#animation

1 messages · Page 58 of 1

zenith topaz
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is there truly a 10 sec limit?

placid wigeon
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I noticed there are some avatars that are able to spawn a GameObject , and that gameobject actually has its own transform even if its a child of that avatar

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basicallt that Game object has its own independent Transform

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amd trying to find out how it works without using World Anchor

solid trail
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I don’t think their game objects

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Just a stationary world particle that’s been set up to spawn at the feet or from the hand

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It won’t move and will last quite a long time

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You can then add a on spawn or on removal animation to it too

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Or subparticles would be a better way to word it

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I used this to make placable claymores

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I can place as many as I want to then with a second gesture I can explode them

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I assume that’s what you want to do

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Or similar

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@placid wigeon

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10 seconds is a limit set by the SDK, same with the poly counts etc.. there are ways around it but I would recommend against such ways..

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@zenith topaz

zenith topaz
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Ah

placid wigeon
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Yeh that the one ive been trying to do
i have to change the Particles Simulation Space settings to World

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ive seen people Instantiating(or Spawning) bombs, clamore, and other GameObject
But i never knew they were Particles

placid wigeon
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w8 how do you turn a gameobject to particle

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then make it to Simulate World space

clear yew
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FYI, you can drop GameObjects in world space via rigid bodies and joints. But it's not very reliable in terms of everyone seeing said object in the same location/rotation.

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I SEE YOU TYPING

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I figured out your deform issue.

fallen crypt
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@Liberty_Prime_87#5747 I tested my centaur using gesture, trying to make him sit on the ground but the humanoid rig do not animate sadly...

clear yew
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@fallen crypt If you want a gesture to take over the entire IK, it'll be a little fancy. It is doable though.

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I couldn't tell you. People that do animation for a living are the ones coming up with those things.

slim sparrow
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I do that by hiding my own mesh and animating a copy of my avatar instead

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Problem is that disabling your body mesh or skinned mesh renderer works, but when you enable it again, nobody else sees you

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And I have yet to find a way around that

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I could make a shape key which hides my mesh (makes it really small), but shape key transitions are smoothed and it would look weird

fallen crypt
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Wait, you're saying main body is buggy on toggle atm?

slim sparrow
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I think so, yeah

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When I disable my skinned mesh renderer or my body mesh in a gesture, other people can no longer see me until I switch avatars

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But I can still see myself once I disable the gesture

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But I don't think it's fixable

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The next best thing is setting all your materials to an empty one, but I can't seem to set all my materials to an invisible one

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There's always one thing left behind. Maybe it's because the material I tested it with is textureless

clear yew
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Anyone know how I can de attach an object from my model and let it stay still while I move around? Like using hand gestures

slim sparrow
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You mean the object has to stay in the exact same place while you move?

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You'll need a particle system for that, and set the space to World

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You can render meshes with particles too

clear yew
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okay thanks ill check it out

clear yew
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Animating the appearance of a mesh using particle system is extremely scuffed and I wouldn't recommend. Just make an animation using keyframes for when you want the item to appear, attach the animation to the controller of said item, then make an on/off animation keyframes in your duplicate model/animation model

clear yew
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i converted a vmd to anim file

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i want to do some tiny edits

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to it

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i duplicated the anim from the fbx

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and added the animation controller and stuff

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it all works

slim sparrow
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@clear yew but then the object moves with you, right?

amber mantle
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does some1 now how I can add Avatars to an emote?

slim sparrow
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You already asked that, I don't know what you mean

amber mantle
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If I trigger a Emote

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lets say a MMD Emote

clear yew
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@slim sparrow yeah

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It'll stay attached to you

amber mantle
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then 2 Avatars will pop up behind my avatar

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and dance the same Emote

slim sparrow
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Ohh

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That's pretty easy.

amber mantle
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Is it the same step as adding Sound to Emotes?

clear yew
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Rokk if you add me on VRC I'll show you some of my animations after I'm done work

slim sparrow
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Drag the other models that you want onto your avatar. Disable them by default (the checkbox in the top left of properties)

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Then in your emote, activate the extra avatars

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You may need to give the extra avatars their own Animators, so they play the same animation once they spawn

amber mantle
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I gave them a custom Override already

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look

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I did it

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I added 2 Avatars and disabled them by defaul

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then I "connected" them with the Emote I want to use in "Animations"

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I add the Sound and the two avatars and check the box

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then I upload it and If I try using the Emote then there is no sound anymore and the Avatars wont spawn

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and When I removed the 2 avatars then the Music comes back

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This is the Emote with only the Sound init

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Why Did you stop answering?

remote blaze
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yo lads quick question

slim sparrow
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Because I don't know

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You sure you have enough keyframes in that animation?

remote blaze
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people who do different facial expressions do it with different meshes right?

amber mantle
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First telling me that you know hwo to add them

remote blaze
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I got meshes for different faces/eyes/mouths

slim sparrow
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@remote blaze depends on the model. Usually shape keys

amber mantle
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and then saying "I dont know"

remote blaze
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ah I see

slim sparrow
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@amber mantle sorry for trying to help, guess I'll refrain from doing that from now on.

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¯_(ツ)_/¯

amber mantle
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...

slim sparrow
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But anyway, a lot of MMD models have shape keys

remote blaze
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mine isn't MMD, but I was thinking of turning off the neutral face mesh and turning on the emote face mesh with animations

slim sparrow
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They're listed as blend shapes under Unity, you can alter the values to give them different facial expressions. I have seen different face meshes be used too, but those are often still managed through shape keys. Manually unsetting meshes can be a pain.

remote blaze
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nono

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I already got the meshes

slim sparrow
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Ah

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Well, there's a thing about meshes in this game. Sometimes when you disable a mesh or mesh renderer in your animations, it won't come back on for other people. Only for yourself

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But other than that, this should be relatively easy to do with gesture overrides

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But personally, I'd take the model back to Blender and try to turn the expressions into shape keys instead. Even if the shape key is just swapping out face meshes. Makes everything much more manageable

remote blaze
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ohh, really

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I don't want to be too much of a bother, but

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how would you do that?

slim sparrow
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Is your model a game rip by any chance? I usually see games do different meshes for facial expressions

clear yew
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swapping out head meshes is a massive painand causes a ton of issues with mirrors, other players and eyetracking etc, use blendshapes/animations instead

remote blaze
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Yep, it's MinMin from arms

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she's got like 4 faces for her expressions (happy, neutral, hurt, angry)

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and different eyes like closed, half

slim sparrow
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You should look up how shape keys work in Blender. The gist of it, is that blend shapes define how a model should deform in certain situations. Shape keys go from 0 to 100. For example, a shape key for blinking would deform the eyelids in such a way that 0 is eyes open, and 100 is eyes closed.

clear yew
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think of them as 3D keyframes with tweening

remote blaze
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ohh

slim sparrow
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If you want to enable/disable meshes with shape keys, a common way to do that is to put all the meshes on the face at once, but make the extra ones really small. Then make it normal-sized whenever a shape key activates.

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Not sure how good this looks in Unity though, since this game tends to "smooth" shape keys out when you put them on gestures. Still not sure how to avoid that.

remote blaze
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hmm, wouldn't that give the impression that the emotion-face is instantly growing in size

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yknow what, screw emotions

obsidian vigil
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youd pretty much see your head go morph while switching

remote blaze
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lmao

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I had another question about animation though!

