#animation

1 messages · Page 61 of 1

clear yew
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sound doesnt work on particles for some dumb reason

ebon pebble
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Oh I know that

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but if I could spawn a world space object, though Im not seeing a way to set an object to operate in world space

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then it would be fine

clear yew
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put a fixed joint to the object that you want to be in a fixed position

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remove gravity

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angular drag to 0

ebon pebble
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but then it has to be attached to something, doesnt it?

clear yew
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to your model i guess?

ebon pebble
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IE if I attach it to myself, it then follows me just as it would if I parented it

clear yew
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it won't follow you if you put that fixed joint

ebon pebble
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which is what im trying to avoid. I want said object to stay where it's originally placed, even if i move.

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hmm..

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so you're saying if I just give it a fixed joint and dont attach it, it wont move?

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with my character

clear yew
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what do you mean by attach exactly?

ebon pebble
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when you give something a fixed joint... you typically attach it to another rigid body

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yea?

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then it follows said rigidbody

clear yew
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yeah
but don't do that and it will be in a fixed position in the world

ebon pebble
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okay.

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testing now

clear yew
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just remove gravity and the angular drag

ebon pebble
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done and done

clear yew
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also

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you need to reset the position of the object that you want to spawn

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let's say i want to spawn a cube 1 meter in front of me

ebon pebble
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it was just an audio source, your advice worked perfect

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it stays where i want

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and does what I want

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ooooo esiy

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wait...

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i see..

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how do I reset it?

clear yew
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see what i mean by reset?

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very simple actually

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just for exemple

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let's say i want to spawn a cube 1 meter in front of me

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put an empty game object 1 meter in front of your model
parent the cube with the fixed joint to your empty game object
Now, animate the empty game object to reset the position and rotation of the cube to 0,0,0
Go into that animation files --> Debug --> check legacy --> go back in normal --> set to wrap to loop

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add the animation to the empty game object
when you spawn the cube, disable the animation component

ebon pebble
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im a little confused..

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so i made empty object where i want the sound to always go. the sound source is a child of said object

clear yew
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okay

ebon pebble
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i shouldnt have to use a fixed joint on the audio source

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because it should auto follow the empty object as a child, it's just getting the empty object to reset it's spot each time.

clear yew
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the first game object should only have the animation looping to reset the child, which is the audio source with the fixed joint

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and when you spawn the audio source

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you disable the animation component

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so it doesnt reset the position when you spawned it

ebon pebble
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i guess what im not understanding is what you mean about animating the object...

clear yew
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how do you animate a avatar ?

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to do a hand gesture?

ebon pebble
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I get that, but the animator is all of my avatar's animations. regardless of whether the object has a property added or not.

clear yew
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select the game object that needs the animation

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ctrl+D to duplicate it

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remove it from your avatar

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animate it

remote blaze
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I think a video might be more useful

ebon pebble
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alright.. I now have a game object with entry, any state and cube

clear yew
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@remote blaze never found a video that explain a simple fixed joint and a reset animation

ebon pebble
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i get fixed joints, the reset animation is where you're getting me.

clear yew
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you just need to animate that first game object to reset the position of the fixed joint

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that's it

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that's it

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that's my animation resetting the game object

ebon pebble
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Oh.... wow I feel dumb

clear yew
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you want more picture of my setup ?

ebon pebble
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Might be helpful.... i was wondering if I could have just added the objects position to another of my animations? so that when I used the animation it reset the objects position?

clear yew
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never tried it

ebon pebble
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IE finger gun caused the object to go, then fist had the objects transform mapped to it?

clear yew
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you can try

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i just did it with a looping animation

ebon pebble
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if your way works, I'll just do it that way.. would probably behoove me.

clear yew
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okay

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took my screenshots

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basically i spawn a cube with stencil in front of me

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Fixed point with the animation

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1 meter in front of me

ebon pebble
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yea

clear yew
ebon pebble
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so that looks a lot like what I have, the only other thing is that mine has the animator as part of it

clear yew
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remove it

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it's useless

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select the animation file

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and do this

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the debug mode is in the top right

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that little thing to the right of the lock

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check legacy

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select that thing right of the lock and go back in normal

ebon pebble
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so i dont have a debug thing

clear yew
ebon pebble
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oh

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derp

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okay

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okay

clear yew
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got it ?

ebon pebble
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yea yea

clear yew
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if you want to reset the position with a hand gesture

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you can do that it should work

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but you need to reset just before you spawn it

ebon pebble
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so I've added the object to the animation i wanted to activate it and the sound file.....

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with animation enabled.

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so when I run it, it should activate?

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or does the reset have to be on a seperate animation?

clear yew
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well i personally just spawn a empty game object with everything i want in a fixed poisition parented to it

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the audio file is directly inside the empty game object with the sound component

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so when i spawn the game object the sound will play automatically

ebon pebble
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yea the audio file is inside the empty object.

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Now I just add the empty object to the animation I want

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and it should reset each time, yes?

clear yew
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you use the same method as me ?

ebon pebble
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from what Im seeing, yes

clear yew
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then everytime you despawn it --> meaning no more hand gesture
the animation component will be activated again and will constantly reset the position until you spawn it again

ebon pebble
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ima go run a test

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to see if I followed you correctly or not

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okay man

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what you gave me works perfectly! I derped out when I originally set it up

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but i figured out what exactly I did wrong (It was one box not being checked that should have been) thanks a ton man!

clear yew
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you are welcome my dude

ebon pebble
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i just started with unity two weeks ago, and this community + the game has already taught me a lot of things.

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😄

clear yew
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yeah, just need to pick up tips and tricks

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it's pretty easy to do something when you actually know how it work

ebon pebble
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yea... that was a lot harder for me to understand than it should ahve beeb

clear yew
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animations are weird honestly

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work fine for your model

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but when you want to animate something else

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for exemple that game object and you want to put that animation file in it

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you need to check legacy or it won't work at all

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Hey

slim sparrow
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Animating game objects seems to work fine for me

clear yew
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i don't have problems with them

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but still need to do some random bullshit to make them work correctly

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and it's annoying

stoic valley
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I was wondering how to do something like this or just make a panoshpere-shadered material with the texture on the inside of the sphere so you can still see the character like this

#
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sorry to interrupt

clear yew
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isnt that just stencil shaders ?

stoic valley
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idk

slim sparrow
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Probably yeah

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I've seen a bunch of those around, but they're still cool

stoic valley
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ok

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sweet

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where can I get them? just on the asset store?

slim sparrow
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You can actually do a whole lot with stencils, but the easiest is to simply recreate an avatar like in the preview picture

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The only reason I put it up is because people kept asking how to do it

stoic valley
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alright. sweet. Thanks man

slim sparrow
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Oh, guess links aren't allowed. My bad.

ashen sedge
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Mentions of that website isn't allowed.

slim sparrow
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Ah

ashen sedge
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Specifically by name

slim sparrow
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Could you explain why? Something I don't know about?

ashen sedge
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There are a couple of reasons for it, one of them being they host unallowed VRchat content, such as modified SDKs among other things

slim sparrow
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Ah, alright

ashen sedge
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But yeah, talking about that website by name isn't allowed. If you want to share links from it then please do it by DMs

signal dove
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Do movement animations animate bones outside the humanoid skeleton?

zenith topaz
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Anyone have a good 3d mushroom cloud effect that can be used in 5.6.3p1?

