#animation
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let me test this and if it works ill come back with one more question
didnt work and back to square one GODAMNIT
srsly i wanna kill myself cause i dont understand how or why this isnt working
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.
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?
i want my object to stay in the same postition and not move with me in the animation how can i do that ?
is there any method to overlap the same animation before it finish without scripting? like without disabling audio/particle, and make them active again
holy jesus guys, use world particle i already told you didnt i ? what's the actual problem with that ?
@clear yew can you like show with screenshots ?
show you what ? to put a particle to world ?
all i did was set the duration to like 1000 seconds
0 speed
spawn only one particle and that's it
it spawn on my wrist position and stay at the place it spawned
but how do i like parent the 3d object to a particle system and put it in my hierachy of my model
i wanna spawn it somewhere in the sky infront of me
that's a bit more complicated
because vrchat is a little bitch with world particles
if you want better result you need to use rigid bodies
yeah already tried that didnt quite work tho
What's the rigid body for?
Is that so the particle respects your rotation?
I keep hearing people talk about rigid bodies for world particles
yes
Ah
yo
my problem with that
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
for now im just working on bites the dust
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
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
it emits from the emitter
which comes with you
use a empty game object and put your particles under it
so empty game object for the ones of the explosion, or the ones of the emitter emitting the explosion emitter
I don't think you can actually make sounds stay somewhere. It sorta sticks to your avatar
nah, you can put them anywhere
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
Oh, really? Wut
doesnt always works tho because vrchat is kinda fucking up the sound
how do i make my gun spins and shoot ?
revolver
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?
I added an Animation component to the child object, but in play mode, it still sits there in a T-pose
@slim sparrow make the animation legacy and if you want loop loop it
Is there a way to make an animation component only sometimes play?
I made it a legacy animation, still won't play
I've done this before for blinking and such, so it should just work
Alright, I got it to work by duplicating the CustomOverrideEmpty controller, then replacing the idle animation with the animation that I want.
Had to disable legacy for that to work
@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?
anyone here knowing stuff about render textures?
@scenic shuttle you trying to make a working camera?
yes
They started forcing cameras to local so only you can see them, others will see a black texture.
theres gotta be a way tho
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.
ive seen multiple ppl having it
So have I.
i see
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.
Maybe it'll come back someday though in a more controlled form. One can hope.
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?
yeah but the thing is they should disable it for everyone then
fix the workaround
like it just sucks that some ppl know how to cheat the system and they can do all the cool stuff
same with the poly limit
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?
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)
anyone know what is the name for "LetGo" on the override?
Whatβs 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?
I have a cylinder that would be lower poly if I could just make it a 2D image.
@prime elm late but it's HANDOPEN
@torpid wadi wait....then what is for open fist??? same as handopen?
or it just nothing
Open fist is based on your idle pose
How can I create something where A message such as welcome shows up in an oculous rift screen.
Like follows their head movement or something, so I could put rules that they have to read.
kk thx
@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.
@placid wigeon try to search something about "doom shader"
Thanks
is it called the Doom style billboard shader
Change the frame is possible
@wary parcel How to change frame?
You can change the frame timing inside the animation window either that or compress the animation nodes
Anyone know how to over ride head rotation when doing walking animations?
Pretty much, i want to turn off all of the IK rigging when doing an animation
just like how when you emote, the head rotations and position aren't tied to where your mouse is
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..'
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
The Head seems to be Locked to the "Y" Axis, that's my main problem.
Someone please explain me if the world particles will follow my wrist anyways, with the fixed joint
@boreal trellis If the particle system is fixed jointed to the bone it should follow no matter what.
okay thank you π
just wanted to ask because while doing animation i noticed it is still in this position https://gyazo.com/dae3fda2e5ab70fc22fe56351c526dc8
does anyone here know how to lock rotation of an object
but keep position tracking
@regal hollow just to make sure, https://gyazo.com/780c0289f07345a8de3a0af802f5b2de it wont look like this ingame? xD
I wonder, did anyone successfully replaced an iddle or walking animation without it getting stuck in the first frame?
Is there a good tutorial for someone just starting out on animations?
Just don't start the animation on the first frame and walking should work?
