#animation
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@pulsar raptor i do stutter a little but should do it https://streamable.com/2w7gj
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.
uh
the animation with sound works fine but, i got another problem
a red warning, how i get rid of that?
@spice meteor
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
done
idk why but i cant edit the audio source, it reset his own settings when i click the model again
XD
im gonna try if works
Anyone know how to get the cameras working again? I've seen several people have it working again
the vr sdk has a script that is auto detecting audio sources and is setting it to a standard value so yea
anybody know how to set a particle system to follow a specific direction like where u point your hand?
select cone as emitter shape for example
Can anyone here help me with particles
dm me
I have been spending 3 days trying to figure out why they wont show in vrchat. I've looked at video tutorials
but none of them fix my problem
when i import an object i want to add on my avatar in unity, the object takes all the weight of the avatar and the bones are transferred on it https://cdn.discordapp.com/attachments/413199275292491798/418678611885948934/unknown.png
the arm rotates around the bat instead of the opposite... and all the bones do that
Did you just import the model from download to unity? @cunning saffron
no i made it myself
Does the bat have its own bones?
yeah i did one bone
I see in the screenshot that youre moving the bat itself around
well it moves the bat at the same time
but if i select the bat it moves the bat on its own
Hmm strange
Wouldnt hurt to try. Just make a back up just incase
nah didnt change anything
how?
Yea like its own fbx file
Import to blender then export as fbx
Thats how i do it at least
yes thats what i did
Wow, never have i had a problem like that before
Good luck to ya. @cunning saffron
@Gilgamesh#6935 yeah i found a fix ty!
i even tried removing the bone and armature and i still get the same issue
its like if its making all the bones above it in the hierarchy its parent
Can we use armature rotations in a humanoid movement animation yet?
Has anyone made a Dab emote, that they wouldn't mind me using for free?
I can't find any on that rigging website.
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
This is the model I'm talking about https://free3d.com/3d-model/spider-animated-low-poly-and-game-ready-87147.html
Honestly, no idea what i did to get that spider to work
I did it weeks ago
I do remember messing with a lot of things though... including something in Blender for some reason
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.
Yeah, i've been using it for weeks, and i just saw someone else with the model too
BTW, you're going to want to change the animation inside the locomotion layer at some point, if you get it working
The walk right doesn't mirror properly. -- but that's down the road
How come my idle and walk animations play so slowly in game?
Anyone have a solution?
That's essentially why my animations don't work either
So it ain't just me.
@clear yew very descriptive
@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
like i thought if they were closer it would be speedier or something like that???
and that they are scalable
I'll look into it. Also I just got back from something, great timing.
Didn't seem to work.
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
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?
just make an animation and add 0, 180 and 360 degrees keyframes @clear yew
it will tween the rest
there is also a link to a yt vid with explanation
@clear yew Avatars are limited to the following components:
https://docs.vrchat.com/docs/whitelisted-avatar-components
Worlds are limited to standard Unity components, components found in FinalIK, components from RainAI, and anything found in the Unity Standard Assets package.
Standard Assets contains the AutoMoveAndRotate script which might be applicable to your interests.
There is no "hips" in animator? or does it have a different name?
Can voice activity trigger a continuous animation that only stops once the activity ends?
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.
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
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
If i have 2 Audio Sources with diffrent setting in one animation, will both of them get the same settings?
After i upload my avatar the one of them change the sound curve to the same one as the other one
that's probably because of that third audio component thing "SNP" or something, can't remember well
you have to delete that, it's not being used anymore anyway
ONSP
I have deleted that already
Don't mind the range im just trying to fix the volume right now will make it smaller
To the same as my light saber?
The resone im using those setting are beacuse a friend use that and he's voulme is good
keep max distance at 100 and lowest on default and set it to linear not custom
then just adjust volume on top
btw there is an issue stopping people from updating avatars so idk if you can update it now
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?
wat 
@torn pawn How can i change volume too 2 -30 when it gose to one?
you make it 2 mn max 30 before, then after the sdk adjust your volume its gonna be fine
Quick Q: in VR mode, if I want a gesture to override a walk anim, that is reasonable to do, right?
Supposing I want to pose me legs without leg tracking
Nah, I only want to animate the legs with an override when a certain gesture is on
anyone knows how to combine 2 aniamtions in 1 aniamtion?
When Unity deletes all your animations instead of 1 section
Made me ragequit for the 6th time now XD
3 hours of work just gone so, decided to take a break
is there a way to spawn something into the world and not have it attached to my character?
