#animation

1 messages · Page 55 of 1

wary parcel
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Almost, im thinking of something different since ive found a way to keep an component active even after the animation is played

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Or prop*

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But my stoppoint is the animator. This is whats stopping me from doing stuff, i cannot activate something higher on the hierarchy with the animator animations, witch stops me from keeping it active, but if i can find a way to only activate the animator component i can.

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That means that when i press an emote in the emote tab i.e. sword will always be active until i press an cancel emote or something that stops everything.

rough gust
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How would I go about making an object detach from my model and fall down on the ground using an animation?

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Trying to make a beyblade fall down and spin on the floor without it being attached to my wrist

obsidian vigil
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@rough gust Doable but not in an override

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Replace an emote instead

covert linden
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@reef mason What Korbo said, so yeah, select them both, disable hip and show the wrist one

obsidian vigil
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just animate the beyblade and your characters movements in an animation

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and drag that onto an emote slot in the override

rough gust
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alright, I wanted to do it with an override, but an emote will have to do

meager saffron
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You could probably do it with two mesh-rendered particle systems. One just has a single particle that is the bey-blade in your hand (or just have the mesh be there). Then another override hides that, spawns a particle in the same place that spins and has gravity applied to it.

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Might even be able to get it to scoot around on the ground with a noise modifier.

rough gust
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I'll try that. Thank you 😄

meager saffron
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That should have it drop from your hand to the ground, stick there and spin and scoot around.

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You're gonna have to do some janky stuff to get it to not follow your character's movements though.

obsidian vigil
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eremite

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how would you do that

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step by step

meager saffron
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lookin' for another vid r/q. sec.

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workaround for the world-space particle bug that happens if you add particle systems on your armature.

obsidian vigil
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Thx

shut sky
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anyone have a good video on messing with the animator to get custom idle animations to work?

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i'm trying to do this idle animation but the leg IK keeps screwing it up and stepping around all over the place

slate mortar
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Is there a way I can slightly modify the default animations? I'd like to have a character's arms raised a little so they won't clip through their body, so it'd just be a matter of adding a constant to one of the shoulder values.

golden remnant
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When putting on face expressions to hand gestures, will I always have to do the finger animation manual or is there a way to put a face expression onto the default hand animations?

shut sky
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I think you have to do the finger positioning manually still because otherwise the override will be passing the regular relaxed pose for the hand into it

paper bolt
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I'm having a little bit of trouble with having a gesture make an open hand with particles. Everything is set up, but it just isn't creating the particles, any reason why?

shut sky
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'everything is set up' is pretty vague, did you make sure to mark the particle system as inactive, and put the animation keyframe to set it as active?

paper bolt
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I marked the particle inactive and its active in the animation data

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would I have to put it in my other gesture animation?

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I have one where it has a gun but I don't believe the particle system is in there

shut sky
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oh, are you using mirrors in game to test it?

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try the camera in the avatar testing room

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instead of the mirror

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my particles don't show up in mirrors

paper bolt
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I did look in the camera

shut sky
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oh ok

paper bolt
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I still didn't see it

fluid crescent
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anyone knows how to wink when doing hand gesture?

golden remnant
fluid crescent
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@golden remnant ty

outer plinth
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If I'm making my own animation (emote replacement), should I be hand-animating my dynamic bones to look right, or will those continue to be driven by Dynamic Bones during the animation?

cold bison
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Ok so I bound the facial expressions to the hand gestures but now when I do two different hand gestures with my hands it just adds them on top of each other resulting in horrible faces

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Any way of adding the facial expressions to only one hand or disable the other facial expressions when one is displayed ?

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🤔

celest pewter
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nope

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just practice not accidently using the two gestures

outer plinth
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@cold bison I was just talking to someone in-game about this yesterday. She was showing me how you can use that problem to your advantage to combine expressions into new ones. It's just a matter of learning to select the right expressions.

cold bison
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Alright, thanks guys :)

boreal trellis
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Hi, can someone explain me what .pose file is? My 'avatar idle' is in this format and i want to use it, message me here or pm

hexed fern
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Do emotes have to be a certian length?

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or can they be as long as they want

peak relic
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Anyone here familiar with VMDs?

hexed fern
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I was wondering if anyone here has used maya before and knows how to turn on plugins

keen scroll
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does anyone know how to extend an emote for more then 10 sec

old cave
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I have an avatar with generic rig and I have custom emotes for him, but his emotes loops for like 1 min and while they are running I get stuck

Anyone know if there is a fix for that? The animation is not in loop on Unity's configurations

night steeple
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I made an animation that is a few seconds or more. When i use it in game and stop the animation and switch to a different gesture, it continues the original animation until it finishes. Does anyone know a fix?

supple pier
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same problem for me @night steeple

shell quest
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@night steeple If your animation is on a gesture you need to make sure the override animation is only two frames long or it will break things

night steeple
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nvm i just put delays on the particle systems

hexed fern
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his feet do too but i was already aware of that

novel flower
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Do scripts no work in VrChat? Tried to use a Prefab SFX pack and all the parts with scripts dont show up in game...

final gazelle
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custom scripts aren't allowed in VRChat, yeah -- if the SDK doesn't throw up a warning about scripts getting removed from the upload, then they just won't run in-game

onyx bison
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Do you guys know how i can make two or more models move in one animation using muscle editor? my issue is, i have an animation where i want the secondary model move its limbs alongside the primary model but i do not know how i can apply muscle editor to it

dense rover
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Are there limits on how long animations can be? Is there also a way to overide animations from the default emotes completely?

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and move your hips

ruby elk
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Anybody who knows where to get basic dancing animations from? The ones form mixamo don't work for me

nimble ridge
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Anyone know how to add camera shake on avatar?

clear yew
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probably a shader

nimble ridge
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Most likely, but I can't find any documentation on that ;~;

ruby elk
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you mean like distortion?

nimble ridge
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Umm yea that would probably work too

ruby elk
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@nimble ridge

crystal kraken
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Oh nice, I was looking for this kind of thing, ty

ruby elk
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you're welcome

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Now I could need some help with my request XD

crystal kraken
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What you need?

ruby elk
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Vaxe - Today at 9:45 AM
Anybody who knows where to get basic dancing animations from? The ones form mixamo don't work for me

crystal kraken
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Hmmm, I don't think there are any unless you make them yourself from mmd motions

obsidian vigil
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oooh

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nice shader

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@ruby elk join the LoliArmy Discord they share anims and stuff

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if you want i can send an invite link

ruby elk
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I'm not into loli but i'm in need of some base anims so sure XD

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@obsidian vigil

compact obsidian
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Help

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when i rotate body parts of my model it always goes back

ruby elk
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Show me a screenshot

compact obsidian
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"kreyframing for humanoid rigging not supported"

ruby elk
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Maybe you're rotating it while the animation is active

compact obsidian
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i think

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the red button was active

obsidian vigil
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@ruby elk heres the link

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fok

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ill send pm

compact obsidian
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err

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appearently it only changed my active scene

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not the animation itself

nimble ridge
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Sorry for not responding, I was in class and the professor showed up from nowhere

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Thank you very much for your help

patent quail
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Anyone know of a workaround to get animation overrides working when having an empty game object as the root of your avatar? I'm using this to have my avatar levitate off the ground but it seems that the animator component on the root object is preventing animation overrides from working for some reason

compact obsidian
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Does anyone have a fire particle which i could use

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*image

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i want a good nice long flame for my flamethrower

eager vault
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Oh my

compact obsidian
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oh who am i asking, google is answer to all

patent quail
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setting the animations to legacy made it work heh

compact obsidian
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u got a quick tutorial how to add sound

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this will be fucking good

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Is there a way to make particles stick to the world?

compact obsidian
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Why is the goddamn weapon still not showing

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I also get error

obsidian vigil
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wait

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define not showing

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in animation?