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I'm having difficulty finding a good 3D one in the asset store

clear yew
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i need to figure out the particle settings for a proper "puff of smoke"

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and when he reappears i want it to look like he's coming through a fracture in time/space

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black hole effect or something

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i know how to make him disappear/appear

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i need eyecandy tho

signal dove
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Can I re-use visemes or does each one have to be a different blendshape?

signal dove
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Bleh

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Thanks

steep helm
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Any1 know how to do selfie cameras, or can link me a tutorial?

clear yew
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This probably isnt the place to suggest it but anyone know any good songs that I can make an animation to. Like a song that I can sync my animations to is what im trying to say

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want some edgelord bullshit?

icy hazel
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What, like a twerking animation to a twerk song?

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lol

torn pawn
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can never go wrong with snoop dogg

icy hazel
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If you twerk in vr does it even work well

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I like sorta tried on somebody elses vive before but i didnt know how it actually looked

celest pewter
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if u have hip tracking

clear yew
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nvm /.\

proven shadow
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This has probably been asked before, but is there any way to make a hand gesture not left/right hand specific? I want to make a better fist animation.

slim sparrow
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I don't think there is

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When you define a gesture, you actually have to pose both hands in the animation. The game is set to actively ignore muscle movements in the other hand

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It's a weird setup

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I wouldn't be opposed to having the gesture slots split up

vivid pond
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How exactly would you add in a physical object into the end of a animation over 1 minute long without adding a keyframe over 2 seconds to avoid it taking over other animations after playing it
Eg I want rocks and a real sword to appear after lighting hits the ground in front of me but I still need that avatar for other animations

kindred thicket
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Hey i am trying to get a model's animation to walk when my model walks and do the Idle animation when the model is standing still. I have gotten both animations made and the Animation controller created.

plucky isle
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What is the problem when an animation is stuck on any gesture you do?

kindred thicket
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it is in the Idle animation

slim sparrow
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Is there any way to make root transform work in idle animations?

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It does weird stuff right now

kindred thicket
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it only does the Idle animation, let me see if there is a way to make that

slim sparrow
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Well, you might be able to mess with the avatar or the rigging a little and have the animator transform both bones?

kindred thicket
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I am trying to get the walk animation to toggle when i am moving and stop when i am standing

slim sparrow
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Well, you'll probably want to edit the walking animation to then also trigger the walk in your other model

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I guess root transform is just ignored in idle animations for some reason. That sucks

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I need my model to move up/down a little in idle

ruby elk
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Guys i have a skateboarding animation cutsom made. The avatar is supposed to stay on the skateboard when moving andn ot move but somehow it isn't working. Any ideas on how to fix this? Thanks in advance

narrow locust
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have you replaced your walking animations with the skateboard animation? Is the skateboard added to your avatar hierarchy?

turbid silo
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Does anyone in here have experience with animation? If so I’d like a bit of help creating an emote which more or less is a miku dance

ruby elk
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@narrow locust yes iti is

narrow locust
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ok and is it a child of one of your foot bones?

oak steeple
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is it possible to move an avatar descriptor during an animation?

narrow locust
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tbh thats something I've never thought to try

clear yew
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you mean the viewpoint ?

oak steeple
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im attempting to make a tank open up the cockpit and then my avatar comes out switching to that viewpoint

narrow locust
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yeah, thats what the descriptor is

clear yew
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no

oak steeple
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well yes the viewpoint is the descriptor

clear yew
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no i mean

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you can't move it

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with an animation

narrow locust
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figured as much

dusk bear
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@turbid silo first get the .vmd, then import model you want in "mmd tools" not cats. Then import motion on "mmd tools" if you like how it is, export as .fbx
Once In unity, open your scene or project. Then drag the .fbx motion. Rig as humaniod, then drag the animation file INSIDE the fbx to the override emote.

oak steeple
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okay thanks

ruby elk
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not it's not part of my foot bones

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i'll add it and then try

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thanks for the suggestion @narrow locust

oak steeple
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other question. ive seen someone before with a model of a halo warthog and the passengers inside it be controlled. like the arms and mouth and stuff were working on them. how would one accomplish that?

narrow locust
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yeah your armature needs to be parented to an object if you want it to move with your avatar

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They probably just used custom walking/turning animations and added lip sync to the passengers

clear yew
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@oak steeple blender. Visemes so every time you speak it also move the mouth of every guy inside
and probably some fixed joint and rigid bodies

dusk bear
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Everytime I use the viseme in blender, it works but in unity , nothing is showing, help please ?

clear yew
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it's called blendshape in unity

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under "skinned mesh renderer" when you select "body"

dusk bear
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Ok thanks

turbid silo
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Thanks

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@dusk bear Could you point me in the direction of where I can get .vmd files

turbid silo
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Could ya??

ruby elk
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@narrow locust so I attached it to the ankle bone and did the animation all over but it's still walking when I move. I want the legs not to move and stay on the skateboard. Do you have any other ideas?

narrow locust
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Did you replace the walking animation with the one you made in the customanimationoverride file?

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@ruby elk

ruby elk
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yes i did

dusk bear
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Try googling mmd motion download

earnest trail
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I spent some mmd animations for the vr chat and they work but some stop the action without reason

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does anyone know how to solve

turbid silo
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I think I failed miserably

fluid crescent
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anyone knows how to make to change your avatar textures when you do a hand guesture?

turbid silo
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Yeah I failed

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Something went wrong

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Does anyone know how to put custom MMD animations on an avatar you already ported to unity??

narrow locust
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@fluid crescent make another material with the texture you want, and switch to the material in your animation

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@ruby elk I'm not sure what else to tell you without seeing a screenshot of what its doing and your settings in the inspector

wide egret
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... How do I play sounds with animations?

