#animation

1 messages · Page 65 of 1

agile monolith
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hmm?

slim sparrow
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@sick musk yes

sick musk
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Example would be your eyes are blue, you blink and they turn red

agile monolith
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you mean legacy is ticked in debug?

slim sparrow
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Just hit record and change the material in the mesh properties

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@agile monolith it should be unticked, and yes, that is what he means

agile monolith
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serious? so just to make sure, for the animation, i shoul have it unchecked

molten elm
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Why does it not look good in-game?

slim sparrow
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Yes, you should not have Legacy checked.

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It should only ever be checked if you have a really good reason to do so.

sick musk
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sorry where would i find that again

slim sparrow
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And the only reason to have Legacy animations, is to use them in an Animation component (as opposed to Animator) @agile monolith

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In normal games, you wouldn't even need to touch the Legacy checkbox. It's necessary in this game so you can have an "always-active" animation that you can toggle at will.

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@sick musk open the mesh and go to the Skinned Mesh Renderer properties

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A good example of a Legacy animation is blinking. The game can already do blinking for you, but if you want to disable blinking in a gesture, you'll have to manually animate the blinking yourself and then mark it as Legacy.

agile monolith
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weird tho, its worked for me for so long and only now its causing a problem

slim sparrow
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Personally, I used legacy animations to give myself wing flap, but I could have just put an animator in the root bone of the wings lol

agile monolith
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thank, ill mess around and see if that solves it

slim sparrow
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Maybe the game/SDK updated and changed something in the default animator component

agile monolith
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maybe, hopefully its just that

sick musk
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Thanks

clear yew
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Anyone know how to trigger animation to my W button keyboard? i want to use run animation when i press W button on my spider is it hard to do? or if someone know the steps i really want to follow it : ( i have the animations and my spider model and i can't connect them, i just can use animations but when i use the animations on my spider the in loop and my spider running forever in vrchat i want to use idle the default animation the spider is moving like breathing and when i press W button the spider start running is it hard to learn somewhere? i can't found tutorials about this im trying this 12 hour and can't figure out .
and how can i connect my model with the animator panel?

torn pawn
clear yew
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i know its no humanoid but its just W button

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animation + w button its hard to do ?

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i saw a guy who imported a spider into vrchat he did it so its possible but i cant found that guy: (

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if i can i will learn the scripts too i saw its not long scripting just a few type

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aaah dude : ((((

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oh i see something yuumi

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Non Humanoids currently support the following animations:

Idle
Airborne
Walk forward
Walk backward
Walk Left
Walk Right
this

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nevermind then

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oh yuumi i try to follow the steps thanks:)

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hey yuumi but i have the animations why i need to make one : s

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well i trying and testing more

torn pawn
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ihavent made generics so cant rly help, sry

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apart from just giving a pointer

clear yew
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its good thanks

agile ruin
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Anyone knows how to make it so a gesture override shows a shape key for an indefinite time?

slim sparrow
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This has been asked a lot, but I don't think this is possible

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Animation effects go away when the animation ends

agile ruin
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rip

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Guess i'll need 2 separate avatars then

slim sparrow
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What do you want to accomplish? There might still be a way

agile ruin
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I made shapekeys for both the skirt and blindfold for the 2b chiya model i did

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so i could use them in an animation to hide them etc

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but if theres no way to do something like that, i'll just upload 2 versions

slim sparrow
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I've heard about people who can enable/disable objects in emotes, but I'm extremely skeptical of that and never seen it done.

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As for the blindfold, there is a way, but it's kind of a weird way.

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The blindfold has to be its own mesh, and it has to be only one material.

agile ruin
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but then it would reappear after ending the gesture

slim sparrow
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You can attach a mesh particle system (0 speed, local simulation space) to your head. Make it emit a blindfold. Max 1 particle. Particle system is always active, but the emission module is disabled by default.

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When you press a gesture, the emission module activates and puts the blindfold on your head.

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When you press another gesture, the particle system disables itself temporarily and the blindfold is removed

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Super hacky but it should work perfectly once put into place.

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I've seen people do worse things with particles

agile ruin
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never worked with mesh particle systems tho

slim sparrow
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They're easy

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The particle system auto-simulates in the editor, so you can just position it on your head correctly

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I have two questions about particles.

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The first one, how do I stop my particles from colliding with myself? They're spawned from my hand and the collision with myself is messing them up sometimes.

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Like when I aim them the wrong way or something

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And the second one, how do I modify particle speed after they're spawned?

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Changing the start speed doesn't seem to do anything. I know it's possible because I've seen people do it.

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Oh, I guess you can't change the speed of already spawned particles, but you can change the simulation speed. That's a little difficult to work around, but can be done.

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So, how do I fix my particle collisions? Ideally, they should only collide with the world.

wooden grove
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How do you make sound play when an animation is played

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?

slim sparrow
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Add an audio source and enable it

wooden grove
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I mean for a custom animation

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On a scale of 1-10 my skills on unity is about a -10

slim sparrow
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Add an audio source and enable it

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You just enable it in the animation. There are plenty of YT tutorials

wooden grove
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I found one

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And he skipped like the first half

zealous prism
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I don't have unity in front of me but I think you Select your avatar, hit add component and add an audio source, turn off the audio source by unchecking it. open the animation panel, find the animation you're changing in the drop-down, hit the record button and turn on your audio source by hitting the checkbox next to it.

wooden grove
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wym animation panel

zealous prism
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I think it might be under Windows > animation or something in the menu. Or maybe it's under tools

wooden grove
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i have neither of those

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Fuck it, I'm done with unity for now. Really likes to add errors that don't exist.

zealous prism
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Lol I'd hop into voicechat to help you out but I'm literally at the airport about to board right now. Unity isn't that bad I promise!

wooden grove
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holy shit i was just being a dumbass

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ty guys

wooden grove
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is there a way to lengthen the animation

surreal iron
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guys a question

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@wooden grove in blender you can lenghten it by selecting all your keyframes and pressing S, then you make it as long as you want

wooden grove
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ok ty

wooden grove
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what about in unity

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@surreal iron

surreal iron
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unity sucks for animations tbh

wooden grove
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I need my music to play through longer

clear yew
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@slim sparrow you can enable objects permanently with an emote by breaking the animation

slim sparrow
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Do tell

wooden grove
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why is it when i use my emote

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and go to a different world

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It dont play the music anymore

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When I use it

clear yew
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It would be far too lengthy to explain here but it’s called a toggle. You essentially break yourself free of the emote whilst it’s in progress

slim sparrow
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@wooden grove that happens sometimes, it still works, but some maps like avatar testing break it

clear yew
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Takes a lot of components in unity

slim sparrow
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Oh, that's weird. How would that work? Do you have a guide/tut somewhere?

clear yew
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There isn’t one

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I just know the basics from a friend who uses it on persona models

wooden grove
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So if I just go to some maps it will keep it working, and others will break it

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thats weird

clear yew
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And another who can toggle through 8 weapons on one gesture and keep them out

slim sparrow
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That's cool. But can you explain it? Even just the basics

clear yew
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I don’t know the basics of how it works inside unity, just what the process is doing

slim sparrow
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Ah

clear yew
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It’s not something they want spread either

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Since it drastically increases what you can do

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You know how people are

slim sparrow
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I'm guessing it's a legacy animation that turns its own animation component off

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I've seen objects get stuck like that before

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Oh nvm, that wouldn't work like that

clear yew
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It’s something similar I believe

slim sparrow
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Yeah, I think I'm on the right track with this one. I'll investigate it some more

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Can't promise that I won't spread it lol, I don't hoard information

clear yew
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But I believe that’s for the basic 1 toggle

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No clue how they’re toggling 8+ objects via one animation

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And picking which they want

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Probably some timing thing

slim sparrow
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It's almost certainly timing

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If you make the animation switch weapon every 0.5 seconds, you could just add a gesture trigger to make the animation stuck again

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Still, I rarely emote. This frees up like 4 slots lol

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Now I can finally make my game-accurate Athena Cykes

clear yew
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I believe it’s one gesture breaking and another going through options

eager vault
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Usually I combo gestures, like I have a bunch of empties nested so they only work when I use 2 gestures at the same time. Doing that I have many things to do

slim sparrow
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That's also a good idea. Kinda running out of gestures on this one lol

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But that's not always a possibility, sometimes you just have a bunch of gestures that are all shape keys or alteration of some game object

eager vault
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Yea, I usually leave point and rock n roll expressionless so I can mix and match without my face looking too goofy

soft geode
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does anyone have a tutorial for bullet effects?