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@compact obsidian

compact obsidian
obsidian vigil
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why are you trying to upload the one stuck in the animation pose

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from what i can see hes kinda crouching

compact obsidian
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tried with bouth but still

obsidian vigil
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are both of them in this pose?

compact obsidian
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no

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1 is in t pose (without weapon)

obsidian vigil
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should the weapon be permanently visible?

compact obsidian
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no

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its active in animation

obsidian vigil
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is the weapon attached to the model?

compact obsidian
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yes

obsidian vigil
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okay

compact obsidian
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(to the animation model)

obsidian vigil
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and the t-pose one?

compact obsidian
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has nothing

obsidian vigil
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theres the problem

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the t-pose one is the one you upload

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and the weapon needs to be on that one as well

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or nothing will happen

compact obsidian
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So in theory

obsidian vigil
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and you cant upload a deformed model which was animated on

compact obsidian
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i hide the animation model, duplicate the weapon and hide it for my main character

obsidian vigil
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pretty much

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yeah

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but for the next time

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position it on the main charater

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then duplicate

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makes it a lot easier

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cuz it may be positioned wrong

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when you drag it over

compact obsidian
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one last question

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how the fuck do i pose a flamethrower on a guy in tpose

boreal trellis
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what??

obsidian vigil
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put it so it would fit when they go into the animation pose

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@compact obsidian

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or put it somewhere duplicate go to animation pose and look what you have to change

torn pawn
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@obsidian vigil positioning on main character doesn't do much, you always (at least 99% of the time) have to copy transformation component from a duplicate onto the main

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to perfectly fit objects to palm/fingers

obsidian vigil
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lol never done that

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and mine look good

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but yeah, that sounds like another option

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just wish that avatars would stay in animation posing even when you are out if the animator so i could see how the object looks

torn pawn
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like, you have to always reposition the object on the duplicate to fit the sword/gun/ whatever else being perfect

obsidian vigil
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not really

torn pawn
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and then you HAVE to copy the transformation component onto main object, as otherwise it will be out of place

obsidian vigil
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ive always done that on the main one

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also the second one

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no

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you dont have to

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if you dont work with you object moving in the animation

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you dont have to do that

pliant plank
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What transformation component? :o

torn pawn
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object position/rotation

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I've maybe had one time when I didn't have to adjust the object in hand to be perfect fit under the finger/palm postions

pliant plank
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Isn't that normally setup on the original?
Unless animating it of course

obsidian vigil
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exactly @pliant plank

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thats what i do at least

torn pawn
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it's much easier to set it up onto the duplicate, as you are animating the fingers there

obsidian vigil
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but why

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you can still place it

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and animate the fingers afterwards

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it makes literally 0 difference

torn pawn
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yes, then u need to reposition the object to fit the fingers

obsidian vigil
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no you dont

torn pawn
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yes you do

obsidian vigil
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it is where it is

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because it doesnt change its position nor rotation

torn pawn
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yes, but it doesn't fit the fingers

obsidian vigil
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yes it does...

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i can show you almost over 50 models where it worked like that

pliant plank
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I mean, if you want to reposition the fingers to wrap around the weapon, you can fix up the transform and then copy the component, for more of a fine tune, i assume that's what you mean?

torn pawn
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do you position your fingers on main model first to fit it?

obsidian vigil
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no

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i put the weapon while in t-pose

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then i duplicate the model

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adjust the fingers etc

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delete the duplicate

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make override etc

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and upload

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fits perfectly

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because i dont move the object anymore

compact obsidian
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thanks now its working

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but particles dont wanna show -_-

torn pawn
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I just can't see it working every time without needing to reposition/rotate the object in any way to fit the palm and fingers perfectly, I've done hundreds of overrides with objects

obsidian vigil
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i have as well and mine do

compact obsidian
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i got a seperate animation for the flames

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the sound plays, but not the particles

obsidian vigil
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lets settle on the conclusion that apparently both work

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because if either one didnt we wouldnt have our models

torn pawn
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i might just pay bit too much attention to detail, I'm not satisfied with couple degree off or it's clipping too much

pliant plank
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Have you confirmed with others if they can see it?

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@compact obsidian

clear yew
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hey this might be simple, dunno. but can i add a marker/pencil/pen to my characters kit?

compact obsidian
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nobody said anything

obsidian vigil
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yes @fast vine

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search youtube for a snail marker tutorial

compact obsidian
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i cant see the flames,. but sound plays

obsidian vigil
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and follow their steps

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if you do it 1 by 1 it should turn out like you want it

compact obsidian
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and yes the particles are marked as is active

pliant plank
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And it plays normally on unity?

obsidian vigil
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wait what

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kinda confused me there lmao

pliant plank
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Brain died

torn pawn
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put particles under an empty object and have the object disabled, enable the object through an override @compact obsidian

compact obsidian
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Does play on awake need to be checked?

torn pawn
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yes

compact obsidian
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ah

pliant plank
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Means that it plays the second it spawns

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Which is exactly what you'd want in this case

compact obsidian
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Is there a object which u can use for measurements?

pliant plank
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Cubes

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They have a scaling of 1 meter

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You can stretch them and the scale is accurate in meters

compact obsidian
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Still cant see the goddamn flames

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after checking "awake on active"

obsidian vigil
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did you copy the particle systems onto the other avatar?

compact obsidian
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solved the flame problem

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needed to activate it on my main model

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another problem: its based on the direction which i LOOK

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and it comes out of my knee

solar relic
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question about the new triggers thingies shift+f1. so im a desktop player. 1sec animation right. I can simulate a stabbing by having 2 anims right.a guard then stab anim.

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it wont overlaped between each other right.

torpid wadi
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is there a way for a model to use the same armature with a different mesh? for a transformation kinda thing

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just swapping meshes breaks the model for some reason

compact obsidian
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Xd the bar was so funny

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i was the cook and "heated up" the food

visual summit
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How to know which emote to replace???