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They seem to only play as soon as I switch into the avatar but not animation...

narrow locust
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you have to disable the audio sources by default and only enable them during your animation

wide egret
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Ohhh,, alright.

sweet zealot
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how do i emit a 3d mesh particle? my character will be throwing a ball.

narrow locust
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in the inspector, under the renderer tab where it says render mode, select mesh from the drop down menu. Then, select the mesh you want to use for the particle

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@sweet zealot

turbid silo
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Is anyone able to get my avatar to have miku dances etc. I already ported it into unity

earnest trail
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wath emotes is f1 f2 f3 f4 ...

turbid silo
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????

ruby elk
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the avatar walks and the board gets just dragged on by the foot i connected it to

signal dove
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Can bones outside the humanoid skeleton be animated in movement animations?

clear yew
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omg

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i just want to do particles

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i hate stitching models

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😠

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hate doing models

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rip

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well

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dont really need any blender animations other than ahegao right

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all the defaults are fine

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oh

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looks like i need to add tongue animations

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fk

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aaaaa

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this guy has no tongue bone

signal dove
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Add one

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Wait you already know that, you're just annoyed that you have to

oak steeple
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how would i do a walking animation override that just stands still?
I basically just want my lowerhalf not to move at all and be still

turbid silo
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If someone has a classic miku with the different miku dances as emotes could you please send me it?

south lynx
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Hey can anybody help me? I'm trying to find a way to spawn an object and make it attached to the world insted of local, I've tried using a rigid body cube object and a mesh particle emmitor, but Idk if I'm setting it up properly

clear yew
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@south lynx if the object is outside of the Heirarchy you don't need rigid bodies. Just set to world and it should spawn as placed in the world. If it's on a arm/leg/body part, then you need rigid bodies

south lynx
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Don’t you need to attach the object to your avatar in order to upload. Let’s say for example I want to spawn a tree, but still be able to move around w/o it following my camera. How do you set a mesh object like that to world?

clear yew
ionic ridge
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hey guys, I'm trying to make mmd dance for my avatar but when I set the animation to humanoid it just discarded some rotaion animation so it's doesn't work properly. any idea on how to fix this?

dusty canyon
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it has to be generic

ionic ridge
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@dusty canyon will it be able to work on my humanoid avatar?

raw sparrow
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It won't work. Except if you alter parts and redo it by hand. Which is quite a extensive thing to do.

ionic ridge
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so.. is there any way that I can prevent it from discarding the animation?

zinc moth
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The structure of the model is different when humanoid, so it can't carry over the same transformations

rose helm
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is there a Houston available for help

heady cove
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could someone help me figure this out, im trying to make gestures with audio attatched to them and i cannot, for the life of me, figure out why it wont play

azure iris
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i was adding a blushing override to my model in unity instead of blender because shapekeys are dumb and i thought i could do it like a weapon but i have this happening http://kurousagi.pw/xd/ceoi4.png

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i think i messed up something

icy hazel
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astolfo

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hehehehe

azure iris
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:v

clear yew
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@azure iris what's the exact problem here?

azure iris
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i fixed that but now i cant figure out how to make my emote show

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i'd like to skip making a blendshape for adding a blush and add it into an override much like addign a weapon, adding an is active, but i cant recall what i may have missed @clear yew

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the blush object isnt showing in the correct place and im not sure where to name the position

clear yew
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so you have a separate blush object instead of a blendshape?

azure iris
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yes

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just like adding any other game object

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toggling visiblity

dim vine
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i cant get facial expressions to work is there a certain wrap mode i need

remote blaze
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On the topic of facial animations

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I've got 6 meshes each for different faces on a robot

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could I possibly join the meshes and then make a shapekey where one face moves forward and the others move back?

clear yew
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Hey I need help with animation overide

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can anyone help?

remote blaze
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whats up

clear yew
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So im making a tron avatar

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Disc on back and I want to take it off

remote blaze
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okay, sounds easy enough

clear yew
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I tried videos

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but they didnt make sense

remote blaze
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do you have a seprate model for the disc?

clear yew
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yes

remote blaze
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which video did you follow, out of curiosity?

clear yew
remote blaze
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what doesn't make sense about it?

clear yew
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I tried doing it

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and it didnt work

remote blaze
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where did you get stuck

clear yew
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how many versions of the model do i need

remote blaze
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two. one on the back, and one in the hand

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by default, the one in your hand needs to be disabled (in the inspector tab next to the blue cube, don't tick the box)

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the one on your back is enabled by default

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but when you activate the animation, the one on your back gets disabled, and in your hand it gets enabled

clear yew
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you mind if i dm you?

remote blaze
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I'm going out soon so might not be able to reply, but I'll DM you the vid I used to learn overrides

clear yew
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alright

boreal trellis
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hello i need help with weapon animation, gesture must be 0.00 0.01 so the only way is triggering animation object from weapon itself, i know what to do but idk how

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if someone know how to animate weapon on 0.00-0.01 gesture message me pls xD

fallen crypt
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Anyone know why my walking anims and running anims are mixing together? I mean, on walking, the running anim is trying to play so it made the walking anim weird and stiff.

clear yew
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Put it only on running animation

clear yew
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@fallen crypt you have to control your walking/run speed

boreal trellis
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how to animate weapon on 0.00 0.01 gesture

clear yew
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what do you mean

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is it the particles?

boreal trellis
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[13:37] Bartholomau: hello i need help with weapon animation, gesture must be 0.00 0.01 so the only way is triggering animation object from weapon itself, i know what to do but idk how
[13:38] Bartholomau: if someone know how to animate weapon on 0.00-0.01 gesture message me pls xD

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i am doing reload animation

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2.4sec total

clear yew
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just put the weapon in your hand and turn it on

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oh

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reload animation

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seperate object

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turn off loop

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make it set to active in the animation

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it should work then

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and if your dude is falling through the floor make sure you apply the default t pose settings

amber mantle
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could there be something on an avatar that blocks out animations? im trying to make an animation where i use some of my own shape keys that i made, and i added audio, i tried the audio on other avatars, it works, except on the one im working on, and even if the shape keys work on unity, when i test them on vrc i get nothing

kindred thicket
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hey i am trying to remember how to create a SimpleAvatarController in Unity so i could have my avatar toggle the animation sets

brazen crater
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@kindred thicket Just so you know, vrchat overwrites the animator controller when somebody in the room loads in your avatar, so we are kinda stuck with animation overrides

amber mantle
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anyone know how to fix my issue, or why is it happening?

brazen crater
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sadly not smart enough for that

kindred thicket
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is there a way for the Animation Override to have two animations toggle?

brazen crater
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if you're using a vr set then you can use one on either hand

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maybe that also works on desktop if you press multiple "F" buttons

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@kindred thicket you mean having two animations toggled at the same time or just having two different animations?

slim sparrow
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So I changed the tool handle rotation to Global instead of Local to animate the slot machine, but now the thing rotates incredibly wonky between keyframes. Like, it rotates around entirely the wrong axes

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Is there a way to fix that?

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The middle one rotates fine, but on the left and right they don't. On the left and right, the bones are rotated outwards a little

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Is there a way to fix that? Can I just rotate the bones in edit mode?

torn pawn
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hmm, parent and connect them to a different bone

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and set them straight?

