#animation
1 messages Β· Page 64 of 1
Sorry, I'm not smart enough to know how to use the scroll option β€
Well that's unfortunate. But yeah, Just next time, Don't assume quickly. pat pat pat on Sekus head
I did try to apologize for the miscommunications. Thing is, I did scroll up before posting. And could not see a link between your original question, and what I thought to be a correcting attempt. It's just that there had been to many replies from the time you asked the question and now.
xD
But yeah, I may have over-reacted. I need my morning coffee.
It's alright, It's fine
I have my coffee. Mmmm, Coffee.
Lol
Hates people who become friends then gone next week :( kinda hurts me as a hearing impaired person
Can someone @ me when they can help out with custom animating something with me on Unity?
@weak swan write down what is your issue or with what u need help, best way
@torn pawn
i mean.. u need to do your own research on that, basically find prefabs or create particle systems on your own
I need some help if someone can let me know how I managed to fuck up.
I took the base walking animations from the SDK and edited them so the only differences were the arms being vertical.
But, for whatever reason, when I walk left, the model teleports and jitters everywhere.
What could cause this?
gaaaaaaah. cant find a single decent tutorial on how to make rocketlauncher shoot rocket and explode on impact..
Just look for particle systems and sub emitters
Just use its mesh for the particle
I have a rocket launcher myself and did it like that
is it okay if you guide me on how to do that? with pictures? that would be great.
@ππ΅ππ₯ππππ / π₯ππππΎπ»πππ#2306
?
you know... just a small tutorial with pictures on how to do that.. because im kinda new but im a quick-learner π
Can't do that right now xD I'm at work and on my phone atm π
But I am available in around 8 hours xD
okaie, just tag me by @ whenever you want to show me how
Just DM me later. I bet I will forget it otherwise xD
ok
@fickle slate git gud
:((
Getting the world mesh particle rocket to rotate with your launcher is like impossible
everything is possible "if you try". but ill try cuz why not.
i actually saw someone managed to do it... but he said that he cant open his unity because he has alot of shit in his assets and it would take age's to load the file so he couldn't show me on how to do it
follow the launcher ? can you explain a bit more ?
Hey, I'm having an issue where a custom emote is ending slightly early in VRChat, but plays full legnth in unity. Anyone know why that is?
Itβs reached the 10 second limit?
most are over 10s. the emote will play for 55s then stop on one of them. The other goes for about 3min and stops 20s short
@shrewd moon wth are you trying to do? o.o
do you want to shoot the rocket and it flies off in the direction you shot it
or do you want it to still move with your avatar
@obsidian vigil Iβm actually trying to do rocket launcher as well. And want to shoot the direction that I want it to hit
Well the world mesh particle is easy
But aligning the mesh with direction of the launcher when firing is like impossible
oh
you mean the rotation
you can't rotate a mesh particle
id recommend using a particle thats not a mesh
Yea thatβs the problem
wont look that nice but its not possible without it
there is a shader that make the world mesh turn based on velocity
So firing a rocket launcher will look wonky unless facing the only correct direction
but it's really wonky
@fickle slate itβs best just to do the cow mangler
probably
To refresh my knowledge really quick, in order to make a world particle i put the particle system under an empty object on my armature, have a rigidbody on my wrist as an example, then a fixed joint on the empty object, render space world and it would be done
correct?
Β―_(γ)_/Β―
that's the basis of it yeah
alright
you need to lock the x,y,z axis on the rigid body i think
nope
and remove gravity and angular drag too
it still moves even with the locked axis
yes
well it doesnt really matter
i actually tried what happens if you dont
and now my pokemon trainers hand kinda falls downwards when the play button is pressed
but ingame hes fine
Why are animations that activate a particle, and nothing else, causing my avatar to slide off?
None of this makes sense and Ive been stuck on this for a day.
posibly added position change in animation for your avatar
I fixed it
Now I still need to fix my walking animation
Its the default SDK animations, but with the arms out
How does this cause me to spaz out when I walk left, yet not right
Yet left and right animations are the same, but the leg that moves is swapped.
I wouldnt be so confused about this if it werent for the fact my custom, BAD animation worked just fine
Yet the SDK animation completely snapped
uhm
so i have a light saber
i make an animation that triggers my lightsaber
on gesture trigger i want the lightsabe to extend
then stay that way
i know theres a way to do that via animator
how would i do that
can you animate a gameobject with the light part on it
technically yes, id just put the light part inside an empty one
use a hand gesture to activate the game object so it spawn the light and make it stuck on the last frame
how would i do that
the animation file
go into debug
check legacy
go back to normal and the wrap mode select clamp forever
alright
i used that system to make a sword appear with a diffuse shader and freeze at the last frame
Okay what the fuck. All of my hand gestures start blending together when I switch between them it's pretty fucking terrifying
like I'll do a smile, then it will slowllllly morph I to a surprised face (or whatever else i press). For every hand emote that ive overwritten too
@night crescent ayyy welcome to whats is going on with 1 of my avatars xD
@obsidian vigil all of mine are doing it! Do you have yours one keyframe out?
gray you got the anims only two frames long
i wonder if it's because i have an animation that's several different keyframes as one of my gestures?
oop
if its longer then two itll go crazy
lol
I see people with moving eyes and stuff so i thought it was a thing
Thanks so much for helping me figure it out tho β€οΈ
all g
just remember the gesture animation itself has to be 1 frame but everything inside it can be infinite
^^
you basically animate an empty game object
and activate that game object with a hand gesture
Wow
I've seen people spawn knives in midair, which then stay suspended until a certain time. After that, they all start flying simultaneously, and they bounce off of walls or stick to them. How would I go about doing that?
