#animation

1 messages Β· Page 64 of 1

reef mason
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No I wasn't, If you would of been smart enough to actually scroll up a little bit more, You could of seen my question that I'm trying to get asked.

ocean onyx
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Sorry, I'm not smart enough to know how to use the scroll option ❀

reef mason
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Well that's unfortunate. But yeah, Just next time, Don't assume quickly. pat pat pat on Sekus head

ocean onyx
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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.

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xD

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But yeah, I may have over-reacted. I need my morning coffee.

reef mason
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It's alright, It's fine

ocean onyx
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I have my coffee. Mmmm, Coffee.

reef mason
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Lol

eager island
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Hates people who become friends then gone next week :( kinda hurts me as a hearing impaired person

weak swan
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Can someone @ me when they can help out with custom animating something with me on Unity?

torn pawn
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@weak swan write down what is your issue or with what u need help, best way

weak swan
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Basically creating Aura Sphere for Lucario avatar.

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Or any move, for that matter.

weak swan
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@torn pawn

torn pawn
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i mean.. u need to do your own research on that, basically find prefabs or create particle systems on your own

dim valve
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I need some help if someone can let me know how I managed to fuck up.

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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.

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What could cause this?

fickle slate
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gaaaaaaah. cant find a single decent tutorial on how to make rocketlauncher shoot rocket and explode on impact..

frosty pendant
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Just look for particle systems and sub emitters

fickle slate
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@frosty pendant

frosty pendant
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Just use its mesh for the particle

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I have a rocket launcher myself and did it like that

fickle slate
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is it okay if you guide me on how to do that? with pictures? that would be great.

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@πŸŽ€π΅π“‡πŸ₯π“Šπ“€π‘’π“‡ / π’₯π‘’π“ƒπ“ƒπ’Ύπ’»π‘’π“‡πŸŽ€#2306

frosty pendant
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?

fickle slate
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you know... just a small tutorial with pictures on how to do that.. because im kinda new but im a quick-learner πŸ˜…

frosty pendant
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Can't do that right now xD I'm at work and on my phone atm πŸ™„

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But I am available in around 8 hours xD

fickle slate
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okaie, just tag me by @ whenever you want to show me how

frosty pendant
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Just DM me later. I bet I will forget it otherwise xD

fickle slate
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ok

shrewd moon
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@fickle slate git gud

fickle slate
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?

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;_;

shrewd moon
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:((

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Getting the world mesh particle rocket to rotate with your launcher is like impossible

fickle slate
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everything is possible "if you try". but ill try cuz why not.

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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

clear yew
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follow the launcher ? can you explain a bit more ?

shrewd moon
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It possible with local particles

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But looks baddd

novel flower
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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?

shrewd moon
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It’s reached the 10 second limit?

novel flower
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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

obsidian vigil
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@shrewd moon wth are you trying to do? o.o

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do you want to shoot the rocket and it flies off in the direction you shot it

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or do you want it to still move with your avatar

fickle slate
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@obsidian vigil I’m actually trying to do rocket launcher as well. And want to shoot the direction that I want it to hit

shrewd moon
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Well the world mesh particle is easy

obsidian vigil
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i mean

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yeah

shrewd moon
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But aligning the mesh with direction of the launcher when firing is like impossible

obsidian vigil
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nah

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oh

clear yew
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oh

obsidian vigil
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you mean the rotation

clear yew
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you can't rotate a mesh particle

obsidian vigil
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id recommend using a particle thats not a mesh

shrewd moon
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Yea that’s the problem

obsidian vigil
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wont look that nice but its not possible without it

clear yew
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there is a shader that make the world mesh turn based on velocity

shrewd moon
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So firing a rocket launcher will look wonky unless facing the only correct direction

clear yew
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but it's really wonky

shrewd moon
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@fickle slate it’s best just to do the cow mangler

obsidian vigil
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probably

fickle slate
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But I can’t find the model anywhere

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I only found tf2 rocket launcher

obsidian vigil
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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

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correct?

fickle slate
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Β―_(ツ)_/Β―

clear yew
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that's the basis of it yeah

obsidian vigil
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alright

clear yew
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you need to lock the x,y,z axis on the rigid body i think

obsidian vigil
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nope

clear yew
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and remove gravity and angular drag too

obsidian vigil
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dont need to πŸ˜›

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if you want it to move

clear yew
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it still moves even with the locked axis

obsidian vigil
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oh you mean on the rigidbody

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on the wrist

clear yew
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yes

obsidian vigil
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well it doesnt really matter

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i actually tried what happens if you dont

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and now my pokemon trainers hand kinda falls downwards when the play button is pressed

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but ingame hes fine

dim valve
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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.

torn pawn
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posibly added position change in animation for your avatar

dim valve
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I fixed it

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Now I still need to fix my walking animation

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Its the default SDK animations, but with the arms out

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How does this cause me to spaz out when I walk left, yet not right

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Yet left and right animations are the same, but the leg that moves is swapped.

