#animation

1 messages · Page 56 of 1

clear yew
lunar pasture
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huh?

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I'm not working on a world

runic trench
ashen sedge
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@lunar pasture In short, Root.Q is up and down. Your view position goes along with it. You know how tiny avatars sort of shrink down into chairs? You can add a Root.Q property to increase your height so you sit properly. Root.T is rotating left and right I believe.

lunar pasture
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ok, so it's position in the world, makes sense, thanks.

ashen sedge
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To clarify, add a Root.Q property to a custom sitting animation

lunar pasture
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or dance dips/jumps?

ashen sedge
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Yup. Then your viewport should go with the jump aswell, instead of it being stationary on the ground level

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Since you're not moving the armature up, you're moving the "root" up, the whole everything

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That's how I understand it anyways

mystic umbra
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I was having issues with creating a sitting animation with a chair, cause vrusers' feet would look really odd whereas desktop it works perfectly

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@ashen sedge would messing with rootQ fix my issue?

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And I thought it was root T that messed with height

ashen sedge
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Q is definitely height, and I'm not sure about your issue.

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Not really sure why that would even happen

tardy abyss
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I'm looking for an actual relevant video on how to learn to use the Muscle Animation Editor asset.
If anyone knows of such video, DM me the link please.

mystic umbra
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I have been confused for two weeks about it

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I made the animation with a custom rig so maybe thats the issue

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do you know where I can find the sitting down animation keys, so I can copy paste it and edit that instead @ashen sedge

grim coyote
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well. i'm learning

ashen sedge
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Unfortunately not. :/

grim coyote
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kinda

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wait

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how to export finished animations

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in unity

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how t o export the animation inside it

raven steppe
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hey guys ive added a song to my animation but in game ppl told me its very faint and i should turn up the volume a bit .. but i dont think the "volume" option is a problem tbh since 0.5 should be loud enough https://ibb.co/hi5Xk7 something wrong with the rest of my options maybe?

imgbb.com

Image Unbenannt hosted in imgbb.com

hexed fern
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how can i get my models ears to match what ears in this animation (the model doesn't perform the ear animations properly)

tepid mango
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ok so i've been looking trough files from "closers online" and i've been extracting some stuff for vrchat. right now i'm looking for animation files and i think i found them, but i have no idea how to open them. the format is ".xmd"

lunar pasture
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@grim coyote ctrl + d to create a duplicate, easy.

tepid mango
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also i forgot to say, the game is made by the same guys that made elsword

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so they files are probably the sae

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same

nocturne radish
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Does anyone know how to make blinking animations work? I made one and added it to an animation component of my character, and it works both in unity and in the avatar selection menu, but not when I use it.

clear yew
nocturne radish
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I actually followed this tutorial, along with a similar one that did mostly the same. I don't have VR, by the way, in case it's affected by that in some way

clear yew
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doesnt change anything

nocturne radish
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Alright, I'll try to repeat the process then, thanks!

tepid mango
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you don't have to make an animation for the blinking as long as you have cat's blender tool

mystic umbra
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some people like a custom blinking

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I found it really odd cats uses blinking with the first four shape keys

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so I just do my own shape key work instead

nocturne radish
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I made my model myself, it's not a MMD one

hearty sapphire
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anyone have any sexy dance animations?

tepid mango
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i would be able to get some IF I COULD EXTRACT THE DAMN FILES THAT I'M TRYING TO EXTRACT

true oracle
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wheres a good plce to get gestures n stuff for models, i got dances not i need stuff like the kamehameha or a middle finger lol

lunar pasture
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try looking for the term MMD Memes @true oracle

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or if you're really determined you can always download MikuMikuDance and make your own

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it's not that hard to learn

true oracle
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mmd memes juts brings up meme stuff

lunar pasture
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I suggest you edit that down to just the last 3rd

grim coyote
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i'll be honest i'm having fun making custom animations

zinc moth
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Is anyone able to help me with a disappear/appear animation? I think i'm making a stupid mistake, but I'm not sure what

agile burrow
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Quick Q - I’m having trouble preventing my avatar from blinking while doing a custom animation in Unity. I’ve already added “Animation.Enabled” to be off for my two keyframes in Animation....anything else I’m missing? Thanks!

nocturne radish
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I was going to ask exactly the same thing (having this nightmare-fuel blinking during gesture overrides: https://youtu.be/2LdEIj2jW3k) but I didn't know you could enable and disable the default animation while doing another animation

clear yew
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okay I have a question

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how do i make a animation to where if i override it with a hand gesture it makes my characters eyes turn blankless

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like uhm let me show u examples what i mean

nocturne radish
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Also @daring turtle, I think disabling the avatar meshes during the animation would work, or you already tried that?

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And about that @clear yew you have to create a new animation on unity (duplicating your model and stuff as always so it doesn't screw up the original) and only add the property that turns the eyes blank, so nothing else is affected, and then override the gesture

clear yew
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okay but

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see thing is

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so even though the thing im doing the animation on

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Uhm.. it will start off with the .. dupe but with another model i mean

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like here let me show u what im talking about or what im trying to do let me show u in blender

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@clear yew got your problem fixed?

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which problem?

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my previous problem yes but i kinda have another one

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let me show u what i mean

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anyone know why my custom animation blink would randomly stop working? it still works fine when i hit play in unity, but stopped working in game

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i think the only thing i did was change some animation overrides, didnt mess with the blinking, then uploaded it and i'm no longer blinking in game

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yea i did that already, and it worked fine, still works in Unity when I hit play, but no longer works in game

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you even added that legacy thing in debug with a loop ?

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yup

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rip

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guess ill try redoing the entire thing, i've tried removing it and adding it back a few times

ebon harness
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is it possible to stop a vrchat emote midway?

nocturne radish
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In my case, I had expressions in the gesture overrides and I was setting to 0 the blinking animations during them, and for some reason that completelly prevented them from playing. Do you have any animation that affects the blink in any way?

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Also about stopping the animations, there's no way as far as I know, but iirc it's a planned feature to stop them as soon as you move

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It would be amazing if the added that soon, tbh

clear yew
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yep, i was just messing with that and i had put 0 to the blinking cause it would sometimes make my eyes go half way down my face if i used it in the middle of a blink

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but setting 0 to blink in the override was preventing the blinking animation altogether :\

fallen crypt
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Hey guys, I am animating a centaur but I encounter issues ingame that my walking and running don't animate the generic rig the hind legs using but the humanoid parts are working but stiff. Anyone knows what's wrong?

nocturne radish
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I just figured it out @clear yew! You have to, not set the blinking to zero, but disable the animation while the other custom animation is playing. It works pretty nicely, it resumes as soon as you stop the gesture/animation

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As in add component > animation > enable (ticked off)

clear yew
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i had the blink blendshape used for the blinking animation, and the laugh blendshape which also closes the eyes, i was already disabling the animation

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but if i used the override while the animation was blinking, the eyelashes would go down too far, like onto the cheeks

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unless you were saying to have 2 animations? one for the laugh and one for blinking?

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not sure

nocturne radish
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Oh wow I just noticed it goes crazy when you trigger it exactly while it's blinking

clear yew
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can anyone here do emotes good?

forest slate
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so i am trying to sync some particle systems to some music, and it works perfect in unity. however in game the animation plays far too quickly for the song.

fallen crypt
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Song takes time to load?

forest slate
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maybe

fallen crypt
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Depends how big

forest slate
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actually, i just tested something, i started the gesture, the song started instantly, but the particles were already ~10-15 seconds into the animation

clear yew
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_>

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ignored af

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wow

nocturne radish
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I guess no one can right now

forest slate
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I found my problem. I am trying to trigger a long animation with a 2 frame finger animation. I am probably doing it wrong. Meaning the animation always plays in the background despite not being seen. Not to mention it keeps playing despite me turning the gesture off.
Then when I do activate it, it starts playing from the middle, and since the audio source starts right when I hit the gesture, the song is way off sync.

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So what is the proper way to bind a long animation to a hand gesture, since the way I did it didn't work.

nocturne radish
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I noticed long animations go really wrong when assigned to gestures, they screw up themselves and/or the rest of gedtures. Tried a bunch of stuff but they kept bugging

forest slate
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which is why i am trying to trigger a long animation using a short one but i dont know exactly how to do that

zinc moth
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I have a mismatched LayoutGroup.ignore error, how could I fix this?

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I believe it had to do with the animation I was working on

solid trail
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Anyone know how to do world objects from animation overides?

forest slate
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alice, the way i do world objects, is using a particle system, make it only emit a single particle, add a tiny tiny bit of gravity, and set it to world space. then make the particle itself the mesh you wish to use.

solid trail
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ah because i know there is a way to actually like place a mesh in the world then remove it/trigger another animation from it on animation overide

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as an example i witnessed someone place claymores with one override then explode them with another

weak raft
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Is it possible to trigger animations, etc. with only one hand, or is that not possible?

