#animation

1 messages ยท Page 63 of 1

lunar pasture
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I tried making one, it got a bit glitchy with legs crossing and stuff

clear yew
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hey guys

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does anyone know the particle settings for glow sticks

pine hinge
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quick question, how do you make it so you can place objects that stay in place until you remove then?

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is it a rigid body fixed joint thing? or something else entirely

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ping me pwease

jade kraken
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...? simpleanimationcontroller? theres only simple Avatar controller

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also uhhh

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either im stupid, or somethings wrongish

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cuz the simpleavatarcontrollers are blank

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no slots to drag things

jade kraken
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ech

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i heard somethin that because the animations are "baked" i cant use em on this model

open tundra
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This is not my avatar but i have the same problem.

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I want to animate the whole body

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But it keeps sinking into the floor

pine hinge
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you needs to make a duplicate version of that avatar and do the animations on the duplicated model

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then apply those animations to the first one @open tundra

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never touch the original model with animations.

open tundra
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Yeah but i wanna have my model and then a copy of my model behind it which is animated

jade kraken
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ech

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im so lost on this #-#

red moat
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maybe i am just too stupid but i try to make particle effects follow my finger with a trail effect in the world. but whenever i try it, the trail just appears when i move my whole avatar. only the things i've set to "Local" in the "simulation space" moves with the finger. Do i forget a detail?

open tundra
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So if i for example would want to make like an idle animation its not possible to do? Because of this bug?

olive lynx
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Hello everyone, could someone possibly help me with an animation issue, please?

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Whenever I move my head. My hair mesh doesn't movie with my head. I have it parented to my Head Armature but it still doesn't follow correctly.

hollow silo
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Im currently working on a avatar with a instrument. On the Rockn Roll gesture it plays a song, but I want to have a different song on for an example the finger point gesture. But how can I have multiple audio sources for different animations? I cant put a audio source on a animation model, it has to be on the main model. Anyone knows how to do this?

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I would love if someone could help me out

celest pewter
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whats stopping u from just disabling it and enabling it during the animation?

hollow silo
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When I put the audio source on the animation model for the rockn roll gesture one, it wont play in vrchat. I have to put it on my main model for some reason to hear it, wich means I can only have one music or else it would just play two at a time

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It would be easier to send screenshots but can do it on this discord

celest pewter
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is it actually not playing or did u not position the audio source correctly?

hollow silo
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The audio source is playing fine, but I want to have different audio sources that i trigger on the hand gestures. Theres no problem with not hearing audio

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I have a instrument on my model

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but I want it to play different song on different hand gestures

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If you get what I mean

celest pewter
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im so sleepy rn

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so

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u just have a animation to enable the audio source only for each song

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and theyre both playing at once?

hollow silo
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yes because they are both on my original model

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not the animation models

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because that wont work

celest pewter
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both enabled by default?

hollow silo
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yes

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or no

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wait

celest pewter
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why

hollow silo
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let me think

celest pewter
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anyways u can just have the animation disable the 1st audio source and enable the 2nd

hollow silo
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The audio source wactives when I either to a finger point or a rockn roll, but I want one song for the finger point and one for the rockn roll, but they play at the same time becasue they are on my original model

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how ?

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Im a beginner in this

celest pewter
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lemme just pm since cant post pics ehre to make it easier

hollow silo
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ok

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sent a request

hollow silo
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Why cant I upload two avatars that are the same to vrchat? I want to do it because they have different songs on their instruments but it just replacec my other one

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I tried making a different scene but still didnt work

celest pewter
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remove the pipeline on the new copy

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i mean

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detach

hollow silo
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they are both detachd

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should I attach to one of them

celest pewter
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it automatically does when uploadin git

hollow silo
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oh now I see , I can dedatch nvm

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Do I detach on just on of them or both

celest pewter
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on the new copy

hollow silo
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ok

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thanks for the help!!! It worked ๐Ÿ˜„

thick badger
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having a problem with a particle system gesture, if anyone's particularly knowledgeable about that kinda thing

clear yew
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say I wanted to make somthing that stays in one place when I emote like a bomb

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how would I make it not follow me

thick badger
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particle

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speed of like 0 probably

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simulation space> world

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velocity initial

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thats the way i'd do it

clear yew
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Im very new to doing animations and stuff could you put it in laymen's terms?

thick badger
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oh yes

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so

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if you want to do something like that

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i think the easiest way would be to use a particle system in unity

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i think im nothing near an expert at this stuff

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usually a particle system shoots stuff in a particular direction

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but if you set the start speed to zero it wont move

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it will just sit there until its lifetime ends

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which is another variable

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so if you want something to stay where you spawn it

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theres a tab called "inherit velocity"

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and if you enable that tab and set mode to 'initial'

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it will continue on the path it started with, or if its not moving, stay there when you move

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but you have to set the simulation space in the top 'particle system' tab to 'world' otherwise it wont work

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you know, probably

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im still having issues with it but that is something im reasonably sure of how to do

frosty pendant
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I use rigid bodies to do that kind of stuff

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Depends on what I want to spawn in

thick badger
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he has a fancy name he probably knows more than i do listen to that guy

frosty pendant
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XD

vivid pond
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Random question but how exactly would you get particles to spawn on moving mesh.
I can get it working fine on a stationary object with just setting the shape to mesh but I have no idea how to do that for a moving mesh.
To explain what I need:
I want the right arm of my model to catch on fire after about 30 seconds into a animation.
I have already set up start delays and lifetime. created the animations for the stages before and after the flames, created the flame animation and or know how to create it on a new mesh but the normal mesh render doesn't move with the avatar and skinned mesh renderer doesn't seem to work either.
So is there just a step I missed or do I have to cut off the arm in blender, make that a new mesh, attach it to the existing arm but invisible and use that for the mesh in the shape.

round crater
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Would anyone know how to recreate the time stop effect from Dios "The World"? If you aren't sure of what that is, you can dm me and I can send you a reference video. Iv'e seen someone with the animation almost exactly how I want it, and was wondering how some animating vets would take it on.

clear yew
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Have anyone experience where you canโ€™t see your avi in the mirrors and your head is missing in the cameras? I have a body toggle animation that seems to cause that does anyone know of a fix for that?

cursive moon
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If I want to create an about 7 second long dancing animation for a model but don't have any actual animation files to go off of, only a video. How can I save myself from splitting hairs from trying to map every frame using Muscle Editor?

