#animation

1 messages · Page 54 of 1

patent needle
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Yeah that may be where the issue is, the animation itself putting my characters in the same spot

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I'll leave this to another time, I'm too new at animating for this. Thanks anyways @hallow acorn

hexed fern
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I have this animations from a unity model and they are aparrently .anim files

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and they don't seem to work at all

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when i try to test them

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they can't be rigged

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i literally can't do anything with them

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when i try to test them

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the model just stays in place

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and does nothing

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all my other animations are in fbx format

old cave
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VRChat's sdk doesn't want to upload my model because of the error of some missing elements on the mapping of his bones. I think this is happening because he doesn't have a neck. Can I upload him even without a neck?

hexed fern
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If you want it to look like an abomination then maybe

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if not then i suggest you get dat' ass back in blender and give him a neck

old cave
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I'm using his default skelleton

hexed fern
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what exactly are you trying to upload?

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it would help a bit more to know exactly what it is

torpid wadi
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for particle collision, do i need to untick anything in the collides with dropdown menu?

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aside from playerlocal

hexed fern
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@old cave There is a way to auto rig him

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but with yours not having a neck idk if it'll work properly

old cave
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how?

hexed fern
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a site called mixamo

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you just gotta make sure your model is an fbx file and has no armature

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and it'll go from there once you upload it

old cave
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Ah I see, I thought it was something on Unity. I did this it with his Persona 5 model but it screws him because of the fact that he doesn't have a neck.

I don't even want to have neck's movements on the game. I thought that maybe there was a way to upload the model without the neck mapped.

Well, I'll try to put his original animations on the model and I will see if I can upload him as generic.

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He does have some dummy bones but none of them worked on the neck

hexed fern
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oh i see

tiny meadow
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Does animations for avatars happen the same way you'd make an animated scene in a modelling program?

lusty jewel
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When you spent 4 hours animating but uploads are down 😩

nocturne pollen
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whats happend with the game

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the web id down too :/

lusty jewel
lone bramble
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Love that model, Alpha lol. Best Sakuya

midnight garden
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i am trying to make a model that has a long dance with a song is thare a way to do it?

wise junco
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Yes

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It quite easy

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Go on mixamo

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Download a dance animation and set it to humanoid

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Then go inside of the dance animation model and click on the one with animation clip and copy and paste the stuff in the animation tab into your humanoid avatar

viscid moat
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Just take a FBX dance format, set the rig of the file to "Humanoid". Now you can use it for your avatar, just add a Audio Source to your Avatar (don't set the volume, it will be automatly setup by the game) put your song into the audio source, and it should work

clear yew
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can anyone tell me how to do a distortion shockwave particle effect?

viscid moat
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Hmm, don't use a distortion shader then

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I used it for my last Avatar, it was so fcking badass, but for VR users its just trash, they cant even see the game

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And search on youtube for particle effects tutorials

clear yew
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@viscid moat i did, i haven't found a whole lot... ideally i want something better than just a 2d sprite (i've seen pretty cool nuke shockwaves, similar to the ones in gmod if you're familiar with them) . . . i'm not a vr user, and i only want it for a single blast shockwave, not anything perpetual.

viscid moat
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But i mean

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For other players

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it will be cancer

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and they will block you

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But add me in private i will give you that later if you want to test

clear yew
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Ive asked this before but never got an answer: when animating in unity, how do I make it so the, let's say elbow, doesn't reset back to its default position?

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In the animation tab, as long as you're recording and your slider is active, it will show

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once you're out of animation, it will always be in default position

If you want the animation to stay in Scene, add avatar controller with the animation

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but dont do that on the avatar you're uploading, do it on a dup

limpid tulip
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Anyone know how to add music to emotes?

mild cave
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I think you can attach an audio source to your model and drag a sound clip into the inspector for it, turn it off by default but turn it on in your animation.

limpid tulip
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I tried that before but it said the animation was view only

clear yew
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if you're using an animation from imported model or whatever

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ctrl+a and copy all the keyframes into a new animation

limpid tulip
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Thanks

clear yew
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@clear yew thank you

twilit linden
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whats a sunderer

limpid tulip
cursive moon
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One who seperates

torpid wadi
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does customized animation controllers just not work anymore?

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or never was

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i tried modifying my controllers so that the left hand uses different animation overrides than the right hand but it seems to just not work

fallen scarab
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Hey guys, what's the general method for getting animations into unity from blender? Are there like seperate animation files you can export from blender or is the only option to save them all within the fbx file itself like I've seen tutorials do?

I ask because I'm trying to add a custom walk cycle to my character but now that the fbx has the animation built in, my avatar isn't in t-pose anymore in unity.

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Should I just add a 1 frame animation of the character in t-pose or something for unity to use by default?

glacial badge
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Im trying to make a 3D model spawn while activating a gesture, But i want it to stand still in The world. I know Its With rigidbody But i could use some instructions ;3

radiant crown
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Any way to make blender rotate properly relative to bone instead of the grid?

tidal gull
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pose mode

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In Cats there is an "enter pose mode" button

radiant crown
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That's different from the regular pose mode?

tidal gull
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All I know is that it allows you to rotate bones

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If you want to rotate locally you need to set the gimbal's frame of reference

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That's a Blender thing, you probably want "local" rather than "world"

midnight garden
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any one know a good video to show mmd dance animation import

amber mantle
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how exactly do i make scrolling texture?

clear yew
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@amber mantle

amber mantle
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oh

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ty

clear yew
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it has the scrolling overlay thing you see everywhere

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just copy to assets and play around with the textures and variables

hardy bone
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Hey, so im trying to replace the dance emote with another. The animation I want is on mixamo, and a tutorial im watching says to upload my character that I want the emote on then download it with said animation. But mixamo wont take the model. If I delete all bones then try to upload it works. But then if I try to set avatar definition it gets this error. what do I do to get the animation to be a custom emote if this is happening.(likely reason for the maximo not working is because ive added some extra bones for hair and breast) https://imgur.com/a/Ml2uS

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its trying to say "Hips not found"

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but they are there

clear yew
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do you have another fbx of an avatar with humanoid rig? upload that instead

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the mixamo animations will work on ANY humanoid rigged avatar when you import them into unity after

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mixamo sometimes chokes on specific models I guess

hardy bone
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Yeah i tried downloading one of mixamos default characters, thats when i got the error above.

clear yew
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don't use mixamos rigs, use an fbx that worked when importing into unity with the vrchat humanoid rig specs

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it has the right bone names and proper hierarchy all set up

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like the unity chan from the cubed's toonshader files or maybe even the default vrc sdk one, they should work

hardy bone
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yeah, ill try the tutorial avatar

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if it is naming then how the hell did they get mixed up? my original rig when i ran it through mixamo it gave all bones "mixamorig" on the names of every bone. Though when i ran the tutorial avatar it didnt get "mixanorig" on any bone.

clear yew
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that fbx still has the mixamo bone names

hardy bone
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Im not sure what to do. Would it make sense to try to knock of "mixamo" from the original models bones?

hardy bone
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i tried getting all bones to be the same names

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that first hip error is still hepening

clear yew
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I'm sorry I was afk for a bit, the screenshot looks like a mixamo animation fbx that was downloaded with a mixamo rig as reference

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did you upload the default vrc avatar and download some animations yet?

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you shouldn't have to rename anything and it will import mixamo fbx animations (without skin) into unity fine, theoretically

hardy bone
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yeah i tried the vrc avatar, thats where that other error from above came from. (i should have specified what it came from earlier, my bad)

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@clear yew

clear yew
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the error from above can't come from the vrc avatar since I'm sure it doesn't have bones named 'mixamorig_LeftUpLeg' I think

hardy bone
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like said before 'mixamorig_LeftUpLeg' is a bone from my original avatar that im trying to put animations onto

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actually the bones for the vrc avatar came out as 'mixamorig:LeftUpLeg'

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ya'know

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that is odd

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vrc avatar went in 'LeftUpLeg' and came out 'mixamorig:LeftUpLeg'

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but like you said, it shouldn't cause any issues

radiant crown
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My anim is doing something weird, at the beginning and end limbs spring up between keyframes randomly

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Between all the inbetween keyframes though its fine, and they're all cloned from the ending frames

clear yew
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Whats the gesture for Finger Pointing with the Thumbs up?