I've been away from vrchat for a wile. Anyone figured out how to animate walking and idles for 4 legged creatures yet?
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.
@nocturne radish I've replaced Idle animations on multiple avatars. They have to be looped in order to not get stuck.
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??
is there a way to change my avatar after a animation has been done? Like https://gyazo.com/c52789cc6f231f260a7b51e474707d85 to https://gyazo.com/6f740d3a59081cb15a90b93cd846de63 ?
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?
i've seen people do camera rendertexture that others can see, but i think it involves modifying the sdk, unfortunately.
unless they found some kind of workaround in a material
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?
@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
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.
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
@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?
yes
@scenic shuttle look into using hinge joints
I want one of several animations to play on awake for a single object. How do I do that?
One gesture awakens the object, and from there other gestures decide which animation it plays
@clear yew so modding the sdk is the only way to do it? rip
@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
γ
€
can someone help me with how to pin a rigidbody to a bone?
I'm trying to work on an avatar that uses a billboard shader
anyone got an idea on how i can improve this? https://cdn.discordapp.com/attachments/391461523941490699/424396316219539486/Unbenannt.PNG
I noticed in the sdk, all the included animations are just placeholders, does a dev have them on hand?
Is there a way around the 10 second emote limit?
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?
yes, did you add them to both?
the animator and the sdk avatar thing?
you need t put the animation overwrite into 3 things for it to work for sure
Wait 3? Not just the animator in the inspecor?
yep
2 in the sdk component
and 1 in the animator
thats how i do it and it works 100%
you can use the same animation overwrite controller doe
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)
which is normal
lemme start unity, then i can take a screenshot and show ya
dere
Ah those are overrides
yep
What I'm trying to use is this https://imgur.com/CPLnRzt
It's for a good reason
which is?
To make modifiers to gestures on the hand controllers, extending the number of animations you can play
So a combo of fist on one hand and point on the other will make a new animation of its own
i mean you can have 16 overrides with utilizing both controllers, it's already hard to come up with that many
@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
and toggles will work only when other button is active, as all of toggle objects are children
For regular animations I'm assuming?
what do u mean
this way is good if u want lets say your gun to shoot only when the gun is out
or to trigger bigger stuff
So, 5 of the controller buttons are remapped by the override controller, and the other 2 buttons change the override?
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
basically yes, you trigger all child objects, but only 1 is activated
You can apply a similar concept to other gestures, and basically make an animation that only triggers with a specific combination
as other parents are not active
I tried something similar to that before, but I could only get the first animation to play
Even when turning off parents
you dont turn parent off, because then children will not ever play
what do u want to achieve
would be a good starting point to give an idea how you'd have to set it up
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
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
you activate your empty object, which will play only when the gun is active, as it's a child of it
Hmm
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
That works well if you have the gun model on the end, but I'm trying to do it with the main character mesh
that's what im asking - explain what u want to do
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
Is what I'm trying to get working in the test anyway
anyone know how to make a toggle system for emotes?
To lock the emote to loop until you turn it off?
yes, with another emote
@clear yew it's what i explained above
alright, ill take a look at it
i dont think im following
like PARIDISO said, i want an emote to bascally loop, but it "exits" and whatever i turned on with the emote stays on
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
and you want a second empty game object which has a legacy animation that turns the thing off
I haven't tested it though
also it totally smells like a bug that could one day be fixed
alright, ill try doing something like that
I think a similar sort of trick might be required to get cameras to work because my normal attempts aren't working
been wondering about that as well, it'd be dope if it can be done that way
nah, for cameras there is another trick to make them work
mind shedding some light?