Particles seems like one way to do it, but mesh world particles don't rotate very well. Plus, I don't think you can change a particle's speed after it has spawned. Or can you?
velocity over life time
Yeah, but the fact that the knives start flying simultaneously is what boggles my mind
Some guy spawned roughly 5 knives, 0.5 seconds apart. Then they all fly out at the same time. I guess you could actually do that with 5 particle systems and some clever animation though
But I was wondering if there was a way to make this work for an arbitrary amount of knives
Like, spawning the knives with one gesture and "releasing" them with the other
And beyond that, I would also need a reliable way to get those damn world mesh particles to work
basically
it's 2 animations
first animation
is to trigger the emission of the knives
so they spawn
and they will spawn as long as you hold the animation
second animation change the velocity
Ah, didn't know that was possible. Cool
Now I just need to figure out why my mesh particle isn't even appearing at all. The other times I've tried this it worked perfectly
It works with basically every mesh except my knife mesh
When I manually drag it into the world, it's not even overly large or small
check if the mesh isnt really really small
It works fine when I move it into the world manually
Adjusting the start size to a very high or very low number doesn't work either
It's not the material or shader
Ohh, I might have figured it out. It says "2 submeshes" for some reason
How do I get rid of that then?
Like, the knife mesh literally has submeshes apparently
It's absolutely only one mesh in Blender, and Unity also makes it appear as one mesh. It's just that it says "2 submeshes" in the inspector
And that's the only thing that makes this knife mesh special, I think.
Oookay, I got it. For some reason, the mesh had two materials in Blender, despite the fact that it only showed one in Unity. I merged the materials (they were the same anyway) and now it's fixed.
Argh, now that I finally got the knives to do what I want, they still end up facing the wrong way. Even after flipping the damn mesh in Blender
Whoops, nvm. Forgot to apply the rotation. Great
Sorry to keep bothering you all, but I think I almost got it. The missing key ingredient is collision. The mesh is way too small for some reason, so I had to set the particle's start size to 100. But now I also need to give it collision, and the bounds must be small enough to fit the mesh
But since the particle size is so big, the bounds won't go any lower than a certain point. Can I make the mesh bigger without making the particle bigger somehow?
can't you use a dummy particle ?
spawn invisible bigger particle
and the knives are sub emitter of it
set to spawn with "birth"
I don't know whether that'll play nice with the shader I'm using (which aligns mesh particles based on velocity), but I'll give it a try. Thanks
Alright, I ended up with a much easier (and a bit more stupid) solution: scaling the model up in Blender. Lol
I don't think I can get the world particle to "stick" in walls unfortunately, at least not without losing its rotation. But at least I can make them bounce
oh you managed to make that shader work =
u can maybe make them stick by changing collission to lose lifetime set to 0
and bounce set to 0
that could make them stick ?
I actually did that initially, but that makes them angled off to the side
so u can essentially have a particle system active at all times
they may start to slide on the wall
Yeah, that's exactly what they do
and with 2 gestures u can toggle settings
To make them stick, I would have to make the particles move forward in the same direction, except really slowly, and without any more collision detection.
Sub emitters seem to be the way to go here. If I really can't get this to work, then I guess I'll just leave them bouncy
what if u have subemitters subemit 0 velocity particle
that would make them stick in wall
0 velocity wouldn't work, but 0.001 does
I got it :D
They need to have some velocity so the shader doesn't reset their rotation
They still move slightly but nobody will notice
Oh, ouch. Only one problem, the sub emitter follows its parent
Like, the stuck knives will follow the position and rotation of the parent for some reason
So if I move my hand, all the stuck knives move too. Even though they're world particles
mb u have inherit checkmarked?
ah nvm
now that's odd
doublecheck if they are actually world
Doesn't matter whether I check inherit or not
Yeah, the sub emitter is definitely world
π€
Ohhh, nvm
That was only in the editor, it works fine in play mode
I guess the editor simplifies simulation somewhat
i assume you toggle emission so you can have 2 gestures free to manipulate particles?
Well, my idea was to have the particle system always on, and just toggle emission in a gesture
I'd only need one gesture
yea
lets say u could then toggle the velocity to 0.0001 and then activate joint so u can move them ?
idk if it works
Oh, now there's one final problem: the knives are always aligned in the same direction when I "stick" them into something. If pointed up, they'll hit the ceiling and point forward
need to set joint to is kinematic tho
Yeah, I know
The sub emitter needs to inherit the particle's rotation/direction somehow, or at least its velocity. None of those appear to be the case
I set inherit to everything in the sub-emitter
It seems to work when I manually rotate the sub emitter, but that's obviously not gonna work ingame
Oh, I can maybe get this to work by having the sub emitter be a sibling of the particle rather than a child, then applying them to the same jointed parent object
Nvm, that didn't work
click things till it works
Yeah, I don't think I can do this one. I need the spawned sub particles to have velocity in the same direction as the parent
This all wouldn't be so difficult if Unity supported mesh world particles properly
I think the problem is that the sub emitter triggers on the particle's death (makes no difference when I set it to trigger on collision). But by that time, the parent particle has already stopped moving, because the dampen is 1.
If I set the dampen even the slightest bit lower, the sub emitter slides off the wall instead, since the parent particle gets a new velocity, spawns its sub emitter particles, then dies.
Oh, another solution would be to have the sub emitter receive the same rotation as its parent. Is this possible in any way? So if the parent's Y rotation is 90, then the child should be rotated another 90 degrees.
I'm speaking from a Game Object POV, not necessarily particles
rokk ull have to make a gif or short vid when u finish it
if u plan to make something more interesting than just sticking knives in wall π
Well, it's really just sticking knives in a wall, but this is turning out to be much, much harder than I thought
I think this might actually be impossible without scripting
The guy I saw earlier made them bounce, I see now why he did that
If I manually rotate the sub emitter in play mode, the knives that stick seem to rotate with it. But despite that, their stick direction does not seem to be dependent on its parent's rotation at all. Only on its own rotation.