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i need one for an animation

surreal iron
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it suddenly vanished on me

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in blender

dusk nexus
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Is there anyone that can provide an explanation of how to toggle weapons/objects on emotes, can't really make the toggleobject package that someone linked worked

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I'd greatly appreciate

quasi gale
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@slim sparrow @eager vault Search for "Toggle Props" in the #development-advanced channel. The package is largely outdated and it's annoying as hell to setup, but it generally does what you're looking for.

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Toggled props also are not synchronized across the network, so late joiners will not see any changes until you reset the toggle.

surreal iron
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wow

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that looks amazing

lofty crypt
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Thanjs

slim sparrow
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@quasi gale cool, thanks!

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Ah, I can see this was made in the days when desktop didn't have gestures

outer anvil
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👍

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Hai

slim sparrow
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What's the best way to trigger animations on child objects from a gesture?

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Spawn an object with the animation preprogrammed, or something else?

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I have an animation with rather complex states

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Basically, I have a weapon that I can spawn, but I also want it to fire and then pump after firing

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Should I spawn another instance of the weapon which then fires, or can I use a better way to animate the firing?

surreal iron
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does someone have experience with desktop gestures?

slim sparrow
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@surreal iron just ask your question, don't ask to ask

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A lot of people in here have experience with desktop gestures, but they can't be arsed pulling some random guy's teeth on what his problem is.

surreal iron
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well... already asked yesterday but to no avail

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so i wanted to have a private talk

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👀

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BUT i think i might have found out what was the issue

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im uploading the model and im going to test it out

stark burrow
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Hey guys is there a list online of which shift f key corresponds with the default override animations?

slim sparrow
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No list, but

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F1 = Neutral
F2 = Fist
F3 = Handopen
F4 = Fingerpoint
F5 = Victory
F6 = Rock n Roll
F7 = Handgun
F8 = Thumbs up

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It's in the changelog I think

stark burrow
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fast reply, this was exactly I was looking for thanks a lot!

slim sparrow
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I'm using a prefab particle system as sub emitter, but I can't do that since it's a prefab

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How do I make this still work? Can't I copy a non-prefab version?

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I already did GameObject->Break prefab instance, but that didn't work.

slim sparrow
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Alright, so I got that to work by deleting the prefab

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But now the next problem

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My sub emitter triggers immediately, not on collision or death. How to fix?

clear yew
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check the parent of the subemitter

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in the subemitter part you can choose how you want it to spawn

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it's probably set to "birth"

slim sparrow
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No, it's set to death

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I made 100% sure of that

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Like, the plain sub emitters work, but one that I used from a prefab does not

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They're not even set to Play On Awake either

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I parented the prefab to a newly generated one. The newly generated one works, but its children still trigger immediately.

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Oh, it works if I manually add each part as a sub-emitter

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But then I can only have two

clear yew
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subemitters?

frank yarrow
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so can anyone help me here, basically im trying to make an animation with sprites walking along a 3d space but i dont know how exactly to do it

slim sparrow
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I actually got my particles to work, apparently the limit for subemitters is no longer 2

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@frank yarrow that is very tricky. I've seen people do it, though.

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It depends. Do you want the sprite to always face whoever is looking at it? Or is it fine for it to be a 2D object in a 3D world?

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If so, you can just make a quad and put your textures on there. Swap out the textures in a custom walking animation.

frank yarrow
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its meant to be a 2d object in a 3d world

slim sparrow
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If you want it to always face the camera, you need to use particle systems with billboard renderers

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Just make a quad and put a texture on it. Animate it as you see fit.

frank yarrow
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do i need to do that in blender or can i do that in unity

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im actually new to animation so i dont really know anything

slim sparrow
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In unity

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I suggest you look up how to create custom animations in Unity. This should be fairly easy, but also very time-consuming

frank yarrow
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well i have looked for tutorials but nothing about how to make sprites move in the world

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even though this project is part of an avatar

violet kraken
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somebody know why when i move my particle system itself it works but when i move the whole model it doesnt ? its a trail particle on my eyes

slim sparrow
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World particles?

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Those can be messy

violet kraken
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nvm

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got iut

frank yarrow
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so i think i figured out how to animate the sprite to move. i need to now need to copy and paste the frames so it gives me enough time to move the sprite where i want it to go

molten elm
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Can nobody tell me why my blinking animation loses its quality after importing over to VRchat? It looks normal in Unity but turns into a simple 1 frame blink in-game?

sick musk
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Try making it longer?

molten elm
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I mean, it was normal before, then I started making hand gesture overrides, imported, and now it's like this

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I don't geddit

sick musk
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Do you have a gif of it?

clear yew
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did you create eye tracking with cats ?

molten elm
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Yeah? But like I said, it was working until I started giving the model hand gesture emotes

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I didn't let cats touch blinking

sick musk
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The only time I would need blinking with cats is in an animation that is longer than 30s

clear yew
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i wonder if it's just for you and looks fine for others

sick musk
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I mean the gif looks fine

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From what I can tell

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(But it’s probably just my eyes playing tricks)

molten elm
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I removed the custom animation overrides and it's back to smooth blinking

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🤔

frank yarrow
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does anyone know how to add more keyframes to an animation for sprites?

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like making it a longer loop

molten elm
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They might not look much different for some people I guess

torn pawn
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@frank yarrow sheet being animated by shader or particle system?

pseudo iris
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i need help with gun animation

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i want it to slide back when i fire

torn pawn
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i thinku gotta make a custom animation and then have it under an object with animator that is enabled when firing, haven't done it myself tho

frank yarrow
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i mean i could just copy and paste the sprites so its a longer clip but im not too sure

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im onlygood at turning into objects. not animating said objects

slim sparrow
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You probably want to swap out the gun for an identical copy which immediately plays a firing animation once, sliding back the slide in the process

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@pseudo iris

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So you'd have two guns: an idle one, and one which immediately plays a firing animation when activated.

clear yew
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particle gurus: I want a system to stop emitting in an animation, but the particles that already spawned should die out naturally, it seems to kill off everything when I disable the emitter

clear yew
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make the particle system always active

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but disable "emission"

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and use an hand gesture or other animation to activate the emission

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@clear yew so system always active, only emitter disabled and keyframe emitter on/off?

pliant plank
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That's an interesting workaround...

clear yew
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yep

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I guess I didn't think that'd work because if you do that by hand in unity it just culls all the particles

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the particle is always active

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sweet, thanks man!