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I wouldnt be so confused about this if it werent for the fact my custom, BAD animation worked just fine

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Yet the SDK animation completely snapped

obsidian vigil
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uhm

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so i have a light saber

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i make an animation that triggers my lightsaber

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on gesture trigger i want the lightsabe to extend

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then stay that way

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i know theres a way to do that via animator

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how would i do that

clear yew
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the light part

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is it particles ?

obsidian vigil
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nope

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its a cylinder with a shader applied

clear yew
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can you animate a gameobject with the light part on it

obsidian vigil
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technically yes, id just put the light part inside an empty one

clear yew
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use a hand gesture to activate the game object so it spawn the light and make it stuck on the last frame

obsidian vigil
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how would i do that

clear yew
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the animation file

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go into debug

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check legacy

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go back to normal and the wrap mode select clamp forever

obsidian vigil
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alright

clear yew
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i used that system to make a sword appear with a diffuse shader and freeze at the last frame

night crescent
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Okay what the fuck. All of my hand gestures start blending together when I switch between them it's pretty fucking terrifying

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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

obsidian vigil
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@night crescent ayyy welcome to whats is going on with 1 of my avatars xD

night crescent
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@obsidian vigil all of mine are doing it! Do you have yours one keyframe out?

lilac cave
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gray you got the anims only two frames long

night crescent
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i wonder if it's because i have an animation that's several different keyframes as one of my gestures?

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oop

lilac cave
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if its longer then two itll go crazy

night crescent
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There ya go

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Why is that?

lilac cave
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its not what vrchat expects

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Β―_(ツ)_/Β―

night crescent
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lol

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I see people with moving eyes and stuff so i thought it was a thing

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Thanks so much for helping me figure it out tho ❀️

lilac cave
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all g

celest pewter
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just remember the gesture animation itself has to be 1 frame but everything inside it can be infinite

lilac cave
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^^

lost musk
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I made successfully 2 frames finger animation

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Even 10 frames

night crescent
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what

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how do you put an animation inside of another one

clear yew
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you basically animate an empty game object

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and activate that game object with a hand gesture

night crescent
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Wow

slim sparrow
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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?

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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?

clear yew
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velocity over life time

slim sparrow
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Yeah, but the fact that the knives start flying simultaneously is what boggles my mind

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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

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But I was wondering if there was a way to make this work for an arbitrary amount of knives

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Like, spawning the knives with one gesture and "releasing" them with the other

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And beyond that, I would also need a reliable way to get those damn world mesh particles to work

clear yew
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basically

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it's 2 animations

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first animation

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is to trigger the emission of the knives

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so they spawn

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and they will spawn as long as you hold the animation

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second animation change the velocity

slim sparrow
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Ah, didn't know that was possible. Cool

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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

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It works with basically every mesh except my knife mesh

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When I manually drag it into the world, it's not even overly large or small

clear yew
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check if the mesh isnt really really small

slim sparrow
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It works fine when I move it into the world manually

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Adjusting the start size to a very high or very low number doesn't work either

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It's not the material or shader

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Ohh, I might have figured it out. It says "2 submeshes" for some reason

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How do I get rid of that then?

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Like, the knife mesh literally has submeshes apparently

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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

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And that's the only thing that makes this knife mesh special, I think.

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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.

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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

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Whoops, nvm. Forgot to apply the rotation. Great

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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

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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?

clear yew
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can't you use a dummy particle ?

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spawn invisible bigger particle

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and the knives are sub emitter of it

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set to spawn with "birth"

slim sparrow
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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

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Alright, I ended up with a much easier (and a bit more stupid) solution: scaling the model up in Blender. Lol

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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

clear yew
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oh you managed to make that shader work =

torn pawn
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u can maybe make them stick by changing collission to lose lifetime set to 0

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and bounce set to 0

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that could make them stick ?

slim sparrow
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I actually did that initially, but that makes them angled off to the side

torn pawn
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so u can essentially have a particle system active at all times

clear yew
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they may start to slide on the wall

slim sparrow
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Yeah, that's exactly what they do

torn pawn
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and with 2 gestures u can toggle settings

slim sparrow
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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.

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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

torn pawn
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what if u have subemitters subemit 0 velocity particle

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that would make them stick in wall

slim sparrow
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0 velocity wouldn't work, but 0.001 does

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I got it :D

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They need to have some velocity so the shader doesn't reset their rotation

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They still move slightly but nobody will notice

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Oh, ouch. Only one problem, the sub emitter follows its parent

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Like, the stuck knives will follow the position and rotation of the parent for some reason

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So if I move my hand, all the stuck knives move too. Even though they're world particles

torn pawn
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mb u have inherit checkmarked?