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Like which emote is the die emote? Emote5? Emote7???

torpid wadi
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wave | clap | point | cheer
dance | backflip | die | sad

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so die would be 7

visual summit
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thanks

compact obsidian
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problem

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my fire particle is stuck to my knee

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but it should be on my flamethrower model

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(the animated one) not the main model

torpid wadi
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is it a world particle

compact obsidian
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no

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yes

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if u mean simulation space: world then yes

visual summit
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What's prone forward?

obsidian vigil
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@compact obsidian put it to local

compact obsidian
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fixed it

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Another problem

visual summit
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guise

compact obsidian
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i want flames to stick to the WORLD

visual summit
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what's prone forward

compact obsidian
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like when i shoot at something it creates particles on the floor

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which die after time

obsidian vigil
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No idea how you do that but if you want particles attached to your flanethrower these need to be local

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Lyeco no idea

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Translate it with google or sth

shrewd moon
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Flames on the floor is just colliders and sub emitters

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And maybe gravity

obsidian vigil
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@shrewd moon wait can you explain those please?

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I want to do that

shrewd moon
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In bed ready to sleep for work

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I can roughly describe it to you

obsidian vigil
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I just got off work :D

shrewd moon
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Create a main world particle, create rigid bodies for the world particle, tick collisions on main particle, create sub particles for main particle, tick sub emitters on main particle, add sub particles to the sub emitters, make sub emitters play on death, tick collisions on sub particles, set time loss to 1 on main particle inside the collision s section, and then fine tune the particles to your liking

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That was off my head

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If I was looking at my screen I wouldn’t be so vague

obsidian vigil
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DaUn thank you

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Fk phone keyboard

rugged elm
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Eeh sad sdk doesn't accept video player component

scarlet ibex
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Can some one send me a link of dab animation ?

gray onyx
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my avatars custom animations wont work from my vive, but will work on other peoples accounts perfectly fine, what am i doing wrong help D :

scarlet ibex
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Can some one help me about how to add Adding Audio To An Existing Emote

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???

hexed fern
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Ok so this model is weightpainted everywhere except the ears and his face looks fine in this animation

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but when i try to view certian animations

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his feet do too but i already knew that was an issue

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is it because of the way the animations are posed or is it something with his weights? heres a clearer image

hexed fern
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Guys, Does anyone know what the names of the sitting and jumping animations are on the custom overrride?

slate mortar
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Is there a way I can edit the name of the targeted bones in an VMD motion in blender?

scarlet ibex
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can someone send me big emotes like meteors fireballs ? or how can i download them ?

spice echo
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i was wondering if its possible to do

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gestures

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without an armature

hexed fern
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it probably isint possible

spice echo
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i see

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because my avatar's a book

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is there anyway i can use gestures for animations

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or its impossible

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i imported it as generic

hexed fern
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im pretty sure its impossible

spice echo
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ah

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thanks

hexed fern
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np

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i might be wrong it could be possible but there is a very very low chance it is

clear yew
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hey can anyone here do animations?

agile ruin
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depends on what u wnat

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want

clear yew
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well depends how good you are? tbh I just want a simple animation mostly there is an advanced one I want but i dont know anyone who is able to do it

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the simple one is just doing the middle finger at someone

agile ruin
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you gotta be more clear lol

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is it a particle system animation?

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is it a gesture animation?

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is it both?

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is it custom walk animation?

clear yew
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Gesture animation because its doing the finger to someone?

agile ruin
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gesture animations are the gestures you do with your controllers in vr

clear yew
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oh

agile ruin
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like the peace sign

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metal sign

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etc

clear yew
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thats basically what i want but to do the middle finger at them

agile ruin
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that's extremely easy to do

clear yew
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but do I have to have the vr controllers to do them?

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thats why I said it was easy?

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Just an emote to flip someone off is all I want

agile ruin
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without VR?

clear yew
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yeah

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for now

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gotta wait another 3-4 weeks till I can buy the vr stuff

agile ruin
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never tried animations without VR but i suppose it's the same as with VR except you gotta animate the arm so it extends forward

clear yew
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btw why does my unity keep fucking up?

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like just a second ago kanna was normal but now she looks weird af and idfk what happened?

agile ruin
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define weird

spice echo
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i think

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he did the animation

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on the main avatar

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now it's stuck in the

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weird pose

hexed fern
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is it wierd like one minute its fine when playing an animation

clear yew
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no

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idk how to do avatars

hexed fern
clear yew
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i mean animations

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im talking about kanna going from regular kanna from dragons maid to this weird looking shit

hexed fern
clear yew
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i cant upload images atm

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so idk how to show you

agile ruin
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take a screenshot and upload it to imgur

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and paste the link here

hexed fern
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hell idk why mine does that, his face is properly weighted and everything

clear yew
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Okay

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she was fine a second ago then became this

hexed fern
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yep

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he used the main one

clear yew
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a what?

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before she was fine but now she is like this

hexed fern
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wait is the animation premade?

clear yew
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im not talking animations

hexed fern
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oh

clear yew
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im talking about just avatars

hexed fern
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what did you do then?

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did you just put her into the thing and she showed up like that

clear yew
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idfk I had regular looking kanna from dragons maid then uploaded then I came here and well now shes like this

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yeah

hexed fern
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well then

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something fucked it

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idk what coulda done it but something did

clear yew
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this has been fucking annoying and its been happening for awhile now

hexed fern
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idk it could just be the model

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but i also came here for animation help

clear yew
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no it was fine wait.... idk

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yeah i came here for animation help

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just to be able to flip someone off

hexed fern
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so i finished my first real animation which is to make this baby's ear twitch

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but it goes too fast

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and its near the 30 second mark

clear yew
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isnt that character from ratchet and clank?

hexed fern
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no

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he looks like ratchet

clear yew
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oh okay

tidal gull
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If I want a gesture to trigger a full-body animation, I hide my normal avatar's mesh, make another mesh appear, and that mesh has an animation, right?

hexed fern
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but it isint

clear yew
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he does

hexed fern
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lol

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i know xD

clear yew
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I think i know the problem now but it would be hella annoying if I am right

hexed fern
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i didn't notice the similarities between the 2 until like a month ago

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and then i looked at them side by side and im just lok "omfg how did i never notice that!?"

clear yew
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if I am right about this im gonna be annoyed af

hexed fern
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but i can't figure out how to make the animation slower without having to sacrifice pieces of the frames

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or redo it entirely

clear yew
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that I am gonna have to close unity open the unitypackage then go to the thing and then

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hmmm well idfk how to do any animations so

tidal gull
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If I try and move arms/legs with gesture overrides, it doesn't work well, right

hexed fern
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hell i still have to animate the right ear

tidal gull
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So I need to do it via a different process 🤔

hexed fern
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also, is there a way to mirror an animation to match the other ear

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to google!

clear yew
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idk how to do any animations all i want to do on all my avatars is to flip people off

hexed fern
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........

