#animation

1 messages Β· Page 62 of 1

clear yew
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you basically have an invisible body

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have your feet bones at 0,0

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and then but your guy onto the head bone

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rip my eyes werent connected to the eye bone

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gdi

rapid cypress
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Rip

clear yew
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ok

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i attached it

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however my right eye is connected to the left eye

late phoenix
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anyone know why a gesture just wouldnt work in vrchat

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the animation itself looks/works fine in unity

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but it seems like its not even overriding in game

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even though it has the override set and everything

nocturne anvil
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checklist cillia
animation
animation pointed to override file
override file pointed to avatar descriptor

valid star
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same issue here my override files arnt working any more

rapid cypress
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Are you also overriding the animator itself?

late phoenix
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oh I'm an idiot, realized the issue

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i just needed to rename my animation

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I forgot to change it from default VICTORY

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πŸ˜„ πŸ”«

valid star
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well mine just suddenly stopped woring after adding a pen to to it

rapid cypress
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It's a good idea to update the referenced Animator as well

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for the record

valid star
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yep i usally do that

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yeah that sounds like the best way every trigger dose something

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ill make new prodject see it he custom over rides broken on that

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my snails house girl animation was the best i unity sadly it didnt carry over and broke all my gestures on override

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sigh*

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gotta love them problems lol

clear yew
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sdfsdfsdjfjsdlfsdf

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FK

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I DELETED THE UV MAP BEFORE I ATLASED THE EYES AND HAIR

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GDI!!!

valid star
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oh boy

clear yew
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zzzz

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iuno what to do

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i have no uv map

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omg

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its not working

regal hollow
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Mission failed. We'll get 'em next time.

rapid cypress
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She moves

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and doesnt break

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yet

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now what i mention it, i should fix her arm..

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yeah that's not natural

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Much better

river folio
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can anyone help me with something in unity? im trying to make my model switch textures when using a gesture but cant seem to figure out how

clear yew
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materials reference in the animation

river folio
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got that part down but i can switch texture without the main model also switching texture

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there is no way to tell the animation what texture to use for the switch as far as i can see

clear yew
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you don't switch texture, you switch a material

river folio
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so i have to make new materials?

clear yew
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does your model only use one material?

river folio
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it uses 4

clear yew
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and what do you want to switch?

river folio
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3 of them need to change (wish i could show pics)

clear yew
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you know when you select the "body" mesh, on the inspector you can see "materials" with multiple elements, right ?

river folio
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theres 14 in there despite my model only using 4 of em

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alot of weird dublicates

clear yew
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that's the different part of your model

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some of the element will change only the nail

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or only the face

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on so on

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you need to find the materials corresponding to what you want to change

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and remeber the number of the materials

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then in the animation you will reference a material to that element

river folio
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that last part is what i have issues with. how do i reference to an element without the non-animation-model also changing its textures

clear yew
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the original model and another model will be in the same animation ?

river folio
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nope, but when i reference a material i want changed in the animation, both the animation model and the main model change their textures

clear yew
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doesnt matter really

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you are animating a duplicate

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you will delete it anyway and it's changing only during the animation

river folio
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doesnt seem to work that way, once im done doing the animation stuff and delete the dup, my main model permanenly changes its textures to what i referenced in the animation even when not gesturing

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it becomes permanent istead of just being for an animation

clear yew
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because you didnt swap it during the animation mode obviously

river folio
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ok, now im lost lol

clear yew
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oh lord here we go

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select your duplicate

river folio
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got

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it

clear yew
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press the red button to go into animation mode

river folio
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yep

clear yew
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selecvt the "body" of your model

river folio
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yep

clear yew
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without exiting the animation mode, go into the folder with the materials

river folio
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yep

clear yew
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now

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while having the body selected

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scroll down where the materials are

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in the inspector tab

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and drag the materials to the element that you want to swap

river folio
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ok

clear yew
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you should have a new property in the animation tab

river folio
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ye

clear yew
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there you go

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that's how you swap material with an animation

river folio
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....shouldnt my dup model have the textures on then?

clear yew
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yep, if you put it on the right element

obsidian vigil
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@clear yew any tips on creating realistic movement

clear yew
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realistic movement ? like walking animation ?

obsidian vigil
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umm nah

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but mine looks really weird

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and fake

cursive moon
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cough spoilers cough

obsidian vigil
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shush

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i need this

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:3

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@cursive moon i need a spoiler tab thingy

cursive moon
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You could just be vague about who you're talking about, but I know that event is memorable enough for anyone who's seen it to know who you're talking about if you describe the scene but leave the character's name out

obsidian vigil
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crazy priest dude plays sick twister with maid girls' limbs

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like that

final gazelle
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^can vouch, i think i know exactly who you're referring to if i'm thinking of the right franchise >_>

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that'll about do it vrpill

obsidian vigil
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πŸ˜„

ionic ridge
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guys, how do i move all the keyframe at once

clear yew
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ctrl+a to select them all

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and just move them

ionic ridge
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thank you good sir.

visual storm
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anyone experience anything thats on the head bone disappear in game

clear yew
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i think it's attended to be that way

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so you don't see the face mesh and hair and stuff like that with the descriptor viewpoint

visual storm
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i should probably be more specific

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i cannot see it in cameras

slim sparrow
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Ohh

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Yeah, that's a thing that's fixable

visual storm
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this is replacing an idle animation

slim sparrow
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You have another object on your avatar, and its mesh is also called "Body"

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This causes issues in mirrors and cameras

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Rename the mesh

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I had this with some Sunglasses accessory, it had an armature and the thing itself was called "Body"

visual storm
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ill try that but the rest of the mesh seems visible

slim sparrow
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Other people see you fine, FYI.

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Yeah, it's specifically the head that disappears, trust me

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It has to do with the way VRChat hides your head in first-person I think

visual storm
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so is that part of the mesh if i map the head to an extra bone

slim sparrow
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Just make sure you only have one object called "Body", and that is your avatar's main mesh

finite spindle
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New to avatars and animations, any idea why my eyes do this when i try to make expressions. I've gone through several tutorials and I cant find anything that addresses this issue 😦

slim sparrow
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Looks like shape keys are incorrect

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Did you decimate the eyes and face, by any chance?

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@finite spindle

finite spindle
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decimate?

slim sparrow
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When your model is above 20k polys, you have to "decimate" it in Blender or something. This basically involves making your mesh lower quality

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That is, if you are porting the model yourself

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Some people do auto decimation in CATS

finite spindle
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Oh, so whoever made this unity package probably did that

slim sparrow
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Probably, yeah. Anyway, if you decimate the face and eyes, you lose the shape keys on there

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Some models are weird and split up the shape keys, maybe there's one to hide/close the eye. Other than that, you're out of luck

finite spindle
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Thank you!

clear yew
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Hey does anyone know what that one dance animation is called

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with the arm flailing

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its un a knight model and a russian adidas girl

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that ive seen

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you can see it if you google hard bass dance vrchat

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but i cant find it

cobalt walrus
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?

warm salmon
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yo

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i need help bad

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so basically, i need to knokw how to have a model copy my main avatar's animations down to the tee. meaning i need it to copy all translations or whatever. to give context i have one model that has itt's right arm invisible, and the other inverse, only right arm is seen. then, i want the one with only the right arm to copy all my movements so it seems like the arm is just normal

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any help?

unique night
warm salmon
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no idea's anyone?

icy hazel
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Youre gonna have to ask any of the players who basically have got their JoJo with Stands avatars working.

