#animation

1 messages Β· Page 57 of 1

warm salmon
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okay so im on the verge of a breakthrough

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let me test this and if it works ill come back with one more question

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didnt work and back to square one GODAMNIT

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srsly i wanna kill myself cause i dont understand how or why this isnt working

novel flower
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Has anyone messed with Weapon Trail effects? Trying to give my sword a trailing effect when moving it around. Tried free one on assest store but dont think script is working because it doesnt activate.

fallen crypt
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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?

violet kraken
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i want my object to stay in the same postition and not move with me in the animation how can i do that ?

warm salmon
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same

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we want to be able to have something put down that wont follow the player

prime elm
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is there any method to overlap the same animation before it finish without scripting? like without disabling audio/particle, and make them active again

clear yew
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holy jesus guys, use world particle i already told you didnt i ? what's the actual problem with that ?

violet kraken
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@clear yew can you like show with screenshots ?

clear yew
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show you what ? to put a particle to world ?

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all i did was set the duration to like 1000 seconds

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0 speed

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spawn only one particle and that's it

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it spawn on my wrist position and stay at the place it spawned

violet kraken
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but how do i like parent the 3d object to a particle system and put it in my hierachy of my model

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i wanna spawn it somewhere in the sky infront of me

clear yew
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that's a bit more complicated

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because vrchat is a little bitch with world particles

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if you want better result you need to use rigid bodies

violet kraken
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yeah already tried that didnt quite work tho

slim sparrow
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What's the rigid body for?

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Is that so the particle respects your rotation?

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I keep hearing people talk about rigid bodies for world particles

clear yew
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yes

slim sparrow
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Ah

warm salmon
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yo

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my problem with that

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is that i DONT WANT IT TO FOLLOW me. like, i want the audio and the visual to stay with the particle left behind then, but the prob is it pulls the emitter with it and all, and as such it wont do so easily

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for now im just working on bites the dust

clear yew
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to give you an exemple of what i used it for.
i have a bullet particle set to world, so when i shoot it doesnt follow my movement. In unity it looks fine but in vrchat the bullet is always going DOWN.
I used a rigid body and the particle had the right rotation

warm salmon
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like, the biggest problem is i cant put a particle emitter as a child of another particle emitter, and then have said emitter emit FROM the particle

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it emits from the emitter

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which comes with you

clear yew
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use a empty game object and put your particles under it

warm salmon
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so empty game object for the ones of the explosion, or the ones of the emitter emitting the explosion emitter

slim sparrow
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I don't think you can actually make sounds stay somewhere. It sorta sticks to your avatar

clear yew
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nah, you can put them anywhere

warm salmon
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cause what im trying to do is have something with audio and particle system stored on it, and hve it stay in its spot, then have it later emit said sound and particles

slim sparrow
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Oh, really? Wut

clear yew
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doesnt always works tho because vrchat is kinda fucking up the sound

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how do i make my gun spins and shoot ?

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revolver

slim sparrow
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I have an animatable object as child object of my avatar. It's a humanoid rig animation. How do I make this animation always play?

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I added an Animation component to the child object, but in play mode, it still sits there in a T-pose

violet kraken
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@slim sparrow make the animation legacy and if you want loop loop it

heavy stirrup
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Is there a way to make an animation component only sometimes play?

slim sparrow
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I made it a legacy animation, still won't play

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I've done this before for blinking and such, so it should just work

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Alright, I got it to work by duplicating the CustomOverrideEmpty controller, then replacing the idle animation with the animation that I want.

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Had to disable legacy for that to work

violet kraken
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for me legacy and loop works

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i animated a second model with that aswell

bronze peak
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@covert linden can you explain what your were saying the other day where if i don't want an object i spawn using a finger emote to move with me. how i would do that, something about rigid bodies?

scenic shuttle
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anyone here knowing stuff about render textures?

regal hollow
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@scenic shuttle you trying to make a working camera?

scenic shuttle
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yes

regal hollow
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They started forcing cameras to local so only you can see them, others will see a black texture.

scenic shuttle
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theres gotta be a way tho

regal hollow
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There is a workaround but I don't know how to do it and I'm pretty sure its against the rules to talk about how to do it.

scenic shuttle
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ive seen multiple ppl having it

regal hollow
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So have I.

scenic shuttle
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i see

regal hollow
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Using the cameras means you have to render everything twice, halving your performance. So using it in a public world is pretty inconsiderate, pretty sure thats why it's out of here.

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Maybe it'll come back someday though in a more controlled form. One can hope.

bronze peak
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so anyone know if can make something pop up later in an animation. ie i have a song on a flute playing and at the end of the song i want a statue to appear?

scenic shuttle
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yeah but the thing is they should disable it for everyone then

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fix the workaround

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like it just sucks that some ppl know how to cheat the system and they can do all the cool stuff

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same with the poly limit

fallen crypt
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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?

placid wigeon
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I have seen people use a 2D sprite in VRCHAT with Idle, Running animation, and etc. like this one https://runruncycle.tumblr.com/image/146756906721

I was wondering how are they able to do this i have experience in using Sprite Sheet animation in UNITY but since VRCHAT SDK does not allow Sprite Sheet in the gameobject i have also tried using SurfaceSpriteSheet shader in 3D but it can only animate 1 Sprite sheet (duno if it can do multiple since i have tried)

prime elm
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anyone know what is the name for "LetGo" on the override?

dapper rampart
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What’s it called so a 2D image is forced to show itself to you straight on, so as never appearing practically to be able to walk around it?

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I have a cylinder that would be lower poly if I could just make it a 2D image.

torpid wadi
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@prime elm late but it's HANDOPEN

prime elm
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@torpid wadi wait....then what is for open fist??? same as handopen?

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or it just nothing

torpid wadi
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Open fist is based on your idle pose

velvet ginkgo
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How can I create something where A message such as welcome shows up in an oculous rift screen.

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Like follows their head movement or something, so I could put rules that they have to read.

prime elm
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kk thx

covert linden
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@bronze peak short version is, put a empty game object under your model NOT under your armature and put your particle system under that. Add a fixed joint to the game object, make sure to disable gravity. In your animation just make the gameobject show up. This will allow you to walk away from the particle system as it will stay in place. You should turn up its duration, since it will appear around your avatar.

clear yew
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@placid wigeon try to search something about "doom shader"

placid wigeon
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Thanks
is it called the Doom style billboard shader

visual summit
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Anyway to speed up anims?

wary parcel
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Change the frame is possible

clear yew
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how to make the revolver spins when on trigger position?

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ocelot ref

visual summit
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@wary parcel How to change frame?

wary parcel
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You can change the frame timing inside the animation window either that or compress the animation nodes

green roost
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Anyone know how to over ride head rotation when doing walking animations?

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Pretty much, i want to turn off all of the IK rigging when doing an animation

green roost
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just like how when you emote, the head rotations and position aren't tied to where your mouse is

swift cloud
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So I'm trying to import a weapon to unity. Exported it as an fbx, but when I import to Unity, there's no materials for the texture of the gun. All it has is this 'analytical_specular_contribution_etc..'

boreal trellis
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I am doing world particles for a gun using fixed joints, after i start doing animation, do i need to reposition the particles object on a gun one more time or just leave it like this and dont worry, im doing fixed joints for the first time, so it is important to me

green roost
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The Head seems to be Locked to the "Y" Axis, that's my main problem.

boreal trellis
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Someone please explain me if the world particles will follow my wrist anyways, with the fixed joint

regal hollow
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@boreal trellis If the particle system is fixed jointed to the bone it should follow no matter what.

boreal trellis
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okay thank you πŸ˜ƒ

scenic shuttle
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does anyone here know how to lock rotation of an object

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but keep position tracking

boreal trellis
nocturne radish
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I wonder, did anyone successfully replaced an iddle or walking animation without it getting stuck in the first frame?

bitter light
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Is there a good tutorial for someone just starting out on animations?

dusk nexus
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Just don't start the animation on the first frame and walking should work?

loud hamlet
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I've been away from vrchat for a wile. Anyone figured out how to animate walking and idles for 4 legged creatures yet?

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Like an easier method then custom animating the whole process and using over rides. So far mapping and using a custom animation has resulted in some possesed looking movement.