I tried fixed joints between the two, but that didn't work either.
How do you override an emote so that you can move your body, even if you're limited to the same spot while the animation is running. For example, setting an emote up to toggle a prop on/off in your hand?
I need it to somehow inherit the velocity that its parent had before the collision, not after. Or I need the parent to not change direction on collision at all
You can't use emotes for that
@dusk nexus
I've only seen that happen in very long emotes
Also showing off the new Presentation Room. Woops Merch NOW AVAILABLE βΆ https://www.designbyhumans.com/shop/WoopsSquad/ π¬Edited by Shake β£ https://twitter.co...
There you go
idk how props toggle would achieve that
it'sbasically the same as having particle system active at all times
which already is the case
Welp, I give up. Guess I'll just make the knives bounce
bounce at 0.5 and lifetime loss at 0, tried?
just gotta change them numbers and checkbox the box thingies
Why would that help? That would just make the knives bounce off instead of sticking
I have no problem making them bounce already
that big picture
is just
a particle system
always active
but emission disabled
extremely easy to do actually
Yeah, the phone is what I'm curious about
the phone part is simple too
i use this for my TV
it's just playing with the prop toggle
I know how to make a phone
with hierarchy priority
ye, it's a prob toggle, but not many ppl know about it
I'm curious to how the emote is controllable. Like, how is he able to move his body when the animation is enabled to actually toggle the phone into his hand
the meote
it's a 1 second emote
Not for a phone specifically, just anything
is only like 0.1
and activate the emission
to spawn one plane with the camera texture on it
So toggling an object into your hand on an emote can be done as long as it's 1-second, then it'll remain there until toggled again?
sec lemme get the copy paste
its something made from hardlight heres the dl https://www.dropbox.com/s/tufu6ndxq5jtc1k/VRC_ToggleProps.unitypackage?raw=1
for prop toggling
That reminds me to add my scythe
so as long as u dont touch that gesture
putting it as an emote saves a lot of space tho
yes
Argh, I was actually pretty close to getting the particle to work. Gave the main particle bounce, reversed the speed of the sub emitter. It rotates with the parent emitter now, but it's inverse. It only works at 90 degree angles
I dunno if you can toggle objects in emotes though
issue is that newly joined people will not see you
I think it's more likely that it's a particle system which just emits 1
u can toggle objects
I mean, I didn't know toggled objects stuck outside of the emote
I did it with a coffee cup once, but the cup was part of my character by default, and disabled on a gesture.
well
i'm pretty sure
that you can use the toggle sutff for emote too
so you can probably spawn any 3d object permanently until you untoggle it
yes, using toggle on an emote is better cuz it saves gesture slot
I mean that's what it looked like in that video for me π
and u can't toggle it by accident
I didn't know it was as simple as setting a toggle in a 0.1s animation
from what i understand it's exploiting some kind of a bug
Is there a way to bounce a particle straight back, rather than it being dependent on angle of impact?
I got the effect that I wanted with bounce, but it only works on 90 degree angles
Just one more thing. I'm assuming the animation doesn't require being looped. Saves me some time π
you need to toggle only one time so probably nope
My world particles won't appear in game
They work fine in the editor, but it literally doesn't appear in game
Does anyone know how to make an audio source play when i do a gesture like thumbs up?
How would I get particles to align in the direction I'm facing
Is there away, If anybody can help me. Because I'm still really confused about this, But setting an avatar in a ragdoll state as a animation https://i.imgur.com/BhegoOW.gif
well
Crank up the size
Oh, uh
I had the exact same problem
Select your mesh. Does it say "2 submeshes"? Or perhaps more?
Like, you gotta expand the object you imported, and view the mesh itself
Click on it and it'll tell you how many verts/tris it is, as well as submeshes
If there are submeshes, you need to merge all the materials into one in Blender. Texture Atlasing is one way to do that. If your model already has only one texture, just reassign the materials and clean material slots afterwards.
Yep, submeshes
The mesh must have exactly one material in Blender
So go fix that. Texture atlasing if the textures are different, for example
@slim sparrow oh nice. i got it working thanks
Okay, really
I kept wondering why one of my particles didn't work
Turns out I had forgotten to check "play on awake"
@slim sparrow this is so weird. my collision doesn't work properly π
it collides there lol
oh i see why now
Yeah, that's normal
Check collision bounds and you'll see. Just turn em down a little
Yep
it's on 0,01
By the way, in case you ever get the arrows to successfully stick into walls, please DM me or something. Lol
my crystals i shoot on touka work like a charm
But do they also work when you don't shoot straight ahead?
I've been trying to get a simple throwing knife to stick into a wall, but it's harder than I imagined
Since it also has to work on other rotations
Ah, cool. But does it also work when you rotate it upwards?
Like 45 degrees
Problem with world particles is that they have a fixed rotation
oh
Oh, is the simulation space local?
Well, I mean more like
World mesh particles simply do not rotate with their parent. There is a shader that makes them rotate towards their velocity.
Like, if you spawn mesh particles in world space, they will always be facing the same way.
my head is the rigid body
Weird
How does your setup work? Any chance you could send me a prefab of the particle system?
Yeah, the emission works
But the particles themselves are rotated in a fixed direction
Like, if you have a knife, you want the knife blade to stick forward.
i think it works like it should. i'd have to check
i need to make the bounds smaller than 0,01...
World mesh particles don't really care. No matter how you rotate the emitter, they stay in the same rotation. This is not always a problem.
...
Yep
You're going through literally the same steps that I did
Good luck getting your arrow to work. If you get it to work, please send me a prefab.