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this is my first custom animation

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so i don't know much

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basically what mines gonna do is his ears are gonna do a twitch sorta thing and he will kinda dart his eyes left and right

clear yew
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yeah idfk whats going on with my avatars atm

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whatever avatars i click it has that fucked up thing

hexed fern
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lol i figured out how to mirror it

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but it doesn't do exactly what hopes

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OH YOU GOTTA BE KIDDING ME

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HIS EAR FUCKNIG DETATCHES ON THE RIGHT SIDE

clear yew
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maybe move it closer to the head?

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are they like at the exact same positions?

hexed fern
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as close to the head as it can be

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ive just been rotating it

clear yew
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hmmm are the sizes the same on all 3 scales?

hexed fern
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yeah

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the right.....wtf

clear yew
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lol

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maybe thats the problem?

hexed fern
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changed the scale and it still happens

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ugh this is irritating

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i swear to heaven allmighty if its somehting i have to do in blender im just done

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im gonna try this shit on a different model

torn pawn
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remove doubles or merge verts

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@hexed fern

final gazelle
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@tidal gull what you described about triggering a full-body animation by switching the active meshes should work -- i'm not sure if there's another way of doing it, but it was mentioned in another thread that you can also change the animator itself with a gesture

tidal gull
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Changing the animator might work

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I have no idea how you do that tho

final gazelle
#

the exact wording from the #feature-requests channel was:

"Multi-frame gesture animations didn't show up in my search, but it is also possible to use a gesture animation to enable a separate animator that plays the multi-frame animation."

#

i can't say i know what you're meant to do with that though

tidal gull
#

Well you overwrite the default VRC animator

#

And play your own which has an animation pre-configured to start when active

#

But how on earth you use a gesture to change an animator IDK

final gazelle
#

i think it can be added in as one of the properties/nodes you can keyframe in the animation clip -- what i'm not so sure about is whether it'd automatically change back to the original animator when you release the gesture

tidal gull
#

I'm not seeing it

#

It'd default back: defaulting back is what always happens when you undo a gesture

torn pawn
#

it should change back to original, I tried using mesh renderer colour change, it did revert back to original colour

tidal gull
#

It's an override after all not a replacement

torn pawn
#

so i would guess it should go back to whatever default there is

tidal gull
#

But what am I looking for to change the animator?

torn pawn
#

<no cluie

#

also how familiar is any1 here having two avatars under one, if I have two bodies using the same armature, they both should move with the bones right? disabling 1st mesh renderer and enabling 2nd, cuz having an avatar with different armature makes 2nd avatar t-posed

final gazelle
#

hmm, my avatars are showing different options when i try to add properties to the animation clip -- one of them is outright showing me options for the animator, pipline and avatar descriptor, while another one isn't

#

@torn pawn if the two bodies are two different meshes bound to the one armature in blender, that should work, yeah

torn pawn
#

could also try rigid bodies and joints

final gazelle
#

if you want your second avatar on a different armature, you might need it having different bone names or using a generic rig -- i'm not sure exactly what the problem is, but i'm guessing that VRChat can only make one of them animate via the IK system at once

#

@tidal gull from what i can guess at so far, the animator's probably meant to be changed in the animation clip via:

Add Property > VRC Avatar Descriptor (Script) > Custom Standing Anims

tidal gull
#

That'll just take a gesture override tho

final gazelle
#

i'm not seeing an option to change the slot for the Animator/Controller slot directly

#

hmm, point

tidal gull
#

Yeah that would make no sense

#

What I'm doing is the following: disabling the mesh visibility as long as the animation is active

#

Then, making another game object, containing a mesh, visible

#

That GO has an animator on that has a default animation which is the anim I want to play

torn pawn
final gazelle
#

yeah, might as well stick with the approach that's making more intuitive sense right now -- i've got a couple of questions about how the animator one's meant to work

torn pawn
#

don't ask why i made it vrpill

#

i was on 24+ noslee session, that's when i get some crazy ideas

#

i can swap models no problem, but now when i have some time ill figure out wich of the methods allows me to move with the 2nd model

final gazelle
hexed fern
#

xD

torn pawn
#

so my 2 ideas for now is - have them under the same armature, then gotta go back to blender, or try joints + rigid bodies

final gazelle
#

@torn pawn if you can force the models to switch their isActive states with a gesture and stay that way, that should pretty much do what you want -- just plonk both the models onto the one armature in blender before exporting as an FBX

#

the joints and rigid bodies thing, i'm having some trouble picturing because i'm less familiar with unity than i am blender

torn pawn
#

yes, i can disable first model skinned mesh renderer, which makes it invisible, then i can activate 2nd model

fallen crypt
#

I am trying to make a hybrid avatar

torn pawn
#

cuz i know a person who has a huge hat with hands, and he moves those hands with rigid bodies + joints

#

@fallen crypt what kind of "hybrid"

fallen crypt
#

But wondering if I have to joint the armature

#

Well, trying to surprise you guys later but

final gazelle
#

if the end model is going to be one single mesh, i think you'd have to, yeah

torn pawn
#

you want to transplant other parts from different avatar?

final gazelle
#

don't think one mesh can be influenced by two armatures at once

torn pawn
#

yes, you join armatures

#

and then parent the bone

fallen crypt
#

:o

final gazelle
#

if you don't want any tearing, yeah, i think that's going to require an armature joining

fallen crypt
#

So I can still animate generically?

torn pawn
#

lets say if u transplant Head bone + all hair bones

#

when you join armatures, you need to parent the head to neck after joining

#

also seems u have duplicate bones for legs, will need to mix weight, or iof you just rig it as generic, then it doesn;t matter

tidal gull
#

TATSUMAKI SEMPUUKYAKU

fallen crypt
#

Lagged so hard

#

Every time trying to type in channels

#

Yes I made duplicates because I though that way I can animate generically

#

Since you aren't allowed to animate humanoid in gestures more than 2 frames

tidal gull
#

Makes sense

#

OK: So how do I trigger an animation to play on awake?

torn pawn
#

it defaults to "play on awake"

tidal gull
#

Thought so

#

I wasn't getting the anim playing

torn pawn
#

same for audio source

tidal gull
#

But that was because it wasn't respecting rotation

#

Trying to fix now...