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ah nvm

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now that's odd

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doublecheck if they are actually world

slim sparrow
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Doesn't matter whether I check inherit or not

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Yeah, the sub emitter is definitely world

torn pawn
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πŸ€”

slim sparrow
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Ohhh, nvm

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That was only in the editor, it works fine in play mode

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I guess the editor simplifies simulation somewhat

torn pawn
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i assume you toggle emission so you can have 2 gestures free to manipulate particles?

slim sparrow
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Well, my idea was to have the particle system always on, and just toggle emission in a gesture

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I'd only need one gesture

torn pawn
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yea

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lets say u could then toggle the velocity to 0.0001 and then activate joint so u can move them ?

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idk if it works

slim sparrow
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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

torn pawn
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need to set joint to is kinematic tho

slim sparrow
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Yeah, I know

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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

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I set inherit to everything in the sub-emitter

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It seems to work when I manually rotate the sub emitter, but that's obviously not gonna work ingame

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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

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Nvm, that didn't work

torn pawn
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click things till it works

slim sparrow
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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

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This all wouldn't be so difficult if Unity supported mesh world particles properly

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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.

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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.

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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.

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I'm speaking from a Game Object POV, not necessarily particles

torn pawn
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rokk ull have to make a gif or short vid when u finish it

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if u plan to make something more interesting than just sticking knives in wall πŸ‘Œ

slim sparrow
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Well, it's really just sticking knives in a wall, but this is turning out to be much, much harder than I thought

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I think this might actually be impossible without scripting

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The guy I saw earlier made them bounce, I see now why he did that

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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.

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I tried fixed joints between the two, but that didn't work either.

dusk nexus
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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?

slim sparrow
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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

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You can't use emotes for that

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@dusk nexus

dusk nexus
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You can though

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Wait, there's actually a very good example

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Lemme' find it

slim sparrow
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I've only seen that happen in very long emotes

dusk nexus
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There you go

torn pawn
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idk how props toggle would achieve that

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it'sbasically the same as having particle system active at all times

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which already is the case

slim sparrow
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Welp, I give up. Guess I'll just make the knives bounce

torn pawn
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bounce at 0.5 and lifetime loss at 0, tried?

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just gotta change them numbers and checkbox the box thingies

slim sparrow
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Why would that help? That would just make the knives bounce off instead of sticking

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I have no problem making them bounce already

clear yew
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that big picture

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is just

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a particle system

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always active

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but emission disabled

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extremely easy to do actually

torn pawn
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no, it's about the phone

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which is props toggle

slim sparrow
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Oh, so he doesn't actually toggle the prop?

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It's actually a particle?

dusk nexus
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Yeah, the phone is what I'm curious about

clear yew
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the phone part is simple too

torn pawn
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i use this for my TV

clear yew
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it's just playing with the prop toggle

dusk nexus
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I know how to make a phone

clear yew
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with hierarchy priority

torn pawn
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ye, it's a prob toggle, but not many ppl know about it

dusk nexus
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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

clear yew
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the meote

torn pawn
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it's a 1 second emote

dusk nexus
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Not for a phone specifically, just anything

clear yew
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is only like 0.1

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and activate the emission

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to spawn one plane with the camera texture on it

dusk nexus
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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?

celest pewter
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sec lemme get the copy paste

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for prop toggling

torn pawn
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@dusk nexus u can do it through gesture too

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and it can be 1 frame

sick musk
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That reminds me to add my scythe

torn pawn
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so as long as u dont touch that gesture

celest pewter
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putting it as an emote saves a lot of space tho

torn pawn
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it will stay active

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im too lazy to go to emote menu

dusk nexus
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Ah, I get you.

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so the emote is basically there as an on/off switch

torn pawn
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yes

slim sparrow
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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

dusk nexus
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It only plays for a second and the phone mesh doesn't get disabled

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I get you

slim sparrow
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I dunno if you can toggle objects in emotes though

torn pawn
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issue is that newly joined people will not see you

slim sparrow
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I think it's more likely that it's a particle system which just emits 1

celest pewter
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u can toggle objects

torn pawn
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that is an object

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and yes, u can toggle objects

slim sparrow
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I mean, I didn't know toggled objects stuck outside of the emote

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I did it with a coffee cup once, but the cup was part of my character by default, and disabled on a gesture.

clear yew
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well

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i'm pretty sure

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that you can use the toggle sutff for emote too

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so you can probably spawn any 3d object permanently until you untoggle it

torn pawn
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yes, using toggle on an emote is better cuz it saves gesture slot

dusk nexus
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I mean that's what it looked like in that video for me πŸ˜›

torn pawn
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and u can't toggle it by accident

clear yew
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it's actually fairly simple

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you just need to understand how that toggle thing works

dusk nexus
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I didn't know it was as simple as setting a toggle in a 0.1s animation

torn pawn
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from what i understand it's exploiting some kind of a bug

slim sparrow
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Is there a way to bounce a particle straight back, rather than it being dependent on angle of impact?