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(Or, unless someone's already remade Fortnite's default dance Emote as an animation. Or maybe there's some way I can rip it?)

white herald
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animate in blender

cursive moon
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Never tried that - is it an easier task than Unity's animation?

final gazelle
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if you know how to animate it in MMD, you can actually play a video file as the background image that'll change with each successive frame even during "edit" mode -- you can sort of use it as an overlay reference against the animation you're creating, though you're still doing it manually

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it might help with saving on some keyframing though

cursive moon
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So many options. I guess I'll try MMD tomorrow.

final gazelle
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you have to jump through some different hoops with that option, but i don't know if you can do that same video/overlay thing with blender or unity

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namely, you'd want to export a PMD/PMX copy of your model using the same bone-naming hierarchy that you used in unity, so that you don't get anything strange happening with the hips and lower body

you'd also then have to get the animation into unity by exporting it from MMD in the .VMD format, before importing it into blender and then exporting it again as an FBX to be thrown into unity (although that's actually a lot easier than actually creating the animation)

cursive moon
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Sounds like fun.
Lemme say a word probably nobody will ever use in this channel so I can easily Ctrl+F this later: zygote

final gazelle
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ah -- the video file also has to be .avi format specifically i think, so you might need to run it through a converter

rapid cypress
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Just stumbled on a goldmine of opportunity

clear yew
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wait

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wait a damn minute

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you can change the view position with an animation ?

rapid cypress
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seems so

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๐ŸŽต

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still need to test it in game

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but it could alleviate using a generic avatar who leans forward when they run

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(leaning into/through the camera)

red schooner
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I have a problem, i put a hat on model in unity and created animation to take off, but the problem is when i trigered animation the hat is still on model, i tryed put "hide" option on animation, grab to another hand, delete in animation buut , NOPE still there ! any ideas ?

clear yew
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did you ask people to tell you or did you look in mirrors?

red schooner
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yep i looked and ask if they see...aand nope ! dosen't work i will try one more time and see if it will work (i have the last idea ๐Ÿ˜› )

clear yew
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odd question, So say I have multiple effects I want to trigger at different times during an animation, Would I need to set them to activate at different keyframes during the animation? or still .01?
First time working with particles so. ๐Ÿ˜ฎ

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you have 2 solutions for that

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either you time every particle system perfectly

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with start delay

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start lifetime

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and all that shit

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or you create an empty game object, parent everything you need to it and animate it instead

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then you just have to put it on your model and activate that game object

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Aye, so then I can type that basically

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time *

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yeah, if you animate a game object you can use more than frame 0.00 and 0.01

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the limit is 5 minutes tho

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ah I see, okay

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that makes snse

blissful grove
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How hard is it to do a animation on a character

weak dawn
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Can someone help?
My animation ends earlier in-game, even tho, the animation is longer.

slim sparrow
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My world particles don't appear to follow my model's rotation or the hand rotation at all.

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They do follow the position just fine, but they always appear at the exact same rotation

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The particle emitter is inside a game object that's on my avatar. It's outside of the armature. The game object is jointed to the hand.

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Is there any way to fix this? It's a mesh particle in case that matters

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Most world particle tutorials seem to cover billboards instead

clear yew
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mesh particles are always facing the same direction

vague moat
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Hello guys, are there any helpful videos on Youtube on how to start Animation from scratch?

slim sparrow
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@clear yew Ohh, yeah, you're right. This seems to happen when I set simulation space to Local as well. Seems like I've been looking in the wrong place

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I've seen people rotate mesh particles though, isn't there any way to do this?

clear yew
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mesh particles will always face the same direction, you can't change that directly in the particle system
that's how unity is

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the only thing i saw to actually change a mesh particle orientation is using a weird shader

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that change the direction depending on velocity

slim sparrow
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Alright, thanks. I'll look into that

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Oh yeah, someone sent me a shader like that a while ago

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I've seen people spawn knives in midair, which they could then send flying away. I'm sure that it's possible somehow

clear yew
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either particles with shaders

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or just a 3d model

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that they animate

slim sparrow
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Well, I've seen them spawn arbitrary amounts, so it was probably a shader

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The shader seems to make them rotate, but the position is all wonky. I'll look into it further

clear yew
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world particles are weird but kinda logical

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but mesh particles set to world

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fuck them

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i hate using them

slim sparrow
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Not sure how nicely this plays with Emission over distance

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Since they don't seem to emit at all now

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Oh, they're not emitting at all now lmao. Gotta check everything again

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Figured it out! This shader is weird and needs you to set the speed of the particle higher than 0. My particles have to stay where they are, so I set the speed to 0.0001

clear yew
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does it work tho?

slim sparrow
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I haven't really gotten to test it ingame yet, since I don't have VR myself and I'm doing this for a friend

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The rotation seems wonky in play mode when I manually move the arm on one axis, but it's fine on other axes.

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I'm getting the feeling I also have to set the Shape to a really small cone or something

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I currently have shape unticked entirely

clear yew
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put some gravity to it

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and check if the orientation actually change when it start to fall

slim sparrow
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Gravity on the particle you mean?

clear yew
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yes

slim sparrow
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Alright, I'll test it out

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Nope, they don't seem to go into the right rotation

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They just go straight down, same as when I didn't apply the shader at all

sharp lance
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I just imported the snail marker but the marker is invinsible?

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does anyone know the issue here? I also cannot bring up the animation tab when i open up the enable trailsource

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hm it seems like my marker mesh is missing?

celest pewter
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@sharp lance where did u download blender

sharp lance
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from the website

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but this is in unity im talking about

celest pewter
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weird ๐Ÿค”

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cause blender has something to do with it if u downloaded it through steam

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dont think it'll work but try launching it with the command "-R"

sharp lance
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wait i DID download blender through steam

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my fault

celest pewter
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go to launch options an d type "-R"

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then launch blender and then remove "-R"

sharp lance
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quick question, im trying to add marker so i can draw with my finger yes? so isnt working in blender kinda irrelevant? im just having trouble importing the package

celest pewter
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i forgot the reasoning but the mesh is being read from blender?

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for the mesh the person used

sharp lance
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oh

waxen hound
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how do i go about in unity to pose hands proper? I feel restircted compair to blender. I want to have my hand close proper like in RL but the hand won't close any farther. even though the rig can clearly go farther. If this make any sense...

glacial lichen
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anybody know how to make a gameobject appear via an emote, that stays after the emote is done?

celest pewter
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have it always active but only disable the emission

glacial lichen
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emission? its a regular object

celest pewter
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o thought u were talking about a particle

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hold on lemme find hardlights post about it

glacial lichen
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oh no, i saw someone triggering having objects in their hands via an emote

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like he does the emote and it appears, then it just stays in the hand until he does another emote where it dissapears again

celest pewter
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its this

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just read what it says and ull figure it out

glacial lichen
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nice, thanks a lot

craggy sage
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can i animate all the bones when i do an idle animation?

pseudo iris
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i have a problem with snail marker

slim sparrow
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@craggy sage I think so, yes

night crescent
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This model has weapons as part of the main mesh, but has shape keys to hide them. Is there a way that i can have the weapons not out as the default?

white herald
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@night crescent set the shape keys as 100 in the unity scene, then in gestures as 0

night crescent
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I have no clue how to set a shape key in unity lol

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@white herald where would i find a panel for that?

white herald
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the inspector panel on the right, select Body

summer olive
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so i found this cool fighting animation and i wanna turn it into someone throwing fire (Avatar) can someone help me

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i got the fighting animation

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just have to add stuff

night crescent
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@white herald i still dont see any shape keys :/

cursive moon
night crescent
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Holy shit

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thank you so much lmao this solves like 99% of my issues

cursive moon
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๐Ÿ‘

night crescent
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seconarily, does anyone know how to handle visemes for 2d mouths? The shape keys are there, but any value other than 0 or 100 doesn't look right, so is there a way to get unity to only change that way instead of blending them all together?

white herald
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not that i know of, i've seen more complex solutions though

night crescent
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i would basically even be fine with it just clapping between open and closed

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I'm just not really sure how visemes work

clear yew
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so, say I want to have an orb rotate around my character, I made the animation and everything, how do I attach it to my character as a constant?