Since I need to apply the same thing to throwing knives (they just bounce around currently since I couldn't get them to stick in the wall right)
That's what I did. Problem is rather complex
That method actually works perfectly, but the knife does not rotate one bit. Mesh world particles have their own fixed rotation.
They cannot orient themselves based on their parent.
So if you fired the arrow up, you'd just have a sideways arrow sticking in the ceiling.
If you fired it the other way, you now have an arrow sticking into the wall the wrong way
There is a shader that rotates mesh particles based on their velocity, which solves my knife flying problem. But to be visible at all, it needs to be actively moving, even if really slowly. So if you want it to stick in the wall, you need to spawn a new arrow/knife in a sub-emitter, triggered on collision or on death.
But the sub-emitter inherits the velocity of the parent particle from after its collision
And not before
So you can choose between an invisible knife (dampen 1), or a knife that sticks in the wall sideways (dampen <1).
Then there's another option, which is to give the parent bounce and apply negative speed to the sub-emitted particle. This actually works in all angles of 90 degrees, but is reversed anywhere else. It'll stick wrongly.
I'm basically out of options here lol
tl;dr sticking non-symmetrical world particles into walls is really difficult. Arrows are one such example. Your crystals are fine since they have rotational symmetry.
You don't notice the fact that your crystals are actually oriented wrongly
i didn't need to put it in blender
i scaled up the particle (it doesn't scale up bounds) and reduced start size
@slim sparrow
Ah, cool
But either way, don't let my experiences discourage you. If you get the arrows working, make sure to notify me.
Is it possible for an animation controller to have states that can pass the parameters from the previous state into it?
that'd make alot of stuff easier
i mimicked the end of the last one to make a 100% smooth transition with my animations
π€·π»
like. manually position it the way it was
I tried making a paint brush that functions like the presentation room Beta
π€
but whenever Im at the state to change colors, it changes the color of everything already written.
i have ppl in my friendslist that use a rainbow snailmarker
idk how they do it i just have 1 color π
Maybe I could have seperate trail renderers for each color I want
only thing i can think of is gradient
can you change the color to gradient?
otherwise you can maybe do that in the animation
to make the trailsource gradient through colors
but idk i haven't tried
oh you want specific ones
@celest trout that's the way to go
i mean. can't you change the color of the trail source in the animation
You definitely need multiple trail sources if you want the old trails to keep their color.
I will keep trail source enabled but the state will have every other trail renderer componant disabled
Look up Snail Marker
i'm happy with one color
I am using snail marker

Im using a modified snail marker for my world
im applying it to a world object so it needs to work specifically
You probably don't have to use snail marker for your world
Snail marker sets the Z to -10000 when it stops drawing
NoeNoe Pen uses dots and they don't look that nice
In your world, you have access to triggers and stuff
Yes Im utilizing triggers to activate states in my animation controller
Hey when I set the width of the snail marker's trail renderer's to something like 0.05 it makes a weird offset mark when you click and finish writing
Does it normally happen?
Nope that did not work.
Im stumped again.
When the trail source is enabled but he trail renderer is disabled, the trail all dissapears from view. Which thinking about it kinda makes sense haha.
Does anyone have any tips on making a good world object paint brush effect?
@slim sparrow i see what you mean now
for some reason it does not work properly
because the rotation is fixed
so is there a way to make the rotation work?
π€
How do you prevent your character doing the weird floating in the floor animation when you add an idle animation to a model
I haven't done it in a really long time
Id recommend using a working idle animation and working off that. Your root has to be set right.
so world particle rotations are always f'd? π
does it also count towards subemitters on collision
well this sucks
i have to either fallback to billboard particles or make it local
i need some help with CATS eye tracking
ive done everything by the book from set up to rigging and names, and it still doesnt work
@clear barn there's three prerequisites you must meet for eye tracking/blinking to work:
1- The bone hierarchy Hips->Spine->Chest->Neck->Head->{LeftEye,RightEye} must exist!
Exact names are required, there can be no in-between bones.
The bones donβt need any vertices skinned to them. They can be βemptyβ.
2- The blend shapes vrc.blink_left, vrc.blink_right, vrc.lowerlid_left, vrc.lowerlid_right must exist as the first four blend shapes. (index 0 through 3).
Exact order is required, names are actually unimportant though.
They can be the same as the basis shape. They can be βemptyβ, but blender wonβt export empty blendshapes.
3- The skinned mesh must be named βBodyβ.```
thats extremely helpful, thank you very much!
the blend shapes part is only for blinking or i need them for eyetracking too? @clear yew
they do the blinking eyelids, yes, eyetracking only needs the LeftEye and RightEye bones to move around afaik
but if the blendshapes are missing it won't work, they can be empty/basis though if you don't want blinking to do anything
@clear barn
yw!
@clear yew in blender, shape keys are in the mesh menu under vertex groups
yes but i need to make them
i have all my vertex groups made
@clear yew the blendshapes mentioned are generated by CATs after you set the eye tracking values and 'generate eye tracking'
ignore vertex groups, lets focus on shape keys
everything is weight painted properly
its not for a face
its for moving parts on a weapon
i just dont know to to move the bolt back
while having the shape key selected, go to edit mode
now everything you edit will only be edited within the shape key
after you are done, go back to object mode and youll notice your modification is gone
now you can use the slider to blend the key
how do i select my vertex group so i can move it?
i need to grab the bolt and move it to another location right?
yup
but how do i grab the bolt?
if the bolt is separated from the rest of the mesh, click a vertex inside the bolt and then click L
so there is really no way to fix the rotation of world particles?
while your mouse is hovering over the bolt
ok thanks but its 1 mesh
okay then just select the faces of the bolt
DM me if anybody does have the answer, Thanks
anybody got a link to manual eye tracking set up?