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
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
yeah I'm basically out of ideas until someone drops a working prefab
or unless something significantly different to what is already being tried works
knowledge of it is already hitting critical mass anyway so knowing our luck they'll just find another way to disable it
not if they eventually solve it by removing the component π
they can't remove it, it's the unity camera
they can remove it, they remove a bunch of other unity things
and weirdly enough, you can bypass these too
like custom script arent allowed
but you can still bypass that
the citation is that i have 2-3 friends that bypassed it
sounds more like they probably just worked around it
if someone has figured out how to bypass it, people in the worlds channel would be really interested to hear about it
guys please dont use cameras in game
they disabled them for a good cause, don't try to use them or find ways to overcome it
tell that to everyone else doing it
don't be like every1 else
I want it for a specific trick
just wanna learn how to lol, not to cause everyone else trouble using it in public
just wanna say to close friends
"hey, i can do this"
even people using it right now aren't causing trouble from what I'm seeing
I mean there was that one guy using it to show panty shots in japan town I guess
saw someone as well in japan town lol
in a sense it sort of made the world more immersive
had his name on the camera too
(joke)
lol
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
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
well, i always say the same thing, if someone wants to cause trouble, there is better ways to do so
indeed, there are easier ways
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
ppl want to show off their cool shit, and they trigger it often
maybe you just hang around worse people
that's a normal public world
in public worlds you don't even need cameras, there are enough people wrecking those with particles, and those aren't banned
much easier to use too
particles are #1 thing i hate
yup, anyone can just make a really simple particle system that crashes computers or have everyone at 3fps
yeah just drag that slider up π
depending on how it's done anyway
have 3-5 particle systems with 500 emission of emojis and every1 goes WoW
lul
those are cool as long there's eggplants in it
oh, add earrape too
I've grown to hate this emoji π
π π π π π π π π
Speak spanish?
lul
I approve
Does anyone know how to delete this?
Wasn't happening before but now it is and I don't really know what to do lol
For clarification it did it on my original model then I made it in a new unity and re-exported
is there a faster way to animate fingers so i don't have to select each and everyone in the drop down menu?
With the Muscle Animation Editor asset
Anyone here make generic avatars with gestures working? I want to learn how to make one and understand the controller settings
How can I get an animator to not play an animation until triggered by VRC_Trigger? Literally first time animating in Unity.
Can I change an animation controller's entry animation within an animation?
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)
Anyone here know how to assign animation more than 2 frames in generic avatar's gesture commands?
use a empty game object and animate it instead
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?
just a camera component
I need a world space mesh particle to have local orientation. Is this a contradiction in terms?
Just the normal unity camera?
yes
Okay, thank you for the help and for putting the freeze frame on a screen the same way?
the freezed frame is just stopping the camera from working
it will freeze to the last frame seen by the camera
Oh, okay, thank you very much @clear yew
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?
https://ibb.co/hTJaHx any idea how i can do the inside with an particle system?
i could make a lot of small rings but probably not the best way
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)
@covert linden i'll try that
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
I'd guess you'd need around 4 for the ball and like 20 ish for the white circles for a very simple one
or if you wanna be lazy, you can legit just plug that picture into a material lul
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
is there a way to have an object that u hold with 2 hands
im trying to make an accordion anim
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?
You duplicated your avatar first, right?
And then made the animation using the dupe
I heard that Unity sometimes considers them readonly or something
Β―_(γ)_/Β―
@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
Yeah, i'm adding the property to the duped avatar
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
You mean add an object to your avatar, which can then be picked up by yourself or others?
Like the world objects
If so, no. That's literally impossible.
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
@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.
Then you yourself can "pick it up" but nobody else will be able to.
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.
Ok thanks
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
@woven surge when u upload the avatar the game disables the camera from non-local avatars so only u can see it
Does an animation trigger stay triggered?
@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 π¦
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
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
it might involve modding the sdk so try at ur own risk
themore ppl use it the quicker it gets kicked back to where it belongs
@torn pawn exactly
please use 5 cameras in a room so every1 crashes
use 10 to be very sure to crash everyone
not like half the people have them now anyway eh
Not like using it to crash people
doesnt matter if you dont do that
you have 5 people who use their camera at the same time
Just like doing one frame freeze in just 20 seconds in a only friends room xD
and welcome to lag
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
There is already ways to crash and to lag people
@crystal pike rename object mesh from Body to different
ok
anything that you added to your existing avatar, check if their mesh is not named Body
The other thing is that there are no tutorials so everyone is not doing that so the game stays good for everyone
if it is - rename it to anything else
The mesh of the drum or my body
drum
only your main avatar mesh has to be named Body, check any other objects that u added
ok thanks
if their mesh name is Body, then rename it
to put it simple u cant have multimple meshes with the same name
you can, but they have to be under different parents
ok but before I had a drum anim overrode and there was a mesh in it named body
it worked fone
fine*
Anyone have an answer?
wait r u saying u canβt have a body somewhere above a body in the hierarchy?
wait, unless the animation uses name and not hierarchy position
uh idk i just renamed the bodies to Drum Body
yeah it should be fine then
thabks
anyone got an idea for an ability for a cannon?
use lolis as cannonballs that have collission on death subemitter of innocent hentai magazine covers
no
that's what I'd use if I had a cannon π€·
im keeping that idea in mind, Yuumi.
better question.
know how to make a particle effect that has the shape cone and looks like a whirlwind?