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like, where would I put the animated object

chilly vapor
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watch teh tutorial on custom blinking. Basicly you are setting it to legacy and adding it to model

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im over simplifying it a bit though

summer olive
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does anyone know why my animation gets stuck in one place in crchat

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?

round crater
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Who knows how to make a grayscale area that you can enter? Is it post processing, a shader, a material, etc?

chilly vapor
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shader that desaturates the scene placed on a sphere around the avatar

slim sparrow
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@chilly vapor @clear yew I actually wouldn't recommend doing the animation like that

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Put the Animator component on the orb itself. That way, the orb itself is responsible for animating itself to rotate.

chilly vapor
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true

slim sparrow
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No legacy animations required

chilly vapor
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guess it depends on if its a seperate thing or not

slim sparrow
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Since you can't have multiple animation components I think

chilly vapor
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if it isnt, then seperating it is probably teh best way

slim sparrow
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That's how I did my wing flap on one of my avatars. I literally just put an Animator component on the root bone. That way I could still do my own blinking.

chilly vapor
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๐Ÿ˜› yeah, i had a brain fart there. So many different ways of doing things

mild knot
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Does anyone know whats going on when a models eyes close when you look down in VR?

slim sparrow
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Yes. Lower lid movement. @mild knot

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Your model should ideally have empty shape keys for lowerlid

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If your model has eye tracking, the first two shape keys are used for blinking. The two after that are used for lowerlid movement.

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And as you might have noticed, lower lid movement is kind of iffy and nobody really uses it.

torn pawn
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@mild knot u need to move 1 pixel for lowerlids in blender, otherwise they dont get exported and the next two keyshapes are used as them

molten elm
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Is it possible to separate two idle animations, for example, if I have a blinking animation and a breathing animation, and I wanted to use a emote that closes my eyes, can I choose to stop the blinking animation and NOT the breathing animation?

strange anvil
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Quick question

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Made a door animation, but when I test it in world, its looping

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What action makes it so that its activated? Like, I have VRC_Trigger + on interact

shut tusk
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is it possible to play audio sources on sub emitters? (for collisions)
i've only seen custom scripts to make this happen but vrchat doesn't allow custom scripts

obsidian vigil
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i mean... probably right

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question is, do the sub systems only get loaded when theyre emitted or are they permanently

pale acorn
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is there a video tutorial on how to make shooting animation for my gun

wary parcel
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@strange anvil you have to make an idle open & idle closed animation and transition animation between those two idles.

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Then make triggers that pushes the door open or closed based on how you want it.

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Think you can use Boolean for this

dim valve
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So I have an animation that loads at a 90 degree angle. What's the best way to fix this sort of issue?

dim valve
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I seemed to fix it.

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But another issue came up. My animations arent playing. They freeze at the first or second frame and just sit there when I walk

molten elm
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Uhh, any way I can have more than one idle animation?

sage lily
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for sitting and standing

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yes

molten elm
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How so

sage lily
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well there are 2 slots

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in avatar script

molten elm
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Yeah, I try filling them and either animation stops working

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I mean like

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Two different animations

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If there's a way to stop blinking, but keep the breathing idle animation uninterrupted

sage lily
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if u have blinking in idle

molten elm
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ah, will more than one second animations for hand gestures not break?

sage lily
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no it will just be buggy @molten elm

molten elm
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Yeeeah.. I was hoping for a less buggy solution, heh

sage lily
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then add object that has animation in it that play on override

obsidian vigil
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@molten elm particles work really well in longer animations, but if the hand movement lasts longer its gonna be glitchy

molten elm
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Gahh

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The thing is, I put blinking, breathing, and tail animations all in one Idle and "Animation" component

clear yew
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everything that you put in the custom override needs to be 0.00 and 0.01

molten elm
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But I have a hand gesture animation that closes my eyes, and I want it to stop blinking, but it'll stop breathing and junk too

clear yew
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everything else doesnt matter

obsidian vigil
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yeah @clear yew but i mean that you can toggle particles and extend the stuff by messing with delays ^^

clear yew
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yeah but that only work with particles

molten elm
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If there was a way to add two idle animation components and only disable the blinking animations, heck

clear yew
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if you want to move a 3d model it's bit more annoying

obsidian vigil
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yup i kno

dim valve
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Hm, strange. Animations wont play if they're on a movement-based option like walking

obsidian vigil
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are you in vr?

dim valve
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I am not

obsidian vigil
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hmm

dim valve
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The animation freezes on the first frame

grizzled snow
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I'm trying this out for the first time in 3d

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I gotta figure out how to make a levitating animation

boreal rivet
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Anyone know how to get world particles to work? I'm trying the rigidbody method that I've successfully used on other avatars but I seemed to have broken it this time

obsidian vigil
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@boreal rivet What did it break

boreal rivet
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Well the particles keep following my object as I move, which isnt what I want. What I want to achieve is the particles staying behind after they spawn (shell casings flying out of a gun) @obsidian vigil

dim valve
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But this is how it comes out in-use?

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Wat

obsidian vigil
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@boreal rivet so you have the particle system under an empty object which is parented to your armature right?

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that empty object has a fixed joint attached to it

boreal rivet
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Yes

obsidian vigil
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and you have a rigidbody on some bone

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wrist etc

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where the stuff should be

boreal rivet
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Yep

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I've done this before and it hasn't failed so I'm confused why it suddenly isnt working

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Still works on the other avatar

obsidian vigil
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what exactly are you trying to do

boreal rivet
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Firing a gun and having the shells fly out of the chamber onto the ground

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Which I've done but its ofc unrealistic for the shells to follow me around

obsidian vigil
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it is

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i mean, i made an avatar who can throw a pokeball that spawns an eevee

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i ended up using 2 empty objects

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inside eachother

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dont remember why 100%

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but the fixed joint was on the one everything was parented to

boreal rivet
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I'll redo it and see if anything changes

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I just know for a fact that I've done it successfully in the past

granite shell
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Anyone have any idea on how to make a working bow? I saw someone with one. Looking into it now, just curious if anyone has some pointers.

grizzled snow
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binding warning?

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Also how do I change the position of a custom animation so It's not in the ground?

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???

slim sparrow
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@grizzled snow Root Transform

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Set the Y transform to 1

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Or something close to that, anyway.

grizzled snow
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root transform??

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can you provide a screenshot of what you mean?

slim sparrow
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In animations, there is a Root Transform property which defines at which position the hips are

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It's set to 0 by default which makes you stuck half in the ground. This is not a problem for gestures.

rapid cypress
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@dim valve Is there a possibility that it has something to do with the animation's exit time?

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it seems like it's ending halfway through the animation

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Sorry, i've been on other channels

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No.... that's weird.... only the legs seem to be skipping back..

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the upper body seems fine

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curious..

grizzled snow
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I'm still confused about the root transform thing, can you provide a screenshot to what are you talking about?