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or move bottom of the bone to the exact middle of slot and then make it rotate just on 1 axis, it probably should do fine?

slim sparrow
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I'll try that

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Unity's animation smoothing makes it look like this in-between keyframes lol

torn pawn
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i gave up on my book idea, or i need to think of something else for pages

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i think u need to have the bones exact straight to have a smooth rotation

slim sparrow
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Yeah, that's what I thought

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That's gonna be difficult to get right

torn pawn
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you can create new bone

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or extrude on 1 axis so it's straight

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i had an idea with book, have a book, then i can enable a legacy anim for a split second that activates controller and it flips 2 pages, then inside i have a particle and I have a collider in my finger, then it subemits the next page, but 've tried so many things.. kinda giving up already

kindred thicket
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@brazen crater It is two aniimations, one is a walking animation, the other is an Idle animation. I want the walk animation to activate when I walk and the Idle to activate when i am not walking

torn pawn
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the inside gets all killed instantly on spawn or doesn't react with collider at all

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i can't link gif, it's close to nsfw

chilly vapor
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@slim sparrow, you could always move the bone rotation in edit mode in blender

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make them all face perfectly up

slim sparrow
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I tried that and couldn't get them to face the way I wanted to

chilly vapor
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oh?

slim sparrow
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I ended up deleting the two outer bones, and duplicating the middle one

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Then I moved them outward a little

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It seems to spin well enough now, but I'll have to see how it looks

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Yeah, it actually spins perfectly now.

chilly vapor
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come playmaker, i want to see those reworkd to actually be randomized 😛

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with loot

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and explosions

slim sparrow
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Yepp

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My thoughts exactly

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Right now it's just a fixed animation that spews out a coin rain

chilly vapor
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i did that with eridium in the actual game once

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got to love modding that game

slim sparrow
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Now I just have one final problem: I want to copypaste the rotations a bunch of times, but to do so, I need a smooth transition from -360 to 0

#

It looks kinda weird right now. Is there a way around that?

#

Like, if I set the rotation from -360 to 0, it will actually show the slots going backwards. I can add a one-frame segment where it goes from -360 to 0, but it looks "jerky"

lunar pasture
#

@slim sparrow try selecting the frames and setting them to 'free smooth'

slim sparrow
#

Didn't work. I ended up moving the curves in a weird way, so that the transition is instant

#

It's good enough™

lunar pasture
#

it's one of those, I'm looking into it

slim sparrow
#

I set it to Broken

brazen crater
kindred thicket
#

I found out how, I just need to get the model to cooperate

brazen crater
#

ahh ok perfect

clear yew
#

hey

#

how do you remove a shader from an object

brazen crater
#

what do you mean by that? A shader is the rendering part of a material. You can just switch out the material or am I misunderstanding you

clear yew
#

EXPLOSION!

#

iuno

#

im doing my explosion animation

brazen crater
#

Ok then I really don't get what you're going for LUL

clear yew
#

lololol

novel flower
#

Is there a good way to get avatar to stand normally when animating them? I need to create an sfx for summoning a sword but it needs to go up to certain height, and doesn't help the avatar in a weird crouch pose

brazen crater
#

What I do is I create a copy of the model, and then do everything there and apply it to my untouched avatar

novel flower
#

But I need the sfx of a sword to rise from ground til about shoulder height. So it's hard to see how hi it needs to rise in animation

lofty crypt
#

whats the emote time limit?

novel flower
#

About 55s

#

I've gotten it to go over that but I have to keep clicking the emote every time it kicks me out of it to keep it going.

torn pawn
#

there is no limit if u use it through animator

#

but regular is 10s

#

i think it was through animator, well.. at least there is a way to bypass the 10s limit

clear yew
#

How do i edit an animation file in unity without having to make a duplicate every time

torn pawn
#

select the anim file and click animation tab

clear yew
#

doesnt work

#

i cant change anything

#

i need to change a directory location

#

i cant remove or change anything

#

it lonly lets me add keyframes

clear yew
#

sigh

#

this is frustrating

#

wish there was another way other than copy and pasting 3 items at a time

#

if i copy the entire thing my computer crashes

#

hello

#

does any1 know how to edit prefab writeable animation files?

#

i dont know how to link it to an existing project

#

i dont know how people do it

#

the prefab animations dont come with their sounds

#

it has to be added in because not every1 has the same directory structure

#

asjhndjkahdkjsahdlsa

#

WHY IS THERE NO WAY TO LINK AN EXISTING PREFAB TO A SCENE/MODEL???? WTFFFFFF

#

THIS IS RIDICULOUS WTF

#

i cant even edit my own animations without making a duplicate

#

if i mess up i have to redo from keyframe 1

#

thats so dumb

clear yew
#

Cause using prefabs for animations is the worst, just make your own particle systems and learn how it's used. You'll be much more successful

clear yew
#

I know how its just i cant even edit the ones i make without duplicating the character and redoing everything again

#

I know theres a way to link an animation file to a model in unity but i cant figure it out

#

Google has 0 results

#

Nothing on youtube

clear yew
#

How do you set an animation to your default model?

#

Like a planet circling it.

torpid wadi
#

game object with a legacy animation component set to loop attached to it

scenic pelican
#

is there a way to get hand overrides to play a looping animation or does it only work with single frame animations?

slim sparrow
#

There is a way, but it's convoluted. What do you want to do, exactly?

#

@scenic pelican

#

Like, what kind of animation do you want to play?

#

Gesture overrides should only ever be one frame long

#

But you can activate other components/objects inside that override

scenic pelican
#

i want to make my character's eyebrows wiggle up and down rapidly

#

maybe it was done by putting it on the handclose and then pressing the controller trigger constantly

#

i dunno

slim sparrow
#

Well, most people do that by putting the eyebrows on a bone or shape key, and then just pressing the triggers

#

I've done a similar thing with bunny ears on keyboard, by putting one ear on HANDOPEN and the other one on FINGERPOINT

#

Then I can hold shift and alternate between F3 and F4

#

But what you want could also be accomplished with legacy animations

#

But you can only have one legacy animation on your avatar at a time I think, otherwise things get hard to manage

#

The idea is that you create the eyebrow wiggle in a regular animation, can be any length you want. Then you mark the animation as Legacy. You put an Animation component on your avatar (disabled by default), and assign it the eyebrow wiggle

#

Then you enable the animation component inside a gesture

scenic pelican
#

that could work

#

i'll try that

#

i don't have any more hand overrides free

slim sparrow
#

People do that for blinking usually, but that's not always necessary

scenic pelican
#

wait if i turn the legacy animation component off will the shapekey return to 0

dusk nexus
#

In terms of emotes in VRChat... By default, is movement disabled on emotes or is the dances that actually disable movement. So having a weapon appear on an emote instead of a gesture, for example? Could you move?

scenic pelican
#

nope, you can't move

slim sparrow
#

@scenic pelican yes

#

It will turn off

#

@dusk nexus unfortunately, the emotes themselves disable movement

#

Though I've seen a very glitchy emote that was like 5 minutes long, and the guy could move after a full minute

#

But the emote kept going

#

If you still want to move in emotes, consider using gestures instead.

