#animation

1 messages Β· Page 59 of 1

celest trout
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Ah yea that might work. I'll look for a custom sound board somewheer

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@remote blaze any recommended soundboard?

remote blaze
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I use foobar

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it's good for music

celest trout
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Great πŸ˜ƒ

remote blaze
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there's some online tutorials on how to set everything up

nimble pumice
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can someone help me? My hands dont work in vr with my model. I can move them, but the fingers dont move with my own

icy hazel
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So you can move the hands themselves but not the fingers..? @nimble pumice

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Are you sure you weighted your fingers correctly?

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Cause you can upload it broken

remote blaze
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and make sure you assigned finger bones in unity

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thumb/index/middle at least

nimble pumice
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yeah its weighted

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@icy hazel

clear yew
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Does anyone know how to add an object to the head hierarchy and make it remain visible to the player? Or how to make a user interface element for a VRC avatar? PLEASE this would be SO HELPFULL is someone had ANY info. Please @ me. THANKS! πŸ™‚

tepid pollen
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what do i need to do to disable blinking during eye gesture animation?

south lynx
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@clear yew I’m not sure about the head object, maybe you could try using a shader to make it transparent from the inside?

For the UI element, do you mean being able to put some kind of interface on peoples screens, I think the people doing that are messing with the SDK, I don’t think it’s officially allowed

clear yew
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you can do it without messing with the sdk, use screenspace shaders to overlay stuff on the player camera

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@south lynx @clear yew I'm trying to make a simple flat plane visible to me in game no matter where I look, so I put the plane in the head hierarchy, but apparently VRChat has a function that makes anything in the head hirearchy invisible to my viewpoint, so you dont see hair and facial features in the way. I need a way to work around this though. @clear yew please tell me how I can use screenspace shaders, I've tried many other things without success. I know everything else is in order, its just this feature making the plane invisible because the head is parented to it.

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forget attaching stuff to the head, it's children will be skipped

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@clear yew Can you think of any possible work-around? This is actually a preject that'll be really awesome if I can get past this one obstacle.

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a screenspace pixelshader can put textures or rendertargets overlaid on anyone's camera

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in 2D

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Ok, @clear yew do you have one you could send me? or is it in Unitys default shaders? Thanks a ton for the input.

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there is a halo avatar that puts the halo hud on your screen if you're close, same thing

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@clear yew I NEED THOSE CAPABILITIES - I need whatever info you have on that avatar, who made it, or how it was done

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plx

clear yew
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hey guys

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how do i shoot things out of my finger

celest pewter
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by placing it in finger

clear yew
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lol

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in the finger tree

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add particle system

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?

celest pewter
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depends on how u wanna set it up

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in the wrist or directly

clear yew
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i want to use the hand gun motion and shoot objects out of my finger

celest pewter
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ye just position the particle on the finger then and place it on the wrist since the animation is gonna make ur hand stable anyways

clear yew
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oh ok

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thanks

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πŸ˜ƒ

slim sparrow
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I have a coffee cup that I need to appear to shatter. How would I do this?

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I should probably start with some models of the coffee cup fragments, but then what?

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I don't think you can add gravity to objects in your avatar

toxic hatch
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I guess I'll try my luck again, does anyone know how to get a pixelated censor effect on your character model? o.o

slim sparrow
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I've seen a shader like that

celest pewter
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i havent tested it but i assume they were using this

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now lemme delete before i see it everywhere tomorrow

slim sparrow
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I've got my mesh separated into multiple meshes for use as "fragments", how do I make them fall down somewhat realistically?

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It's one prefab with a bunch of meshes

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Since the fragments are still shaped like a coffee cup now

nimble pumice
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Can someone help me with my fingers in vr not moving?

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the hands move, and walking is animated, but the fingers dont move with my own

slim sparrow
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Are your fingers rigged?

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Check the rig in Unity

nimble pumice
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yes, they are

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has anyone else had this happen to them

slim sparrow
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Nope, only when I override gestures

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Try posing the bones in Blender, do they even work?

nimble pumice
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everything is rigged and weighted

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the same model works in an earlier version of the avitar, but when I tried to make a new avitar and change aspects of it, it simply doesnt

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I had this issue twice in the past too but I forget how I fixed it.

bronze peak
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ok so anyone that can kinda guide me to spawn an object and not have it move.. i though added a game object add rigid body to it and that's it?

slim sparrow
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I got my coffee cup to shatter by just turning it into a shape key in Blender

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@bronze peak the key ingredient is a particle system that spawns a mesh I think

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I heard that you can also just use rigid bodies, but I don't know if those are world space

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I thought the rigid body was just a workaround so the particle system can apply rotation to the particle

clear yew
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rigid body on game object, fixed joint on game object and you should be good to go, do not link the joint with anything

pearl pilot
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how would i go about changing a texture color (eyes) with an animation?

bronze peak
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@clear yew does this make it appear all the time or how do i animate it.... since you said i can not place the game object on the hip?

karmic sparrow
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So I got an anime girl avatar working and all, but something is wrong with showing a blush... Facial expressions all work perfect, just the blush won't show up. Funny thing is that it does show up fine in Unity, and it did work on this avatar before, and still does on other avatars. Anyone have a clue what I might be overlooking? Already made all the animations anew on a fresh dupe of my avatar, but same result... Everything works fine in Unity, everything but the blush works in VRChat -_-

clear yew
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you can place the game object where you want on the hierarchy, is the fixed joint on it that should not be linked to any rigd body

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you can animate it to be on and off

noble portal
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Hey guys, im having an issue on a dance custom emote. It works fine until about halfway and then I regain control of my arms and my character starts flipping out? Any ideas what would cause this? The animation is about 1m 50s in duration and the character moves around the scene as he does the animation.

bronze peak
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ok @clear yew i am sorry i am having trouble following your instructions. https://s1.gifyu.com/images/Unity_2018-03-25_18-25-56.png i have the gallows link to the game object and the game object has fixed joint and rigid body so the gallows does not spin.. but in order to animate it and make it appear i need it on a body part to set as active >_<

south lynx
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How do you see animations on the head in a mirror/camera, i have an animation to spawn a top hat on my avatar, everyone else can see it fine, but I can’t see it if I look in a mirror

ruby bear
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is there a way to add my own defined roots? (as in root T property not bone roots)
Far as properties go you got roots for things like the entire models and the limbs
but I got extra limbs on my models and hence no roots far as I can tell

dusty canyon
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Yugi gonna hang?

ruby bear
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eh fuck it I'm just going to see if I can bake all the walking animations,etc. in blender and work like that instead

noble portal
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Heres a video btw

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Thats the animation thats supposed to play, but about halfway in I buggs out

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works fine in unity and maya, just goes crazy in VRchat

clear yew
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nice

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i figured out how to shoot projecticles

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πŸ˜„

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just activate the whole game object?

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leave it deactivated by default

bronze peak
sick crag
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Trying to figure out world particles n stuff, disappears after animation override ends

clear yew
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i don't know wich settings you used on your rigid body / fixed joint, and if the hierarchy is set up correctly

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if you are having torubles why not just making it a mesh particle?

sick crag
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I think Im trying to do the same thing fpsgamer is doing with making an item/particle spawn and stay, something you can help me with too Moz?