Hello, I am trying to create an animation override that makes an object appear on my avatar's face/head (Its a mask). I've been having a lot of difficulty getting the Is Active property to function properly. I can get the object to go Active in VRChat only if I place the object under "Right wrist" or rename my "Head"(in Hierarchy) to "Right wrist", neither produce desirable results. The fingers for the FIST override that i'm using work perfectly, its just the Is Active property that won't work in VRChat. I've ran out of ideas on this one and hoping someone might have an idea of what I could try.
Very interesting thing tho, visemes button in CATS generates eyelid shapekeys
so always first create visemes then eyetracking
@supple trail make sure the mask mesh isn't called "body"
@obsidian vigil doesn't matter
@obsidian vigil It does? That's new to me π€
umm @torn pawn so i tired the cloth instead of dynamic bones
that stuff is glitchy as fuck
it ended up becoming a flying tool
did you lock in place the top of the skirt ?
nah
i put it on
inside unity my character was put back a few meters for no apparent reason
and ingame i was able to fly on jump
no idea how tf i managed to do it
oooh
or you get launched in space
well rip
also you need to lock the top part of the cloth
will a cloth work on a cape
yes but it will be pretty hard to setup
ive got a one punch man cape that is straightened out and even if i have dynamic bones with gravity on there it wont lower
you can but i don't think you will like it
blender or unity
i tried it in the configuration
it springs back
to its original pos
so probably blender ^^
good question
@slim sparrow you can do it manualy via copy pasting ahead to mirror it, and then delete the old keyframes, i've searched about it before and found no other way aside scripting
In unity that is
maybe this?
Physically swapping keyframes hurts me
But I guess it's possible in this simple animation
in the thing they talk about a mirror checkbox on animation files
Go ahead and give it a go, so far that's the way i had to go with it...
That'll reverse the side it's played on iirc
Yeah
If finger point is right handed, then on mirror, finger point is now left handed
Here's what i mirrored before https://cdn.discordapp.com/attachments/393113850909818880/404378568169226250/unknown.png
You can copy entire sections by selecting the very top keyframes
As those select the entire row in that specific time
is there an easy way to delete animation properties that only have 2 keyframes in the timeline (start and end of animation)?
https://cdn.discordapp.com/attachments/420183681798242304/434318776175951892/20180413184423_1.jpg need help, how can the fog stay in place while i jump
World particles
so we set it to world not local?
Yes
i'll test it later
@unique night right-click and press the delete button that pops up?
@slim sparrow no, i know about that
i mean a way to automate it
i have like 30 baked animations to go through
deleting all the unnecessary joints in the timelines
like i only need the rotation keyframes, not the position and scale of joints which all have an identical start and end keyframe
for example, you can see a bunch of joint properties i dont need in the timeline
(but i need them removed for the next stage of what i'm using these for)
(to save on file size)
The fact that I canβt rotate my hair in animation feelsbadman
I have an FBX animation that I want to duplicate, how do I do this?
It's not a humanoid animation
So CTRL+D doesn't seem to work
I'm importing my animations with the model so not sure when it comes to in fbx animations on their own
(i then chop the long animation into smaller ones in the inspector)
but still have to ctrl+D them to edit them
you guys think this is usable in any way?
i think omega mentioned using something similar to this
where you draw a path and it does it for you
and something to do with motion capture
@manic torrent Make sure your particle system isn't parented to your armature, but your avatar game object also
@slim sparrow the mask isnβt named body.
Hello, how can i add gestures to an avatar with controller? It puts animations on model and makes them read only, i cant add anything
or edit
- it has a lot of frames
alright, I hate to be that guy but... but what does LT135 and LT45 mean in the animation override controller?
Left Trigger?
Arn't they two animation of walk on the left side crounching at different speed ?
Hell if I know... is that what it means? π€
'cause the only videos I found were only about the faces
is it RunstrafeLT135?
yeah
then its run strafe left 135 degree
and 45 degrees should be forward. π
i think 0 degree is directly infront of you
no problem xD
np
So I'd like to get my DekaRed avatar to have an animation for pulling out his badge, as well as an animation of "Judgement Time", where their badge is used to determine a person telling the truth or not, as the Dekarangers are police with high-tech weaponry in the show they're from. Would someone be able or willing to help me out with this? I know nothing about animation, which is why I ask, and I think tutorials at this point wouldn't be helpful. :/
Look up tutorials on how to enable/disable game objects in animations
You'll want to have an object in your hand, disabled by default, then enable in a gesture
If you wanna learn how to do it, just look tutorials.
If you just wan't tohave this animation on your character bt don't want to take the time to learn you can join the VRCTrader discord, and ask someone to do it for you. It may cost you money though
anyone know if they can test their avatar in unity with vr? I hate opening and closing VRChat 24/7 for an animation
You can perform local test loading the last avatar id you had on you
So if you upload this id you'l be fine to local test on the vrchat serv
But you must switch to a test world on unity each time
Yeah, you can actually just alt tab and look at your real screen
If you use Oculus, you need to have more than 8 GB of RAM to do so, since Oculus takes up an extra GB and you won't make it with 8 GB
You can open Unity and work in the background
Then when you upload your avatar, you can switch away from your avatar, expand the avatar list, then switch back. @clear yew
Im working on an offline unity sdk too to perform this kind of test pressing only the play button
But it gonna take some time
I thought you had to exit VRChat to see a change π€ @slim sparrow
Hey can someone help me?
No
When I do an animation, my hand moves but the weapon isn't in my hand.
What weapon ?
The one in the animation
is it a child of the wrist?
Yea
Yea
my mind is empty rn π€·
I'll send a screen
And you says to the weapon to activate at start of the animation ?