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finger gun

orchid nymph
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Im having an issue with how I want to animate my avatar...any way to have full-body animations with effects and sounds?

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I can animate full-body poses in Blender, but those files are read-only by Unity...but animating with Unity's animator appears to be buggy and unusable for full-body animations...

tidal gull
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Emotes rather than gesture overrides afaik

orchid nymph
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Yah I'm trying to replace emotes with custom animations, but also triggering effects/sounds.

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I need to either make Blender animations editable by Unity, or learn how to use Unity to animate full-body poses.

small tapir
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Try this

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Not sure if it works tho, but i know when i use the animation for the hands of this my avatar don't move to animation pose

radiant crown
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I wish you could animate the full body via gestures, unfortunately seems I'd need a second model if I want to gesture trigger a full body animation

thorn mango
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I think that's probably the best way, or you'll have to have a new animation controller to animate arms

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I'm giving up...

radiant crown
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Unfortunately the second model wont animate visemes

thorn mango
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...

radiant crown
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I cant visibly yell at people while in a hug pose

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And hunt them down

thorn mango
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Emote makes it look weird

radiant crown
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Yeah

thorn mango
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It's like hey hug me! Then stopped after one second

radiant crown
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Well, vegetablized hugging model it is anyway, I need to be able to chase and hug

novel flower
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Dunno if anyone knows how I'd go about this, but I'm trying to have a weapon decent from. A vortex that I spawn. The problem is when I spawn the weapon it is entirely visible and clips through the back of the vortex. How would I make it so only the parts that are coming out of the vortex are visible while it descends ?

radiant crown
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Bright side you basically become a weeping angel

novel flower
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Like it's emerging from the portal. So then the second animation I can grab it.

radiant crown
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A shader cube that makes it render invisible while inside

novel flower
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I could see making an invisible cube with a shader that makes stuff invisible inside of it. But not sure how I would encompass just the weapon and not the vortex it's coming out of

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Also is there an. Available shader that makes things invisible like that somewhere

radiant crown
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Have the vortex outside the cube, If you want the vortex to be multiple-sided I've got no idea

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A lot of the mutes have invisibility shaders

novel flower
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I'll have to give it a try. Thanks for the info. Was stumped how to make something look like it was coming out of a portal without having the entire thing show up at once xD

radiant crown
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I love that I make an animation that's basically repeating two keyframes and yet my hand gets progressively further and further inside my leg throughout the anim

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Effectively unfixable, save for manually moving the flexing parts each and every keyframe

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Even better that it only even does it in the realtime sim, not in the animation window or anything

orchid nymph
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@small tapir Hmm, It's no longer marked as "(Read-Only)", but I can't seem to add a property

crimson jewel
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Heya, newbie here; only a month in and messing with animations and such. Think I’ve gotten the hang of it a bit, but I can’t seem to find this answer with my google-fu. Has anyone figured out how to stop the “slow hand closing” issue after playing a long hand Gesture animation? Or did I skip over something step-wise?

outer plinth
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Do hand gestures loop? I need to have an 'intro' event and then hold after that. Is this possible?

grim coyote
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okay so. a owner of a pokemon avatar gave me this avatar

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but

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the animation is not working

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i need help on the overdrive.

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anybody?

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this video didnt really help me

rain reef
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Hey, is there a way to keep the default hand animations while adding facial animations? Like are the default animations stored somewhere to be edited?

grim coyote
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i think i'm doing

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somthing wrong.

cursive moon
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Did you attach the override to the avatar descriptor?

grim coyote
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yes.

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i think some things was not in place so i'm retrying

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here is the animations for the pokemon

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maybe i should put it on humaniod

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or

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generic

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i know animation suppose to be for generic

cursive moon
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Pretty sure it has to be generic

grim coyote
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like i said.

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ugh..why override is so hard

pearl pilot
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So does the "fix model" button from CATS prevent me from using mmd dances?

rugged rain
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Yes. You need the original bones for the animation. The fix model button fixes the bones too.

grim coyote
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i still need help

pearl pilot
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@rugged rain ok tnx

rugged rain
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You're welcome.

grim coyote
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Bashes head on desk

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okay humaniod was a bad idea

runic frost
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Hey so I am trying to make an animation where the avatar is laying on the ground sort of asleep. I have the whole animation setup along with positioning using blendshapes to animate the mouth and a slight movement of the chest bone to simulate breathing. The issue is that when I apply the animation as a loop on the model I got it to lay down and do everything properly except the chest isnt wanting to move the way I want it to, making the avatar feel too static. Any help??

clear yew
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how do i get an object that comes with my animation to not move along with my character?

runic frost
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If youre talking about it staying in place in the world, youll have to set up a world particle system that has that object as the mesh
I meant particle system instead of animation, sorry my mind is on this rn

grim coyote
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uhh

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i dont get it

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why it's not working

runic frost
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@grim coyote have you tried playing through the animation in unity before putting it through vrc? you also should make sure that the bones its asking for arent considered missing

grim coyote
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no.

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he gaved me in blender so i exported it as fbx

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and it does have the animations

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i think i'm doing somthing wrong

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but i yes i see the animations in unity and playing it to check

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maybe camera and lamp are the part of the problem?

clear yew
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how do i set up the mesh where the object doesnt move along?

modest tulip
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Generic rigs can't use overrides

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Have to make an animation controller yourself

lusty jewel
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So I'm trying to make a gesture activate particles and end the particle animation with another gesture, it works fine the first time but when I try it again it glitches, doesn't show up, show up on other gesture, show up again, etc. Any way to fix this?

clear yew
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did you use more than frame 0.00 and 0.01 ?

lusty jewel
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Yeah

clear yew
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can't do that my boy, it will fuck up all your hand gestures

cursive moon
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You could make the animation 2 frames long and make it enable an object that has an animation component, and that object has the animation you want
And on the other gesture make it disable the object

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I guess I've never tried that so I don't have proof that that works but maybe

clear yew
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yep that's the way

lusty jewel
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Yeah I'll try messing around with animation component

clear yew
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create an "empty game object" parented to nothing

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put all your particle, model etc that you want to use for your animation

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animate the "empty game object"
put a "animation" component to it, and drag'n'drop your animation in it
disable the empty game object and parent it to your avatar

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hands or head or leg, your choice at this point
and you just activate it with a hand gesture

lusty jewel
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What I'll do is make gesture 1 activate animation part 1, and gesture 2 activate animation part 2, because what I'm trying to do is spawn a small inverted dome in part 1, and in part 2 a bunch of knives appear and hit whoever is in the dome, basically a time stop knife effect lol

clear yew
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you can use 2 game object for that

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and parent the second one to the first so you can only activate it when you are using your first hand gesture

shut sky
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Should I add a root bone to my armature at the feet if I want to make a floating idle animation? would that fix the model being half in the ground when I try to do it without one?

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or do the hips need to be the root always

glass anchor
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anyone have issues with particles not working in-game? Goes fine in unity, then only the sound plays in vrc.

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other particle gestures work fine too, but not this one...

late fjord
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Anyone tried overriding the crouching animation? When you crouch, does it just smoothly blend from idle -> crouch animation? If the animation changes the position of your head, does your view change?

covert gale
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Feels like I unlocked pandoras box changing the prone animation. My hair has a mind of its own now whenever I get back up from laying down.

little sparrow
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Does anyone know how to make a bullet particle effect with world collision and sub emitters when it collides with the world / players?

grim coyote
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i still dont know why the animation is not working in the game

little sparrow
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@grim coyote , What animation are you trying to do?

grim coyote
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on a pokemon.