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@nocturne radish I've replaced Idle animations on multiple avatars. They have to be looped in order to not get stuck.

clear yew
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struggles of animation as a desktop user: how to i make something follow the head (so i can actually aim it) without it being made invisible??

dark thicket
clear yew
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I have made a phone with a working screen with 2 cameras. problem is i'm the only one that can see the screen. How can i make it so that other people can see it?

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i've seen people do camera rendertexture that others can see, but i think it involves modifying the sdk, unfortunately.

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unless they found some kind of workaround in a material

final sphinx
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gettinga weird issue ever since i added a second animation activated audio source to myt avatar. The sounds no longer play for me but still play for others. Anyone els encounter this or know a fix?

nocturne radish
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@loud hamlet so just looping it should work? In the properties of the animation? I tried and I didn't work for an iddle animation but i will try again in a while

loud hamlet
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It needs to be looped in legacy and then set back to the defualt. I think tupper made a tutorial on youtube if you don't know how to do that. Other wise it's a drop down in the inspector when you have the animation selected.

nocturne radish
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Ooooh in legacy too? I didn't do that because it didn't let me preview it in unity and I thought I screwed it up

shy island
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@final sphinx just made a avatar mit multi ani with audio and it works fine for me. sometimes i get the bug that the audio won't play so maybe it was just a bug. u tried change avatar/world?

final sphinx
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yes

glass anchor
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@scenic shuttle look into using hinge joints

signal dove
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I want one of several animations to play on awake for a single object. How do I do that?

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One gesture awakens the object, and from there other gestures decide which animation it plays

clear yew
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@clear yew so modding the sdk is the only way to do it? rip

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@clear yew the problem is it hammers people performance, because it basically ups their game resolution by whatever pixel ratio the camera object has... in terms of performance

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γ…€
can someone help me with how to pin a rigidbody to a bone?

silent gust
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I'm trying to work on an avatar that uses a billboard shader

tacit latch
nocturne radish
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I noticed in the sdk, all the included animations are just placeholders, does a dev have them on hand?

limber horizon
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Is there a way around the 10 second emote limit?

naive portal
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Just tried using a custom animator controller on my avatar, but the changes aren't showing up in-game. Are you still able to add custom animators to avatars?

tacit latch
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yes, did you add them to both?

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the animator and the sdk avatar thing?

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you need t put the animation overwrite into 3 things for it to work for sure

naive portal
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Wait 3? Not just the animator in the inspecor?

tacit latch
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yep

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2 in the sdk component

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and 1 in the animator

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thats how i do it and it works 100%

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you can use the same animation overwrite controller doe

naive portal
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Well I'm not trying to use direct to avatar custom animations, I edited a copy opf the animator template (not the animation template) to give me a little more control over what animations play (combined hand gestures)

tacit latch
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which is normal

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lemme start unity, then i can take a screenshot and show ya

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dere

naive portal
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Ah those are overrides

tacit latch
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yep

naive portal
tacit latch
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wat, why

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you are doing it the most complicated way ever

naive portal
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It's for a good reason

tacit latch
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which is?

naive portal
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To make modifiers to gestures on the hand controllers, extending the number of animations you can play

tacit latch
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welp

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cant help there

naive portal
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So a combo of fist on one hand and point on the other will make a new animation of its own

torn pawn
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i mean you can have 16 overrides with utilizing both controllers, it's already hard to come up with that many

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@naive portal to have 15 you can use 5 regular buttons and 2 toggle buttons, where on those 5 buttons u have 3 overrides, 1 main and 2 child that get toggled by other controller

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and toggles will work only when other button is active, as all of toggle objects are children

naive portal
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For regular animations I'm assuming?

torn pawn
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what do u mean

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this way is good if u want lets say your gun to shoot only when the gun is out

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or to trigger bigger stuff

naive portal
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So, 5 of the controller buttons are remapped by the override controller, and the other 2 buttons change the override?

slim sparrow
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To give a basic example of what he means: suppose you have one avatar with 3 different guns. You can assign 3 gestures to pull out different guns. You then only need one more gesture to actually fire them. You're actually firing all three at once, but since you only have one of them out, only one is visible

torn pawn
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basically yes, you trigger all child objects, but only 1 is activated

slim sparrow
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You can apply a similar concept to other gestures, and basically make an animation that only triggers with a specific combination

torn pawn
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as other parents are not active

naive portal
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I tried something similar to that before, but I could only get the first animation to play

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Even when turning off parents

torn pawn
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you dont turn parent off, because then children will not ever play

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what do u want to achieve

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would be a good starting point to give an idea how you'd have to set it up

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the basic idea is like this, you have your Gun object, then under the gun is empty object that holds your sound effect and particle effects, your Gun is disabled and empty object is disabled, with 1 gesture you activate your gun object

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which means that only the gun will be active and not play the sound/particles, as the object is inactive, then with 2nd controller while holding gun override

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you activate your empty object, which will play only when the gun is active, as it's a child of it

naive portal
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Hmm

normal skiff
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the problem I found with multiple guns at once is that there aren't enough gesture keys to use once you rule out all the ones which are too easy to accidentally trigger

naive portal
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That works well if you have the gun model on the end, but I'm trying to do it with the main character mesh

torn pawn
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that's what im asking - explain what u want to do

naive portal
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If I point with my right hand, one facial animation plays, if I point with fist on the left hand closed, it plays another animation, but the fist has its own 3rd animation

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Is what I'm trying to get working in the test anyway

clear yew
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anyone know how to make a toggle system for emotes?

naive portal
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To lock the emote to loop until you turn it off?

clear yew
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yes, with another emote

torn pawn
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@clear yew it's what i explained above

clear yew
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alright, ill take a look at it

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i dont think im following

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like PARIDISO said, i want an emote to bascally loop, but it "exits" and whatever i turned on with the emote stays on

normal skiff
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someone once said, if you have an empty game object somewhere on the avatar with a legacy animation that turns something on, then when you activate that from another animation, the thing it turned on doesn't turn off

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and you want a second empty game object which has a legacy animation that turns the thing off

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I haven't tested it though

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also it totally smells like a bug that could one day be fixed

clear yew
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alright, ill try doing something like that

normal skiff
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I think a similar sort of trick might be required to get cameras to work because my normal attempts aren't working

clear yew
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been wondering about that as well, it'd be dope if it can be done that way

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nah, for cameras there is another trick to make them work

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mind shedding some light?

normal skiff
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someone had said, put a disabled parent above the camera and disable the camera component, then turn both back on in the animation, but it didn't work when I tried it

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I also tried disabling the camera object itself, and various other indirect tricks, like having the first animation enable the parent object and then having that object's Animator turn on the camera

clear yew
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hmm, ive tried a few of those you mentioned as well

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no clue what else to try though

normal skiff
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yeah I'm basically out of ideas until someone drops a working prefab

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or unless something significantly different to what is already being tried works

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knowledge of it is already hitting critical mass anyway so knowing our luck they'll just find another way to disable it

clear yew
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probably lol

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and then someone will find a new way to bypass it

normal skiff
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not if they eventually solve it by removing the component πŸ˜ƒ

clear yew
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they can't remove it, it's the unity camera

normal skiff
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they can remove it, they remove a bunch of other unity things

clear yew
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and weirdly enough, you can bypass these too

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like custom script arent allowed

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but you can still bypass that

normal skiff
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I don't think you can

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citation needed

clear yew
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the citation is that i have 2-3 friends that bypassed it

normal skiff
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sounds more like they probably just worked around it

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if someone has figured out how to bypass it, people in the worlds channel would be really interested to hear about it

clear yew
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cant you just whitelist those on the sdk?