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with the same model

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I want her arms to get super long when I use the fist emote

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I know how to do stuff like curl fingers for a gesture override

obsidian vigil
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ez

remote blaze
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but never did stuff like the arms

obsidian vigil
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just do an animation

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record

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and extend the bone

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profit

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or move it

remote blaze
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do I need to add any property

slim sparrow
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You could also do this in Blender if you'd like. CATS Blender Tool has a function that can turn the current pose into a shape key

remote blaze
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are you referring to the faces or the arms

obsidian vigil
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arms

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Umm

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did anyone notice

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htc just put up vive trackers in its store o.o

slim sparrow
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Weird

obsidian vigil
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officially

slim sparrow
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Oh

obsidian vigil
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no more dev shit

slim sparrow
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Probably because of the Vive Pro and all

obsidian vigil
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hell yea

remote blaze
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vive pro is ridiculous

obsidian vigil
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no need to buy from ripoff resellers anymore

remote blaze
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the vive pro price is borderline exploitation imo

obsidian vigil
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but theyre pretty expensive ; -;

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119,99 for 1

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! °^°

remote blaze
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also @obsidian vigil don't want to be a pain but a quick question about the arms animation

obsidian vigil
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sure

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youre not a pain 😄

remote blaze
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do I need to add any property

obsidian vigil
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dont think so

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if you hit the record button

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and drag the bon

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it should add that automatically

remote blaze
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ahh okay

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thanks

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hmm, it's not working

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even though there are 2 frames

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neither of them has the arms moving

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it's not saving my movement

obsidian vigil
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but does the arm bone stay extended?

remote blaze
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nope

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it goes back to the default

obsidian vigil
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hmmm

remote blaze
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it snaps back when I change frames

slim sparrow
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Oh yeah, I've had similar issues when dragging bones. Just refuses to stick

remote blaze
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any way to fix that? 😦

slim sparrow
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Well, I don't know

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But like I said, you could try the blend shape method instead

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By making the extended arms into a shape key in Blender instead

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But I'm not sure how that will affect the mesh

remote blaze
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hmm okay

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and how would you add a shapekey to an override controller?

loud hamlet
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You can use the unity animator to make a shape key animation for the over ride controller.

remote blaze
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it's what I'm trying to do

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but whenever I try to move the position of a bone in the animator, it doesn't save

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and it goes back to the default position when I switch away from the frame

slim sparrow
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Shape keys are made in Blender

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You can then set the blend shape to 100 in your animation after you import the model again

crystal pike
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ok so im in unity and i imported a big drumset but now my camera goes way too fast and i cant zoom in properly on my model

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my camera seems as if my model got tiny but the size never changed

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but my camera goes too fast and sensetive

tawny wyvern
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Hmm. Would anyone know if there any way to spoof animations from one bone to another on the fly in Unity? Say, if a character had a third eye and I wanted to grab the motions of one of the tracked eye bones?

crystal pike
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and now my mouse is stuck on the zoom in tool

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when im zoomed in on my model, im not even that far away and its looking like im clipping through it

slim sparrow
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@tawny wyvern weird solution maybe, but you could parent the third eye bone to one of the other eyes

crystal pike
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oof i fixed it

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i accidentally pressed f

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which unfocuses

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the camera on an object

tawny wyvern
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@slim sparrow On first thought wouldn't that simply make it rotate on the parents axis rather than its own, though? Unless theres some advanced armature hierchy trickery I'm unaware of

slim sparrow
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Well, it would have the same effect I'd imagine

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If the left eye rotates, the third eye rotates with it

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Otherwise you'd have to look at weight painting, so the left or right eye also moves the third one

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@crystal pike adjust the clipping distance

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Your model might just be really small or something

crystal pike
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anyone know what the sitting animation is called in the avatar controller?

grand lichen
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@crystal pike just press "f" to focus on the model. It will fix the weird zoom issue

crystal pike
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ik'

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i fixed it

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a while ago

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lol

grand lichen
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Heh sorry only saw your question
missed that you fixed it

crystal pike
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its fine

chrome python
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Hello there. So i am trying to make a animation where i have a expandable sphere. I have goten the sphere to expand. So i use the glitch shadet to get some cool effects. But the texture is onley on the outside. Is thete any way to get it to show on the inside as well?

dawn shale
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Does anyone know how I go about making it so my model stands like so ingame? https://puu.sh/zLtWG/a4a65f2ef6.jpg - The model itself comes with this original pose already set, but I have no idea how to go about making it an idle animation.

obsidian vigil
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@tawny wyvern if you find a good solution for the bone spoofing dont mind pming me

slim sparrow
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@crystal pike the sitting animation is just "IDLE"

obsidian vigil
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id like to get in on that

slim sparrow
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You will want a separate override controller for your sitting animations

crystal pike
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im making a drumset animation and idk if posing the legs will be enough

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bc theres a chair

keen panther
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what do i have to put into my particle effect settings to get realistic bullets. like when i shoot them now and wave my gun they follo my gun.... is there a way to make them go forward all the time so that when waving my gun aroudn wont change their direction at all?

crystal pike
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i dont think so

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u should only add bullet particles for machine guns and autos

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but if u make a pistol

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dont bother adding bullets

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just add a flash and a bang

keen panther
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it is possible for sure. i have seen it multiple times. like the naruto kanas that can do the fire spell. its pretty much what i want but at a slower speed

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i just can figure it out after 2 days trying and googling

crystal pike
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good luck then

celest pewter
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world particle is what u want

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look up the work around aswell cause world particles won't appear in vrchat otherwise

keen panther
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ok thanks alot.

slim sparrow
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What workaround?

celest pewter
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applying rigid bodies

slim sparrow
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Oh yeah. Wasn't that to make sure the rotation was correct?

celest pewter
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🤔

outer lake
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can anyone help me with somthing like Discord call n such.

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because i swear its like i have a small problem and apparently its easy to fix.

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Im having a problem to where my Item i have to appear on my animation doesnt appear but apparently i just have to check and uncheck it.

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so it can appear etc.

obsidian vigil
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wait wot

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is it a gesture?

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or an animation

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/emote

slim sparrow
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@outer lake you cannot see those objects in the mirror

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Try one of the cameras in avatar testing

torn pawn
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you won't see stuff on cameras if it's on your head, so you must ask others

crystal pike
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ok i have a drumset animation and i put the drumset under the spine hierarchy and then posed the thighs to make it look like i was sitting. is this correct? because in game my legs dont change and the drumset is floating off the ground bc its way too high up. should the drum set be under hips? and do i need to add any other property to get the legs to work?

remote blaze
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do jaw flap and jaw blend shape STILL not show up in mirrors?

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disappointing

crystal pike
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jaw blend shape?

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like visemes?

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they should show up in the mirror

slim sparrow
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No, he means like the jaw flap lip sync

crystal pike
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visemes

slim sparrow
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It's the one that uses the jaw bone rather than visemes. Looks ugly IMO

crystal pike
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yea

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ohhh

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yea that

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i never used that

slim sparrow
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It makes the mouth flap too quickly for my tastes. If the model already has a jaw bone, you might as well just generate visemes. Even if you only make the mouth move up/down.

crystal pike
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do u know any solution to my problem?

slim sparrow
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I think animations are iffy unless they only involve the arms and the head

crystal pike
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ok

slim sparrow
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Chest/spine and leg rotations and transforms are overridden by the game itself unless you're in an emote

crystal pike
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oh

slim sparrow
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Same reason why root transforms are wonky

crystal pike
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so i just need to fix my drumset heigh problem then

slim sparrow
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And you probably don't want to attach the drumset to your spine

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Just attach it to your avatar instead. Outside of the armature and body, but inside your avatar descriptor object

crystal pike
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ok thanks

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"this action will break the prefab instance"

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dammnit i accidentally dragged ringfinger

slim steeple
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If I want to just animate a closed hand should I bother with using animators in the animation keys properties or can I just be lazy and directly transform the bones of the fingers to the way I want them to be?
Adding each and every individual "finger1 stretched, finger2 stretched, finger3, stretched" etc seems like an inconvenience

slim sparrow
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Use animators, definitely

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There's a solid chance that regular animations won't even work

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I can recommend the Muscle Animation Editor for this kind of stuff, but it costs $15

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Still the best asset I ever spent money on, though. Except maybe dynamic bones

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Moving the fingers is like a 10 second job with that asset

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You might also be able to copy the gesture animations out of the SDK, if your avatar is male

slim steeple
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So, where do I start, which property should I add first? I have like right middle1, right middle2, right middle 3, etc for each individual fingers so I need a general direction on where to start

slim sparrow
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Just pose all the fingers. Doesn't matter which one you start with

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It depends which way you want to bend them. Just experiment, you can always remove the properties later

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Oh, and make sure you always animate on a duplicate of your avatar object.

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Generally, Right Middle1 will bend the first joint of your right middle finger, and RightMiddle2 will bend the second joint, etc. It should be relatively easy to figure out

slim steeple
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Yeah, I've animated in the past but I never had an avatar with fingers that I animated the hands of so this is new territory for me

obsidian vigil
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Ay

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Eevee

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Nice nick

slim steeple
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Thanks

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@slim sparrow Sorry to bother you, but if I'll do consider getting that muscle animation editor, how will I go about making use of it with clips I have, where in the UI do I go to in order to open it, unlike particle system I didn't see a "Animator editor" option for stuff

slim sparrow
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If you have the Muscle Animation Editor installed, you can go to "Window" at the top and open an instance of the editor

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You can pin it in the sidebar on the right, which is what I always do

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Then when you're editing a humanoid animation, you'll be able to drag the sliders around.