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@slim sparrow

slim sparrow
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No, because I'd have to start up Unity. You know how Animators have all these properties, like leg stretch? Or head tilt left/right?

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There's a "Root Transform" property there too

grizzled snow
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Root T?

slim sparrow
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Only available if you're using a humanoid rig FYI, if you're using a generic rig you need to just raise the object's position

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Yes

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Oh yeah, I should have specified that they named it like that lol

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Root T is root transform, Root Q is rotation I think

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Root T.y should be close to 1 or something, you'll see how it looks in the animator

grizzled snow
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So To mirror a levitation animation, would I have to Lower and raise the values?

slim sparrow
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Yes, you'll want to increase the Y transform

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Only problem is, uh

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Idle animations limit your root transform.

grizzled snow
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to how much?

slim sparrow
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You can do it in emotes and during walking, but root transform is essentially ignored up to a certain point. VRChat makes sure that your legs are always touching the ground as long as they're stretched

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So you'll probably want to bend your legs a little

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There are ways around this, but even then, root transform is ignored in certain ways

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There are floating/flying animations for Unity on the internet

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You could look at those, I made a flying avatar using those

blissful grove
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How do I add music to emotes

slim sparrow
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Audio source

#

It's a component that you add to any object, such as your own avatar etc.

grizzled snow
#

Oh?

#

Honestly I just want to say "Screw this." because this has to be unnecessarily difficult to do

blissful grove
wary parcel
#

Not correct place to post

blissful grove
#

Ok where do I post it

wary parcel
#

VRC Traders in free Commissioning or you find out to do it yourself, test stuff, ask for help here do not ask someone to make something for you, thats a whole different issue

#

What you can do is ask for a prefab of a lightsaber, i think in avatar chat

dim valve
#

@rapid cypress I'm not sure. I know that the animation plays. But it seems that the model isnt taking any movement into it.

#

The animation plays as if it were just sort of... playing in midair as I slide across the ground

rapid cypress
#

Hmmm....

grizzled snow
#

How do i fix the avatar's feet are below the avatar's origin

#

It's driving me nuts

dim valve
#

The only fix I know is setting your height manually in the animation

grizzled snow
#

How on earth do I do that

dim valve
#

Uh, let me check.

#

I forgot to check

#

I stil cant even find out my issue

#

Uh lets see.

#

I think its Animator Root Q on the Y axis?

slim sparrow
#

Root T

#

Root Q is rotation

#

Make sure your toes are unmapped

#

And make sure that the model itself isn't through the floor in Blender

grizzled snow
#

how do i edit the values of root T?

dim valve
#

Ah, thank you

#

Add property, transform, position, I think

#

I dont use it so I dont know

#

It would need to go on your animation that wasnt working correctly.

#

Man why does my animation do this

#

Unity's preview has it running perfectly

#

but the moment it goes into the scene, it looks bad

lilac cave
#

@grizzled snow just move your armature up, dont use root t

#

for the animation i mean

#

either it was armature or armatures parent

#

pretty sure vrchat ignores root t and q

slim sparrow
#

Yeah, it does ignore those to a certain extent. Not completely, though

#

I forgot to raise my Root T in one of my animations once, and it made my legs stuck in the ground

#

Based on that, I think it will accept Root T up to a certain point and then ignore it

scenic pelican
#

'Hips' has translation animation that will be discarded.

#

uh, unity, no????????

#

i want to keep that????????????

clear yew
#

i dont think you can

#

it's used by the mapping

turbid sluice
#

Any animations I make for emotes stop after 10 seconds despite being for example 23 seconds. Any way to fix this? Baked animations from other imports seem to play past it....

clear yew
#

does anyone know how to put mmd motions on a non mmd model?

pliant plank
#

@clear yew You'll need to do 1 of 2 things, you can either go the easy route, which is baking an animation into an actual MMD model, exporting it and then setting up the rig in unity, to then export the animation as any other .anim file (which may or may not work well, depends on how complex it is and how much unity likes or dislikes you), or you can go through the much lenghtier process of using a MMD skeleton and weight painting every single bone to the correct parts on the model, that way turning it into a MMD model, just make sure not to rename bones, MMD motions don't like renamed bones all that much (translating them with cats or hitting the fix button will also break it)

summer olive
#

does anyone know how i can export my animation?

#

correct way

sick musk
#

So I want to have particles bend kind of like a line curving then going straight. Anyway to do that?

clear yew
#

play with the pivot point in the renderer section

dim vine
#

anyone know of a good tutorial on blendshape animations i have followed one with out any luck

sick musk
clear yew
#

probalby with pivot point i would guess

sick musk
#

Actually an asset

#

is what I used but I'm assuming this would be hard to pull off

clear yew
#

don't think so

#

let me try, i never did it

sick musk
#

I used the particle attractor to pull what im doing off but knowing vrchat it doesnt allow scripts

clear yew
#

officially that is

#

even i you manage to upload the script, it will not work in game

#

it's disabled server side not client side

sick musk
#

yea

#

I really don't know alot about particles on how they do the things they do

night crescent
#

2d visemes are gonna make me lose my mind

#

2d blinking works fine, but visemes just make my mouth dissapear

sharp lance
#

Is there any free alternative to dynamic bones as i dont wanna buy it. i want to add physics to my hair

night crescent
#

No

pliant plank
#

@sharp lance Use unity's built in cloth physics, you need to apply it to a mesh and not bones though

sharp lance
#

do i have to have the models meshes seperate ?

pliant plank
#

Yes for the specific parts you want to move

stoic talon
#

hi can someone help me with something?

#

i uploaded an avatar but i got it without animations.. is there a fix or something?

short drift
vivid burrow
#

when i use an animation after another one the first animation ends up being the only playable animation and i cant use any other one untill i switch to another avatar and switch back, how do i fix that?

lilac dew
#

is there a way to pause animations on a avatar (eg. blinking) while using gestures?

celest pewter
#

yes

#

just disable the animation during the animation

vivid burrow
#

anyone know how to fix my animatons?

blissful grove
#

Has anyone tried getting the ray gun from black ops 3

dim valve
#

Okay I need help with something I just dont understand.

plain finch
#

is it normal for generic models to get stuck in loop when they emote?

dim valve
#

You may want to remove "Loop Time"

#

Or set how many loops the animation will make

plain finch
#

its already off

#

i'm guessing its a bug

#

oh well

obsidian vigil
#

heck, gonna start my biggest project ever now

lilac cave
#

@plain finch actualllllly theres nothing wrong with unity

#

you gotta give the animation a mask before separating it

dim valve
#

Unity does have some... bad shit when it comes to animations

#

Like how your preview and the actual animation can be 100% different

lilac cave
#

itll allow the bones that arent assigned to humanoid stuff to move

dim valve
#

Even when using the same model for both

lilac cave
#

nah you just gotta remember masking

#

there are some stuff that unity wont allow but the main things you gotta do is rename loop and mask

#

using a mask as a reference makes it even easier

dim valve
#

Then what could be causing my issue?

lilac cave
#

whats your issue?

obsidian vigil
#

@lilac cave whats a mask

lilac cave
#

oh i meant to @ you not the other person

#

are you using a mask brandon

plain finch
#

waht

#

oh

#

ok

dim valve
#

Im not sure how to even use a mask, to be honest.