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Thats the only way i can see it working for you, the whole rigidbodies and joints voodoo

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But usually thats gonna be too advanced for a lot of people to figure out unless they wanna trial and error for a while

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Cause we cant use regular constraints

bronze turret
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Is animation overrides used for like custom animations and stuff?

magic coral
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anyone know why my custom walk animation might not be working. wrong setting? Have made custom naruto run in the past and it worked but not a simple one that just bobs.

clear yew
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guys

heady cove
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hey if im adding audio to a gesture do i still want the like, animation length to be 0:01

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or do i gotta make it longer

karmic sparrow
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Gesture overrides should always be 0:01 and both frames identical. If you want actual animations (full body and full control over what your character does) you're gonna have to use emote overrides

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@heady cove ^

heady cove
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@karmic sparrow okay thats what i thought ty
im having trouble getting the audio to trigger and this is the last thing i can think of πŸ˜‚

karmic sparrow
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I just know what I said above, since I haven't worked with audio on overrides (yet)

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And you're welcome

olive gull
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how do you spawn something indefinitely?

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like snail marker but for other stuff like flower pedals, flowers, etc.

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saw it today didnt know how to do it

clear yew
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I wanna know the same for my Kapkan trap

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lol

blissful grove
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How hard is it to do animation

remote blaze
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2.4/7 hardness

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jk it's easy once you learn the basics

blissful grove
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I have tried so many time and I can’t figure how to do it

clear yew
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Does anyone know how you actually get world particles to work in the world space and not follow your armature when you look around?

blissful grove
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I really want to do a lightsaber animation but I have no idea how to do it

clear yew
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that would be really easy

remote blaze
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@clear yew I know how to do this but I forgot ughhhhh

clear yew
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ahhhhh ; - ;

remote blaze
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Search a video that says "how to get a trail in unity"

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That's where I learned most of my particle stuff

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The video has an Indian sounding guy

blissful grove
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Is it possible if I sent the model can anyone put a lightsaber on the model

clear yew
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http://prntscr.com/j0kzcy im basically trying to get it so when this torpedo launches, it will continue to move forward, and if i turn my head to look at it, it will keep moving in the direction it was already going

Lightshot

Captured with Lightshot

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currently when i turn my head, the torpedo will turn direction which i dont want

remote blaze
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Yeah, I have that too, with a shadow ball attack on my Pokemon

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I remember fixing it really easily

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Like one setting change

clear yew
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hhhhh

remote blaze
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You should check the video, he says something about changing to world

clear yew
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didnt work

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it still seems to follow in the direction i look

frosty pendant
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Same for me. I updated a model that had working world particles, changed nothing on them and now they don't follow their assigned bone any more

obsidian vigil
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how to make snail marker trails stay

cursive moon
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As in not disappear? Don't activate the erase animation's gesture.

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I have draw on HANDGUN and erase on HANDOPEN, so if I want to break the trail without erasing it, I stop doing HANDGUN but also avoid using HANDOPEN. Usually I FINGERPOINT for this. It won't erase until you activate the gesture you put it on unless you don't put it on a gesture, in which it will erase itself after a specific amount of time

obsidian vigil
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@cursive moon i have those 2

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but thing is

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i dont activate erase

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but the trail doesnt stay

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unless i keep the drawing gesture active

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which sucks because i dont want it to draw all over the place

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but it shows up when i reactivate it

shrewd moon
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For the markers to stay

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Have the trail renderer always active

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But have one of the position axis (xyz) be at a insane number

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So it’s out of the world or something

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Create a animation which zeros down the trail renders position

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And that’s it

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So when you let go of the gesture the trail stays

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Because it’s always active

obsidian vigil
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thanks

small tapir
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anyone know how i would make a particle system that looks like arcing electricity? so it's arcs on me? like this youtu.be/5w586B67zfE?t=32s

clear yew
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Is there a way to change materials using animation overrides?

small tapir
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@clear yew I never figured that one out so i just gave it an extra mesh for the thing i want to change

regal hollow
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@clear yew You can do it with gestures.

clear yew
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How'd you do it with gestures? That's kinda what I wanted to say.

frosty pendant
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You can change materials with animations

small tapir
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Ooo i want to know this too

clear yew
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@clear yew by using references

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when you select the "body" of your model

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you have a bunch of materials

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during the animation mode

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you can just drag another material into it

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and it will create the animation property for it

small tapir
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Wait it's that simple? god damn it, i could have done this my self -.-

clear yew
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yes

frosty pendant
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XD

clear yew
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that simple

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Ohhh, wow, I didn't even notice that there are keys for materials...

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i made a bookfor seome like that

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she can swap the pages with a gesture

small tapir
clear yew
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Yep, that works perfectly~ Thanks, Svel. ❀

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yep

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πŸ‘Œ

small tapir
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Thanks now i know how to change the eyes πŸ˜„

violet kraken
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every time i want to rotate my spine and chest it resets the rotation

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any ideas ?

clear yew
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i think you can't move the bones used by the rig

violet kraken
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it works with the muscle animation editor but the rotation isnt enough

night crescent
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Some animations show the character moving and spinning around, but in vrchat it doesn't look like that at all. Do i have to do all that manually?

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Also, if there are any good free animation packs let me know 😊

violet kraken
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when you animate a model as always but its still in tpose kinda wanna kms rn

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yo my humanoid rig is animated but it doesnt move a thing on the normal model ?

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animation and everything is right

obsidian vigil
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Wot

violet kraken
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it literally stays in tpose wttttfff

obsidian vigil
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When animation is triggered?

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*emote

violet kraken
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nah in unity

obsidian vigil
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Drag the animation on there again

violet kraken
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wait i just use the animation model fuck it

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never had a problem like that lol

obsidian vigil
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Ok xD

waxen hound
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so in vrchat if i want my defualt hands relax to be more closed. i just do an animation and set it up in the overider? the current hand are stretch out to wide and don't look good relax. or would that be set up on the base model in unity or a sepearte model? i guess it be considerd idel hand? on vive

chilly vapor
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you on an oculus?

waxen hound
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i'm on vive

chilly vapor
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then yeah, should be idle hand. I know for oculus users, it tends to default to the grip animation when you push nothing

waxen hound
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ok i'll look up idel aniamtoin tutorial then

chilly vapor
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downside is that the idle hand animation is just part of the normal idle stand as far as im aware

scarlet arch
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Hey guys, what's the main reason my custom override finger animations could be doing some weird looping?

chilly vapor
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looping in what way?

scarlet arch
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SO I've got an overide which makes the fingers point + changes my 2d eyes

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and it keeps alternating between resting and the animation

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I'm testing it on desktop and my other animation works fine

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Trying to get a gif of it :/

chilly vapor
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did you remember delete the last frame, and copy the first frame?

scarlet arch
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oh woops yeah

chilly vapor
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or should i say override the last frame with the same data as the first

scarlet arch
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the last frames are there

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thanks dood

chilly vapor
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np πŸ˜›

waxen hound
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ok so i notice one major flaw in unity but maybe this has to do with the rig hand set up. vs a hand in real life. i wnat to tuck the thumb more under the palm of the hand but i can't go any higher in the - numbers in the animation. :0 same thing for relax pose. would i have to set that up in blender maybe?

livid socket
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The animation itself is just set to deactivate the sword on theback of my Avatar and add a sword to the hand of the Avatar

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Could it be because the sword at the back has it's own skeleton?

wise rover
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I think you need to have two sword objects on that avatar.