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I have a game object with a particle system inside that creates a mesh world particle successfully in an animation and another game object with a game object under the hip hierarchy

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The game object inside game object has a fixed joint attached to the game object with particle inside

clear yew
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to make a 'game object' stay in place and not following you is tricky, it will be much easier to make a particle with mesh renderer set to world simulation

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if you really want a game object to stay in one place you need to have a rigid body on it, and a fixed joint, i don't remember the exact settings you need to constrain all 3 axis but not set a rigid body to link on the fixed joint

sick crag
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to toggle on, have an animation override like emote 1 enable the particle system?

harsh copper
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so got animation pack , added one of the longer danced to the avatar. Is there a way to control runtime of the animation?

ashen sedge
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@harsh copper Sorry to ask, but would you mind editing your message out to not mention that website specifically?

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Otherwise I'd have to remove your message

harsh copper
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kk

ashen sedge
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Thanks

ashen sedge
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@shadow raptor Sorry, we don't allow mentions or links to that website on this discord.

shadow raptor
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k

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Ok, but can I just give a link to the animations via google drive?

ashen sedge
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Sure. It's just links and specifically mentioning that website that isn't allowed.

celest pewter
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that website should be taken down tbh

shadow raptor
celest pewter
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that dance LOL

shadow raptor
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Yea. I do a lot time in Source filmmaker

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But Scout and Pyro animations have problem with legs

dusty canyon
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what's exactly bad about the website?

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I only see copyrighted content

celest pewter
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to me its once a model is uploaded there

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u see it everywhere in public rooms

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liek

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plz

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where dat VARIETY

dusty canyon
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I use that site to upload models I make from time to time

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like a bowl of soup :>

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but I get it

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people been misusing the site

celest pewter
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i forgot the main reason it was banned here

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cause of bypassing i think πŸ€”

dusty canyon
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bypassing?

celest pewter
ashen sedge
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One of the reasons is it distributes unallowed VRchat specific content.

celest pewter
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o rite

dusty canyon
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like the bedsheets ghost and political figure avatars?

ashen sedge
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Not limited to those, but that's one part.

dusty canyon
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whats the biggy though?

remote blaze
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hey guys, so I got a blender question

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I've got a game model with like 30 animations and they're really weighing the file down

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I want to remove the ones I don't need

dusty canyon
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nice

remote blaze
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how do I do that?

ashen sedge
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I don't dare say for sure, but I would imagine the modified SDKs

remote blaze
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they're armature animations btw

dusty canyon
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ah

remote blaze
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the only way I've found of deleting animations so far is going into action editor and deleting each one by one

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holy shit there's like 70 animations on this thing

dusty canyon
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wot

remote blaze
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I got a character from an unreal game

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so I got every single ingame animation

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I only one specific ones, so I want to delete all the others

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becaus the other animations make the model super heavy and make loading a pain

lilac cave
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inverse of your question, how do you put multiple animations onto one model?

dusty canyon
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nla editor

lilac cave
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(blenderwise)

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ah no i mean

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i have 30 of the same character

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all of them have different names and animations

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but they have the same mesh and bones

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the thing i want to do is take the animations from 29 of them and put them onto one

obsidian vigil
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@remote blaze You dont happen to have a character from paragon do you?

remote blaze
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Nope, it's from Smite

obsidian vigil
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oh really

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nice

remote blaze
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although you can easily get any Paragon model now since it's on the uneal store

obsidian vigil
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how did you get it unity-ready?

remote blaze
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I've gotten Kuzenbo and his Nene Kappa

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basically, just use UModel

obsidian vigil
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Freeware?

remote blaze
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it will extract the file into a .psk, the textures into .tga and animations into .psa

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yep, it's free!

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then just use blender to import all three file types

obsidian vigil
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so

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the psk is the model?

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the tga are the text

remote blaze
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yep

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you'll find it under a folder called "skeletalmesh3"

obsidian vigil
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is psa a separate model with animations applied?

remote blaze
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just look up a video called "how to import models from smite into blender"

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no, psa is the actual animations

obsidian vigil
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cheers πŸ˜„

remote blaze
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so you need to have the model into blender first, then add all the animations

obsidian vigil
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i really liked the paragon heros

remote blaze
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you can get them in super easily

obsidian vigil
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ive done lots of mmd before

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i know the blender drill πŸ˜„

remote blaze
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awesome πŸ‘Œ

obsidian vigil
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tanks ^^

remote blaze
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np my dude

obsidian vigil
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nice ppic btw xD

remote blaze
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dabbing Kuzenbo is all I've ever wanted

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oh yeah, my avatar is the best

obsidian vigil
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tbh i want that as an avatar lmao

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just a giant earth with that face

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floating

clear yew
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yo

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will i get in trouble if i use asmr ear licking sounds

ashen sedge
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Only if you don't make good use of it 😀

clear yew
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XD

remote blaze
remote blaze
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hey there guys

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so here's a hypothetical situation

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I've got an avatar and I want them to switch between 2 forms, each with a different walk animation and possibly emotes
I heard that was possible with controller switching, how would one do that?

icy hazel
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i have the paragon assets like... in my epic games launcher

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but how the hell do you actually get them out of there

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somebody wanted me to get Shinbi

icy hazel
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ah nvm i got it. i had to go to ut editor first to make a project, then add her from the launcher, THEN find her folder -_-

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so roundabout

serene lava
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I've also wondered: is it possible to control avatar controllers to a usable extent other than default animations?

remote blaze
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@icy hazel UModel

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It changes .upk files to .psk, which can be moved to Blender

icy hazel
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Thanks bae

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I just see .uasset files though

remote blaze
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oh damn

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then yeah you might need the unreal program

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or find a way to convert uasset to upk

brazen crater
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Does anyone have the values for the standard fist animation?

vivid ocean
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So, I've seen a few avatars that have dance animations on the hand gestures. whenever I try to make a gesture animation that uses anything other than the fingers(ie shoulder, arm, and forearm, the regular animations override that and the bones don't move other than the fingers. Anyone know what I need to do to put any bones I want on a gesture animation and have them work? I had someone tell me to put the override as the controller on the animator, but it didn't work.

torn pawn
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@vivid ocean I just take original avatar so ithas armature for VMD to work properly, bake animations into it, then export, in unity you create controller that on wakeup plays the dance anim and u put that controller in, hide the model your main model and then with gesture you can enable the model and it will play the animation, you can also hide your mesh renderer to become invisible

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and if u you know how to make the object stick to world, then even better (audio source will then stay with the model too), otherwise you have to stay still

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the problem is that vmd models are pretty big, like 10~mb + then the audio source

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i also suggest making them atlased

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with gesture you just enable the model and hide or not hide your main model mesh renderer

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you can use two gestures to not trigger them randomly

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with first controller enable the parent under which is the dance model, then with 2nd enable the model

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a person wanted 2 dancing avatars under main model, and hell.. it takes some time to load them up πŸ˜„

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so i made two seperate ones, one with dances and 2nd without

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took like 5 minutes to upload to the acc, so if u dont plan to use full dance, then you can cut it down to 2/3rds or even 1/2

vivid ocean
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Ahh. that's a problem. I just wanted to override the pose during hand gestures, not really put an entire dance on it. Seems like a rather optimized way to change a pose on command. Regardless. I'll try it later. and yes, I planned to keep a basic non-animated version as well for times when performance would be an issue.

torn pawn
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oh, I might have misread a bit πŸ˜„

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and gave u completely useless info, looks like

vivid ocean
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well, that is a way to get it to work, it's just gonna be a lot more work. Might as well make an emote.