#

My "animation" is posing the model then spinning it

#

😄

final gazelle
#

you could start with the model's unanimated pose rotated in such a way that it cancels out the rotation of the animation

#

or fiddle around with the animation's root node as well, if it's only keyframed a few times

tidal gull
#

Well the animator node is being a little screwy with rotating itself

#

Rigidbody to the rescue 😉

final gazelle
#

if you've got more than one animation you want to play with that guy, i'm actually more inclined to suggest rotating the model's initial position rather than trying to fix up the animation clip

#

because i've got a sneaking suspicion that all the animation clips would start rotated the wrong way

tidal gull
#

I don't mind

#

The anim is the dude spinning

#

😄

final gazelle
#

point >_>

#

"Behold, I am a blender begotten by a Blender!"

hexed fern
#

Yo i got the klonoa animations into unity finally

#

in the form of a giant fbx

#

now i just need to split it into the ones i want

#

but i also noticed something else

clear yew
#

I need someone to add a emote of flipping people off

hexed fern
#

he has premade mouth animations

#

but there somesort of .shp0 file or something

#

the original model has no shape keys

#

so i think these are meant to be the mouth animations

fluid crescent
#

60 seconds is max length of emote?

tidal gull
#

I think it's 30

#

First attempt at my gesture override hack: the replacement mesh disappears after a second and the original mesh stays visible

#

I think I might be pushing this system a bit far

outer plinth
#

@tidal gull I'm not sure exactly what you are doing, but I do know that adding props to gestures has a similar problem. For me any way. When I 'draw' my sword, the hilt is supposed to disappear right as the sword model in the hand appears. There is always a moment when both sword's exist.

tidal gull
#

There's lots of issues

#

I have a fireball mapped to handopen

#

After throwing a fireball, other gestures at random will become the fireball

#

It's weird

outer plinth
#

I've had that issue too, but with the sword. It's impossible for me to avoid 'drawing' the sword multiple times after first drawing it

#

(on Vive)

#

So even though it is set up on the 'rock and roll' gesture, other gestures trigger it

tidal gull
#

For making my entire body invisible, am I disabling "Body" or something else

outer plinth
#

That should probably do it, but I've never tried that

tidal gull
#

Now I just need to figure out how to keep the gesture going

fluid crescent
#

My emote ends early,how to fix that?

torn pawn
#

@tidal gull disable your mesh renderer or "body"

tidal gull
#

Yup got that working

#

Also figured out my issue with anim weirdness, involved looping 😃

hexed fern
#

hmmmm do emotes have to be a certian length or can they be any length?

vapid ruin
#

Question, Does anyone know in the customoveride which one is left and right?

#

or jump

torn pawn
#

what do you mean? @vapid ruin there is no "left and right" controller

vapid ruin
#

Okay. is there a jump in the custom overide then?

torn pawn
#

you can utilize both controllers if you use couple buttons to toggle child objects under parents though which can result in having 15-16 overrides instead of 7

final gazelle
#

there appears to be no jump, no

vapid ruin
#

Okay.

#

Thanks.

#

thats all i needed to know :3.

final gazelle
#

the base animator itself doesn't seem to expose anything relating to vertical movement -- just whether your avatar is touching the ground or not, which is how it determines whether to play the "Fall" animation

#

there's a canny thread requesting a jump animation to be added in though

paper haven
#

Does anyone know why my emote is cutting off 5 seconds early? It has all the keyframes set up but seems to cut off just before the end

#

I tried extending it by 5 seconds and adding in a keyframe, but it didn't help

wanton onyx
#

If I add an audio source to an emote do I need to uncheck it to make it not play constantly?

torn pawn
#

you put it under an empty object, have the object disabled and audio enabled by default

#

if by emote you mean override, but if you mean emote by an emote

#

then uncheck "loop"

paper haven
#

It's an emote, not a hand gesture

#

You mean "Loop Time" when I select it?

#

It's unchecked

torn pawn
#

not you pyro

paper haven
#

ah, mb

wanton onyx
#

Override

torn pawn
#

put the audio source under an empty object, and with override enable that object

worn nimbus
#

Quick question, I'm doing an animation that pushes my character back. I was using the Root T to get her above ground for the animation so I figured I'd use this to push her back later. In unity it shows her flying back in in VRChat it doesn't happen. I'm assuming I'm using the wrong thing?

#

If it helps it's an override on an emote, not a hand gesture.

grand bloom
#

I think I need to set it as a loop but not sure where

wind torrent
#

@grand bloom ok you said its a sec long?

grand bloom
#

yup

wind torrent
#

what type of animation is it?

#

facial?

grand bloom
#

Arms/head

wind torrent
#

umm,

grand bloom
#

just strumming a ukulele

wind torrent
#

what happens in the animation?

#

just the strumming?

#

usually a 1 frame animation stays active until you change gesture

snow basin
#

knuckles meme in march

grand bloom
#

no avatar

wind torrent
#

honestly i think that kind of animation would be best in a emote not a gesture

#

because any animation thats longer than 1 frame can glitch if its a gesture

grand bloom
#

the goal is to have the avatar do this animation as long as I want

wind torrent
#

you could set the animation as the idle and alk/run animations in the override

#

walk*

#

so whenever your standing still or moving the character will do that

grand bloom
#

hmm I'll try that

wind torrent
#

but you wont be able to stop it until you change to another avatar

grand bloom
#

but if i can still move around without it locking up

wind torrent
#

just make sure it loops

#

shouldnt get stuck

grand bloom
#

how do i make sure it loops?

wind torrent
#

the animation has a option thats like a box you can check and it says "loop"

grand bloom
#

loop pose

wind torrent
#

when you play the animation and it keeps playing then it should be looped

#

worth a try

grand bloom
#

trying it now

wind torrent
#

good luck

neat gate
#

anyone willing to help me animate something?

grand bloom
#

didnt work but I'll mess with it later

lofty crypt
#

anyone have a tutorial on how to make an avatar fly

#

theres a Scooby/Shaggy model that can fly with a gesture

fallen crypt
#

That is secret sadly

lofty crypt
#

I know what you use for it

fallen crypt
#

Only ver few people know

slate mortar
#

Is there a better way to make animations from scratch than manipulating curves in Unity?

lunar pasture
#

Perhaps you'd prefer manipulating curves in the mmd software

full breach
#

Hello there! Is there videos or documentation online on more advanced animation overides online? most on youtube are like blendshape facial expresions or simple wepons

topaz ermine
#

Why does my 2 keyframe animation get me stuck for about 20 seconds? I'm trying to put some voice lines on the emote slots.

#

All they do is disable the audio source and turn on play on awake frame 1, then enable it again frame 2

#

This works great for gestures but idk why emotes mess it up

scarlet ibex
#

can someone send me big emotes like meteors fireballs ? or where can i download them ?

safe nebula
#

Is it possible to have an animation during like 10 seconds and set it to a hand gesture?

clear yew
#

In my limited experience, that tends to break all the hand gestures.

safe nebula
#

Oh?

#

Are hand gestures limited to one frame then?

clear yew
#

As far as I know, but I just started on avatar editing today.

safe nebula
#

Hm i see

clear yew
#

Speaking of which, I'm trying to make a gesture override scale my characters head, but whenever I try to edit the keyframe it reverts back to 1 or 0.99999~
I've tried using both the head and neck bones, neither seem to work.
https://imgur.com/a/PZNoG

#

I can edit the X Y and Z scales, but as soon as I hit enter they go back to their original values.

safe nebula
#

Hm i never tried it with scaling but It should have work

#

Ed

clear yew
#

Hmm 🤔

safe nebula
#

I never had this problem sorry

clear yew
#

That's alright, I'll keep asking around.