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So instead of doing "add property", you mess around in the muscle animation editor instead. It will automatically create the necessary properties for you

slim steeple
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Alright, thanks, I'll consider getting it since I've been doing a lot of animations anyways so something that'll be convenient to use might benefit me

slim sparrow
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Alternatively, you can even click the yellow orbs that appear on the avatar

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Like, you can click the shoulder and then just drag the shoulder around and stuff

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It's worth the $15 for me personally, but I'm not sure if that's true for everyone. I have a background in programming so I can always use assets like those, even when I'm done with VRChat

signal dove
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For starting particle animations with gestures, how can I use emission toggle instead of object activation?

mystic kite
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I've created an animation in blender as a kinda extra idle (ears twitching on a 30 second loop). Exported the model and imported to unity, duplicated the animation from the model while set to legacy the changed to humanoid for the rest of the standard set up. Added the blender animation to a animation component... It works fine in play mode and no errors when uploading. But the animation sometime uploads? Most of the time no. I'm so confused that this post may not even make any sense because I'm so tired!

clear yew
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yup, worth every penny if you're gonna do a lot of animations within unity

slim sparrow
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I'm trying to make my model invisible in an animation, by setting all the material slots to an invisible material. But one specific material keeps reverting back. How do I fix this?

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I first tried disabling the Skinned Mesh Renderer or the Body object, but it won't re-enable for other people

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So I just stay invisible until I select another avatar

clear yew
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i just have my whole mesh disabled, but then again i only have one mesh with 2 materials

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do you have it on a gesture or an emote toggle system?

slim sparrow
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Gesture

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Normally I'd disable my whole mesh, but it refuses to reappear when I do that.

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I made a shape key in Blender which makes the model really small, but it just looks weird in Unity

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Like, the mesh actually reappears locally, just fine.

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But other people can no longer see me

clear yew
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huh, mine works just fine, weird

slim sparrow
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Is yours disabled by default, or enabled?

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I'm also getting weird issues when changing my materials in an animation. The materials eventually stop appearing as properties on the skinned mesh renderer, and the arms stubbornly stick to their original material

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So that's not an option either apparently. Kind of running out of alternatives

clear yew
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enabled by default

slim sparrow
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Hmm

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I'm on desktop in case that makes a difference

clear yew
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i am as well

slim sparrow
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I can still see myself when I look down, and I can see myself in the mirror. But other people just stop seeing me for whatever reason

clear yew
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theres an issue where sometimes gestures wont trigger unless you do both shiftright+shiftleft or something like that

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like mine sometimes trigger with only right shift

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but i need to click on both for it to trigger

slim sparrow
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Yeah, I tested that too. Fiddled with stuff endlessly

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My next attempt will be altering the bounds of my mesh renderer I guess

clear yew
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yeah, no clue what that is then, mine is as simple as it gets and it works fine

slim sparrow
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Yeah, that's exactly the thing I'm doing too. It's weird

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I guess there's always the empty gameobject as a last resort, but that breaks my blinking

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Alright, altering the bounds of my mesh renderer didn't work either. Kind of running out of options here

clear yew
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Animating materials require the materials gameobject to have an animator component. You add the animation/timing for that object itself there and attach it to the animator. Then just enable it with your main animation

signal dove
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Do I have to insert a duplicate object for every animation I want it to display?

shut dragon
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no

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just click here and make a new one

signal dove
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I know about that. So how do I trigger each of these animations?

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I'm talking about an additional object inside the hierarchy of my avatar. Maybe it has a firing animation, and a reload animation.

slim sparrow
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Alright, the empty game object solution didn't work either. I changed my root object to an empty game object, then added my model as child of that.

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But I cannot disable the child for whatever reason

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It just won't let me disable it in the animation

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Yeah, I'm out of options :/

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Disabling the mesh will break my model until I switch avatars

junior epoch
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Unknown if this is the right place to ask, but does anyone know how to make a particle system for water coming out of a faucet? More or less the specific settings to use, im new to particle systems

wild cedar
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Ok, so how do I add a world around me when I make an animation?

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Attach a world to seperate planes etc

slim sparrow
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My skinned mesh renderer still won't re-enable for other people after disabling it in an animation

slim sparrow
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I don't understand why this isn't working

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I mean, it works, but other people can't see me once I cancel the gesture. Other people are doing the same thing and it works fine for them.

clear yew
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How do i make a laser charge and shoot when i point

shut dragon
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do a bullet for the shooting

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there are some good tutorial on youtube

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and the charge you probably can get some nice animation on Unity store on make one yourself

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...making it yourself would be a pain in the ass btw

clear yew
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O

tawny wyvern
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@obsidian vigil I for sure will. It's not an easy thing to google trawl, for sure, because if its out there terms like 'duplicate animation', 'clone', transfer etc tend to be used for other things.

clear yew
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Hey guys I created a particle effect using meshes and im wondering how I can make it stay in place. I already set it to world but when i move it moves like 5 seconds after. Do I just have to make the duration of the particle system last long?

torn pawn
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@clear yew set high lifetime and duration

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i mean it's pretty obvious why it respawns after 5 seconds, no? 😛

clear yew
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yea i was just wondering if there was another way to do it

torn pawn
clear yew
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thanks though

ripe lily
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is there a recommended video guide for making simple animation/props like a knife?

slim steeple
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So, a general question, I've seen MMD avatars changing expressions when their arms are raised or stretched without using gestures, what is responsible for that, how is it done?

eager vault
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it's still probably a gesture, they just didn't set the same fingers

slim steeple
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Odd, most of the time the expressions happened it didn't seem like it was intentional but rather accidental, while that easily happens with how gestures are handled, it seemed like they genuinely managed to bind some form of transformations using only hand positions

fickle rune
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is there any way to make a respawning animation?

grand loom
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So I created an animation for a model I was to use when I'm AFK, but I want to make it so this model only uses this animation (No running, walking, etc). Do I have to plug this animation into every override or is there a simpler way?

placid wigeon
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Does anyone here have any Walk, Idle, or Run Animation for a Dinosaur like Avatar
Im trying to animate a Sturm Furer https://ibb.co/nxHEXx

imgbb.com
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Image aa hosted in imgbb.com

celest pewter
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@grand loom just make it a generic model

grand loom
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The generic model isn't able to use the animations? It's saying something about bones missing, but its just a copy of the model I animated.

solid trail
#

Is anyone able to guide on where to look for; 1. Creating a spinning prop animation in the hand, my biggest question for this is do i make the animation more than one frame and 2. Adding a sound to say a lightsaber so when i swing it, it triggers the sound

grand loom
#

I guess the better question is: Is it possible to use an animation I created in unity as the default animation for my avatar or is that something I need to bake into the avatar in blender first?

placid wigeon
#

Question is there a way to animate an Avatars Hair, Skirt, Brest, Tail, and etc without buying the Dinamic Bone Unity Asset?

vapid cipher
#

Hey guys im trying to do an animation for a gun on my avatar but..

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there is no "animator"

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even though on the right panel there is an animator.

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But when i go to "add property" there isn't one

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Please help u.u.

modern phoenix
#

How do you add an animation like the dance emotes from Mixamo. I have the .fbx of the model in unity, the model still in blender, and the 2 .fbx files of the animations I wanted from mixamo

fallen crypt
#

Does anyone think if we only add humanoid fingers to the generic avatar, will gesture work?

clear yew
#

My particle system starts when I load it but in unity it’s hidden

torn pawn
#

it's not hidden if it starts, doublecheck your main avatar what only matters

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or put it under empty game object but have the system active, then create new override that enables the object @clear yew

clear yew
#

it works when i set the model as generic

glacial lichen
#

is there a way to have a gameobject on the avatar but have it fixed in its position?

clear yew
#

i saw someone do this

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I always wondered how

obsidian vigil
#

@glacial lichen Youre talking about them doing a gesture and spawning an object right?

blissful grove
#

Does anyone know how to add a full functioning lightsaber to a skin because I can’t figure how to do it in unity

nimble ridge
#

@glacial lichen like fixed in world position?

glacial lichen
#

yea exactly it would be unaffected by the avatars rotation and position but still be a child of it

obsidian vigil
#

i know that can be done using a particle system

nimble ridge
#

Yes but that spawns the object in only one direction

obsidian vigil
#

?