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unfortunate. I wanted to be able to walk around and control how long I do it.

torn pawn
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what do you mean? you can enable/disable whenever you want

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you don't get stuck in animation

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if u want to use vmds, this approach is prob the best one to use

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you still have main model, you don't get stuck, enable/disable at will

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only advanced thing u need to know is how to make the model stick to world

obsidian vigil
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@torn pawn cant you just duplicate the main model and modify the animation so it enable the copies?

torn pawn
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problem with vmds and main model is that your main model uses fixed armature

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and vmds with fixed armature = garbage

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but yes, you can do that

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just give your copies controllers and it's good to go

obsidian vigil
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can i copy the main controller?

torn pawn
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wait what do you mean

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your first question is a bit confusing

obsidian vigil
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im asking if i can copy the main controller onto the copies

torn pawn
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and have duplicates of yourself?

obsidian vigil
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yes

torn pawn
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not entirely sure if it's possible

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you can have clone with custom IK tho

vivid ocean
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I have a friend who has a few models that are multiple armatures all separately animated walking and running, so I'm sure that's possible.

torn pawn
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yeah I can't give any input, haven't tried much form apart dances and other small stuff

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a person wanted to have dances, so i made them under the main avatar, where the dancing avatars also stick to world + audio source sticks with them and doesn't follow you

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anyway, back to comm. + quick run to store

vivid ocean
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but yeah, I'm going to have to make this animation myself, and since it's just a model looping the animation here in this method, when I move I won't get the regular leg movement from walking, so it's rather pointless. a 10 second emote would work better in this case.

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I tried it with shape keys, but since the mesh moves and not the bones it distorts it rather horrifyingly, so I ended up with something resembling the monster from John Carpenter's "The Thing", and just ran with that as a gag.

torn pawn
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πŸ˜„

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failed avatars = best avatars

obsidian vigil
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Wait, can you put a model under a world particle so it stays where the particle was spawned?

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@vivid ocean 90% of my avatars are crappy memes

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and theyre crappy for exactly that reason

vivid ocean
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I added to it and used proportional editing to swirl the face so that one eye is on the top of the face, one is at the bottom sideways, and the mouth is on the far side of the face. Best part is the visemes and blinking still work. I flash it every now and then for just a second to someone and pretend like nothing happened and they just lagged when they question it. Wonderful little abomination of a loli.

obsidian vigil
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@vivid ocean Do you know Made in abyss?

vivid ocean
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Yes.

obsidian vigil
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Am i right if i compare mitty and your avatar?

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they should look a bit alike when your description fits xD

vivid ocean
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No. Like I said, something more akin to The Thing, something from Parasyte, or the like.

obsidian vigil
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oooh

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Parasyte was dope

slim sparrow
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Anyone remember that old issue I had where my mesh renderer would not re-enable for other people after disabling it?

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I fixed it

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For the purposes of an emote, I had a copy of my model as child of my avatar descriptor. I had to rename the copy's armature and body, which fixed it.

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I guess this game really doesn't like having multiple meshes with the same name, even if they're under different objects

slim sparrow
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I have an object that plays an animation whenever it wakes up. But it only seems to play once.

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It works fine on my end, but others don't see the animation repeat. They just don't see the object at all after the first time

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It's a non-looping animation

scarlet ibex
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Guys.. I have a another Idle animation how can i use it for my avatar ? just drag and drop to custom override table ? (IDLE)

glacial badge
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does anyone here know about shaders that can change the filter of ones vision? and another one that freezes their screen?

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or a picture overlay where you can see a hud? for example in a halo avatar?

slim sparrow
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@scarlet ibex duplicate the custom overrides controller, assign it the new animation in the IDLE slot, and then assign that override controller in your "custom standing anims" property in the avatar descriptor

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@glacial badge I did something like that by attaching a circle to my chest

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Then applying a shader or texture to that

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You cannot attach it to your head, since your head is hidden from yourself in this game

glacial badge
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yes i know that but if i want the hud on my face i made a sphere added a shader but the picture only works for desktop and looks messed up ingame

remote blaze
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hey there animation boys

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so I have a few animations that make my model go above the ground, and some are emotes, some are for walking

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I selected "bake into pose" and selected the root transform positions to be based on "original", not on the center of mass

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the emotes work fine and my character goes up, but the walking animation doesn't

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the feet stay stuck on the ground

quiet needle
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@remote blaze Did you test in unity by clicking the animation file then dragging your avatar onto it in the animation player to be sure it shows up correctly there?

remote blaze
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yep, it works fine there

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it's only the walking one that does the bug too, so I'm thinking it could be something related to VRC and feet

rich dome
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Why does my CustomOverride make my visemes go away? I've tried with and without the Override, it is the Override that makes my visemes go away.

slim sparrow
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So even with an empty override it does that?

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If you have any gestures assigned that mess with visemes, that can happen

manic torrent
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help my "add property" animation got grey'ed

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i want to add sound to animation from maximo

clear yew
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Im trying to learn how to do animations, i already understand the basics of like props for example but im trying to learn how to do the longer animations. I have a simple rain animation to test but it doesnt show my normal avatar it shows the broken avatar when i play it, how do i fix this?

manic torrent
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@clear yew does ur animation have set the rig humanoid?

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my model used to be like that when i try play animation, ...

clear yew
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im not sure ill check

manic torrent
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make each one of the animation rig to humanoid,

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i downloaded the animation from maximo

cosmic apex
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can someone dm me and voice guide me trough making a animation please OwO?

clear yew
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Ok does anyone know how to do that one atmosphere thing with the models? Like when you step into a certain range of a model the whole world changes into something else. Or those certain ones where it changes everything to black and white.

clear yew
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im making a paricle system but when i zoom out it grows how do i fix that

broken merlin
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For those of you who are making custom animations, what programs are you using? I know most are using blender but is anyone else using something different? I wish unity would support more basic animation. I was planning on using muscle editor for custom emotes. Any info will help, thx!

burnt coral
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i too am wondering how to attach the animation to a model in Unity

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guess ill wait the 4 hours it takes for anyone to respond

broken merlin
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I can maybe help lol

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I fee the same way most of the time

burnt coral
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im just trying to add a simple dance to an avatar

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thats literally it

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cant find any youtube tuts for it

broken merlin
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You can import them from other programs like blender, maya, 3ds max. Unity hates animation so you cant to alot there

burnt coral
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i have no clue how to use any of that