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@modest tulip if generic not working with override you're saying i need to do it on humaniod?

little sparrow
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All models should be humanoid

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that i'm aware of

grim coyote
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People telling me for animations like that need to be generic

little sparrow
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Are you trying to walk on all 4 limbs or something?

grim coyote
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yes.

placid copper
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can you edit mixamo animation

little sparrow
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Ahh, I can't help much there, I only do humanoid models sorry.

placid copper
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like the head facing the right way

grim coyote
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i asked someone from a pokemon avatar world.

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he gaved me it with the animations he told me to the override by myself.

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but i dont really understand--

little sparrow
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oh, under your VRCDescriptor, you need to change the override

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and drag and drop the correct files into the override

grim coyote
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i already did that.

little sparrow
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click on the override itself in your assets

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You need to drag the animations in there

grim coyote
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i know how

little sparrow
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for the correct movements

grim coyote
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but

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i dont know if i'm doing it right.

little sparrow
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Walk back and forward don't have ones labeled specifically for them?

grim coyote
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i dont even know

little sparrow
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if not, you might want to talk to whoever gave you the file and ask where they go

grim coyote
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here.

little sparrow
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Because if they arnt labeled correctly to replace each one, there's no way of knowing

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is there only one walk / run file, there's no runback or walkback?

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if not, that looks correct to me

grim coyote
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i use one walk as walk back as well

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no?

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and there is only walk/running/ and idle

little sparrow
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not sure, test it with them like that, if not, remove to backwards movement ones and leave it set to none, if that way doesn't work

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remove the backwards*

grim coyote
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a-alright

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actually there was a camera and a lamp

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in unity i removed it becasue i thought it's part of the problem

little sparrow
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They don't do much, it's part of the blender file when you exported as FBX

grim coyote
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ik

little sparrow
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I always delete the cube, camera and lamp when I open a blender file

grim coyote
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same

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but i gotta fix it.

little sparrow
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Yeah, I would have named the files for the proper locations if I was handing out override for it, but if you can't get it you'll just have to ask him and wait for him to wake up.

grim coyote
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yea it's not working

little sparrow
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Not to sure, i've never done a model with 4 legs before

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YouTube it and see what you can find on it.

grim coyote
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i dont think it matter

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I ALREADY DID

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it's bad

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i dont get it

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i already did anything they said to me

little sparrow
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Yeah, I only do custom hand gestures and putting objects into my hands, never attempted anything with leg movements or 4 legs

grim coyote
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i'm disappointed.

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why a man cant have his dream in vrchat.

little sparrow
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you can, it just takes a lot of work xD

grim coyote
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okay... lets try like that?

little sparrow
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I just started learning all this Blender / Unity stuff 2 weeks ago and I already know more then 3 of my friends who have been doing it longer. Just have to learn with trial and error

grim coyote
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Does the other stuff need to be like that or should i put them on none

little sparrow
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Not sure, haven't done 4 legs. I've been taught every model should be humanoid not generic. Because if we do a human model on generic it gets stuck in a T post (Hence why I think your model isn't moving)

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I'd put all your overrides back and set it back to Humanoid because your Overrides should put you on all 4

grim coyote
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hm

little sparrow
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since your manipulating the 'Idle' position it should be on all 4's even if you set it to humanoid

clear yew
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So, I have an idea of creating an avatar or world that will generate a random result out of a list of predetermined conditions.
How would this be implemented?
I've heard there were ways of randomizing but I haven't seen it yet.

little sparrow
clear yew
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Hmm. True.

grim coyote
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not working as humaniod

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i think the avatars are Not

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uploading

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at all

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becasue vrchat's problem

little sparrow
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Are you uploading while your game is offline?

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Always close your game when you upload

grim coyote
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yes i always close

lilac cave
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actually vrchat will refresh avatars while open

grim coyote
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no vrchat is laggy

lilac cave
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might be your computer

limpid tulip
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Don't you need to put animation clips on all the overrides for it to work?

steep citrus
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anyone else having issues with audio only being heard close to you despite tweaking settings?

limpid tulip
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@grim coyote Vrchat does not refresh avatars when updated only when you upload an avatar. I've messed with animation overrides before and a tutorial told me that you have to fill all override animations to work. There should be no "none" as animations. And the animator controller should have custom override empty in it.

placid copper
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can you trigger mixamo animations through hand gestures ?

limpid tulip
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I've never messed with hand gestures but pretty sure you can

lilac cave
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pretty sure you can

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or you can do something like that

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i dont know much about mixa animations though

placid copper
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every time I try to edit a mixamo animation like the neck turning, it will go back to its original pose

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is there a work around

lofty crypt
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Hmmm
My emotes still suffer from the same issue
They will play for 1 second then back to normal
Even though the emote is set to 30 seconds

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Any help

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This is the second time

grim coyote
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Thanka for letting me know

ripe osprey
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WHAT COULD BE PREVENTING

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SOMETHING FROM ANIMATING DURING A GESTURE

chilly topaz
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is there a way to animate bones on a model that isn't a part of the humanoid ik? i'm trying to have my avatar hold a camera during an emote (the camera is a bone in the model) but only the camera isn't moving at all

fallen crypt
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@grim coyote I just saw new public avatars that uses Generic, like Alduin and Deathwing

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Haven't test them out yet

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Reading the description and reviews, I say wow

ripe osprey
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Yeah man wow I'm looking for that kinda solution

fallen crypt
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We can refer from that avatar and rework on our avatars

shut sky
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how do you get a custom idle animation to work without the legs overriding everything and stepping everywhere looking awful

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I even overrided all the walk animations with the same idle animation I made, with the legs not moving, and the legs still move and step everywhere during it

clear yew
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Shouldnt the idle animation be in idle anim instead of walking anim? @shut sky

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any reason why despite having a working shapekey in blender called "vrc.v_aa" my avatar's mouth isn't reacting to voice?

true scroll
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have you set the mouth animationes up?

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in unity

clear yew
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Not sure. I guess there's another step in between having proper shapekeys and choosing that shapekey in the avatar descriptor dropdown thing

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to be fair I never looked it up but yeah that'd do it probably

true scroll
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nah if you have the shapekeys you should just be able to set the mouth thingy to vismee blendshapes

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and select them there

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and you should be good to go

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(dont forgett to enable your mic ingame 😉 )

honest lake
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is it possible to map textures to mouth movement?

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as in having it so that the textures change based on talking patterns

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I'd like that

clear yew
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I've been wondering this too. It would be very fitting for many avatars ripped from other games

true scroll
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not sure if you would need aditional meshes for each

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that you show/move in or out

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in which case you propably will have issues with tris when its not a super simple characters as ther are quite a few neede ^^

small tapir
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@orchid nymph Sorry went to bed early last night did you get it to default standing?

clear yew
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hmmmm so should i make my miniguns

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drop from a lower hatch on a rail

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or have a foward hatch and they just slide out

small tapir
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I'm trying to help DarkSpacer1 anyone know how to make the avatar in animation not to move too that weird pose? I think he wants to make a dance with music too it

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@clear yew Not sure what you are meaning 😃

clear yew
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makign a gun for my floating robot

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its either deployment by lower hatch

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or front hatch

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where it slides out

#

rather than drop out

modest tulip
#

@grim coyote No my model is generic and works fine with custom animations. make your own controller like i said.

@modest tulip if generic not working with override you're saying i need to do it on humaniod?

obsidian vigil
#

If anyone has some magical sounding / angelic sound file that fits epic magic circles and also sounds of spears hitting the ground, pm me i need them for an animation 😄

pseudo iris
#

anyone willing to help? my shooting animation keeps breaking

radiant crown
#

Has anyone made custom sitting anims?

#

I dont like how far it leans forward

grim coyote
#

@limpid tulip so i need to put anything that is not the animations that the model have. and put it to none

#

how about this?

