so far

#

see when i put the controller on "GasterBlaster" SimpleAvatarController the animation works but wont let me add any finger bones or whatever if thats what i had to do for it to work

#

but see when I put the animation on the SimpleAvatarController the animation works and shows up when I press the play button in the Animator Tab

#

and I did put the gaster blaster animation in the Animation Override on "fingerpoint"

#

on my main model (not blaster)

zenith topaz
#

if I have an animation to make a hat disappear and re-appear on the avatar's head by using the Thumbs Up Gesture or F8Shift+F8, the animation works to make a hat in the right hand appear and disappear to show basically like me taking off my hat.......but the instance of the object attached to the head will not disappear. I've checked the frame animations, and everything matches, and there are no animations attached to the object on the head itself. So playing the animation in unity everything works, but in game the hat will not disappear on the head.....how can i fix this?

south lynx
#

@zenith topaz I had the same issue, try making the hat mesh disappear on the animation to, it should solve your issue

zenith topaz
#

hrm ok

#

@south lynx are you referring to the Mesh Render?

#

Renderer*

clear yew
#

isnt anyone going to help me?

zenith topaz
#

The animation should have an in game object its calling to for scale, location, and rotation

#

That is the object in such you need to have disabled on the hierarchy, but enable with your animation

clear yew
#

Uhm how do i do that

#

in the animator tab or just in the uhh

zenith topaz
#

So for instance, have the object attached to the hand but disabled on your avatar

#

then make a duplicate of the avatar, create an animation controller, place it in the animator for the avatar, create an animation in the tab, and with the animation edit panel in record mode enable the object for 2x frames

clear yew
#

how? uhmm what

#

no why

#

i said i have a animation already that

zenith topaz
#

then set the animation to a gesture override controller and attach those to the avatar descriptors

clear yew
#

i dont want to create a new one

#

okay hold on

#

said theres already a animation that came with

zenith topaz
#

hrm

#

i'm not sure to as how its being called to then

#

he had a laser blast animation for his hand

clear yew
#

okay ah ha i know

#

okay so i will do what you said but

#

in the dup i will put the animation in the dup

#

not the first

#

so the main will have uhh the animation tab already to where its in its hands

#

right?

zenith topaz
#

i just copied how they called to it on a different avatar and copied the object over

clear yew
#

finger bones and everything

#

and then like uhh

#

dupe the avatar (before putting it in the hand of the avatar)

#

okay i know what to do now thanks

zenith topaz
#

trying to find a tutorial video on youtube that was very helpful for understanding how the animation controls work

#

there is a lot of youtube tutorials on the same stuff

#

i suggest finding one in which you can tolerate and understand the narrator to and go from there

clear yew
#

if i can ever find one with the animation already imported it in with the model

#

if you know what i mean

#

like the blaster i mean

#

(not put on the avatar/models yet but it is in the blaster in the project folder)

paper haven
#

Hey all, for some reason I attached dual swords to my model's chands and when in game and they're summoned via the animation (turned on) they're floating a few inches away from the hands for everyone else but they're in the hands for the user, does anyone know why? I've seen this a few times, animations appearing different for other users

desert shore
#

I wanted to create an animation in which I change the appearance of the sky, can anyone help?

clear yew
#

@zenith topaz so when you said attached to the hand you mean in animator or just the model in general

zenith topaz
#

model in general

clear yew
#

O

zenith topaz
#

like on your bone hierarchy

clear yew
#

like in the armature u mean?

zenith topaz
#

yeah

clear yew
#

okay then try that?

zenith topaz
#

yeah

clear yew
#

i will let you know if it works brb

zenith topaz
#

disable it by default but make the animator enable it

#

so that way for example you do a thumbs up gesture command

#

it starts the animation

clear yew
#

Uhm how?

#

like

#

ware you talking about in

#

the main or in the dup?

#

because in the dup i mean like what if uhh

#

like

zenith topaz
#

only program animations in the duplicate

clear yew
#

errr

zenith topaz
#

because it wreaks havoc on the t-pose

clear yew
#

okay so hide it in the main?

zenith topaz
#

yeah

clear yew
#

when you said make the animator enable it

#

you mean in the main?

zenith topaz
#

ok the animation can be applied to any avatar in the hierarchy, but it still needs the properties to match up for it to work

#

but what im saying is the animation control panel, needs to show that you added the enable property for the object in your hand

clear yew
#

I was talking about when you said to make the animator enable it are you talkinga bout in the dupe?