#

The tutorial I went to showed all these options not available to me as it says no animation data is available

#

Yet I do have an animation applied and loaded in the Animation tab

lilac cave
#

@obsidian vigil a mask will show or hide certain parts of the animation

obsidian vigil
#

why would you need that? o.o

lilac cave
#

ya know

#

mask it

#

so you can run and be angry

#

with one of the anims being run and another angry

obsidian vigil
#

o.o

#

i just use both hands

lilac cave
#

so you can reuse run and not take up space with happy run and sad run

obsidian vigil
#

to do both gestures

#

oh

#

but...

#

i cant use a run anyway

#

it glitches out

#

:3

lilac cave
#

no its

#

for making actual games

#

alsoooo @dim valve

dim valve
#

Where is that present at?

lilac cave
#

below loop

#

and the rest

dim valve
#

No no

#

Like, which tab

lilac cave
#

uh animation

#

well

#

uh

dim valve
lilac cave
#

its where loop is

#

yeah

#

you got your model humanoid?

dim valve
#

Yes

lilac cave
#

is the animation part of the fbx?

dim valve
#

Ah, no

#

When I created the animation, it just saved it in the same directory

lilac cave
#

howd you get here then?

dim valve
#

Be selecting the animation it saved in the directory

lilac cave
#

if you scroll down can you see masking

#

or is it a dead end

dim valve
#

Dead end

lilac cave
#

damn

#

hmm

#

it might be worth copy and pasting the values to a new one but i cant see any reason as to why it would have a mask

#

unless the bones are named differently

#

dunno if position matters

dim valve
#

I just created a new animation directly on the model

#

Still does the same thing

#

Doesnt save it to the FBX

#

Only saves it in the directory

lilac cave
#

thats normal

dim valve
#

Why does it still move like trash?

#

Even though it moves perfectly normal in the preview

lilac cave
#

it looks fine there ๐Ÿค”

obsidian vigil
#

it looks like the hips are rotated

lilac cave
#

can you turn off the 2 options below loop?

dim valve
#

Nothing changes

lilac cave
#

hmm

dim valve
#

Also the walking animation 180s the character

lilac cave
#

probably best just to rotate hips and co then

dim valve
#

But if I dont let it 180 the character, in-game it WILL play sideways

lilac cave
#

though i think the legs are the only things off

dim valve
#

Legs are whats off, yeah

obsidian vigil
#

the hips are slightly rotated upwards

#

was it a vmd before?

dim valve
#

No

#

This is what happens if I try to reset hips

#

Oh

#

It also just completely destroys the animaiton

obsidian vigil
#

that does not make sense

dim valve
#

This is just from me removing the rotation on the hips

obsidian vigil
#

i mean yeah maybe breaking it

#

but youre not removing the bones

lilac cave
#

ok are you 100% sure the bone names are the same

dim valve
#

As long as hips arent at their weird angle, it breaks animation completely

#

Even remaking it just gives me "MISSING" on everything

lilac cave
#

id probably just steal the sdks walk

dim valve
#

It even says body is missing

obsidian vigil
#

wth

#

does not make any sense

lilac cave
#

you got the parent of everything selected (of the model)

#

?

dim valve
#

Yes

lilac cave
#

and that usually only would happen if the model isnt humanoid which is

#

very offf

dim valve
#

If I load Muscle Editor, it works again...

lilac cave
#

off*

dim valve
#

But the 90 degree angle issue still stands

#

... wat

#

"No humonoid target found"

lilac cave
#

are you 100% sure the avatar is humanoid

dim valve
#

...

#

This makes no sense. Something is broken, and my model seems fine

#

Absolutely.

#

I can upload this to unity without it giving me the humonoid warning

lilac cave
#

id configure and then leave

#

make sure youve got the right model selected...

dim valve
#

I still dont understand whats turning the model 90 degrees when the animation loads

#

None of the roots rotate the model, either.

#

Main rotation is all 0, Root T and Q are barely in the 0s and 1s

lilac cave
#

turn loop pose off

dim valve
#

It is off for this new one

lilac cave
#

unless the models hips/legs are different from when you were making the anim (position scale rotation wise) i dont see why there would be a problem

#

orz

dim valve
#

How come the preview, where you drop in a model, works

#

But not source?
Why is it even different

#

Either way, nothing should be different.

#

Especially seeing as this has been an issue since I made it

#

Maybe I can rig it up a bit so it doesnt look so off.

#

See which muscle editor option I can remove and remake

#

Though I see no options for hips or anything like that

#

Oh boy I was smart enough not to save the work I did on the original model after exporting it.

#

Im a doofus.

#

That was an easy fix

#

Okay so, what would you think would be my best bet to fix the animation to at least make it look more natural?

#

I cant seem to get the model to actually work with the animation's movement, for whatever reason

#

So my next bet would be to at least try to normalize it, I guess?

lilac cave
#

if you fixed the model its probably got different bone lengths or something

dim valve
#

Oh, no. All I did was do some weight painting.

#

Noticed a spot that I didnt have anything set to so it was tearing off when I moved

lilac cave
#

hm

#

well id take the sdks leg animations

dim valve
#

I have no idea how to get those

#

I was told they were "off limits"

lilac cave
#

since when

dim valve
#

A bit ago, I was told they weren't open to the public and were stored elsewhere

lilac cave
#

walk is found here VRCSDK\Examples\Sample Assets\Animation

dim valve
#

I didnt argue and went and made my own

#

ah

lilac cave
#

called walk

dim valve
#

Why are there three for walk, walk left, and walk right?

#

They seem to be identical

lilac cave
#

facing different directions

#

well walking

dim valve
#

Does it matter if I use three of them like this

obsidian vigil
#

the game transistions between them

#

thats why

#

depending on your angle

dim valve
#

I tried to copy one out and it completely busted it

#

And theres no undo for that.

lilac cave
#

you just need to copy the leg animations

dim valve
#

It duplicated the parent, split them between the two

#

And now I have two useless files

#

sigh

lilac cave
#

split what?

dim valve
#

The Walk file

#

It had three animations in it.

#

I attempted to copy an animation out and it broke it.

#

Could someone toss me that file to replace it, real quick?

obsidian vigil
#

wth did you do? o.o

dim valve
#

I ctrl+dragged it

obsidian vigil
#

you just go in there and snatch the animation keys

dim valve
#

I wanted to make a copy so I could just bring it into my working folder

lilac cave
#

you mean the fbx?

dim valve
#

Yeah

#

Wait, maybe

lilac cave
#

ctrl c ctrl v

dim valve
#

Yes the FBX

#

Wait I may have one in another project file

lilac cave
#

you cant upload here but ill pm if you need it

dim valve
#

No worries, I got it.

#

I have no idea why copying it broke it.