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what do you mean with one direction

sick crag
#

Im looking for the same thing

glacial lichen
#

i tried a rigidbody with a fixed joint and freezing the rotation of the rigidbody but the object still followed my avatar

nimble ridge
#

In world rotation

obsidian vigil
#

Just get a particle system set the renderer and to mesh and the rendering space to world

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apply a mesh

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poof

nimble ridge
#

It doesn't matter with way you stay it will always spawn facing North for example

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And that's the problem

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@obsidian vigil I did that but there's the rotation problem

obsidian vigil
#

then tell me how you fix the rotation problem

nimble ridge
#

I didn't : /

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No idea how lel

obsidian vigil
#

anyway lemme tag the peeps which where asking about it

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@sick crag @glacial lichen Get a Particle System, set the rendering space to world, go to the renderer set it to mesh, (maybe also something in shape to mesh not sure tho) and apply a mesh to them

glacial lichen
#

alright thanks a bunch

nimble ridge
#

It would be really cool if they had whitelisted a script that allows to rotate the particles to the rotation of the parent

obsidian vigil
#

that would be so dope

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@nimble ridge do you know how to spoof a parent?

nimble ridge
#

Nah

obsidian vigil
#

aww

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i wanted to do a gaster blaster that shoots where my hand is pointing

nimble ridge
#

I just did it in unreal once but not unity

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Rigid bodies won't work because vrchat moves the whole hierarchy in-game

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You need it outside somehow

obsidian vigil
#

actually they do @nimble ridge

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someone told me they did bullets using rigdbodies on the particles

nimble ridge
#

I need that

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UUAAAAAAAAAAAA

slim sparrow
#

There's definitely a way to apply world particles in a specific rotation using rigid bodies

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Or empty game objects for that matter

forest dove
#

I have an animation that has a spin in it but in game it doesn't do it

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What do I need to do

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He just keeps his body forward

lunar pasture
#

I've had that problem, let me know if you find a good solution

#

does anyone know what TDOF is in the Animator?

zinc chasm
#

So I made a sword animation with his hands.
For some reason when he pops it in VRchat it like glitches rapidly in his hand
Like it's vibrating.
Anyone know?

forest dove
#

Did you loop the animation but accident

zinc chasm
#

It's with an object

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The stuff is at 0:01

low basin
#

are the values for the default hand animations anywhere?

zinc chasm
#

values?

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Like are the ysloted into the custom override?

low basin
#

like if you're making an animation override in unity

zinc chasm
#

Ya the animation is in the override, and hte override is in the standing/sitting

low basin
#

oh nice thanks

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i found it

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but it only has it for the male pose

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but that will probably work

zinc chasm
#

shrug

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it's like my hand just rapidly vibrates. It only does it when I pop the animation. I can't seem to find out why.

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Should the object have an animation type..?

clear yew
#

you need the 0.00 and 0.01 frame to be the same

zinc chasm
#

Ya they have that.

slim steeple
#

Anyone have any idea how to add models with bones (Armatures) on a humanoid model without them merging and creating an eldritch abomination due to bone binding?

lunar pasture
#

I guess that would be down to how your hierarchy is set up

knotty sleet
#

anyone know how to palce an 3d object as an animation locked on one place on the floor ?

tidal gull
#

you cannot do it.

#

There's no ability right now to lock something in place in the world via your avatar.

celest pewter
#

stop giving false info plz

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u can with a world mesh particle

clear yew
#

you can lock something in place, but not orient it a certain way

knotty sleet
#

@celest pewter what do you mean with world mesh particle ?

celest pewter
#

Google™

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click the magnifying glass and type it

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ull prob fund a expalabyiob

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oenrpdbf

clear yew
#

lmfao

celest pewter
#

phone keyboards were a mistake

bronze peak
#

i cant help laughing at this xD

slim steeple
#

Is it possible to make a controller do gesture animations for a prop?

#

I have my avatar, on it is another avatar(which is the prop) with a controller

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The prop has it's own idle animation that constantly plays, but I want to set a gesture to have it do something else

#

I can't seem to figure out how to get it to work properly, in this case specifically a skinned mesh render changes the expression of the prop while an audio source is meant to become active

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it doesn't do any of that in game though

vivid burrow
#

im trying to do the same thing

#

i tried adding the animation to a animation controller to no avail

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i mean component

slim steeple
#

yeah, it seems like it would be something that is easily fixed but I'm really lost

white herald
#

anyone have default hand-poses as humanoid fbx animations somewhere? (for gesture overrides)

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i might make a set

clear yew
#

yes gimme a sec

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for gesture override templates ❤

celest pewter
#

what kind of uncultured animal

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doesnt make it a folder then a zip file

clear yew
#

not my upload ... savages

white herald
#

this is awesome @clear yew

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any reason this isn't openly available? did the original creator release it for anyone?

celest pewter
#

its open

clear yew
#

@white herald ehm, I think they're in the SDK avatar somewhere and somebody pulled them out to make snail markers easier to set up

white herald
#

the sdk has gesture animations but they don't work

clear yew
#

and it saved me having to pose hand myself 😛

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oh? well I don't know where these came from but they're perfect

white herald
#

probably posed them himself

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might make a video or something referencing this but with the appropriate title so it's at least googleable

clear yew
#

yes! I got it from there, the tutorial didn't work for me btw, but the animations were super handy

white herald
#

lol

celest pewter
#

wtf why is that tutorial 22min long

white herald
#

^

clear yew
#

followed a different way to get the marker working

white herald
#

never tried the marker

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wanna make a bob ross though

celest pewter
#

thats the proper one

white herald
#

thanks

clear yew
#

I heard there was issues with snail's original setup

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not the prefab, it works fine

forest dove
#

Alright again, does anyone know how to fix the issue of the body staying forward when an animation does a spin

clear yew
vivid burrow
#

im making a spinning animation with a card above my head, it starts rotation at 0 and ends at 180 but it eases when beginning and ending making the animation not look fluid how do i fix this

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basically i want the spin to look endless

clear yew
#

click the keyframes and set interpolation to linear @vivid burrow

vivid burrow
#

linear? @clear yew

clear yew
#

ehm, can you set it on the rotation parent?

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if you select all of the keyframes you can right click one and select Both Tangents -> Constant

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not linear, my bad

vivid burrow
#

ohhh

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it froze the animation lol\

clear yew
#

yikes, ehm, I never seen euler and I've rotated stuff in animations ...

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better maybe to google it or have somebody else answer this

vivid burrow
#

oh sweet its good now, you select the start and end keyframes>both tangents>linear

clear yew
#

ayy

vivid burrow
#

thanks bro!

clear yew
#

yw!

vivid burrow
#

welp

#

then what do i do?

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NVM its fixed!

nocturne anvil
lunar pasture
#

Anyone good at importing animations and getting them to actually work as intended?

solid trail
#

Anyone got any decent lightsaber animation overrides i can learn off?

#

experimented with a few but for the most part the scripted ones are blocked and using a mesh blade gives a low quality finish

clear yew
#

Not sure if I should have asked this in another section but, I saw a streamer who somehow had his avatar on the bottom right of his screen as if you're looking straight at it in real time as he moves, someone in the chat said it was a shader. Does anyone know what shader/if it is true?

solid trail
#

@clear yew Pretty sure thats just the built in panorama camera in the game

clear yew
#

@solid trail Doesn't that just take like a picture? What I'm saying is if he crouched in VR we would see what he sees but on the bottom right we would also see his avatar crouch in a third person view.

nocturne anvil
#

Can you share a link to the stream?

clear yew
serene lava
#

If I have an animation that enables an audio source for a second, will the character still be able to move?

vivid burrow
#

yeah if you use the other controller for movement

red grove
#

Any one knows to make create avatars that can fly 😦
been seeing a lot of flying avatars recently
so cooll

echo dagger
#

do you need to do the animation in unity or can you import an animated fbx into unity and use that

clear yew
#

Im doing facial animations live if anyone wanna watch 😄 I'm working with a kanna model.

minor trellis
#

Okay so I was trying to import a MMD dance to my avatar for VRChat of course and the thing is her hips stay in place so she cant move around or spin.. what do I do?