#

Ummm because if your talking about with the dupe

zenith topaz
#

so that way when you apply the animation to a gesture it carries out that specific command of enabling the object

clear yew
#

what if the animation is enabled with the simpleavatarcontroller in the animator on the dupe

#

because remember its a animation that CAME with the model

#

and so when i do that in the animator because theres already something with the simpleavatarcontroller

zenith topaz
#

well, when you hit record in the animation control panel using a different animation controller besides the simple animation controller it will cause the avatar to lurch over and break t-pose

#

thats why you use a duplicate

clear yew
#

it wont like let me add in the gaster blaster itself so i cant make it not enabled in the thing

#

i know

#

thats why i said dupe

#

like ugghh

#

here let me show u

clear yew
#

Is there a way to add multiple properties for my hands at the same time instead of selecting one by one

lilac orbit
#

Could anyone help me with how to animate a skinned mesh renderer?

cerulean grove
#

Any Guru of Unity Particle System around?

mystic umbra
#

what up

radiant crown
#

Apparently you cant animate humanoid avatars with bone rotations the easy way (And I'd rather not add 15 'animator' properties per bone); anyone know something that'll let me visually animate humanoid models for unity?

mystic umbra
#

I use blender

halcyon solar
#

How would i go about adding a movement animation to a generic avatar?

radiant crown
#

Armature>[bone name, may be under several layers of bones, whatever bone you want]>Transform>Rotation

meager saffron
#

can you change idle animation with a gesture override?

clear yew
#

does anyone know if it's easily doable to have 2 different sounds, one for close and one for distant?

remote blaze
#

hey guys, quick question: I've got an avatar with a generic rig (because it's not humanoid) and I've animated its walk cycle, but I want to be able to control its head. anyone know how to do that?

#

the walk cycle works ingame too which is great

clear yew
#

actually yeah, i'm seeing this, there's min & max distance, i'd just set one to fall off once you get too close and crossfade with the other...

radiant crown
#

I dont know that you'd be able to change idle with a gesture, as far as I know you can only change the idle by setting a new idle in the controller.

remote blaze
#

I managed to get a new idle by making it in blender

#

it came in with the armature when I put it in unity

radiant crown
#

But I'm fairly sure you cant make it work with a gesture

#

@clear yew The distance for sounds has a very short max in vrchat

clear yew
#

@radiant crown yeah i think i noticed that, that's a recent patch isn't it?

radiant crown
#

Couple months

clear yew
#

well i've heard plenty of longer ranged sounds made since then... i only noticed the really short ranged within like the last couple weeks

cerulean grove
#

after the bug fix in positional sound maybe? @clear yew

clear yew
#

hmmm... i mean if vrchat had a sound engine like frostbite's then you could have really cool travelling sound whilst limiting the potential earrape distance... making it short range doesn't really help anything because they could just walk up to you and do it.

cerulean grove
#

sure but some will abuse it quickly i guess

clear yew
#

all i want to do, is like, imagine a gunshot, that bangs pretty good close up, but has a more separated reverb softer sound if you're farther away...

#

people are gonna abuse the sound anyways, only difference is that they have to walk up to you instead of aoe

cerulean grove
#

i get it, but flooding everyone no matter the distance is a bad idea i think

clear yew
#

if i were in charge of sdk, i'd be think about stuff like that, such as having a longer tail falloff for sounds, so that you can do sounds that are heard from far, but it's always lower % no matter what vol you set it to

#

they just overcompensate way too much, and it sucks when it kills fun and still doesn't actually solve any problems.\

radiant crown
#

They limited volume too but they can only limit the Audio Source volume, not the clips default

clear yew
#

doesn't matter

#

original clips will always be at max, else clipping, otherwise lower volume... you can't actually make a sound file louder than 100%, it just clips.