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I got the effect that I wanted with bounce, but it only works on 90 degree angles

dusk nexus
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Just one more thing. I'm assuming the animation doesn't require being looped. Saves me some time πŸ˜›

clear yew
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you need to toggle only one time so probably nope

slim sparrow
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My world particles won't appear in game

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They work fine in the editor, but it literally doesn't appear in game

clear yew
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Does anyone know how to make an audio source play when i do a gesture like thumbs up?

sick musk
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How would I get particles to align in the direction I'm facing

shut tusk
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Uhm. I used a Mesh as a Renderer but it's invisible? πŸ‘€

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it's an arrow

reef mason
slim sparrow
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@shut tusk invisible just ingame, or in Unity too?

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It might be really small

shut tusk
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well

slim sparrow
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Crank up the size

shut tusk
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it wasn't visible at 1000

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so idk

slim sparrow
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Oh, uh

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I had the exact same problem

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Select your mesh. Does it say "2 submeshes"? Or perhaps more?

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Like, you gotta expand the object you imported, and view the mesh itself

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Click on it and it'll tell you how many verts/tris it is, as well as submeshes

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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.

slim sparrow
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Yep, submeshes

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The mesh must have exactly one material in Blender

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So go fix that. Texture atlasing if the textures are different, for example

shut tusk
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@slim sparrow oh nice. i got it working thanks

slim sparrow
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Okay, really

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I kept wondering why one of my particles didn't work

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Turns out I had forgotten to check "play on awake"

shut tusk
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@slim sparrow this is so weird. my collision doesn't work properly πŸ‘€

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it collides there lol

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oh i see why now

slim sparrow
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Yeah, that's normal

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Check collision bounds and you'll see. Just turn em down a little

slim sparrow
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Yep

shut tusk
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it's on 0,01

slim sparrow
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By the way, in case you ever get the arrows to successfully stick into walls, please DM me or something. Lol

shut tusk
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my crystals i shoot on touka work like a charm

slim sparrow
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But do they also work when you don't shoot straight ahead?

slim sparrow
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I've been trying to get a simple throwing knife to stick into a wall, but it's harder than I imagined

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Since it also has to work on other rotations

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Ah, cool. But does it also work when you rotate it upwards?

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Like 45 degrees

shut tusk
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πŸ€”

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it just works in vrchat no matter where i aim

slim sparrow
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Problem with world particles is that they have a fixed rotation

shut tusk
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oh

slim sparrow
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Oh, is the simulation space local?

shut tusk
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no

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you mean uh

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the collision state is the start rotation?

slim sparrow
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Well, I mean more like

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World mesh particles simply do not rotate with their parent. There is a shader that makes them rotate towards their velocity.

shut tusk
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πŸ€”

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they fly straight ahead where i look

slim sparrow
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Like, if you spawn mesh particles in world space, they will always be facing the same way.

shut tusk
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my head is the rigid body

slim sparrow
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Weird

shut tusk
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i mean they should if it's a cone right

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it wouldn't make any sense

slim sparrow
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How does your setup work? Any chance you could send me a prefab of the particle system?

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Yeah, the emission works

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But the particles themselves are rotated in a fixed direction

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Like, if you have a knife, you want the knife blade to stick forward.

shut tusk
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i think it works like it should. i'd have to check

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i need to make the bounds smaller than 0,01...

slim sparrow
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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.

shut tusk
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on this arrow. how do i do that

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πŸ€”

slim sparrow
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Make the mesh bigger in Blender

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Scale it up, then CTRL+A (apply) the scale

shut tusk
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...

slim sparrow
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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)

shut tusk
#

well

#

set dampen to 1

#

bounce to 0

slim sparrow
#

That's what I did. Problem is rather complex

shut tusk
#

that's what i have on the crystals

slim sparrow
#

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

shut tusk
#

really? πŸ‘€

#

wew

#

i need to pay more attention to my crystals

slim sparrow
#

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

shut tusk
#

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

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.

celest trout
#

Is it possible for an animation controller to have states that can pass the parameters from the previous state into it?

shut tusk
#

that'd make alot of stuff easier

#

i mimicked the end of the last one to make a 100% smooth transition with my animations

#

🀷🏻

#

like. manually position it the way it was

celest trout
#

I tried making a paint brush that functions like the presentation room Beta

shut tusk
#

πŸ€”

celest trout
#

but whenever Im at the state to change colors, it changes the color of everything already written.