visual summit
#

HOW DO I CHANGE THE ANIMATION IN THE ANIMATION TAB

torn pawn
#

@minor trellis you don't touch bones, that's what you do 😃

minor trellis
#

lol thanks

torn pawn
#

vmds work best with not edited bone armatures

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i have two dancing avatars under main model which both work, because they have original armatures

mint mulch
#

Why is the volume so low on custom audio clips in vrchat?
People can just barely hear it standing insdie of whatever the sound is attached to.
The volume is fine even at some distance in unity.

clear yew
#

because vrchat "fixed" the sound problems

glacial lichen
#

hey can somebody help me with the trails on my particle system: i have a particle system with trails but whenever i tick off the world space box in the trails menu the trails are completely gone when moving the particle system.

mint mulch
#

@clear yew "Fixed" essentially made sounds completely useless

clear yew
#

exactly

meager crescent
#

so, I'm trying to use some in-game rips of models from the pokemon games, and I have the in-game animations as actions in blender, which, as expected, come out as animations in unity. However, these animations do not actually work in VRchat for some reason. Any clue why? I have the overrides set up properly.

torn pawn
#

doublecheck if they get exported to unity, otherwise enable in animation tab baked animations

nocturne anvil
meager crescent
#

@torn pawn they're definitely in unity, but instead of playing the animations, the character seems to be stuck on a one-frame action when I upload it

#

nvm, I can at least give it an idle animation that works.

slim steeple
#

I'll ask again just in-case someone popped up with an answer, is there any way to have gesture animations switch the animations of other props that have their own animator? if so, how? because once you give a prop with an animator an animation it just stuck on that animation and changes don't happen until the animation clip of the idle animation of it end first but since the idle is meant to be a loop it never stops and the animations never change

tropic rover
#

oi, is there a way to make the position of someting not reset after the end of an animation ?

clear yew
#

Umm, did VRchat limit audio? No matter what I do with my audio it's really quiet and i cant fix it 😦

#

yeah vrchat "fixed" the audio problems

#

But my audio shouldnt be this low o.o

#

i've changed max volume/max distance and everything but nothing works

#

nvm ima just make 8 game objects and put an audio source on them all

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that'll fix it

torn pawn
#

use min 2 max 30, audio at 0.5 volume is more than enough

mint mulch
#

Yuumi, the rolloff changes when u hit Show Build Control Panel

torn pawn
#

it doesnt matter

#

with min 2 max 30 your audio is fine

#

even after adjustment

#

and never requires the audio to be over 0.5-0.6 volume, unless it's very low as original

mint mulch
#

my audio is boosted by 36db and its still quiet ingame

lunar pasture
#

I dont have a problem with audio levels, which aspect of audio do you mean?

#

do you mean sounds you attach to your model or sounds in the world?

slim sparrow
#

If your sound file isn't loud enough, you probably have to boost the file itself

#

I never had any issues with sounds not being loud enough. In fact, trying to go above 0.5 volume usually just makes the sound earrape-y.

slim steeple
#

Is there no way to make props that use an animator that are active by default not active when using a gesture? You'd think just making them non-active in the animation clip would work but it actually doesn't because I assume the animators clash

hybrid imp
#

Yo, is there a fast way to add keyframes for hands(fingers and all) other than manually put them in?

clear yew
#

either you use the muscle editor asset or you can copy and past them from one of the animations in the vrcsdk folder

hybrid imp
#

cool, thank you 😃

slim sparrow
#

Muscle animation editor is a godsend, takes like 20 seconds to do both hands

cobalt oyster
#

Does anyone know the right settings for the Muscle Animation editor to get the hands to look like the natural gesture?

celest pewter
#

type dropbox on the search bar for this server

cobalt oyster
#

Oh wow, thats very helpful, thanks

gaunt sundial
#

hi i have just started modeling a wile ago and i am having a problem with unity saying my model does not contain a animator, and wil not animate in vrchat. does anyone know how i can fix this

#

?

sour hedge
#

did you go to the rig tab in unity and changed it to humanoid instead of generic?

gaunt sundial
#

yes i have

sour hedge
#

oh, is the model from scratch?

gaunt sundial
#

no

#

i found it and i am trying to make mine own version of it

sour hedge
#

a screenshot of the error would prolly help ppl; preferably what the sdk says in the upload tab and the inspector settings + rig

#

having troubles myself though cuz I can't seem to enable/disable animators on objects that are lower in the hierarchy.. like, it doesn't show at all as an option

https://i.imgur.com/Ozd6zRi.png book has an animator; book is the root of the object
https://i.imgur.com/uWy4riZ.png when trying to enable/disable it, it doesn't show.

The transform component of said objects shows though. Anyone got an idea what I'm doing wrong here?

#

Or are animators simply not accessible ?

cyan quest
#

How do i apply a particle to an animation

#

And a sound mp3

#

Like a default fist animation from vrchat sdk

gaunt sundial
#

@sour hedge i dont think i am alowd to post pics yet it wont let me😅

sour hedge
#

oh, you can't upload files. Gotta link it

gaunt sundial
#

@sour hedge 👆

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and yes i know the poly count is to high

sour hedge
#

o

#

add an avatar descriptor

#

that's the thing that makes it work in vrchat

#

VRC_Avatar_Descriptor

gaunt sundial
sour hedge
#

weird

#

i didn't run into the issue in 300 avatars, so I'm not sure what else to do 😅

gaunt sundial
#

yeah this is what i have been dealing with for a whole week

#

nobody seems to know a fix

white herald
#

@gaunt sundial the screenshot seems to show that you put the avatar descriptor on the mesh (Body) and not the whole thing (loop bland, above it)

#

you can at least do a texture atlas :P and decimation never hurt anyone

gaunt sundial
#

@white herald i dont realy understand with what you mean with ,mesh/loop bland above it

#

can you explain

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never mind i got it

#

omg fixed it

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thank you @white herald

abstract bridge
#

I need a bit of help. I downloaded an animation, it works in unity, but in game the character doesn't move, it just does the animation on the spot unlike in unity

sour hedge
#

did you put it to humanoid?

abstract bridge
#

Yep

sour hedge
#

also lmao, didn't even check if he had it on the root

abstract bridge
#

My custom sit animation works just fine.

sour hedge
#

feelsFailMan

zinc moth
#

I'm having a problem creating a custom emote with particle system and a hand gesture. The problem is while in vrchat, the arm gesture snaps to the end result without the transition that I animated for. Originally, I did not have this problem. Before hand, the animation itself would go in the ground while in vrchat. When I added the root T transformation however, it fixed the problem of the animation being in ground in vrchat. But now the beforehand problem is occurring now while having a root T transformation .

#

Side note: It is an emote, and I am a desktop user if that helps at all.

final gazelle
#

@slim steeple that should actually work, last i looked at it -- saw someone else do the reverse where they had a prop (animated with its own animator) appear only when they used a certain gesture

he couldn't see the prop himself in any mirrors or cameras, but the rest of us could see it -- the only indication he had that it might've worked on his end was that he could hear the audio source he had set for that prop

nocturne anvil
celest pewter
#

omg no

#

the knuckles miko y

final gazelle
#

is that a facerig add-on, or what the model's actually doing?

celest pewter
#

it's a camera so its what it's seeing ye

zenith topaz
#

does anyone have documentation on all the gesture override slots?

#

what is Proneidle?

final gazelle
#

not all the gesture override slots seem to work for desktop users, because there're some stances/conditions that we can't access -- the "Prone" animations in particular are supposed to activate when you're below a certain height, so i imagine they're something similar to crouching or lying down

#

seems like the prone animations are meant to activate when "HeightScaleNOMOVE" is less than 0.3 -- guessing that's supposed to mean when you're standing at less than 30% of your avatar's default height, but i get the feeling full body IK might just override those animations anyway

zenith topaz
#

What about crouchidle then? Sorry I'm working on gesture override for oculus user

#

I mean there are three idle gestures

#

Idle, proneidle, and crouchidle

clear yew
#

hey guys

#

i can link multiple shape keys to a single gesture animation correct?

zenith topaz
#

Yep

clear yew
#

ok good

#

what button do i press to hide the bones

zenith topaz
#

Animation tab, add new property

#

Hide bones?

clear yew
#

in blender

#

so i can view the model

zenith topaz
#

Oh in the hierarchy

#

Click the eye on the armature

#

Or select the bones in object mode and hit H

clear yew
#

ah

#

thanks

zenith topaz
#

Np

#

Alt + H will unhide everything

clear yew
#

oh wait

#

i meant the outlines of the bones

#

the black lines

#

how do you hide those

#

i cant find the preview button

lunar pasture
#

Select the Armature in the Hierarchy, press H, next to where you select object mode you can select texture view

clear yew
#

its not working

#

H doesnt do anything

#

alt H does nothing too

lunar pasture
#

press A, what happens?

clear yew
#

nothing

lunar pasture
#

press A again. now what?

clear yew
#

i can turn the orange lines into black lines

#

but i want the black lines to disappear from view

lunar pasture
#

well when they're orange, hit H

clear yew
#

ohhh

#

i have to make them blue first

#

then press it

lunar pasture
#

my face is tired.