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give me a sec, i have to run out to the car real fast

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ill be back

broken merlin
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Let me link custom animation guide.

burnt coral
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thx dawg

broken merlin
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np, its a good place to start that explains what you need to do

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there is a bit of a learning curve but once you get it down its not too bad. Im just at the point where I want to make them myself. Hitting a wall.

burnt coral
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ah

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ive already gotten some ideas of some to make

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i really just needed to know how to put them in

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ok, so i did what he showed, but its just showing my avatar halfway in the ground

broken merlin
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you need to make duplicate of your model animate on that, save the animations, then apply it to your model via the animation over ride

burnt coral
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ok i found it

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nvm

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animation wasnt humanoid

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i got a PM from someone

languid void
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Is there a way to make a partical system visable to others but not myself?

languid void
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@me once someone can anwser me!

clear yew
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do particle effects add polys

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?

dusty canyon
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yes

clear yew
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dammit

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how do i redraw or correct the mesh

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what button do i press

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so that i can over decimate and just redraw it

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like legs for example

clear yew
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πŸ˜„

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i recoloured my model using the existing materials

vocal isle
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Hey, does anyone know how to use rigidbodies to make a prop in an animation stay put while the avatar moves away from it? I'm curious and feeling creative if I can get an answer : ) Thanks!

dapper rampart
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How do I change animations for an avatar?

sick crag
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Same iamven lol

vocal isle
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Lol, yeah @sick crag, it's a mystery. I'll check again in the morning then.

versed yacht
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Hey I'm dealing with animations for the first time and I just tried a new emote and it just kept looping and I got stuck in it. How do I stop it from looping?

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The model is generic btw

remote blaze
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Don't ever do emotes on Generic avatars @versed yacht

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They always loop forever and get stuck until you change worlds or the game has mercy on your soul

reef mason
#

I got a question, If someone is willing to help me on this problem that I'm currently having right now. I'm trying to set a sword with one of the models that I'm going to import. But the problem is that the sword is in one with a gun. So basically it's a gun sword, But placed inside the holder where the sword sits. So when I try animating the sword, I realize that I needed two swords the make the effect that I've pulled out the sword (including placing it back where it was) So, Do I need to duplicate the object again and set both objects into the animation, Or can I just leave one and place it into the character so I can just animate it. https://orig00.deviantart.net/4c38/f/2018/085/5/3/winter_gray_wolf_question_by_madmark999-dc72997.jpg

torn pawn
#

or scroll up where i explained how to have dancing avatar under your main

#

so u don't have to switch avatars/be stuck in an emote

remote blaze
#

@reef mason duplicate the weapon and have 2 of them, one of them behind your back, and the other in your hand. In the default model, disable the one in your hand, and in the animation, disable the one on your back and enable the one on your hand

lilac cave
#

i have an avatar mask that keeps on deselecting the avatar i have assigned to it, and ideas anyone?

#

any*

#

it happens right after i choose anything other than the mask

frosty pendant
#

Does anyone know how i can place objects with my avatar that stay in place even when I move away?

obsidian vigil
#

@frosty pendant What youre referring to is done by a world particle which has a mesh assigned to the renderer which is set to mesh instead of billboard

#

in a particle system

frosty pendant
#

Ok. I'll give it a try πŸ˜€

quiet needle
#

@frosty pendant You can also create a world object using the same rigid body method and a game object. It doesn't just have to be a particle.

obsidian vigil
#

@quiet needle So, like activate an empty object which has a rigid body applied?

quiet needle
#

Not an empty object, but the object in question.

obsidian vigil
#

and then itll stay?

#

not move with the avatar

quiet needle
#

Yeah

obsidian vigil
#

okay that is great to know

#

do i have to permanently hold the gesture tho

quiet needle
#

Yeah I've had people make swords they could put in the ground, castles that sprout from the ground and stay, explosion effects, and a whole lot of other stuff with it.

#

You have to hold it as long as you don't want the object tied to your local movement.

obsidian vigil
#

so i have to define where its going to be in unity

#

and cannot move the position ingame

#

right?

quiet needle
#

Pretty much

obsidian vigil
#

mkay

#

but how does it stay...

#

if the gesture sets it to active

#

wont it go inactive afterwards

quiet needle
#

It's setting the rigid body as active that enables the movement of the object, so technically you could move the item with another override that just affects the joint/body

#

I'd have to go ask them exactly how it's set up, as I haven't made one myself yet, but I've been told it's the same process used for world particles, just in reverse.

obsidian vigil
#

so i could also put a ragdoll or sth like that?

#

inside an inactive object

#

and then throw that ragdoll around

quiet needle
#

idk, play around with it πŸ˜ƒ

obsidian vigil
#

@quiet needle but how would i go about interacting with it

quiet needle
#

as I said, I've not done it myself, so this is just knowledge from observation second hand. Might take some tinkering to get it working just right.

obsidian vigil
#

Who has, that i could ask ? πŸ˜„

torn pawn
#

the bad part about joint/rigid body approach to objects is that they jitter when you move, while mesh particle stays and will not move a pixel

#

downside of particle is that it has to be 1 material

#

and if you want to combine multiple of them, they get misaligned easily

#

im switching to object approach with my shrine cuz the photo gets misaligned with frame bit too often

clear yew
#

Which slot in the animation over-rides usually makes the peace sign? Please @ me, thanks.

torn pawn
#

peace = victory

clear yew
#

Oh ty

slim sparrow
#

I've seen people with "world objects" with the joint approach

#

Problem is that it jitters

#

I prefer using mesh particles

obsidian vigil
#

@slim sparrow what about a ragdoll?

#

it got me thinking if i could do a sans / frisk type of deal where the ragdoll moves with my hand

#

and stands there if i trigger

slim sparrow
#

Ah, I get what you mean lol

#

You're probably better off not using world objects in that case

#

Just parent the Frisk ragdoll to your right hand

#

Then it'll follow all your arm movements and you can move it up/down

obsidian vigil
#

but if i want it to stand there

#

is it possible to have it play a sound if it hits a wall?

#

or is that not doable

slim sparrow
#

Well, uh

#

I've seen particles that do a certain thing when they hit a surface

#

But I don't know if you can make it play a sound

#

The easiest way to do that, is to just bind the sound to a gesture and do the sound yourself.

#

If you want it to stand there but still be able to move it, you're probably looking at joints.

obsidian vigil
#

is there a tutorial for that?

#

if yes please link me

torn pawn
#

ppl prefer not to share it

#

tho it's nothing difficult

obsidian vigil
#

why not...

slim sparrow
#

I don't see why people would not share such a thing

#

Unfortunately, I have never done it myself, and I have never seen any tutorials on that

#

I'm all for knowledge sharing

#

I mean, if it's something easily abused, I guess I can see why

quiet needle
#

I think collision sound emitters are scripts which aren't currently whitelisted.

obsidian vigil
#

Okay thx

sharp helm
#

to have particles bounce on floor, you give it a collider and calculate in world space (all particle system). Particles can't play sounds unless its by external script that isn't whitelisted now.