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so wahtever you spanwed

pliant plank
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So the emission die off, but it won't disable the particles themselves

clear yew
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will not disappear as soon as you stop emitting

pliant plank
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That's pretty neato

clear yew
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that's how i did the smoke for my pipe

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even if put away the pipe

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the smoke that spawned will still float in the air

pliant plank
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The system is always there, just not doing anything

clear yew
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yeah, I've seen examples, just doesn't work like that in the unity editor, thanks for saving me a lot of time testing

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exactly

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it's active but not emitting

pliant plank
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That could make for some pretty crazy effects actually

clear yew
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you can basically spawn things permanently

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put a lifetime of 1 000 000 and just spawn them

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they will be there until you switch avatars

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you can also spawn bombs at your hand position

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and use another hand gesture to make to fall all at once

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or put a box collider in your hand and make them explode when you touch them

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you can do so much with those particles

stark burrow
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Hey guys, I don't know what I did, but my camera in game is a at the floor height looking up, I dont know how to change it in unity

clear yew
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@clear yew ayyy, works as advertised, it's in the wrong position but that's probably my bad

stark burrow
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I found it

quaint spruce
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What animation on the Avatar Controller Template is the peace sign

clear yew
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victory

quaint spruce
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Thanks

tiny meadow
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does vrchat have 60fps model animation?

balmy orbit
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so you know how mmd models come with animations and stuff
and like mmd models have the vocals and eye animation shape keys already done
its just values that you implement properly into an animation

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so uh

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pichu here has a mesh and a texture

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...what

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do i do lol

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because most tutorials just tell you oh just make an animation put the weird named thing on and change the value

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but yknow i kinda cant here

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where do i start? I was thinking duplicating the eye mesh a few times, putting on the textures on each mesh, and then on an animation make the default eyes invisible and the desired eyes visible

balmy orbit
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if anyone knows anything, please tag me!

primal gull
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hey question

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is there a way to make things like flamethrowers and such apepar to actully act like flamethrowers

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like, when i ifre it, it just stays follows my playermodel and fire in a straight line when i move my hand

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when in reality, it should sort of sway and move properly, its hard to explain

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nevermind

tiny meadow
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Will/do animations get sequencing? So that we can have multiple idle animations without having to create lengthy animations by hand.

vast birch
clear yew
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Ok so i do animations i basically copy the animator from an older avatar to the current one.....Howver....this avatar doesnt have any animator at all....other than the face....all the hand bones n finger is empty....any fix?

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nvm

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i figured it out

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had it generic

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i baked an animation into my fbx model from blender. how do i set it as the idol animation?

sudden belfry
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How do you set longer gesture anims to cancel when released instead of playing all the way out?

torn pawn
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activate an object thas has an animator on it

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i guess that's what you want

sudden belfry
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ty

stark burrow
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is it possible to set the arm bones in a fixed position for the override animations? like I can give thumbs up but my arms stay aside my body

obsidian vigil
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@lofty crypt No life?

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jk

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holy shit

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thats amazing

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great job

lofty crypt
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I work 12 hour shifts 5 day a week dude

obsidian vigil
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😄

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but honestly, that looks like the cgi from a movie or sth

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amazing job

lofty crypt
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It's synced to a 8 minute audio file I made

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I've animated 3 minutes

eager vault
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Ooo, almost halfway synced, looking forward to the finished project

torn pawn
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there could be a problem with avatar update that is every 5(?) minutes?

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that makes it disappear for you or reset for others

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this is why my full episode of evangelion on a tv is compeltely useless rofl

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takes 10 minutes to upload an avatar for nothing 🤷

clear yew
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yep exactly

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there is a hard 5 minutes limit

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your animation will reset no matter what

lofty crypt
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Never heard of that before

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What's the avatar update

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Only time I've had my gestures stall is because of people joining/ switching skins

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If it's a huge enough issue I'll just chop it all together and put the full animation on a world

agile ruin
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Do you need scripts for particle system collision with player avatars?

heavy stirrup
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Been out of the loop for a while. Anyone figure out how to rotate armatures during a humanoid walking animation?

slim sparrow
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@agile ruin I don't think so

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Someone earlier on told me that you can build/publish a VRC world, and that will set the collision layers to the correct ones in your project settings

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Then you can put your avatar descriptor back and remove the world

agile ruin
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And that makes particle system collision to players work?

slim sparrow
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If you select the correct layers, then yeah

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Instead of the layers being the default ones, you'll get more workable layers

heavy stirrup
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So out of curiosity, i tried entirely deleting the Locomotion Layer of the animator controller, in trying to figure out my issues.
After uploading, my avatar moves normally, despite having zero links to the default animations

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Why is this? Shouldn't i be moving without actually walking like a generic without animations?

ashen sedge
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Humanoids' controllers are not editable.

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Or, well, the game throws away yours and applies its own

heavy stirrup
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Gah. I really need to get an armature to rotate during a walking animation

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While keeping tracking.

ashen sedge
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Generic avatars' controllers are editable however

heavy stirrup
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I need to keep tracking

ashen sedge
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Animation overrides?

heavy stirrup
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The issue is that the default humanoid controller doesn't permit armature rotations

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during locomotion animations

ashen sedge
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Ah, then I'm all out of suggestions

heavy stirrup
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Any way to link a generic to accept tracking in some way?

ashen sedge
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Final IK is whitelisted (And is used by humanoid controller) so you could use that I suppose

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Can't confirm it'll work though as I haven't done it myself

heavy stirrup
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I would consider buying it if i knew it would work. over 70$ is a serious investment for something that might be pointless though

pseudo iris
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how would i add a fire effect to a sword?

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like i have a "orb" in the sword that i want to have a fire effect to

heavy stirrup
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Hm... now I'm trying to apply a supplementary animator on a child object

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Can't get it to register at all though

heavy stirrup
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Hm... i wonder if i can make a motion enable an animation that plays automatically..

pliant plank
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An animation that enables an animation?

heavy stirrup
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well, an animation that enables an animation component

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I'm trying to come up with roundabout methods to allow me to rotate armatures >,>

molten elm
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Can anyone tell me why the mask I pull off isn't visible in-game?

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I've never done these gesture overrides so I might need a bit of assistance if anyone can help ^^

heavy stirrup
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Is there anything besides an Animator that works during an animation of a locomotion animation?

slim sparrow
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@molten elm don't trust mirrors

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Try the cameras in avatar testing instead

molten elm
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Yeah my brother just showed me, frick these mirrors :(

manic torrent
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question : how to create animation on my own with blender and import it too our avatar at unity

hollow umbra
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is there any way to add sounds to existing animations?

bronze peak
winter sundial
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My animation is not working correctly. I apply it like usual, but it doesn't activate the object that it should.
Can it be because the object has many child objects?

slim sparrow
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Does it work in play mode?