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For example, i want to trigger an animation with only my left hand when doing gestures

solid trail
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it will trigger from both hands

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since gestures are shared across both hands

weak raft
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I know, but isn't there a way to set it to only one hand?

solid trail
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Not that i know of, but when you make the animation you will notice that if you animate one hand the other will goto the defualt position from unity

weak raft
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Damn, that sucks

solid trail
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so you need to re-position the other hand when replacing a gesture

weak raft
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Yeah, but if i'm spawning a gun with my right hand, then it also appears when doing the gesture with my left hand

solid trail
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yeah

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because its technically a part of the same gesture

weak raft
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Damn, they should fix so each hand is treated as separate

solid trail
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im pretty sure that means adding in 5 more gestures which as the exact same as the others

weak raft
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It's a bummer that the gestures aren't treated separate for each hand. Would add a lot more flexibility

celest pewter
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it would be a game changer

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but nooooooooooooooooooooo

reef mason
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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 onto 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.

dull furnace
agile ruin
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If u could figure out how to spawn a different model with standard animations on it instead of t pose

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Id assume hard

chilly vapor
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just a matter of animating the other models, and then hiding them as needed during the animation. Getting it to only happen during spawn is hte hard part

vivid pond
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random question
what exactly would cause the wrong animation to play when activating a gesture
eg i hit f4 when i have a magic circle animation and it plays fine and turns off when i hit f1 but when i go to hit f7 or when i have a beam animation it still plays the circle one
and this also affects any other function key animations until by random it seems it will work again for another animation but now it is stuck with the new one
am i just forgetting to do something or is it just a thing with loop animations

clear yew
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can anyone do animations here? and im talking replacing emotes without things

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as in non vr

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no controllers or oculos since i dont have that shit yet

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no one?

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k

covert linden
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You'll have more luck finding someone around 12:00 or 20:00 thats when Americans tend to get on or EU people have time to answer questions

clear yew
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12:00 pm?

covert linden
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In about 4 to 11:30 hours

fossil verge
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Anyone got that “Snake” animation and can send it to me? I’d love you forever

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It’s the dancing anim

grim coyote
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Im really new to this

lost zephyr
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I want wind zones in vrchat how do I go about that

gray fossil
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Anyone know how to make an avatar go invisible with a gesture? Trying to make it appear as if my avatar is doing a shushin.

obsidian vigil
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@gray fossil Try and disable the Mesh renderer of your body mesh in a gesture override

peak relic
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Does anyone know what the animation override for the trigger button is called?

obsidian vigil
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Fist, i think

peak relic
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But that's for all the buttons. Lol. Just need for the trigger on its own.

obsidian vigil
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??

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no idea what youre talking about

peak relic
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When you push just the trigger button in game the hands make a slightly cupped motion.

paper haven
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Does anyone know why my MMD dances are cutting off randomly? I've got them on a second hidden model cause I assume you need that for the japanese bones

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I measured to the right length and turned off Loop Time

peak relic
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@paper haven Are you setting it as an emote?

paper haven
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Yep

peak relic
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That's why

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Emotes are 10 seconds max

paper haven
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What, it works better with hand gestures? The dance is like 108 seconds and goes on for a decent time

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The emote lasts longer then 10 seconds

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I've heard tha tbefore, yeah

peak relic
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Set it as a gesture

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Then you're set.😁

paper haven
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and I've worked with other emotes that lasted for like 40 seconds, they just all seem to get cut off near the end

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mkay

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Have you done MMD dances yourself?

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I've got a second hidden model since I assume the bones need to be kept japanese

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so it's a bit finicky

peak relic
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Only 1 so far.

paper haven
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Did you do what I did? hide the original model and then sspawn the second one with the attached audio source

peak relic
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Managed to translate with it still working.

paper haven
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ah.. is it all one model?

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Yeah, mine translated okay but then when I went to add eye tracking/visemes and tuf it kept giving me errors

peak relic
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Nope. The dancing model needs to be generic

paper haven
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Ah, yeah I guessed hat

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that

obsidian vigil
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@peak relic i dont think theres one for slightly pressing the trigger

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its either 100% or 0

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100% = fist

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and if you release the fist it automatically translates into the hand open one

dire kayak
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How to make a gun shoot in game?

obsidian vigil
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haha

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many things

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particle system for the bullet

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particle system for the flash

dire kayak
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😦

cedar root
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Adding some assets with an animation bugs the cameras and mirrors locally?

So I just added some wings to my character and had them enabled via and always running animation using an animation component on my avatar (I'm sure you can figure out the reason I added them this way)

But now in game mirrors and cameras show a weird messed up version of myself where parts are invisible or with different textures etc

But when I ask my friends they say I look perfectly fine and have even sent screenshots to prove it both in person and on their end when I use a camera or mirror, and I look fine if I turn on Hollow Port mode and move myself around with it.
so clearly it's only a local issue

This has happened with a few things I've tried to add like a Halo above my head or a Mario cap.

But conversely some other things I've added through an always running animation such as a sign floating above me or a small particle system doesn't have issues at all

Is there something I can do to fix this or is this just something I have to live with for now

celest pewter
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rename the "body"

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of the wing of w/e

dusk nexus
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Do some animations just 100% not work after being ported into unity or is it fixable? For example, the toxic mmd dance works in Blender to breaks in unity even with the correct bones needed for the dance to work

cedar root
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@celest pewter
Thanks. I'll try that

fair bronze
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Tried doing a gun animation but the hands wont move to bring it out on oculus, rip

cedar root
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@celest pewter
It worked! Thank you so much :)

celest pewter
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👌

dusk nexus
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Anyone know what to do about the thing I mentioned earlier?

fluid crescent
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i have 2 different animations on 2 different gestures but when i trigger one of thoose gestures both aniamtions start to play

clear yew
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Do the gestures overlap? Are you accidentally holding one of the required buttons on your other controller?

fluid crescent
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i use keyboard

clear yew
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can anyone here do animations by replacing emotes?

clear yew
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How do you do an animation longer than 1 frame with gestures without it glitching?

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ive seen it done

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you create an empty game object and animate it instead

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How would I go about that?

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I heard you need animator componants

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or something

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Create an empty game object parented to nothing.
Create all the particles, 3d model or whatever you need and parent them to the game object.
Animate the Empty Game Object the same way you would animate your avatar but you can use more than 1 frame at this point.
When you are happy with your animation, add a "animation" component to the Empty Game Object and put the animation file in it.
Parent the Empty Game Object to your avatar (depend on what your actual animation is) and disable it by default

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Then you just need to activate it with a hand gesture and it will play the animation automatically

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Awesome. Thank you very much :^)

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👌

sour hedge
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sup, anyone got a moment to look into sth with cameras and render textures?
Got a tablet set up so the screen uses a render texture and a camera. Got another gesture to make a selfie, both of them working fine locally ingame for me. Everyone else sees a blackscreen, not even the first frame (Got told the first frame of a camera is global).
Any idea or information about that?

clear yew
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they removed that

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everyone will see a black screen

sour hedge
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sad face

clear yew
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i saw one guy with a smartphone working but i'm pretty sure it was not a official client, y'know?

sour hedge
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ahh

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maybe shaders can do the trick 🤔

clear yew
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i didnt found one that works yet
also i don't know if you can "freeze" to take a picture

sour hedge
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true that

clear yew
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the only thing i have close to that is a weird distortion shader that will act as a upside-down mirror on a flat surface

sour hedge
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if it's the blackhole one, that one seems to differ based on viewpoint

clear yew
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that's annoying

sour hedge
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:)

reef crescent
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Does anyone know how to make an animation loop start from a specific frame; ie the animation only plays frames 1-19 once and loops frames 20-xx

clear yew
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as far as i know there is no way to do that

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two animations, a 1-19 one shot and a 20-xx loop that starts right after the first

mild python
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can anyone tell me how to animate a generic model? mine just loops between the idle and walking states over and over

sour hedge
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should help you out

mild python
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thanks

sour hedge
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question from my side concerning additional bones and animations:
made 2 new bones on my model for ears and tried to move them per animation; animation tab only works with the stuff from the Animator section, not the actual armature bones iirc.
The problem I have is that the newly added bones don't show up. Anything that I'm skipping?

mystic umbra
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man baking animations takes forever

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from a vmd

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I BEL:IEVE IN YOU!!

mild python
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do generic animations HAVE to be pre baked or can you use unity animations

mystic umbra
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you can use blender or unity, it doesnt matter

gray fossil
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How does someone hide their nameplate? Not other players just my own. Trying to make a teleport gesture but since people can see my nameplate moving it kinda ruins the fun

celest pewter
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only way is to make ur model viewpoint high up

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but u cant change that in a animation so

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ヾ(*´・ω・)ノ゙

mystic umbra
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you can use a shader I think

celest pewter
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o

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thats a gud point

mystic umbra
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I saw one of my black hole shaders I was given warped nameplates

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it a weird way

gray fossil
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Yeah I was told a shader would help but I haven't a clue which one.

hexed fern
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but on all other animations i have minus the ones FOR klonoa don't do this

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also trying to make him hold the ring doesn't help either

clear yew
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Hello

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can anyone here do animations?

crystal vigil
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So, I have a question I'm hoping someone can answer

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I'm trying to make an animation with sound, bit when I get in game the sound is always extremely quiet. How do I fix the volume?

sour hedge
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it automatically get's lowered when uploading. Try using some kind of audio editor to amplify the volume up if you want it to be heard

pine hinge
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Can someone help with why my audio isnt showing up in animations?
Ive done audio in animations before but recently I just havent been able to get it to work.

clear yew
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So, when people make both hands snap to their 2-handed weaponry, are they putting a fixed joint on the secondary hand and the rigidbody it uses on the weapon? Please and thank you!