@fluid crescent I know how to combine 2 in maya but not unity
@grand copper i already found out how to combine aniamtions ๐
๐
is there a way to spawn something into the world and not have it attached to my character?
not as a character i belive
I've seen someone do it tho
he spawned a grave thing and he could walk around freely without it following him
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
^
it's not particles
fixed joint and rigid body is it then
set it to world and apply it to a rigidbody
it can't be an animated character?
it's up to you what you want to do
what do you mean animated character ?
like another model that spawn besind your own avatar ?
you can do it but you'll need to aniamte it yourself
I have a kylo ren character and I want to try to spawn a trooper to guard me for instance
I've got the animation, it's just the placement that's an issue
if you could copy from the simpleavatarcontroller, would make it easier
but it's read only
@grand copper have you animated his stance already?
the trooper's? yes everything is already animated
then what do you need?
you just need to duplicate your main model and do the spawn animation
but if I put it in my character's hierarchy, wouldn't they float with me?
you need to parent the clone trooper to a fixed joint
create a rigidbody
I'll look up how to do that ๐
@agile ruin so you meant a rigidbody component right?
@clear yew you mean add a joint to my skeleton?
Had to re-upload because of audio being too quiet should be fine now. I forgot to mention it in the video, but Murmur also answered questions I had and helpe...
thanks! I'll take a look
so guys
My newest project I wanna try
how would I do particles in such a way that I want to charge up energy and as I charge the skybox gets cloudy
you needa create a texture thats looks cloudy, and apply a particle shader with low A
I would like suggestions for custom emote ideas, that would work with a penguin (that I could get from the rigging website).
I'm not that creative unfortunately.
Sadly, Tap Dancing isn't there.
If you have VR, you can sit down.
i have 20 second long animation but ingame when i do that aniamtion it cuts last 5 seconds
is there a way to change shaders on an animation?
where do you guys usually download sound effects for your animations?
I love soundsnap
i got all my needed sounds in folder named "gachi" ๐
Guys after doing the animation in unity how do i restore the T-Pose of the character?
did you not make a duplicate to animate on
I did make a duplicate
But the one i worked with has some models i didn't put in the main one ๐
Nevermind got it
Does anyone an idle animation for having hands in pockets?
wear pants with pockets and put the controllers in them ๐
what

Just asked vrtraders to make me madara uchiha with a meteor strike
hopefully
annnd someone is doing it
woo~
wait. wrong chat
S:
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.
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?
@spring remnant : Some use scripts which don't work
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.
Anyone know why this is happening? https://i.imgur.com/FNyQrpJ.png
I'm trying to add animation emotes just like I always do but the model is acting really weird
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
and then sometimes the model will end up sitting in the upper location
nvm figured otu the issue
dynamic bone on the hip was breaking it
Anyone know how to make particles collide with avatars?
Don't think you can, although it will collide with people's menus on their side, but nobody else will see it collide
Anyone know how to fix animations playing super slowly?
Was screwing around with particle emitters emitting meshes today. I could not get the emitted mesh to have a rotation applied on spawn. :(
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
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
mesh rendering is trickey and doesnt always render properly in vrchat
are you using subemitters?
@tidal gull
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
does anyone have the motion for the umbrella shuffle dance?
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...
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?
^ I was wondering the same thing
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
but I wonder if its possible to apply visemes to both models in unity
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
I assume it'd be pretty straight forward if the models used already have blend shapes with the visemes?
well what component does the visemes use
Just join 'em together and export it out
I forget
oh ok then you should be able to in unity
VRC_Avatar Descriptor
add a new skinned mesh render in the component
find the second body of the model you pulled in
and then add visemes
that should work
because I thought it was a vrchat component
but im pretty sure the skinned mesh render is a unity thing
test it out and lemme know what happens ๐
Well
Something has to control the visemes right?
So if I just have a skinned mesh renderer, there is nothing there to control the visemes still
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
Unless I'm missing something
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
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
thats 100% the controller, Im so stupid
Custom overlay?
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
um my dude I just checked with a friend of mine the component is the vrc avatar descriptor you use for visemes
the skinned mesh is what you add to the view descriptor
I mean I guess you can make two view descriptor and see whatd happen
but I dont think that'd work
Already tried multiple avatar descriptors with the visemes set, doesn't animate alongside sadly
So I think what you said is what I'd have to do - have all the blend shapes set together in one export
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.
@mystic umbra thanks for your help though
np, that one clip of the skeleton and knuckle had me wondering
How do i attach animations to accessories, to move during a walking animation?