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or something else?

torn pawn
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guys please dont use cameras in game

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they disabled them for a good cause, don't try to use them or find ways to overcome it

normal skiff
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tell that to everyone else doing it

torn pawn
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don't be like every1 else

normal skiff
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I want it for a specific trick

clear yew
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just wanna learn how to lol, not to cause everyone else trouble using it in public

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just wanna say to close friends

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"hey, i can do this"

normal skiff
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even people using it right now aren't causing trouble from what I'm seeing

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I mean there was that one guy using it to show panty shots in japan town I guess

clear yew
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saw someone as well in japan town lol

normal skiff
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in a sense it sort of made the world more immersive

clear yew
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had his name on the camera too

normal skiff
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(joke)

clear yew
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lol

normal skiff
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I think the thing is, the camera only has a rendering cost while it's active, so if you're just taking a photo with it, you can activate it for one frame to do that

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so even if everyone had some kind of mobile phone-like device for doing that, to get a real problem multiple people would have to fire at the same time

clear yew
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well, i always say the same thing, if someone wants to cause trouble, there is better ways to do so

normal skiff
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indeed, there are easier ways

clear yew
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the thing is that some people while spawn 5-6 cameras looking at each other and they will start to render each other making everyone lag

torn pawn
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ppl want to show off their cool shit, and they trigger it often

normal skiff
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maybe you just hang around worse people

torn pawn
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that's a normal public world

normal skiff
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in public worlds you don't even need cameras, there are enough people wrecking those with particles, and those aren't banned

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much easier to use too

torn pawn
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particles are #1 thing i hate

clear yew
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yup, anyone can just make a really simple particle system that crashes computers or have everyone at 3fps

normal skiff
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yeah just drag that slider up 😐

torn pawn
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hey, lets overdo particle systems

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funny enough how that impresses people tho

normal skiff
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depending on how it's done anyway

torn pawn
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have 3-5 particle systems with 500 emission of emojis and every1 goes WoW

clear yew
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lul

normal skiff
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those are cool as long there's eggplants in it

torn pawn
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oh, add earrape too

fathom plaza
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I've grown to hate this emoji πŸ˜‚

clear yew
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πŸ˜‚ πŸ˜‚ πŸ˜‚ πŸ˜‚ πŸ˜‚ πŸ˜‚ πŸ˜‚ πŸ˜‚

low forge
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Speak spanish?

torn pawn
clear yew
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jesus

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well, flashy things will always attract attention, wanted or unwanted

torn pawn
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gets all the hunnies

clear yew
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lul

icy hazel
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I approve

solar patrol
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Does anyone know how to delete this?

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Wasn't happening before but now it is and I don't really know what to do lol

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For clarification it did it on my original model then I made it in a new unity and re-exported

night steeple
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is there a faster way to animate fingers so i don't have to select each and everyone in the drop down menu?

cursive moon
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With the Muscle Animation Editor asset

fallen crypt
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Anyone here make generic avatars with gestures working? I want to learn how to make one and understand the controller settings

grave topaz
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How can I get an animator to not play an animation until triggered by VRC_Trigger? Literally first time animating in Unity.

signal dove
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Can I change an animation controller's entry animation within an animation?

placid wigeon
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Question what Shader/Material is the Predator using to become invisible when its doing the Invisible custom emote
(Not referring to the CUBED'S distance Shader)

fallen crypt
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Anyone here know how to assign animation more than 2 frames in generic avatar's gesture commands?

clear yew
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use a empty game object and animate it instead

woven surge
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Yesterday saw something interesting. People having a mobile phone, and doing a photo (freezing the frame) then putting it on a big screen. Any clue of how to do it, if it's a shader and where to get it?

clear yew
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just a camera component

signal dove
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I need a world space mesh particle to have local orientation. Is this a contradiction in terms?

woven surge
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Just the normal unity camera?

clear yew
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yes

woven surge
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Okay, thank you for the help and for putting the freeze frame on a screen the same way?

clear yew
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the freezed frame is just stopping the camera from working

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it will freeze to the last frame seen by the camera

woven surge
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Oh, okay, thank you very much @clear yew

crystal pike
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does anyone know if theres a way to connect an accordion to my hands and then with the dynamic bone plugin make the part that stretches be all stretchy?

violet kraken
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i could make a lot of small rings but probably not the best way

covert linden
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you could find some scrolling texture shader and just use like 2 spheres and one circle for the shine (an easy example, you can make it as detailed and complex like you want)

violet kraken
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@covert linden i'll try that

covert linden
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you could prob just use circles if you want that too @violet kraken if as long as you don't exceed a total of 200 particles, most people will be fine

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I'd guess you'd need around 4 for the ball and like 20 ish for the white circles for a very simple one

eager vault
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or if you wanna be lazy, you can legit just plug that picture into a material lul

woven surge
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I cant get my mobile phone camera to work, I added a camera component to a cube that I resized to be the screen. But not working, showing like soft colors but nothing more

crystal pike
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is there a way to have an object that u hold with 2 hands

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im trying to make an accordion anim

hoary iris
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Hey everybody, I've had this issue in the video below for a while. I can't add properties to my avatar, or separate items (like a weapon) for some reason. Googling hasn't given me any answer, nobody really seems to have this issue, and this is the only thing disabling me from doing the last touches on my avatar. Has anyone experienced this? Or perhaps you've heard or seen this issue before?

slim sparrow
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You duplicated your avatar first, right?

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And then made the animation using the dupe

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I heard that Unity sometimes considers them readonly or something

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Β―_(ツ)_/Β―

crystal pike
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@hoary iris did u click upload avatar it might be stuck in the thing where after u upload it goes to the game tab and u can change the name and final upload

hoary iris
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Yeah, i'm adding the property to the duped avatar

crystal pike
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is it possible to add a grab interaction to an object on your model like how u can pick up bottles and cubes that are in game

slim sparrow
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You mean add an object to your avatar, which can then be picked up by yourself or others?

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Like the world objects

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If so, no. That's literally impossible.

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Those are only allowed in worlds since they're triggers and all. What you can do is hold predefined objects in your hand, however. You can also set them down in the world using the particle system. But this is purely visual

quiet needle
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@crystal pike The best way to do that is to utilize the world object method using rigid bodies and joints, then disable/enable them on a gesture.

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Then you yourself can "pick it up" but nobody else will be able to.

crystal pike
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yes

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That’s what I want to do

quiet needle
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I'd suggest watching videos on world particles, as those are the steps you need to use, but instead of setting it on a particle, you set it on a game object in your hierarchy.

crystal pike
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Ok thanks

woven surge
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I got my mobile camera to work, but the problem is that only works for me, and when I spin the camera, my head spins on the display too, like its working bad, the camera spins instead of stay in place, tried a fixed joint but nothing. How can I display it for all the people? I'm using camera component on a cube

clear yew
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@woven surge when u upload the avatar the game disables the camera from non-local avatars so only u can see it

grave topaz
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Does an animation trigger stay triggered?

woven surge
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@clear yew I saw yesterday people using a camera, not on his own world, that could see everyone and capture the last frame to do photos

#

So there is a way to do it, don't know how

#

That's what today I'm trying to know 😦

clear yew
#

the game dosent let u do that for a good reason. people spaming multiple cameras and making everyone lag. the ones u saw prob found a way to bypass it

woven surge
#

Yeah, I know it's a very good reason, but already saw 3 people yesterday, so maybe as you said they found a way to do it

clear yew
#

it might involve modding the sdk so try at ur own risk

torn pawn
#

themore ppl use it the quicker it gets kicked back to where it belongs

clear yew
#

@torn pawn exactly

torn pawn
#

please use 5 cameras in a room so every1 crashes

clear yew
#

use 10 to be very sure to crash everyone

torn pawn
#

but it's so cool that you have a camera doe vrpill

#

must show it to every1 vrpill

clear yew
#

not like half the people have them now anyway eh

woven surge
#

Not like using it to crash people

clear yew
#

doesnt matter if you dont do that

#

you have 5 people who use their camera at the same time

woven surge
#

Just like doing one frame freeze in just 20 seconds in a only friends room xD

clear yew
#

and welcome to lag

crystal pike
#

ok so I put a drum on my back and put it under spine now when I go in game im invisible except for the drum mesh and my pupils which are all brown and other people can see my avatar fine so I went into avatar testing and when I look in the camera everything is there except for my head

woven surge
#

There is already ways to crash and to lag people

torn pawn
#

@crystal pike rename object mesh from Body to different

crystal pike
#

ok

torn pawn
#

anything that you added to your existing avatar, check if their mesh is not named Body

woven surge
#

The other thing is that there are no tutorials so everyone is not doing that so the game stays good for everyone

torn pawn
#

if it is - rename it to anything else

crystal pike
#

The mesh of the drum or my body

clear yew
#

drum

torn pawn
#

only your main avatar mesh has to be named Body, check any other objects that u added

crystal pike
#

ok thanks

torn pawn
#

if their mesh name is Body, then rename it

clear yew
#

to put it simple u cant have multimple meshes with the same name

torn pawn
#

you can, but they have to be under different parents

crystal pike
#

ok but before I had a drum anim overrode and there was a mesh in it named body

#

it worked fone

#

fine*

grave topaz
#

Anyone have an answer?

crystal pike
#

wait r u saying u can’t have a body somewhere above a body in the hierarchy?

torn pawn
#

wait, unless the animation uses name and not hierarchy position

crystal pike
#

uh idk i just renamed the bodies to Drum Body

torn pawn
#

yeah it should be fine then

crystal pike
#

thabks

tacit latch
#

anyone got an idea for an ability for a cannon?

torn pawn
#

use lolis as cannonballs that have collission on death subemitter of innocent hentai magazine covers

tacit latch
#

no

torn pawn
#

that's what I'd use if I had a cannon 🀷

clear yew
#

im keeping that idea in mind, Yuumi.

tacit latch
#

better question.