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I can't just check it myself from work. Just brainstorming and using you all to help with the process. 😂

coarse frost
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so i have an avatar and i have a gun, and i've followed a tutorial almost entirely, but when i actually use it the gun is always visible

flat citrus
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If I want to make an animation where I spawn an object in my hand, do I need to do the animation in a copy of the avatar in Unity, or can I do it on the main one ?

fallen crypt
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Hey guys, working on the centaur, someone suggested me add Rigid Bodies to the hindlegs but they get deformed trying to follow the front legs, any solution to fix the deformation? Rigid body seems promising

glass anchor
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is there some trick to animating the root t position? I need the avatar to come flying down from the sky, and it works in unity, but in-game he just stays up there, then instantly flies down at the end. This is for an emote.

uncut oasis
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I forget, what did I do wrong in keyframes when hand gesture animations are spamming itself on repeat rapidly flickering

slender mango
glass anchor
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@uncut oasis you didn't duplicate the 0 frame to the first frame

uncut oasis
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Ah thank you

glass anchor
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np

clear yew
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@DarsanaMjir#0205 I was JUST thinking about doing a centaur using a friend's method. The problem is possibly a difference in bone structure between the front and the back.

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I broke my discord. Oops.

reef mason
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Anybody know on how to make a gun fire a bullet?

fickle slate
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how do i make rocket launcher that can shoot projectile and explode on impact?... any good video tutorial. btw im using rocket launcher from teamfortress 2.

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please @ me if you know how.

lofty crypt
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I just time shit right with my bullet -> explosion

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works better for others too

frosty jacinth
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hey guys quick question, maybe i could get a little help? does anyone know if theres a guide on how to make an animation where i could "pick up" an object attached on my model and "throw it"?

clear yew
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is this the right place to ask about someone maybe helping me finish an animation for a mmd dl? Its the Crescent Rose from RWBY. There are parts that have shape keys but most the model is stationary. I'd like it unfold and fold up similar to how it does in the show. Dm me if you can help. Thank you! https://www.deviantart.com/art/MMD-RWBY-Crescent-Rose-604936330

torpid wadi
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@fickle slate use world-oriented particles with colliders and subemitter for the explosion that triggers on collision

meager saffron
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Can you do weapon draw animations in Blender? I added shape keys to move it from the hips to the hand, then realized I have no idea how weight painting is supposed to work for it since it'll go from following hips to following the hands.

prime elm
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i seen the vrchat update for keyboard user to use hand gestures, but it seem to me it didn't work when pressing shift + F1-8, i set up the override just like with vr user, what else i'm missing?

torpid wadi
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check your animation overrides/if it's binded to your character already or not

prime elm
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it work, just didn't shown on the mirror lol

torpid wadi
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oh

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if you want it to show up in mirrors make sure to not use "set active" but set the object's "skinned mesh renderer" or "mesh renderer" to active instead

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@frosty jacinth you'd need 2 separate animation overrides for that, one that both hides the object attached to you and unhides one of the same object now attached to your arm, and another one to show a particle system with the particle shape set as the mesh of the thing you want to throw while hiding both versions of the thrown object

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unless you want to make it an emote instead of an override in which case you can do it in one emote

gusty plank
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When I make an animation and import it into the game, its working but my character is half-way sinked into the ground during that animation, why?
In unity the duplicate character keeps changing possitions randomly whenever I change anything in the animation, its kinda buggy but not sure what I can do about it and if that is the reason. Yes, the position is 0,0,0

clear yew
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Do anyone know how to do gun affect with two noises like it fires and at distance it will make bullet snaps

hard jasper
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@gusty plank maybe your uploading the duplicate rather than the original

clear yew
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@clear yew i think you can do that with sub emitter. Just need to put a sound in it and when the sub emitter trigger it will play the sound

gusty plank
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@hard jasper No, I deleted the duplicate before uploading

hard jasper
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Hmm

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It should be in the ground in unity

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But

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Hmmm

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Yeah idk

clear yew
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@clear yew alrighty ill try it out when i get home

gusty plank
hard jasper
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Thats weird

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Yeah idk how to fix that, id just try pruning though all the property and there keys to make sure nothing is off

spice meteor
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Your animation has an animator.root t component which has the y axis too low

gusty plank
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ill check that out

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I am unable to fin that. Google tells me to Bake into Pose but I dont even have that option anywhere

lunar pasture
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anyone good at this stuff who can spare some time getting me started on a project for a charity organisation?

gusty plank
#

Animation Clip Inspector is not available for me

lunar pasture
#

@gusty plank where you import the model containing your animation, you set the model, the rig and the animations, once you go through the configuration process you can tick some boxes to decide what gets baked in

gusty plank
#

@spice meteor got it, thanks!

gusty plank
#

@spice meteor Its also working in game, once again thanks, cheers

spice meteor
#

np

toxic hatch
#

Can someone send me what the custom overide would look like for walking?

#

I've tried making one but i'm super confused as to where to assign everything

hexed fern
#

Can i use a animation from mixamo as part of a gesture override?

celest trout
#

Is it possible to animate shader property changes?

clear yew
#

yes

hexed fern
#

Also for a gesture override using a weapon, does the weapon have to be a humanoid rig too or do i keep it a generic rig

clear yew
#

I may be wrong on this, but if you dont use humanoid rig you can't use hand gesture

hexed fern
#

alright

cursive moon
#

The weapon doesn't matter whether it's Generic or not

hexed fern
#

i set it to 1 and it puts it to that ^

#

and it imported it as 100

#

ive got another version of the ring thats a seperate mesh but its facing the wrong way

#

i could always just use the original rings textures on it

celest trout
#

@clear yew I'm trying to animate a flatten material shader in an animation but I can't seem to make those changes into key frames.

clear yew
#

@celest trout the shader has sliders etc for the properties in the inspector? record button is pressed but no keyframes for them?

celest trout
#

@clear yew Yes and Yes

final gazelle
#

wait, can shader settings actually be keyframed like that in animations? i've only seen instant swaps between shaders/materials in animations rather than a gradual transition like you'd expect with visemes

celest trout
#

I know someone who can change their eye colors but Im not sure if that's a texture swap or a material swap.

clear yew
#

@celest trout I don't know, I've been animating emission colors and some sliders without issues but I've moved away from unity animations and just use the timer inside the shaders for animations now 😐

#

maybe somebody else knows

grim coyote
#

starting to improve

#

and i'm loving it

hexed fern
#

or should i add more frames to it?

grim coyote
#

i think one or more

hexed fern
#

its currently got 2 frames

#

i can't get it to not be super fast when i have only a few frames

grim coyote
#

idk

hexed fern
#

i actually got it i think

#

thats with 6 frames

scarlet ibex
#

I know how to do animation override (like dancing dab ..) but some people use animations while moving how can i do it
I mean hand gestures using by SHIFT F* KEYS
can someone send me a tutorial vid i can't find anywhere (tag pls)

pliant plank
#

@scarlet ibex when you trigger a gesture animation with Shift+F[Number] it stays enabled untill you go back to the standard gesture

#

So you can walk with them enabled without having to constantly hold it in

lunar pasture
#

Does anyone use MMD to create their own animations?

clear yew
#

Anyone have lightning prefab when we take out sword

hexed fern
unborn sphinx
#

I want to overwrite the LetGo Animation for my Desktop Avatar, which is the F3 button. Which Animation is the LetGo Animation in the Custom Animation Penal tho ?

hexed fern
#

what do you meant by let go?

clear yew
#

@unborn sphinx You either mean openhand or idlehand. I don't know if I've seen someone overwrite idlehand and still be humanoid. Sounds like too much of a pain. Openhand is easy though.

#

It could be simple af though. I just haven't tried it.

clear yew
#

Anyone selling ground effect ?

#

That can spread all over terrain

wooden jay
#

is there a way i can make an animation, then like mid way, cancel it and start another gesture ?