In the animator you must reccord that you acticate your weapon gameobject
@clear yew yep
You don't have to restart
Just switch avatar, expand your avatar list, and your avatar should be refreshed when you switch back.
You can confirm that it refreshed when you see the refreshed avatar loading in as a blue ghost when you select it.
Animations are screwing up somehow
fine in unity but not in-game
legacy mode is on
If you enabled blinking in CATS but created a blink animation on your own in Unity, it breaks.
I didn't
It'll even display just fine
In the avatar selection menu
People in-game see the eye just flickering like that too
π©
Doesn't make any sense
you got both characters avatar the same?
if one of them has l eye as the eyelid its kinda obvious
what
@slim sparrow ooh ok
yeah... im having the same issues with my 2B... havent been able to fix it for more than a month already lul
made custom walk animation > works flawlessly as legacy > looks like poop as humanoid
https://gyazo.com/9614de1d9a2b18fb3834640a861c81f1 muh custom walk animation reeeee π¦
could anyone help me with a stencil shader problem i have?
i wanna see myself when using it but i am invisible because the model is part of the stencil mask
Anyone knows why Collision isnt working?
I have a particle system with a collider and subemitters
but it stopped working. It no longer emits anything after colliding
How come blinking isn't working in-game ;^;
Well, there are several answers
First of all, do you have eye bones mapped? @molten elm
It might be that VRChat's eye tracking is overriding your blinking, if they use the same shape keys.
If you make blinking yourself
If your avatar has eye tracking, then the first four blend shapes in the mesh are manually managed by the game.
If you're making a custom blink animation, you need to check the Disable Blinking option in CATS eye tracking creator.
Check the first four blend shapes in the mesh in Unity. Manually manipulate them
Ideally, they should do nothing when set to 100. And also, you should not touch those blend shapes in your animation. You need to use the original shapes (winking etc)
If you used CATS, those first four blend shapes will be called vrc.blink_left,right, lowerlid left and right
Yeah, I know
That's why I'm pretty sure it's eye tracking related
Since that's the only major difference between unity and ingame
How can I fix that
If you have those first four blend shapes and you're not doing anything with those, then I honestly don't know what the problem is. Did you check the blend shapes in Unity itself? Because them showing up in Blender doesn't mean anything. Just checking.
Unity doesn't import empty blend shapes, I have had to manually add some to models that don't have separate winking per eye
I mean yeah, I just recorded it playing in Unity too, the animation is working, I deleted the animation component and re-did it all
They'll only blink in the avatar menu
It's so weird
I mean, I believe you there
But like, can you post a screenshot of your blend shapes list in Unity?
Outside of the animation window
On the actual mesh itself
Click on Body in your scene
On the main not the copy, right?
duplicates do not matter in the end, animation tells what to do on the model it's being triggered
Well, the first thing I see, which is not necessarily the problem
Right click on all of those bolded blend shapes and revert to prefab
Still, the first four blend shapes are correct, and you only seem to be touching wink
question tho, why make your life harder and make your own animation for blink
Anyway, try setting those first four blend shapes to 100 in that list, see if anything changes
and then u gotta add extra property for disabling it in every expression
@torn pawn so you can disable the animation, or make it look nicer
I don't want my gestures to still have blinking
true, the gesture blink is annoying
Oh yeah, I should have mentioned, don't leave those first four shapes at 100
As a last resort, you can unmap eye bones
in head rig, set left and right eye to none
alright, I'll test that out
hello
did you actually say hurray? im imagining you were
would someone on here mind helping me out with animating a generic model?
does anyone know if theres a way to have a constant animation playing
like something orbiting around my avatar
For those who want to play around with 2GB worth of mocap animations, here's the link (it's legal).
https://forum.unity.com/threads/huge-free-fbx-mocap-library-released.261401/
cMonkeys proudly presents:
Huge (free) FBX Mocap Library
[IMG]
This library is a conversion of the Carnegie-Mellon University mocap library.
It...
To make a fbx animation work in unity, you have to assign the avatar definition to your vrc avatar. after you get an error, revert back to the original to fix the mocap offset during preview.
enable root motion and you're set.
is it possible to activate an animator in an animation?
anyone know why my avatar falls into the ground using an animation. I duplicated the original and looks fine in unity, but in game it falls into the ground like the duplicated one I originally made.
So I got some overrides for facial animations
But lets say I go from crying and then to idle face, it goes immediately to idle face
Same goes for my licking animation (didn't know what else to do for now) to idle face
But if I go from crying to licking it takes a while and it slowly morphs from crying to licking instead of instant
nvm I fixed it
I'm on desktop though
Its a bitch
Does anyone konw how to glitch an animation so it keeps playing even when you stop? (Talking about emotes, not gestures)
I want to do a Full Body Tracking front camera, but I don't want to re-upload another version of my avatar for it so I'm thinking of enabling it with an animation, problem is the camera is still going to be running in the background even if I don't see it and that'll most certainly impact my performance
why do some avatars arms freak out for some people?
some avatars in question don't even have any errors.
@primal gull put an Animator component on the thing you want to orbit around you
Then just animate it
hello i need help with an animation, im working on a boss fight and i dont know how to animate the npc. if anyone could help me with it it would be nice of you (npc)
I have problem with mmd dance the thing is his hips stay in place so he cant move around or spin,anyone knows how to fix that?
first off, ty @slim sparrow
second, i have an animation of something spinning but when it reaches 360 at the end and goes to 0, it kinda stumbles for half a second and ruins a smooth loop
jk i found a way
hello. wierd question. i have a muzzle flash prefab attachet to a gun and its nice in normal unity simulate particle system. but as soon as i upload or go into the live view in unity it wont show there
nvm. in debug mode the "play on wake" was disabled for a wierd reason
heya!! question! is there any way to use a shapekey as an animation? the mmd model i have has a shapekey that i want to put into an animation
or do i have to save a new model with the shapekey activated?