#

know how to make a particle effect that has the shape cone and looks like a whirlwind?

covert linden
#

Firing something that summons a meteroite storms

tacit latch
#

^already got something similar to it

torn pawn
#

each meteorite explodes into 15 additional rocks that explode into additional 15 and all of them use world collision + bounce iris

covert linden
#

There's a tutorial on it, easiest way I would say is use the cone and change distribution to base shell and loop instead of random

crystal pike
#

Ok I uploaded and the same thing happened except after a while the arms on the taiko drum extended out into the shape of my humanoid and it moved with me

clear yew
#

also put renderer to "Mesh" so it draws more ressource and you lose ven more fps

crystal pike
#

the meshes of the drum took the shape of my arms and legs

tacit latch
#

Yuumi, i dont want to lag everyone out >->

crystal pike
#

@torn pawn

torn pawn
#

wait, particles isn't meant for lagging out people? shit, I gotta tell that to every1 I've met in game

#

cuz they for sure do the lagging out part

tacit latch
#

hence why i dont go to public places that often

torn pawn
#

one guy legit had a rain particles covering 1/3 of the hub that had world collision

crystal pike
#

I still have the body of the other taiko drum

tacit latch
#

oh god

crystal pike
#

Yuumi should the drum on my back be under spine or chest?

covert linden
#

Just optimize it, then it won't lag people who are playing the game with the actual specs required to run it

torn pawn
#

doesnt matter i'd say, they both don't move at all almost

rich dome
#

Is there any way to insert an animation on for example a set of wings?

torn pawn
#

you can create an animation for them moving, then set that animation to legacy, and put it in a animation component

crystal pike
#

I changed the name of all the bodies I still get the same issue

#

I can’t find anything online about it

torn pawn
#

did you also change the animations so they don't "disable", "enable" your Body?

crystal pike
#

how do I do that?

quiet needle
#

Make sure in Unity that your model appears as normal. Set up your animation to enable the game object you want to add to the gesture. (I'm assuming you're making an 'on gesture' type animation?)

crystal pike
#

yea

#

I’ve done many anim overrides before and this drum one was working but ever since I put a drum on his back it broke

quiet needle
#

So your animation would be something like: 0.00s > Property (DrumObject>IsActive) > 0.01s > Property (DrumObject>IsActive)

#

Simple and clean

crystal pike
#

yes

#

And face blend shapes

quiet needle
#

ok yeah, still simple.

crystal pike
#

so what’s the issue

quiet needle
#

That's kind of weird considering a new object shouldn't affect your main model.

crystal pike
#

yuumi said it was something to do with the body names

quiet needle
#

Well, you'll get weird things happening in mirrors with duplicate meshes being named "Body" but nothing else.

#

Everyone else will still see things normally without the issue. That's local only.

crystal pike
#

so there’s no fix?

#

I just have to deal with it?

quiet needle
#

You using a duplicate model?

#

for your anim

crystal pike
#

yes

limber horizon
#

I've done something odd and I'm not sure how. My model plays his anim for longer than 10 seconds from emotes but after about 30 it gets wonky

quiet needle
#

delete the duplicate, reduplicate your main, drag the controller onto the duplicate, then the animation onto it also, then check to see if it works.

crystal pike
#

ok but the dupe doesn’t have the drum on the back

#

is that ok

#

I’m trying to make it so he normally has a drum on his back then te anim is its in front of him

#

Like taking ur hat off

quiet needle
#

@limber horizon Yeah, the documentation states that the animation bone lockout is 10s, but I've been able to get it up to 3min and extend it for an additional indefinite amount of time using a lockout emote.

rich dome
#

@torn pawn And how would I "create" this animation for my wings? >.<

quiet needle
#

Oh, then you'll need two drum copies. one on back and one in front.

#

Disable the one on the back in the anim, then enable the front.

limber horizon
#

The wings you could manually do if the secondary model is a generic rig, a bit easier

chilly topaz
#

do gestures remain toggled if an emote is turned on?

crystal pike
#

right?

slim sparrow
#

I'm pretty sure gestures stop when you emote @chilly topaz

#

Or at least, overrides stop

chilly topaz
#

alright

slim sparrow
#

Sound emitters stop on me while I'm emoting

#

But that's fine

quiet needle
#

Yeah, gestures would be disabled during an animation emote lockout.

crystal pike
#

@quiet needle how do I disable the drum on the back for the anim

signal dove
#

I need a world space mesh particle to have local orientation. Is this a contradiction in terms?

quiet needle
#

@crystal pike So use your primary as your starting point. This will be "how you look by default in vrchat". So probably with drum front disabled and drum back enabled. Once you duplicate, create the animation to say (DrumRear>IsActive>Unchecked) and (DrumFront>IsActive>Checked) then copy the first frame to a second frame at .01 and you're golden.

crystal pike
#

Ok I’m uploading now. Also I noticed that the drumsticks had β€œBody” in them so I changed those to β€œStick Body”. This probably explains why the mesh was the same color as the drum sticks

royal summit
#

I think u can make a world particle mesh have local orientation if u set it up through rigid bodies and joining it to a bone.

signal dove
#

Joining it to a bone?

quiet needle
#

joints and rigid bodies

royal summit
#

Doing the whole rigid body and joint way

crystal pike
#

@quiet needle when I look in the mirror the arms and legs of the drum have replaced my own

#

and I’m still invisible

#

idk wtf to do anymore

quiet needle
#

lol the drum has arms and legs?

signal dove
#

@royal summit @quiet needle I already had a rigidbody setup with an emitter parented to an empty game object joined to a bone on the object

#

The mesh still has world orientation

#

But The object is the gun instead of the avatar. Is that the problem?

royal summit
#

It should work on the gun, but try putting it on the avatar just in case that does it.
I’ll have a look at how I got my particle’s orientation to work when I get home.

crystal pike
#

It’s a taiko drum

quiet needle
#

Does it have bones?

#

I'm legit confused right now.

slim sparrow
#

My particle system doesn't appear to be playing ingame when I activate it

#

It works fine in Unity

royal summit
#

Is it set to play on awake?

slim sparrow
#

Yes

quiet needle
#

Got two keyframes on the animation, animation in override, override in avatar descriptor?

slim sparrow
#

Yes

#

I have a sound trigger in the same override which works

quiet needle
#

Reduplicate and reassign to see if it's a targeting issue?

slim sparrow
#

But it seems to work fine when I play the animation in unity

quiet needle
#

from a duplicate?