radiant crown
#

Basically yeah, it doesnt matter because of that

safe citrus
#

guys is it just me or do animations exceeding 1 minute snap the character back to idle pose

thorn mango
#

I'm having trouble making a gesture for arms up... I set the muscle editor and it looks fine, but arms won't move in game

#

but fingers animated tho

radiant crown
#

The animation keeps going sort of, if you click the emote again you'll fix it; its just because you exceed the default animation length

#

Also it appears you cant move limbs/body with gesture overrides ;<

thorn mango
#

i saw somebody uses override to move arms

#

my facial expression and fingers work but arms won't move

radiant crown
#

I think you can only move major bones with emote overrides

#

Meaning I cant chase people in a hugging pose

thorn mango
#

...damn it, that's pretty much what I'm trying to do

radiant crown
#

Me too lol

#

You might be able to disable your mesh and enable a second model locked in that pose

#

For now I've given in and made it an emote

thorn mango
#

hmm..

tidal gull
#

A second mesh in that pose is not a bad idea.

radiant crown
#

Make sure mesh 2 has a different name so you dont have material bugs

thorn mango
#

I see... does it affect tris count ?

radiant crown
#

Disabled by default meshes dont

thorn mango
#

i see

#

thanks

quiet needle
#

I wonder if that would work... disable primary then enable a duplicate with arm bones unrigged, then use that with an arm animation ๐Ÿ˜ฎ

#

Interesting ideas

cold bison
#

How does it work if I want to make custom hand animation ?

#

I make the animation for the right hand, put it in the custom override and the game will mirror it automatically to the left hand ?

#

or do I need to make the two hands and it only uses the R or L bones depending on the controller I'm using ?

cursive moon
#

I think you need to add both hands to the animation. You can leave just one, but if you do the gesture with the one you didn't add, you'll get the default weird grabby hand along with whatever you animated.

cold bison
#

Ok, but if do them both, and do the overriden animation on one controller, it's not going to affect the other hand ? or is it ?

craggy sage
#

Maxwell Rodgers - Yesterday at 10:54 PM
as soon as i move to the next frame the animation resets

#

can anyone help with making custom hand animations in unity?

#

all i see on youtube is how to add weapons

snow blade
#

is there any way to get the default animation for the original gestures e.g. rock n roll

#

my aim is just to add a noise onto rock n roll and i was wondering if i could copy it

radiant crown
#

You can duplicate the default gestures, the dupe will autoselect and now be modifyable

#

Duplicate using ctrl D

quiet needle
#

@cold bison Correct, if you put both hands into the animation, your gesture will only call the hand you use.

snow blade
#

@radiant crown where are they tho

radiant crown
#

In the project window there's a searchbar, just search the name

quiet needle
#

They're attached to an item in the animation examples folder in the SDK

#

I think it's called "male" something or other

cursive moon
#

male_standing_pose IIRC

#

@cold bison it won't affect the other hand if you don't do the gesture in that hand

celest trout
#

I'm having issues with importing a VMD onto my character in Blender. If I import my pmx without cleaning, my legs seems to glide around. If I clean the model, then only the lip syncing works

clear yew
#

@stark lagoon you didnt do it in a duplicate, right ?

#

yep

#

it's fucked

#

remove it and drag and drop the same model again from the assets

cursive moon
#

You can fix it actually

#

Just remove the animator controller from the original

clear yew
#

I'm sorry but as far as i know, everytime you start to animate the model, it will get fucked, that's why you use a duplicate

final gazelle
clear yew
#

you can always put the same model again in the scene and drag'n'drop all the accessories on that new one

#

but you can't do much about it

final gazelle
#

there's actually a default T-pose animation you can copy?? where'd you find it? o_O

clear yew
#

even in play mode ?

karmic sparrow
#

@final gazelle It's under Assets > VRCSDK > Examples > Sample Assets > Animation, under de "tpose-new" model

final gazelle
#

ah right, that example one rather than on a model you imported -- that helps, thanks Kohta and Ashelia ๐Ÿ˜›

clear yew
#

animations are weird in unity honestly

karmic sparrow
#

I'm still stuck with my char going into the crouched and halfway through the floor position during animations, the same position as the duplicate that gets corrupted. Been on it for 3.5 days and I can't seem to find out how a facial expression manages to drag over that corrupt pose from my dupe to my main. Doesn't show in Unity btw, only in VRChat, and happens with every attempt I've done