#

@safe nebula you can have more than 10 seconds but it's a little weird to do

safe nebula
#

weird to do?

clear yew
#

yeah

safe nebula
#

hard or weird

clear yew
#

basically you have to create an "empty game object"

#

animate the empty game object and parent it to your avatar

#

then you just need to activate it and it will play the animation

safe nebula
#

i dont understand how the empty game object is going to activat ekey frames

clear yew
#

by animating it ?

safe nebula
#

animating the game object?

clear yew
#

yes

safe nebula
#

hem i dont see how

clear yew
#

the same way you animate a model

safe nebula
#

and i'll have access to all my keyframes bones and stuff?

#

through the empty object?

clear yew
#

depend on what you want exactly to do

safe nebula
#

make an object with effects appear

#

music

#

stuff flying off the ground

#

etc

clear yew
#

yeah you can use a game object for that

safe nebula
#

yeah ok i'll try

#

shouldnt be so hard, you just have to animate the empty object and not the model

clear yew
#

yep

#

parent all the particle and sound directly to the game object instead of your model

#

the advantage of the game object is that you can use more that the 0.00 and 0.01 keyframes

safe nebula
#

yeah that's what i'm looking for

#

can i animate bones with that?

#

like a dance or smtg

clear yew
#

the game object is a separate entity so you wont have access to all the bones and stuff like that

#

but if you want a dance it's better to use emotes

safe nebula
#

yeah but i needed more time for a long anim

#

and with emotes it just stops the anim

#

before the end

#

but thats another problem

#

so in the empty cube thingy

#

will i have access to like a weapon i parented?

clear yew
#

"empty game object"

#

and if you parent a gun to it, yeah

safe nebula
#

but the gun wont move with my hand

#

as its not parented to my hand

#

right?

clear yew
#

you parent it to the wrist when you finish to animate it

safe nebula
#

hm

#

i feel like its going to tell me that the object isnt here anymore so it cant be animated

#

you know when i move it from the empty game object to my hand

clear yew
#

you move the whole empty game object

safe nebula
#

damn this is harder than i thought

#

if i do this all my anims effects and stuff will follow my hand

clear yew
#

what exactly are you trying to accomplish ?

safe nebula
#

make a weapon with effects appear

#
  • stuffs flying in the world around me
#
  • music
torn pawn
#

please don;t overdo it, don't be that guy who drops 20-30+ frames for every1

safe nebula
#

no ofc not

#

it wont even be annoying to see

#

i just want 2 or 3 small rocks to fly

#

its not the end of the world

clear yew
#

Could that be why the animation isn't working at all?

#

yes

#

Is there a way around that, or should I look for a different solution?

#

no idea, had this issue only once and it was an easy fix for me
it's a little different for you tho

#

Hm, I just need a way to hide the bone. I figured scaling it to 0 would be the easiest way.

torn pawn
#

why do u want to hide a bone @clear yew

clear yew
#

To make that part of the character disappear in-game, when I do the gesture.

torn pawn
#

it won't disappear, as it's one mesh, if youw ant to make a part disappear, it has to be a different mesh

#

then u disable its skinned mesh renderer or that mesh

rancid furnace
#

or use a shapekey - better for performance then

torn pawn
#

or that, yes

clear yew
#

Okay, I'll look into shape keys then. Thanks for the help ❤

clear yew
#

does anyone know how to fix the glitching/breaking eyes when using facial gestures on desktop?? they keep getting stuck in partial transition, and i'm not the only one!!

scarlet ibex
#

can someone send me a giant meteor animation or like that ?

clear yew
#

how can u fix particles flying in th wrong direction?

fluid crescent
#

I want to have animation where i kick the other model i have all aniamtions but have no idea how to do that

mint urchin
#

Good morning, I am creating an animation which I have all set up. It is creating a spider's walking animation. It looks great in unity, I can see it move the model and everything. However, when I put it into every single one of the walk/run animation overrides and then apply the override controller to the character, it doesn't seem to affect the model at all in VRChat.

I read a few things online that says walking animations will only apply to the main leg bones and no other non-rigging-essential bones. Is this true?

How can I get the spider leg walking, would I have to create a finger gesture animation and just apply it whenever i move, or is there another way?

Thanks!

final gazelle
#

if you don't need head tracking, you could set your model's rigging type to "generic" and it'll play the walking animations as expected from the overrides -- you'll have to manually make all the idle and emote animations as well though (which probably would've needed to be done anyway if you wanted them, since i can't see any of the humanoid animations matching up for a spider-shaped avatar)

mint urchin
#

Thanks Spearmonkey; It has the upper torso of a human (including a head) and a lower half of a spider. I would want to have head tracking for this model. Is there another way to go about this?

final gazelle
#

that, i'm not so sure of...i've been encountering the same problem myself with trying to get functioning walk/run cycles onto fake/half-humanoid models

#

anything not mapped to the humanoid rig just doesn't want to move

mint urchin
#

That's what I'm finding too. The animation kicks off, but will not move the non-rigged legs at all.

agile ruin
#

i can't figure out how to change the subemitter durations

#

🤔

#

neeeeevermind

agile ruin
#

Anyone knows how to make a particle system animation collide with Avatars? I know how to make it collide with world meshes and so on, but that doesn't work for avatars

clear yew
#

does anyone know how to fix gesture glitching issues for desktop users? sometimes other people see > < eyes even though i haven't touched gestures and just loaded into world.

https://i.imgur.com/tc0tfcz.gif

#

if it means anything my XD face is fist

#

switching between F1 and F2 seems to be basically instant, where all the other F's are slower to transition ....

#

well that solved that particular prob i guess

quasi hinge
#

I get the activated gesture thing too

clear yew
#

if i'm lucky, that'll fix eyes glitching upon load in for some people too.

#

it might be glitching fist part way upon load sometimes

#

my guess is that there's a bug doing a partial fist upon load in sometimes

bold cloud
#

my body can't stop having seizure when i active one of my emote, and thes rest doesn't work =_=;

clear yew
#

So I need a gesture to replace my characters mesh with another that I have. How do I make the gesture override disable the skinned mesh renderer on the original mesh?

bold cloud
clear yew
#

Does anyone know how to make it so I can move my vision with an object? So for example, I have a model that takes its head off, could I make it so my vision follows the head in my hands? If so how would one do that

#

@clear yew what are you wanting to achieve?

#

@clear yew i don't think that's possible... as when people take their heads off, it's just a prop, not the actual head... so it has no eye tracking or anything

#

Dang, hm.. alright I was just curious. I managed to get mouth movements on it but that is about it,

#

Actually maybe if I had an avatar with the head constantly out, and the avatar descriptor on the head in my hands, that might work since it roots to whatever you place it on

#

mmmh

#

i don't think you can control a funky rig like that with vr

#

thinking of making a dullahan or something? XD

#

You hit the nail on the head

#

I was gonna see if I could replace the head with a fire particle effect, but I gotta get rid of the head first.