#

delete the duplicate, duplicate your model, drag the anim controller onto the duplicate, then the animation itself onto it also, then check the animation to be sure nothing changed to yellow. If it did then retarget it and it should work.

signal dove
#

Retarget?

slim sparrow
#

Yeah, it still works when I drag the original animation on the dupe

#

But it's just showing the shuriken icons until I click on it

#

But that's normal

torn pawn
#

@slim sparrow you need to refresh manually with drag n dropping the anim file and controller when u make any edits to the files, I do not believe they auto-refresh

#

and some people have spent hours on this simple thing

gusty plank
#

Any idea why my model doesent move its mouth when I talk? Its working when I leave the Override at default or if I override only my Idle animation but if I add anything else, it stops working

torn pawn
#

show a screenshot of your avatar descriptor @gusty plank

gusty plank
#

I can only show you part of it because I am uploading and Unity wont let me scroll down

torn pawn
#

no clue other than 2checking if your mic actually works (if using VR sometimes autoassigns wrong mic), might also try unmapping jawbone, but don't think it impacts anything

gusty plank
#

I have jawbone umapped, my mic is working because I am talking with people: I already spent 10h today trying to fix it but so far I found no solution. When I override only my Idle animation, its working. If I add anything else, even jsut an emote, it stops working.

torn pawn
#

but these are most likely not even remotely close, as your issue stems from adding new stuff onto the avatar

#

I've had some odditties happen with visemes and blinking, but nothing really that is remotely close your issue (if I understand it correctly)

gusty plank
#

The most annoying thing is that my upload is really bad and going with trial and error and trying different combinations of overrides takes ages 😦 I troed googling so much but I found nothing close to my problem.

torn pawn
#

if you ever solve it - please PM me iris

gusty plank
#

yeah

warm salmon
#

yo

#

ive got a problem

#

so ive got the bomb working and all

#

and idk if this falls under animation

#

but ive made it where when i spawn a world particle, it moves forward from spawn. when it collides with something, it kills the particle and sub emits visuals of an explosion. is there any way i can make the audio of the explosion play on the death of the particle, the birth of the explosion particle, or something?

tawny wyvern
#

@gusty plank Re earlier - do you have any custom emote animations built into the model? The last time I had a problem with the visemes breaking, it was because I had a model with an animation that had keyframes on the jaw/eyes.

gusty plank
#

@clear yew I do. But I want to use them and I have seen avatars that use them and can still move their mouth

clear yew
#

mmm

tawny wyvern
#

That's true. but if there are keys on either just the jaw or possibly the eyes, it seems to break them completely, whether the animation is playing or not. just having them in the model just shuts visemes down.

gusty plank
#

but blinking works and emotes should not override idle anyway as they are not active

tawny wyvern
#

You may have to edit the animation to cull any reference to keys on the jaw and eye bones whatsoever, which is relatively simple at least

#

you would think so but I spent many hours banging my head against this wall only to find it to be the root of my problems.

gusty plank
#

but thats basicaly either I get mouth movements or I get facial emotes/gestures

#

I cant have both like this if I remove key frames

#

and I know that both must work together

tawny wyvern
#

I am simply relaying my personal experience of something that completely broke mouth movements for me on a model I was making. Perhaps it may lead you to a solution. πŸ˜ƒ

signal dove
#

I still need a world mesh particle that initially faces the direction it's moving

shy island
#

quick question: can i put animation in the place of handgestures? via CustomOverride

crystal pike
#

is there a way to make dynamic bones only swing certain axis? like if i wanted something to have movement on every axis except the Z axis

signal dove
#

@crystal pike There's a freeze axis drop down, I think that's what you're looking for

#

except that you can only choose one axis

grave topaz
#

If I use AnimationInt and set value to "+1", will it add 1 to the value or just set it to one?

night steeple
#

is there a limit to how many particle systems you can have?

clear yew
#

Hey guys, when you make a dancing animation how to you stop the body from dancing in one place and let it move around?

icy hazel
#

Idk I just play with those animation settings on the right.

#

Until it works

#

Cause you can preview it in the bottom right window

clear yew
#

it works fine in unity

#

in game she stand sin one place and looks like a retard

cursive moon
#

IIRC you have to use the root.T and root.Q components in the animation tab, but I've never tried it and thus am not sure

dull wedge
#

I just made a long-winded animation that canceled before the animation was finished. Is there a way to fix this?

#

@clear yew I just had a similar issue. Click on the animation file itself and change the baked root positions from "center of mass" to 'original."

rich hatch
#

Would it be too laggy to make an animation that makes rain clouds form and pour down some rain for a minute?

#

I've noticed I haven't seen any maps/worlds with rain animation in them, but I wondered if it's possible to make an animation that makes clouds in a far, FAR off distance above your character's model, enough to nearly fill the skybox, and then lil lines or rain animation below it

#

or would that be too much and lag people?

torn pawn
#

probablly tough to make it non-laggy, one thing you have to do for sure - DO NOT enable collission

#

one dude had a rain on 1/3rd of a map with world collission and it tanked me from 90 to 30~ fps

rich hatch
#

collision wouldn't make sense to add on that anyways, but yeah geez lol

torn pawn
#

i mean u add a subemitter of splat

rich hatch
#

how heavy was the rain? like fast constant?

#

oh it was pretty detailed?

torn pawn
#

pretty low

rich hatch
#

hmm

torn pawn
#

it was quite subtle, the collission would take the most I'd think

#

you could make an umbrella anim with a rain cloud+cartoony lightning + rain that has collission

rich hatch
#

yeah I've seen a couple of those that are relatively small

#

I was thinking of something as simple as like

#

maybe a lil less, obviously no animation for hitting characters or anything in particular or any animation for hitting the ground

#

definitely less lil lines spread more around the map

#

going for mostly large scale

#

the vision I have in mind is an animation involving an item shooting a small bolt far up into t he skybox and then forming 1 cloud, then 3, then 5, and then just a couple more to cover a large amount of area, then some small rainfall like that for about 1 minute

#

big enough to where it doesn't look like it's locked onto my character's movement specifically

#

but that's the dream lol

torn pawn
#

I'd get in touch with ppl who know what actually affects performance when it comes to particles and how to optimize them properly

#

i stick to small scale stuff or world mesh particles, hate obnoxious particle systems 🀷 + can't work with bright stuff

rich hatch
#

rip lol

#

I saw someone's animation where they basically shot a kamehameha FAR ito the skybox, and it had a large explosion for about 15 seconds worth

#

it looked... pretty damn good.

#

I might dig for that now actually.

torn pawn
#

that's not hard to make, but that stuff impresses people

rich hatch
#

^

torn pawn
#

have huge ass explosions or 5000 emojis shooting out of your fist that bounce

rich hatch
#

hoping for something akin to that effect but ya know, rain :D

#

found it

#

7 mins in

#

though idk if the sun was actually moving up in the map or if their char's avatar actually had all of that as one giant animation

#

looking at it now... that's more impressive than what I'm even considering doing, looks like it used more effects

torn pawn
#

won't lie, it does look very nice

rich hatch
#

^ just found it used in a dark lit map

#

2 mins in

#

starting to think my concept actually might be easier to pull off now considering the amount of ambient glows and effects used for all of that

covert linden
#

@rich hatch such a small scale effect won't hurt anyone who has basic specs. And you can put it as a world particle on a empty fixed joint so it won't follow you at all

ornate anchor
#

where is the finger point animation in the sdk

#

I want to copy the keyframes for my drawing avatar

celest trout
#

How do you override the default blinking animation? I tried using my legacy animation and disabling eye blinking in Blender but no luck

covert linden
#

@ornate anchor same place you get the override from

dawn shale
#

Does anyone know how I get this pose as my idle animation for my model? The stance ingame is different from what it looks like originally when placed in Unity. http://puu.sh/zKJxE/cc123ec0ed.jpg

dawn shale
#

Better said than done?

#

How do I do that? 🀦

rich hatch
#

@covert linden Oooooh, that's nice :D so I could potentially make a near world filling cloud storm with rain and it wouldn't bother anyone? Also, prolly a dumb question because I imagine it needs the collision on it, but if I used an animation like that in a relatively small world or somewhere with a low ceiling, would it clip through the visible ceiling and just have rain come down through the ceiling? And also if it was a small world horizontally, would the textures of the clouds and etc bend around the world or would they just stop at some point at the world's edge and clip off any excess or would that even be a factor?

#

also with this animation in mind

#

applying a rain subtle sound effect, I'd have to link that to the character though wouldn't I?

#

or is there a way to allow everyone to be able to hear an audio of subtle rain after the use of the animation? that wouldn't be fixated to my character

covert linden
#

@rich hatch As long as you don't put colliders on particles, they won't care about boundries that much. The tricky thing is you'll always get someone who complains, but they usually use specs below the recommended. Keep it to a total of 200 particles at once and they'll only lag a little, for normal people 400-500 ish should be your max. and could always ask you to stop. And yeah it will just clip through the ceiling. You could add collision to your shot particle in order for that to not happen.

#

You could put audio on empty game objects, but the max range is dicdated by the sdk (min 3 max 30 or 10 I believe) you could just put empty game objects everywhere, parented to the particle object

rich hatch
#

Also I'm not that tech savvy, what exactly counts as a particle?

covert linden
#

Anything from the particle system

rich hatch
#

so could an entire cloud texture be one particle?