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When you drag the animation onto a duplicate of your avatar and hit play

heavy stirrup
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Anyone know what to set targerts as for Final-IK?

heady cove
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hey anyone know how to make an idle animation to make wings move?

slim sparrow
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Put an Animator on the wings root bone

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That's what I would do

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Alternatively, you can animate it from your avatar's root instead and mark it as legacy anim

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But that's more difficult

night crescent
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How do people do spotlights? I can never get them to work

torn pawn
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if u mean by real time lights - don't do them please

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lags people out

lofty crypt
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yeah pleasedont

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not only are they blinding

slim sparrow
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They lag like hell

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It's so bad in VR too

naive pelican
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guys is there a way to add all of the hands part in the animation instead of adding them 1 by 1 ?

torn pawn
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muscle animator asset

naive pelican
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@torn pawn link ?

torn pawn
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paid asset

naive pelican
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@torn pawn found it for free 😄

balmy orbit
#

does anyone know if the default hand gestures are in the sdk? ive been making some animations for them but the default hand gestures go away when i test them in vrchat

vast birch
#

wish i had found it for free

crystal kraken
#

Does anyone know how to make the spinning name above a avatar with the single particle, I used to know but forgotten how to now ><

obsidian vigil
#

Like the Loli army thing? @crystal kraken

crystal kraken
#

Yep!

obsidian vigil
#

the loli army one is not a particle actually 😄

#

but you should be able to do 1 particle

#

have it one local

#

rotation over lifetime

#

that should be it

clear yew
#

excuse me guys,odd question,

#

Does anyone know how to make a trail render like the glowsticks in void club?

vivid pond
#

Random question
Is there any good videos tutorials on how to set up the animator in unity because I need to replace the default idle and moving animation for a model

Plus I can't really check myself yet because I am stuck on mobile data for the day and there isn't enough left to play even a small 15 minute video

obsidian vigil
#

@vivid pond havent messed with idles yet but i think an idle anim is on your model and set to legacy not inside an animator

vivid pond
#

That's annoying
So is that going to be easier or harder to change then if that is the case

obsidian vigil
#

hmm

#

dont immediately try it on your main model

#

make a duplicate and mess with that

#

then add an animation component to the duplicate

#

drag your animation on

#

head into debug mode and enable legacy

vivid pond
#

Ok thanks
I will try that next time I'm on my main pc

Also I already knew not to do anything animation wise on the main model

obsidian vigil
#

just sayin 😄

#

cuz i actually misclicked yesterday and had to redo approximately 3 hours of work

vivid pond
#

Oh rip
That is why backing the file up in a new scene for every minor change is important then backing up the project for a major change.

And it's fine because saying to make a duplicate avatar is just good advice to in general and I could of worded the sentence above a lot better.

slim sparrow
#

I've seen people pull off their own head with gestures. What's the best way to do that? I can shrink down the head in a gesture and spawn a new mesh on my hand, but I think the smoothing might look weird

#

Should I leave the head as a separate mesh instead?

obsidian vigil
#

@slim sparrow probably do both, shrink head, have a separate on the actual head and one on you hand

#

The 1 gesture shrinks normal and makes 2nd one visible

slim sparrow
#

Yeah, I just don't want the head to smoothly shrink down as I grab it

#

I know I'll have to have a separate head mesh in my hand

obsidian vigil
#

What i meant was to have 3 heads

#

And hide the shrinking with a separate head

slim sparrow
#

But I can just shrink down my head bone

#

Separating my own head into a new mesh and then shrinking that down isn't gonna help against the smoothing

obsidian vigil
#

Nah not what i meant

#

You shrink the actual one

#

Keep a normal sized one on there

#

And it disappears on a 2nd gesture

#

Id split it into 2

#

Basically

slim sparrow
#

Ah, that's what you mean

#

Yeah, I could do that

lilac cave
#

also if youre worried about tweening between frames

#

select all of the frames rightclick and choose flat

#

or the last option under both curves

#

dont remember the exact name but its good to know

slim sparrow
#

Yeah, but that only works within the animation

#

The smoothing between two different gestures is happening inside VRChat's animation controller

#

It looks great for hand gestures and facial expressions, not so much for popping objects in/out of existence

#

Unless it's a separate object you enable

lilac cave
#

tried making the fps higher?

#

usualy its at 60

floral imp
#

I’m having a problem and I’m sure that there is a simple fix. I made custom blinking animations for an avatar, but when I assign them to “idle” the model sinks into the floor. What generally is the fix for that.

lilac cave
#

dont assign it to idle

#

add the component animation to your character

#

change your blink animation to legacy (option found in debug)

floral imp
#

Will it work if I have custom over rides?

lilac cave
#

and then assign the legacy animation in the component

#

ya

#

itll work better since it means you can turn blinking off

#

allowing other eye keyshapes to be used as gesture overrides

slim sparrow
#

Oh, making the FPS higher is a good idea

lilac cave
#

debug is found by changing (properties?) to debug by selecting it from the drop down menu from the three bars (next to the lock)

#

all of this is done in unity

#

i still think changing the twening should work but

#

¯_(ツ)_/¯

languid pier
#

Hi everyone, can someone give me tips on how to add clothes with emotes in vr chat ? Or how to do a (die) emotes, examples, but instead of waiting the whole motion to end i can keep moving but the animation goes on

chilly vapor
#

hand gesture overrides

#

the override animation will tell different parts of the body to be visible or not. So when someone pulls a sword off thier back, they technicly have two swords and are just changing the visibility of each one. Same for clothing. As for doing a full body animation with gesture override, those are usually a copy of the model itself that plays the animation on being set to active and disabling your main model

torn pawn
#

you can put an animator onto an object and have it play the animation on wakeup, then enable the object on gesture - can have w/e frame length + u dont get stuck in emote

chilly vapor
#

😛 i need to start filling up a text document with well written descriptions instead of always doing the tl:dr versions of it i always do

ivory hollow
#

With gesture overrides (specifically, working with your sword example) - do "hidden" props that are switched between have any impact on performance when hidden?
Regardless of if it's a negligible amount.

#

I'm sure it would never be an issue, I'm just curious as to how that works.

chilly vapor
#

they are considered completely disabled, they arent rendered at all

ivory hollow
#

Oh sweet

boreal trellis
slim sparrow
#

Oh dang, it turns out you cannot change bone scale in animations

#

Is there any other way to hide my head without making the head a separate mesh?

#

I think it's because the humanoid rig has full control over the head, so I'd have to use animator properties. Naturally, humanoid rigs don't exactly have an option to shrink the head.

#

I made a shape key in Blender to hide the head instead

#

Stupid but it works

chilly vapor
#

im suprirsed taht boen scale isnt suported

#

but yeah, shapekey would have been what i sugested

clear yew
#

to have a triple head model but 2 can shrink down into main head just make a shape key in blender, i have something similar, i selected head vertices, duplicate them, scaled them down in a shape key and i just use that as hand gesture over ride, the 3 heads appear from the main one, they also all talk and blink at once is hilarious

inland gull
#

Hey everyone, does anyone know if it is possible to make a blinking animation on a 2D model by using different face materials? Like, 1 face eyes open, 1 half open, 1 half closed and 1 fully closed, and then create an loop animation to show allways? I tried and the animation worked on Unity but not on VRchat.

final gazelle
#

VRChat uses visemes/blendshapes to achieve blinking, so i don't think you'd be able to achieve it normally using VRChat's own in-built system

#

you could try to embed the texture/material changes into your own custom idle animations though

#

but it'd pretty much always play on a pre-defined loop, rather than being sporadically random

thick crypt
#

I gotta ask, the unity updates that are available right now, which one do I use? I tried to download 5.6.3p1 but it gave 5.6.3f1 instead, and...the first time I tried to use it, it's the 2017 unity which...oddly is more up to date.

cursive moon
#

Couldn't you just make an animation where the material changes at each specific frame you want it to and then add that animation (as a legacy loop) to an Animation on the avatar?

final gazelle
#

^quite possibly, i've never worked with legacy loops -- though i'm guessing the gist of your approach is to have the eye materials changing on their own separate animation loop to the rest of the avatar?

cursive moon
#

Yep. That's what I do for all my avatars (albeit with blendshapes rather than material swaps) since I prefer a consistent blink to random ones

final gazelle
#

i never actually thought to do that, thanks for the idea 😛

#

now i can actually get blinking pokemon

thick crypt
#

Nothing extra, just the documentation, standard assets, and unity 5.6.3p1 right?

cursive moon
#

Right

#

And obviously the VRChat SDK, found on their website

thick crypt
#

Right.

inland gull
#

@cursive moon Do you mean dragging the animation to PRONEIDLE?