shut tusk
#

i have ppl in my friendslist that use a rainbow snailmarker

#

idk how they do it i just have 1 color πŸ‘€

celest trout
#

Maybe I could have seperate trail renderers for each color I want

shut tusk
#

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

slim sparrow
#

@celest trout that's the way to go

shut tusk
#

i mean. can't you change the color of the trail source in the animation

slim sparrow
#

You definitely need multiple trail sources if you want the old trails to keep their color.

shut tusk
#

or does it not record the change

#

oh

celest trout
#

I will keep trail source enabled but the state will have every other trail renderer componant disabled

slim sparrow
#

Look up Snail Marker

shut tusk
#

i'm happy with one color

celest trout
#

I am using snail marker

shut tusk
slim sparrow
#

It does all that for you

#

Ah

celest trout
#

Im using a modified snail marker for my world

#

im applying it to a world object so it needs to work specifically

slim sparrow
#

You probably don't have to use snail marker for your world

#

Snail marker sets the Z to -10000 when it stops drawing

celest trout
#

NoeNoe Pen uses dots and they don't look that nice

slim sparrow
#

In your world, you have access to triggers and stuff

celest trout
#

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?

celest trout
#

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?

shut tusk
#

@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?

#

πŸ€”

dusk nexus
#

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

celest trout
#

Id recommend using a working idle animation and working off that. Your root has to be set right.

shut tusk
#

so world particle rotations are always f'd? πŸ‘€

#

does it also count towards subemitters on collision

#

well this sucks

#

i have to either fallback to billboard particles or make it local

clear barn
#

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 yew
#

@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 don’t need any vertices skinned to them. They can be β€œempty”.
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 β€œempty”, but blender won’t export empty blendshapes.
3- The skinned mesh must be named β€œBody”.```
clear barn
#

thats extremely helpful, thank you very much!

#

the blend shapes part is only for blinking or i need them for eyetracking too? @clear yew

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

clear barn
#

oohhhh

#

okay so even if i dont do blinking i need the blend shapes

clear yew
#

yeah, even the lower lids that nobody uses

#

1001 do you know how to make blendshapes?

clear barn
#

okay that makes sense

#

thank you so much!

clear yew
#

yw!

clear barn
#

@clear yew in blender, shape keys are in the mesh menu under vertex groups

clear yew
#

yes but i need to make them

clear barn
#

click the little + button

#

then when the key is done, go to edit mode

#

and modify it

clear yew
#

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'

clear barn
#

ignore vertex groups, lets focus on shape keys

clear yew
#

everything is weight painted properly

#

its not for a face

#

its for moving parts on a weapon

clear barn
#

okay okay

#

are your shape keys in the list?

clear yew
clear barn
#

perfect

#

okay

clear yew
#

i just dont know to to move the bolt back

clear barn
#

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

clear yew
#

how do i select my vertex group so i can move it?

clear barn
#

ignore the vertex groups

#

those are for weight painting

#

and other stuff

clear yew
#

i need to grab the bolt and move it to another location right?

clear barn
#

yup

clear yew
#

but how do i grab the bolt?

clear barn
#

if the bolt is separated from the rest of the mesh, click a vertex inside the bolt and then click L

shut tusk
#

so there is really no way to fix the rotation of world particles?

clear barn
#

while your mouse is hovering over the bolt

clear yew
#

ok thanks but its 1 mesh

clear barn
#

okay then just select the faces of the bolt

reef mason
#

DM me if anybody does have the answer, Thanks

clear yew
#

anybody got a link to manual eye tracking set up?

supple trail
#

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.

obsidian vigil
#

Very interesting thing tho, visemes button in CATS generates eyelid shapekeys

#

so always first create visemes then eyetracking

slim sparrow
#

@supple trail make sure the mask mesh isn't called "body"

#

@obsidian vigil doesn't matter

foggy loom
#

@obsidian vigil It does? That's new to me πŸ€”

obsidian vigil
#

it does

#

they work as well

#

used them for an avatar yesterday

obsidian vigil
#

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

clear yew
#

did you lock in place the top of the skirt ?

obsidian vigil
#

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

clear yew
#

you need to check

#

"is trigger"

#

on the capsule/sphere collider that you used

obsidian vigil
#

oooh

clear yew
#

or you get launched in space

obsidian vigil
#

well rip

clear yew
#

also you need to lock the top part of the cloth

obsidian vigil
#

will a cloth work on a cape

clear yew
#

yes but it will be pretty hard to setup

obsidian vigil
#

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

clear yew
#

you can but i don't think you will like it

obsidian vigil
#

hmm

#

best bet is probably to just rotate it in blender right

clear yew
#

blender or unity

obsidian vigil
#

i tried it in the configuration

#

it springs back

#

to its original pos

#

so probably blender ^^

slim sparrow
#

Is there any way to reverse an animation?