#

You can play sound by gesture by having an audio source object, and trigger enable or isplaying as property to animate

clear yew
#

You guys wanna rate my animation?

#

@sharp helm wrong, you can do audio on particles, just add an audio source and animate the start of the audio to match the particles timing

#

I did that on this animation

sharp helm
#

@clear yew you're saying that if you'd keep alive a particle, and then walk away with your character, the sound is localised on the particles?

quiet needle
#

can't add audio to collisions/subemitters though.

#

If you attach the audio to the emitter, it would follow that.

sharp helm
#

yea of course, but we're talking about particles

quiet needle
#

not necessarily the particles themselves

sharp helm
#

not the emitter

clear yew
#

Maybe I might've misread the conversation,my bad

quiet needle
#

Go back to the animation cave boi

sharp helm
#

That's okay! we're all here to help

clear yew
#

Brain is mush, been putting time into this animation project haha

sharp helm
#

haha good luck! You can do it :3

clear yew
#

Hey

#

If i want to do a charging effect and then a projectile

#

It would be 2 different particles right

obsidian vigil
#

Ye

clear yew
#

1 orb material and 1 projectile

#

Deactivatr activate

#

Ok

#

I also want to do something that shoots lasers all over the place

#

No aiming

quiet needle
#

random emission

clear yew
#

Ok

quiet needle
#

shape tab of particle

clear yew
#

Would i just use a rectangular drawing in photoshop for that

remote blaze
#

Hey guys, don't want to interrupt but I got a question about emotes/animations

quiet needle
#

Yeah, that would work. You could also do just a colored particle and give it a trail

remote blaze
#

is there any way to make an animation linger in its end frame for a while?

#

my custom emotes end way too suddenly imo

quiet needle
#

copy the last frame and paste it out a few seconds.

remote blaze
#

oh, you can edit animations in unity even if they aren't made there?

quiet needle
#

Yeah, as long as you have an anim file to play with.

#

If it's baked into your model it will be under the FBX (click the little arrow to see components)

obsidian vigil
#

Techpanda

#

How can i make 2d particles look less flat

quiet needle
#

spin them.

#

very fast.

clear yew
#

Ye

quiet needle
#

You can also emit around 20 particles at once and spin them all and it will make a near-solid shape

remote blaze
#

thanks a lot my man

clear yew
#

How would i add fire to an orb

quiet needle
#

@remote blaze If editing on the animation tab isn't available for the anim in question, you can assign it to a controller and then it will enable editing. hmu if you have trouble.

clear yew
#

Where the flames go up

quiet needle
#

world particles with emitter pointed up

clear yew
#

So 2 items then

#

1 would be a circle spinning amd another item just spraying particles

quiet needle
#

particles are rough to try to guide people on just because of the massive amount of variance you can make with them. Play around with the tabs on the particle system so you get a good handle of what can be done, and for fire, I'd suggest checking out the noise tab. It varies the particle movement so it's not linear.

#

You can combine that with curves to get a good random flame effect.

clear yew
#

Ah

#

What kind of shape would i use

#

For the fire/ember particles

quiet needle
#

For fire I usually just use normal particles and mesh particles with fire textures/sprite packs.

clear yew
#

How do i make my character stand up correctly

#

In animations

#

He falls through the floor and the legs are bent

shut sky
#

I would highly suggest doing your bone animations in Blender or another 3d suite whenever possible, since it's totally unsupported to do animations on the humanoid rig within Unity.

ebon pebble
#

so.. say I want particles to swirl inward towards a spot.... seeing as im brand new to unity is there a really easy explanation as to how to do this? currently using a prefab someone put up for free, but it's not as satisfying as actually creating it how I want haha

quiet needle
#

@ebon pebble particles can do pretty much anything you can imagine. It's probably just a reverse direction circle emitter starting at the edge and moving inward with rotation.

ebon pebble
#

@quiet needle Hmm.. okay... Im going to mess around a little and see if I can make it work

clear yew
#

Cant do bone animations in blender

#

I tried it it doesnt work

#

For hands you cannot do in blender

zealous needle
#

I'll put this in animation + avatars. I have a model that was working fine, had/has a sword to toggle on and off.
step 2 -> added in sheathe and static sword to toggle off to imitate pulling the sword out. Works fine BUT in mirrors, only the face(not even the full head), sheathe, and sword appear now. The avatar appears fine to everyone else, and even to myself it's fine, unless it is in a mirror. Any thoughts or similar issues?

torn pawn
#

it won't show in mirror for you

zealous needle
#

https://puu.sh/zQEZK/456c2e1d72.png
Example here. You can see the face and sword only in the mirror, but as well as that, you can see my hands. outside of the mirror only. My face has also adopted my sword's texture file

torn pawn
#

oh

zealous needle
#

It's like it's reading the sword in some way that it shouldn't, but I dont know why

torn pawn
#

check if your sword mesh is named Body

zealous needle
#

yes

clear yew
#

How do i make it so that my spinning particles move together at the same time ?

torn pawn
#

rename it then

zealous needle
#

but this has only happened on two out offf, dozens

torn pawn
#

that issue makes your avatar invisible for whatever reason

zealous needle
#

So Unity is just being a tard?

torn pawn
#

idk

zealous needle
#

:thonk

#

I'm trying to find out why this has happened in this case, how to prevent it in the future, etc.

#

Why would it only happen sometimes

#

not even that, maybe 5%

torn pawn
#

i mean, you're hiding Body with a gesture

zealous needle
#

I mean, I've hidden body with a gesture before dozens of times, so why is it doing this now?

torn pawn
#

haven't had this happen to myself as of yet to be bothered to crack it

#

i just know it does happen to other ppl

zealous needle
#

That's fair. I'd search it, but I just didn't even know the terms to use

#

like, "missing body besides face because of new sword" or something

glad hinge
#

I have a basic 3d cube that has animation

#

Dont see any way to change it from legacy or whatever

#

Trying to make a button play the animation

#

But it just shows as that

clear yew
#

If i put 1 object inside 1 particle will it make the object move with the 1 particlr

#

I need to get my projectile to go in the direction im aiming

#

But it is a spinning projectile

glad hinge
#

It should follow whatever it's parented to

clear yew
#

Ok

#

So an object inside a particle will follow the particle

#

?

glad hinge
#

Oh hmm, I believe that works too yeah

#

If the particle moves somewhere, and the object is in that particles parent, it should follow too

#

And vice versa

clear yew
#

It didnt work

#

The particle goes by itself

celest pewter
#

if u mean the object flies with the particle it won't

clear yew
#

Do i need to put the particle inside a cube

#

Local?

celest pewter
#

what exactly u want

#

could just use a gameobject instead of a cube also

clear yew
#

Doesnt work

ebon pebble
#

Hmm.. he might be looking for something similar to what i was, still havent gotten mine working

#

are you looking for particles to swirl inwards towards the emitter?

clear yew
#

I want a spinning ball to move

#

But it doesnt work

celest pewter
#

a mesh?

clear yew
#

It can only stay in place

#

Otherwise the particles go everywhere

#

I want the particle object to move together

#

Essentially i want to throw 1 spinning ball at whatever direction i want with it stopping when it hits a surface