I think the shapekey's got to exist for you to use it, so yeah, edit your model in blender
oh cool, so just save a new model with that shapekey on?
@primal gull you need to set the curves to linear
@ivory lagoon ignore that advice
In the model's skinned mesh renderer, you can toggle blend shapes
Body->Skinned Mesh Renderer->Blend Shapes.(key)
In animation
Do not make a copy of your model with the shape key activated
so only do that in animation?
do i have to make a copy of the model first in unity?
i'm new to animation stuff, a friend briefly explained it but i can't remember if he said to or not
Animation question: i animated an idle animation where my character's tail sways and the ears twitch and the eyes blink. The whole thing works when in play/test mode, however once im in vrchat only the blink shows up - so it works(?) but why isnt the bone animations showing up? I get rid of the blink and suddenly all the bone animations work again. Can it not handle blendshapes and bone animations at the same time or am i doing it wrong?
had lots of issues with humanoid bone animation overrides and vrchat, don't have a solution
bummer
have that one life detail of blinking, or the other life detail of idle moving ears and tail..... hmmmm
ears are cuter. presses button
there is a setting in fbx import for the animation mask which allows you to enable animation on non-humanoid bones but if you animated it in unity that's a moot point
animating it in unity, yeah
ooooooh i could add bones to the eyelids and force them to blink....
that would work
nice
blinking is literally the only thing missing from the idle, so luckily theres not much else to fix π
hopefully works
so far the animation looks okay, now to post and test
how do i add the shapekey from here?
this is the one i want to add but it's not letting me add it?
make sure the duplicated avatar is selected
it is c:
@ivory lagoon Add property choose the animator, then the shapekey.
im clicking on the shapekey but it won't add it?
@ivory lagoon Scroll to the right on the list, there are little pluses next to them you have to click
oh yeah forgot about those
OH! duh
thank you guys!
wait one more really quick question sorry slkfs
how do i make the light sources stick with the character? instead of just staying in one spot
im trying to have a lightsource in the middle of his forehead but with my past experience in animation, i've only had the light source in one spot
You can scroll down the armature list in the animation properties
oh gotcha! worked!
also how do i make the shake key stay constantly on? it's looping
shape*
How do I edit my animations
I created some yesterday, but today I want to tweak them, and I can't get them on the duplicated avatar to edit them
@clear yew drag and drop the animation on to your duplicate in the hierarchy
so lighting works for animations but neither my particles, shapekey or music works
but it works in unity? just not in vrchat
my shapekey semi-works but it's flashing rapidly
shapekey is still flashing and particles/music doesn't show up ;;
i might know my problem
am i supposed to have every animation set to one second?
they are set correctly
check if the values are the same
also check at the 1 minute mark if there is a random keyframe
values? and nope no random keyframes
yes the value of the keyshape on the keyframe
0.00 and 0.01 needs to have the same value or it will flash really fast
that's a blendshape right ?
yeah
ah gotcha, set it to 100... it doesn't show up at all now though
wait it does
but it's flashing
lemme get a gif real quick of what it's doing
also particle system and music works here but when i put it in vrchat it's gone
light sources work though
OH figured it out i think, now my problem is getting the particle system and the music to work in vr
Is it possible to make it so that dynamic bones only activate during a gesture?
can you uncheck a box in the script ?
Yeah
then yeah
animation tab
press the red dot to get into animation mode
and check the box so it add automatically the property
ohh
so I keep it turned off in the inspector and it only turns on during the gesture
awesome
yep
IM SORRY IM SO PROBLEMATIC question
so i got the particles and shapekey working
BUT NOW the light sources aren't following his forehead? even though they're parented to the head
oh but
it only works if I'm editing the animator on the main character
and that breaks stuff..
aaaaahhh
how do i get them to stand back up
how do i make a light source follow a bone?
How do I add a .vmd-animation to a model in Unity? I tried to add it in Blender but it never worked out, but I was told to add the animation in Unity - however, the only tutorials I could find were pretty old and don't seem to work anymore.
Anyone have an idea how to get an audio source and particle systems to work on a separate animation? I have the first animation for a gun and a cocking noise, and the first for a gun fire and 2 particle systems, but the second doesnt activate.
Is it possible to spawn in a mesh (not using particle system meshes) and have it stay there without moving with you or even to move with you but not turn with you?
How do you make a light source follow a bone?? i have it parented to the head but when i move my head around the light source stays in one spot
@ivory lagoon Do you have it parented to the avatar game object or the headbone itself?
the headbone
someone suggested doing rigid bodies but now there's no lights at all
is anyone here good with dynamics bone and everything?
im horrible at it. i have my avatar made and everything. jus need to use blender but its to complicated for me and i cant make it work right if someone wants to help me out if thats cool? i think i posted this in the right channel. dunno if its this or avatar rigging the right place to ask
I'm setting down cards using particles and the texture sheet module by setting a random start frame, but everyone sees different cards. Any way to sync it up so everyone sees the same cards?
Can anyone show me how to enable dynamic bones only for a hand gesture please.
Is there a way to make it so a gesture override hides a mesh for indefinite time?
i can't figure out why the light sources aren't showing now, they're in my animation and working in unity totally fine? only the actual light is hidden, not the game object
they don't show in vrchat -- it's not clientside because i have a friend testing for me
music and particles work but not lights?
anyone able to help maybe?