#

Replacing hand gesture custom anims (simple 2 frames expression) works and doesn't have this problem. Binding an actual animation with more frames to one of the 8 menu emotes always has this problem though

clear yew
#

disable looping

#

also the emotes glitch out after 30 seconds

final gazelle
#

what happens after 30 seconds for a humanoid emote?

karmic sparrow
#

It's disabled, was never meant to loop anyway. And it's between 4 and 5 seconds so not ridiculously long

clear yew
#

they break down

#

fly around

#

get distorted

#

etc

final gazelle
#

that's...definitely different to the kind of problems a generic rig gets

clear yew
#

the animations looks fine in play mode in unity?

hexed fern
#

so i have these 3 custom animations, is there a way to make them into one huge animation?

final gazelle
#

you can copy-paste the keyframes between different animation clips -- but heed Svelsien's warning above

#

go over 30 seconds, and weird things start happening

hexed fern
#

crap

clear yew
#

only for emotes tho

karmic sparrow
#

The moment the emote starts, my avatar instantly goes into the weird crouched position that in Unity only my duplicate goes during the creation of the animation. When emote ends, it pops back up to normal position

lunar pasture
#

Hello World

hexed fern
#

then the thing i want to do won't work

clear yew
#

ashelia, that looks like the same problem as above, you fucked up the original model, there is no other reason for it to glitch out

#

@hexed fern what do you need'

karmic sparrow
#

@stark lagoon That's what I feared too. So yesterday I made a new model from scratch and the same problem keeps happening so I don't get it

lunar pasture
#

@clear yew I don't think I have a very specific question but do you know if there's anything I should be looking out for to stop my arms from giving up half way through an imported dance motion?

karmic sparrow
#

Sorry that was @clear yew

#

And yes Kohta, it only happens with a non-hand gesture animation

clear yew
#

i don't have experience with imported animation
but from what i know the animations can get pretty fucked with some models
it's kinda luck and random to be honest

#

some dance will work great on some model and sometime they will not

lunar pasture
#

lol fair enough, I'll just remember to freestyle those parts

final gazelle
#

@lunar pasture i'm not sure about the arms specifically, but i'd definitely play out the whole animation to check out for any particularly exaggerated motions that may be a result of weird things happening with the animation curves -- look for seemingly duplicated keyframes one after another which are almost in the same position, and see if the tweening between them is causing any exaggerated motions

karmic sparrow
#

@stark lagoon Are you telling me that for a non-hand-gesture animation I will have to enforce the entire pose of my character inside the animation? That would explain a thing or two

clear yew
#

i dont know how to do it, but if you find those MMD dance type you can find some file for the animation, you can import them in blender on a MMD model to test them out

karmic sparrow
#

Ahhhh I'm glad I finally have a solution, thanks!

lunar pasture
#

@final gazelle thanks, so they might fall off the graph or something like that

final gazelle
#

something like that, i think, yeah -- i've got an imported blinking animation where my character's just supposed to blink normally, but his eyelids open so wide that you'd think his eyeballs would fall out before they return to a more normal position

lunar pasture
#

nice lol

final gazelle
#

copy-pasting and deleting some keyframes around solved that, but i honestly have no idea what happened during the export process

clear yew
#

isnt that because the "bone" movement is too wide for your model ?

final gazelle
#

i'm not sure at all -- it looked completely fine back in blender, before i exported it as a baked animation

clear yew
#

you tested that on a model in blender right ?

final gazelle
#

on a copy of the same model i eventually applied it to in unity, yeah

clear yew
#

so same model in unity and blender

final gazelle
#

looked normal in blender, did the weird exaggerated eye popping thing upon export into unity

clear yew
#

well i'm not even going to try to understand why it gets fucked

final gazelle
#

i thiiiiiiink it has something to do with unity thinking there always has to be some kind of motion between keyframes, and then it incorrectly exaggerating whatever the motion was...yeah, i don't know either

#

i just copy-pasted some keyframes where the bone position looked quite similar, and that mostly fixed it

clear yew
#

also just for curiosity, why did you import a blinking animation ?