#

Thats the main objective

ebon pebble
#

Interesting..

celest pewter
#

put the particle on a gameobject then just make the ball particle die on collision

#

would be easier to explain if i saw but I'm at school atm iris

clear yew
#

So i can do it with a single item then

celest pewter
#

yes

#

subemitters my dude

#

πŸ‘Œ

#

should also make it a world particle

clear yew
#

Ok ty

clear yew
#

The direction is messed up too

#

Depending on perspective it stays the same

shut sky
#

Has anybody been able to animate extra bones on locomotion overrides

#

I've tried so many times, and the avatar masks don't do jack shit

#

I can even see the extra bones in the correct position in the animation preview and the override still won't apply it

#

only for locomotion overrides

#

the gesture overrides apply my extra bone animations just fine

#

I'm trying to make unique wing positions for locomotion on a humanoid avatar

clear yew
#

How do i fix the perspective of the particle

celest pewter
#

I forgot the wording

#

but I think it was just the thing that says 3d

clear yew
#

??

#

O

#

Thanks

ebon pebble
#

man... I wanted to avoid having to use like 5 emitters to draw particles into a space, but at the time it's seeming like that's where it's going haha

clear yew
#

Omg

#

I did it

#

Now

#

I need to do collision effects

#

So when it collides it explodes

#

I also want to do something like when gilgamesh has 999999 swords coming out of the wall and then they projectile

clear yew
#

Rip

manic torrent
#

cant add property

clear yew
#

Why

#

Oh

#

Turn off the camera

manic torrent
#

turn off camera?

clear yew
#

The play pause

manic torrent
#

the play pause? what about them?

#

i just want to add sound/audio to an emotes from maximo

#

which one?

clear yew
#

You have to add the objects into your scene from assets

manic torrent
#

yes

clear yew
#

And then you can access the properties

#

If you cant access the animation window you need to press play/pause

#

@celest pewter how do i make the particle explode when it hits another person or surface

clear yew
#

Oh

#

Thats not good

#

You didnt duplicate your original model

#

To make the animation

#

Now your original model is bricked

manic torrent
#

well, when i try it on vrchat its normal. the emotes work too, i just cant add audio to the emotes

clear yew
#

Set acrive

#

Add the sound file

#

Into the scene

manic torrent
#

audio source?

clear yew
#

Set it as acttive in the key frame

#

Set it inactive while its in the scene

#

Then when you activate the animation when it gets the keyframe it will activate the sound

ebon pebble
#

so...

#

in your model in assets there should be a "default take" animation

#

drag and drop that onto your character in the heirarchy

#

run it, should reset the character back to default T pose

clear yew
#

O

#

Does that work

#

If i drag that in

#

He wont be inside the floor/crouched if i do that

ebon pebble
#

so... if your character goes into super crouch boy mode... like i said, just drag the default take animation into him

clear yew
#

O

#

Dammit

#

All this time

ebon pebble
#

and click anywhere in the animation frame

clear yew
#

Man

#

Fml

ebon pebble
#

he will stand back to T-pose

clear yew
#

Ok thanks

#

That helps

ebon pebble
#

sadly i can't just paste images to show you

clear yew
#

I can do that now

#

:)

#

@ebon pebble how do i make my projectiles explode on colision?

ebon pebble
#

i've not figured that out myself. gave up on it

manic torrent
#

man i think im gonna give up, lol

ebon pebble
#

why yoshi?

manic torrent
#

cant add audio to emote

ebon pebble
#

i havent tried messing witht he emotes.. but im assuming it's just an animation put into the "emote 1" slot?

#

if so, in the animation tab is the sound file in and checked as "is active"?

#

or rather the audio source object.

lean elbow
#

does anyone know if there's a way to make the animations play again if I click the same gesture? (I want to make a weapon, but I dont want to make a animation where it fires all the time. I just want to press and fire press same button again and fire. instead of resetting it all the time with anther button.)

pearl juniper
#

i have a question about what went wrong when i inputed aqua's staff i began floating while holding it

ebon pebble
#

im gonna let someone who knows a lot more than I do take those ones XD

pearl juniper
#

lol

ebon pebble
#

w2lf, could you make the animation to pull the weapon be finger gun, then the fist animation be to fire?

#

and set the fire one not to loop

#

so that you can just tap it and it'll fire, then back to just holding the weapon

manic torrent
#

@ebon pebble yes just put it in custome override thingy

ebon pebble
#

yup

#

that's what I was thinking

manic torrent
#

but about the sound

#

idk

ebon pebble
#

hmm.. cause mine worked fine

#

you just gotta get it to let you add a property

manic torrent
#

mine not working

lean elbow
#

@ebon pebble i tried that. I have weapon holder and the other animation shoots the gun. but when i change the animation to not loop it just doesnt play in VR. I will try again, i might be doing something wrong.

manic torrent
#

im gonna try reset everything, i might messing arround with setting too much

ebon pebble
#

Hmm..

torn pawn
#

@pearl juniper check animation you made, maybe added by accident position change or smth alike

pearl juniper
#

hmmm alright ill take a look

lean elbow
#

Is there any tutorials with none loop animations? for vrchat?

#

I guess I will check unity

pearl juniper
#

@torn pawn the position change and things like that are all fine

old trail
#

Hellow. I'm currently trying to animate an avatar. I want him to raise up from the ground, but I can't do it. It works in unity, but not in VRChat. Anyone knows why?

wide warren
#

You may need to mess with the settings for the animation itself in unity. There should be tick boxes for what axis to restrict motion. Some of the settings there should help. I think its the ones in the drop down menus below each tick box. Not at home right now so I cant look at it :(

old trail
#

I'm gonna try, thanks though!

tiny blade
#

Does anyone know how to implement animations for characters that have extra bone chains for details like flaps?
as soon as i set my animation/rig to humanoid the animation is broken in multiple ways...

#

The non-limb flaps will stop being animated, the translation on the neck is ignored and the FK of the feet will mess up the animation in the meantime

lilac cave
#

i was just figuring this out the other day

tiny blade
#

oh! did you solve it?

lilac cave
#

set the character as humanoid

#

edit

#

animation tab

#

when you see masking, turn everything on

#

(tick everything)

tiny blade
#

hmm ok

lilac cave
#

it might also be good to turn loop time, bake into pose and root transform postition of

#

on*

#

hopefully this will work for you

tiny blade
#

hmm im now in that tab there seems to be a lot of things

lilac cave
#

masking tab?

tiny blade
#

would you happen to have a screenshot?

lilac cave
#

and under events should be mask

#

set it to create from this model and turn everything on

tiny blade
#

ok all tickboxes right?

lilac cave
#

yes.