Example:

i make a sword rise from the ground ( kinda normal slow speed) but it stays there for abit, ( animation is about 20sec long) but once i want to pick it up, i cancel the animation (after 10sec) and have the sword in my hand as my gesture.

something like that im trying to figure out

eager vault
#

I don't think you can cancel emotes, but if they were gestures i think you could have the 2nd gesture turn off what ever the 1st gesture activates

#

but im not sure, havent tried it myself

final gazelle
#

if you have the gestures on the same hand, yeah, i imagine that's how it should work

hexed fern
#

about ta'upload my first gesture avatar ever 😄

clear yew
#

@wooden jay I'd have to catch you in VRC. I have a set-up similar to what you're describing on my personal Black Gold Saw.

wooden jay
#

hmmmm

#

when you available i wanna see if its possible, some ppl are saying i cant, others are saying i can 😭

clear yew
#

It uses two gestures rather than an emote and a gesture, but it's the next best thing barring state machines.

wooden jay
#

hmmmm

clear yew
#

I make a world particle with my sword's mesh lower itself into the ground. It'll stay in that spot, no matter where you you are in the map, until either the timer runs out or you let go of the gesture.

#

You can switch to the sword holding gesture in a single frame when your hand's over the grip, making it seem like you picked it up.

wooden jay
#

@clear yew are you available now ? i wanna see

#

pretty sure its what i wanna do

swift shoal
#

Hello!! I was wondering if anyone knows whether or not you can animate a model in blender used full body vr tracking? I feel like I've seen someone do it before in a video a long time ago but when I search the internet for a tutorial or something I don't find much

clear yew
#

@wooden jay I actually check the discord on my breaks at work for ideas or to give others ideas. 😅

harsh swallow
clear yew
#

How do i animate when the player reach for his sword on the hip then equip?

placid wigeon
#

does anyone here have a quadruped animation file
ive been trying to Animate and rigging(Generic) a ZOID MMD model

near blaze
#

Has anyone experienced animation overrides causing the inside of your model's mouth to disappear

#

It is fine in unity, just not in VRChat

#

Looks it it was a problem with a shader option

fallen crypt
#

@⛧ AlphaSatanOmega ⛧#2639 Is that headpat gesture or emote?

gusty plank
#

Hi, I have a bit of a difficulty syncing my walking animation with the movement speed in game. Its almost perfect but the character still slides forward some distance after each step. Not sure how to optimise for it.
In the Unity the grid for animation, can I use only the thick lines for input (0,5,10,15,...etc) or can tighten it even more? Will the frames be ignored? I have really slow upload so it takes a lot of time to trial and error in game for me.

clear yew
#

@harsh swallow that is amazing, that saves me so much

golden remnant
#

How do I put a grabbing thing on the avatar? For example on a gun I'm holding then add a grip where I can hold with my other hand, pretty sure I saw something like that

harsh swallow
#

@clear yew 👍 ^^

clear yew
golden remnant
#

@clear yew I'm talking about adding a grip to a weapon, not just taking out a weapon. A grip so that you can hold the weapon with both hands

clear yew
#

?
find a grip model and add it to your weapon ?

golden remnant
#

I mean an actual grip like press the trigger to hold

#

vrc_pickup?

unique night
#

vrc pickup is used on world objects, it wont work on avatars

#

what you saw might have been a clever use of gestures

#

the player may have mimicked the motion of grabbing the grip and activated a second gesture which kept the hand to that position or something

orchid nebula
#

Hello Everyone, how to make the animation go to the end and not be interrupted before it actually ends?

fluid crescent
#

I have 3 different animations on 3 different gestures.But when i trigger one of them,it plays 2 aniamtions at same time?Someone knows how to fix that?I use keyboard not controllers

clear yew
#

weird, are you only using the 0.00 and 0.01 frame ?

fluid crescent
#

no

clear yew
#

that may be why

fluid crescent
#

ohh okay ill try

obsidian vigil
#

well i had the same problem

#

now my animation triggers an empty object and i have timing on the particles inside

fluid crescent
#

@clear yew thank you now everything works fine

clear yew
#

👌

clear yew
#

does anyone

#

have any idea how to get a material to not preload and render

#

in the background

#

i have a gif on a shader

#

and its loading in teh background so its never in sync with the audio when i use the emote

#

because its already been playing in the background

topaz granite
#

I have a small problem. Do you guys know how to get the default peace sign animation? I want to add a custom face expression to it, but moving fingers is such a hassle.

obsidian vigil
#

@Kyuu#0040 get the muscle editor plugin it makes it 1000000 times easier

clear yew
#

@topaz granite I can message you the default victory animation

#

done

topaz granite
#

Thank you everyone!

clear yew
#

hello! is there a way that i can have a trigger linger after an emote?

#

for example i turn on certain particles or shaders

#

and i keep them after the emote finishes

#

like a transformation on the model

topaz granite
#

It's me with another problem. Is there a way to disable automatic blinking during animation and automatically playing it again after it finishes?

obsidian vigil
#

How do you do a snail marker that stays after youve stopped the gesture?

novel flower
#

Same

#

I added it but when I let go of gesture it disappear then everything reappear when I touch gesture again

#

Need to to stay visible until I activate erase all

next shard
#

mhh so is the phone selfie thing not possible anymore? I can do it in local but i can't seem to find a way to make it show to others.

clear yew
#

@next shard yeah they removed that because it will get laggy really fucking fast

next shard
#

i see but some people still have it since i saw it yesterday 🤔

clear yew
#

because they found a work around but it's not allowed

next shard
#

i see

#

thanks for information

waxen hound
#

my avatar show up with black eye in vrchat. yet look normal in unity. Could this be the eye tracking messing it up?

novel flower
#

Anyone know how to fix the snailmarker issue?

formal oyster
#

Hello I'm looking for some help with animation controller. I'm trying to make a box which i can move and scale up and down using triggers. So far I have up and down movement done problem is i don't know how to add scale. Do I need to make another set of animations for height with different scale ? Or is there some other way ?

lunar pasture
#

@waxen hound yes, take another look at your CATS settings

#

still getting issue with multiple animations where the hips don't follow the spine so the avatar twists when the mmd animation has rotation 😦

cursive needle
#

how can i make a middle finger pose for my avatar

lunar pasture
#

someone's made a How to Flip the bird' mmd animation on DeviantArt, that's probably a good place to start,

cursive needle
#

thank you

keen glen
#

Is there a way to disable the VR for a model? Trying to get a model to constantly do an animation constantly, but the vr messes it up

lunar pasture
#

how long is it?

keen glen
#

not long at all, it's just the take on me dance

#

the arms should be constantly going side to side, but my Vive controllers seem to override it

runic trench
#

Hi guys,can I find tutorial how to create dog of wolf's walking animation?

keen glen
#

it mostly works when I use the non vr mode on desktop, but I don't want to swap every time I show off or use the model

novel flower
#

Anyone know how to fix issue with snailmarker? I can write with it but as soon as I let go of gesture it disappears, but then everything reappears as soon as I activate gesture again.

runic trench
#

Or maybe already created,what can i use with my model?

blissful grove
#

Is there anyway you can get animations from garrys mod and use it in unity

clear yew
#

@clear yew That's a toggle system. Less than 10 people have figured those out in VRC.

#

interesting

wicked garnet
#

this might be an animation type problem but i'm not sure is there any way to fix my legs bending to the sides instead of forward when crouching?

clear yew
#

Is your avatar male? @wicked garnet

#

If so, change it to female in the avatar descriptor and see how that works. Downside is you'll sit feminine, but I have friends that rig fully custom models and still have bow-legged/knocking knee issues on male animation set. So I usually have my avatars set to female.

forest slate
#

just for the lulz, is it possible to put an MMD dance onto a knuckles? i just want to see how badly the model breaks

dawn shale
#

Anyone have a good idle animation for having arms folded?

gusty plank
#

When I override Idle animation with my own Idle animation, the hands interfere with other animations, why?

#

@clear yew I do, not maybe exactly what you want though

#

When I make my own Idle animation then if I want to use any of my Emote animations, the hands are stuck to the Idle animation. I cant find fix :/

clear yew
#

Did you use blender or unity for the animation? @gusty plank

gusty plank
#

@clear yew Unity

clear yew
#

I'm no help then, sorry. 😂 I just remember having issues with the IK due to the fact that I animated with blender, but I guess that isn't the case here.

gusty plank
#

np, thx anyway

dark frost
#

like the C almost if that makes sence

#

I feel like its idle but im not sure

bronze peak
#

there is no "hand" anima for that it is the default. so yes it is idle but if you overwrite that it will overwrite anything your model does while your standing still

dark frost
#

perfect, thats what I want

#

thanks

clear yew
#

does animation include making shape keys?

sick crag
#

Ive noticed like the tomato girl spawn tomatos with her emote, what is that? They stayed after the emote was done and made like a whole patch of em.

#

I wanna learnt this capability

bronze peak
#

so anyone here know about particle systems? ping me when you get a chance. i will post here just incase some reads any how. i have a particle system that activates with something in my hand. but the particle effect is rain. so i tested it while in non vr. but when i went into vr. the rain rained in the direction my hand was pointing i just what it to rain straight down

sick crag
#

Is the particle system like inside the hand bone hierarchy thing?