#

yes that's absolutely doable

#

i've seen Selner replace his head with a 👌🏼 emoji

#

I went into blender and made a blend shape where the head is scaled all the way down and reimported the .fbx

#

i dunno exactly how

#

Now I'm trying to set it up as a shape key.

#

I should be able to figure it out from here, if not I'll be back XD

#

ah ya that'd make sense, just do a head shrink shapekey, then spawn a particle

#

Mmhm.

#

funny how both of you had similar things you were after LOL

gray onyx
#

my avatars custom animations wont work from my vive, but will work on other peoples accounts perfectly fine, what am i doing wrong help D :

clear yew
#

It worked! You guys are awesome, thanks so much for the help.

clear yew
#

Could anyone think of a reason why an animation would trigger on a gesture you didn't set it to?

hexed fern
#

so i have this premade animation from unity but the character i wanna use it on has his left hand a bit to high, how can i get it to be like the right?

#

i even tried turning off ik's

#

it did nothing

#

ive bene trying to get it to match a pose he has in one of the games for some time now

clear yew
#

is anyone able to help with a shockwave distortion shader?

regal hollow
willow arrow
#

can i only use animations if my avatar is rigged for example if i wanted it to disappear

regal hollow
#

A gesture?

willow arrow
#

yes

regal hollow
#

Then you need it to be a humanoid rig

willow arrow
#

ok thanks

onyx bison
#

I asked it once but i lost the text, but do you guys know why the particle effects not appear in the animation? i did duplicate my model for the animation, disabled the particle effect, put it on play on awaken, and added it and timed it in the animation

#

but it doesnt appear when i play the animation

regal hollow
#

Does the rest of the animation play fine?

onyx bison
#

yes

#

i did get the other particle effect to work, but this one refuses to, i tried to completely remake the particle effect it still does not want to appear

#

it appears fine in unity and in the animation but not in game

regal hollow
#

What kind of particle effect is it?

onyx bison
#

i cannot send screenshots, but what do u mean by kind?

#

if i were to describe it, its basically like a flaming ball that is connected to my characters wrist

regal hollow
#

Is it part of a gesture?

onyx bison
#

no, its only part of the animation

regal hollow
#

Like an emote?

onyx bison
#

it is disabled, but set on awaken, and i activate it in an animation

#

ye

regal hollow
#

Is it a world particle

onyx bison
#

a world particle? i am rather new, what do you mean by world particle

regal hollow
#

the particle system has a simulation space

#

if it is world particles wont move with the emitter once emitted

#

if it is local they will move with the emitter

onyx bison
#

it is set to world ye

#

i shouldnt set it to that right?-

celest pewter
#

did u do the work around or literally just made it a world

regal hollow
#

Watch that video you have to do something special to use world particles

onyx bison
#

i just dont exactly know the difference

#

between world not world etc etc

celest pewter
#

local follows u world is alone

regal hollow
#

ill give an example

onyx bison
#

ye example is better

regal hollow
#

If you had a flamethrower

#

if you shot the fire and then moved the flamethrower the fire wouldnt move with the flamethrower

#

it would keep moving on the path it was set when it spawned

#

regardless of if the emitter moves

#

That is what world particles do

onyx bison
#

oo

regal hollow
#

If the fire particles were set to local they would move with the emitter

lunar pasture
#

can anyone help me with a problem I'm having with an imported mmd motion?

boreal trellis
#

I am doing weapon animations and like 3 time now my gun disappeared on a base model

#

any ideas?

onyx bison
#

hm

regal hollow
#

@boreal trellis Can you explain in more detail pls

onyx bison
#

so per say, i have a fireball that is just supposed to spawn at the set time, move in the set direction, and dissapear

#

i wouldnt want to use world then?

celest pewter
#

world

boreal trellis
#

in unity, in hand hierarchy whole gun disappeared, it happened third time now, while switching models

regal hollow
#

@onyx bison I would use world, otherwise the fire would move with your hand after it is launched

onyx bison
#

well, then it doesnt solve my issue

#

i did have it on world

regal hollow
#

@boreal trellis What do you mean by switching models

boreal trellis
#

clicking other duplicates

#

and scenes

#

idk

regal hollow
boreal trellis
#

it just disappeared 😒

regal hollow
#

So if you click off the model the gun disappears from the hierarchy?

#

Thats very unusual

#

Have you tried restarting unity?

lunar pasture
#

does anyone know why my imported dance routine screws up towards the end?

#

it's as if it just gets bored and sets the focus back to my headset and controllers but the feet and spine continue to do their own thing

regal hollow
#

@lunar pasture Is it an emote?

lunar pasture
#

yeah

regal hollow
#

@lunar pasture emotes have a time limit of between 1 - 1.5 mins i think

#

then it gives you control back

#

SO you cant go any longer than that

lunar pasture
#

hmm, that seems to make sense actually

regal hollow
#

yep

onyx bison
#

but does this trick work on animations too?

boreal trellis
#

Slider, will this method from video work for aiming with vr?

onyx bison
#

or is it just for vrchat users to activate something in ur hand

boreal trellis
#

like, i have some issues with world particles too

regal hollow
#

@onyx bison Its the way to get world particles to follow a bone

boreal trellis
#

but i actually want to aim with my rpg, and shot the right direction

regal hollow
#

@boreal trellis as a gesture?

boreal trellis
#

yes

regal hollow
#

Then yes

#

That method is the only way to get world particles moving with bones in vrchat

#

So if you have them you need to do that

lunar pasture
#

you can get them to follow a bone regardless of the gesture but you soon get sick of seeing them

regal hollow
#

@lunar pasture I know what you mean, i tend to keep all my particles to gestures for the most part

boreal trellis
#

what if i attached the particle object to the end of my gun?

#

and the gun is in my wrist

regal hollow
#

@boreal trellis the gun is set to move with the wrist bone so you would still need to do it

lunar pasture
#

I have random rainbow lasers emmiting when i move

regal hollow
#

Make sure to put the rigid body on a bone

celest pewter
#

that tutorial is pretty bad tbh

regal hollow
#

and not an object like the gun

celest pewter
regal hollow
#

I think thats the one I watched

lunar pasture
#

does anyone know where's a good place to find a Jesus MMD?

celest pewter
#

i dont think theres any jesus mmd models

regal hollow
#

What a question.

#

I wish I did man.

lunar pasture
#

I guess I'll have to do it then

#

there'll be a santa wont there?

boreal trellis
#

Slider

#

what about collisions?

#

i made grenade launcher, my grenade is mesh render

#

this method will also make it work? lol

regal hollow
#

collisions should be fine

#

as long as you have that set up with your particle system

boreal trellis
#

for now without using this method

#

it explode right after i shot

lunar pasture
#

I think you have to set a plain at your feel to get the particles to bounce on the floor, not sure how true world collision works

boreal trellis
#

in a weird place

#

😒

regal hollow
#

@boreal trellis Do you have the collision set correctly on the particle system?