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one on your hand and the other on your back. the hand one will be invisible in idle state and in animated state the one on your back will be visible

livid socket
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@wise rover The swords are two different Objects

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@jovial rain Thanks, I'll try that!

wise rover
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oh

livid socket
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@jovial rain Unfortunately that didn't work either...

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Now both swords are gone and it still bugs out

livid socket
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don't worry about the missing parts, I use the same animation for two Avatars which have differently named bones

clear yew
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Question, anyone know how to add animations to your model? As in like walking and running. I try going to the custom override template and change it to the ones that are in the VRC SDK, but those seem to be only for a male model and don't work with my model. Maybe I need a female locomotion pack? I've tried mixamo but trying to display the animation just leaves my model floating in space and not moving. Any help would be appreciated!

slim sparrow
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@clear yew animations should work fine

clear yew
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Hmm, then I'm guessing it doesn't like my rig or something?

slim sparrow
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If you're gonna use animations from Mixamo, you need to make sure that the imported fbx is first rigged as humanoid. Then the animation will actually use muscle groups instead of absolutely moving bones

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So just click on the FBX, change the rig to humanoid and apply. Then you're done

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You can then duplicate the animation so it's no longer inside the FBX

clear yew
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I'd just like to have running and walking animations so it doesn't look so weird when I walk around

livid socket
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@jovial rain yes just a few keyframes.

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@jovial rain But it seems to be working now, although I've done nothing at all...

clear yew
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Ah, I see. Well I have several animations that I've pulled together but some don't seem to work. They will display in the preview with my model, and they can be added to the custom override animations, but they don't play in game

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Should I try and make a controller for each animation? What do they do?

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I'll try that then.
Hmm, how would I fix that? I've set up all the animations to the overrider and applied it to my character before, but they never show up in VR Chat. Emotes do, but not running animations and whatnot

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Inspector, where would that be? The descriptor?

cursive moon
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The inspector is the right hand tab (by default) on Unity when selecting something

clear yew
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Ah, right, what would you need to see under it? There are alot of scripts there

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I've added my custom override controller under the avatar descriptor for both the standing and sitting animations

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Hmm, doing some research online and it seems that because I'm using a vr headset those animations will override whatever animations I set? I'm not sure if it's true though

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Hey guys

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Are invisible particles still seen by the cpu?

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I could probably test that in unity nvm

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Well, the animations work fine in desktop mode. So it's just because I'm using a headset

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No

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If you enter standing mode and sit on the floor it shouls work

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aaah, I see now. Thank you!

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Sitting in a chair wont work

obsidian vigil
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is it possible to use on collision in a particle system to emit sub particle systems if it hits a player?

clear yew
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I've been trying to add like a running animation for when I'm moving around in roomscale mode because it looks so strange with my arms being completely still while running

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saves a lot of manual hand posing

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Thank you! I appreciate the help

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it was a lifesaver when adding markers and gestures

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Mhm, I already have all of the gestures replaced with facial animations

obsidian vigil
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omfg

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i managed to do a pokeball spawning an eevee

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im so happy rn

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now to test if it goes insane for some reason

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and it did...

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@slim sparrow Can a local particle system emit world particles?

slim sparrow
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Dunno

obsidian vigil
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rip

signal dove
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With the Animation component, can I have two different animations going at once?

clear yew
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Ok

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So apparently you can make people lag with invisible particles

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Lol

wide egret
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There's like a million bones.

lilac cave
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arent thoose just arm modifiers?

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you can usually just leave em just dont have em assigned as anything

dawn shale
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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

vivid pond
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Is it possible to treat a whole prefab animation you created as one object
Eg I have a large glowing ball made of 7 animations and want that to act like a bullet fired out of a gun.
I'm guessing the velocity over lifeline module but how would that react to the animations set to bursts over rate over time in emission.
Another reason I don't want to do that is with the speed of the bullet I want half the animations would break or spawn to fast for that module to work perfectly
Also I do know I can just use the keyframes but i don't want the animation to go over the 0.3 second mark or use more then 3 keyframes because I need to use other animations after it and don't want to swap in and out of the model because it would still be stuck with the old animation

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My second guess was to make the whole thing a mesh other then the smoke but I really can't be bothered to do that

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Also as my last guess which I can't check because I'm not on pc right now
If you created a small invisible particle and connected everything to that would it drag everything along with it as they are now sub particles to it or would the velocity over lifetime module only move the invisible particle instead

lilac cave
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@dawn shale set the animation you are using to make that pose as idle in the vrchat controller duplicate you made

dawn shale
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I'm not using an animation, that's what the original model pose looks like in blender

lilac cave
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and put that in idle animation in the sdk

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ok i dont know how to do this but youll need to export the pose as an animation in blender

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once youve done that, the model should have something|armature|something as an animation on the imported model

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you set the character as humanoid, make sure that assignments were correct then hit edit in the inspector

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scroll till you find mask, create from this avatar, make sure everythings ticked

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rename it so it doesnt have |'s

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duplicate

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make sure youve got loop pose on btw

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i think

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anyway its just the first loop option

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then you go into animation

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select the avatar your working on

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animator, new animation clip (if it doesnt have one)

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and in animation you can just drag the idle animation

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and make sure everythings all g

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then you can assign it to the controller (vrchats)

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also, im pretty sure that vrchat ignores rotation t or q or whatever it was

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so if when you delete the the avatar isnt facing straight ahead you need to rotate the armature

ionic ridge
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when I look down in-game my magic rune gets smaller, any fix?

lilac cave
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all your weights add up to 100, not over?

devout cave
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@ionic ridge chang the maximum particle size in particle systems renderer

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Anybody know how to anchor an audio source to world like a world particle?

wide egret
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What is life... I also need shapekeys from them...

obsidian vigil
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@wide egret Polycount?

wide egret
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80k.

obsidian vigil
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it splits at about 65k

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decimation needed

wide egret
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Oh alright.

obsidian vigil
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^^

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but dont go like 64 k

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it split for me on that number already

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try to aim for 60 and look if it works ^^

clear yew
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eehfdkjashdahsdas

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i cant remember how i did it

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i want to spin spheres in a circular loop

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and for it to maintain a 3 dimensional sphere particle

obsidian vigil
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eh

clear yew
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to spin around my wrist

obsidian vigil
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cant you

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select a starting point

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do them exactly on the opposite side

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for the inbetween frame

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and on the end frame copy the start

clear yew
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wait

obsidian vigil
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then it should be continuous

clear yew
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have 2 sets of particles

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?

obsidian vigil
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wot

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i meant objects xD

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umm

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particles

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right...