#

@modest tulip also what do you mean y our own controller?

obsidian vigil
#

Was the idle thing always there?

grim coyote
#

.....................what

obsidian vigil
#

I tried to do an idle animation once and couldnt find the idle override lmao

grim coyote
#

rip

modest tulip
#

if you do not use a humanoid rig vrchat will ignore any custom animation override controllers you attach to it

#

ergo you need to make your own animation controller and attach it to the animation component

grim coyote
#

so what i need to

#

fill in then.

#

@modest tulip well how?

modest tulip
#

go into vrcsdk samples then find the animation controller template and make a copy of it then shove your animations in there

grim coyote
modest tulip
#

no

grim coyote
#

where is it?

grim coyote
#

like this? @modest tulip

radiant crown
#

THe Avatar Controller can hold multiple animations? huh

mystic umbra
#

how long can legacy animations be

grim coyote
#

idk

#

does legacy even have animations allowed.

modest tulip
#

legacy animation is a flag for an animation

#

and no idea

#

Make sure to edit the idle layer as well

#

that overrides IDLE in the blend tree i believe

mystic umbra
#

how long can gesture animations be

#

I forget

modest tulip
#

i saw somebody say it can only be 2 frames or it messes up somehow

#

maybe that was something specific though so take that with a grain of salt

mystic umbra
#

What

obsidian vigil
#

only 1 frame

#

to make it static

#

i havent hit a limit for max yet

modest tulip
#

oh

obsidian vigil
#

but if you count frame 0 you technically have 2 :3

mystic umbra
#

whats you l;ongest gesture cer

#

your*

modest tulip
#

have kind of a specific question, is there an animation controller parameter for yaw/pitch change?

obsidian vigil
#

10 sec

#

Bork

#

What do you need that param on

limpid tulip
#

@grim coyote all of the animations have to be filled. Also use custom override empty not avatar controller template

obsidian vigil
#

Bodypart or whole thing

#

@modest tulip

modest tulip
#

not in an actual animation but for use in an animation controller transition
and i guess armature or the avatar

#

just something like movementX and movementZ

runic frost
#

I am having an issue making a sub emitter show at the death of a particle

#

I have it so that then the particle collides, the lifetime is decreased by a factor of 1, ending that particle. I also have a sub emitter particle sset to activate on death of the particle but nothing shows.

grim coyote
#

No no.

#

thanks to the owner of the avatar we did it

#

it's working but now vrchat not working..

modest tulip
#

glad you got it working

#

Took me begging for help on reddit and then discovering that template file to get it working after having thought i wasted time on animations.

fallen scarab
#

I am making an avatar of a man on a segway. Originally I just used all the default animations, but obviously when I walked around my avatar would do the walking animation on top of the segway and the wheels wouldn't turn.
So I decided to override the walking animations with an animation of him standing still with his hands on the handlebars whilst the wheels spin.

I added a new bone to the model for the wheels so I could rotate them and set all the bone weights correctly, the bone is parented to the hips (from what I understand everything on your avatar has to be connected to the hips in some way, let me know if that's wrong). I reimport the new version of the model which contains the animation I made in blender, made sure the animation played within unity and did all the override stuff. This is where the problems come in...

Now when I use the avatar in VRChat, my character stands on the ground whilst the segway sinks below the ground but only whilst standing still. If I move, the segway will pop up and he'll stand on it correctly but for some reason the wheels just will not spin, even though unity showed the animation playing perfectly.

It seems like something is preventing the wheel bones specifically from animating within VRChat, despite the fact that the rest of the animation (standing still with his hands on the handlebars) plays correctly.

amber mantle
#

https://prnt.sc/innlk2
http://prntscr.com/innmqh
so i have these audio files, i created for each an audio source in the hierarchy, deactivated them all and activated them each in an animation of 2 frames. ive tested all the animations on unity and they seem to work fine (btw the animations are for gesture animations), but when i try to activate them in vrchat, the sounds do not play at all, is there something wrong or is it bcz of all the new bugs since the update?

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

clear yew
#

maybe it's playing but the sound is extremely low ?

amber mantle
#

but shouldnt it sound the same as when i test them?

fallen scarab
#

vrchat does some fuckery with sound object volumes

obsidian vigil
#

@modest tulipjust press record, select the avatar and move them

#

Thatll add the values in

amber mantle
#

so how can i fix it?

obsidian vigil
#

Marduken

#

Try to keep the game object active

#

There should be a ckeckbox on the script

#

The to toggle that instead

#

Try

amber mantle
#

if i keep the game object active it would play as soon as i choose the avatar, and it wouldnt be triggered by animation correct?

heavy plank
#

I believe so yes

#

Hello guys, does anyone know if there is a way to move the view point position with an animation? I have an animation to move myself up and I would like my view to follow

regal hollow
#

@heavy plank I dont think you can do that

#

@heavy plank I dont think you can do that

old cave
#

So I want to put an avatar as generic rig on VRChat with custom animations. I was able to to export the .nif files to .fbx with the keyframes, each one with one animation (the .nif plugin on blender doesn't let me put multiple keyframes on a single model). All the models are identical, the only difference are the animations tied to each of them.

I'm trying to put all the animations on one single model on unity, but only the animation tied to the model works (with the exception of one model withouth any animations tied to it, one animation works on him but the others don't). Anyone know how to fix it?

modest tulip
rancid furnace
#

@fallen scarab easier way might be to keep the regualr animation set and just unweight paint the mesh of the legs from the leg bones

#

so the leg bones still move around but the mesh for your legs won't

obsidian vigil
#

Yeah the box on the audio source

#

Keep the game object active

potent obsidian
#

Is there a way to have shape keys or animations react to audio levels? What I mean is, as sound elements (or volume, whichever is feasible/more feasible) rise, the sound bars scale accordingly on my model. And shrink respectively.

obsidian vigil
#

Oh...

#

Okay

fallen scarab
#

@rancid furnace That would work but I'd rather learn how to do it properly so I can understand why it's not working the way I want. Plus having it be part of an animation override means I can still crouch on the segway when I'm not moving.
I mean, I have to override the walking animations anyways to make the wheels turn, which is what's giving me the most trouble at the moment

rancid furnace
#

Sorry, no idea how to do that then

fallen scarab
#

@potent obsidian Looks like somebody is making a DJ Sona avatar ;)
As far as that goes though, couldn't you just set those shapekeys as the mouth shapekeys in unity? As in the ones that are already built in for lipsyncing purposes.

#

@rancid furnace I might have figured something out, just waiting for VRChat servers to be fixed so I can test it.

potent obsidian
#

Maaaaaybe...but would that react to audio put in as part of an animation for a gesture? I was under the impression that lip syncing visemes only works with mic output.

#

And yes, how did you guess? 😛

fallen scarab
#

Your discord picture xD
Oh and I must have misread what you were trying to do. I thought you were trying to have it sync to music playing down your mic.

signal dove
#

@chilly topaz "is there a way to animate bones on a model that isn't a part of the humanoid ik? i'm trying to have my avatar hold a camera during an emote (the camera is a bone in the model) but only the camera isn't moving at all"

Is this an animation imported with the model?

chilly topaz
#

i actually found out how to fix this recently, i just had to adjust the avatar masking.

the animation was made separately and used the model without the mesh. all i needed to do was check the bones that were previously unchecked in the avatar masking to make the animation display all of the bones' movements

#

i used blender to make the animation

fallen scarab
#

@chilly topaz Could you try to explain what you mean a little better because I think I'm having the same problem.

chilly topaz
#

gimme a moment

fallen scarab
#

I have a character on a segway and I've made an animation of him holding the handlebars and the wheels turning. I've used that animation to override all the default walking animations. Ingame he holds on to the handlebars like he should but the wheels don't turn like they would in unity.

chilly topaz
#

so after you set the animation as Humanoid + copy from other avatar, click on the fbx in the assets and you should see this

#

huh it's not pasting hold on

#

click the animations tab and scroll down until you see "Mask", and click "Transform"

#

all checked bones in there are the ones being affected in the animation

#

in my case, i had a camera strap attached to my model

#

i checked the corresponding bones and it started working

fallen scarab
#

I didn't even know that was a thing. Damn, I'll check it now. Thanks!

ripe osprey
#

Oh wow I'm hype!!! I've needed this.

eternal jetty
#

If you have a weapon that you have animations for made in blender, how would you trigger them upon gesturing?

tall zodiac
#

Hey peeps! Anyone know a way to make my particle system which spawns a bouncy ball to be te same on all sides instead of local

#

Since for them it looks like im kicking nothing while their version of my ball is somewhere else

ripe osprey
#

Is it just spawning one single ball at a time and is the ball actually bouncing?