I heard it's possible, and can't do it directly otherwise armatures won't actually ortate.
Is there anyone advanced in blender here?
depends
@heavy stirrup you walk with the left controller and hold the animation with the right controller
a B student in calc is advanced to a D student but the B student knows he's a fuck up still
lol
same with blender
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
Not an actual accessory
no you can just import the animation as a legacy
i think thats a blender not unity thing idk
and then modify the animation to add your walking animation and put it in the walking overrides
btw anyone else have problems with new animations after the patch
all my old animations on old characters are fine
but new characters dont have any of the animations i make
they're in unity and in my animation overrrides but not VRchat
can you hear the sounds?
havent seen that o.0
hmmm
did you try putting your animations in the controller as well?
it says none (runtimes animator vontroller)
yeah put your overrides in that too
in the main animator?
it works in unity
you made the blinking in blender?
what about if you try putting old animations on new avatars?
idk how to do that
um find an old animation
like, cross project stuff?
and drag it into your assets
it will make a prefab
then drag that prefab into your new avatar
where are animations not made in a current project at?
in the other projects
if you want them on all projects you have to make them prefabs
anybody know if vrchat supports any of the point cache animation plugins?
...prefab? sorry im pretty new
oh wait
yeah you can search in your assets your should be able to find your animations if you are a bit organised
drag
imma reupload and see if it works now
@icy hazel did you say you were advanced in blender?
wait but that doesnt explain the blinking still
tbh idk why you didnt make the blinking in blender
how do you make your blinking animations in unity?
you go the the unity animation tab, open the blink blend mesh and animate it using keyframes
ok and on which overrides did you put that animation?
what versions did you have?
had VRCSDK-2018.02.21.10.48_Public
oh then i guess i should update as well xD
just got VRCSDK-2018.02.28.21.21_Public
yeah haha
im sure this will fix my problem
i hope itll fix mine too D:
what was your problem?
um
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
so the arms turn around the object instead of the object turning around the arm
sounds a little too advanced for me lol
i mea
i would export tje object separate
and then add them together in unity
Still can't figure out these legs either
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
https://skfb.ly/6wF8r One day I hope I can get this working in VRC, even has animations. already made. :>
Navier the big freaking cybernetic dragon.
โKeep your paws off the glass!โ
Created by Stickman
Textures & eyes created by Dins
Album: Tales From The Kingdom Of Fife (Special Edition) (2013)
Song: GloryHammer - Magic Dragon
Track # 05
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?
That works with the settings too? ๐
you can also change the settings if you want but just swapping audio works fine
does anybody know if the idle-sample in the vrsdk is the female default stance?
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.
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๏พ๏พ๏ฝฅ(>ะด<)๏ฝฅ๏พ๏พ๏ฝฅ๏ฝก
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
@clear yew I dont! Oh my, I've forgot to create one! I'll try then. Thank you!
hello
If it's your main avatar that you animate, you can remove the controller if you want to start a new animation from scratch
https://i.imgur.com/50JJm0s.png
Does anyone know if anything can be done about world particles locking a mesh to a certain axis? I want to shoot a model in the direction I'm facing, but the model is always facing forward.
https://puu.sh/zz7jO/3d0a47fc74.gif
https://puu.sh/zz7Xn/c5ee2a870f.gif
I don't think it's possible, I've tried before
Yeah, I've put in a lot of effort. Just thought I'd ask just in case. Thanks for the response. =)
Is there a way to animate hands with the record feature without it having resetting the transforms the whole time?
this might be an old question, but there is a way to create your own idle hand animations for VR right?
or is that not a thing?
hey anyone have exp how to show video in vrchat?
I have implemented the video and in unity its working but it is not shown in vrchat
can i change a material with an animation?
such as applying an entirely different texture to something when i use a gesture?
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...
Hello, i made a shoting gun for my avatar, people can see the weapon and hear sound
but they cant see muzzle flash
trying to change material on my avatar to a panosphere using an animation, any way to do this?
@late fjord Use the option Animator for fingers.
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?
is it possible to use a VideoMaterial on an vrc avatar?
Does anyone know how to make simple idle animations?
@echo wraith What if I need to also deform the mesh? Can I do the entire animation with transforms and rotations instead?
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. ๐
I guess I'll see how badly it works then
why is this happening on a gesture O_o ? http://recordit.co/f9vnpmOWnY
aha sorted it ๐
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???
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 :/
sorted it now ๐
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.