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eh

clear yew
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i want to spin orbs around my wrist

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without them being flat circles

obsidian vigil
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what about particle system that spawn a single particle

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no emmission

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no speed

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and you put them on an empty object

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which is the one you animate

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and that empty object is inside your hand

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thats how id approach it

clear yew
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but it will be flat

obsidian vigil
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?

clear yew
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i dont want it to be flat

obsidian vigil
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no

clear yew
#

what

obsidian vigil
#

what do you mean by flat

clear yew
#

well

obsidian vigil
#

thats a shader thing

clear yew
#

the billboard view

obsidian vigil
#

are you using particle shaders?

#

try selecting particle > additive

clear yew
#

yeah i use additive

obsidian vigil
#

hmmm

#

so the texture is like flat

#

what you could try is

#

rotation over life time

#

and just set and insane amount

#

so it spins quickly

#

no guarantee tho

#

xD

#

Β―_(ツ)_/Β―

clear yew
#

hm

#

well

#

it's essentially an orb

#

but its a 2d png

#

i can get it to spin around an object

#

but it loses its 3d depending on the view

obsidian vigil
#

hmm

clear yew
#

i think i remember

#

i think i had to add a subparticle

#

its subparticle i just need it to spin

#

start speed 0. shape circle. emit from edge

obsidian vigil
#

good idea

clear yew
#

it works

#

πŸ˜„

obsidian vigil
#

neat

frosty pendant
#

Does anyone know how to toggle objects on avatars with an emote? Have seen it done but i dont know howπŸ€”

slim sparrow
#

@frosty pendant

#

You can enable/disable objects inside animations

#

I recommend looking at some Unity animation tutorials

frosty pendant
#

I don't mean gesture overrides.

slim sparrow
#

It's the same concept

#

You enable/disable stuff in animations

#

Custom animation overrides aren't just gestures

frosty pendant
#

So that you can toggle stuff permanently? Like turn a weapon visible / invisible with an emote?

obsidian vigil
#

hit record button tick box untick box done

slim sparrow
#

Oh, you mean you want the toggle to persist after the emote is done?

frosty pendant
#

Yup

slim sparrow
#

I was actually wondering that myself, but I don't think that works

obsidian vigil
#

eh

#

you could attach a world particle to your hand

frosty pendant
#

I know that it works somehow

slim sparrow
#

I mean, I have actually gotten that to work accidentally

obsidian vigil
#

which has a rigidbody and fixed joint

slim sparrow
#

I have a coffee cup in my hand by default, but I can remove it by making a fist gesture. I made an emote which puts it back into my hand. After the emote is done, the cup is still in my hand.

#

I don't know why or how it works

#

But I assume it's because the emote is just restoring the default state

obsidian vigil
#

rokk hax

#

xD

#

gimme

frosty pendant
#

That's just a world particle that's easy but I want to toggle like different weapons with emotes

obsidian vigil
#

yeah thats what im saying

#

for every weapon spawn a different world particle

slim sparrow
#

I mean, normally at the end of an emote, you disable the object again. You could try simply leaving it enabled in the last keyframe, and see what happens?

#

If that works, you would have made quite the discovery

obsidian vigil
#

i never disable at the end o.o

slim sparrow
#

I doubt it works like that, but we'll see

obsidian vigil
#

because it reverts automatically

slim sparrow
#

Oh, damn

frosty pendant
#

It can't be a particle I have stuff attached to them xD

obsidian vigil
#

rip

slim sparrow
#

Well, not necessarily

obsidian vigil
#

then best solution is probably adding all of them and switching through

slim sparrow
#

Why do you want it on an emote anyway? Just use gestures

frosty pendant
#

I just saw someone toggling objects he used with emotes

slim sparrow
#

You should ask him how he does it

#

Maybe he has the object on an emote and a gesture, and he activates the gesture in the emote?

frosty pendant
#

That's what I want to find out xD I thought maybe someone here knows how xD

obsidian vigil
#

cant you use the animation controller to do it

#

by switching to a new idle where its active

#

after the emote

wary parcel
#

Have tried to research into the activation of objects permanent, and have not found a way to do this yet. Im missing the ingredient to activate an Animator Component from an animation, to make it work the animator component cannot me turned on by activating the object it is attached too, the object needs to be in enabled state.

slim sparrow
#

I don't think you can switch out animation controllers

#

@wary parcel you cannot activate Animators from inside animations unfortunately

#

But I think you can enable/disable legacy Animation components

wary parcel
#

I know, but scripts can do that

slim sparrow
#

You can enable/disable objects with animators on them, though. You could make a duplicate of the object that has an animator on it

#

Yeah, but we can't use scripts

wary parcel
#

But we have no way of using scripts

slim sparrow
#

Animations can't do it, so we're basically stuck

wary parcel
#

The object has to be enabled for it to work.

#

But you can have like several weapons on one emote by changing the states with animators

#

I would like to see the trigger sustem implemented in the avatars

#

This would open up a whole different world without adding the script hell*

#

And we could make our own keys and buttons and states for each animation

#

I dont know why this is not supported by avatars 😦

frosty pendant
#

Or just enable the difference between left and right hand gestures

obsidian vigil
#

@slim sparrow you dont need to

frosty pendant
#

It is inside the code but it can't be used...

obsidian vigil
#

ive seen people switch idles states in one controller before

wary parcel
#

Ye, i guess you can do that.

obsidian vigil
#

Then they should have 1 emote which switches between idle states

#

and boom

#

and another which reverts back to original

#

or 1 for each weapon

frosty pendant
#

Then I have to look into animation controllers I guess xD

slim sparrow
#

Wait, are you sure you can just switch out animations in your animation controller?

#

I know for a fact that you're stuck using the controller + overrides that VRChat provides, but can you still swap out animations?

#

Because swapping out idle animations seems like something I would appreciate

lilac cave
#

same here

obsidian vigil
#

Not 100% but someone did it

surreal crater
#

@slim sparrow Just make a duplicate in unity by pressing ctrl+d

slim sparrow
#

Yeah, but I mean

#

I don't think you can swap them out

lilac cave
#

i doubt you can swap controllers;;

obsidian vigil
#

someone did it

clear yew
#

so i made an animation overide but it wont go away now it sticks and sits and every gesture i do activates it

lilac cave
#

if its one you trigger by doing a hand gesture and its more then 2 frames long theres your problem

glad hinge
#

Is there a way to keep default hand gestures when making a new animation override for something?