#

can you see the bones now?

clear yew
#

yea

#

😃

#

ty

lunar dawn
#

Anyone know how to change your models hair in an animation? Like Super Saiyan?

#

I'm trying to get this Custom animation to work, one that replaces ROCKNROLL. My character has 2 models, a normal version and a 9-tailed version. All i am trying to do is make an emote override that causes the hair to be replaced with the new hair and makes the tails appear...

I'v gotten as far as making the animation but i can't seem to make it work, as in have the hair and tails appear on command

final gazelle
#

@zenith topaz crouching supposedly happens when "HeightScale" is at 0.6 or so...but honestly, i'm not sure if the "Crouch-" and "Prone-" animations are ever used or seen normally

lunar dawn
#

Anyone?

clear yew
#

YeS?

lunar dawn
#

Was just wondering if anyone could help me with the above

clear yew
#

oh I can’t;-;

lunar dawn
#

oh well 😛

clear yew
#

I don’t even play vrchat;-;

bright sparrow
#

I'm kinda lost, but I tried running through blender to make sure I didn't decimate face, eyes, emotions, etc and it still does this, any help? https://imgur.com/vWwDhDq

cursive moon
#

@bright sparrow You might be selecting the shape keys of only the inner face mesh as opposed to the whole face. If you haven't already, join your meshes and try again.

bright sparrow
#

ok

#

I tried joining meshes in blende then testing, still same thing

#

o wait

#

i think I accidently used the other fbx

#

hold on lemme check

bright sparrow
#

i tried going through blender aGaiN and now it seperated into 2 meshes and I can no longer find the blendshapes @cursive moon

clear yew
#

@nocturne anvil Oh shit, you're the goat. I imagine if you got that far you know how to make it so it shows the full body.

celest pewter
#

just move the camera further away

nocturne anvil
#

^

slim sparrow
#

How do I disable lipsync in a gesture? I know that you can disable blinking when you make the blinking yourself

#

I tried forcing all the blend shapes to 0 in the animation, but that makes lipsync not work ever

fallen crypt
#

Anyone know how to set intro animation in the controller? o.o

#

Especially for the generic avatars, they never mention how to add the intro state

#

They just say you can

ashen sedge
#

@slim sparrow AFAIK it's not technically possible to temporarily disable visemes

remote helm
#

Would anyone with knowledge of particle systems and the collision module be willing to help me out?

#

Particles arnt colliding with Plane. It should work but it doesnt :l

frosty jacinth
#

Hey guys, i've been working on an animation where the character holds up a sign. and was wondering if i could have it appear in mirror?

remote helm
#

Worked it out 😉

#

Anything thats animated via turning on and off the object won't show in mirrors.

#

Use a camera to test

frosty jacinth
#

okay thanks @remote helm i was told to use skin mesh render to active instead of just set object to active and it'd appear in mirros but i guess that was incorrect.

remote helm
#

Never tested it

#

Cant confirm if thatll work but try it

frosty jacinth
#

Tried Didn't Work, Thought i had did something wrong. Guess i could still be wrong either way. thanks a bunch

blissful wave
#

How do you set the name of an emote? As in, the ones you select from the menu.

frosty jacinth
#

@blissful wave ti Click on your animation's package (I.E The little blue box for the animation) and it'll bring up the model, Rig, Animation tab and click animation. on that tab it'll show the length and the name of the animation just change the name there. (i'm assuming your using a mixamo animation package?

whole igloo
#

wrong ping

frosty jacinth
#

whoops wrong indeed sorry

blissful wave
#

No, I'm animating it myself

#

I'm assuming you can create an animation in Unity and assign it to one of those six animation slots?

sturdy mantle
#

can anyone help me with getting my character to float through the air. kinda like a fairy.

clear yew
#

people have animation overrides to do the floating

white herald
#

i saw a fairy yesterday, she had a humanoid rig with dummy legs, placed high above the ground, didn't seem to have any animation overrides and it looked fine

#

depends on your character

clear yew
#

oh that's colliders between your legs I believe

#

where they can just move the whole avatar up right?

white herald
#

nah your rig is just up in blender

#

the rig's origin has to be at the ground and your character has to be above it, in blender, not in unity

clear yew
#

you can just fly by pushing a collider up .2 units from origin then jump ...

white herald
#

ah actual flying

clear yew
#

well, displacement 😅

#

like an invisible stepladder activated by jumping

white herald
#

i uploaded those hand gestures

#

surprisingly they don't work on every character

#

dunno if it's an mmd-only thing or a cats-only thing but my avatar i made way before i knew cats was a thing gets all gang-signey when i try it lol

clear yew
#

lol reppin the fam

old cave
#

I'm trying to rig my character manually (since Mixamo is not rigging all of his finger), and when I go to armatue deform>with automatic weights the thing on the second image happens.

The mesh of my character becomes much bigger and I get the error on the top of the screen. Anyone know what this might be?

https://media.discordapp.net/attachments/404059627165057025/427218824434286592/unknown.png?width=1202&height=677

https://media.discordapp.net/attachments/404059627165057025/427219022518419456/unknown.png?width=1202&height=677

old cave
#

Nobody knows about this issue? I already tried a lot of stuff and no success :(

I have no idea of why the meshe becomes giant when I try to apply automatic weights

pine hinge
#

are particles with rigid body stuff on them not supposed to work in play mode?

violet kraken
#

i got a custom blink animation where i change the eye material cause its like different expression textures it works when i have the controller on the model but when i make it legacy and loop and put an animation on the main model without the controller it doesnt work ?

lament hearth
#

@old cave

#

try to select the meshes only

#

and resize it to fit the Armature

#

that's what I'm doing with all my FFXIV Exports to fit Meshes with the Armature. And it works

old cave
#

I tryed to do this, but even if the mesh doesn't expand I still get the same error >.<

#

On #avatars-2-general I got some help but tried to do everything they told me to do but no success

clear yew
#

Have you checked that all of your vertex groups match the names of the bones correctly?

#

It might be a stretch, but perhaps it's something to do with a name not matching up and influence is assigned improperly as a result, causing the error.

old cave
#

It looks like they do

clear yew
#

And you have an armature modifier (you can check modifiers by clicking the box with the blue wrench on the right) that declares the armature for the object (mesh), right?

clear yew
#

What I would recommend is removing the Armature modifier by literally removing it and then reapplying it by selecting the armature for the parameter there.

#

In other words, re-add the same modifier to the mesh just to see if it might update any information and help fix the issue

old cave
#

hmmmm didn't work, I did this but I tried to pose the model and the armature is still not binded to the model

clear yew
#

Oh, okay, this is good to know, because now we can work our way to figure out why it isn't bound.

#

Okay, step one, is your character mesh one object or is it made up of several objects?

crystal meteor
#

How would I add animations and sound to the legs of this star wars AT AT?

old cave
#

@clear yew several objects

clear yew
#

Okay, what you'll need to do is to select all of the objects, make sure the last object you select has an origin point of 0 for X, Y, and Z and a Scale of 1 for X, Y, and Z. Then go to the bottom left bar, where you have settings like "Select" and go to the one that's the furthest to the right there. It should be labeled "Objects" but my memory is failing me. Click it and click Join. The hot-key shortcut for this would be Ctrl + J.