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
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?
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
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
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
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
if i switch it to the bullet under mesh rendering it doesn't fire anymore =/
Anyone know what gesture is Shift + F4?
hey guys is there any way to combine 2 anims? my friend wants to add menacing from jojo to dab
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
kvls, you would have to take the parts of each animation and combine them I think
Anyone know much about putting lighting effects on particles?
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
is it possible to create the animation in blender, export the animation to unity and then plug it in?
Are you making an avatar where the head is that front turret? Because that's some funny shit if you are.
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
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.
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
Sounds like you should be making worlds instead of characters
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
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
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?
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
If you have your clothes as a separate mesh you can disable them with animations
*mesh, that was the word ๐
@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
thanks i figured it out just had to turn my model into multiple meshes.
SUH
I was trying to do an animation, but i can't move any body parts, and it's making the weird pose, how can i be able to move the arms, legs.... https://gyazo.com/8c50d1f416b645b09f8890f460b4cacb
Hello can someone help me doing shot animation for my gun? I know how to use unity just need some advices
Can anyone tell me why the light on my particle is only being reflected on my avatar but not on the environment
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
@glacial badge https://www.youtube.com/watch?v=yZxfQkxvxRI
Had to re-upload because of audio being too quiet should be fine now. I forgot to mention it in the video, but Murmur also answered questions I had and helpe...
@boreal trellis - https://www.youtube.com/watch?v=wsaGVhIVSf8
@open hazel - https://www.youtube.com/watch?v=V0l4-pH3vI4&t=2s
Creating custom animations for hand gestures and emotes in VRChat
If anyone have a question you can ask, but first of all you can search in google ๐
I muted the server so ask in private
Thanks c,
anyone know if I need to have a rigged hand on the model for gesture triggers?
Lots of available resources
@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.
I added facial expression but I can't trigger them with keyboard in game....-.-
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
set particles to world orientation
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)?
@astral summit where is says simulation space, pick world https://koenig-media.raywenderlich.com/uploads/2015/09/ParticleSystemAllModules.png
yeah i got it
oh cool, I said orientation instead of simulation ๐คฆ๐ผ ๐
does unity block certain noises?
block?
yeah, cant get any doot noises to play
i dont think there'd be a reason for anyone to code censorship into unity
well, it doesnt work.
what format is your sound sample?
mp3
where are you putting it?
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
nop
If anyone knows how to make an idle animation with hands in pockets, pls message me
@dawn shale Are you a desktop user ?
Yes.
In that case you can just put your character's hands in your pockets as your default pose
I literally do not know how to do that
You can find tons of tutorials on how to do that with blender, it's fairly straight forward
link?
How to move and place objects in Blender. 1. Grab key 2. Axises 3. Snap to cursor 4. Snap to center....oh wait, I did it wrong! Check us out @ http://www.the...
And do that with your bones
i...
i'm scared.
custom animation look hard ๐ฆ
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
@grim coyote Did you look at the tutorials for custom animations ?
didnt really help.
why not ?
https://mega.nz/#!g4103CbQ!GEhkxkwoo3I2YJxKjiXxqOckkTPWT-fZVnmvyGwyEes Music: 1) Harsanyi Laszlo - "Mars 2188AD" 2) Divinity - "Help, please" 3) Darkrai - "C...
i wanna do somthing like that
animation that is already finished.
Did you look for an animation like that on the web ?
no?.
If you want those specifically, you have to rip them from the devkit
What i want to do is.
Take a model
Find a animation for it
Put it as Idle/Running/walking
You just told me you didn't look for the animation, so i'm confused
fuck
sorry i'm really stupid
at friday
in other words. how to switch these animations instend of humaniond's
You'll have to make the model generic, and replace the animations with the ones you find/create
find*
this won't be an humanoid model
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
because it's things people use for their jobs, which require skills and experience 
c4d is a file used with the software cinema 4D
Click on the link https://youtu.be/V0l4-pH3vI4?t=665
Creating custom animations for hand gestures and emotes in VRChat
but that is for the fucking weapon
for anything
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?
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 ?
@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
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 ?
@spring remnant look at #avatars-2-general
someone's describing what you're trying to do
Yes thanks
okay. where to put it.
i'm starting to learn slowly but.
i'm thinking i'm doing okay
Watch the link i send above, that's how you replace the generic anims
k
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
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.
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.
Does anyone know how to chain animations?