#

You can probably just animate it.

#

@tall zodiac

tall zodiac
#

Its meant to be a ball everyone can like kick around

#

i spawn it in, people can see it and it corresponds to all screens instead of being local

unkempt moat
tall zodiac
#

click on it

unkempt moat
#

Notr working

#

Just greys it out 🤷

#

But found an work around so :p

ripe osprey
#

@tall zodiac Oh wow that'd be impressive. I thought you could only get something like that with world objects.

tall zodiac
#

ye it be really fun to

#

Since menus are colliders, you could have people lift up a ball or something

ripe osprey
#

Damn.

eager vault
#

@unkempt moat curves pop up at the bottom of the inspector, did you click the bar to minimize it before ?

unkempt moat
#

I didnt 👀

#

But good to know ❤

ripe osprey
#

Man is there any good place for information on non humanoid characters?

#

It really sucks

violet kraken
#

someone know how to make a sphere and anyone thats inside it only sees everything in black and white

little sparrow
#

@violet kraken Be careful with that, a lot of people don't like it and you'll end up blocked

violet kraken
#

@little sparrow i wanna make a really small one to show friends

#

so that they need to stand right beside me

#

i just need the shader or whatever it is that puts the filter on the normal view

marble flicker
#

im trying to do something like that as well i just dont know what its called

crimson jewel
#

Out of curiosity, is there a way to spawn a particle effect (say a fireball), that upon colliding with anything changes/triggers and explosion? I've been playing around with the collider and triggering on Unity but it doesnt seem to want to work.

clear yew
#

yes

covert gale
#

Is there a way to make yourself not half way in the floor during an animation without using Root T movement? Moving Root T as part of my override gives me very bizarre issues with dynamic bones flying all over.

crimson jewel
#

Thanks! I shall continue my experimentation. 😃

clear yew
#

@crimson jewel i can help you a little if you want

crimson jewel
#

Sure. I'll admit, still partial noob. gotten the hang of particle effects for weapons spawning and such, but projectiles are a whole new thing. So far, I've gotten the animation attached to the fireball to slowly spawn in one particle effect at a time (it's made of about 4 different effects). Then i use transform to make it fly after a few seconds of build up into the distance. Under the main particle (fireball), I added the collision tab to be for world, and to send collision messages. Under triggers i have it set to callback the disabled Explosion effect and that's where im stuck at now.

#

Couldnt find any tutorials on projectiles with collision so it's been self experimentation. 😛

clear yew
#

you just need that fireball to explode on collision with World ?

crimson jewel
#

Yeah, just attempting to make it where when it hits something in the world, it explodes essentially

clear yew
#

that's... pretty easy to do actually

crimson jewel
#

OH

#

XD

clear yew
#

you need a new particles system

#

it will be your explosion basically

#

so for the appearance you can choose how you want that

#

if the sub emitter is set to burst mode it should work

#

lets call that particle system explosion for now
In your explosion you have something called "emission", dont use rate over time, use rate over distance or even better "Bursts"

#

parent that explosion to your particle system that actually collide with the world and trigger the explosion

#

in that particle system you have something called "sub emitters", you just need to drag'n'drop your explosion in it and set the activation to "death" or "collision" instead of "birth"

crimson jewel
#

Oh. thats way less work than i expected. Thanks so much!

clear yew
#

👌

#

be careful tho

#

if you fuck up a setting or put multiple sub emitter in other sub emitter you can easily crash your unity

crimson jewel
#

Roger! 😄

shut sky
#

hey, is it normal for cycle offset for a looping animation to not display the offset in unity?

#

it just loops through the whole animation

hexed fern
#

I was wondering, can i load .anim files into unity or blender?

clear yew
#

unity

hexed fern
#

thank god

#

i got some of klonoa's animations and i was hoping i would be able to use them as his emotes 😄

eternal jetty
#

So I have an animation for a weapon that I want to use. Basically it unfolds when I take it out. Could someone steer me in the right direction as to what I should do to make it work with gestures?

serene lava
#

What are the default animations for the emotes so I know which one to replace?

eternal jetty
#

Rock and roll is usually a good choice. Never use that one much.

hexed fern
#

@serene lava The default emotes are labeled as Emote1-8

#

on the override

serene lava
#

I know that, but what are they called?

#

Die, Clap, Backflip, etc?

hexed fern
#

like the animations them selff

serene lava
#

And which one goes to which

hexed fern
#

in the override they go in order

#

as in the the menu

serene lava
#

Yeah I know

#

But I kinda don't want to boot up VRChat right now

hexed fern
#

i know the last 2 are die and i think backflip

serene lava
#

Also I just figured out how to make satchel charges that you throw and then detonate them all

hexed fern
#

i don't remember the first 6 since my main avatar has custom animations

serene lava
#

Or I hope I did

hexed fern
#

nice

#

im trying to import model rips with their custom animation files

#

but the damn model i wants textues are fucked in belender

#

well one is

hexed fern
#

Hello

#

Anyone still here

#

they don't work and just show up like that

eternal jetty
#

Whenever people do custom hand gestures they make the first and second frame a single frame apart and are the exact same, is this necessary?

I have an animation I want to use but also don't want it looping.

#

@hexed fern What program made those files?

hexed fern
#

I don't know

#

they were ripped from a wii game

#

im gonna be sad if i can't use them

#

because he has some cute animations

eternal jetty
#

It could be that although they have the same file type, they aren't encoded or have the same underlying syntax.

hexed fern
#

is there a way to fix that?

eternal jetty
#

Not sure, one sec.

#

I would say you could open notepad to see if they have any similar look to them, but the anim file from Unity is just a bunch of [] [] [] [] [] []

high lake
#

this might be a little out there but a friend is inquiring about the possibility of converting a vpd file (animation files from mmd) to something that can be used in unity. I don't know of any way to do that, but maybe someone else does? vpd files seem to just contain transform positions for every bone in the model.

hexed fern
#

there was a shit ton more to the text file

#

but it was to much for me to try and screen shoot all of it

eternal jetty
#

It looks like this was made in maya, it may be possible for you to put it back into maya and apply the animation.

hexed fern
#

f*ck

#

i am NOT installing maya again

eternal jetty
#

LOL

hexed fern
#

it lagged my computer last time really bad

eternal jetty
#

It has a long startup time it seems.

hexed fern
#

klonoa himself

#

has a shit ton of animations

#

plus some of these could be from cutscenes possibly

#

i honestly just want the animations for when he is left idle in the game for some time

#

cause theres some pretty fucking cute ones

hexed heath
#

I have tried to follow, and believe I did, the 2D viseme tutorial in the tutorials channel but everything works for me except the eye blinking. Is there anybody who'd know a thing or two about that?

eternal jetty
balmy orbit
#

so i want to make face expressions for my model, but im not sure how to go about it..

#

he has one single mesh for the eyes, and im not sure you can change textures with an animation

#

i considered making a duplicate of his eye mesh, apply the texture i wanted, make it invisible, and make an animation that makes the new face expression visible, and the original mesh invisible

#

basically making a switch of sorts

#

would that work?