#

Also, make sure the objects are ONLY the mesh, not the armature or anything that's not a mesh.

crystal meteor
#

@clear yew Hey man sorry to ask, but how would I be able to make the AT AT legs move and give them audio?

clear yew
#

@crystal meteor I'd love to tell you, but I honestly don't know how to, I haven't experimented with that kind of stuff just yet. If I can, I'll get back to you on it when I do get a chance to figure it out

crystal meteor
#

ok

clear yew
#

I know that you need to animate the legs and then set up triggers within Unity and add audio that would activate, but I don't know the exact specifics of setting it up.

violet kraken
#

@crystal meteor make a walking animation and activate a audio source in the animation put that in all the walking animation slots on the override controller

crystal meteor
#

Where do I make it in? Blender or unit?

#

*Unity

old cave
#

I joined all the objets but I still have the problem

violet kraken
#

@crystal meteor unity

crystal meteor
#

mk

clear yew
#

Next you have to select the mesh and remove the armature modifier again and then re-add the modifier, so that it has fresh data for what it needs to be doing.

crystal meteor
#

@violet kraken How would I set up the animation and be able to set the animations individually on each leg?

clear yew
#

From there, we can see whether or not the mesh binds to the skeleton yet or not.

crystal meteor
old cave
#

Did this, no success

clear yew
#

Go to the vertex groups and go into weight paint mode, check if any of the groups meant to have influence by the bones are actually coloring the mesh anything other than the normal blue color?

violet kraken
#

@crystal meteor in unity duplicate your model and make muscle animations for each leg so an atat is probably really hard i cant explain that u need to watch tutorials for something like that

crystal meteor
#

00f

#

Ok I'll try ;-;

old cave
#

everything is blue

clear yew
#

Okay, that means there is zero influence from the bones to the mesh

#

Which is why the armature isn't able to do anything with the mesh, you'll have to select each individual bone and carefully paint the weights onto the mesh for each corresponding bone that you select from the vertex groups section.

#

Pretty much means that you'll need to paint only the parts of the mesh where the bone is depending on which bone you have selected for the vertex group

#

Another thing you can do for the sake of seeing if it works is select a vertex group, click the little select button. This should highlight all the vertices that are part of that group and then change the slider below it to max, which should be 1 and then click assign. Make sure to click anywhere outside the mesh first, just to make sure you de-select any rogue vertices that are not part of the group you're going to select.

#

Do this for the bones and see if the armature starts working.

#

It'll look choppy, because the weights won't be evenly distributed, you'll just have very rigid influence from bone to bone, but it will be at least some form of progression in making the armature do its job. You can always go back and fine-tune the weights by fixing them at a later time.

crystal meteor
#

Do I have to duplicate the AT AT model?

old cave
#

@clear yew all the bones are selecting the entirity of the mesh. I think I'll need to weight paint everything. I didn't knew how to do that but after your explication now I know.

I wish there was an easier way but oh well...

Thanks for the help!

clear yew
#

Not a problem!

crystal meteor
#

I give up on the AT AT animation

clear yew
#

Always happy to share my knowledge from experience to help others in their quest for making the best avatars they can make.

crystal meteor
#

Jesus christ it's way too complicated @_@

#

Mainly the four legs and head with audio.

#

I've tried and it's way too damn hard lmao

#

@violet kraken I tried adding animations, but that was too hard. How would I add audio when I walk in VRchat? I use deskstop so..

#

Or can anyone tell me on how I can add in custom audio when walking?

clear yew
#

It'd be based on a trigger that activates depending on whether or not your avatar's walking animation is playing.

#

That trigger can then activate the audio that you attach.

crystal meteor
#

How do I fix this issue?

old cave
#

@clear yew Sorry for bothering again, but can you help me with something?

So, I was doing a rig for my character because Mixamao wasn't rigging his fingers well (he was mapping only 4 fingers). I edited the Mixamo's fbx and I putted the fingers that were missing, but I don't know how to put them on the vertex groups.

Considering that the Mixamo's rig is already weight painted on the mesh I think that maybe it would be easier to just add the missing finger.

vapid cipher
#

Hey guys, I'm trying to make a trail animation for in-game use, I got everything done but in-game when i use the trail my character goes invisible, why?

clear yew
#

You go into edit mode and select vertices on the mesh that line up with the bone, click on the big plus button next to the vertex groups and then name it after the bone that corresponds and click assign, make sure to also check the influence you want to apply underneath the assign button.

#

@old cave

#

Make sure the name of the vertex group is exactly like the name of the bone it is supposed to belong to

old cave
#

I'll do it, thanks again!

clear yew
#

You might lose weight paint data, not sure how that will play out, but hopefully it will just retain whatever the premade weight paint data was when you make the groups.

old cave
#

Yeah, Considering that Mixamo didn't rigged the hands well I think I will have to erase the weight painting on all the fingers and redo them

clear yew
#

How to make an animation on the default / always showing model?

ionic cobalt
#

How goes work on the issue of non-mecanim bones not animating on locomotion overrides, devs? Any leads or fixes? @grand mango

old cave
#

When I edit the weight painting of the fingers nothing happens :/

I erased the parts that the bones was influencing but when I switch to pose mode the bone still moves the parts that I erased

clear yew
#

Believe me, it usually looks like you erased it, but you need to make sure you made the influence be at an absolute 0

#

Otherwise it will still move the mesh around even a little if it can help it.

old cave
#

Do you know how to check if it is on 0?

#

it is like that

clear yew
#

You can go to the vertex groups, select each individual group at a time and assign influence to be 0

#

Since you can just tell it to make the influence be at an absolute 0, it'd be the best method

old cave
#

I see...

ruby bear
#

doubt I'll get an actual answer but might as well try.

Does anyone know how to get the rotation of bones to actually "stick" in regards to the animation tab?
Normally I just use the Muscle Editor add-on but I'm trying to rotate some bones that are not in the add-on. Everytime I try to record the rotation of the bones they simply reset when I try to rotate another bone.
Also typing out new numbers far as the rotation angles go do nothing they simply go to the default number that was already there.

clear yew
#

hey guys

#

where are the default hand gestures stored

#

i want my facial animation to play and keep the default hand gesture

#

but i cant find it in unity

#

default hand animations*

#

You mean while using a VR emote/F key keep your hand as a fist?

#

?

#

i mean like i want my character to still display the default peace sign but also play a face animation

#

but i cant find where the default hand animations are stored

#

it cant be the things under the animator tree would it

#

left hand q and t

#

?

#

Nope

#

You can make the piece sign yourself with index and middle finger

#

in unity ?

#

spread or stretch

#

it didnt work

#

it made a weird hand

#

guess ill just have to make custom hand animations zzz

placid wigeon
#

Anybody know how to make a GameObject child have its own Individual Position/Translation
I dont know which Joint should i use in the Inspector since theres so many

nimble pumice
#

can someone tell me how to get my hands being animated when I move my fingers irl?

clear yew
#

oh wow

#

i just spend 20 minutes moving a hand

#

😐

clear yew
#

i cant figure out how to just flip the hand when i do the shape key so that my other hand also has a shape key

#

it flips the entire model when i use mirror

lilac cave
#

only select the bones you want flipped

slim sparrow
#

My root transform keeps changing itself when making a custom emote

#

How do I stop it from doing that?

#

I set it to 0.3 and it just keeps reverting stubbornly to 0.13

lilac cave
#

remove the property?

#

in the animation tab try rightclicking root transform and deleting it

slim sparrow
#

But I need it so my avatar isn't in the ground

#

During the animation at least

lilac cave
#

it might work if you remove it and then add it again

slim sparrow
#

Still happens

#

I had it on idle animations before but I ignored it, since non-emotes don't really respect root motion anyway

#

It always seems to happen. I cannot set the root motion at all, it just keeps reverting itself

lilac cave
#

unsure

#

try google?

slim sparrow
#

Well, I got it close enough

#

Now, is there a way to make my animation loop X times in an emote?

#

Or do I have to copy the values a bunch of times?

lilac cave
#

copy is best

#

and howd you get it up?

slim sparrow
#

Root transform jumped into a random value that I actually wanted, so then I just left it there

#

¯_(ツ)_/¯

tepid pollen
#

can somebody help with a unity problem? I'm trying to duplicate a fbx's animation because it is read-only, but unity displays an exception error (illegal character in path) but does not show me what the path is

#

is there some way to debug this? i've tried attaching visual studio, but VS wont break

lilac cave
#

if youve got anything not in english it might be that

tepid pollen
#

i suspect it's that, but i cant see anything suspicious in blender, i even use _ instead of space everywhere

lilac cave
#

bone names?