#

I tried adding the legacy loop on the Animation tab but it only works on Unity, not on VRchat

slim sparrow
#

Why legacy loop at all?

#

Oh wait, I get what you mean

agile ruin
#

@slim sparrow about the player collision thing. I was talking about avatars particle systems, were you as well?

upbeat sage
#

does anyone know if there is a way to keep the animation tab either open in unity. like for example i am animating a hand and the fingers. i have to keep going back through the whole list every time for every section of the fingers. It's kind of slow. But i was just wondering if there is a way to add multiple things at a time or a way to keep the window always open in that specific tab

surreal iron
#

does anyone know if IK on the legs may cause a custom animation to look like poop in humanoid rig but 10/10 as legacy?

upbeat sage
#

also say i have to fix my model in blender. then i want to transfer it back to unity. can i just somehow paste the animations back without having to redo them

cursive moon
#

@upbeat sage You can export a new .fbx from Blender, and navigate to your Assets folder of your Unity project, and throw it where your original .fbx you imported to Unity is. Unity will reimport the file and will update whatever you changed (sometimes this messes with the bone rigging and you might have to fix it, but it's just doing something you've done already)

sick musk
#

Ok I seem to be missing a vital component for the animator

junior epoch
#

Heyo! Trying to do a animation on my world where pressing a button moves a wall (cube). Any idea how to achieve this? I've played around alittle with the animation components in triggers but unsure what to do

junior epoch
#

I should rephrase my question: How would I go about triggering an animation from a trigger in my world?

#

(In terms of what components to use for the animation part)

clear yew
#

Anyone know where to edit the time gestures on your hand transition from one to another? It's somewhere in the SDK. The time difference from resting hand to one of the five hand motions is longer than it is from one of the five to each other.

#

Resting hand -> Point (0.8 seconds) then Point -> Victory (0.4 seconds)

upbeat sage
#

@spice furnace I was wondering if you could explain the animation thing. I have the looping problem. My friend told me something similar about doing like a short animation and then having the full animation be triggered by it. But i don't seem to be doing it right.

lilac cave
#

itd be nice if legacy animations supported material swaps

slim sparrow
#

@upbeat sage use Muscle Animation Editor

#

Unfortunately, you'll have to either use that asset or add all the fingers one by one

#

Muscle Animation Editor is probably not as great for creating complex and long animations as dedicated tools, but it's great for poses and fixing up existing animations

#

@clear yew I don't think you can edit that

#

It's something that's done in the animation controller, which you cannot replace

#

It's been asked as a feature before, the devs said they didn't want to add it because then people would have to make their own animations from scratch and would be unable to use the default ones

obsidian vigil
#

Just a quick question: If i have a particle system that is being emitted from my wrist, its a world particle under an empty object in my armature (fixed joint on empty obj and rigidbody on wrist) will i be able to spawn a new empty object on collision (as in i put a sub emitter which has an audiosource and stuff parented) will all of it be loaded where the sub emitter is?

clear yew
#

as far as i know, you can't put any sound on particle systems

slim sparrow
#

Not even with sub-emitters?

clear yew
#

nope

#

trust me

#

i tried

slim sparrow
#

Damn

clear yew
#

sounds on particles doesnt work

#

i wanted so much to use a missile laucnher with an explosion at the impact

#

but it just doesnt work

slim sparrow
#

I've made explosion impacts like that, not terribly accurate since I still have to make it a world particle

obsidian vigil
#

hmm

#

alright

#

but i know that theres a script you can use for collision sounds

#

@clear yew PhysSound
"PhysSound is a system for playing audio based on physics interactions between objects, greatly increasing the realism (and satisfaction) of Unity's physics."

#

is what it says on the wiki

#

not sure if thats up to date

#

and if its world only

slim sparrow
#

It would have to he whitelisted

obsidian vigil
#

according to that it is

slim sparrow
#

Even worlds can't just use any script

obsidian vigil
#

its in this list

slim sparrow
#

I've seen the avatar component whitelist, I'm pretty sure that this one is not a part of that

#

Probably good for worlds then

obsidian vigil
#

dammit

clear yew
#

also it's a paid bullshit

obsidian vigil
#

and i want to shoot a particle that basically determines where it goes

clear yew
#

the orbital beam source will stay in place right ?

obsidian vigil
#

i mean, i wanted to put it on the particle so it appears where it collides

clear yew
#

if you find out how, please tell me

obsidian vigil
#

will do

clear yew
#

i only used empty game object with a fixed joint and put them roughly where the sound is supposed to be

#

that's the closest i managed to get

obsidian vigil
#

thats a good idea tho

#

could you maybe fix a joint to a particle?

#

to the subsystem

clear yew
#

i don't think you can

#

like, every sound parented to a game object wont work

#

at least from what i tested

obsidian vigil
#

wait what

#

like if its parented under a particle system?

#

cuz when i set my stuff up yesterday i had the sound source parented to my main beam and it played just fine

clear yew
#

yeah

#

but you need to play the sound

#

from the impact

#

particle won't work

#

but if you manage to spawn a game object with a fixed joint

#

exactly where the point of impact is

#

then it will work

obsidian vigil
#

well... if the particle dies, do objects attached to it reset to the origin point

#

or do they stay at the end

clear yew
#

you mean put a game object under a sub emitter that spawn at impact ?

obsidian vigil
#

i mean, if that works yeah

#

but i thought about what happens when the particle dies and it has stuff attached, does the stuff remain at the origin or end point

clear yew
#

it disappear

#

i'm not even sure the game object will spawn with the sub emitter

obsidian vigil
#

alright, ill mess with that when i get my hands on the project later today ^^

#

if i find sth out ill report back

clear yew
#

try to spawn a 3d cube with the sub emitter at the point of impact

#

if you manage to do that then you can put sounds at the impact

obsidian vigil
#

wait

#

like me shooting a 3d cube or..

slim sparrow
#

Spawning a cube at point of impact

#

Like, the sub emitter is a particle system that is spawned at the point of trigger. See if you can get child objects to spawn there

#

The answer is probably no. Even if the child object is a particle system in itself

#

Like, a sub-emitter cannot be a particle system that contains particle systems of its own that automatically activate, otherwise they will all activate at the original particle system's position

clear yew
#

what i wanted to try was to shoot a simple bullet, and at the point of impact it will create 2 things
first is a simple sub emitter particle and second is a 3D cube, parented to that sub emitter

obsidian vigil
#

well, the only thing i need to know is if i can make an empty object move with my particle

#

then ill slap everything in there and manually animate the stuff

clear yew
#

no, it will be stuck at origin point normally, if it spawn while being parented to it

obsidian vigil
#

hmmm

#

fixed joint maybe

clear yew
#

with rigid body ?