#

You can't put longer animations in gestures, but you can disable your own skinned mesh renderer and enable a copy of your model, which then plays the "emote"

#

I've done that for an avatar of mine, works well

#

Just make sure to name the body mesh of your copy differently than your regular model

scenic pelican
#

ok im struggling to get unity to let me record keyframes into a legacy animation

slim sparrow
#

Just make the animation and only mark it as Legacy when you actually finish it

scenic pelican
#

i need to assign it to an animation controller slot then?

#

and then remove it after?

#

i tried copying keyframes from another animation into it and it doesn't animate

slim sparrow
#

Well, you will need an Animator component on the model to actually give it an animation, yes

#

If you're doing things right, you're not animating on your main model, you're animating on a duplicate

#

So any talk of "slots" is moot

#

I always prefer to leave my duplicates without any animation controllers, Unity will create one but you can always remove it afterwards

scenic pelican
#

i thought you meant i put the legacy animation component on the root object or the skinned mesh renderer object

#

and use that to control the shapekeys

slim sparrow
#

Yeah, you don't want to do that

#

Just put it in the same place where your animator and avatar descriptor are

scenic pelican
#

on the root object

slim sparrow
#

Yes

#

Follow a tutorial on manually creating blinking animations

#

The process is the exact same

scenic pelican
#

ok

#

oh this must be how they do the derp loli thats blinks one eye and then the other

slim sparrow
#

Yes

#

VRChat has default blinking animations built into the eye tracking, but support is limited and sometimes wonky

#

Plus, you can't disable blinking there, which can be problematic in gestures where your eyes are closed

scenic pelican
#

nice ok got it working

#

gonna have to update all my avatars now with legacy blinking

#

dang i can't do both can i

#

can't put more than one animation component on

slim sparrow
#

Probably not, unfortunately

#

I mean

#

You can put multiple animations in one animation component

#

But what you can do, is put the animations somewhere else on the armature.

#

@scenic pelican you said you wanted an eyebrow wiggle animation, right?

scenic pelican
#

that and i would like to switch to legacy blinking

#

since i have a hand override that also closes my eyes

slim sparrow
#

Eh, most people won't notice the blinking stuff

scenic pelican
#

yeah

slim sparrow
#

But how are you doing the eyebrows? Shape keys or bones?

scenic pelican
#

i might prioritize eyebrow wiggle for now

#

shapekey

slim sparrow
#

Ah

#

Well, I haven't tried this for myself, but what you could do

#

Put an animator component on the Body mesh itself, and do your blinking in there

#

Then you can put the Animation component for blinking on the body mesh, and leave the eyebrow wiggle on your root object

#

The animator component is only there temporarily, to actually be able to make the blinking animation

#

Then you'd end up with an Animation component on the root object for eyebrow wiggle, and an Animation component on the body mesh itself for the blinking

#

And you'd be able to toggle them independently

scenic pelican
#

i tried putting an animation component on the body mesh and that doesn't work

#

maybe i need to rerecord the animation

#

by making a dummy animator controller on the body mesh and removing it after

#

or, hell, is there anything stopping me from just using an animator controller on the body mesh?

#

with only 1 state

slim sparrow
#

I mean, you could do that too yeah

scenic pelican
#

ok yeah the eye brow wiggle doesn't return to 0 when the animation is disabled

slim sparrow
#

Actually, that's probably a better option

#

Actually, it isn't

#

I just realized that you cannot disable Animator components

#

The point of the Animation component on the blinking is so you can disable the blink

scenic pelican
#

ok yeah recreating the animation on the mesh object worked

#

cool

#

now i can have both 😃

#

or not, actually

#

the one on the root object stopped working

#

can't do both, just gonna stick to one

manic torrent
#

anyone have a tutorial for making cape dinamic bone, trying to make batman cape

toxic hatch
#

Is anyone kind enough to give me a naruto running animation? 😄

slim sparrow
#

There's an animation pack floating around

#

100+ animations or something

#

It has an "AnimeRun" animation which does what you want

manic torrent
#

Mixamo have it

mint mulch
#

So anyone know how to keep the volume up in vrchat when using custom sounds?

Its still broken af. As in n oone can hear the sounds unless they're standing inside of the object and even then its quiet af

slim sparrow
#

Set rolloff to linear, minimum 10 maximum 100

#

Volume to 0.5

#

That usually gives me good results if the source is loud enough

obsidian vigil
#

umm

#

is it possible to change a materials opacity in an animation?

clear yew
#

@slim sparrow how do i apply a shader to just the eyes?

obsidian vigil
#

select the material which has the eye texture

#

and apply it

clear yew
#

o

#

in unity

#

?

obsidian vigil
#

yes

clear yew
#

o

#

does that work even if i bake the model

#

?

obsidian vigil
#

??

slim sparrow
#

If you use texture atlasing, you have to keep the eyes separate

#

Otherwise you can't add a shader to the eyes

obsidian vigil
#

Rokk

#

Can you change the transparency of a material in an animation?

slim sparrow
#

Yes and no

clear yew
#

oh

slim sparrow
#

You cannot alter the material, but you can actually switch the material to a transparent copy @obsidian vigil

clear yew
#

wheres that option in blender that lets me delete floating vertices?

slim sparrow
#

Just make a duplicate

obsidian vigil
#

oh how would i do that

slim sparrow
#

Change a property in the skinned mesh renderer

obsidian vigil
#

k, cats does that automatically

#

if you hit fix

#

nvm

#

it fixes bones

#

sry

slim sparrow
#

It does more

obsidian vigil
#

wait, duplicate of the material?

#

or the model

slim sparrow
#

For changing the material, you probably want to turn on record mode and change the material in the skinned mesh renderer properties

#

Dupe the material

obsidian vigil
#

yup

#

then hit record and drag the material onto it?

slim sparrow
#

Basically

#

Yes

obsidian vigil
#

umm

#

the new material has a weird squar that goes over 1 frame

#

is that still ok

slim sparrow
#

No idea what you're talking about

obsidian vigil
#

wait i lll send a pic

#

it looks like this

#

and should only be 1 frame long

#

not sure if thatll break it @slim sparrow

slim sparrow
#

It's probably fine, but you'll want two keyframes in any given animation tbh

#

Even if the two frames are identical

#

Just make one at 0:00 and one at 0:01

obsidian vigil
#

??