#

Instead of having to re-pose it

lilac cave
#

copy and paste

glad hinge
#

Currently when you start a new animation, the hands of avatars start in open hand

#

hm

slim sparrow
#

Yes, that's true

glad hinge
#

Where can I find those animations though?

slim sparrow
#

There is no way to keep the hand gestures, you have to re-make them yourself

glad hinge
#

What to copy and paste

lilac cave
#

in the ones you made

slim sparrow
#

You cannot find them anywhere, at best you can find something online that includes the VICTORY sign

glad hinge
#

Hm dang

slim sparrow
#

Muscle Animation Editor makes this a 10-second job, FYI.

lilac cave
#

oh thats what you mean

glad hinge
#

Seems pretty tedious to have to assign each value to re-pose a hand

slim sparrow
#

You only have to do it once, after that you can keep copies of the animation.

glad hinge
#

Well for multiple

slim sparrow
#

It's also literally 10 seconds work with the Muscle Animation Editor. Seriously, having to manually add every finger property is irritating

#

Definitely a failing on Unity's part IMO

glad hinge
#

Yeah

#

So theres no way to just pose them manually?

slim sparrow
#

But nowadays I just click "Add All" and move some sliders around. Easy peasy

#

Well you can

glad hinge
#

Like it would be so much easier if it just worked like any other 3d program where you just pose the fingers by rotating/dragging them around in 3d port

slim sparrow
#

But like I said, you'll have to add all the animator properties yourself. Add property->animator->(finger spread/stretch)

glad hinge
#

Yeah well thats what I do now, which is tedious

slim sparrow
#

Yeah, Muscle Animation Editor allows you to do exactly that. Unity by default does not, unfortunately

glad hinge
#

Ah dang

delicate jacinth
#

Added a mesh in blender and now my avatar wont jump down in animations but everything else i added does, help?

slim sparrow
#

What do you mean won't jump down?

delicate jacinth
#

see the mask did jump down

vague moat
#

Can somebody help me with Animation?

slim sparrow
#

I think you might have called the mask Body by accident?

#

Unless you merged the meshes

vague moat
#

How can I make AudioSource for animation louder?

delicate jacinth
#

mask is added in unity and have a seperate name for the body

vague moat
#

I have a AudioSource set for an Animation but its very quiet, yet volume is 1

slim sparrow
#

Volume is set to 0.5 by the game, and given a custom rolloff too

#

Make the sound itself louder maybe

vague moat
#

What is rolloff?

slim sparrow
#

It defines how quickly the sound becomes quieter as you move further away

vague moat
#

What would be best rolloff then?

#

I don't really understand how it works, ive seen others have it and its amazing.

slim sparrow
#

Older SDK versions I think

#

I dunno

#

There are other ways that I probably cannot mention here

vague moat
#

ohh

slim sparrow
#

@delicate jacinth could you screenshot what the mask looks like in your hierarchy?

#

And does the shape key still work in Blender?

#

Multiple meshes with the same name inside your avatar will probably break stuff either way, just an FYI

delicate jacinth
slim sparrow
#

The gun is parented a little weirdly, you might be better off doing that in Unity instead.

#

I'm not sure how this even works

#

Is that Sub Machine Gun another object/model that you put in there in Unity? Or a separate mesh? It seems to be expandable

delicate jacinth
#

the gun under wrist is the old attempt of animating guns, but it was impossible to position correcly in unity so i made a seperate shapekey in blender to both position guns and fingers

slim sparrow
#

Ah, so it's an older object. Got it. Could you try removing that first?

delicate jacinth
#

does not work :/, its the second model i have this problem on after adding something in blender

slim sparrow
#

You should probably do this stuff in Unity instead. Are you 100% sure the shape key still works in Blender?

delicate jacinth
#

yeah everything works except its a bit hard to see what you are doing if you cant see what you are doing :p, ill just do as i did last time and take the version of the model that worked and do the animations on that then just put it on the current model

vague moat
#

Do you know guys know where by chance i could find the Animation which is commonly used in VRchat "Take On Me" dance?

obsidian vigil
#

@slim sparrow how to make a panosphere visible on the inside?

#

its only visible from outside

#

help please

slim sparrow
#

Never heard of a panosphere

#

So no idea

#

You'll want to turn culling off in the shader or set it to Cull Front

warm salmon
#

hey has rokk blocked me?

#

sure seems like he has

clear yew
#

Pose to shape key

wise rover
#

how would I go about making a particle effect in which crows just fly out in random directions?

slim sparrow
#

Get a crow mesh/texture (depends on whether you want a 2D or 3D effect), set the renderer appropriately. Emit in a dome.

#

Crow must be one material if you're going for the mesh route

vague moat
#

Anyone knows how to get or make "Take On Me" Dance animation?

clear yew
#

@lilac cave then how do people do animations that are long er than 2 frames?

slim sparrow
#

Emotes, or they spawn a copy of their model that is set to do the animation on wakeup.

#

@clear yew

#

Or they activate an Animation component that then plays the animation

vague moat
#

Anyone here can help me with Audio for Animations?

clear yew
#

@slim sparrow so there is a way to play a multiframe animation by triggering it with and overide?

slim sparrow
#

Yes, in the ways I said

#

You can enable a duplicate of your own model and have it play the animation. Disable your own skinned mesh renderer to make yourself invisible while doing it

#

You can also convert the longer animation to Legacy (look it up, it's a pretty well-hidden process), then put it on an Animation component.

#

You can then enable the Animation component whenever you need the legacy anim to play. Chances are that this won't support muscle movements though.

#

I haven't tried these types myself, people usually use animation components for blinking

clear yew
#

i use legacy alot i just mean for like a death ball if that makes sense it grows and shrinks and then regrows i just want to be able to trigger it so my hands dont get stuck because its a particle system

gentle skiff
#

can someone help me i am trying to have my avatar take its own head off

slim sparrow
#

Sounds interesting

#

So uh, what are you stuck on exactly?

#

You'll probably want to hide your own head and spawn a copy of your head in your hand. Do this in a gesture or something.

clear yew
#

so he will need to separate the head from the body in Blender, so he can actually just have the model of the head

gentle skiff
#

i have done that but will i need just the model with out the head?

slim sparrow
#

Well, you will probably want to have both the head and the body on by default. Then in a gesture, disable your head and enable a duplicate of your head that's in your hand.

#

Keep in mind, the head in your hand needs to be named differently, VRChat gets confused when any two meshes have the same name. Disastrously so.

clear yew
#

you can't hide the head on the main model unfortunately

#

or if you can i didnt find a way yet

#

so you'll need a headless model and import a separate head model

clear yew
#

I guess i found out a way but i just need to find a way to call the animation when i do rock and roll

molten elm
clear yew
#

at the bottom left what dos it say, also do you have dynamic bones on it?

molten elm
#

Bottom left?

clear yew
#

interesting

#

when you try moving it does the text change

molten elm
#

nopes, still grayed out

slim sparrow
#

How do I get a particle system to emit a random mesh from a list of meshes?

#

I have a few variations of playing cards that I need to randomly choose between

clear yew
#

Im not sure on both accounts sorry

molten elm
#

No problem!

slim sparrow
#

Uh

#

I'm pretty sure that in Humanoid rigs, you cannot move any of the mapped bones yourself. @molten elm

#

You have to use the animator muscle system. Do you have any reason not to do so?

#

If you want that degree of control over the bones, you have to at least unmap the thumb

molten elm
#

Yeah cause it makes the fingers look weird, and gives you less flexibility to make the hand gestures look more natural

slim sparrow
#

That's probably because of incorrect weight painting or the muscle values can be adjusted further

#

You can make them rotate more if you want, check the muscle settings in the rig.