#

wont work

slim sparrow
#

Yeah, you would have to detect collision on that somehow

#

It would work if you could do that, then you could enable a particle system and a sound source on collision. But it doesn't work like that

clear yew
#

you can easily do all that with script

#

but since they are not allowed, you are fucked

obsidian vigil
#

i need playmaker

#

now ; -;

#

theres so much cool stuff you can do

#

i mean at least the beta is on now

#

so were making progress towards it

eager vault
#

I wanna talk to NPCs, I don't know why since there are actually people around, but NPCs are alluring

undone glade
#

@obsidian vigil did you want particles that drag or something like a flamethrower?

obsidian vigil
#

i can doodle it real quick

#

1 sec

#

and where it dies the laser appears and the sound plays

#

basically

#

or rather where it collides

undone glade
#

Hmm.. I know if this is fired at the hand you will need to set a rigid body onto your wrist and a game object with the fixed joint component on the root of your avatar that will hold any particle effects, making sure that the fixed joint is attached to the bone with the rigidbody.

obsidian vigil
#

yup, i did that

undone glade
#

Gravity and constraints off?

obsidian vigil
#

yeah, thing is i wanted to put a sound source on the particle i shoot

undone glade
#

or I think they must be on

#

That may be out of the realm of possibility for now.

obsidian vigil
#

unfortunately

#

i think im just gonna have the soundsource on the empty object and hope it works

undone glade
#

Maybe

#

Otherwise it may be annoying to people around you, but I'd say to have the audio source cover the range of the particle effect maybe if all else fails.

obsidian vigil
#

i mean

#

its not some kind of memey earrape song

#

or really loud noises

#

its this song

#

which shouldnt be too annoying unless you completely hate dubstep

undone glade
#

Then that may be your best bet

#

Because I doubt you'll be trying to hit people from across the map

obsidian vigil
#

that would be kinda cool tho xD

#

may redo it with soundsource to do that if it ever is possible 😛

clear yew
#

Is it possible to place objects in the world that others can collide with, which are non-local?

slim sparrow
#

Yes, but you'll have to make them particles

#

Oh, and the collision is one-way. Particles can't push players around or anything

#

Other than that, there is no way @clear yew

thick crypt
#

Hey, for an animation, do you need to make a clone of the model, or are you ok to just use the animation on the current model?

blissful frigate
#

Create the animation on a clone

slim sparrow
#

You should absolutely create all your animations on a clone. This also goes for animating child objects on your avatar

#

Otherwise the pose might mess itself up permanently as soon as you hit edit/play

#

Plus, this gives you the ability to mess up without breaking anything

thick crypt
#

...oh. I see why.

#

I goofed...how do I get my avi back into a t-pose?

clear yew
#

delete it and drop a new version of it

slim sparrow
#

Wait

#

You might actually want to rename the old one, then drop a new one in. Then you can copy the old VRC_Avatar Descriptor component

#

Since setting all the blend shapes for lipsync again is a heinous task

thick crypt
#

That and I put dymanic bones in there as well...

slim sparrow
#

What happens when you remove the Animator component on the old avatar?

thick crypt
#

...?

slim sparrow
#

You can re-add it if you wish

#

In your scene, there's your avatar that's stuck halfway in the floor. Click on that, then delete the animator component

#

In the right toolbar

#

Or maybe unset the animation controller

thick crypt
#

Deleted the animator component, nothing happened.

#

Lemme try unsetting the animation controller

#

Nothing...

slim sparrow
#

Then you'll have to drop in a new one

#

Don't delete the old one just yet, you can copy over the VRC Avatar Descriptor component, and all the dynamic bones too.

#

But rename it so you don't get name conflicts

thick crypt
#

Rename the second one I drop in?

slim sparrow
#

Rename the first one, then drop a new one in

#

You'll delete the old one anyway once you copied it all over

thick crypt
#

...could I use the old one as the animation one?

#

Or...would that not work?

slim sparrow
#

You probably don't want to do that. Duplicating an avatar is literally 3 seconds of work. You should always duplicate the one you're actively using at that moment.

#

Just CTRL+D it every time you want to make a new animation

thick crypt
#

True.

slim sparrow
#

Also, disable the original avatar while you're animating the duplicate. That will prevent you from accidentally messing up the original, and you'll be able to see the duplicate more clearly.

torn pawn
#

you dont need to duplicate for every new animation

#

need to duplicate only when u add new stuff onto main

slim sparrow
#

I guess so. I just duplicate again since it's easy and I'm forgetful

#

Only irritating thing is having to remove the Dupe animation controllers all the time

#

But that's only once per animation

torn pawn
#

yea, having like 5 anims on one can get annoying

#

switching from one to other, then having the wrong one selected

#

i can see that

boreal trellis
#

are there problems with gestures when i create blinking in unity as animation?

#

will it glitch gesture and still blink?

slim sparrow
#

If you use the automatic blinking (such as the one provided by CATS eye tracking creation), it will look a little glitchy

#

But most people won't notice

#

If you want to fix that, you'll have to create eye tracking again in CATS, but disable blinking. @boreal trellis

#

Then you have to make your own blinking animation, mark it as legacy, then add it to an Animation component. Not too difficult. Then in your gestures, you can disable this component to pause the blinking.

boreal trellis
#

oof, i know how to do stuff in unity, just always skipped blinking and used cats

slim sparrow
#

Yeah, it's not too difficult

boreal trellis
#

so it wont blink when i use gesture?

slim sparrow
#

If you disable the animation component within the gesture, it will stop the animation and thus the blinking too

clear yew
#

you sure about that ?

slim sparrow
#

Yeah, how else would it work?

clear yew
#

last time i tried that some months ago it didnt work

slim sparrow
#

That's how most people do it, I wouldn't know what other methods you even could use.

#

Forcing the blink shape keys to 0 doesn't work since that just breaks blinking altogether

clear yew
#

put the blinking to 0 when you use a hand gesture

slim sparrow
#

You can't do that

#

At least, not without breaking blink completely last time I tried it

#

Same goes with the lipsync shape keys. If you force those to 0 inside a gesture, it just makes them not work at all anymore.

clear yew
#

i'll need to test that again then

#

it's been a long time since i did a custom blinking

languid pier
#

any ideas how to ?

#

i can get the things to appear in the emotes, but it doesnt stay

slim sparrow
#

It's one of those weird package things

#

There are ways to toggle stuff on emote, it's a rather old package

#

Hang on

languid pier
#

aight !

lunar pasture
#

just think about your gestures as switches, not the whole animation, you essentially have to animate the active status of a game object that does the funky stuff

languid lantern
#

Silly question, but is it possible to set up an animation that essentially makes your avatar invisible or remove the model temporarily? I'm eyeballing this SCP 173 model I just came across and would like to try to set it up to disappear then reappear behind people.

slim sparrow
#

Yes

#

In the gesture's animation, disable your Skinned Mesh Renderer component.

#

Be careful, sometimes I have had issues where it wouldn't re-enable for other people, only myself. If that happens, you need to use a stencil to hide your model

languid lantern
#

Ah, alright, thank you very much

woven surge
#

Someone knows how can I change a material from my avatar to another on an animation?

slim sparrow
#

Hit record mode and change the material in the scene explorer

#

In the skinned mesh renderer component

woven surge
#

Okay, thank you very much!

high summit
#

Any guides on how to attach a bow string to your avatars hand in unity? I've seen it done before but I've got no idea where to start

slim sparrow
#

I'd say the best way is to have the bow string with bones so you can pull it out in pose mode in Blender

#

Then put a Fixed Joint between the hand and the string. Activate this joint on a gesture and you'll be able to actually pull the string

high summit
#

Gotcha. I'll try that, thank you

slim sparrow
#

Another option is shape keys. Probably more reliable

#

Just make a shape key where the string is drawn back. It won't automatically follow your hand that way though. But if you put it on fist, I think you can regulate how far back the string goes

#

On Oculus at least, not sure if Fist is analog on Vive too

solar relic
#

@slim sparrow question about fixed joint. How can I have an object stay at one place? Mesh particle... Im confused.

night crescent
#

I can't figure out why my custom hand emotes don't work at all. I attached a single frame of enabling a parented audio source, offset by 1 frame

#

Can certain avatars not activate those emotes if they don't have fingers?

torn pawn
#

disable the object

night crescent
#

Yeah, just uncheck the object while you're "recording"

past eagle
#

I created an animation for my gun to move the slide in and out. How would I go about making an animation play that animation. Toggling the animation doesn't make it play

#

I don't want the animation to play all the time, only when I fire.