#

In either Unity or Blender

obsidian vigil
#

good question

pliant plank
#

@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

slim sparrow
#

Argh

#

Wait, can't you go into the animator and reverse the speed?

obsidian vigil
#

maybe this?

slim sparrow
#

Physically swapping keyframes hurts me

#

But I guess it's possible in this simple animation

obsidian vigil
#

in the thing they talk about a mirror checkbox on animation files

pliant plank
#

Go ahead and give it a go, so far that's the way i had to go with it...

obsidian vigil
pliant plank
#

That'll reverse the side it's played on iirc

slim sparrow
#

Yeah

pliant plank
#

If finger point is right handed, then on mirror, finger point is now left handed

#

You can copy entire sections by selecting the very top keyframes

#

As those select the entire row in that specific time

unique night
#

is there an easy way to delete animation properties that only have 2 keyframes in the timeline (start and end of animation)?

manic torrent
slim sparrow
#

World particles

manic torrent
#

so we set it to world not local?

slim sparrow
#

Yes

manic torrent
#

i'll test it later

slim sparrow
#

@unique night right-click and press the delete button that pops up?

unique night
#

@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)

sick musk
#

The fact that I can’t rotate my hair in animation feelsbadman

slim sparrow
#

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

unique night
#

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

obsidian vigil
#

you guys think this is usable in any way?

unique night
#

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

obsidian vigil
#

that is cool

#

useful for stuff like background animations

ashen sedge
#

@manic torrent Make sure your particle system isn't parented to your armature, but your avatar game object also

supple trail
#

@slim sparrow the mask isn’t named body.

boreal trellis
#

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
unique night
#

ctrl+D the animation file

#

the copy should allow you to edit

charred widget
#

alright, I hate to be that guy but... but what does LT135 and LT45 mean in the animation override controller?

#

Left Trigger?

lost musk
#

Arn't they two animation of walk on the left side crounching at different speed ?

charred widget
#

Hell if I know... is that what it means? πŸ€”

#

'cause the only videos I found were only about the faces

frosty pendant
#

is it RunstrafeLT135?

charred widget
#

yeah

frosty pendant
#

then its run strafe left 135 degree

charred widget
#

aaaahhhh

#

ok

frosty pendant
#

and rt is right

#

its the walking animations in the directions

charred widget
#

aaaahhhh gotcha

#

so like left 135 degrees is like... backwards or something?

frosty pendant
#

i guess xD

#

yeah it should be 45 degree backwards left

charred widget
#

and 45 degrees should be forward. πŸ˜…

frosty pendant
#

i think 0 degree is directly infront of you

charred widget
#

yeah

#

I think I got it from here. Thanks @lost musk & @frosty pendant

frosty pendant
#

no problem xD

lost musk
#

np

round ridge
#

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. :/

slim sparrow
#

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

lost musk
#

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

clear yew
#

anyone know if they can test their avatar in unity with vr? I hate opening and closing VRChat 24/7 for an animation

lost musk
#

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

slim sparrow
#

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

lost musk
#

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

clear yew
#

I thought you had to exit VRChat to see a change πŸ€” @slim sparrow

sterile stratus
#

Hey can someone help me?

lost musk
#

No

sterile stratus
#

Rude

#

lmao

lost musk
#

Cause wedont know the problem

#

πŸ˜‚

sterile stratus
#

When I do an animation, my hand moves but the weapon isn't in my hand.

lost musk
#

What weapon ?

sterile stratus
#

The one in the animation

celest pewter
#

is it a child of the wrist?

sterile stratus
#

Yea

celest pewter
#

sure u sure it was placed properly

#

πŸ€”

sterile stratus
#

Yea

celest pewter
#

my mind is empty rn 🀷

sterile stratus
#

I'll send a screen

lost musk
#

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

slim sparrow
#

@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.

molten elm
#

Animations are screwing up somehow

#

fine in unity but not in-game

#

legacy mode is on

cursive moon
#

If you enabled blinking in CATS but created a blink animation on your own in Unity, it breaks.

molten elm
#

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

#

😩

#

Doesn't make any sense

lilac cave
#

you got both characters avatar the same?

#

if one of them has l eye as the eyelid its kinda obvious

molten elm
#

what

clear yew
#

@slim sparrow ooh ok

surreal iron
#

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

frosty pendant
#

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

agile ruin
#

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

molten elm
#

How come blinking isn't working in-game ;^;

slim sparrow
#

Well, there are several answers

#

First of all, do you have eye bones mapped? @molten elm

molten elm
#

Well.. Yeah

#

It's all working in Blender and Unity

slim sparrow
#

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.

molten elm
#

Yes

#

I only have eye tracking, blinking is disabled

#

I animated the blinking

slim sparrow
#

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

molten elm
#

Yes I used winking

#

Like I said

#

It's showing up correctly in Unity

#

and blender

slim sparrow
#

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

molten elm
#

How can I fix that

slim sparrow
#

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

molten elm
#

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

slim sparrow
#

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

molten elm
#

On the main not the copy, right?