Firing something that summons a meteroite storms
^already got something similar to it
each meteorite explodes into 15 additional rocks that explode into additional 15 and all of them use world collision + bounce 
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
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
also put renderer to "Mesh" so it draws more ressource and you lose ven more fps
the meshes of the drum took the shape of my arms and legs
Yuumi, i dont want to lag everyone out >->
@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
hence why i dont go to public places that often
one guy legit had a rain particles covering 1/3 of the hub that had world collision
I still have the body of the other taiko drum
oh god
Yuumi should the drum on my back be under spine or chest?
Just optimize it, then it won't lag people who are playing the game with the actual specs required to run it
doesnt matter i'd say, they both don't move at all almost
Is there any way to insert an animation on for example a set of wings?
you can create an animation for them moving, then set that animation to legacy, and put it in a animation component
I changed the name of all the bodies I still get the same issue
I canβt find anything online about it
did you also change the animations so they don't "disable", "enable" your Body?
how do I do that?
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?)
yea
Iβve done many anim overrides before and this drum one was working but ever since I put a drum on his back it broke
So your animation would be something like: 0.00s > Property (DrumObject>IsActive) > 0.01s > Property (DrumObject>IsActive)
Simple and clean
ok yeah, still simple.
so whatβs the issue
That's kind of weird considering a new object shouldn't affect your main model.
yuumi said it was something to do with the body names
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.
yes
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
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.
ok but the dupe doesnβt have the drum on the back
is that ok
Iβm 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
@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.
@torn pawn And how would I "create" this animation for my wings? >.<
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.
The wings you could manually do if the secondary model is a generic rig, a bit easier
do gestures remain toggled if an emote is turned on?
I'm pretty sure gestures stop when you emote @chilly topaz
Or at least, overrides stop
alright
Yeah, gestures would be disabled during an animation emote lockout.
@quiet needle how do I disable the drum on the back for the anim
I need a world space mesh particle to have local orientation. Is this a contradiction in terms?
@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.
Ok Iβm uploading now. Also I noticed that the drumsticks had βBodyβ in them so I changed those to βStick Bodyβ. This probably explains why the mesh was the same color as the drum sticks
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.
Joining it to a bone?
joints and rigid bodies
Doing the whole rigid body and joint way
@quiet needle when I look in the mirror the arms and legs of the drum have replaced my own
and Iβm still invisible
idk wtf to do anymore
lol the drum has arms and legs?
@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?
It should work on the gun, but try putting it on the avatar just in case that does it.
Iβll have a look at how I got my particleβs orientation to work when I get home.
Itβs a taiko drum
My particle system doesn't appear to be playing ingame when I activate it
It works fine in Unity
Is it set to play on awake?
Yes
Got two keyframes on the animation, animation in override, override in avatar descriptor?
Reduplicate and reassign to see if it's a targeting issue?
But it seems to work fine when I play the animation in unity
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.
Retarget?
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
@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
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
show a screenshot of your avatar descriptor @gusty plank
I can only show you part of it because I am uploading and Unity wont let me scroll down
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
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.
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)
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 π¦ I troed googling so much but I found nothing close to my problem.
if you ever solve it - please PM me 
yeah
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?
@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.
@clear yew I do. But I want to use them and I have seen avatars that use them and can still move their mouth
mmm
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.
but blinking works and emotes should not override idle anyway as they are not active
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.
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
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. π
I still need a world mesh particle that initially faces the direction it's moving
quick question: can i put animation in the place of handgestures? via CustomOverride
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
@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
If I use AnimationInt and set value to "+1", will it add 1 to the value or just set it to one?
is there a limit to how many particle systems you can have?