#

that means itll import everything

tiny blade
#

im getting closer with this! though the neck still seems to be ignored

lilac cave
#

make sure youve got the neck ticked

tiny blade
#

i do

lilac cave
#

id say make a mask but it can be problematic (for me) anyway

tiny blade
#

i do get a error in the import messages

#

saying that neck translation will be discarded

#

and L_lowerleg translation will be discarded

#

even though it is part of the animation for it to work

lilac cave
#

Β―_(ツ)_/Β―

#

youll have to find out about that by yourself

#

didnt get hat far

tiny blade
#

ghehehe thanks though for pointing me into part of the right direction

#

πŸ˜„

lilac cave
#

np!

tiny blade
#

hmm would it be possible to "edit" the animation afterwards in unity's animation editor to fix the last few things by hand?

lilac cave
#

yes.

#

just ctrl d

#

well actually you dont have to

#

just select the animation go to the animation tab

#

and select everything

#

copy

#

make a new one

#

and past

#

paste*

#

ez

tiny blade
#

hmmmm might attempt a manual fix of the few bones that are mis behaving

pearl juniper
#

@torn pawn I copy the position of the item from the second avatar over to the main item correct and that should fix it

torn pawn
#

if you make any adjustments to the staff on duplicate you need to copy transformation component and then paste value son the main

lilac cave
#

Stabby if you do find a fix please pm me it

pearl juniper
#

that should fix the crouch floating issue then?

tiny blade
#

ghehe will do that πŸ˜ƒ

#

@lilac cave do you know if, to animate in unity, you have to activate some sort of autokey setting?
I'm adjusting bones but as soon as i scrub it seems to get ignored again

#

instead of saved in the animation that is active for editing

#

even for normal animation keys like adjusting the rotation of a finger bone

lilac cave
#

That's with all animations

#

You're probably editing the wrong thing

tiny blade
#

xD

lilac cave
#

Make sure when you change something in the animation tab it comes up as what every other bone transformation comes up as, instead of bone rotation or whatever

tiny blade
#

the fields show up in red so there seems to be keying going on

lilac cave
#

I think it's supposed to be animation or something instead of bone rotation

tiny blade
#

hmm

lilac cave
#

Just compare what you're doing to what's already there

tiny blade
#

weird thing is, when i load the animation file into the editor while its dragged onto the character in the gameworld i can try to adjust the values directly in the editor but nothing seems to get stored or reflected in the viewport

#

i can twist the neck joint 90 deg but it just snaps back to the 8 deg that is already in the animation file

#

like its "read only"

#

the values also seem to be greyed out

#

though scrubbing the timeline will show the broken animation playing back and forth

lilac cave
#

Is the play button red?

tiny blade
#

yes

#

got the > II and >I

#

all red

lilac cave
#

Also if the animation seems weird you might want to select all frames and right click and choose flat

#

Cycle through the options

tiny blade
#

alright

clear yew
#

Hey

#

Is there a way to save presets of a particle

#

Or do i just add the particle to assets

#

And then change the mesh

#

When i need to

lilac cave
#

Unsure what to do about your animation not saving, just copy what the working ones are doing I guess

clear yew
#

If i want to keep my fireball particle

#

For use in other projects

pearl juniper
#

@torn pawn when i import numbers for fingers is the model suppose to crouch down?

tiny blade
#

alright ill mess about some more πŸ˜‰

pine hinge
#

lf someone to teach me world particles lmao.

#

im desperateee

clear yew
#

Whats the difference between world and local

#

It doesnt do anything

pine hinge
#

thats not really a world effect

#

its a bit different

clear yew
#

My particle effect looks the same

pine hinge
#

Theres more to it than world and local

clear yew
#

Huh

#

I should just change everything from local to world then right

#

?

pine hinge
#

nono

clear yew
#

Why

tiny blade
#

the difference is if it is moving with the character or not

pine hinge
#

Its way more complicated, you need to add a rigid body to what you want it to come out of, then a fixed joint + rigid body on the empty or some shit

clear yew
#

Oh

pine hinge
#

its not just selecting local / world

#

theres a process

tiny blade
#

think of it like a smoke trail you want that behind you so thats worldspace
local is for stuff like setting your hair on fire

#

that fire needs to stay on your head

clear yew
#

So my fireball should be world

#

Flames on myself are local

tiny blade
#

yes

clear yew
#

Ok

pine hinge
#

correct

tiny blade
#

like you can shoot a fireball, but then walk away without the fireball suddenly turning into a weird curveball and chasing you around

#

if you have local space it will always be relative to your origin

pine hinge
#

If you made the particles around you world, you can technically have it trail around you

#

in a way

#

If youve ever seen someone shoot out a heart and when it collides it explodes, thats a world particle.

clear yew
#

Fireball in my hand is local. Fireball being thrown is world

tiny blade
#

it depends though, you can forinstance have a local smoke effect that is always trailing to your left

#

though if you spin around it will still keep trailing to your left

#

whatever that might be in the world

#

yup

clear yew
#

Oh

pine hinge
#

tbh

#

I made two world particle effects work, but when I try doing the same thing it just breaks

#

so its either hit or miss when I try it.

clear yew
#

Laser beam projectile is world... Moveable laser beam local

#

?

tiny blade
#

depends, if you want a "starwars" laserbeam, that is world

#

if you want a laser pointer... thats local

clear yew
#

Ok

#

Thanks

pine hinge
#

hey uh stabby]

#

I had a problem with one of my particles, the actual hearts going out were world particles, but when they collides I added a circle heart collission, but jsut the collission effect follows my hand

#

its hard to explain idk

#

nvm, found the issue lol.

tiny blade
#

oh πŸ˜„

#

regarding animation i also found out yesterday that animated values in materials seem to be very hard to get synched or to show up properly for everyone

pine hinge
#

it had a sub emitter particle and i forgot to put the fixed joint on it.

tiny blade
#

eventually i had to resort to just swapping materials using the same shader in different configurations to get the job done

#

instead of having the shader blend smoothly based on triggered animations

pine hinge
#

yeah its weird

#

quick question

#

does scaling mode matter?

#

like if its local or world

tiny blade
#

dont think so but not 100% sure

pine hinge
#

vrc is not omptimized yet lol thats for sure

#

one day

#

hopefully

tiny blade
#

ghehe... oooone daaaay

pine hinge
#

and one day ill learn how to make real world particle effects lol

#

without failing

#

lol is it possible to add a sound effect to when a particle collides

slim sparrow
#

My root transform keeps changing while animating.

#

When I set my root transform to a certain value, it actually changes into another close-by value.

#

This value is the same every time, meaning I can manually set the root transform to something like 0.1, and it will change to something like 0.125823

#

But when I add new keyframes, the root transform keeps changing since it tries to copy the old value

#

Any way to fix this? It doesn't seem like a documented issue at all

clear yew
#

Hey

#

How come my projectile doesnt go the correct way

#

If its facing forward it is correct

#

But if i shoot the projectile up

#

It doesnt change

pine hinge
#

what is it bound too

#

your hand?

clear yew
#

Well im testing it in unity

pine hinge
#

Is there gravity on it

clear yew
#

Im not sure how accurate it applies in game

#

Its an orb

#

With trails

pine hinge
#

hm

clear yew
#

Hold o

#

I will ss

#

im using a cube to simulate an arm

#

but im not sure how accurate that is

#

i have the projectile as a child under the arm

#

*cube

celest trout
#

Is anyone here good with tail animations?