@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
Ah I see. Thanks Ashelia, appreciate the response. I can convert that to ms nicely now ๐
@celest trout Sounds like something you could do with state machines; https://m.youtube.com/watch?v=JeZkctmoBPw
Watch this video in context on Unity's learning pages here - http://unity3d.com/learn/tutorials/modules/beginner/animation/animator-controller Animator Contr...
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?
Thanks @tidal rampart I'll take a look at that
Does anyone know what the ๐ values are for the animations? I've seen a bunch of people have them and I want it
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:(
I'm taking a guess here: gesture overrides on the face and visemes go badly together right
Only when you talk
kk
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)
rate my first emote anim
https://gyazo.com/77230e3635290dcde3784426d6e89857
@little sierra That's pretty nice, love the model by the way.
โฅ
Bah, I broke the eyes on my model somehow ๐ฆ
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
sometimes mirrors dont pick up eyes
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
does anyone have a good tutorial on how to replace the hand idle and other basic hand gesture animations?
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 ?
cause the preset ones break my avatar
what are the MOST basic visemes shape keys for voice tracking?
so any reason why when i rotate a bone to animate in unity, it doesnt stick?
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
Hey, how do I get a quadruped avatar to have animations?
it is one frame
me?
Can anyone help me with animal animations?
@narrow sluice I remember tutorials saying it needs to be at least 2 frames, so copy the keyframes and put them on 0:01
ah i see. I'll try that then
as soon as i move to the next frame the animation resets
@karmic sparrow that worked. Thank you!
You're welcome
Wish I could get my own animations to work now ๐ฆ 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
Could anyone help me out? Im currently working on a boxing animation for my avatar, but every time I import the file it keeps deleting the animation and says that my transform hierarchy does not match. https://gyazo.com/62e9feaf0ed904fd8a1dd97fecbe22af
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
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)
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?
@zenith topaz I had the same issue, try making the hat mesh disappear on the animation to, it should solve your issue
isnt anyone going to help me?
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
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
then set the animation to a gesture override controller and attach those to the avatar descriptors
i dont want to create a new one
okay hold on
said theres already a animation that came with
hrm
i'm not sure to as how its being called to then
he had a laser blast animation for his hand
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?
i just copied how they called to it on a different avatar and copied the object over
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
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
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)
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
I wanted to create an animation in which I change the appearance of the sky, can anyone help?
@zenith topaz so when you said attached to the hand you mean in animator or just the model in general
model in general
O
like on your bone hierarchy
like in the armature u mean?
yeah
okay then try that?
yeah
i will let you know if it works brb
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
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
only program animations in the duplicate
errr
because it wreaks havoc on the t-pose
okay so hide it in the main?
yeah
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
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
so that way when you apply the animation to a gesture it carries out that specific command of enabling the object
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
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
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
Is there a way to add multiple properties for my hands at the same time instead of selecting one by one
Could anyone help me with how to animate a skinned mesh renderer?
Any Guru of Unity Particle System around?
what up
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?
I use blender
How would i go about adding a movement animation to a generic avatar?
Armature>[bone name, may be under several layers of bones, whatever bone you want]>Transform>Rotation
can you change idle animation with a gesture override?
does anyone know if it's easily doable to have 2 different sounds, one for close and one for distant?
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
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...
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.
I managed to get a new idle by making it in blender
it came in with the armature when I put it in unity
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
@radiant crown yeah i think i noticed that, that's a recent patch isn't it?
Couple months
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
after the bug fix in positional sound maybe? @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.
sure but some will abuse it quickly i guess
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
i get it, but flooding everyone no matter the distance is a bad idea i think
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.\
They limited volume too but they can only limit the Audio Source volume, not the clips default
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.
Basically yeah, it doesnt matter because of that
guys is it just me or do animations exceeding 1 minute snap the character back to idle pose
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
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 ;<
i saw somebody uses override to move arms
my facial expression and fingers work but arms won't move
I think you can only move major bones with emote overrides
Meaning I cant chase people in a hugging pose
...damn it, that's pretty much what I'm trying to do
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
hmm..
A second mesh in that pose is not a bad idea.
Make sure mesh 2 has a different name so you dont have material bugs
I see... does it affect tris count ?
Disabled by default meshes dont
I wonder if that would work... disable primary then enable a duplicate with arm bones unrigged, then use that with an arm animation ๐ฎ
Interesting ideas
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 ?
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.
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 ?
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
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
You can duplicate the default gestures, the dupe will autoselect and now be modifyable
Duplicate using ctrl D
@cold bison Correct, if you put both hands into the animation, your gesture will only call the hand you use.