#

Currently I can pull the gun out with the Rock emote, and use the Thumbsup emote to fire the gun, but toggling the animation in the Thumbsup emote doesn't cause the slide animation to play on the gun

clear yew
#

Can someone help me with visems...its wanting to apply it to my whiskers....

languid pier
#

I need help with toggle props

#

Can someone explain it to me or show ?

shrewd moon
#

Toggling is like a secret cult, most are not willing to tell their secrets

languid pier
#

yea lol,

clear yew
#

i think there is a text file in the prop file package that explain how it's working

languid pier
#

yea i saw, i just dont understand it. Like how its working and everything. I dont want to just do it, it want to understand the processus behind it lol

clear yew
#

isnt it a basic version of logic gates ?

languid pier
#

gonna need to inform myself, but still cant make it works ;_:

obsidian vigil
#

Well, yesterday i discovered something... ill probably need someone i can test this with but, my emote was longer than 30 seconds so the music just kept playing even after vrchat cut it off

#

which may mean that we can keep stuff after an emote is over

clear yew
#

your model can't be longer than 30 sec

#

if you use a game object and parent another model to it then you can get over the 30 seconds limit normally

obsidian vigil
#

yeah but the interesting thing is that the music kept playing after my emote was done

#

if i can somehow get as an example clothing to appea and stay in a similar way that would be neat

clear yew
#

i think that's just using the toggle prop thing

obsidian vigil
#

? o.o

#

you can toggle props in an emote and they stay after that?

#

@clear yew

clear yew
#

yes

obsidian vigil
#

WOT

#

gimme ples

clear yew
#

that's how woops got his camera and cape staying for exemple

obsidian vigil
#

i know theres a prefab thingy

#

damn

clear yew
#

there is a dropbox file in on of the channel with the package i think

obsidian vigil
#

@clear yew not sure which one it is

obsidian vigil
#

Thanks

#

^^

clear yew
#

👌

#

Y u so smart @clear yew 😂

#

i don't know
i've been here for months and it's always the same bullshit mistakes and questions 👌

#

Ohh xD

#

Good job :)

#

thanks m8

#

Thanks for helping others you shall go far in life :)

#

i'll try
thanks, appreciate that

obsidian vigil
#

@clear yew do i need to feel offended? xD

clear yew
#

not at all but there are some questions that are frequently asked and then you have the "wave" questions

#

for exemple, when the cameras bullshit happened, everyone for almost 2 weeks asked how to get working cameras and now nobody cares anymore

#

now it's those toggle bullshit that is slowly starting, probably because of woops

obsidian vigil
#

maybe

#

i mean, i was curious because it happened to me yesterday

#

i dont even know who woops is o.o

clear yew
#

a big streamer

#

that is basically a demi god in vrchat now since he got some mod tools

#

one of his VOD where he is testing the new camera feature

#

15m30 if the time stamp isnt working

obsidian vigil
#

wait

#

is the camera gonna be an official feature?

clear yew
#

yes

#

it will be local

obsidian vigil
#

im excited

clear yew
#

you can only see the little lense thing so you know where to look

#

and when you take a picture it will save it to a folder

obsidian vigil
#

and what about the staying props part?

#

is that also in there

clear yew
#

nah it's another video i think

obsidian vigil
#

that cam is pretty sick tho

white bridge
#

Is there a way to reset the animation state back to the default position in the midst animation another?

steady sorrel
#

Morning, afternoon and evening. Could someone DM me where to look for basic screen overlays that I can use to cover around 5% of a persons screen during an effect? (Not intrusive and doesn't have flashing lights ect)

lilac cave
#

pretty sure thats a shader

#

if you find it pm me

#

and if you find one that is only user side thatd be good too

obsidian vigil
#

same here pm if you find ples

royal summit
#

Isn’t their a night vision shader in the unity store which works in a similar way?

clear yew
#

oh i have a shader like that but keeping it for myself 👌
you can try to make your own, it's pretty easy, look for grabpass stuff 👀

obsidian vigil
#

wait

#

Just GrabPass { } grabs the current screen contents into a texture. The texture can be accessed in further passes by _GrabTexture name. Note: this form of grab pass will do the time-consuming screen grabbing operation for each object that uses it.

#

is that literally it..

#

and then you put a texture on top of the grabbed thing

clear yew
#

maybe ¯_(ツ)_/¯

#

there is some other options to use of course
but grabpass is basically the way to go

obsidian vigil
#

its just that it isnt easy to get into it when nobody wants to tell you wtf youre supposed to do inside the shader

clear yew
#

because there is a lot of different w<ys to do it

#

i barely know stuff about shaders

#

i mostly messed with shader forge

#

i didnt write my code from scratch

obsidian vigil
#

so it is possible to do such a shader in shaderforge

#

?

clear yew
#

yes

royal summit
#

Anyone know any good free alternatives to shader forge?

obsidian vigil
#

okay good

clear yew
obsidian vigil
#

at least that i know now

#

thanks

clear yew
#

@royal summit can i DM you something ?

royal summit
#

Yeah sure

torn pawn
#

u cant make it global with how it currently works

slim sparrow
#

Make what global?

torn pawn
#

cameras

slim sparrow
#

What do you mean global?

obsidian vigil
#

Cameras visible for everyone

slim sparrow
#

I have actually seen friends of mine do such a thing. Just broadcast a camera globally in people's corners.

obsidian vigil
#

i think is what hes going for

slim sparrow
#

It's possible but prohibited

#

Since it can also lag people

obsidian vigil
#

a lot

torn pawn
#

it not only lags people, but it can crash every1

obsidian vigil
#

but i must say that id love to have a camera that actually takes pictures and puts them on an object

torn pawn
#

cuz ppl dont even care to lower the range or fov it renders

obsidian vigil
#

cuz ive seen a few people do that

clear yew
#

@obsidian vigil extremely easy to do

#

and kinda allowed since you only show the last frame freeze

#

so the camera isnt actually working

#

so no lag at all

obsidian vigil
#

? o.o

#

my cams are just not visible at all

#

thats the problem

#

for anyone other than myself

clear yew
#

yeah, because you need a work around for it

#

which is actually pretty fucking dumb to bypass

obsidian vigil
#

dumb as in way too easy

clear yew
#

way too easy

obsidian vigil
#

or dumb as in stupid to do

torn pawn
#

yes

clear yew
#

took me 2 minutes to figure it out

obsidian vigil
#

similar to the poly mod?

clear yew
#

no

#

even easier

obsidian vigil
#

cuz thats what id guess

#

wtf

#

why so ez

clear yew
#

you don't modify anything

torn pawn
#

cuz vrc 🤷

clear yew
#

just using the way that unity works

#

and for that frame thing you need 2 cameras
one local and one global but hidden by default
same position, same view
you use the local camera to see what you need, and when you take the picture you just show the global camera but with the actual camera disabled and it will be locked at the last frame

manic torrent
wide warren
#

This is probably gonna sound stupid but does anyone know the height of the stage in the Pug by chance? Making emote specifically for that room and I got my sense of scale really messed up because the character is short and I cant tell if I made him too small or if I made a bar stool too big. The reason I'd like to know how tall the stage is is because he throws the stool at some point and I dont want it to just be floating at stage level or fall below the floor when it lands

heady sundial
#

@manic torrent delete all the cameras on your avatar, reupload the avatar, and restart VRChat

heavy stirrup
#

What's the best way to time a walk cycle for actual speed of movement?