slim sparrow
#

Yeah

#

Doesn't really matter

torn pawn
#

duplicates do not matter in the end, animation tells what to do on the model it's being triggered

molten elm
slim sparrow
#

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

torn pawn
#

question tho, why make your life harder and make your own animation for blink

slim sparrow
#

Anyway, try setting those first four blend shapes to 100 in that list, see if anything changes

torn pawn
#

and then u gotta add extra property for disabling it in every expression

slim sparrow
#

@torn pawn so you can disable the animation, or make it look nicer

#

I don't want my gestures to still have blinking

torn pawn
#

true, the gesture blink is annoying

slim sparrow
#

Oh yeah, I should have mentioned, don't leave those first four shapes at 100

#

As a last resort, you can unmap eye bones

molten elm
#

Unmap?

#

what does that mean

torn pawn
#

in head rig, set left and right eye to none

molten elm
#

alright, I'll test that out

buoyant cypress
#

hello

molten elm
#

Hurray

eager vault
#

did you actually say hurray? im imagining you were

granite hound
#

would someone on here mind helping me out with animating a generic model?

primal gull
#

does anyone know if theres a way to have a constant animation playing

#

like something orbiting around my avatar

dusty canyon
#

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.

night steeple
#

is it possible to activate an animator in an animation?

night canyon
#

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.

clear yew
#

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

night canyon
#

nvm I fixed it

clear yew
#

I'm on desktop though

celest trout
#

Has anyone used OnTimer before?

clear yew
#

Its a bitch

neon vale
#

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

wicked garnet
#

why do some avatars arms freak out for some people?
some avatars in question don't even have any errors.

slim sparrow
#

@primal gull put an Animator component on the thing you want to orbit around you

#

Then just animate it

buoyant cypress
#

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)

fluid crescent
#

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?

primal gull
#

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

keen panther
#

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

ivory lagoon
#

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?

lunar pasture
#

I think the shapekey's got to exist for you to use it, so yeah, edit your model in blender

ivory lagoon
#

oh cool, so just save a new model with that shapekey on?

slim sparrow
#

@primal gull you need to set the curves to linear

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@ivory lagoon ignore that advice

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In the model's skinned mesh renderer, you can toggle blend shapes

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Body->Skinned Mesh Renderer->Blend Shapes.(key)

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In animation

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Do not make a copy of your model with the shape key activated

ivory lagoon
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so only do that in animation?

slim sparrow
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Yes

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Just add property

ivory lagoon
#

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

sweet zealot
#

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?

white herald
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had lots of issues with humanoid bone animation overrides and vrchat, don't have a solution

sweet zealot
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bummer

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have that one life detail of blinking, or the other life detail of idle moving ears and tail..... hmmmm

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ears are cuter. presses button

white herald
#

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

sweet zealot
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animating it in unity, yeah

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ooooooh i could add bones to the eyelids and force them to blink....

#

that would work

white herald
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nice

sweet zealot
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blinking is literally the only thing missing from the idle, so luckily theres not much else to fix πŸ˜ƒ

white herald
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hopefully works

sweet zealot
#

so far the animation looks okay, now to post and test

ivory lagoon
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how do i add the shapekey from here?

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this is the one i want to add but it's not letting me add it?

sweet zealot
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make sure the duplicated avatar is selected

ivory lagoon
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it is c:

clear yew
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@ivory lagoon Add property choose the animator, then the shapekey.

ivory lagoon
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im clicking on the shapekey but it won't add it?

clear yew
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@ivory lagoon Scroll to the right on the list, there are little pluses next to them you have to click

sweet zealot
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oh yeah forgot about those

ivory lagoon
#

OH! duh

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thank you guys!

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wait one more really quick question sorry slkfs

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how do i make the light sources stick with the character? instead of just staying in one spot

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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

sweet zealot
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drag it under the heirarchy of his head bone?

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that might work?

ivory lagoon
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but doesn't the animations have to be under one game object?

#

or the same i mean

slim sparrow
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You can scroll down the armature list in the animation properties

ivory lagoon
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oh gotcha! worked!