#

the eye mesh*

#

i know this is possible, since ive seen other pokemon models work

#

with blinking and expressions

#

just dont know how i would do it

#

anyone have any ideas?

eternal jetty
#

I spent a day trying to figure out how to apply pre made animations from Blender to a weapon attached to your character. Just finished writing up how to do it incase anyone wants to do something similar: https://vrcat.club/threads/using-an-animation-on-weapon.1278/

Edit: it is currently waiting for mod approval.

pliant plank
#

Didn't read the article just yet but...

#

Wouldn't having a set animation component on the weapon that was set as non-loop for said animation and then having the weapon enabled on gesture work?

#

It should inherently re-start the animation after the gesture enables the gameobject from my tests atleast

#

If this is what was performed, then ignore my statements altogether

#

If nothing else, a blendtree animation, normally used for fully animated VMD's in vrchat could also suffice, as the animation also restarts on using the gesture and stops playing at the end (unless you make it loop)

paper zephyr
#

I just pulled an idle animation from mixamo, the feet looks alright in unity preview, but it doesn't in game. I messed around settings of the animation, but it didn't help. What should i do? https://imgur.com/a/mNr5s

marsh quail
#

So I'm finally interested in adding animations to the avatars. Anyone know of any good videos or mind telling me how to get the shapekey animations that the mmd came with into unity for VR chat?

obsidian vigil
#

@marsh quail its pretty easy actually

#

if you put the model into unity

#

clone it

#

click on the copy

#

the open animator

#

select the mesh

#

there should be something called (Belnd Shape sth sth)

#

thats where theyre located

fallen crypt
#

Always use a duplicated model to animate because the animator have destructive edit

obsidian vigil
#

Yeah, that ruined some of my avatars a couple times

fallen crypt
#

My first attempt, oddly, when I was animating the duplicate, somehow my main model get destroyed too

marsh quail
#

Thanks! So I ended up getting the Muscle Animation Editor from the asset store. Should I use that or something else

obsidian vigil
#

The muscle animation editor is great, it really saves some time

#

but i dont think it can add blend shapes

#

youll have to add them manually

marsh quail
#

Alright I deactivated the main avatar, created the duplicate, and created an animations folder. Is the next step clicking the clone and what do you mean by animator @obsidian vigil ? Do you mean adding an animation component?

obsidian vigil
#

wait

#

i dont know the exact tab

#

at the top

#

theres a button

#

called window

#

click that

#

then hit

#

animation

#

a window will pop up

#

in there

#

hit the button on the left with add property on it

#

then select your avatars mesh

#

open it

#

there should be a blend shape thingy

#

@marsh quail

marsh quail
#

It's greyed out until I hit the create button on the center of window.

#

Do I need to first add an override and then add an animation folder in my animation folder then drag it to the clone? From what Tupper's video says? @obsidian vigil

#

At 1:29:55?

obsidian vigil
#

oh yeah create a new animation

#

then do what i said up there

#

add no folders

#

just create a new .anim with what its supposed to be called

#

and proceed like i said

marsh quail
#

got it

#

The mesh is usually called the body right? For a sec I thought it was something else.

obsidian vigil
#

think so

marsh quail
#

Alright, so if I want to animate multiple ones I have to create multiple properties or animations? Or do I just click on the Skinned Mesh Renderer as the property?

obsidian vigil
#

If you want to animate multiple blend shapes at the same time add them like you did

#

if you want separate facial expression as an example

#

make an animation for each one

marsh quail
#

I think I got it for the most part. I'm just choosing whish shape keys to use. But once I have the ones I need. Do I just save them and delete the clone, then add the animation to the main?

obsidian vigil
#

you set everything up

#

then select all the keys from the first frame

#

from frame 0

#

then paste them into frame 1

#

delete every other key

#

and youre good to go

#

delete duplicate

#

copy animation override thingy

#

put stuff it

#

profit

marsh quail
#

Another thing do I set any of it to 100?

cerulean grove
#

hi, i asked in #avatar-rigging , i'll also post it here, maybe someone around could answer : when using VR HMD is a custom animator controller overwritten to default? (look like it is) if yes is there a way to enforce the custom one for idle/walk for example?

grim coyote
#

so now i know how to upload custom animations avatars.

#

but....i wanna try make my own 🤔

#

i know how to. but animate is hard

obsidian vigil
#

@grim coyote Look at an asset called Muscle editor i think

#

it makes animation way easier

grim coyote
#

wh

#

n o.

obsidian vigil
#

yes

grim coyote
#

n o

obsidian vigil
#

why not

grim coyote
#

becasue i said so1!1

obsidian vigil
#

great no help then

grim coyote
#

i prefer the unity's

#

lol

cursive moon
#

I find that very hard to believe lmao

#

Unity's is really tedious

clear yew
#

guys i want to ask about the custom walking or running... i added it to the Avatar but it won't work properly...

#

Hey guys, dumb question,

#

I have a model that takes its head off and such, I am wondering is there a way to make it so both the head on my shoulders AND the one in my hands have mouth visemes?

#

or does it have to be one or the other. I thought maybe adding an SDK to the animated head might work, as well as the one on my shoulders but idk how it works when it comes to that sort of thing

#

sorry, a vrc avatar descriptor, not sdk. tired

grim coyote
#

rip

clear yew
#

hm?

#

anyone? 😮

grim coyote
#

idk--

clear yew
#

hm.. Alright, I already have a version of the model with visemes and such. I will see what unity does if I add another avatar descriptor.

#

tis worth a test!

last wolf
#

does anyone have both flying and floating animation

mystic umbra
#

@clear yew

#

you gotta add the shape key to both heads in blender

crystal pike
#

anyone know how to open ur animation and edit it?

#

i made one, i just dk how to open it again

crystal pike
#

oh nvm found it

clear yew
#

Get the muscle asset from the unity store, or add every one, one at a time once and make a duplicate of that clip in the future to save some time

shy island
#

hi, i got a dance animation (from mmd via blender to unity (60sec long)) and it works just fine.
now i would like to add the music to the animation, so that when i play the animation the music will also play
any idea how to make it?

clear yew
#

Create a sound object
Attach your sound file

shy island
#

yes i can do that, but i don't know how to attach the sound object to the animation

clear yew
#

Set the object to be disabled as first, play on awake.
Add the Is Active property to the animation, set that to enabled.

shy island
#

ok i will try it

#

ty ❤

crystal pike
#

@clear yew thanks also whats the difference between the muscle asset and normal animator?

clear yew
#

Muscle asset allows you to modify properties together and add them all at the same time using sliders.
Saves 20 minutes of fiddling.

crystal pike
#

oh i see

#

but is $15 really what its worth?

clear yew
#

If you want to add every single property for every single model you do manually

#

guys guys, i cannot find the LETGO emote in the override, does it hve another name?

#

Let go?

#

yes

#

let go, on desktop it should be shift + F3

#

i made 6 custom animation and i wanted to set them up on hand gestures...

#

i may end up using fist instead of let go

#

(shift + F2)

crystal pike
#

oh like flat hands

clear yew
#

no no

#

flat hand is shift + F1

crystal pike
#

...

clear yew
#

i do not know what let go is to be honest

crystal pike
#

what does let go look like?

clear yew
#

i have no clue

crystal pike
#

i think i know what ur talking abt

clear yew
#

need to go in game and check on a model with no over rides

crystal pike
#

on vr it might be the button under the trigger

#

but u can let go by releasing a trigger too

clear yew
#

what the heck is this let go thing

#

i am more ocnfused now

#

confused*

#

i will use fist instead

#

-_-)''

crystal pike
#

ok..

#

well im not sure what ur talking abt

#

pictures would help

#

by let go do u mean let go of holding an object? when u do that on vr ur fingers spread out and go flat

clear yew
#

i repeat, i do not know, i just read on the announcement that if i press shift and f3 i do a hand gesture called 'LetGo' but i cannot find it in the over ride

#

i will use fist instead

#

i do not know what LetGo is, i hope that map helps you understand

#

on rift it says to ''do the fingers away from buttons'' whatever that means

#

That's for handopen

#

so... is let go hand open?