#

Otherwise, your only other option is to unmap the thumb

#

Then you can freely move the thumb bones

thick olive
#

hey quick question for yall how do i make a glow trail on a weapon like the glowsticks in the night clubs?

slim sparrow
#

Trail Renderer component

thick olive
#

thank you! is that on the asset store?

#

never mind lol

molten elm
#

How do I make them rotate more exactly?

slim sparrow
#

In the muscle settings of the rig, you can fiddle with values and stuff

#

Like minimum/maximum twist and spread

#

Go to the rigging thing and click on hand

torn pawn
#

q: i have a particle system of 520,8 duration before this currect system, if I want it to play for exactly 520,8 and after the first, do I need to set duration to double the 520 or it can be 520?

#

i have 3 systems, 1st is 520 duration, 2nd has the delay of first and plays also for the same duration

#

so for 3rd system, the delay will be 1st+2nd lifetime, but what about duration? is it 1st+2nd+3rd lifetime? or just 3rd lifetime alone?

#

could just test it with much lower values tho

slim sparrow
#

Argh, I just can't figure out how to get a particle system to render a random mesh from a selection of meshes

#

Or how to have something that's equivalent

#

Or even just a different material on the same mesh for all I care

torn pawn
#

u can use particle sheet with random frame ?

slim sparrow
#

Well, they need to be 3D meshes, would that work?

#

Oh, I get what you mean

torn pawn
#

i mean if u want to play random pictures for example, you can use a particle sheet that has "play random between two constants"

#

or whatever that tab had

#

i use that to place a random pic of pantyshots 😏

#

tho "random" means it can repeat

slim sparrow
#

That's fine

torn pawn
#

now i made a tv that plays full eva episode at 4,8 fps vrpill

slim sparrow
#

I got a thing that will take a random part of the texture, now I just gotta get the tiling right. It's one huge atlas with all kinds of playing card textures

torn pawn
#

time to watch everything and check if it's in sync

#

i managed to get everything in 3 sheets

#

just worried how long it'll take to load my avatar for other ppl lol

slim sparrow
#

Err, is there a way to have a particle system emit something in an animation?

#

I want the particle system to stay active, but emit a bunch of particles when an animation says so

red linden
#

you can set rate over time to be zero to not have it emit anything and then when you want it to emit something change the value in an animation

wraith bolt
#

Hey guys, I have some questions and issues that you may be able to help me with. I have a set of animations I'm trying to use as emotes, and the animations are coming from a MoCap, using a different skeleton. Now, using the animations with my Avatar, it looks awful. The legs are clipping and its floaty. Now, when I enable Feet IK either in the preview window, or if I run it as an animation just in unity, it looks fantastic. IK Fixes a lot of issues the model had with legs clipping and not hitting the floor. The real problem is I cannot get it to translate to VRchat. I run the Emotes, and they obviously have IK disabled. Any help? So far I have modified the Animation controller Emotes, and IDLE, as well as IK Passthrough. Still nothing.

torn pawn
#

be sur ethat u have 3 fingers assigned on each hand for IK to work

#

i dont remember which ones need to be, I just usually make all 5 to be sure IK works

wraith bolt
#

Um...

#

Its the foot(feet?) that are not cooperating.

#

Basically unity knows IK is on, but Vrchat refuses to use IK for emotes. Trying to override that or something

torn pawn
#

does your avatar have 3 fingers assigned in each hand? y or no

#

if yes, then ignore me

#

if not, then u need 3 fingers in each hand

wraith bolt
#

Sorry for my ignorance, but I think so? It has 5 fingers rigged up, and they work via emotes, but I'm not sure if they are 'assigned'

#

Like, I 'have' fingers lol, but I don't think they are assigned in any way

torn pawn
#

k then it should be all good, ignore me then

#

i mean, "all good" in a sense that it's not this problem πŸ˜„

wraith bolt
#

Thanks for trying lol. Theres a little box that allows you to activate Feet IK, to make the feet of the avatar not clip through the floor. It works VERY well, but its just a preview and I have no actual idea how to implement it

#

Seems like changing literally anything on the CustomAnimationController does nothing.

torn pawn
#

i personally haven't messed with emote overrides

wraith bolt
#

I'll try again tomorrow. I've spend like 12 hours on this today

torn pawn
#

yikes

wraith bolt
#

Spent money and time on models and MoCap

#

And it works SO well in unity but then VRChat just takes a massive dump lol

torn pawn
#

did u check this one?

#

hmm, i think sadly they work with generic avatars

wraith bolt
#

Eh, thats probably not what Im looking for, thanks however. Any help is help!

torn pawn
#

i guess 🀷 I hope you do find a solution for your issue

#

i know too well how frustrating it can be

vapid cipher
#

Hey guiz, any way i can make something else move its mouth instead of my character?

obsidian vigil
#

eh

#

@vapid cipher yes

#

make shapekeys for what you want to move

#

as an example, if you know zoidberg

#

you would make 3 different poses of his mouth tentacles

#

these would go where theres normally mouth shapes

#

in the visemes creation

vapid cipher
#

okay ,ty.

obsidian vigil
#

@torn pawn can i use that for animations?

torn pawn
#

i have not checked it so idk

obsidian vigil
#

keyframing my own movement

#

hmmm

#

i really need to try that

clear yew
#

Is there a way to make blendshape keys that makes a material brighter?

#

So when I talk, a part of me starts glowing.

torpid light
#

You could try making a shape key that modifies vertex colors

#

your shader is going to have to support vert colors though

clear yew
#

Would the standard shader work or do I need to find shaders that are specifically for that?

torpid light
#

i don't really know

#

i'd throw a cube with vertex colors thrown on it and find out

#

into unity

clear yew
#

That's a start at least, I'll be trying that. Thanks. o/

torpid light
clear yew
#

Ahh, thank you very much. πŸ™‡

obsidian vigil
#

ok, ive got an idea

#

could i do an animation which shoots out 1 world particle with high speed

#

that collides with the world

#

and on death splits into 2

#

that one splits into 4

#

etc

#

would that lag a lot

#

or is that doable

final gazelle
#

unity blendshapes can be made to modify shaders? i thought they could only be used on whatever's imported from blender, which seems to mostly be vertex movements

covert flare
#

Can anyone help me fix my avatar's problem? You see, whenever I make my own animation and use them on my avatar, it always disables the lip sync. I'm not sure what causes it.

clear yew
#

@obsidian vigil doable and very laggy

torpid light
#

@final gazelle no they can't, but vertex colors are a part of the model so that does come from blender

slim sparrow
#

Someone in here earlier said that you can switch out idle animations in other animations

#

I tried it out, seems impossible

#

You can't switch out the "custom standing animations" field in a gesture or emote for example

#

And you cannot edit the custom override to use different animations either

slim sparrow
#

Yeah, it seems 100% impossible. Can't change the avatar descriptor's animations, can't really do anything else to swap to another idle animation. Not sure who claimed this, but I guess he was wrong

clear yew
#

you can't swap the animations yet

#

only thing you can do is swap models with different animations

night crescent
#

any good dynamic bones tutorials?

vague moat
#

Hello, Could someone explain me, How can I Join multiple animations?

frosty pendant
#

does someone know how to disable nametags in an effect? i saw someone using a fog like effect and the nametags were disappearing in the distance

clear yew
#

just a shader with a render queue above 3000

frosty pendant
#

so i have to put like a box around me with that shader on?

slim sparrow
#

Yeah

#

For best effect, you'll want a large box over your head, not around your char

#

Otherwise you'll disrupt menus and stuff

clear yew
#

i don0't know if it's true, but since more than 3000 render queue will block the UI, you may get a tempo ban

frosty pendant
#

i want to do kinda like that disappear in the distance thing so i guess i have to put boxes far away?