@radiant crown where are they tho
In the project window there's a searchbar, just search the name
They're attached to an item in the animation examples folder in the SDK
I think it's called "male" something or other
male_standing_pose IIRC
@cold bison it won't affect the other hand if you don't do the gesture in that hand
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
@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
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
this comes up as a search result, but i've never seen a "default T-pose animation" on most of my imports:
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
there's actually a default T-pose animation you can copy?? where'd you find it? o_O
even in play mode ?
@final gazelle It's under Assets > VRCSDK > Examples > Sample Assets > Animation, under de "tpose-new" model
ah right, that example one rather than on a model you imported -- that helps, thanks Kohta and Ashelia ๐
animations are weird in unity honestly
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
what happens after 30 seconds for a humanoid emote?
It's disabled, was never meant to loop anyway. And it's between 4 and 5 seconds so not ridiculously long
that's...definitely different to the kind of problems a generic rig gets
the animations looks fine in play mode in unity?
so i have these 3 custom animations, is there a way to make them into one huge animation?
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
crap
only for emotes tho
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
Hello World
then the thing i want to do won't work
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'
@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
@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?
Sorry that was @clear yew
And yes Kohta, it only happens with a non-hand gesture animation
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
lol fair enough, I'll just remember to freestyle those parts
@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
@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
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
Ahhhh I'm glad I finally have a solution, thanks!
@final gazelle thanks, so they might fall off the graph or something like that
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
nice lol
copy-pasting and deleting some keyframes around solved that, but i honestly have no idea what happened during the export process
isnt that because the "bone" movement is too wide for your model ?
i'm not sure at all -- it looked completely fine back in blender, before i exported it as a baked animation
you tested that on a model in blender right ?
on a copy of the same model i eventually applied it to in unity, yeah
so same model in unity and blender
looked normal in blender, did the weird exaggerated eye popping thing upon export into unity
well i'm not even going to try to understand why it gets fucked
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
also just for curiosity, why did you import a blinking animation ?
I just found a spine twist of -1.189... that can't be good for you lol
original model uses facial bones rather than visemes, and the blinking was part of a bigger overall idling pose
negative value will just make the bone spine all around
@stark lagoon i'll remember that for next time thanks -- i haven't had to import anything problematic for a while since that fix ๐
facial bones for expression ? never saw that yet
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
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
what i wanted was for this character do fall backwards http://prntscr.com/imvfu2
then lay there for a bit
@clear yew never mind that these are SMD bones, this just does not look like a good time to manually pose for facial expressions:
I'm getting too attached to my avatar, she just danced up to me in the preview window and I was little too impressed.
@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"
but after about 5-10 seconds i want him to just suddenly roll back and hop back up http://prntscr.com/imvgev
it'd be a funny way to scare the shit outta people
isn't that basically what the default "Die" animation is?
yeah but
that one look wiers
wierd
its either that or this http://prntscr.com/imvhaa
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
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.
@fallen scarab the ones i use work
but it might be because mine are premade
for unity
It's just strange how it works in a fresh project but not my existing one.
did you set the animation rig to humanoid?
Yeah.
how are you on particles? lol
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?
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
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.
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.
yeah thats the thing about most tutorials
they skip the harder stuff
which is what the tutorial should REALLY have
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?
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.
yeah
tupper's is what i used with my first model
and it really helped me understand what the hell i was doing
and because of that tutorial http://prntscr.com/imvm6d
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
but i have a updated version im working with http://prntscr.com/imvn0c
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
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
omfg i forgot that cats translates his tail bones to this http://prntscr.com/imvnlx
he normally holds 2 guns
but the animations im gonna use for it work better when he has one
is there a way to edit an armature in unity or do i need to take it back to blender?
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
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?
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
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
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
is 3.644256e-07 the same as 0.000003644256 ?
and if so, is something so tiny worth giving a toss about?
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
i get that, it's a thing.
@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.
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.
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
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
My avatar won't stop drawing anyidea what i can do to fix this?
drawing?
Did you add like a Snail Marker or something?
i did add snail marker
Did you make sure the animation for drawing is 2 frames long
yeah it two frames long
wtf is a snail marker?
Lets you draw without a pen in the world
Generally activated through a gesture
Trippy did you follow a tutorial at all?
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
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 โค
No one has a tutorial on how to do dance animations with multiple models? :\
i followed the video and it still just keeps on drawing
@patent needle i'd assume you actually use many models but hide them and unhide them + dance with animation
@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