Hey guys, when you make a dancing animation how to you stop the body from dancing in one place and let it move around?
Idk I just play with those animation settings on the right.
Until it works
Cause you can preview it in the bottom right window
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
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."
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?
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
collision wouldn't make sense to add on that anyways, but yeah geez lol
i mean u add a subemitter of splat
pretty low
hmm
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
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
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 π€· + can't work with bright stuff
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.
that's not hard to make, but that stuff impresses people
^
have huge ass explosions or 5000 emojis shooting out of your fist that bounce
hoping for something akin to that effect but ya know, rain :D
Woops Merch NOW AVAILABLE βΆ https://www.designbyhumans.com/shop/WoopsSquad/ π¬Edited by Senzeeh β£ https://twitter.com/senzeehpai Produced by: https://twitter....
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
won't lie, it does look very nice
^ just found it used in a dark lit map
Finally getting to meet some of the coolest streamers ever and rp with them shout outs to them all and thanks so more for letting me hang out with you guys e...
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
@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
where is the finger point animation in the sdk
I want to copy the keyframes for my drawing avatar
How do you override the default blinking animation? I tried using my legacy animation and disabling eye blinking in Blender but no luck
@ornate anchor same place you get the override from
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
@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
@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
Also I'm not that tech savvy, what exactly counts as a particle?
Anything from the particle system
Basically, yeah
But it won't look very good to have one giant texture slapped onto the sky, unless you can find one that fakes depth
^
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
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
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?
Yeah sure, you could use audacity (a free app) to edit your sound to ramp up or put things in
@brave basin btw, I'm tagging you here since you're technically helping me make all this LOL, this might be helpful XP
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
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
Well the death subemmiter only triggers bursts, so it won't spawn one by one
so basically it wouldn't work if the particle I attach it to, would go away?
Unless you edit some values
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
Nah, the audio source plays at the source of the particle system
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
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
would a fade in effect cause need for more particles for the clouds forming?
Not at all
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
Can you dm me the idea?
sure <3
I need help adding sound to Emotes
I watched a Tutorial on Youtube, did everything he did but it didnt work
yeah i have that issue with every video
I only have it with the Sound in Emotes Video
let me try something and if it doesnt work then I write you back @obsidian vigil
sure
ok I need your help
okay, having issues finishing off snailmarkers
i'm close, i'm sure of it
https://i.imgur.com/CPZ08z2.png
this happens in the idle animation
idle animation for custom override is the sitting animation right?
for one of them right
hm
@fickle rune as far as i can tell, i can't have it stay invisible, then change to showing
?
wait, this is for markers, wouldn't that stop me from sitting?
and i don't quite get what you mean
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?
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?
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
I think so, make different animations for the viseme shapes on the Body mesh changing lamp properties and it SHOULD workβ’
alright makes sense thanks
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
i havent really gotten into visemes yet so its more of a future project after i have more practice i guess
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?
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.
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
This is what you do
- Make a gesture with only 1 frame
- 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.
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
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
Alright, I got it now. For the curious, I had to put an Animator component on the child object.
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...
you can make it a world mesh particle
How do you do that? ;_;
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
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
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.
How would I set up a panosphere that can be seen from the inside?
have 2 spheres and flip normals on the inner one?
Any presets that could remake this spell attack? (cringy music vid) https://youtu.be/EzkfWliz3CE?t=103
^^ I could not think what to make with this song untill I saw Yugioh GX ep where DMG comes in heh hope you all like it
hey?
Hi
anyone came across issues with the default animations lasting 0.03 seconds?
I created a duplicate set from the male standing pose fbx
As in 2 frames?
yep
Yeah that's normal
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
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.
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
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
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
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
I was thinking a flamethrower lol
I don't play cod
Check google for fire texture sheets
Texture sheets are the best
looks like a laser thingy
Just make it spit out emoji particles with killer earrape music like everyone else does
yes, that would be perfect
π ±articles
Make a particle system, aim the blue arrow, and turn shape to mesh
Boom
never messed with mesh particles before
Under the shape tab
Not render
If you change it to mesh, it'll literally just shoot the particles forward in a line
Also make sure to change simulation space to world. Or else the bullets move if you move your hand
i mean most of the time my weapons use lasers but good to know
wait
that works?