#

Pretty sure letgo is just whatever fist is in reverse

#

i do not want to over ride that, isn't it the default hand pose?

#

what flat is then? oh my god this is confusing

#

i bet trying to play rock/paper/scissor in VRchat need a 50 page manual

obsidian vigil
#

Not really

clear yew
#

A bit of an exaggeration.
Just use other ones.

#

i ended up using fist instead of let go

#

i will test it ingame now

crystal pike
#

im trying to add a gun animation to my model, but whenever i try to make the gun active, it will exit the hierarchy and will say missing. other times it will make my model go into the crouching position thats normal when ur making something active, except his hands and legs stay in the t pose position that ur model is normally in

#

wait

#

i think i know

#

what happened

#

i forgot to delete that thing at 1:00

#

nah that wasnt it ill just start over

clear yew
#

Hope you’re messing with the animations on a clone of your model

crystal pike
#

i probably did something wrong at some point

#

of course i am

#

lol

fallen scarab
#

@clear yew LetGo is the same gesture as the grip buttons on the vive.
The default gesture is the hands in a relaxed state, whereas LetGo opens the hands really wide.

In the override menu I believe it comes under "Hands Open" or something like that.

clear yew
#

What are you replacing.

#

Are you moving while doing the gesture?

crystal pike
#

wait, if i was to add a gun animation, does it still count for the polys? i added a phone to a 19k poly model and it was fine, and the phone im pretty sure was over 1k polys

spice echo
#

as long as you hide it

#

on the main avatar

#

the polies wont count

crystal pike
#

i did that

#

oh wait

#

oops

#

lol

#

thanks

spice echo
#

yw

tardy abyss
#

Is it possible to change a model's skin while doing a custom emote (and only during that emote)?

digital anvil
#

@tardy abyss what do you mean by skin

tardy abyss
#

Sorry, I have trouble speaking like a 3D modeler. "texture"? Uhh.. "shader"?

#

Whatever it's called. The thing you put on a model that shows what it looks like.

#

Can it be changed while triggering a custom emote?
A simple "yes" or "no" is all I need.

crystal pike
#

maybe

#

not sure

#

@spice echo my gun doesnt show up when i do the emote, are u sure im supposed to hide it?

spice echo
#

not in the animation

#

the main avatar

#

and ur supposed to put it in the gesture

crystal pike
#

i did all that

#

@clear yew i think the let go ur looking for is called hand open

hexed fern
#

I have a question, i have these animations files that were supposedly made in maya

#

is there a way i can convert them to work in unity WITHOUT having to install maya?

radiant crown
#

Anyone know a way to get mmd animations (vmd) into unity successfully without it messing up?

#

Or is it not possible to get them to work with non-generic?

spice echo
#

i'd love to help but

#

havent tried vmd animations yet

#

:3

slate mortar
#

Is there a way I can have certain visemes turned on by default, ie have a character smile?

cursive moon
#

If you select the Body mesh of the avatar, you can find a tab called Blendshapes in the inspector. Set them to your heart's content.

slate mortar
#

is that in unity?

hoary ginkgo
#

Anyone know if they can put particle animation in avatar 2d?

slate mortar
#

ah found it, thanks

tough venture
#

any1 on here?

#

aNyoNe? to help me

covert hawk
slate mortar
#

what environment and tools do you use to make animations from scratch

#

Blender or Unity?

true nymph
#

How to much VMD?

#

@covert hawk Effect?

covert hawk
#

the fire wings,i found it on unity

slate mortar
#

If I have a viseme for the mouth enabled by default, will it disable itself on its own once lip sync triggers different visemes?

#

And if not, how do I make sure it does?

clear yew
#

enabled in unity ? like putting the value at 100 so it's always active by default?

slate mortar
#

yeah

clear yew
#

no it wont reset

#

but the mouth can be weird

#

the viseme made in blender for talking are based on the "basic" shapekey

#

so if you use a blendshape to make the mouth be a little open or smilling, it may look a little weird

slate mortar
#

yeah I'd like to have some expression other than a blank stare but combining visemes gets ugly fast

tough venture
#

help?

#

please?

#

i come at the wrong timing lol

#

anY1?

#

if someone wants to help me please @ me or dm me

cursive moon
#

Just post your question

vital plover
#

it only happens after i set the object as active in the animation

regal cedar
#

anyone know how i can make a animation / face gesture with audio?

clear yew
#

you animated your original model instead of a duplicate didnt you ?

regal cedar
#

i duped it

#

animation is the dupe with the animation

#

as i tried to follow a vdeo

#

cause the animation has audio and model doesnt is that the issue ?

vital plover
#

anyone know whats up with my ava?

shrewd moon
#

Main model must have audio as well

regal cedar
#

ty Lucy

#

will it play the audio even tho its on model ?

#

without animation not active

#

??

ripe osprey
#

What's the deal with not being able to animate parts of a model that are non-humanoid?

final gazelle
#

@ripe osprey search for "avatar masking" in this channel -- a user mentioned something involving that setting in the animation which may address that (i've yet to try it myself)

#

specifically, the post by NarayanK which begins with "I actually found out how to fix this recently, I just had to adjust the avatar masking"

steady mantle
#

@ripe osprey do ye set the rigging to humanoid?

#

or ye import animation? I think it only happends if ye import animation than making the animation in unity

shrewd moon
#

@regal cedar make the audio inactive on the main model and make the audio active in the animation

ripe osprey
#

oh jesus I'm sorry for the late responses

#

@final gazelle Yeah I was there. It's for imported animations :/

#

@steady mantle Yeah I have an invisible human rig then I animate within unity!

final gazelle
#

i gave the avatar masking thing a shot a little while ago, and i'm still getting the same problems, yeah -- probably need to do a bit more digging around to figure out what's stopping the non-humanoid parts from animating

paper bolt
#

quick question, I want a character to have a moving fire in their hand as a gesture. As of now I only know how to do static gestures (like a gun or something), how would I do that?

ripe osprey
#

😂 Mhm

#

@paper bolt Look into particle systems

paper bolt
#

Can you pass the video on that

#

I learn from utube

oak steeple
#

anyone know why my blush isnt showing in vrchat? i see it on unity just not in game

steady mantle
#

I animated using MMD then import the model with the motion in blender for unity.

#

the none humanoid parts loses their animation once I rig it to humanoid

#

@ripe osprey btw are ye trying to animate a running/walk animation?

ripe osprey
#

😦 naw I already found a sweet guide for that but what I need is gestures

steady mantle
#

ah

torpid wadi
#

i'm still having trouble getting scaling to work in animation

#

it seems what whatever i do it would snap back to size 1

ripe osprey
#

There needs to be better documentation tbh

pearl pilot
#

anyone know how to keep the blendshape during an mmd animation?

iron tusk
#

Yo guys, is there something new, I need to know about adding sounds to emotes? Doesnt seem to work for me anymore. They dont play at all

fallen crypt
#

@iron tusk In-game after sometime it stopped?