#

there are two

slim sparrow
#

Oh nvm, that's already the case

obsidian vigil
#

😄

clear yew
#

damn

obsidian vigil
#

i hit play and it looks good

#

thanks :3

clear yew
#

remove doubles so good

#

fixed the holes and i dont even have to stitch

#

lol

slim sparrow
#

Just be aware, you probably cannot swap out every material in an animation like that, it never works properly for me when I do that

obsidian vigil
#

i only need that one

#

^^

#

only the eyes

slim sparrow
#

Ah, that looks good

clear yew
#

ok

#

so

#

when i bake it

#

how do i seperate the eyes

regal hollow
#

@obsidian vigil pls dont mace me

obsidian vigil
#

Did i hear emilia

slim sparrow
#

@clear yew I asked in the CATS Discord and never got an answer

obsidian vigil
#

mace noises in the distance

#

:3

slim sparrow
#

You don't have to texture atlas

clear yew
#

i have to

slim sparrow
#

Why?

clear yew
#

i dont know

#

i just do it

#

lol

slim sparrow
#

Then you don't have to

clear yew
#

ok

slim sparrow
#

It's kinda overblown

regal hollow
#

agreed

obsidian vigil
#

umm Rokk, im also trying to do a lense flare as in 1 particle, no speed and when i put my texture inside its a weird square and cutoff nor fade help

#

what do i do

regal hollow
#

@obsidian vigil what shader are you using

obsidian vigil
#

the particle additive standard

#

it kinda removes my stuff but leaves a square on the outside

slim sparrow
#

Texture atlasing is actually good practice, but if you have any reason not to do it, then don't do it

#

Unless you know exactly what you're doing

#

I manually atlased a model yesterday because the model turned out to be 166 MB

#

All the textures were like 2048x2048, even the teeth and mouth

clear yew
#

how do i inverse hide

slim sparrow
#

I got it down to 9 MB after atlasing

#

ALT+H

clear yew
#

no

slim sparrow
#

@obsidian vigil I never did lens flares

clear yew
#

that doesnt work

#

i meant like inverse hide as in hide everything that isnt selected

slim sparrow
#

Did you tick "alpha is transparency" in the texture itself?

#

Oh

#

Uh, can't you just select all, press H to hide, then select the thing you hid and enable it again?

clear yew
#

because its hard to select

slim sparrow
#

¯_(ツ)_/¯

clear yew
#

nvm i got it

obsidian vigil
#

rip, i managed to do it but its barely visible

#

nvm then

slim sparrow
#

Just emit more of them

#

Or up the emission and fiddle with the shader values

clear yew
#

nvm it didnt work

#

zzzzz

#

i dont even need to sttich i just press flip normals

#

😐

mint mulch
#

@slim sparrow 10, 100, volume 1.
Still cant hear shit.

pseudo iris
#

Anyone know how to make a bow animation?

clear yew
#

Zzzz

#

repairing the shirt

#

guys

#

is there a way to grab the edge of the mesh and extrude it

#

?

#

without individually selecting every vertice

#

or can i just extrude in 1 direction and it automatically stretches

brazen crater
#

With shift you can select multiple verticies or by pressing c you can take out a "paint brush" to select multiple verts more easily

#

just make sure that to exit the paint brush mode you have to press the escape key

clear yew
#

Oh

#

Hm

brazen crater
#

g is translate position

#

s is scale

#

r is rotate

clear yew
#

I think if i just extrude it it should be fine

#

Yea

#

I know those ones

brazen crater
#

ohh ok perfect

clear yew
#

What is 1 direction extrude button

mint mulch
#

E?

brazen crater
#

press either x y or z after pressing g

clear yew
#

But i just need to extrude the edge

brazen crater
#

to lock it to an axis or hold down the middle mouse button to select one dynamcily

clear yew
#

I know its e

#

Ohhh

#

Ok

#

Ty

brazen crater
#

np

clear yew
#

So i press e then x y or z?

#

But it pulls both sides

#

I just need to pull 1 side

brazen crater
#

never really used extrude so I can't really help you there

clear yew
#

Sigh

brazen crater
#

but yeah I just tested it out with extrude you can lock it to the axis by either pressing x y or z

#

on the bottom left you can see you coord system

clear yew
#

i did it

#

😄

#

well

#

i just painted it then pulled it up

#

lol

#

im down 17 polys from 50k

#

XD

#

down to 17000*

brazen crater
#

nice

clear yew
#

can someone tell me about the Cell Phone Camera thing iv been at it for ages and cant Seem to do it

pliant arch
#

in the custom override thing, which slot is for the peace sign gesture?

clear yew
#

Victory

pliant arch
#

thanks

clear yew
#

np

regal hollow
#

@clear yew The devs dont want people to use the cell phone cameras, they disabled the way people used to do it.

clear yew
#

oh kk

pliant arch
#

okay, I managed to create a gesture animation, plug it into the .anim, etc. Now I don't know how to create a separate anim? do I have to create another duplicate and work that way for each face animation I want to do?

#

oh, wait

#

I found a button to create a new anim

#

problem solved 👍

clear yew
#

What

#

Theres a way to make cellphone cameras ingame

slim sparrow
#

Yes, but I don't think it's allowed

#

It doesn't even work by default, so that should be enough of a hint

clear yew
#

All them upskirt shots lololol

#

That would be why its not allowed

#

I either make my panties black or delete them and make the body part near there all black with no textures

#

XD

#

What i should do tho is put that purple space shader on that area

#

XD

#

it's not allowed because it makes the whole world laggy AF

nocturne anvil
#

Selfie camera on avatars works local only
But some ppl managed to bypass that tho

fluid crescent
#

my audio on hand gesturre animation doesn't play randomly,anyone knows how to fix that?

vivid wraith
#

hey guys im legit completely braindead to how .smd files work in unity, since im making a pokemon model the zip came with a .smd file and i exported it as an fbx, what do i do?

icy crown
#

does anybody else have issues with Maxamo for animations the website loads soo slow, I've tried turning animated thumbnails for everything off by default. is there anything I can do to increase performance there? I can barely watch the animation on the model im trying to work on

#

wow it's totally just chrome that lags, works perfect in firefox (answers own question kinda)

#

heck i can leave the thumbnails animated too with no issue no guessing what "dance" looks like lol

wide egret
#

Is there a fast way to input what bones I want to animate?

spice urchin
#

is there no '10 sec long emote' limit

#

cuz i seen people making dance anims and stuff that last like 15 sec

torn pawn
#

if u do it through animator it has no limit

spice urchin
#

o ok

wide egret
#

So I just posed a copy of a model into a pose in unity, how do I make it a idle animation?

spice urchin
#

do emotes play over other anims

#

so if u like have idle playing and all u have is a keyframe for blend shapes will it play over it or only play the blend shapes

wide egret
#

I finally learned that there is a circle to start animation recording!

celest pewter
#

u have now ascended!

wide egret
#

Now... how do I set the initial state and then animate the next segments...

celest pewter
#

moving the frame

#

qssuming thats wut ur asking engljsh is hard lang

turbid silo
#

Does anyone here make custom avatars??

wide egret
#

This is animations.

turbid silo
#

Sorry wrong chat 😅

shut tusk
#

can anyone help me getting world particles to work?