#

ah ok good to know

clear yew
#

because if you block the menu, people can't leave or mute or block anyone

frosty pendant
#

yeah... happened to me before

ashen sedge
#

Really depends if it's being used maliciously

#

Like the golden rule in the community guideline says, "Be Excellent to Each Other", so as long you don't bother people with it then it's fine

frosty pendant
#

yeah its for a kind of creepy murder style avatar and that would be an awesome effect with the fog and stuff

torn pawn
#

it's cool until you drop ppls fps to 15

wise rover
#

as long as you optimize the hell out of it you should be fine

torn pawn
#

implying that people actually care or do it

#

maybe 1 in 100

wise rover
#

I've only met a handful of people who optimize their models... I'm not one of them

#

is there a video I can watch to completely relearn long-running animations in vrchat? I did an animation a few months back and since I did it completely wrong, it's now running in the background. specifically in terms of particle effects that make the illusion of keyframes

frosty pendant
#

so for me i take my time with avatars... i have some friends with not so good pcs and thats why i try to get the models as optimized as possible before using them

slim sparrow
#

There's little you can do in terms of optimization on your avatar, usually

#

Minimizing the amount of dynamic bones will help. Texture atlasing will help, too. Other than that, it depends entirely on how fancy your avatars get

#

You don't have to worry about optimizing particles if you don't have any particles

#

The biggest impacts of your avatar will not come from your avatar itself, but from everything surrounding it

#

Just existing in a room will cost performance

clear yew
#

I should stop existing so I don't bother anyone anymore.

#

No

#

You should make your avatar emit 50000 particles

#

:)

#

burst mode

#

every 0.01 seconds,

#

spawn 50k mesh particles

#

absolutely perfect

#

add some distortion to it and you are set

#

Lol

rapid cypress
#

Oof

#

Simulating that in my mind makes my bones hurt

slim sparrow
#

Is there some weird maximum to the amount of mesh particles or something?

clear yew
#

no

#

i can spawn 1 million particles mesh that uses a 20k poly model in a burst of every 0.01 seconds

#

and nothing can stop me from doing so

#

because there is no limitation to particles in vrchat

slim sparrow
#

Weird, I got some strange results where my emitter would just stop emitting, even in unity

#

For a few seconds

#

But only for meshes, and only with high amounts of particles

clear yew
#

be careful

slim sparrow
#

Anyway, that doesn't really matter, it was too many particles anyway.

clear yew
#

if you try to spawn too much in unity

#

it will crash

slim sparrow
#

It was less than 50 at a time

clear yew
#

you are more than fine

#

50 is nothing

slim sparrow
#

How do I get my world particles to follow the rotation of its parent?

clear yew
#

rigid bodies and fixed joint

slim sparrow
#

Seems like as soon as I set it to world space, it just ignores rotation

torn pawn
#

@slim sparrow ill dm u shader for it, not sure if it works 100%

clear yew
#

yeah, because world particles will follow the world orientation

#

not yours

#

except mesh particles

#

those are fucked

slim sparrow
#

Rigid bodies? How does that work? The emitter is already inside a game object that I put a RigidBody component on

#

Oh, it is a mesh particle. Is there no way around that? I've seen people properly do bullet casings before

clear yew
#

basically

#

if you want to shoot from your hand

#

you put a rigid body on the wrist bone

#

create an empty game object parented directly under your model

#

and give him a fixed joint connected to the wrist rigid body

#

and you parent the world particles to that game object

#

the game object must always be active

slim sparrow
#

Oh, that's how it works. Aright then

frosty pendant
#

could someone help me with a particle problem i have? the collision of particles works in unity but in vrc nothing is happening...

torn pawn
#

how is your collission set up?

frosty pendant
#

i have one particle system to detect it and another one to show particles. its for a blood splatter when i hit someone with a knife

vocal isle
#

Hey, so this question has probably been asked to the point of exhaustion by now, but can anyone please tell me how to get an object in an override to stay put while the avatar is free to move around it?

#

I know it requires rigid bodies, but I can't seem to get it to work. I just don't know how to use them.

round crater
#

How would one go about creating or obtaining Dio's time stop animation in unity?

vocal isle
#

Thanks to @clear yew for the help, thought I'd say so that I don't get multiple responses now, lol

#

Their name was rowrr, not sure why it says 1001, but oh well

rapid cypress
#

Wooop

vocal isle
#

oh, I see, im just new to discord, sry

clear yew
#

@vocal isle np!

rapid cypress
#

All good lol

clear yew
#

there is fancier methods that let you angle your mesh exactly, this one just uses world orientation

torn pawn
#

there's joint approach and world particle mesh

clear yew
#

search for world particle mesh in this discord for the fancy one

torn pawn
#

particle mesh is better one imo if u dont need it animated, it has to be 1 material tho

#

and if u plan to use more than 1 world mesh particles that spawn at the same time, they can misalign very easily

clear yew
#

I animated it with shaders

torn pawn
#

i mean yea.. u can use shaders

clear yew
#

but yeah, 1 mesh and 1 mat

torn pawn
#

but as in form of having an object with actual animation

blissful grove
#

Does anyone know why I can find animals animation

#

I have all animals from GTAV and I don’t know how to make them move

slim sparrow
#

How do I get a world particle to properly follow the position and rotation of its parent? Is there any other option than messing around with joints?

torpid light
#

If you want a world particle to follow the position and rotation of it's parent, then you don't want a world particle, you want a local one

slim sparrow
#

I mean

#

I want it to be emitted from the right place, from its parent. For some reason, it isn't doing that

#

Once emitted, I want it to ignore the parent's position again

clear yew
#

i really don't see any other way than rigid bodies and fixed joint

slim sparrow
#

Is there a guide on that somewhere, perhaps?

#

I forgot where I put which part

clear yew
#

search Vrchat world particle in youtube

#

you should find some videos about it

wraith bolt
#

Hey guys, does VrChat even recognize custom animation controllers on a humanoid rig, or does it override it entirely?

jade kraken
#

soooo

#

whats a .c4d file

#

and how can i use it

#

cuz i got a pack of animations for somethin, but they come in .c4d format

wraith bolt
#

What programs do you guys use to modify animations?

jade kraken
#

mmk

#

ech

#

whys it 4.1 gb for a demo vers .3.

#

ech i just wanna import abunch of ripped animations to Unity to use dangit x3

#

dont wanna install a big-ass program just to do so

hexed fern
#

does anyone know anything about hkx, uv-animation,material-animation files or cemt files?

slim sparrow
#

Alright, so I got the world particle to work in the right place

#

But it's still not following the rotation of the finger. It's always facing the exact same way, no matter how the model is oriented.