#

again, I'm clueless here lol

covert linden
#

Basically, yeah

rich hatch
#

oh cool

#

that'd be easy to keep it under 300 then

covert linden
#

But it won't look very good to have one giant texture slapped onto the sky, unless you can find one that fakes depth

rich hatch
#

^

#

I figure it'll take multiple that would have to fade in one after another

#

the rain drops were mostly what I was concerned about

#

considering the coverage of a map, you'd need enough to fall to cover that area and also looking consistent enough

#

what about putting audio to the particle of say the cloud and then increasing it's volume just enough?

#

or is that even possible

covert linden
#

Seeing as you want it very high, wouldn't be the best, also if you make it as a death subemitter for your shot it'll play at the beginning

rich hatch
#

idk half those words, mostly just death subemitter

#

and I mean, couldn't you fill the audio with something else in the beginning and then fill another half of the audio with a louder volumed thing to fill in the gap between the start of the animation and the end of it?

covert linden
#

Yeah sure, you could use audacity (a free app) to edit your sound to ramp up or put things in

rich hatch
#

^

#

That's what I was thinking, but what were you saying about the death subemitter?

covert linden
#

Well particle systems can have subemmitters

#

That trigger when it does

rich hatch
#

@brave basin btw, I'm tagging you here since you're technically helping me make all this LOL, this might be helpful XP

covert linden
#

So for example, you could set it so that the moment your particle dies, it spawns the clouds, altho you prob aren't looking for the effect that gives now that I think of it

rich hatch
#

ahh

#

well to be honest, it could work that way

#

the idea is to be able to shoot a thunderbolt straight out of a sword

#

and then spawn the clouds one by one

covert linden
#

Well the death subemmiter only triggers bursts, so it won't spawn one by one

rich hatch
#

so basically it wouldn't work if the particle I attach it to, would go away?

covert linden
#

Unless you edit some values

rich hatch
#

as far as the audio goes*

#

and ah

#

well I wasn't going for one by one anyhow XD

#

def has to be multiples for it to work

covert linden
#

Nah, the audio source plays at the source of the particle system

rich hatch
#

ah okay

#

So I'd have to have a subemitter for the initial cloud formation so the audio would start there and have the volume of it loud enough to be barely hearable from the ground

#

or at least from the last cloud(s) formation

#

maybe I should find a gif or video of what I'm trying to mimic too

covert linden
#

Basically effect could be:

Lightning sparking around the sword: 5-30 particles depending on look and simplicity

Shot: 10 particles

Projectile: 1 particle traveling up

Clouds forming, make them giant with a good texture you'd have about 5-10

Rain: however much you can use without lag

#

No, subemitters are basically active with the particle system itself. The easiest way is to add an Xs silence to your audio file

rich hatch
#

would a fade in effect cause need for more particles for the clouds forming?

covert linden
#

Not at all

rich hatch
#

okay good x.x; trying to make what I'm imgining I don't wanna make more of a mess than I think the rain will already be lmao

#

but damn I really wish I could find an example now

#

it's like a mix between the thundercats sword animation and something else... that something else is the part I need a reference for though

covert linden
#

Can you dm me the idea?

rich hatch
#

sure <3

amber mantle
#

I need help adding sound to Emotes

#

I watched a Tutorial on Youtube, did everything he did but it didnt work

clear yew
#

yeah i have that issue with every video

amber mantle
#

I only have it with the Sound in Emotes Video

obsidian vigil
#

@amber mantle where does it go wrong?

#

need more info :3

amber mantle
#

let me try something and if it doesnt work then I write you back @obsidian vigil

obsidian vigil
#

sure

amber mantle
#

ok I need your help

clear yew
#

okay, having issues finishing off snailmarkers

#

i'm close, i'm sure of it

fickle rune
#

idle animation for custom override is the sitting animation right?

#

for one of them right

clear yew
#

hm

#

@fickle rune as far as i can tell, i can't have it stay invisible, then change to showing

fickle rune
#

i duplicated my override, and set idle to my sitting animation

#

it works

clear yew
#

?

#

wait, this is for markers, wouldn't that stop me from sitting?

#

and i don't quite get what you mean

sharp epoch
#

Is there a way to change models without actually changing avatars? I want to try and transform into a different model using hand gestures and stay as taht model while still being able to move around and stuff. How do I go about doing this? I've tried putting the secondary model under the main model's hierarchy and this works for emotes however when I try to change, the second model just sticks to T-pose. How can I get this to work properly?

green roost
#

Here's a Challenge for anyone who uses Generic Rigs instead of Humanoid. Has anyone figured out how to make Emotes work properly and work around the fact, VRC doesn't update the Emote Parameter and set it back to 0 after clicking the emote on it's own?

willow arrow
#

So i have a strange question... is it possible to have a light on my avatar flicker when i speak. For example if i was a lamp

clear yew
#

I think so, make different animations for the viseme shapes on the Body mesh changing lamp properties and it SHOULD workβ„’

willow arrow
#

alright makes sense thanks

clear yew
#

I've seen people swap textures on a TV screen for visemes and it looks great, so stuff like that is totally doable but a lot of work

willow arrow
#

i havent really gotten into visemes yet so its more of a future project after i have more practice i guess

remote blaze
#

hey there friends

#

so I have a question

#

if my model has multiple meshes for the facial expressions

#

can I just turn the meshes off by default and use animations to turn them on when needed?

clear yew
#

You could, but it'd be better if you joined your meshes and used a material change from transparency instead.

#

That'd be less expensive in terms of performance and you could still see it in the mirror also.

slim sparrow
#

What's the best way to put a longer animation behind a gesture?

#

Since putting longer animations in the gesture override itself kind of breaks stuff

#

It takes forever to stop the gesture

green roost
#

This is what you do

#
  1. Make a gesture with only 1 frame
#
  1. make that gesture animatoin frame, turn something else on with the longer animation
#

so the original gesture animation can have 1 frame, and the animation on the other thing can have like, 100000000 frames.

slim sparrow
#

Ah, that sounds good.

#

But how do you put animations on child objects like that?

#

Since I can only put them on the avatar itself

#

It's actually an animation that doesn't loop, it requires specific timings and all

#

Ah nvm, I think I got it. I have to put the child object outside of the avatar descriptor, create the animation, then apply the original animation to the child object again

slim sparrow
#

Oh, the sound in the animation is really choppy for some reason now

#

Is there some sort of guide for these types of animations? The ones with specific timing and not looping? I see them rather often so it shouldn't be too difficult

slim sparrow
#

Alright, I got it now. For the curious, I had to put an Animator component on the child object.

dusk nexus
#

How do you lock the position of something in an animation?

So for example, avatar jumps on a trampoline and shoots into to the air. The trampoline goes with the avatar when it shouldn't...

torn pawn
#

you can make it a world mesh particle

dusk nexus
#

How do you do that? ;_;

final gazelle
#

it's apparently not well documented on google (at least under the search terms "world mesh particle" or "world particle mesh"), but just from guessing around, seems to be a shorthand term for some specific settings that can be found underneath the "Particle System" component you can add to any GameObject

#

at least two specific settings you want in the particle system's settings in the inspector:

GameObject > Simulation Space > World
Renderer > Render Mode > Mesh (as well as setting the accompanying mesh shape you want to use)

then after that, you probably need to fiddle with the other settings depending on exactly what you need (max number of particles, velocity, duration etc)
definitely don't go overboard with the max particles on-screen at any given time, that can be a framerate killer

forest dove
#

can anyone help me with 3ds max animation

#

i have a bunch of animation files that i can import

#

but im not sure how to do them with all seperate clips

slim sparrow
#

Hey, I made an animation that's played on an object whenever it's activated. Problem is, it only works the first time.

#

I need it to play from the beginning every time the object wakes up

#

I'm using an Animator component on the child object

#

I tried enabling the animator component from my animation itself, but it seems you cannot do that.

ocean dagger
#

How would I set up a panosphere that can be seen from the inside?

torn pawn
#

have 2 spheres and flip normals on the inner one?

clear yew
outer lake
#

hey?

clear yew
#

Hi

dusty canyon
#

anyone came across issues with the default animations lasting 0.03 seconds?

#

I created a duplicate set from the male standing pose fbx

cursive moon
#

As in 2 frames?

dusty canyon
#

yep

cursive moon
#

Yeah that's normal

dusty canyon
#

is there a way to play them inside the editor?