#

Just eyeballing it?

final gazelle
#

you could try to measure the stride of each step and then match it to your movement speed, except that sounds a lot easier said than done in unity -- i've only tried that sort of precision over in MMD

remote blaze
#

@wide warren you could try to measure it with a friend using a literal ruler avatar

#

Then use that ruler for the stool

languid pier
#

When i put a props in my spine, all my models is not visible in mirrors

#

And if someone actually have the kindness to help me with toggling props with emotes. Already have the packages from hardlights

clear yew
#

change the name of "body" of the props

languid pier
#

Ah ty, what a dumb thing it was.

#

Oh, so the models was only reading body from the swords

clear yew
#

yes, multiple meshes called "body" will mess up in the mirrors

#

only the main model should have it named "body"

manic torrent
#

@heady sundial not working

wide warren
#

@remote blaze. Thats not a bad idea actually, I could just extend a tape measure till it hits my floor then clamp it. Thanks! God this gonna look weird when I go into the Pug and start measuring the stage.

remote blaze
#

no I meant more like

#

have a friend use an avatar which is literally a ruler

#

then use the avatar to judge the size when making the animation in unity

clear yew
#

you can also use the 3d cube from unity

#

it's exactly 1 meter on all sides

wide warren
#

Oh lol a ruler avatar

heady sundial
#

@manic torrent you'll have to share your hierarchy

bronze peak
#

So i am lost.. i have done this b4 but cant get it to work. B4 i had a hat with those little fans on it.. in blender i added a bone that had all the weight of that fan. then in unity i made an animation where the fan would spin 180 degrees and loop giving the illusion it was spinning. i Now have a Mini Gun That i want to do the same thing but is not working i cant remember what i did or am doing wrong.

#

I figured it out.. lol i had the transformation at the beginning of the animation instead of the end OOF

twilit night
pliant plank
#

@twilit night The missing head?

#

Oh wait, that took longer to process than it should've ._.

#

Do you have multiple separate meshes?

twilit night
#

Sword for gesture

#

So 2 meshes

pliant plank
#

Like, actual main model separate meshes

twilit night
#

My main is all together 1 mesh

pliant plank
#

What're the names for the main mesh and the sword mesh?

twilit night
#

Both are called body?

pliant plank
#

Rename the sword mesh to something other than body

#

Meshes with the Body name tend to cause... weird issues

#

Multiple ones that is

twilit night
#

Okay, I'll try it been looking around for a solution.. My last resort was to get on this discord and ask :I

#

@pliant plank It worked, thank you ^^

pliant plank
#

Glad to hear it

violet kraken
#

how can i project a camera on a plane and make visible for everyone ?

clear yew
#

unfortunately global cameras are not allowed so we can't speak of that

violet kraken
#

oof

bronze peak
#

Can you add a delay to an audio source?

winter sundial
#

Why can't I seem to activate objects with animations?
Gameobject Cube is active (animation) doesn't work in game, on any avatars

blissful grove
#

Does anyone know how to get animation from garrys mod

undone glade
#

is there a way I can spawn a stationary box into a world with an animation?

#

example, placing an object in the world without it following the avatar through animations

clear yew
#

yes

#

put a fixed joint to it

#

remove the gravity and angular drag

#

done.

undone glade
#

do I need to put that inside an empty before that?

clear yew
#

not necessary bur probably better

undone glade
#

alrighty

clear yew
#

since you want to make an animation

undone glade
#

thank you

clear yew
#

that will reset the position of the fixed joint

undone glade
#

so just angular drag and gravity? I don't need to do anything with constraints?

clear yew
#

no

#

but you will need to reset the position of the fixed joint tho

undone glade
#

what do you mean?

clear yew
#

this is what i have

#

fixed point is an empty game object, parented to my spine and it's always 1 meter in front of my model

undone glade
#

I have this as an animation override

clear yew
#

and basically

#

that animation is always active when the fixed joint is disabled

#

that fixed joint is constantly reseting to origin point of the FixedPoint Game object

undone glade
#

If it stays in place while I do the Rock & Roll gesture, that's all I need really

clear yew
#

so it's always in front of me

#

and when i spawn the cube, i simply activate the fixed joint and disable the animation component

#

this worked for me too, if you move your hand really fast, it spazzes out but that's the only thing, this is beautiful for world particles

#

seems there is a lag between the fixed joint and the rigid bodies being transformed but it's cool

undone glade
#

This is just an improved blackout box for people prone to seizures

#

The plan is to have it spawn where ever I am located and I can move out so I can or another can place down a portal.

clear yew
#

you will still need that reset animation tho

undone glade
#

alrighty, let me make sure I have this right then.

#

last thing I need is to upload just to find it doesn't work and then more time needs to be put in

#

so I have a game object with the fixed joint, and in that I have my cube.

#

so do I need two game objects with fixed joint or just one?

#

from what i'm seeing from your picture.

clear yew
#

rigid body for both ends, fixed joint that connects them

#

no need for rigid bodies

#

so one rigid body in armature, and one outside of armature with an empty gameobject around it

#

in my case

#

create 2 empty game object

#

ah k

#

first one should be where you want your cube to always spawn

#

interesting

#

second game object (parented to the first) should be the fixed joint

#

then parent whatever you want to the fixed joint

#

put an looped animation that reset the fixed joint rotation and position to 0,0,0

#

and when you use a hand gesture to spawn the fixed joint and all object parented to it, disable the animation component of the first game object

undone glade
#

so I need to animate the 2nd game object?

clear yew
#

animate the first so it reset the 2nd

normal remnant
#

can someone link me vrc toggle pro , was told i could find it her, but i didn't see it 🤔

undone glade
#

so 1st empty is animated and has an animation component to keep the 2nd empty in the 0 axis, correct?

true scroll
clear yew
#

check the screenshot, you'll understand better

undone glade
#

I'm trying to, but they're both labeled the same so it's confusing me

true scroll
#

i should make a upload function for stuff that doesnt random name it at some point i think 😄

undone glade
#

nevermind, i'm just being dumb and not reading it.

#

point/joint.

clear yew
#

yep

#

also

undone glade
#

that's what was getting me

clear yew
#

the animation file

#

need to be put to legacy

#

and looped

undone glade
#

right, right

#

I can animated the second while it's parented to the first? wouldn't that break it?

#

or should I seperate them first, animate, and then join them together.

clear yew
#

just make a duplicate of all that stuff

undone glade
#

right, I'm running on fumes so bare with me

#

long day

#

Alrighty, I think I got it down. I just need to make it into an animation override.

clear yew
#

fixed joint is disabled by default

#

so everything parented it will be disabled too

#

you use a hand gesture to activate the fixed joint

#

and disable the animation component of the fixed point

undone glade
#

So i'm making point or joint inactive?

#

I would assume make joint inactive and keep point active

clear yew
#

point is always active

#

constantly reseting the position of fixed joint

#

fixed joint is disabled by default

#

activate the fixed joint with a hand gesture

#

and just disable the animation component of the fixed point in that same animation

#

so it stop reseting the position

undone glade
#

alrighty, I think I got it.

#

thank you

hexed fern
#

anyone here

#

i tried to clear a animation off a smd model but she won't go back to the t-pose

#

unless i click armature in the hiearchy

#

this is in blender btw

hexed fern
#

@jovial rain Thank you!

lilac dew
#

anyone know how to do custom emotes where multiple models appear and dance alongside the main model?

ivory lagoon
#

how would i go about adding a small sound clip to an avatar when i change into it?

#

that doesn't loop

#

do i just put it on the avatar? do i need an animation?

silent gazelle
#

@ivory lagoon you can add it straight to the avatar, make sure play on awake is on and loop is off. i don't think you need an animation if you only want it to play when you change into it.

ivory lagoon
#

oh sweet!! thank you!