#

Id imagine having the particle system like to the root of model or something and have a key turn it on when you do the animation

#

idk

clear yew
#

I cant rmember what i need tgo get in unity in order to do facial animations

bronze peak
#

ahh dot i did not think of that thank you i will try now

covert linden
#

@bronze peak you'll need to set up rigid bones

#

@clear yew click on your model and locate 'body' click on that and it should show you blendshapes (click the little arrow if it doesn't show you a menu) thats what you'll need, see which ones you want (put them on 100) in the animator there is also a tab called 'body' and it'll have all the blendshapes

clear yew
#

i got it

#

my friend said i didnt have it set to humanoid...instant fix

dim valve
#

Whenever I try to upload a model to VRChat, or test it in Unity, it pauses Unity's scene viewer. This also cancels/breaks any uploads.

#

It seems to be based on the animation that is playing when the character is previewed.

#

Anyone know how to fix this?

covert linden
#

Can you get into the naming window before upload no problem?

bronze peak
#

i am sorry what is rigid bones?

dim valve
#

Actually, I realized what is causing it.

covert linden
#

Rigid bodies* my bad. Its the way how you can spawn world particles that won't follow your hand or character, altho if you want it to just follow your character it wouldn't matter

dim valve
#

I had something over my errors bar so I didnt see it

#

I may be missing an updated SDK

covert linden
#

Seems to be a server error

#

Ah, that might also be a problem xD

bronze peak
#

i get that all the time i just push upload and it works xD

covert linden
#

Its how you can for example shoot something but not hold your hand in that direction all the time

dim valve
#

Anyone know how to check what version of the SDK you have?

#

Ah, version date.

#

What is the most current version date, could someone check theirs for me?

covert linden
#

It also has an build in update checker

bronze peak
#

i think you can click the vrchat sdk thing at the top and hit check for update

dim valve
#

I have
2018.02.28.21.21

bronze peak
#

NEwestVRCSDK-2018.02.28.21.21_Public

#

yep that's the one

dim valve
#

Ah, shit.

#

Not sure what my issue is, then.

#

I'll try the beta API

covert linden
#

Could just be the servers

bronze peak
#

yeah like i said i dont know what that avatar not found error is but i hit upload anyways and it normally works

dim valve
#

The issue is, this error pauses Unity

#

Which in turn breaks the upload

#

Actually, perhaps this is what is causing it to do this

#

What is a function name?

#

"'Tsuchinoko3' AnimationEvent has no function name specified!"

#

🤷

#

Ooh

#

There is an option to turn off error pausing

#

yay!

vivid pond
#

random question
say you created a fire beam how would you get that to leave a burn effect when it touches anything in the world the second it touches it

covert linden
#

Some very complicated shaders is all I know xD

nimble ridge
#

You could try using particles with colliders, I don't think you can create objects at world position tho...

grand lichen
#

@vivid pond You need sub particles. Set it so on collision it spawns a new particle.
New particle being your scorch marks

gusty plank
#

Is there any way to loop the emote?

grand lichen
#

Emote? That would be a bad idea then you would emote forever

clear yew
#

On the topic of particles, I can't seem to get a particle effect I'm working on to follow my character properly. It always lags behind when I move.
https://imgur.com/a/Yh3Rn

gusty plank
#

@grand lichen but isnt there a way to make it stop if you enter any input? I have made some animations like this in Unity and they work in Unity well, I can cancel them any time but that requires a script and VRC doesent approve of my script

vivid pond
#

ok stupid question but how exactly would you get it to collide with the world or would it do that automatically and thanks i completely forgot about the sub particles

grand lichen
#

@gusty plank sadly nope. Vrc does not allow any scripts they do not have white listed on their end.
I made one once that allowed you to have random audio clips on your character play. Then realized I wasted my time LOL

gusty plank
#

@clear yew You have set Simulation Space to World, I believe thats what is causing the particle to trail

grand lichen
#

@vivid pond there is an option in the particle settings for collision just set it to everything and make sure to set it to ignore collisions from the inside.

gusty plank
#

@grand lichen Dang it... I hit wall everywhere. None of my animations work well then. I Want to have different animated poses but if I use them on the hand gestures, the hands are stuck to the Idle animation. If I use them on Emote, they wont loop 😦

vivid pond
#

ok thank you again for your help

clear yew
#

The simulation space is set on world, the screenshot I posted shows my settings. It seems like the particles remain where they spawned, rather than following the emitter.

gusty plank
grand lichen
#

@gusty plank I even tried super hard to get the animator to work but sadly it won't work on your model in game unless the animator is set to something on your model and not the model itself.

Tried to have a set of wings on one model of mine idle and flap every now and then. But since it was an actual part of the model vrc just took over everything and the wings stayed static. 😟

gusty plank
#

😦

clear yew
#

@grand lichen hum, i have flapping wings on one of my models. I used a "empty Game Object" for the wings

grand lichen
#

But are the wings the same mesh as your model or added in later via unity?

clear yew
#

it was part of the model so i modified it in blender. I basically just removed the wings from the model and made them as a separate fbx file

grand lichen
#

Yeah see I know how to get that to work hahah

clear yew
#

looking good

grim coyote
#

Glad you like it

#

Im proud of this one

#

Its generic btw not humaniond

icy hazel
#

Omg he so cuteeeeee

clear yew
grand lichen
#

Set the simulation space to local. They should face the direction of the object you attached them to.

ebon harness
#

If anyone has gotten quadrupedal models working in VRC, or know someone who does I could use some assistance.

lament hearth
#

Anyone experienced with the Havok Format (hkx) for animations?

wise minnow
#

can anyone give me a face expressions anim pls?

clear yew
#

i am super mad, i am struggling with an audio source from more than 3 hours now, i have the same exact setting i have on another model of mine with working audio but in game is not working, it even work in unity when i play the animation, what the hell is going on?

#

i have an ogg audio file, the audio source game object is not active and it play on awake, with animation i activate it, but in game is not working 😦

slim sparrow
#

Are you using keyboard to activate it?

#

@clear yew

slim sparrow
#

You need to disable it by default (untick the box at the top left of the audio source). Then in the emote's animation, enable it.

clear yew
#

that is what i did

#

check the screenshot

slim sparrow
#

Also, change the rolloff to linear rolloff

clear yew
#

i do change it to lienar but when i upload it, it changes my setting to those ones

slim sparrow
#

I'm pretty sure it's linear by default

#

Oh that's weird

#

Oh yeah, that makes sense actually

clear yew
#

i am thinking to make it 2 d audio instead of 3 d

#

i do not know what to do anymore

#

i am keep changing small stuff from more than 3 hours now

#

it works in unity when i play the animatino but not in vrchat

#

and i have sfx set to 100

#

@clear yew change the output to "master" ?

#

i will try, but none of my other models are ''master'' and they work

#

i am uploading it right now, i hope it works

#

still not playing 😦

#

i do not know what to do

#

what the hell, this makes no sense at all. the setting looks correct, they are the same i use on other models and they work on those, it even play the sound in unity when i play the animation, why in game i only see the motion but i cannot hear the sound of my animations oh my god

clear yew
#

ok, i managed to get it working, audio source game object is always active by default, and with the animation i turn on the audio source itself

slim sparrow
#

Thank god for the Muscle Animation Editor. Just spent half an hour trying to make a cross-armed standing animation because Mixamo doesn't have one

#

Would have taken me 3 hours otherwise

junior grotto
#

hey @grim coyote

#

you seem familiar with pokemon shit

rich dome
#

Does someone know how to make a .vmd file to work as an animation in VRChat or does it even need converting?

grim coyote
#

what do you mean 🤔

rich dome
#

A .vmd file. Normally used to create certain motions for characters in MMD.

#

How like... wait.

#

It just becomes an unusable file. 😛

lunar pasture
#

you need to use MMD thingy in blender to attach it to your mmd model then export it when it's attached, you can then import the whole model and it will be importable in unity

red summit
#

is there any faster way to get in all the finger properties to a custom animation other than adding them all one by one

regal hollow
#

you can use the muscle animation editor asset

#

but it aint free

#

if you make a lot of avatars it can really speed things up

scenic shuttle
#

does someone here know how to make render textures visible for everyone

earnest bridge
#

is it possible to trigger animations for another object (eg: an attached weapon) from another animation bound to the avatar itself?

surreal iron
#

@lament hearth yeah im also trying to convert the havok files to fbx for my 2B model... no luck so far

junior grotto
#

are animations still legacy?

#

just trying to create a simple blink animation for my garchomp model

surreal iron
junior grotto
#

maybe because of the different directions?

#

like,its movement in actual 3d space, not just a line

#

dunno, im not an animator

wintry dune
#

Can anyone point me in the right direction to figure out how to apply a walking animation? I know that you need to put it in the animation overides and I watched this tutorial: https://www.youtube.com/watch?v=V0l4-pH3vI4&t=50s
That showed me how to apply an animation from mixamo for dancing but there's a walking animation on there I want to use as well, however upon importing that walk the character humanoid model I use only lifts their foot up part way then starts sliding around.