#

path names?

tepid pollen
#

i've checked everything i think (meshes, armatures, bones, vertex groups, animations, etc.)

lilac cave
#

paths (outside of unity)

#

you know user\name\assets etc.

tepid pollen
#

my project folder looks fine

lilac cave
#

the names in blender and in unity are fine?

tepid pollen
#

yes, everything i could think of, only alphanumerics and space and underscore

#

although the animation is called "Armature|Cycle"

#

but i did not choose that name, that just seems to happen on export in blender

lilac cave
#

pretty sure mine doesnt list it as that

#

i think you might be able to rename animation names in unity though

tepid pollen
#

okay, ill try that

#

alright, that worked

#

Thanks for the tip, no idea why it's called like that though

#

in blender the name is "Cycle" and in unity it is "Armature|Cycle"

#

@lilac cave thanks

lilac cave
#

np!

remote blaze
#

hey guys quick question

#

where do I put the blinking shapekeys in unity?

#

I can't see any blinking thing in the visemes list

scarlet wave
#

I would like to make like a sword slash animation, anyone knows how I can apply it to a gesture? 1 Keyframe per gesture is just not enough for such animation and I'm wondering how you can make it longer without it glitching.

lilac cave
#

you dont need to do blinking in unity

#

just blender

remote blaze
#

yeah, I made the shapekeys in blender

#

but how do I make them work in unity now?

#

or in VRC rather

lilac cave
#

if you made cats make them

#

you dont need to do anything

ruby bear
#

I need help with recording animations. Normally I would simply use an add-on by the name of Muscle Animation Editor but I'm trying to rotate some bones manually rotate some bones but when I move onto another bone to rotate their positions are not saved most of the time. The few times they do stick like say for example with some limbs I got with 7 bones when I can rotate them and then try to stop recording the bones go back to their default position when I try to test the animation.

slim sparrow
#

Is there a way to put a custom idle animation on a gesture?

remote blaze
#

@lilac cave actually no, I made the shapekey myself, didn't do anything with CATS yet

slim sparrow
#

I have an animation that would look weird if it always played on idle, but it would also look weird if I just put it on a gesture like that, think it'll mess up walking a bit

lilac cave
#

i dont know how to do it custom, but its easy to do in cats

remote blaze
#

Ginrikuzuma#0001 it's because your model is humanoid

#

@ruby bear

#

you need to use "Animator" to move the humanoid bones

#

okay Jolly, I'll see if it works

#

then once I use cats, that's it?

sharp lance
#

can someone show me how to animate a middle finger animation on my avatar?

#

can i find the animation online or do i have to make it myself?

slim sparrow
#

Animating it yourself is probably easiest

#

But you could check sites like Mixamo anyway

ruby bear
#

I'm assuming that's a seperate addon right not to confuse it with the Animation tab right?
@remote blaze

remote blaze
#

no no

#

if you go to "Add property"

#

you'll find a bunch of stuff like finger/arm/leg movements

ruby bear
#

and I'm quite familiar with that

#

like I said the values are not sticking during recording

remote blaze
#

oh, is that what isn't sticking?

#

I thought you meant it was bone transforms not sticking

#

sorry 😦

ruby bear
#

no the rotation of the bones isn't that is sticking

#

normally I would use a seperate add-on but I added some extra limbs which since its still technically a humanoid rig the seperate add-on I got (Muscle Animation Editor) doesn't know how to work with the extra bones on those extra limbs

#

I been trying to record the rotation of those bones (both by Add Property as well as trying to just set record and rotating the bones myself after selecting them in the hierarchy) but they aren't sticking

#

don't know what's going on I remember back in January I did manage to animate some wings like this so I don't know why its not working now

lilac cave
#

once you use cats for blinking, you dont have to change blinking anywhere else

remote blaze
#

hmm, it's not working

#

I set up my shapekeys, but when I try to test the eye tracking nothing happens

#

oh wait, nevemind!

#

I just had to press "test"

#

so now that's it?

#

the model is automatically going to blink?

#

I don't have to do anything in unity for it?

slim sparrow
#

Yep

#

Eye tracking is arcane magic in this game, CATS works around that for you

#

The game detects that your model is eligible for eye tracking and then uses the first four shape keys to do blinking.

remote blaze
#

god damn

#

magical

tepid pollen
#

can you trigger sounds and particle effects WITHOUT using "Is Active" currently?

#

I'm asking because i noticed that particle systems completely reset if I use the normal way to trigger them

#

i would like my gunshot smoke to continue to fade out even if the animation starts again

tall zodiac
#

does anyone know if one can get the crawling animations from vrchat to be part of your idle stance etc

scarlet wave
#

is it possible to make longer animations than 1 keyframe for gestures

tall zodiac
#

yes

scarlet wave
#

when I make one longer than a keyframe it starts acting weird for some reason

tepid pollen
#

@scarlet wave yes, that seems to be what happens when you make them not 2 frames long, i'm also wondering if there is a way to make long gesture animations

slim sparrow
#

@tepid pollen there is no way to do so directly, but you might be able to do it a different way.

#

@scarlet wave

#

For example, a friend of mine made a stormtrooper model. He wanted to activate and slowly extend a lightsaber on a gesture. The way he did it, is as follows

#

He put an Animator component on the lightsaber object itself. Then he made an animation which slowly extended the light saber, roughly 1 second long.

#

Then you can just activate the object and the animation will play automatically, even if the gesture is only 1 frame long

scarlet wave
#

smart

#

thanks for that, I'll try it out

slim sparrow
#

I have also made emote-like gestures on my main model. I used the same method as I just described, but set up a little differently. I put a duplicate of my model under my avatar descriptor. This duplicate then plays an animation when it wakes up. In a gesture, I activate the duplicate and disable my main model's skinned mesh renderer.

tepid pollen
#

that doubles the polycount, right?

slim sparrow
#

Not really, since the duplicate is not enabled

clear yew
#

I have a question about facial gestures, i have done a bunch on many avatars but whenever i first do any gesture it takes 3-5 seconds to execute the facial gesture. I only use 2 keyframes & it looks as if theres some interpolation/smoothing going on. Also the hands do the same & take a while when switching between gestures

slim sparrow
#

Are the default animations available anywhere? I need the default idle animation, but the example one in the SDK is different.

#

@clear yew take a screenshot of your animation keyframe thingy

#

You probably forgot to set the last keyframe to 0:01

#

It's still at 1:00 most likely

clear yew
#

its on 0:01

slim sparrow
#

Oh

scarlet wave
#

what about adding empty gameobject and assigning animator to it with the avatar itself and assigning the animation to the controller. you think that could work?

clear yew
#

It wears off if i switch between gestures a few times

scarlet wave
#

then just have a gesture that enables that gameobject

fluid wraith
#

Stupid but simple question. For animation overrides do you need to fill in all the options or just the ones you want to change?

clear yew
#

I always delete the keyframe at 1:00, i never have this problem if i create animations that are around a second or over. But yeh if i do a wink or any basic gesture it takes way too long to execute the wink

#

@fluid wraith just filled in the ones you want to change, whatever you dont overwrite basically uses what is default

#

So say if you overwrite the Wave and Die emotes, you will still have the other default emotes

fluid wraith
#

Ok thats what i though, was just too lazy to upload to test it lol

#

Thanks 😃

tepid pollen
#

ok, im stuck now

#

so it seems like you need to have animations be created in such a way that all properties are specified through the player object hirachy

#

but when i copy the animation thats in the fbx of my gun i created in blender, the properties are specified relative to the gun hirarchy, so if i put a animation of the gun onto the player the animation breaks

remote blaze
#

@slim sparrow you lied to me!!

#

you have to assign left and eye bones in unity

#

or the eye tracking won't work

#

I did have to something in unity myself!

#

disgusting. making me do a simple task rather than a machine doing it.

slim sparrow
#

Yeah, you do

#

CATS tells you to do that

celest trout
#

Is there way to emulate mouth movement to song lyrics outside of playing music through your speakers?

slim sparrow
#

Manually activating some visemes in your emotes/gestures

#

Are the sitting animations anywhere? I need to edit one and I have no idea where to start

remote blaze
#

@celest trout use a virtual audio cable and a soundboard

#

better quality

celest trout
#

Ah so I'll have to sync with soundboard with the song animation

#

Might be hard in VR mode

#

@remote blaze

remote blaze
#

idk how that would work in VR

#

all I know is if you want an avatar to talk according to lyrics instead of voice

#

use a soundboard