lunar pasture
#

I just found a spine twist of -1.189... that can't be good for you lol

final gazelle
#

original model uses facial bones rather than visemes, and the blinking was part of a bigger overall idling pose

clear yew
#

negative value will just make the bone spine all around

final gazelle
#

@stark lagoon i'll remember that for next time thanks -- i haven't had to import anything problematic for a while since that fix ๐Ÿ˜›

clear yew
#

facial bones for expression ? never saw that yet

final gazelle
#

yeaaah, you'd probably just want to work with visemes instead unless you've got premade animations for that specific model's facial bones -- they honestly just look scary

hexed fern
#

i was gonna say

#

i can't do the emote i wanted to do

#

because its highly likely it will be longer than 30 seconds

#

then lay there for a bit

final gazelle
#

@clear yew never mind that these are SMD bones, this just does not look like a good time to manually pose for facial expressions:

https://snag.gy/KBWmGX.jpg

lunar pasture
#

I'm getting too attached to my avatar, she just danced up to me in the preview window and I was little too impressed.

final gazelle
#

@lunar pasture i need to stay away from mirrors with one of mine, or i'm liable to stare at my reflection and go "that cape is majestic af"

hexed fern
#

it'd be a funny way to scare the shit outta people

final gazelle
#

isn't that basically what the default "Die" animation is?

hexed fern
#

yeah but

#

that one look wiers

#

wierd

#

and his hips f*cked up in this one

#

well the belt is

#

^ and id rather not have something so......odd on him

#

or any character for that matter

#

i just noticed something wierd

#

when i imported one folder of animations it rigged them all to huamonoid

#

because the one model in the folder was a humanoid rig

#

but the ones i just imported stay generic rigs

#

even if the models are humanoid

#

which means i have to rig all 30+ animations by hand

fallen scarab
#

Just a quick question. Can you not use custom animations if you set your rig type to humanoid in unity?

The animations for an avatar I'm working on wouldn't import properly (they wouldn't play in the viewer and keyframes were missing in the animation panel) with the model when adding them to the existing model in the project (which had already been set up with humanoid rigging). Yet when I made a new project and just imported the same model, the animations appeared fine. The only difference I can think of is that the fresh project attempt didn't have the model set up as a humanoid

Basically I want an humanoid model but only want to override the walking animations.

hexed fern
#

@fallen scarab the ones i use work

#

but it might be because mine are premade

#

for unity

fallen scarab
#

It's just strange how it works in a fresh project but not my existing one.

hexed fern
#

did you set the animation rig to humanoid?

fallen scarab
#

In the fresh one? No

#

That's why I thought that was causing it

hexed fern
#

in the other one

#

you did?

fallen scarab
#

Yeah.

hexed fern
#

strange

#

i don't know much about animations

lunar pasture
#

how are you on particles? lol

hexed fern
#

same, don't know much

#

i only ever used particles one

#

time and that was awhile back

fallen scarab
#

The model was already there before. I decided I wanted to add custom animations after and added them to the model in blender. Then overwrote the model in unity with the new one. Maybe it was just some fuckery to do with overwriting instead of deleting and reimporting?

hexed fern
#

that might be it

#

since you added it to them in blender

#

i honestly don't know though

#

ive never tried animatons in blender

#

thank god i can make one really fast

#

just a simple ear twitch

fallen scarab
#

I figured blender was the main way people around here did it. Since trying to animate inside unity fucks up your avatar rig for some reason.

hexed fern
#

yeah

#

people use blender

fallen scarab
#

Problem is no tutorials seem to actually explain the process of getting the animations from blender to unity properly. Only what to do when they are already in unity, which is the easy part honestly.

hexed fern
#

yeah thats the thing about most tutorials

#

they skip the harder stuff

#

which is what the tutorial should REALLY have

fallen scarab
#

One of them straight up said "you can just look up a tutorial for how to get them in unity" and then skipped it. WHUT?

hexed fern
#

wow

#

thats bad

fallen scarab
#

Some of the tutorials on here are really good and actually explain what's happening though. Tupper's tutorials are probably the best ones out there currently. I don't think he covered anything strictly animation related though.