#

Could it be colliding with something else in your scene?

hexed fern
#

so i edited a animation with a bounce

#

is there anyway i can just make the entire animation be the new parts

#

so don't need to edit frame by frame

regal hollow
#

@hexed fern Can you copy and paste the keyframes?

hexed fern
#

how do i do that?

boreal trellis
#

i think i know what you are talking about lol

regal hollow
#

Select them at the top of the animation window, then just ctrl-c and ctrl-v to copy and paste

#

@hexed fern

hexed fern
#

theres a crap ton of key frames

undone lark
#

Is there a way to add properties to an already made animation?? sorry if this is trivial

celest pewter
#

yes

hexed fern
#

i just want to copy like the arm stuff but i literally can't find it in the mess of it all

boreal trellis
#

@regal hollow so as you can see on the screen it might collide with the gun, should i move the particle system in front of the gun or under the supressor will be okay?

regal hollow
#

@boreal trellis Does the gun have colliders?

#

If it does you can get rid of them, as long as there is mesh renderers

#

you should be good

hexed fern
#

is is fucking tourture

#

i have to paste it to over a minutes worth of frames

boreal trellis
#

how do i check if it has colliders?

regal hollow
#

@boreal trellis Just select the gun and look in the inspector

hexed fern
#

and it doesn't even do the thing i want it to

boreal trellis
#

it has no colliders, but still when i use this setup from screen it behave really weird

#

its 2 a.m my brain isnt working anymore xd, can i type something in pm and ask for help later?

regal hollow
#

sure

hexed fern
#

no matter what i paste he keeps doing the old animation

#

and moving upwards

ember olive
hexed fern
#

fuck this

#

all i wanted to do was move his damn arms

regal hollow
#

@ember olive That bullet isnt in the armature

hexed fern
#

and it freaking wrecks everything else in the process

ember olive
#

it is now

#

doesnt show

regal hollow
#

If it is under the model then it should show up if you are animating on that model

ember olive
#

i already had a animation setup

#

i just wanted to add another mesh

#

but whenever i click onto the bullet

#

the animation disappears

regal hollow
#

Why do you need to click the bullet?

ember olive
#

so i can move it

#

if my trigger is selected it gives me the option to move without changing values

#

but when the bullet is slected i dont get that option plus the timeline is gone

regal hollow
#

I've had the same thing happen,I've just edited values in the timeline when it has occured

#

so im not sure what causes it

ember olive
#

i tired to edit values but the bullet doesnt even show

#

¯_(ツ)_/¯

high summit
#

Does anyone know what causes an animation to continue replaying when you switch to other gestures? If I'm on the default gesture it stops but say the animation is on Rock and Roll, I use it, then switch to Point which shouldn't activate it, does. I have to switch off the model and switch back to reset it.

reef mason
#

Can anybody help me out on this problem that I'm currently having with my avatars that I port into VRChat. For some odd reason, I have two avatars that have these problems where I placed both items on to them. One for the pose and one for the animation so it can look like they took it out of their backs, pockets or holsters. I disabled the the revolver out of his hand during the pose and I disabled the one in his holster during the animation process. When I take out the revolver out of the holster, It shows the gun inside the avatar's hand, But towards other people, It still shows in my hand, But there is a second revolver in my holster still, Which I don't know why it shows when I clearly disabled it during the animation process.

clear yew
#

can anyone enlighten me on the specifics of audio sources?
like every time i see anything or around, i see different results
sometimes sounds only work really close
sometimes people manage to get some range on them .... i've been getting the impression that vrcsdk nerfs range on upload or something

regal hollow
#

@clear yew You are right that the vrchat sfk basically nerfs audio sources. Since 1-2 patchs ago its been like that. Its pretty annoying. What you can do is place multiple audio sources around your model and trigger them all which should make it louder

#

Just bear in mind that could be really annoying for other people, so use it wisely

#

@clear yew I really like that explosion effect, nice work!

clear yew
#

Thanks!

#

Got a lot of custom animations in the makings right now, hoping to wow lots of people and make tutorials on it

#

yeah but how are they nerfed?

regal hollow
#

Sounds cool, I look forward to seeing them

clear yew
#

what are they nerfed to?

#

The ONSP was removed and also audio volume is quiet since nerf

#

not from what i've heard

#

i hear loud as fk sounds all the time

#

they're just really short range

regal hollow
#

@clear yew They basically make the audio quieter and mess with the fall off of the audio, I'm assuming to balance the loudness.

clear yew
#

You've heard from people with edited files then :p

#

well then that's basically everyone

regal hollow
#

@clear yew You can stack audio sources on top of each other to make the sounds louder

clear yew
#

^

#

It works,I've tested

#

how many would you guess brings it back to 100?

#

4 ish

#

Just duplicate it 4x

#

ye, then i'll try 3

#

Also I've found for the rolloff, 29 for min 30 for max to be the most beneficial for audio loudness and distance

#

That's my standard for my animations

#

Anyway time to sleep, gnight guys n girls

#

tyvm

#

Npnp ^^

#

that's the input i was looking for〜

regal hollow
#

same

#

peace out

clear yew
#

easier if i start with what is known works, and work from there

#

night

#

Feel free to add me if you got more questions, I'll try to answer when I can

clear yew
#

is anyone here good at doing emotes?

#

no? Okay

short oxide
#

gestures are funky on desktop

#

like ill play a gesture, switch to hand open, and try to play the gesture again but there will be a pause time between the gesture playing again

flat citrus
#

When I spawn an object with hand gesture and then stop, it takes a few seconds for it to disappear. Why is that ?

mint urchin
#

@flat citrus I believe this is fixed by placing the exact same properties with the exact same values at both 0:00 and 0:01. This has generally fixed it for me.

flat citrus
#

Thanks. You mean properties in the right panel (transform, etc) ?

#

They are identical, I'll see if I still get the problem on that avatar.

mint urchin
#

No, in the animation itself. In the animation window, place the same keys you have at 0:00 at 0:01

#

Copy the entire frame over

proud kite
lofty crypt
#

@clear yew howd you make it so when the ball stops, it creates another particle effect?

#

thats what im looking to do with a tank shell

#

shell -> explosion

outer lake
#

you know what id be amazed of?

steep citrus
#

Anyone getting uploads that are slow ah seem to freeze an not finish?

reef mason
#

Hello?

gusty veldt
#

Hey guys im trying to add a custom gesture and would like to replace the "peace" gesture with my custom one. Can somebody tell me wich one that is?

cursive moon
#

It's called Victory in the override

gusty veldt
#

thanks

lilac orbit
#

Does anyone know why one of the materials does not want to ever change? As many times as you animate it and change it to something else it changes back when you play the animation again.

boreal trellis
lunar pasture
#

Hi, can anyone explain the Q and T values in animations? ta