#

or is it driven with mecanim?

cursive moon
#

AFAIK they're just placeholder animations, not the actual animations used in-game

#

I thought they were too but generally I just remake gestures and such

dusty canyon
#

I'll double check the default controller

#

yep, it's mecanim

#

I was trying to enable/disable audio components to play along each animation

#

yeah, I'll just go ahead and replace them.

hardy bone
#

Im having an issue applying my animation to my model, or atleast a step in the process.

#

thats the animation I made and imported from blender^

#

But i get this error after configuring its rig to my existsing character

#

and then when i try to press 'ctrl+D' on the far right thing in my imported armature nothing happens

#

im trying to do that but nothing happens

hardy bone
#

If someone responds please @-me

#

I may not read till tomorrow

clear yew
#

How would I go about inverting the world colors for a "Za Warudo" animation from jojo?

#

I have an invert shader but it only inverts objects on the other side of mesh/particle

dire rock
#

has anyone else had problems with generic avatar emotes looping for over a minute, with no way to cancel them?

#

all the loop stuff in unity are unticked, but they act in game as if they were

outer lake
#

hey?

#

if anyones online at the moment.. i need a bit of help im pretty sure i got this posing down but i need a effect i cant seem to find for the moment.. if any of you ever played call of duty zombies youl know what this gun is. and i need a particle for it. http://prntscr.com/itq3pg

Lightshot

Captured with Lightshot

clear yew
#

I was thinking a flamethrower lol

#

I don't play cod

#

Check google for fire texture sheets

#

Texture sheets are the best

obsidian vigil
#

looks like a laser thingy

clear yew
#

Or maybe a flame shooting laser taser

#

πŸ‘Œ πŸ’¦

obsidian vigil
#

lmfao

#

i want that

clear yew
#

Just make it spit out emoji particles with killer earrape music like everyone else does

obsidian vigil
#

yes, that would be perfect

clear yew
#

πŸ…±articles

#

Make a particle system, aim the blue arrow, and turn shape to mesh

#

Boom

obsidian vigil
#

wot

#

whatll that do

clear yew
#

Maybe it shoot forward like a gun

#

Make*

obsidian vigil
#

never messed with mesh particles before

clear yew
#

Under the shape tab

#

Not render

#

If you change it to mesh, it'll literally just shoot the particles forward in a line

obsidian vigil
#

oh okay

#

good to know

clear yew
#

Also make sure to change simulation space to world. Or else the bullets move if you move your hand

obsidian vigil
#

i mean most of the time my weapons use lasers but good to know

#

wait

#

that works?

clear yew
#

Yeah

obsidian vigil
#

...

#

but they will be detached from the gun then right?

clear yew
#

My whole 3 minute sword summon animation is done with world simulation space

#

Nop

#

Not if you use a rigid body

obsidian vigil
#

on gesture overrides tho

clear yew
#

Rigid bodies fix that

obsidian vigil
#

o.o

#

just put rigidbody on particle system?

clear yew
#

Make an empty gameobject

#

Attach a fixed joint to it

obsidian vigil
#

whats a fixed joint

clear yew
#

Then put your particles in that gameobject

#

A fixed joint lets you simulate a joint on your armature

#

Without the particles actually being inside the armature

obsidian vigil
#

is it a script?

clear yew
#

Nope

obsidian vigil
#

.o.

clear yew
#

Its stock with unity

obsidian vigil
#

woah

#

how to i add it

clear yew
#

Make a game object and in inspector click add component

#

Type fixed, you'll see it

obsidian vigil
#

Then it is a script πŸ€”

clear yew
#

Ah okay

obsidian vigil
#

Y E E T

clear yew
#

Yeet

obsidian vigil
#

thats neat to know

clear yew
#

Yeh

#

You will prob struggle a bit, they're confusing to use properly

#

I still scuff it up sometimes

#

Practice practice

obsidian vigil
#

so you just pose the empty object instead of the p-system then

clear yew
#

Yep

#

Make sure the blue arrow of the gameobject is aimed where you want stuff to go

obsidian vigil
#

mkay

clear yew
#

Pretend the blue arrow (on everything) is your aim

obsidian vigil
#

fk now im sad that i still have to work 4 hours XD

clear yew
#

XD

obsidian vigil
#

i wanna try that

clear yew
#

I work in 5 mins, so I gotta go now

obsidian vigil
#

πŸ˜„

#

thanks tho :3

clear yew
#

Ttyl c: anytime

slim sparrow
#

I'm pretty sure those two-frame idle animations are actually the real animations used ingame

#

The game just applies some rotation and positioning on top of that

obsidian vigil
#

context? xD

slim sparrow
#

Discord needs quotes

#

Is there a way to play an animation on awake? I've got an object that plays an animation as soon as it wakes up, but if I deactivate and activate it again, it doesn't replay the animation.

#

The object in question is a humanoid with an animator component

obsidian vigil
#

hmm

#

what do you wanna use it for?

slim sparrow
#

Well, this might be an odd way of doing it, but I want to play an animation on myself using gestures. To achieve this, I made a gesture which disables my own Skinned Mesh Renderer, then activates a child object (which is really just a duplicate of my avatar model). The child object then does an animation. I did it this way, because animating your main avatar object outside of emotes is very limited

#

My child object "jumps down", vertical movement in animations is ignored on your avatar descriptor

obsidian vigil
#

i dont think thats possible via gesture

slim sparrow
#

Well, it should be

#

I've seen people do it, and I already got it working just the way I want it to. I just need the animation to play every time the child object awakens, rather than only the first time.

obsidian vigil
#

hmmm

#

is it on loop?

slim sparrow
#

No, but I don't think I want it on loop

obsidian vigil
#

cuz loop could screw it up

#

oh okay

#

i dont really know that much about animation

slim sparrow
#

Apparently this is possible with scripting by enabling the animator component, but scripts are disallowed, and you cannot activate animators inside animations

obsidian vigil
#

maybe the few people you saw modded their sdk

slim sparrow
#

Nah

#

Modded SDK's still won't allow you to use scripts, since everyone else's clients will just remove the script

obsidian vigil
#

hmm

#

i dont really know then :/

outer lake
#

@obsidian vigil Pal. its a wander weapon that fires electrcity. it isnt no laser.

obsidian vigil
#

oh rip xD

#

still know an effect for that tho

outer lake
#

but rip me anyway.

#

because. it was my fault for getting a cinematic version of the weapon.. well i honestly couldnt help it because THERE WAS no other model.

obsidian vigil
#

@outer lake thats not a problem

#

props have no limit

outer lake
#

it kinda is. its disalowing me from uploading.

obsidian vigil
#

just make it invisible an toggle it on a gesture

slim sparrow
#

Still, uh

outer lake
#

oh. right.

slim sparrow
#

You might want to decimate the weapon model a little anyway

obsidian vigil
#

nah

#

polys are fine

#

oh

slim sparrow
#

Yeah I know, materials and all that, yada yada

obsidian vigil
#

umm

#

i read 34k

slim sparrow
#

But I'm pretty sure that many polys will increase load times by quite a bit

#

That's 300k

obsidian vigil
#

rip

outer lake
#

well..

#

could ya call and help meh...

obsidian vigil
#

yes, that should be decimated at least a little...

slim sparrow
#

Does Unity even accept that?

#

Unity will split that into a bajillion meshes

obsidian vigil
#

yeah XD

outer lake
#

also how am i going to decimate it..

slim sparrow
#

Blender

outer lake
#

no what i mean is.

obsidian vigil
#

65k is 2 already right?

outer lake
#

the file type.

slim sparrow
#

The decimate modifier. Separate by materials. Start with planar

outer lake
#

its a 4c file

slim sparrow
#

If you got it into Unity, you can get it into Blender

outer lake
#

its a cinematic thing.

#

and apparently

#

you cant put cinematic files into blender but you can unity

#

sigh... i give up............ i literaly spent a entire night on this thing and just to realise this shit...

obsidian vigil
#

wasnt your unity lagging in any way?

#

at least when playing it

outer lake
#

well.

#

it lagged a little bit but not like to where it would kill me.

#

and thats hard to belive because im running this off a 560 radeon

obsidian vigil
#

hmm

#

i dont really know how to work with 4c files

#

i only fiddle around with fbx, obj and pmx / pmd

clear yew
#

did you really import a 300k polys weapons in the game ?

slim sparrow
#

@outer lake apparently it's a Cinema 4D thing

#

If you have that program, you can export it as FBX or obj instead

outer lake
#

well like i said

#

i just got a friend to find the Mmd for me.