hexed fern
#

yeah

#

tupper's is what i used with my first model

#

and it really helped me understand what the hell i was doing

#

i got this baby into vrchat

#

but i had to redo him due to his feet sinking into the ground

#

and noticing his goggles lenses were pure white

fallen scarab
#

Most of it just seems to be learning how 3D stuff works in general. I came in knowing basically nothing but can actually get models in the game now. Just trying to learn the more flashy stuff

hexed fern
#

same

#

ive been using premade animations i got from some unity models a friend got me

#

which was expensive af for all of them

#

4 of the 5 were $35

#

and she bought be all 4

#

the 5th one was free

#

so that was over $100

#

he normally holds 2 guns

#

but the animations im gonna use for it work better when he has one

lunar pasture
#

is there a way to edit an armature in unity or do i need to take it back to blender?

final gazelle
#

if you need to fiddle with the bone lengths and orientation relative to the mesh, i think you'll need to send it back to blender

half shell
#

not sure if this is the right channel but would it be possible to have a prop on my avatar that doesn't move when i walk around in my play space?

final gazelle
#

you can change around the bone parenting order a bit in unity, but your options are definitely more limited than blender

#

@half shell i believe it is, but i'm not entirely sure what the details are on that other than the fact that "world particles" is somehow involved

half shell
#

i'll look into it :o

#

ty

final gazelle
#

if you see a user named "Yuumi" active, try asking him -- i'm pretty sure i remember him being able to spawn in a mini room on one of his avatars

craggy sage
#

can someone help me? for some reason the animations in VRchat are messed up badly like misshapen, but they look fine in unity and blender

lunar pasture
#

is 3.644256e-07 the same as 0.000003644256 ?

#

and if so, is something so tiny worth giving a toss about?

craggy sage
#

can someone help me? for some reason the animations in VRchat are messed up badly like misshapen, but they look fine in unity and blender

lunar pasture
#

i get that, it's a thing.

cursive moon
#

@craggy sage Screenshots would be useful in helping us diagnosing the issue.
Also, try not to spam your questions in all these channels, that's not what there's multiple for.

patent needle
#

How exactly do you put multiple avatars in a single dance animation? I got two avatars in Unity, but when I load up the avatar in VRChat they both get put in the same position clipping into eachother, searching Google gave me about 0 solutions.

#

Also I put the other avatar on the main avatars armature, if that helps.

hexed fern
#

Hey guys, i need some help making a small custom animation

#

im just trying to make a models ears twitch slightly and then make his eyes dart left and right as if he was alarmed by something

lunar pasture
#

yeah I hear a lot of that, mine are a bit janky, parts seem to randomly give up part way through, some curves seem a bit too extreme, generally derpy behaviour all round. @stark lagoon

fathom drum
#

My avatar won't stop drawing anyidea what i can do to fix this?

lunar pasture
#

drawing?

cursive moon
#

Did you add like a Snail Marker or something?

fathom drum
#

i did add snail marker

cursive moon
#

Did you make sure the animation for drawing is 2 frames long

fathom drum
#

yeah it two frames long

lunar pasture
#

wtf is a snail marker?

cursive moon
#

Lets you draw without a pen in the world

#

Generally activated through a gesture

#

Trippy did you follow a tutorial at all?

lunar pasture
#

yeah stuff is generally 60, I've seen some people say 90 but i can't imagine 60 causing problems

#

tbf there's no simple answer, some stuff gets recorded at 120 so it can be downsampled

#

anyhow. it's 1am on a sunday night, I've been noodling on an avatar since friday afternoon, gotta get back to reality in the morning

hallow acorn
#

my particle effect doesnt follow my gun, what do i do?
that should be an easy fix, to make it move with my hand/gun
so pls help me โค

patent needle
#

No one has a tutorial on how to do dance animations with multiple models? :\

fathom drum
#

i followed the video and it still just keeps on drawing

hallow acorn
#

@patent needle i'd assume you actually use many models but hide them and unhide them + dance with animation

patent needle
#

@hallow acorn Well, I get both models in game, they are just on the exact same location on top of eachother even though in Unity it shows just fine

hallow acorn
#

tryed to change the avatars position in the animation?

#

so when the animation plays the avatar changes position too