#

I can still copy elements from a read-only file, yes?

lilac cave
#

ya

obsidian vigil
#

yup

dim valve
#

Wait is it supposed to move forward

obsidian vigil
#

maybe you grabbed a movement key

#

for x y z pos

lilac cave
#

i dunno since i dont do walks

dim valve
#

Are these needed or will this just move the body away from the controller

lilac cave
#

ยฏ_(ใƒ„)_/ยฏ

obsidian vigil
#

i dont think so

#

if you do an emote you need them

#

but on a looping animation for walking i dont think so

dim valve
#

So should I remove the root animations, then

obsidian vigil
#

๐Ÿ™๐Ÿป

#

no breakie pls

dim valve
#

hmm

obsidian vigil
#

still fine?

dim valve
#

Not a clue, to be honest

obsidian vigil
#

xD

dim valve
#

Im not sure if its Root T or root Q

obsidian vigil
#

ooh

#

could you send me a pic of the animation window?

#

and make sure to open everything

#

with the little arrows

dim valve
obsidian vigil
#

im guessing t

#

because WTF is a w axis

#

a quaternion is a complex number with w as the real part and x, y, z as imaginary parts.

If a quaternion represents a rotation then w = cos(theta / 2), where theta is the rotation angle around the axis of the quaternion.

#

is what google said

#

so yeah

#

id go for t

dim valve
#

Ooof

#

oof

#

I have sunken her

#

Okay I need to keep T.y

#

Ah much better.

#

Thank you

#

Now to delete all the arm stuff and make my own

obsidian vigil
#

๐Ÿ˜„

#

gl

dim valve
#

Cant have a Jiang Shi walkin all normal-like

weak swan
#

Would anyone be willing to help me out with animating a few things about my Lucario avatar?

foggy cloud
#

i can also make a video on how it should look like

obsidian vigil
#

eh

#

screenshot of keyframes plz

foggy cloud
#

a bit tricky. the list of keyframes is long

clear yew
#

Does anyone know how to fix a camera or texture render so it shows to other players?

foggy cloud
#

also i think in only happens when the animation is done because it seems like for a fraction of a second he does the animation and than goes into the other one

obsidian vigil
#

@foggy cloud from what i know moving the chest as an example has an effect on the legs

#

same for spine

#

and vertical rotation affects the arms

#

what im guessing is that the chest maybe accidentally move the butt

#

/spine

#

or the legs do

#

oh wait

#

now that i look at it

#

the feet seem stationary

foggy cloud
#

the thing is it works in the preview window in unity

obsidian vigil
#

hmm

foggy cloud
#

oh okay
how can i fix that?

obsidian vigil
#

maybe by forcing a position onto certain parts

#

like the thighs

#

maybe if they remain where they are the rest wont move

foggy cloud
#

and how can i do that? i'm not really new to animations but you could say so ๐Ÿ˜„

obsidian vigil
#

@clear yew Can you animate a bones' x, y and z?

frosty pendant
#

@clear yew i know how it works but as far as I know it's not allowed to make cameras global because of performance.

clear yew
#

Ok

clear yew
#

@obsidian vigil i'm not sure
i know that you can rotate fingers bones, but if you try to move a bone used in vrchat for your model then it wont work

sick musk
#

Yea most animations from what I know only work with particles

#

Goes without saying those take time

#

Rotation does work

#

But not too sure on moving bones

obsidian vigil
#

@clear yew @sick musk if you guys look at torbis problem

#

I thought you could maybe solve it by fixing the bones position

#

Thats why i asked

clear yew
#

i never fucked with animating bones, i'm not too knowledgeable on that part, yet

obsidian vigil
#

Alrite

sick musk
#

(God thatโ€™s a lot of key frames) anyways Iโ€™m not to sure on how moving bones works I would assume everything be done by controller. However seeing as his problem resides in his legs Iโ€™m thinking he either was on the wrong bone the entire time or didnโ€™t orientate it right

#

I have messed with bones before but that was with gmod

vivid heron
#

Maybe too early for me to start questions like these, but is it possible to create a trigger that will toggle your arms to an idle animation that ignores your controlls, and back again?

sick musk
#

Iโ€™m assuming so

#

I did see some animations that ignore controls

turbid sluice
#

So I have a 23 second dance animation made however it only plays for about 10seconds ingame and stops. Any ideas on how to get a longer emote? I've had emotes that last 2+minutes but those were baked inside other FBXs i imported.

plain coral
#

So.... I have a few questions about setting an animation to a hand gesture. I'm having trouble, because the animation isn't 'rewinding', or starting over from the start. Is this even possible?

undone mesa
#

how many hand gestures can oculus and vive trigger actually

plain coral
#

Fingerpoint
Fist
Handgun
Handopen
Rocknroll
Thumbsup
Victory

undone mesa
#

what actual button press is that in unity? like, what button press gets triggered on those? something like joystick1button3 but is there also a difference between the two controllers, is what i want to know

plain coral
#

I don't know what you mean in your first question. But you can find a list of VRChat controls here:
https://docs.vrchat.com/docs/controls
When I test an animation in unity, I just trigger it from the animation panel.

undone mesa
#

i'm actually working on an ability system/skills and thought someone here might know what those handgestures actually translate to in terms of button presses in unity so i can make triggers out of them

plain coral
#

oh, they don't. They are propietary signals.

crystal kraken
#

Are there any guides on making a tail move around, I don't mean with Dynamics, I've seen a few avatars with it, where the tail kinda sways without the avatar moving

plain coral
#

That's editing your idle animation.

undone mesa
#

edi the idle animation

#

yea

plain coral
#

I would suggest copying the default one supplied, and then editing it with the rotations and movements of your tail.

crystal kraken
#

Ohhh I see, that makes sense! Thank you ^^

plain coral
#

Otherwise, you'll 'sink' into the ground.

crystal kraken
#

๐Ÿ‘ Got it!

plain coral
#

Sounds like the answer to my question, might be that I need to edit the animator. But I have no clue what I'm doing there. Is there a tutorial for that anywhere?

tacit frost
#

hey guys, Idk animation at all, could someone tell me how to make it so that my particle system is always active EXCEPT when I do an emote/gesture?

clear yew
#

Apply it to your main model, but on the other animation model, get rid of it. @tacit frost

tacit frost
#

@clear yew assuming I'm not sure what that means, how would I go about doing that

clear yew
#

@tacit frost Just keep the normal model, but on your duplicate, delete the particle systems.

sick musk
#

Basically itโ€™s kind of like switching different skins

tacit frost
#

maybe the tutorial I followed wasn't very good, because I only have 1 model

#

lemme figure THAT mess out first, thanks for the help

plain coral
#

I wouldn't delete it... But you can toggle "Activate" and put it in a Deactivated state.

zinc moth
#

What Skuld Said. Whike you in the animation just deactivate the particle system and that should be all. And make sure to do it on a duplicated avatar and just transfer the animation to the first

blissful grove
#

How hard is it to add a 2 weapon to a skin

clear yew
#

21 hours of work so far. 3/4 ways done.

#

I think I should be able to finish it by the weekend.

zenith topaz
#

I'd like to add a tail wag animation that is more than 2 frames, i know how to make objects call to their own animations and can generally run their own animations at more than 2 frames and not be buggy, but that's because the gesture override animation can cancel it. How can i make a multiple frame animation on a body part and call to it with a gesture override and still give it the capability of cancelling as soon as i stop doing the gesture?

heady cove
#

hey anyone know how to fix animation overrides that like, flicker on and off

sick musk
#

Anyone know how I can get my emote to play my animation I have along with my particles

placid wigeon
#

Not sure if im doing it right but it seems that the custom emote seems visible to other player even if I turned the SetActive Off
https://ibb.co/idQJbc

imgbb.com

Image Untitled hosted in imgbb.com

#

I made an On and OFF animation but when i turn it off sometimes its still vissible to some players even if im not animating it

placid wigeon
#

I made 2 Animation, the first one I put the setActive on while the other one is setActive Off

dim valve
#

Where can I get some of the default animations like backpeddling?