#

That gotta be cache issue, it happened to me as well, reboot game fixes

mystic umbra
#

anyone else having issues with gesture animation not disabling with your modelks

final gazelle
#

i think that's the intended behaviour for now, from what i've gathered so far

mystic umbra
#

nvm I just realized the fist gesture was on something

#

Im talking kayboard

#

keyboard*

final gazelle
#

yeah, keyboard controls -- they don't seem to have provisions for us to raise our arms or the like

#

so you'd just form a fist or a finger gun with your hand without actually raising your arm up as the animation may specify

mystic umbra
#

oh no Ive done insane animations already

#

without hand movement needed

#

cause I just make those animations

final gazelle
#

you're getting your whole model's body to move around and ignore the usual IK locks?

mystic umbra
#

dewsktop animations are weird

#

whats ik?

final gazelle
#

inverse kinematics -- think of it the way unity's automatically doing parts of the animation with your model's arms and legs, as well as part of the body when you look up and down from the keyboard

#

although now that i re-read what you wrote, seems more like you were talking about "models" rather than "model IKs", as i read it

mystic umbra
#

well se my model is a noinhumanoid with rigging of a humanoid

#

so any locks wouldnt affect ym character

#

Im just poulling things out

final gazelle
#

"gesture animation not disabling"...yeah, i've been getting the gestures just remaining active until i replace it with another gesture when i tried it

mystic umbra
#

that what I do

#

and I realized just seecs afterwards I placed a gesture on the fist

#

so it wasnt disabling on f1 or f2

final gazelle
#

i dimly remember discussion about using triggers in gestures before, as a means of toggling things on and off -- haven't really looked into it, but that may behave differently to using an isActive property in the animation

wind torrent
#

what i do is toggle a gesture with no animation and then F1

#

for example i have a object that spawns when i make a fist on F2, then i toggle F3 then back to F1 to make it disappear

final gazelle
#

what was F1 again? the default hand pose?

wind torrent
#

yes

final gazelle
#

good to know, thanks 😛

wind torrent
#

anytime 😃

mystic umbra
#

@wind torrent what that works with multiple animations?

wind torrent
#

you mean like multiple gestures have animations?

mystic umbra
#

yea

wind torrent
#

@mystic umbra do you have any gesture that isnt assigned a animation?

mystic umbra
wind torrent
#

F1-F8

mystic umbra
#

this is my set up

wind torrent
#

Fist isnt assigned F2

mystic umbra
#

can I cal lyou up

#

on discord

wind torrent
#

uhh sure

mystic umbra
#

give me like 3 mins

mystic umbra
#

anyone know why the animations I set dont change with different shift +f#

wind torrent
#

Keo, how many frames does your animation have?

#

@mystic umbra

mystic umbra
#

A lot

wind torrent
#

thats the issue

#

you need to have it only as one frame

fallen crypt
#

@mystic umbra Gestures currently coded to use Frame 0 to 1 so far, it cannot use beyond that

#

Hopefully the future updates they recode that so we can move while animating owo

lofty crypt
#

anyone know the emote time limit

#

i have a 2 min animation i have to put on a gesture because it wont work on emotes

wind torrent
#

@lofty crypt i dont think theres a limit ive seen people have at least 3-4 min animations

lofty crypt
#

well like

#

my animation will play for one second exactly

#

then go back to me controlling the avatar like nothing happened

#

while on gestures, it works fine

fallen crypt
#

But... how did people use more than 2 frames in a gesture?! O_o

marsh quail
#

Do I have to make multiple duplicates if I want multiple animations?

lofty crypt
#

yes

fallen crypt
#

Yeah, or just make animations one model by model

lofty crypt
#

@fallen crypt technically i use over 300 in mine

fallen crypt
#

D:

#

Teach me D:

lofty crypt
#

the gesture itself is only 2 but its turning on a model that has an animation on it

#

that is a generic model

#

cannot be humanoid

fallen crypt
#

Ahhhhhhhhhhhhhhhhhhhhhhhhhh

lofty crypt
#

it can be a human avatar but cannot be rigged as humanoid in unity

fallen crypt
#

So Generic can have lengthy ones eh

lofty crypt
#

unlimited pmuch

#

i havent gone past 3 minutes tho

fallen crypt
#

Oh yes, that's good!

lofty crypt
#

ive done it 3 times so far

fallen crypt
#

This encourage me to make more monster avatars

lofty crypt
#

1 has a metal gear fall out of the sky, cause chaos - 2:30
1 has senator armstrong fall out of the sky, start beating the shit out of people - 0:36
1 has police, chris hanson and a cop car appear behind a kanna - 1:00

fallen crypt
#

I can see my MH monster avatars gonna come too uwu

woeful oxide
#

i see lots of model bypass 10-second-limit animation, anyone know how to length the time ?

pliant plank
#

What 10 second limit?

opal lodge
#

on emotes

woeful oxide
#

yeah on emote

opal lodge
#

what i know you can do is just hide your main model, unhide a model that has the animation on it and that will play automaticly

pliant plank
#

Yeah, they can be longer than 10 seconds

woeful oxide
#

oh

#

uhm so its for finger gesture right ?

pliant plank
#

Only thing an emote animation does after 10 seconds is unlock your camera

#

Other than that, it plays out normally

woeful oxide
#

so i can hide my main model and use the animation one and it keeps on going more than 10 seconds

pliant plank
#

Don't get why one needs to trigger an external animation though...

reef mason
#

Just a question, If anybody can help me on this. If your making an animation for the gun. Say that you wanted the gun to be visible on the side but once pulled out, It shows that you pulled out of your back or waist area. Do I need two animations for it to work? Or do I just place the gun in the holster and once doing the animation in the hand, It will show? Because I'm very confused.

#

And if non didn't get it. Placing the prop gun on the hip and not in the hand during the animation.

covert linden
#

Basically during that animation you disable the gun in the holster, its just one

#

You'll have to get the position right for where your hand should be

reef mason
#

Right, Because right now. I'm going to be importing a avatar in a few and I don't wanna fuck this up when importing. Because for the regular model, I have the gun in the holster and not in the hand, But in animation, I have the gun placed in the hand already but not in the holster.

#

I've placed the gun on the hip so it will show that the gun is in the holster. Do I leave it? or should I place it in the right wrist area?

covert linden
#

Nah just leave it there

#

You should have a gun on your hip, and a 'hidden' one in your hand. Basically what you do is hide the one in your holster and make it show in your hand

#

You can just use the same animation for that.

reef mason
#

Oh! Okay, Damn. I already hand the gun in the hand during animation, But didn't have the gun in his holster. Thank you

#

Wait, I can use the same prop gun and duplicate it so I can place the other gun in his wrist or hand?

covert linden
#

Yeah ofc

#

Or if you'd rather have a handgun holstered but wanna pull out a bazooka you can do that too

reef mason
#

Lol

buoyant dove
#

hi

reef mason
#

@covert linden In animation, Do I have to select both object/prop guns. One for the hip and the other to show in hand?

topaz ermine
#

You want to disable the one in the holster during the animation, and enable the one in your hand

meager saffron
#

anyone know of a way for changing your idle stance while a gesture override is active? for example: change to a fighting stance while holding a sword, etc.?
Tried adding the VRC Descriptor to the animation in hopes I could edit properties but apparently the animator only works with floats and bools. :/

#

or some other workaround? I've heard of people doing it.

wary parcel
#

Mhm, heard about people activating new gestures with the emotes tab but have no clue how to keep something active without a trigger system...

#

Its kinda annoying to not know how, since i really like to find answers to hard questions. So this is eating up alot of my time animating.

#

If i could find a way to activate an animator with an animation i would be in progress but have no clue how that is possible. Anyone know the answer to that?

#

Maybe not the best place to ask but it is based on animations 😉

violet kraken
#

@wary parcel you trigger the hand gestures with shift + f2 - f8

#

and for endless animations you just make keyframes on 0 and 1 frame and delete the one on 1 second

wary parcel
#

Nono, trigger it not holding something inn, im a VR user

meager saffron
#

You trying to keep a gesture activated in VR? I think you should just activate it on the controller, then hold down trigger on that same controller to lock it in.

#

Is that not working?

wary parcel
#

... im on a different mission than the basics :p

#

What i need to know is how i activate/toggle an component: Animator innside an animation as i see it, it is not possible, i am just wondering if there is a workaround to do this.

#

This component is lower in the hierarchy so it should be possible but i cannot find the correct way. 😦

meager saffron
#

So like, activate a prop, but also have an animation on that prop?

wary parcel
#

Mhm, but not activating the prop for activating the animator.

meager saffron
#

Oh, so activate prop with one gesture, but then another gesture activates the animation?