Creating custom animations for hand gestures and emotes in VRChat

▶ Play video
lament hearth
#

@surreal iron I'm trying to convert some havok models, but without luck, too

#

this is how it should look

novel flower
#

Is there a reason why an animation is cutting off early when I stick it in an emote slot? Tried the tipsy animation and it stops like 5-6s short of the complete emote. Yet have another emote that goes on for 2min

surreal iron
#

i have the havok files but i cant even convert them, i have the idle and walk animations for 2B as a havok file, tried to make my own custom walk animation, looks good on unity and blender but looks trash in vrchat, im almost quitting vrchat because of that :^)

lament hearth
#

send me the skeleton and the idle animation @surreal iron .
I'll try to convert it for ya

surreal iron
#

do i need a skeleton? 👀

#

like... i downloaded the file from a site, its an animation for skyrim, in havok filetype

ebon ingot
#

Hey guys. I might need some help with setting up facial expressions. Whenever I add the expression, while it works in game, my hands stop doing the full animation and go into this weird pose? is that normal?

earnest bridge
#

yeah thats normal, because now theres no animation and your face is what animates

#

that just leaves your hand to return to a full neutral

ebon ingot
#

aaaah I see

#

ok ok thank you

#

There is no way of playing both animations, is there?

earnest bridge
#

you can, you just have to make the hand gesture part of that animation

ebon ingot
#

Hmm, ok

pseudo iris
#

is there anyone who knows how to make a working phone with selfie cam?

clear yew
#

not allowed my dude

pseudo iris
#

uhm, ive seen alot of people having it

ashen sedge
#

Getting it working on avatars is another topic, but it's basically just setting up a render texture with a camera object, then you have a trigger to remove/deactivate the camera and then the render texture will display the last rendered picture

lament hearth
#

@surreal iron sorry, was afk^^ in FFXIV, for every character/monster there's a sklb(.hkx) and a pap(.hkx) file. One skeleton and the animations

#

dunno how it is in with 2B

surreal iron
#

welp... guess ill go back to the "custom walk animation looks trash in vrchat" issue then :^)

lament hearth
#

yea, sry^^'

surreal iron
#

Tupper-senpai help me plos :^)

covert gale
#

When I replace a chair sitting animation it only plays the replaced animation for a split second before switching out to the default sit. Changing settings of the animation has no impact on this.
Am I missing something?

dense granite
#

any one know how I add a shape key in unity without losing the gesture like pointing and peace etc

covert gale
#

You have to redo the hands yourself for that, as part of the animation override

dense granite
#

damn. ty

sick crag
#

couldnt you just duplicate the default animation of the pointing and peace

#

or no I havent tried

white herald
#

doesn't work for me, mabye there's a way

#

i'll try copying the keyframes from the default gestures, isn't showing up in unity but worth a try

#

i tried gesture overrides so many ways before i watched the tutorial, really don't understand why it works the way it does but it'd be nice if i could import animations from blender instead of reposing in unity

ebon ingot
#

Does anyone know where the animations for the hands or what are they called in unity?

white herald
#

in the vrcat sdk folder search for animations folder

ebon ingot
#

thank you

vivid burrow
#

does anyone know how to make an animation override stay in one place? I play a piano and it moves when my face moves how do i fix this?

slim sparrow
#

If the piano is an object that's attached to your avatar, it will also move along with you.

#

If you want it to stay still, try making it a particle instead. You can render meshes with particles, and you can make the particle a world particle so it doesn't move with you. @vivid burrow

vivid burrow
#

im not exactly sure on how to make the piano a particle...

tight sorrel
#

any tips on making a sleeping animation for actually sleeping in vr?

#

vive

slim sparrow
#

Replace the prone animation

tight sorrel
#

oh

#

that'll do

#

nice

slim sparrow
#

I'm sure Mixamo has sleeping animations

tight sorrel
#

oh snap

#

thanks

vivid burrow
#

@slim sparrow how would i make the piano a particle?

slim sparrow
#

Dunno, but that's how I heard it. You know how particles work, right?

#

I'll check real quick

vivid burrow
#

yeah im familiar

slim sparrow
#

Oh, particles are actually pretty complex. Jeez. Hang on

vivid burrow
#

lol thx

#

i've only been able to turn 2d images into particles

slim sparrow
#

Ah, there we go

#

Expand "renderer" in the particle component. You should be able to set the Render Mode to "Mesh"

#

You can then select any mesh you want

#

Just set the simulation space to World and you can basically spawn visual objects in the world

vivid burrow
#

on nice!

#

imma try it thanks!

#

noithing is displayed from the particle system, it becomes empty @slim sparrow

hexed fern
#

is there anyone here

#

i don't know whats going on but i tried to test some animations on my klonoa model but his arms are still in the t-pose position and i don't know why

#

but the animations still play like normal

wintry dune
#

Does anyone know how to apply a mixamo walking animation? When I apply it my vrchat character just takes a half step and starts gliding forward or back in that one positon.

vivid burrow
#

@slim sparrow it says it only works with exactly one sub mesh

clear yew
#

I am doing some Ik-rigging so I can do animations in blender but in order to do that you have to unparent the hands and feet from the forearms and shins, is there a work around for that so you can keep the ik bones doing what they are supposed to do while being able to configure the model for use in vrchat?

night steeple
#

I accidently started an animation on my model and now it is stuck in the half way into the ground pose. Is there a way i can undo this?

junior grotto
#

is there a way to modify the vrchat animations?

#

or is it all overrides with entirely new animations

#

also @night steeple did you start it on a new model

junior grotto
#

jeez

#

trying to import these animations from pokemon S/M for use

#

is hell

vivid burrow
#

@junior grotto yeah you just click on the animation in assets and then click your animation tab

lilac cave
#

overrides with new animations

#

but you should be able to copy the previous animations id think

white herald
#

so just to be sure, there is currently no way to change gestures without losing the original gestures? as in even if i posed my own replacement gestures, both hands would gesture? I could tool around with the animation controllers but i don't want to waste my time

lilac cave
#

usually my models point and the keyshapes do what theyre supposed to do at the same time

white herald
#

and how do you acheive that

lilac cave
#

uh, well how are you making the animations?

white herald
#

haven't gotten it to reliably work any other way

lilac cave
#

with the animations

#

do you move the hands or anythinig

#

anything

#

i only use keyshapes and it seems fine

#

in the sense it points

#

i think it also does that when ive moved bones too

mint mulch
dim valve
#

I played an animation on my model, and it works wonderfully.

#

But the dynamic bones are all sorts of messed up from it

#

They animate incredibly slowly

white herald
#

nope just shapekeys. so you're 100% sure that ingame, you can gesture and your fingers point? and you acheived this the way i described?

dim valve
#

And the dampening seems to be much slower than normal

#

What in the animation could be causing my dampening/dynamic bones to be messed up?

lilac cave
#

didnt watch the video you used but it should

white herald
#

well fuck

#

still makes no sense, all the tutorials and things i've googled are saying the finger poses are removed and you have to add them yourself (which would also result in both hands gesturing instead of one). i've tested it in both vr and non-vr gestures, nothing happens.

#

gonna assume you manually added both-hand gesture overrides

cursive moon
#

Adding your own finger poses doesn't force both to activate, only on the hand you activate the gesture on. It does, however, only use the animation you created for that hand, so it's possible to have two different finger poses with the same gesture on different hands.

quasi gale
#

@surreal iron It's hard to diagnose the problem when all we have to go on is it "looks like trash" ingame. But I'm going to guess that the issue is that VRChat's IK system is taking over parts of the animation. There's a variety of reasons it might do this - aligning the head with the player's headset for example. In those cases, the IK system will kick in and move the feet so that they look like they're properly walking on the ground.

surreal iron
#

thats the thing

#

i don't have a vr set

#

ill try to upload the animation as legacy and see if theres any diff

craggy sage
#

So i made an animation replacement for the hands, and now the avatar goes halfway into the ground, any ideas?

surreal iron
#

@quasi gale so... uploading the animation as legacy did the trick, it works smoothly af

#

BUTT

#

theres no way to set the animations in order like... idle, walk and the such using legacy right?

craggy sage
quasi gale
#

@surreal iron It sounds like you had some bones in your animation that weren't part of the humanoid hierarchy. Check the mask rollout on your animation import settings and make sure everything is enabled if you want to keep the humanoid traits with the extra bones:

surreal iron
#

👀

#

ill try it right away

quasi gale
#

Just remember that the mask is set individually for each animation, so you'll have to go through each one and enable them all.

craggy sage
quasi gale
#

@craggy sage That's generally fine, if you want to prevent it from happening whenever you hit play, make sure there is no animation controller attached to the avatar's animator component.

craggy sage
#

also inworld it squishes down low, how fix?

quasi gale
#

Need a bit more info than that. What animations are you using, what's the rigging setup, what kind of bone hierarchy do you have?

craggy sage
#

Maxwell Rodgers - Today at 2:51 AM
So i made an animation replacement for the hands, and now the avatar goes halfway into the ground, any ideas?

quasi gale
#

Sounds like you didn't setup the override properly. What do you have attached to the VRC_AvatarDescriptor component?

craggy sage
torn pawn
#

@craggy sage you do animation on duplicate, then put that animation file in the controller

craggy sage
#

yes

torn pawn
#

never create/drag n drop animation files on your main avatar

craggy sage
#

-.-

torn pawn
#

wait, or is that an idle animation change?

craggy sage
#

hand idle

torn pawn
#

then ignore what I said, is a different issue then I guess

#

i personally haven't messed with idles

craggy sage
#

no really -.-

#

uploads are down anyways

clear yew
#

The avatar I'm using has blend shapes that activate when I look up or down. Where would I find the settings to change that?

mint mulch
#

missing eyelids cause mouth to open

#

lower eyelids*

#

Or just recreate the eyetracking so the lower eyelids are created

slim sparrow
#

Ohh, so that's why my aa shapes keep glitching on one model

slim sparrow
#

Is there any way to disable eye blinking (and possibly lipsync) while a gesture is in use?