#

it seemed to be the only one we found.

clear yew
#

if you really have a 300k weapons on your model, you should remove it, you'll get instant banned if you get caught with it

obsidian vigil
#

@clear yew they couldnt upload it

outer lake
#

okay i figured out the problem

#

there was 2 of the same model.

#

i mean the polys has went down alot but its still kinda high.

#

it went from 300k to 185

obsidian vigil
#

yeah, you still need to decimate it

outer lake
#

true.

obsidian vigil
#

maybe someone has cinema 4d and could convert it for you

slim sparrow
#

There's a trial version that lasts 42 days with full save functionality

outer lake
#

no no its okay.. i apparently figured it out.

#

you was right. i just had to hide it and both models had a extra of the same model i took them both away and the polys are good now

#

i think its like maybe only a little above 20k now

obsidian vigil
#

@outer lake The whole scene or just the gun?

outer lake
#

the whole scence.

obsidian vigil
#

welp

#

rip

#

you need to have 19.999 or less to upload

slim sparrow
#

Alright, my animation seems to actually play from the beginning when I untick "Apply root motion" (it makes heavy use of root motion)

#

But then the root motion doesn't work

#

So I either have a broken animation that can't actually move my model, or I have one that only works the first time. How can I fix this?

outer lake
#

you guys still here?

obsidian vigil
#

yes

slim sparrow
#

I fixed my issue, I enabled "Bake into pose" on the Root Transform Y portion of the animation

#

Problem was that the animation actually replayed correctly, but it started at a lower root transform every time

obsidian vigil
#

Oooh

#

So its possible to play emotes with gestures? O.o

slim sparrow
#

Yes and no

#

The way I did it, is putting a copy of my model under my main avatar. It's disabled by default

#

Whenever I trigger the right gesture, I disable my main model's mesh renderer, and I enable the copy. The copy then automatically plays the animation I want.

obsidian vigil
#

I know

#

Its perfect

#

Because you can cancel at any time

slim sparrow
#

Yeah, that too

#

But it takes up a gesture slot

#

This wouldn't be such an issue if we could use root motion on our main avatar model

obsidian vigil
#

Yeah, i think they should introduce multiple gesture overrides which can be switched out ingame

slim sparrow
#

Well, gesture overrides for each hand would be pretty cool

gray pier
#

Does anyone know a way to copy the contents of a RenderTexture to Texture2D material without custom scripts?

scarlet wave
#

I've got a question when it comes to gestures: How long can the animation be, or should be? I have made 3 seconds long animation for one of the gestures but it seems to be a little glitchy.

clear yew
#

if you use the animation directly on your avatar then it can only be 2 frames, 0.00 and 0.01

signal dove
#

So you can only use gestures to activate other objects with longer animations?

slim sparrow
#

Yes, basically.

#

Well, you can make longer gestures, but then you switch really slowly, which is probably not what you want

dull wedge
#

Is there a way to make a spawned object stay in its world position? Currently, it tracks according to my avatar's hip bone.

torn pawn
#

use world mesh particle that has 0 velocity and high lifetime, it has to be 1 material tho

signal dove
#

How can I force a particle to start without awakening it?

torn pawn
#

more specific @signal dove

signal dove
#

I want the same effect as awakening a particle emitter, where it restarts its emission cycle, without awakening it. I want to leave it on

#

I need the emission to stay in sync with an animation

clear yew
#

Looking for a shader that inverts the color inside of the object its applied to

#

or help getting the effect to work, looking to do a "Za Warudo" effect from joj

#

jojo*

#

but my shader only applies like a filter to whats on the other side of a mesh

#

not inside

torn pawn
#

flip normals, or duplicate mesh and then flip

clear yew
#

@clear yew have the outside of the sphere write a stencil value and have the inside of the sphere reads that value and keep on notequal, and set ZTest Always on the color invert

#

@clear yew Unfortunately I have no clue how to do that. Never written a shader. Using an Invert grab pass filter

#

that's exactly what I'm talking about

#

I have a BaW filter that gives the desired effect, except in BaW, not Invert

#

but you need to do the stencil trick to make it take over the screen only when inside the sphere

#

I wouldn't know how to do that :/

#

learn how to do write shaders I guess, it's the steps I mentioned

signal dove
#

Can an object animate things higher in its heirarchy?

clear yew
#

welp, I messed up the stencil test, I editted it ... it keeps confusing me

#

I can send you the shaders if you'd like to take a look

#

Even if only for your own curiousity

#

I think I posted the shaders πŸ˜„

#

color invert and black and white whole screen

#

Pretty much

#

The BaW has the desired effect

#

just not the desired filter

#

But ther Invert only applies to objects on the other side of mesh

#

like I said add ZTest Always

#

but also add stencil so it works only inside the sphere

#

Currently ShaderForge is bricking my unity

#

So idek if i can mess with it

#

Appreciate the info though

#

it pays off learning more about shader basics

#

I could probably benefit from it but learning ground up atm for a simple effect, don't have alot of time for it currently

#

thank you though :^)

#

yw, ask anytime

#

Would tweaking the BaW ones color setting to match the inversion be possible?

#

That seems more my speed

#

I told you exactly what to add

#

to the invert one

#

I apologize but you're saying it as if I have any understanding of HLSL

#

I wouldn't know where or how

#

you need at least the bare minimum

clear yew
#

I hope it works now πŸ˜‰

slim sparrow
#

When I disable my Skinned Mesh Renderer in an animation, it won't re-enable for other people

#

Only for myself

#

Am I doing something wrong? Should I be hiding my mesh in another way?

amber mantle
#

how to add Avatars in Emotes? (I know how to give then Animations already)

slim sparrow
#

For some reason, re-enabling my body doesn't seem to work either

#

Nobody else sees me, I can only see myself after I do that

#

Is there any other way to hide my body mesh that doesn't break?

cursive moon
#

You could try setting all your materials to an invisible material instead of hiding the mesh

slim sparrow
#

That's gonna be quite a lot of work, but I could try

slim sparrow
#

Setting all the materials to an invisible one didn't work

#

It keeps reverting to at least one or two visible materials whenever I upload it

#

The weird thing is that I can make myself invisible by disabling the body or the skinned mesh renderer, but I cannot make myself visible again

#

I can see myself just fine but others cannot

slim sparrow
#

Yeah, changing all the materials simply isn't working for some reason. Odd.

#

It always needs at least 1 material to remain normal

#

Well, I guess I'll just have to use the hackiest solution I can think of: making a shape key that hides the whole model when activated

wicked garnet
#

i'm having the same problem but idk how to do shapekeys

#

or anything like that

#

i would like to do a total model swap gesture but idk how i could do that

lunar pasture
#

shape keys are hard, i feel your pain

#

I made a minor edit to my eyes and now my avatar defaults to having its eyes half closed, luckily it suits the models

gray flare
#

Anyone know how to get the spider animation to work properly in game? I'm referring to the popular one on Free3d, I've seen it in-game before but I've heard there is a certain way you have to do it.

zenith topaz
#

anybody here deal with the VMD animations?

nocturne anvil
#

Me, but thats 3 months ago

#

I used mmd tools to import the motion

#

Exported as fbx

#

Then in unity, imported as generic or none on rig

#

Then drag the animation part of fbx to model property inspector animation settings

#

Please note putting many dynamic bones in ur dancing model can crash your friends. Thats why i never done that again

zenith topaz
#

thank god you told me lol

#

i wanted to test so i didn't feel like adding the dynamic bones

#

would importing it as humanoid be bad?

#

i'm not using it with an avatar descriptor, just a doll that disappears when the gesture is shut off

nocturne anvil
#

iirc it wont animate if its humanoid rig.

#

But follow the video, i dont really trust my memory these days

zenith topaz
#

oh i set the humanoid rig to the animation and it runs while playing the scene in unity

#

will that be different in game?

nocturne anvil
#

It will work then. There goes my trust in my memory xD

zenith topaz
#

oh ok

#

lol i can't test it right now, port is blocked on this net

#

but probably in about an hour i will be home to check it out.

#

i shut off the render on my avatar's body so it wouldn't double up

#

what's the limit to emotes?