#

Simulation space is world, scaling mode is hierarchy.

#

Should I change the scaling mode?

lone raven
#

Trying to add a oof sound emote.

#

But before i can finalize it that pops up.

slim sparrow
#

When you add an audio source, it does that

#

Remove the ONSP audio component

lone raven
#

Got it, thanks.

hexed fern
#

does anyone know what a .cemt animation, uv-animation or material-animation file is?

wraith bolt
#

Okay. So. Crazy Idea since I cant get this s*** to work. Can I record the animations that are playing in my Unity Scene?

hexed fern
#

and a hkx file

wraith bolt
#

VrChat overwrites any custom animation controllers, and I need a custom animation controller to enable foot IK to fix my animations.

#

So. Instead, can I record the scene itself into an animation file?

hexed fern
#

damn sonic forces has the animation files in wierd formats

slim sparrow
#

You can override individual animations

wraith bolt
#

I know, but that way does not give the option for Foot IK

slim sparrow
#

Damn, my world particles are still aligned in the same direction

wraith bolt
#

I may be inbetween your guys' conversation, sorry lol

hexed fern
#

i REALLY want infinite's cool ass smoke effects, but they're in formats i can't open i found a thing for converting teh.hkx fikes but they still get converted to a odd format

wraith bolt
#

"GameObjectRecorder"

#

That might do what I want

jade kraken
#

@hexed fern lol same here bruh

#

gotta download a like

#

4.1 gb DEMO to import these into Unity

hexed fern
#

0-0

#

i can do that

jade kraken
#

unless theres some program that convers .c4d to FBX

hexed fern
#

i got over 600gb of storage left

#

and around a good 6-10gb worth of flash drives

jade kraken
#

no i have spacew

#

im just annoyed i gotta install it just to get some animations in

hexed fern
#

f*ck

#

i cant find one to convert it

#

they say you can open it with a program called cinema 4d (but this is for the .cemt files iirc) which there arent alot of

jade kraken
#

YEP

#

thats what im downloadin

hexed fern
#

if you convert them and they work can i send you the animations i want?

#

OH

jade kraken
#

well the thing is idk how TF you even use animations anyway x3 so i could try to convert i guess

#

mayb

hexed fern
#

the uv-anim files are for maya

#

πŸ˜„ i have mmmaaayyaa

jade kraken
#

eh might as well get the actual MODEL for the dude i want

#

x3

slim sparrow
#

Alright, my world particles still aren't rotating correctly, even with the joint setup

#

It's still oriented to 1 side

#

The position is correct now though

#

Is it because the object with the joints on it is always active?

#

There's an object underneath that which actually does the particles

jade kraken
#

ugh

#

i wish the dude that packed all these animations labeled them

delicate juniper
#

IΒ΄ve got a question about Unity - Audio Source. How can I turn up the volume ? In Unity its on 1 (max) and the soundfile by itself is loud, but ingame its super quiet.

jade kraken
#

@delicate juniper cant

#

they gimped sound

#

cuz people would wander around ear-raping everyone

delicate juniper
#

But nearly every person I meet ingame has loud sounds

jade kraken
#

prob playing them through their mic

#

via like Clownfish or somethin

delicate juniper
#

no, for example I saw some "DJ-"Avatar 1 hour ago and he was playing music from his avatar. It was not ear-raping loud, but it was loud enough. On the other side, when I fire my gun its so quiet, that persons who are 2 meters away cant hear it. Or maybe hear 10% of it

jade kraken
#

like i said, they prob playing it via their mic. some programs allow you to play sounds instead of talk.

gleaming heart
#

Yo I have an animation that enables/disables audio sources and it keeps cutting off at around 160 seconds. It is working fine in unity. Does vrchat have like a max length on animation?

delicate juniper
#

Then I wolud see the talking symbol and the highlighted name

gleaming heart
#

@delicate juniper did you adjust the min/max distance of the audio source?

jade kraken
#

perhaps they have the like max distance super high

gleaming heart
#

@wraith bolt i meant in my world

#

not avatar

delicate juniper
#

@gleaming heart It's on 25 in Unity and should be okay

#

@jade kraken That could be true. Sadly I have no idea what's the best distance-setting

#

I thought 25 would be too much

#

maybe not

gleaming heart
#

Is 25 your min or max?

delicate juniper
#

max and min is 0

gleaming heart
#

make min and max like 10 on the 3d settings and onsp

#

i always had a problem with getting rolloff to sound good in vrchat so I keep min and max same

delicate juniper
#

Doesn't "min" mean where the sound "starts?" I thought it has to be inside of my character (0)

gleaming heart
#

no min distance is the minimum distance to hear the audio at full volume

delicate juniper
#

OH

gleaming heart
#

max is where the rolloff happens

delicate juniper
#

So thats the point I guess.

#

Thanks man

gleaming heart
#

np

wraith bolt
#

Is there a way to change the speed of my animations in unity? VrChat ignores the custom animation controller, so I'm looking for a workaround

slim sparrow
#

Yes, override the animation you want to change

jade kraken
#

is it possible to change / override the default Emotes with an avi? I dont have VR and it would be cool to have some poses / emotes like this thing roaring

jade kraken
#

uh

#

i imported an animation in FBX format...whys it not playing

#

when i imported it in, it imported the model its for as well

hexed fern
#

in unity?

#

if so what is the rig set to?

#

actually @jade kraken send it my way

#

i can see whats going on if you want

gleaming heart
#

Is animation trigger a toggle? After I trigger an animation and play it I transition back to my idle state but will continue through again. If it is a toggle, how do i change the parameter back after the animation?

hexed fern
#

i just discovered that the file type sonic forces uses was more widely known for being used in skyrim

jade kraken
#

ah

#

if i were to make a custom avatar (not humanoid but using animations ripped from games)

#

id use a custom override?

#

and if so whats like...NECCESARY

hexed fern
#

i honestly dont know a whole lot

#

i have tried using game animations before but mine were a bit broke

plush zenith
#

Anyone know how to have the particle itself rotate with a avatar?

#

Er.. Bit hard to explain. I guess, but like Arrow's won't face the correct direction becuase they don't rotate.

jade kraken
#

um

#

whats the name for strafing left / right in the animation override?

#

cuz it has stuff called like

#

STRAFERT45

white herald
#

rigidbodies on props: how are projectiles given force?

#

i can enable rigidbody props, but i assume they won't get force from moving your hands/avatar

#

gonna test if kinematic rigidbodies allow you to keep an object parented properly maybe

#

yep that works

#

basically trying to hold objects as normal and then "throw" them when another gesture is used as well

#

apparently freeze rotation/location isn't animatable in unity?

strange kite
#

@jade kraken if you are making a custom non-humanoid, you don't use overrides, you make the whole AnimationController yourself and put it in the main AnimController slot. You can base it off SimpleAnimationController if you need an example.

#

If you do it that way, you do not get hand tracking in VR.

jade kraken
#

k

pseudo iris
#

anyone know how to make a "mech arm"/ "robotic arm" on your back of your avatar?

#

i know that you can use Rigidbody and fixed joint but i cant seem to get it to move properly with my arm

night crescent
#

Anyone have some favorite idle/running animations?