Hi im trying to figure out how to trigger animations to my keyboard i have a spider modell i have the animations too and im trying to connect the animations with the animator panel but nothing work im trying this 7 hour checking tutorials everywhere im thinking really but someone pls spend some time on meXD:D .. sorry really
https://imgur.com/a/hyf5U this two picture so i can't connect my model with the animator panel you can see all animations are there everything is okay so i really dont understand why the tutorials not work when im following them.
question
why can i animate these as part of a game object animation
https://cdn.discordapp.com/attachments/419689756486664203/435019369496444928/unknown.png
https://cdn.discordapp.com/attachments/419689756486664203/435019451197554688/unknown.png
and not these
theyre both FBX objects
both have the same amount of particle generators, ect
how come everytime i take out my weapon for the animation it spawns somewhere random around me
not in my hand?
but its in my hand for me not other people
Hey guys! So!
Blender animation
I made an animation I think works pretty well
But now at the end of it I hit somewhat of a snag, the blender curves are controlled by the next pieces of keyframes
but when I delete the keyframes that come after the final actual frame I want in the animation the curve changes
is there any way I can keep the curve while deleting the final frame?
can't tell exactly what you mean @languid nimbus but i'm pretty sure pressing i to insert a keyframe on the second to last frame is what you want
Can anyone show me how to enable a dynamic bone script using a hand gesture
press record and checkmark/remove box
Hi! I'm creating a non-humanoid avatar (a dog, to be precise), the problem lies in the animations of the emotes. In practice when I press on the emote the animation is played, but it goes in loop. And before you ask, yes, I have disabled the loop from the animation. One thing I noticed is that the loop, regardless of the duration of the animation, lasts exactly 1 minute and then returns to idle. Another thing I noticed is that when the animation used in the emote is finished, it seems to come back to idle for half a second, but then it reproduces the emote animation again. Can you tell me a way to solve this problem? (sorry for the length of the message, I'm trying for like 3 days and I'm literally going crazy lol)
i've posted some speculation/tests on why it seems to happen, but i don't think there's a clean solution when it comes to generic rigs:
https://vrchat.canny.io/bug-reports/p/generic-rig-gets-stuck-when-emoting
what i wound up doing was creating a second avatar of the same thing, with added humanoid bones -- the humanoid bones are used to set the model as a humanoid rig.
emotes won't encounter the looping problem if it's a humanoid rig, but you'll probably run into other issues involving your avatar floating/sinking beneath the ground while walking (without playing a walking animation) and sliding around on the ground a bit as you look around
In fact I had tried so but it is not a great solution, my avatar moves in a strange way and the view is not the best. I don't know if it can be useful as information (also because I don't know much about unity), but if I go into the animator, select my emote and in the exit transition I set the interruption source to next state the loop stops, but I have to still wait a minute before it returns to idle
Hey guys, back then someone said dynamic bones don't effect animations. But this one somehow got effected though. Here's the original animation
https://gyazo.com/a0ea1ee264b499b4a12a3127f169d66b
yeah, it seems like it has to do with VRChat effectively keeping your emote button pressed down -- it acts like it's repeatedly pressing the button and sending you back into the emote for a full minute for whatever reason
Ummm, alright now it changed when I play the animation... https://gyazo.com/ef6ffdb4e3ba2940fc87e3b0b8b1466d
Well, it will mean that I'll have to settle on this for the moment, I hope they'll fix this thing, it's quite unnerving after working on animations and then failing to use them lol
Thank you for the help! π
Does someone have an example of an animation toggle in unity? Like weapon toggles on emotes/gesture, rather than having to hold a button
The one someone posted? I accidentally deleted it
Anyone knows how to make it so a gesture override makes a mesh appear indefinitely?
and it's still not enabling the dynamic bone when I use the gesture
what am I doing wrong?
If someone could show me the "wae" I'd be greatful (and never use that in a sentence again)
@molten elm show the dopesheet
The box should stay checked when you drag the red line over the two diamonds (keyframes)
Is it possible to change a particle's velocity after it has already been spawned?
I've got the flying knives thing, but I would like to suspend them in midair until I press a gesture.
Yeah it stays checked when I scroll from 0 to 1
But the thing is it's acting like it's trying to enable the dynamic bones on the duplicate, even though the dupe and main are the same, blah
You seem to be disabling an animation in the same gesture, does that work correctly?
Then you know if it's an assignment problem, or if the problem is inside the animation
Yeah cause the eyes shut and it stops the blinking animation
Then I'm guessing the game just doesn't like disabling dynamic bone scripts
Can't you fiddle with the values instead? Set the Stiffness to 1? That way, the bones shouldn't move at all.
I've been trying to mess with the values, it's just a shame it doesn't translate well into VRchat
It'll look great in Unity, then you jump in-game and it's like it has a completely different set of values applied
Does anyone have a solution for animations not working, so far the only thing that works is creating the model from scratch and doing all the animations, detaching the avatar id and then only uploading the avatar
Duplicate your model and see how the animations look there. Also check in play mode.
You should see your duplicate immediately perform the selected animation as soon as you enter play mode
yup, it does work in there but vrchat my hand gets stuck and it cant close or open for about 5 seconds after trying to use the animation. Im doing everything the same way i have for the past 2 months but it just doesnt see to want to work
That sounds oddly as if your animation is actually one second long, and not one frame
Could you show us the dopesheet?
Weird, that actually looks correct.
And you're sure this is the animation you have in your animation controller? You don't have another one by accident, or another with the same name?
i keep everything in their own folders, the anim overide has this on its fingerpoint
the only thing i think that could cause this problem is that there is an animation on the object that i activate
Weird, so I added a new gesture, and now my blinking animation looks less smooth??
@agile monolith can you check for me if it's a legacy animation. Cause the absense of the checkbox worries me
@brazen crater oh yeah, that's a good point. Could just be a missing scrollbar but still
Legacy animations are a no-go unless you use them in Animation components and you know what you're doing
Anyway to change materials in animations