Yeah
My whole 3 minute sword summon animation is done with world simulation space
Nop
Not if you use a rigid body
on gesture overrides tho
Rigid bodies fix that
whats a fixed joint
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
is it a script?
Nope
.o.
Its stock with unity
Then it is a script π€
Ah okay
Y E E T
Yeet
thats neat to know
Yeh
You will prob struggle a bit, they're confusing to use properly
I still scuff it up sometimes
Practice practice
so you just pose the empty object instead of the p-system then
mkay
Pretend the blue arrow (on everything) is your aim
fk now im sad that i still have to work 4 hours XD
XD
i wanna try that
I work in 5 mins, so I gotta go now
Ttyl c: anytime
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
context? xD
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
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
i dont think thats possible via gesture
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.
No, but I don't think I want it on loop
cuz loop could screw it up
oh okay
i dont really know that much about animation
Apparently this is possible with scripting by enabling the animator component, but scripts are disallowed, and you cannot activate animators inside animations
maybe the few people you saw modded their sdk
Nah
Modded SDK's still won't allow you to use scripts, since everyone else's clients will just remove the script
@obsidian vigil Pal. its a wander weapon that fires electrcity. it isnt no laser.
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.
but look how high the polys raised. from that weapon it self. http://prntscr.com/itrl1a
it kinda is. its disalowing me from uploading.
just make it invisible an toggle it on a gesture
Still, uh
oh. right.
You might want to decimate the weapon model a little anyway
Yeah I know, materials and all that, yada yada
But I'm pretty sure that many polys will increase load times by quite a bit
That's 300k
rip
yes, that should be decimated at least a little...
yeah XD
also how am i going to decimate it..
Blender
no what i mean is.
65k is 2 already right?
the file type.
The decimate modifier. Separate by materials. Start with planar
its a 4c file
If you got it into Unity, you can get it into Blender
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...
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
hmm
i dont really know how to work with 4c files
i only fiddle around with fbx, obj and pmx / pmd
did you really import a 300k polys weapons in the game ?
@outer lake apparently it's a Cinema 4D thing
If you have that program, you can export it as FBX or obj instead
well like i said
i just got a friend to find the Mmd for me.
it seemed to be the only one we found.
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
@clear yew they couldnt upload it
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
yeah, you still need to decimate it
true.
maybe someone has cinema 4d and could convert it for you
There's a trial version that lasts 42 days with full save functionality
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
@outer lake The whole scene or just the gun?
the whole scence.
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?
you guys still here?
yes
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
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.
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
Yeah, i think they should introduce multiple gesture overrides which can be switched out ingame
Well, gesture overrides for each hand would be pretty cool
Does anyone know a way to copy the contents of a RenderTexture to Texture2D material without custom scripts?
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.
if you use the animation directly on your avatar then it can only be 2 frames, 0.00 and 0.01
So you can only use gestures to activate other objects with longer animations?
Yes, basically.
Well, you can make longer gestures, but then you switch really slowly, which is probably not what you want
Is there a way to make a spawned object stay in its world position? Currently, it tracks according to my avatar's hip bone.
use world mesh particle that has 0 velocity and high lifetime, it has to be 1 material tho
How can I force a particle to start without awakening it?
more specific @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
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
flip normals, or duplicate mesh and then flip
@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
Can an object animate things higher in its heirarchy?
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 π
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
I hope it works now π
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?
how to add Avatars in Emotes? (I know how to give then Animations already)
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?
You could try setting all your materials to an invisible material instead of hiding the mesh
That's gonna be quite a lot of work, but I could try
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
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
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
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
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.
anybody here deal with the VMD animations?
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
Ahh. I forgot the rest.. I just followed this https://youtu.be/kWFvuRmTeFg
Hi my name is Shana from vrchat and i started not long ago Learning how to import mmd dances to vrchat was one of the fun stuff to do for me so today im mak...
Please note putting many dynamic bones in ur dancing model can crash your friends. Thats why i never done that again
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
iirc it wont animate if its humanoid rig.
But follow the video, i dont really trust my memory these days
oh i set the humanoid rig to the animation and it runs while playing the scene in unity
will that be different in game?
It will work then. There goes my trust in my memory xD