#

I tried forcing all the lipsync shape keys to 0 within the animation, but that breaks lipsync entirely

lilac cave
#

as far as i know you can only stop blinking if its custom (not cats)

safe nebula
#

Hi everyone, i just had the same problem (avatar stuck in ground when playing an emote) but the issue seems to be different

#

what could it come from

#

i've managed to fix this problem before but i dont remember how to do at all

#

it has something to do with the overrides..

weak raft
#

Hey guys, so i've added muzzle /sound effect to a gun, and i'm wondering if there's any way to activate muzzle/sound effect only when i have the gun out? I don't want to be able to activate only the muzzle/sound effect when i don't have the gun out.

obsidian vigil
#

@weak raft yes

#

include the sound in the animation you do the muzzle in and enable it only when the gun is active

#

disable it by default

weak raft
#

I mean, i'm able tt take out the gun without the effects triggering, but i'

#

i'm also able to trigger the effects without the gun out, when i click the gesture.

#

i'm guessing that's not possible

torn pawn
#

you do it by using both controllers

#

have gun on 1 controller, then audio source disabled under it, or in a disabled empty object

#

then with 2nd controller you enable the object that holds audio source

#

this is how you avoid sound that u dont want to accidentally trigger, or any other effects

#

also a way to have 16 overrides

#

i mean, you use 2 trigger buttons for it*

#

replace "controller" to "button" in my first 2 sentences

weak raft
#

do i remove the gun from the animation effects? But keep only the muzzle and sound effect

obsidian vigil
#

@torn pawn you mean like doing stuff with left and right hand at the same time?

torn pawn
#

you put muzzle and sound under empty object

#

then have the empty object under your gun, empty object disabled

#

muzzle and sound enabled by default

#

@obsidian vigil not technically, but it's using both controllers, holding one button then pressing or holding button on other controller

#

that enables a child under the first buttons parent

#

@weak raft so you have Wrist, uner wrist is Gun and under Gun is Empty Object under Object is your Muzzle + Audio source, Gun and Empty Object Disabled by default, muzzle and audio source enabled by default

#

you create 2 animations, 1st that enables your Gun, then 2nd that enables your Empty Object

#

you can activate your muuzzle+soound ONLY when your gun is out

weak raft
#

What do you mean by "empty object"? Do i create a new object and then put both muzzle and sound under it?

torn pawn
#

mouse2 on your GUn > create empty

#

i think it's called

weak raft
#

ok, i think i got it. I'll return if i'm successful or not

weak raft
#

damn, it actually works! thanks a lot

safe nebula
#

Still no idea about my stuck in the ground problem?

torn pawn
#

@safe nebula if you use emote, your entire body has to be animated, i think

safe nebula
#

well it is

#

most of it

#

the animation works

#

but mid ground

#

@torn pawn

torn pawn
#

i havent done animations through emotes, but from what i know the entire body has to be animated, otherwise it will be in ground

safe nebula
#

how do i make sure i animated everything?

#

OK i found the ultimate answer to my problem so im writing this here for those who got my problem

#

Copy the "animator.root T" key from the idle animation for example

#

paste it in your animation

#

bam fixed

#

thx for helping c:

surreal iron
#

how to proceed? 👀

clear yew
#

for gesture particle animations, should it all be done with simultaneous systems and start delays? or does putting keyframes in animations work?

torn pawn
#

what do u want to do

clear yew
#

well it's just going to be a charge up effect followed by a blastwave

torn pawn
#

gesture overrides work only if frame 0 and 1

#

so you have to put delay on the particle systems

clear yew
#

alright

#

which also means my sfx would all have to key at the start as well

#

i was wanting to have the blast sound trigger when the blast started incase of lag, but if i can't i guess that's fine

torn pawn
#

you can add silence at the start of the track and match it the particle delay, it should work

clear yew
#

that wouldn't make any difference

#

be easier to just combine the audio in audacity into a single ogg

#

ty tho

woven surge
#

Hello, do someone knows how I can summon a sword and move freely withouth the sword moving with me and staying in place? tried world space particles but I don't get that to work

wicked garnet
#

so it seems that my avatars arm is spazzing out for some people. is there a way to fix this?

#

anyone?

slim sparrow
#

@woven surge I'm pretty sure world particles are the only way to do that

#

If you can't get it to work, then you should describe that problem in more detail

woven surge
#

I don't know how to set that on a particle system. On shape, if it's mesh or mesh renderer.

#

Tried mesh but nothing

clear yew
#

you need to use rigid body

woven surge
#

Rigid body? First time doing this

clear yew
surreal iron
#

@quasi gale did what you told me to, still looks like trash in humanoid

woven surge
#

Oh you mean that. Yeah I know how to set world particles on my particle systems, but I'm trying to do that not with a particle but with a weapon, I want the weapon to stay in place while I move, so it doesn't follow me, and stays on the ground

#

Managed to put Shape > mesh, and the body of my weapon, so I can see now my weapon but cannot see the textures, I only see like the vertices

clear yew
#

so an actual 3d model ?

surreal iron
woven surge
#

Yeah, a 3d model of my weapon as a particle system

surreal iron
#

any way to fix my issue with a humanoid rig?

clear yew
#

@woven surge you need to have only one material to your model if you want to use it as a mesh particle

woven surge
#

Oh.... okay, didn't know that. My weapon has 4 materials... how can I join them on a single one?

clear yew
#

with blender i think

#

what you can try is to use a dummy particle

#

i never tried myself so i dont know if it will work but you basically create a invisible particle system with a very long duration and parent the model of the sword to it

woven surge
#

Oh.... I see what you mean

#

Maybe that could work

warm salmon
#

ok so i need help

#

idk if this goes in the animation tab but i just need some help

#

I want to make a gesture where he spawns a static gameobject cube that is invisible, and have that cube play the "KIRA QUEEN" sound. then later i want to press a button and have the click play, then have the particle of explosion play with the sound of the explosion ON the cube, BUT i dont want the cube to follow me as a player.

surreal iron
#

NANI?

warm salmon
#

yea

#

i know

#

would i have to use a script of some kind? or something?

#

cause i fucking suck at scritps

slim sparrow
#

The only way to spawn objects in the world is to use particles, which are purely visual

#

Otherwise, the object will move along with you

warm salmon
#

well basically

#

i want an invisible thing, doesnt matter what, but have the audio of the explosion and the particle of the explosion tied to it, and to have it stay in place, then have it where i can detonate it, and when i do, the click is on me, and it activates the explosion audio and particles

#

basically simulating his first bomb from jojo

clear yew
#

you will need 2 gestures for that
one to spam the actual bombs and the other to make it explode

warm salmon
#

well i have it set up

#

where when i gesture fist, it spawns a particle of smokes to let me know if i spawned it right, havent tested it, BUT, idk how to make the gesture explode the audio and particles AT the place where i palced the bomb

clear yew
#

spawn an inactive "empty game object" at the same place, you can even parent it to the bombs

#

and parent the explosion particles to it so you just activate the empty gam object to simulate the explosion

warm salmon
#

wait so how?

#

wouldnt doing that gesture tho deactivate my one of placing it down tho?

clear yew
#

if you still hold the fist will you make the explosion it will not deactivate it

warm salmon
#

no no, what i want to happen, in order

#

is my guy yells kira queen, thing is placed, thing stays in place, i move to another position, thing stays, i then click or activate, and then when i do it clicks audio on me, and activates particles and audio on that place where it was placed

#

any ideas?

fallen crypt
#

Hey guys, I tested adding audio to movement animations
But it started playing running audio when I walk, there's fix to this? I tried disable the running audio in walk animation, but I guessed it that it will not work because it's a separate animation?

warm salmon
#

ok, so i can enable the object using the gesture, like i named a particle thing kira bomb, i can enable it correctly, but it still follows me as a player

#

i want it to stay where i activated it

clear yew
#

can anyone help me with making a particle, as in a 2d particle have sprite-like orentation that rotates with the camera onlly on certain axis... like if i wanted to make a 2d bullet or 2d beam that you can see around it and it rotates to follow, but coming straight at you it would be very thin

#

a particle that only rotates on one axis to follow camera

#

@warm salmon set the particles to world

warm salmon
#

well i dont want the particles on world, i want the actual system itself to stay in place.