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also how do i make the shake key stay constantly on? it's looping

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shape*

clear yew
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How do I edit my animations

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I created some yesterday, but today I want to tweak them, and I can't get them on the duplicated avatar to edit them

frail ermine
#

@clear yew drag and drop the animation on to your duplicate in the hierarchy

ivory lagoon
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so lighting works for animations but neither my particles, shapekey or music works

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but it works in unity? just not in vrchat

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my shapekey semi-works but it's flashing rapidly

ivory lagoon
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shapekey is still flashing and particles/music doesn't show up ;;

#

i might know my problem

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am i supposed to have every animation set to one second?

clear yew
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they are set correctly

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check if the values are the same

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also check at the 1 minute mark if there is a random keyframe

ivory lagoon
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values? and nope no random keyframes

clear yew
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yes the value of the keyshape on the keyframe

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0.00 and 0.01 needs to have the same value or it will flash really fast

ivory lagoon
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it looks like it does

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it keeps flashing random values when i hit the play button

clear yew
#

that's a blendshape right ?

ivory lagoon
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yeah

clear yew
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should go to 100 max

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more is useless

ivory lagoon
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ah gotcha, set it to 100... it doesn't show up at all now though

#

wait it does

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but it's flashing

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lemme get a gif real quick of what it's doing

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also particle system and music works here but when i put it in vrchat it's gone

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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

molten elm
#

Is it possible to make it so that dynamic bones only activate during a gesture?

clear yew
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can you uncheck a box in the script ?

molten elm
#

Yeah

clear yew
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then yeah

molten elm
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Dynamic bone script

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How do I apply that?

clear yew
#

animation tab

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press the red dot to get into animation mode

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and check the box so it add automatically the property

molten elm
#

ohh

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so I keep it turned off in the inspector and it only turns on during the gesture

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awesome

clear yew
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yep

ivory lagoon
#

IM SORRY IM SO PROBLEMATIC question

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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

molten elm
#

oh but

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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

ivory lagoon
#

how do i make a light source follow a bone?

slate mortar
#

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.

clear yew
#

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.

night steeple
#

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?

ivory lagoon
#

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

ashen sedge
#

@ivory lagoon Do you have it parented to the avatar game object or the headbone itself?

ivory lagoon
#

the headbone

ivory lagoon
#

someone suggested doing rigid bodies but now there's no lights at all

opal grotto
#

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

dusk fjord
#

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?

molten elm
#

Can anyone show me how to enable dynamic bones only for a hand gesture please.

agile ruin
#

Is there a way to make it so a gesture override hides a mesh for indefinite time?

ivory lagoon
#

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?

opal grotto
#

anyone able to help maybe?

clear yew
#

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/JGQJo

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.

clear yew
#

hey guys

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which 1 is the chair sitting animation

#

?

lilac cave
#

none

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you replace idle though

clear yew
#

oh

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controller + idle

lofty crypt
steep helm
#

how come everytime i take out my weapon for the animation it spawns somewhere random around me

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not in my hand?

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but its in my hand for me not other people

languid nimbus
#

Hey guys! So!

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Blender animation

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I made an animation I think works pretty well

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But now at the end of it I hit somewhat of a snag, the blender curves are controlled by the next pieces of keyframes

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but when I delete the keyframes that come after the final actual frame I want in the animation the curve changes

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is there any way I can keep the curve while deleting the final frame?

white herald
#

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

languid nimbus
#

Hahah that's such a janky solution

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But hey it worked great

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thanks

molten elm
#

Can anyone show me how to enable a dynamic bone script using a hand gesture

torn pawn
#

press record and checkmark/remove box

molten elm
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it doesn't work

#

the dynamic bone script does show up in the animator, though

halcyon carbon
#

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)

final gazelle
#

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

halcyon carbon
#

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

fallen crypt
final gazelle
#

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

fallen crypt
halcyon carbon
#

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! πŸ˜„

dusk nexus
#

Does someone have an example of an animation toggle in unity? Like weapon toggles on emotes/gesture, rather than having to hold a button

torn pawn
#

use example prefab

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and read the readme

dusk nexus
#

The one someone posted? I accidentally deleted it

agile ruin
#

Anyone knows how to make it so a gesture override makes a mesh appear indefinitely?

molten elm
#

and it's still not enabling the dynamic bone when I use the gesture

#

what am I doing wrong?

dusk nexus
#

I don't get it

#

😣

dusk nexus
#

If someone could show me the "wae" I'd be greatful (and never use that in a sentence again)

slim sparrow
#

@molten elm show the dopesheet

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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.

molten elm
#

Yeah it stays checked when I scroll from 0 to 1

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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

slim sparrow
#

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

molten elm
#

Yeah cause the eyes shut and it stops the blinking animation

slim sparrow
#

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.

molten elm
#

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

agile monolith
#

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

slim sparrow
#

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

agile monolith
#

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

slim sparrow
#

That sounds oddly as if your animation is actually one second long, and not one frame

#

Could you show us the dopesheet?

slim sparrow
#

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?

agile monolith
#

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

molten elm
#

Weird, so I added a new gesture, and now my blinking animation looks less smooth??

brazen crater
#

@agile monolith can you check for me if it's a legacy animation. Cause the absense of the checkbox worries me

molten elm
#

like, it just loses the extra frames that make the blinking more animated

slim sparrow
#

@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

sick musk
#

Anyway to change materials in animations