#

I need to do some animations for those

dim valve
#

I currently have the one walk for all directions, which Im doing left and right versions of now

#

But I also have the walk for backpeddling and running, which looks goofy

night crescent
#

there in the vrchat sdk right?

dim valve
#

Nothing for running, no

#

Only idle and walking forward

#

Which do I replace with the walking left/right?

#

They're all named pretty badly.

#

Ooh I see

#

They also have degrees tied to them...

#

Am I supposed to keep them in some sort of combined file thing like they were before

#

Because I have no idea how to combine them into one

obsidian vigil
#

Does anyone know where i can get the howling ooka miko?

#

like a unitypackage for the animations

#

preferrably with sound

weak swan
#

Is anyone on who could help me animate an avatar?

ember olive
#

does anyone know how to do the model floating animation?

lilac cave
#

custom walk/run animations

ember olive
#

you know where i can get them

#

?

lilac cave
#

maximo might have some

#

theres a walk in the sdk if you cant find anything at all (VRCSDK\Examples\Sample Assets\Animation)

ember olive
#

hmm

#

ok

#

thank you

lilac cave
#

np!

clear yew
#

does anyone know where to get the animation of a miko howl ?? i have the model just need the sound and animations

obsidian vigil
#

so @clear yew do you know how i would make a transition from the extending lightsabe to one that is extended

#

without switching gesture

clear yew
#

Hmmm

obsidian vigil
#

with animators or what theyre called

clear yew
#

Now animations aren't fully my forte

#

but I can give it a crack

obsidian vigil
#

And at least yet, learning how to code wont be of any use ๐Ÿ˜›

#

you cant script at the current point in time

clear yew
#

True

obsidian vigil
#

but yeah

#

would be neat if you give the animation transition a go

#

im at work rn

#

but if you figure it out

#

hit me via pm alrite

clear yew
#

Ok

final gazelle
#

i'd debate that learning to code wouldn't be of any use -- while it's true you can't use C# script for VRChat, code logic is pretty applicable for setting up more complex custom animators and trigger systems

#

it can also come in handy for creating or modifying shaders -- i guess you don't need full-on coding experience for that, but having the experience probably makes it easier to figure out what code blocks are doing what in there

obsidian vigil
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that is true

weak swan
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Could anyone help me make some custom animations for a Lucario avatar with me?

frosty pendant
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Does anyone know how to set up particles that can collide with players? For sub emitters when hitting someone?

dim valve
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I have a movement animation for walking forward and left, but it seems to teleport me around the map like crazy

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I dont see this, I see me walking normally

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What could cause this

torn pawn
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@frosty pendant just set to world collide, particles collide with players locally, or if they open menu

dim valve
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Oof this just isnt working. What did I dooooooo

frosty pendant
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I tried that but when I hit myself nothing happens

clear yew
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Try to get friends help, not yourself lol. Did you also set the sub emitters to collide

frosty pendant
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Yup

lost musk
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On the animation you may want to be sure that you bake into pose. You can check it on the animation option, you have 3 settings. Y, xz and a last one. Try to check / uncheck and modify this settings

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They may want to be marked as humanoid too. And having a good loop with no problem on the axis

obsidian vigil
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umm

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when i try to move dynamic bones in my gesture override, they glitch out

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any way to prevent that

lost musk
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Is your animated bone having the dynamic bone component ?

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Dont really understand the probleme

obsidian vigil
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eh

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i have my bone root

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on there i have the dynamic bone script

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in my animation i try to move the tail

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it only moves extremely jittery

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and not smooth at all

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@lost musk

lost musk
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So the problem isnt from collider but frol the values you have on each dynamic bone components on each part of the tail ?

obsidian vigil
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will it help if i lower damping

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?

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its on like 0.4, 0.05, 0.2, .02

lost musk
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Does it move right if you move your character around in play mode ?

obsidian vigil
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nope

lost musk
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So its the values the problem

obsidian vigil
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alright

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ill mess with em and hope for the best

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thanks :3

lost musk
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I have some of them, but not in head. In 20 min i'll send you some to test

obsidian vigil
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mkay thanks

pseudo iris
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Anyone that knows how to make a mech arm? I know it's possible with rigid body and fixed joint I think

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Hit me up please

white herald
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like a swinging mech arm

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what

pseudo iris
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A one that followes your arm

white herald
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so not part of the humanoid rig

pseudo iris
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No?

white herald
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picture or something please

pseudo iris
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Well what I mean is a mech arm that's attached to your avatars back and it's followes the movement of your avatars arm movement

white herald
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wow damn

pseudo iris
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It is absolutely possible

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I saw someone with it and he explained that it was rigid body or something

white herald
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don't know unity constraints well enough

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i would cheat it with the mech hand bone as a child of the real hand bone and the rest as dynamic bone nonsense i'm too tired to think whether that would work

pseudo iris
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Oooh maybe that how he did It!

white herald
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each bone being a child of each arm bone could work in certain models but it'd depend

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did you get a picture

pseudo iris
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No

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Well I might know how noe

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Now*

#

I'll just put a rigid body on the wrist and then a fixed joint on the mech arm hand

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So then the rest of the mech arm should move with it

obsidian vigil
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umm

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why would you even

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if its only an arm you can just put the arm on your arm and you should be fine

slim sparrow
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Fixed joints is how people usually do it

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I've seen people do Stands that way

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And it looked perfect

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Just joint between each respective bone

agile ruin
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Is it possible to make a particle system collide with player avatars?

white herald
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yes

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player colliders are not very accurate but yes

agile ruin
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How does it work

wary jewel
#

heyo, does anyone know how i could make a little sound distortion pulse effect like to put with a stereo or similar?

white herald
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you set particles to die on hit

obsidian vigil
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and collision to world

molten elm
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Any way to make custom shape key facial animations more symmetrical, like when posing the lips and stuff?

obsidian vigil
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you can activate symmetry

white herald
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only possible in sculpt mode as far as i know aside from the mirror modifier which would not be an option in this case

obsidian vigil
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hmm

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i dunno then

white herald
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i mean sculpt mode is a decent option

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there is even a drag tool

obsidian vigil
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ill relink this just in case

white herald
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huh never seen that

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seems pretty wonky though

lilac cave
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you know

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x mirror will reflect what you do on the x axis

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it works for shape keys too

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so use that

random iris
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only if the points are symmetrical ^^

shut tusk
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How can i make it so the particle system doesn't die when i end the gesture? I saw someone with a weapon and the particle systems were always finishing despite putting away the weapon

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Btw the person said he doesn't know how it was made

white herald
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so instead of enabling the particle system itself with an animation in the gesture, you'd animate the emission level of the particle system or some crap like that

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@shut tusk

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so the particle system is always on but not always emitting

shut tusk
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๐Ÿค”

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and it doesn't disappear when i let go?