#

according to a tutorial i did everything right

#

but they don't show up in vrchat and don't follow my wrist

wise rover
#

So I want to make an animation where one model is completely replaced by another model. which hierarchy do I put the second model under to achieve that effect or do I just put the new mesh where the body hierarchy is?

#

for example: dettlaff from the witcher 3 changing into his combat state

torn pawn
#

@wise rover you have the mesh under the same armature

#

have 2 bodies, under the same armature, hide one mesh renderer, then on gesture switch

wide egret
#

Alright... I managed to actually do the Animation! In blender... cause Unity only records hip rotation.

dawn shale
#

Could anyone help me figure out how I could make it so my model has this same exact pose ingame? The model itself is in this default pose, but is of course not functional in VRChat without the proper idle animation. https://puu.sh/zLsfQ/f563d2863c.jpg

#

been wanting to figure it out for some time now, as the default VRC pose is disgusting

wide egret
#

As long as it's not moving the head...

dawn shale
#

..?

wide egret
#

You know how the head is linked camera and rarely moves? Imagine your feet swinging instead...

dawn shale
#

I'm not sure I follow.

wide egret
#

Nvm.

patent quail
#

does anyone know if its possible to have collision billboard particles align to the face of the mesh? https://nyanpa.su/i/PJvdYfu.jpg i imagine you could do it with scripting but without it i can't find any options that might allow me to do something similar

shrewd moon
#

Fiddle with the render queue

fallen crypt
turbid silo
#

Anyone know of any animation tutorials

surreal crater
#

I used this 1

turbid silo
#

Thanks

rugged rain
#

So... Does anyone know how to make a custom blinking animation? I have a model that uses textures for expressions, and I want a smooth blinking animation.

clear yew
rugged rain
#

Gonna check it out. Thanks!

slim sparrow
#

If you're rolling your own blinking, you will want to disable the eye blinking portion of eye tracking, though

#

In CATS, this comes down to ticking "Disable Blinking" when you generate eye tracking

rugged rain
#

Yeah I know about that part.

toxic hatch
#

How do I make an object light up a room? I plan on adding a lamp to my character which lights up the small area around it

slim sparrow
#

Add a light to your avatar

#

Or to whatever object you want it to be attached

torn pawn
#

real time lights lag the fuck out of people

#

try to avoid it please

slim sparrow
#

Yeah, true

#

People use lights for stuff like glowing eyes, you might as well just up the emission instead

torn pawn
#

MK free shader has glow shader, or just use emission

#

also a question to any1 that does emote overrides - which bones/or whatever else I need to animate/add so my character doesn't go half-ground? but so it preserves the previous bone state? i just need a 1-2 second animation where I don't fall under ground and no bone movement is needed

slim sparrow
#

Root Transform

#

You need to alter the Root Transform property in the animator, set the Y level to 1 or something.

#

By default, the hips are in the ground as you might be able to see. @torn pawn

#

Root transform is normally either ignored or overridden in regular idle animations, but it's used in emotes.

#

You can get some weird results if you change root transform too much in idle animations. I've had my model squat in the air for example

torn pawn
#

😄

#

thanks, I'll try it, just need it for toggle props to see if with an emote it syncs with other people better than using a 1 frame gesture

wise rover
#

when I put the second body on the model, it originally came from a different one. so it didn't even show up after I deleted the second model's armature

#

said something about breaking the prefab

#

is it possible to make an animation that switches to an entirely new avatar with its own descriptor?

celest pewter
#

no

torn pawn
#

what do u want to do?

wise rover
#

make an animation where dettlaff switches forms

torn pawn
#

if u rig it under the same armature

#

and enable/disable mesh renderers

#

it works

celest pewter
#

how would u change the descriptor tho

#

🤔

torn pawn
#

but u don't need to change descriptor, if u have 2nd avatar under the same avatar

#

it works with the same bones

wise rover
#

is it possible to have multiple bodies in one model file in unity?

torn pawn
#

yes

#

you can have 2 avatars under same armature, 1 is hidden

#

and if u hide your main and unhide your 2nd it will move with the bones

wise rover
#

the problem is that the extended nails may not move like normal

torn pawn
#

if it's way bigger then yea you'll encounter problems with joints

#

but if the size is like the same then it works

wise rover
#

so I'll have to use the transformed model as the base and the human model to show first

small tapir
torn pawn
#

not ripping from superior game that is WC3 vrpill

small tapir
#

Will look weird i think lol and don't thinki can find this staff in WC3 😄

torn pawn
small tapir
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But the wow models looks so much nicer 😄

torn pawn
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low poly scuffed avatars > your high poly crap

wise rover
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why did they remove the ability to put files on this chat?

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it's just unnecessary at this point

small tapir
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They are not really high poly 😄

torn pawn
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true, but relative to wc3 they're very high poly 😄

small tapir
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Haha ofc 😄

torn pawn
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i think this arthas model is like 700?

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or even less

small tapir
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I guess no one know how to get them too work? 😄

wise rover
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ok. how are you supposed to put two bodies into one armature if it breaks the prefab in the scene and the assets section doesn't allow you to move parts of avatars anywhere?

small tapir
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Hmm, what are you trying to do?

wise rover
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make an animation in which the avatar transforms from one model into another.

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the problem is that I don't know how to do this without messing up the animations of movement

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everyone's descriptions of what to do are so vague I don't know what to do

shrewd moon
#

anyone know how to make the particle stay after letting go of the gesture?

wise rover
#

there are no tutorial videos for it so I have no resources to get the information

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and since they took away the ability to directly post images on this channel, I can't accurately show my end goal

small tapir
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@wise rover I would have know how to do this if you didn't want it to get bigger, that's the part i have a hard time getting my head around

wise rover
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no. I don't want it to increase in size.

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my goal is to make it switch models

small tapir
wise rover
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the right is the human state, the right is what I want for the animation

small tapir
#

Ohhh that's easy, i did the same with one of mine

wise rover
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left is human state*

final gazelle
#

as long as those finger claws aren't meant to bend or move too much relative to the fingers, you could have both meshes parented to the one armature in blender

torn pawn
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keyshapes, unhide 2nd body rigged under same armature, material reference, certail mesh hide/unhide

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there's couple ways to do it, but easiest is probably having both under the same armature

wise rover
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oh. so it's in blender

torn pawn
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yes

wise rover
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I had both separately exported from blender

torn pawn
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you need 1 armature for both of them

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otherwise it will be tposed

wise rover
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yeah.