#

@clear yew i mean ill try it anyway but mmmmmm

clear yew
#

@warm salmon that's what word does

#

set simulation space to world and they will be relative to world instead of following whatever part you parented them to

warm salmon
#

they are still folowwing tho

#

i just tried it, with world is simulation space, and the scaling mode to local

#

@clear yew so what do i do, just try all three modes?

clear yew
#

you'll need to use rigid bodies i would guess

#

hmm

warm salmon
#

idk if i have rigid bodies and how to use em

clear yew
#

people might parent it to an invisible rigidbody prop that drops in place, i don't remember the details though

warm salmon
#

how does one do that tho

clear yew
#

no idea

#

do what ? use rigid bodies?

warm salmon
#

yea

clear yew
#

oh boy

warm salmon
#

how do i make it where the particles stay on the rigidbody, and the rigidbody does not follow my avatar. then, how do i make it where that rigid body plays the particles and audio of explosion

icy hazel
#

Basically too few people use rigidbodies so we dont really have good advice for it

#

Frankly they all seemed to just trial and error it when they talked about it

#

Especially the JoJo stand people

clear yew
#

yeah because it's not the rigid body that have the issue

#

it's particles set to World that are wonky AF in vrchat

#

you can try finding an individual who's done it, have things that are stationary when they move, and ask them how they did it

warm salmon
#

ok

#

so i can place the bomb with my left, and activate with my right, and even maybe make my thumb click down when i do, but how do i make the bomb stay in a certain spot

clear yew
#

i just tried to spawn a world particle at my wrist and it stays there

#

as long as i hold my hand gesture

#

is there a way to use stretched billboard orientation logic without the stretching??

urban current
#

Anyway to make emotes over 10 sec? 😃

warm salmon
#

svelsien, yea, but i dont want the particle / the systems of audio and particles to be on my body, i specifically DONT want it following me

clear yew
#

this might sound dumb... but for some reason, no matter what i do to my particle system, the particles always appear with semi-randomized orientations

#

i want it to always go the same

#

i've tried mesh, i've tried making a tiny box, i've tried edge

#

randomize direction is set to 0

#

nevermind, it was velocity over lifetime that was screwing with it

#

@warm salmon if you set it to world it wont follow you, can just put the sound directly on it too

warm salmon
#

what do i put it to tho

#

cause it still stays on my body, its just gigantic

warm salmon
#

@clear yew @clear yew basically, putting a world particle on my rigid body game object, im pretty sure it still just follows me

clear yew
#

dunno what to say, you might be missing something...

slim steeple
#

How can I make a mesh that I transformed stay in the end phase of it's animation instead of repetedly returning to it's original state and then trying to do an animation again?

warm salmon
#

possibly turn off time loop on the animation

#

maybe set no default state in animator for the hand motions if its a gesture, otherwise idk

slim steeple
#

Yup

#

setting off loop time worked

#

thanks!

warm scarab
#

Hello there, I have this little robot following my avatar around. I have an animation set to pick him up to show him to people. But I was wondering if there was a way I could get it so I could maybe sit him in another position to float on. Like lets just say picking him up from my left shoulder and putting him on my right shoulder without having to use a separate animation to keep him on my right shoulder.

warm salmon
#

@clear yew and @clear yew it still follows me. did a empty gameobject, put the stuff on world, scaling on shape, still follows me

glass anchor
#

anyone else having troubles triggering sound?

#

did it the same way I always do and now it just wont play in-game

heavy stirrup
#

Gr. How do i rotate armatures during a walking animation?
Someone told me how but it didn't work-- namely separating the armature and attaching it inside of Unity.... But i still can't seem to get them to rotate within walk cycles

#

I feel like i'm just missing something. The attachment is generic and not humanoid, for what it's worth. Though the main body is humanoid.

torn pawn
#

@warm salmon you use world mesh particle for that with 0 velocity, high lifespan

#

@glass anchor mby you missed a simple step? I did two avatars today with multiple sound effects

warm salmon
#

@torn pawn wait what?

#

no no no

torn pawn
#

yes, i spawn rooms that dont follow me

warm salmon
#

@torn pawn what i want to happen, is i gesture my fist, and it spawns invisible object holding audio and particles of explosion on hold

#

i then change position, the object doesnt, and i activate the audio and particles remotely

#

@torn pawn so you got any ideas on how to do that?

torn pawn
#

then i guess rigid body is the only way i can think of, but I haven't played around with them

#

i use only particles so spawned "object" stays where spawns

warm salmon
#

@torn pawn @clear yew i wanna die

clear yew
#

i also have a question about spawning a 3d object, i basically want to have a knuckles puppet in my hand, i know i can do that with a particle with mesh render, but the problem is it will be in t pose and static, i want it to appear in my hand with an idle animation, how the hell do i do that?

#

by the way try setting the cube to local, and in the unity hierarchy thing move it under your hips

#

the cube should follow you

warm salmon
#

what, me?

#

thats the thing, I DONT WANT IT TO FOLLOW ME

clear yew
#

set it to world?

#

i am having the same problem to be honest 😦

torn pawn
clear yew
#

on another model of mine i want to lay down a clone of myself, the problem is that it spawn inside and it follow me around so there is no point

lunar pasture
#

Simple question, can an IDLE animation be longer than a frame?

clear yew
#

sure

#

i often made my own blinking animatino as idle animatoin and is usually 15 second long

lunar pasture
#

awesome

torn pawn
#

you need to rig it as humanoid then u put animator controller on him and the dude will dance in your hand @clear yew

clear yew
#

yes i understand now

#

cause the only thing in the animator is dance (or idle like i will add to it)

warm salmon
#

my prob is i still cant figure this shit out

lunar pasture
#

oooh I might do an animation where I get a knuckles and squish it flat beween my hands 😄

torn pawn
#

you guys are a bit late with that tho 😓

clear yew
#

i am trying to spawn a 3d model on the floor, but i want it to have an idle animation so i cannot use particles system, i need to activate that objecy with an animation so it must be a child of my main model in the unity hierarchy, the problem is that if i do so the model follow me around and i want it to stay where it is, how can i make it render to 'world' and not 'local'?

warm scarab
#

Hmhm..

clear yew
#

activating it with an animation is not 100% necessary, the problem is that the game object must stay in place and not follow me

warm salmon
#

could ANYONE help me with this? im still having major trouble

#

i dont have any trouble making it do the audio, and having audio and particle of the explosion on the gesture, but i just cant seem to make it stay in one place like i want it to

lunar pasture
#

define stay in one place

clear yew
#

for example, i spawn in a world, i activate that game object so it stays at spawn, and i can move around the world without having it follow me

#

whenj i activate it now it appear one meter in front of me, like i placed it in the scene in unity, the problem is when i move it moves with me

warm salmon
#

@lunar pasture well, i wanna use a gesture, have said gesture spawn a gameobject or enable it, but put it at my feet, and then when i move away, have the thing stay where i first activated it

clear yew
#

the same thing i want to do

lunar pasture
#

right then, well that's a thing to work together on then.

warm salmon
#

well we cant figure it out

clear yew
#

if it was a particle i could just set it to world instead of local, problem solved

warm salmon
#

yea

clear yew
#

but is a game object, not particle

warm salmon
#

but i want something that holds audio and another particle

clear yew
#

exactly

#

i am doing the same thing

empty owl
#

Hey, Im animating this avatar and i see 2 things that i have a question about

clear yew
#

i have a 3d object holding a particle system, and i want to place it in one spot and it must stay there where i activate it, even if i move

empty owl
#

What the diffrence between SPRINTFWD and RUNFWD in the AnimatorOverride. Is one for Keyboard and other is vr or like what?

warm salmon
#

well the same thing moz but mine is more complicated

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i want to place a particle effect or gameobject, doesnt matter, basically invisible, on place i want audio of a priming noise i have, then i move away, it stays still, and when i activate it it plays particles and audio where i first spawned it

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i dont even care if the thing follows me as long as the audio and particles emit where i first spawned the object

final gazelle
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@empty owl they seem to just be different speeds, so Walk > Run > Sprint

empty owl
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ah, ok.

final gazelle
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although with the animation controller template, they both use the "Run" animation by default anyway, so i'm not sure if you can actually make them into two different animation clips with a humanoid

empty owl
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ok

warm salmon
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so im guessing noone can help me?

lunar pasture
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It's not something I've done but I'm looking at the shitty documentation, which is of no help whatsoever

warm salmon
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hold on, im trying diff things

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maybe we could do something like this with scripting?

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im shiit at scripting which limits me

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BUT

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what if, on key press, it played the primer audio where i was standing, and in the script it took note of the world position of where i was, then, when i let go of the button, it activates the particles and audio, and puts them at the saved location

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would that work and if so, where would i put it / what would i type?

heavy stirrup
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Reposting to ask again:
How do i rotate armatures during a walking animation? My recent attempt was separating the walking body and keeping it generic and attaching it to the humanoid body.
Can't seem to get the leg bones/armature to rotate during the walking cycles inside VRchat.
I feel like i'm just missing something.