#

I want to make some fluid and nice tail animations and would like some advice.

clear yew
#

is there a way to rotate the "arm" in unity

#

live

#

live rotation?

celest trout
#

I've tried rotating bones in unity and they just end up snapping back to their original position.

clear yew
#

i want my particles to scale in size based on their parent container

#

how do i do that

#

projectile orientation based on view?

#

is that possible

slim sparrow
#

I think it works if you put the particle on a rigid body or something. Never done it myself, but I heard it once

clear yew
#

on an actual body

#

so a cube as an arm isnt proper then

#

?

slim sparrow
#

You attach the rigid body to your arm, then attach the particle system to that. Or something.

clear yew
#

wait

#

so if i use an actual model

#

it should be fine then

slim sparrow
#

Try it out

clear yew
#

ok

#

do those prefab unity magic spells work in vrchat

slim sparrow
#

Usually yes, but you have to remove any script components

#

I've used a few of those myself

clear yew
#

No lightning then

#

?

slim sparrow
#

Try it out

#

Lightning will work if it's done with bursts

clear yew
#

Ah

ebon pebble
#

so while the prefabs you can get from assets store work.. they're almost immediately recognised

#

and people have been shaming for them lately. I had them on but recently redid my animation to have my own effects replace them

celest pewter
#

should edit them urself

#

when i see ppl using some random prefab for no reason

#

its like

#

y tho

ebon pebble
#

eh it fit with what i was trying to do.

#

but I found out a way to make sort of? not really? what i was trying to do

celest pewter
#

its fine depending on the type it is

#

but when u just see someone rand-

#

idk how to explain it

ebon pebble
#

it wasnt obnoxious or anything, it was just kinda.... there.

celest pewter
#

das fine den

ebon pebble
#

It was the swirling uhh

#

particles to a point

clear yew
#

But if you change the material then no1 will know

ebon pebble
#

you say that

#

right now im trying to figure out how Im going to imitate FF7 cloud limit break activation

clear yew
#

Those trolls that make the screen all white is that just a large white cube or an oversized white particle

ebon pebble
#

probably a light

#

a very bright light

celest pewter
#

could be a particle but to completely block vision its a shader

clear yew
#

Its probably everything

celest pewter
#

nah

#

dont underestimate the power of shaders

#

πŸ˜…

ebon pebble
#

i havent even started messing with shaders,...

#

i think I need to

clear yew
#

Shaders allows you to go invis right

celest pewter
#

ye

icy hazel
#

i should put a grass shader on my body

#

just become a grass.

celest pewter
#

could also just make the animation disable the model but for some reason it has issues sometimes πŸ€”

clear yew
#

How do i extract sound effects from a game

icy hazel
#

uhhh

#

i think that depends on the game

celest pewter
#

taking out ur flip phone and record the audio

#

duh

icy hazel
#

oh god

clear yew
#

I want the cloaking sound from sc2

icy hazel
#

well perhaps try on youtube for somebody who already ripped what you want.

#

starcraft 2, surely somebody else has it

clear yew
#

I couldnt find it

ebon pebble
#

yup very likely

inner fjord
#

hello guys I want to make an animation of water falling into the sink I'm using blender does anyone know how to do it or can point me into a good tutorial to follow the process ?

clear yew
#

@remote sequoia yeah i have that 1 already

#

it doesnt have it

#

well

#

i guess i can use predator or planetside cloak sound and just modify it a bit

zenith topaz
#

if i have an object in hand i want to summon, example a gun, i don't want it to immediately fire but I want another animation saved right behind it to fire, but i only want it to fire when the object is active, if I stick the Enable Object on Handgun Gesture, and Fire to Thumbs Up will it work?

#

i mean, that is to say I don't have to have enable object on the thumbs up override right?

#

i guess what i'm saying is a logic statement, because the Fire animation is attached to the Gun Hierarchy and won't play without the Gun Enabled

clear yew
#

hm

#

well

#

the prefabs dont do anything

#

not sure how ppl get thme to work

#

meh

#

ill just use the settings they use for my stuff

#

even thothey dont work at least i have an idea now of how the particle settings need to be

celest pewter
#

wont show?

clear yew
#

it wont display in unity

zinc moth
#

Heyo! I made a custom emote and when I activate it in game, my character freezes and can't move. The emote doesn't appear either. However, other people can still move and talk. I am using a non-humanoid avatar, and I'm not sure if thats part of the problem or not

placid wigeon
#

Does anyone knows how to make a GameObject child stay in one place
Duno which Joint and/or settings should i use

clear yew
#

hm

#

so for spinning orbs i should just it on view mode then

#

if its not a projectile

#

and just spin it

#

with rotation over lifetime

#

nvm

crystal pike
#

muscle editor keeps going grey

#

when i click off

#

and when i click back

#

it wont turn normal

olive yacht
#

Is there any way to prevent the default animations from being used if I don't add my own?

#

My avatar has bones that don't serve a purpose beyond being humanoid and I need it to be stationary

burnt coral
#

how do i convert a VPD animation file to MMD?

final gazelle
#

VPD animation is already the format MMD uses though

zenith topaz
#

particle effects, when using a mesh and texture, they appear brighter in unity than they do in game

#

would anyone have any suggestions?

clear yew
#

oh man

#

particle effects dont use much polys

#

but it uses a lot of cpu

zenith topaz
#

its low poly stuff

clear yew
#

it's not the polys really but the blending that makes it slow, for every blend operation the card has to read the underlying pixel and add the new value, multiply this with 10000 ugly big alpha blended billboards and the gpu needs to read 10000 pixels to add the next layer for each pixel

#

lmao im uploading my ridiculous creation

#

gonna get kicked out of every public world

#

i havent even done the custom animations yet

#

this stuff is all active on load

#

lmao

#

havent done the animations for shooting at people yet

#

still have to do the cloaking/stealth effect

#

i have all the sounds

#

lmfao

dapper rampart
#

why cant i open build control panel?

olive yacht
#

Is there a workaround for the generic rig emote glitch?

remote blaze
#

There was a video on YouTube for it, iirc

#

Its a bit complicated though, be warned

burnt coral
#

@final gazelle idk how to attach them to my character in Unity tho

remote blaze
#

Try attaching them in Blender

#

Then importing the fbx into unity

#

The FBX will have the animations built-in

reef mason
remote blaze
#

Disable the sword that's floating in the air

#

As long as it's parented to your hand in the animation, it should move with it

#

Try parenting it to your hand bone and redo the animation

burnt coral
#

how do i open an animation in blender?

#

and the avatar

#

i only have it as a unity package

#

@remote blaze how do i put the FBX for my model into blender?

#

nvm

reef mason
#

@remote blaze Alrighty, Thanks.

clear yew
#

guys

#

what was the default pose in the vrc sdk called

#

that you use when you start an animation

#

?

#

i cant find it

burnt coral
#

i have a VPD file that i want to put into blender, how do i put it in?

#

do you need a VR headset and wands to be able to make use of VPDs? cus im seeing that theyre shortcuts for hand gestures