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the two models came prerigged

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does that cause any problem?

torn pawn
#

try this - fix model and delete his armature, then copy into your mainmodel window and join meshes

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check if moving bones moves the other model

wise rover
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and with this being said, after exporting the fbx, there will be four bodies in the thing instead of two, right?

small tapir
torn pawn
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@small tapir i mean it would be prob easier with a material reference change 😄

small tapir
torn pawn
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ah no

final gazelle
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not sure why there'd be 4 bodies unless the meshes aren't joined in their pre-rigged states

torn pawn
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his face also changes

wise rover
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I'm talking about the file showing up in unity

torn pawn
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@wise rover if the mesh is above 65k then unity splits it

small tapir
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@torn pawn Yeah tried it that way didn't work beacuse of the face D:

torn pawn
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@wise rover can u give me a link to dl those models? i can try it

wise rover
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ok

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I have the zip files if you want those

small tapir
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I have been working with The witcher and xps models some of them are really good some are just broken, cats don't like fixing xps stuff

wise rover
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it worked well when I did it with caranthir

small tapir
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I like the face bones on xps 😄

torn pawn
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@wise rover yeah zips or links, anything that has them

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no proises tho

wise rover
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too big.

torn pawn
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promises*

wise rover
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we can both try

torn pawn
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or google drive

small tapir
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I can whisper the link too it Yuumi

wise rover
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I'll use your example as reference

small tapir
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Yeah np if it was me you said it too :D, then in unity you just hide one of the meshes and then in animation you hide the human then unhide the vampire

keen gazelle
#

What is the easiest way to offset the Y axis drop that happens whenever you do an animation?

small tapir
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I think i had a bit of problem with this but you can try to dublicate one of the SDK animations and try to use those valus sorry bad spelling

wise rover
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I think the bodies mixed with each other. I only see one still

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in the hierarchy

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@torn pawn how many did you put in that avatar?

torn pawn
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how many what?

wise rover
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how many bodies

naive pelican
#

How I can convert vmd motion to unity to use it on my avatar?

torn pawn
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or have an avatar with original armature hidden under yourmain that uses a controller with animation

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so u dont have to switch avatars or use an emote, u can trigger it with a gesture and stop at any time

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@wise rover both models work with the same armature, fix model on both, delete the bones on vampire version

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to join them and have both bodies split i added a plane to main body, joined it so it's as one, then I seperated the plane, then I pasted the vampire version into the human and joined it with the plane and deleted plane afterwards

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they both move under the same bones

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and in unity you hide one body as default, which would be vampire, then with a gesture you disable your main mesh renderer and enable the vampire

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for better transition i would guess you'd want some kind of effect that masks your avatar, like smoke mb

wise rover
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thanks

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can you show me the plane part?

torn pawn
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just shift+A > plane > select plane then the body ctrl+J > then enter edit mode, select plane > P > selected > copy-paste 2nd model in and select the pasted model and shift select plane > ctrl+J, now both bodies are under 1 armature and u can delete the plane

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@wise rover

subtle pilot
#

Hey could anyone give me a list of what the Shift F1 to F8 are on the animations CustomOverrideEmpty panel?

wise rover
#

so what I first did was import both models subsequently and both bodies were premerged but the armatures were separated

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I take it that that won't do

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when you say copy and paste model, do you mean make a copy of the vampire body from an existing model or move the vampire model into the armature?

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HAHAAA

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FINALLY

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@torn pawn thank you

torn pawn
wise rover
#

ok. why is it that when I put it in unity, both bodies copy each other's textures?

#

hmm. I guess I can fix that when making the animation

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I can use that to change the textures

turbid silo
#

I got a question, what is the software I need to make custom animations

clear yew
#

Hey

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Does anyone know how to edit animation files without starting them from scratch every time it needs to be fixed?

wise rover
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if it's made in unity then you should be able to edit them from that.

clear yew
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How

wise rover
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I'm not sure if that's the same for animations from other programs

clear yew
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If i close unity

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And delete the duplicate

wise rover
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woah woah woah

clear yew
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What

wise rover
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the duplicate was required for the animation

clear yew
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:/

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So i cant edit it without the duplicate?

wise rover
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you go onto the duplicate with its animation and then you go to the animation tab to edit it from there

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correct

clear yew
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Thats dumb

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Is there a way to attach the animation file to another duplicate?

wheat scroll
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You duplicate the model you are editing because animating will break your model

clear yew
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Yes

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But if i want to edit it is there a way to bind it to another file

wise rover
#

when you're making the animation in unity, texture changes show up on the avatar, right?

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if you put them in that is

clear yew
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@wise rover yes

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pretty much all the animations in the asset there are for this one animation

nocturne yarrow
#

It's not possible to change the color of an object during an animation is it?

slim sparrow
#

It is, you can change the material to a different one

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Just make a duplicate of the material, give it the right color

nocturne yarrow
#

I knew that worked but with the amount of color changing that I was about to do I figured it could cause some frame drops with constantly deactivating and enable other materials

slim sparrow
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Probably no frame drops, all materials have to be re-drawn every frame anyway

nocturne yarrow
#

I had a dj table setup and wanted to change the colors of the lights based on the beats of the music. I just wished I didnt have to duplicate so much and was hoping there was a better way lol.

slim sparrow
#

Yeah, you'd think there would be a better way to do that

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But I think changing materials around is the way to go

final gazelle
#

as far as VRChat's concerned, that's probably the best way to go about it -- if we didn't have script restrictions, there might've been a way down that way too

slim sparrow
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I mean, it's not so bad. I would recommend changing the material in record mode, not by manually adding the material as a property

clear yew
#

or have a shader with HUE system on hit

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and just move the slider to change the HUE with the animation

slim sparrow
#

Can you change shader settings in an animation?

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That's also an option

clear yew
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yes you can

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i have a blur shader effect

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and i can increase the strength of it

slim sparrow
#

That's cool, I should remember that

clear yew
#

i have a "horror" animation that make your screen goes darker very slowly

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it's really nice to know those little tricks for animations

nocturne yarrow
#

Can you explain more of the hue system on hit? Might be useful @clear yew

clear yew
#

basically

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you can control the sliders on a shader

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with an animation

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so if you find a shader that can control the HUE of a materials

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you could change the colors that way

nocturne yarrow
#

I didnt know you could do that sounds interesting. Where would it show as an option to change it in unity if I find a shader?

clear yew
#

directly on the materials

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you can apply shaders to materials

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and you can change the values of them with an animation

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that's basically it

#

really easy to do

nocturne yarrow
#

Oh yeah I totally forgot some shaders let you change values like that. I hardly use them except for certain things. I'll keep an eye out for some shaders. If not, then the long way it is for me then. Thanks for all the help guys much appreciated!

clear yew
#

hi guys how do i activate the weopon when its on my left hip and i wanna take it out ??

crisp imp
#

I'm trying to make a flying avatar, but something does not work out. Where is the mistake?

wise rover
#

I think you have to add the bone collider to the cube

#

or the feet

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I dunno

half shell
#

trying to enable a prop upon a gesture, property refuses to add to the animation

#

seems like past a certain point down the armature it refuses to

crisp imp
#

Heck. I do not know how to do that!

clear yew
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use bones to fly