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weird

white herald
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hypothetically it should work perfectly

shut tusk
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hmmm. i'll try it out thanks ayaka

slim sparrow
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Yeah, that's what I did too

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Usually, the particle system is separate from the weapon

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Especially since world particles have to be outside of armature to work properly

shut tusk
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so uhm.

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i set the emission to 0. and the gesture raises the emission to the intended value? @slim sparrow

slim sparrow
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Not really

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You disable the emission module in the particle system entirely

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It will remember its values

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You can then enable/disable the whole module

shut tusk
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oh

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i didn't think it was that easy lol

chilly vapor
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i have an animation on a character in an fbx. Is there a specific reason why im not able to seperate the animation in this specific fbx when it can be done to the mixamo fbxs?

#

seems i had a bad character in the name

night crescent
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is there a way to get a particle or object to follow the character at a delayed rate? (making navi for a link model)

slim sparrow
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How do I successfully get VMD animations into Blender, and then successfully into Unity?

#

I got the animations into Blender, but they seem all wrong. The model stretches in very weird ways when I play the animation.

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I did not hit "Fix Model" in CATS or anything, this is just the original. Fixing the model makes the animation not work at all

shut tusk
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@slim sparrow does this also work with non-looping particle systems? ๐Ÿ‘€

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not that important but if they do it's nice i guess

slim sparrow
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I fixed it, I had to use the mmd_tools provided import tools

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@shut tusk yes

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I think so, I dunno.

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If it doesn't, you could always just manually set the Bursts in the emission module, and make the system really long.

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As in, 1000

sick musk
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So I made an animation how would I go about adding it into an emote with the particles I have for it?

night crescent
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disable the object, enable it during the animation? @sick musk

sick musk
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yea hang on im trying to fix the pose

short drift
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Is there a way to merge a group of animations, one after the other? I have a set of animations that together, make the thriller dance... But they're split up into segments.

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If I try to copy and paste the frame data from one animation into another, it crashes (probably due to the length of the animation?)

sick musk
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Ok so from what I know I have to change the Root T y axis to 0 to make my character not be on the ground for my animation right?

sweet zealot
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my custom forward animation squishes me into the ground - what'd i do wrong?

#

oh

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lol didnt see the previous comment

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hey, did that work btw?

sick musk
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Yea my avatar keeps doing a weird pose whenever I start animating and dont know how to fix that

cursive moon
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If you mean the one where they sink into the ground and start kinda kneeling, that's supposed to happen. Make sure you're animating on a duplicate of the avatar and not on the one you're going to upload.

sick musk
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I am

sweet zealot
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same

sick musk
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and whenever I upload the animation to the non duplicated one its stuck in that pose

sweet zealot
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same

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2 seperate avatars of the same one, each with different name, the duplicated one is the animated one, the original is untouched. When applying the newly made animation from the duplicated one to the original it causes the original to squish into the ground. What is the solution to fix this to make it stand back up?

#

unless we have to add every damned bone in the body to force it upright?

cursive moon
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When you say "apply the animation", what do you mean? Are you putting the animation into an Animation Override and applying that Override to the Avatar Descriptor on the original avatar?

sweet zealot
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yes i am applying it to the WalkFowrward tab in the animation override, then dragging that animation override into the avatar descriptor thing

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im gonna have to assume that we have to add every bone in the body and force it to stand upright, because if you think about it when you add a gesture animation and add no bones to the hands they too are in a curled position - so the same applies for the body - if you add no bones it will keep it in that curled position. My worry is will i be able to move my arms once i add the arm bones for this walk forward animation?

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tested. confirmed. sadly....

cursive moon
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I've never worked with walking animations, only really gesture animations, but I've heard a few times in worlds that custom walking animations disable hand tracking while active. I'm not quite sure on the validity of those statements

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ah, I guess you can't then

sweet zealot
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@sick musk sadly we gotta add all the body bones to force it upright. This applies for walking animations. No bones added will make it stay in that curled position by default.

sick musk
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Damn

sweet zealot
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i know right?

#

thankfully this is just for my naga character so i dont have to worry about legs

sick musk
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Wait this gives me an idea on how to fix this without me moving bones

sweet zealot
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heres a helpful tip: create the keys to make the character stand upright. save that animation as "StandupTemplate". then create a new animation, your intended animation, copy the keys from the StandupTemplate then paste them in this new animation and there you go you have a quick start.

#

gtg goodluck

night crescent
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pls

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is there no way to make an object not act like its stuck to my characters movement perfectly?

sick musk
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YES HAHA

#

I got it

night crescent
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good job!

#

thats a good feelin

slim sparrow
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You can copy some of the sample animations provided, but they're not 100% accurate.

#

For example, you'll have to remove the leg spread on the idle animation. Sitting animations are literally nonexistent because ???

#

Oh yeah, and you also have to zero out a lot of weird values on idle

fair glen
#

So I have a few things I'm trying to animate in my world. The main being a door that is closed. When you interact it opens and stays open until you interact to close. I got someone to point me in the direction of using a default state and a bool trigger. But I'm still new to unity, and couldn't figure out how to do that. Could someone explain the steps better or show me? The other items require the same thing.

lunar pasture
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I've spent the last two days figuring out elevators, the way I see it is you'd want an animation cycle for opening the door and closing it again. create a 'waiting' state, set that as default, transition that to your 'door open' animation with the condition set by your interact trigger, then transition that to the door close animation with the condition set to - hmm, i guess the same condition would work again, then to set it transition it back to the waiting state so it's ready to wait for the condition to be triggered again... I might be overcomplicating it but that process is fresh in my mind from considering how to get extra triggers to call the elevators.

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@fair glen i hope that makes some sense to you

fair glen
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Well, then words make sense but I don't know how to apply them to what I am doing. Maybe screen shots of what this all looks like?

reef mason
#

Anybody know how to make an avatar ragdoll?

night crescent
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fucc i accidentally changed animations on an object that was part of my chracter, now they're in the fetal position thing

#

is it possible to fix that? :(

Basically im asking if i can force it back into a t pose

slim sparrow
#

You can always reimport

night crescent
#

The model itself isn't messed up, just the one in the scene @slim sparrow

slim sparrow
#

Oh yeah

#

Uh, there must be a way to fix it, but I honestly don't know

#

What happens when you unassign the animation controller in the Animator component? Set it back to None?

night crescent
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Tried that just now, just doesn't do anything :/

ocean onyx
#

So like, I want to myself a phone that takes selfies when holding it, seen them around a bit actually. Just wondering if anyone knows how I go about doing this? Is there a phone model you can download like you can with avatars, oooor?..

#

to make myself*

reef mason
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If anybody knows

ocean onyx
#

Yes, I'm sure your English teacher is proud of you Auri. Though, you correcting mistakes is off topic. Perhaps you can ask a mod to make you a Grammar Nazi channel?

reef mason
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Wait, I just asked for making a ragdoll emote/animation and your being a asshole for no reason. What gives?

ocean onyx
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The gap between your last question, and then a random "If anybody knows" made me believe you were trying to correct me.