#animation
1 messages · Page 66 of 1
OMG I'D DIE IF THAT HAPPENED
anyone know how to make a camera work in game? i am trying to have some sort of smartphones to take pictures, but other peoples only see a black screen, is there a trick like where to place the camera in the hierarchy or how to activate it with animation?
there is a trick but global cameras are not allowed
my animation stops too early somebody know how to fix that ?
I have gotten perhaps a simple issue, whenever I try to make an emoji surely it succedes, but then if i were to use it in game, I would get stuck, I tried to play with Start and End or animation or remove Duration at all so moving can cancel it, but even if i remove duration i still get stuck. Any idea why could this happen?
a quick question. how do i change a single texture during an animation. so that it is only changed during the animation
ok found out. you dont change the texture. you change the material to the one with the new texture
@agile kayak if you're using a generic rig, the emotes are bugged -- you can't break out of it for about 60 seconds
oh i see
How do I go around that then?
oh, nvm i think i get it
Thanks for the reply
I guess I do need some sort of Proper Video guide for animations on vrchat
huh cant find one
So, the question is. If I can't use the generic Unity Humanoid rig, that means I need to Make a custom rig?
To prevent Emotes from bugging me in place for 60 seconds?
use a dummy rig
Sorry if this isnt approriate question. But what do you mean by the dummy rig?
Hello there. I'm trying to add passive ear twitching to my avatar. It worked until I added ear movements to one of my hand gesture overrides. Now the idle ear twitching does not work (though the hand gesture ear movements do). Is there a way to have both or do I have to choose?
@silent gazelle is there a way you can create a copy of the ears and use the animation to turn one of them off while you turn the other one on?
@lunar pasture so go back in blender and separate out the ears? have two copies, one for hand gestures and one for idle
it would be one way to work around it, I'd not rule out the possibility of another approach
thanks 😃 i'll do that in the mean time while i keep thinking about it
my emote animation cuts last 8 secoonds ingame,anyone knows why?its not that long aniamtion aswell
Looking for some help with a DefaultTake in Blender.
It might be causing an issue with the armature in Blender.
Removed the animations and somehow, Unity’s complaining about the bones being offset compared to an animation. I’d ignore it, but it’s carrying over in game.
Also Unity complained the mesh was too small, despite being sized exactly like the ExampleAvatar (which is at 1,1,1 scale).
Wouldn’t let me export it, so I altered the armature to be bigger in the head.
can i make it so when something collides with the world it makes a sound?
nah
no way at all?
not exactly how you want at least
@half shell ask again!
Never give up on it. Someone will eventually come around who can answer your question
:>
Does anyone here know how to make an OnEnter trigger a switch from and Idle animation to a different one and then back to the idle upon completion?
@lunar pasture is good with this stuff I think
Is that what you're trying to do @half shell
im tryin to make a rocket launcher but ofc i want it to play a explode sound when it hits something
@pseudo iris is the rocket a spawned projectile
Spawned?
Created upon firing
@dense hornet yes
When it collides with a solid object you need to set an OnDestroy --> PlaySoundAtLocation
Idk anything about c#
But that's how Id see it working
but that0s using scripts right ?
Yes
Anyone know why after previewing an animation, it would delete the object that has the animation controller?
Not yet at least, and thats what I thought too
@clear yew do You know how to fix @half shell s problem?
still allows scripting for worlds though
what's the problem ?
Which is good
He/she needs an OnEnter box trigger to swap animations on an actor from idol to the new anim and back to idol
Any idea?
on the avatar ?
@half shell I think so. Can you elaborate Ten
so the character is sat with an idle animation
when a palyer gets within 1m, i want it to swap to an entirely different animation
then when it's done, swap back
Seems like it needs scripts which we can't use yet
:<
The original cheat I gave you wont do?
Make a duplicate right on top with the right animation, turn it inactive
Hey
i wanted to avoid that
Would you know anything about how to reset a default take, Tony or Tenshinen?
You mean set a take back to default?
Unity’s offset the rig because it believes the bones have changed from the animation when in actuality there are no animations applied to the rig.
Or did the actual default change
The default take or some animation is causing the T-pose to get seriously messed up on my mesh.
Thing is I deleted all the animations on the .blend
Try applying an animation and removing it? It might re-observe to understand the animation doesn't exist anymore. If it runs a check after you remove it like I'm hoping
And the timeline in Blender isn’t showing any key frames that might be affecting the rig.
okey, now i wonder how to make toggable emotes.
Yesterday, I also tried to add an animation, but it didn’t recognize the animation as I hoped it would.
Did it for one before I created.
i'm pretty sure you can't use trigger
especially trigger that works with other players
i just wanna override one of the existing Emotes and i wanna be able to turn it of at any time
so im not stuck in the animation until its done
Hey, I'm trying to disable my name plate during an animation, made it work, but the skybox gets all messy and distorted
@pseudo iris Takatsuki actually got togglable emotes to work yesterday
hmm means i gotta talk to him 😉
How would i make a double sided particle for a particle system ? Like a floating burnt piece of paper but different color on each side
hmm, never tried this actually
maybe a specific shader that allows you to have 2 different textures ?
If i textured my mesh i blender and imported it in my project, could it retain its color values ?
if you are using the same texture/material it should retain it
Cool, thanks
any idea why my model is in 2d and in pixels? in unity
You might need to give more details
Anyone have a shader to invert colors inside a sphere? I did a bunch of searching here and tried the code @clear yew posted a while back, but it doesnt even kinda work. Just gives me a black sphere
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,)' with 'UnityObjectToClipPos()'
Shader "custom/dd_Invert" {
Properties
{
_Color ("Tint Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "Queue" = "Overlay"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane" }
Pass
{
ZWrite On
ColorMask 0
}
Blend OneMinusDstColor OneMinusSrcAlpha //invert blending, so long as FG color is 1,1,1,1
BlendOp Add
ZTest Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
uniform float4 _Color;
struct vertexInput
{
float4 vertex: POSITION;
float4 color : COLOR;
};
struct fragmentInput
{
float4 pos : SV_POSITION;
float4 color : COLOR0;
};
fragmentInput vert( vertexInput i )
{
fragmentInput o;
o.pos = UnityObjectToClipPos(i.vertex);
o.color = _Color;
return o;
}
half4 frag( fragmentInput i ) : COLOR
{
return i.color;
}
ENDCG
}
}
}
@cedar thicket That should give you what you want
hey guys
how I can make the gun disperse when I trigger it ?
my gun is on my back and when I trigger it it still on my back I want it to disperse
@regal hollow You're the best
No probs my dude
@naive pelican if it works in your unity then it works in game, disabling mesh does not show up for you in game, you need to ask to others if it does
you could disable mesh renderer for it
@torn pawn what I mean is I want my gun disperse when I use it for example my gun is in my back and everyone can see it and when I want to trigger it to my hand I want to disperse from my back so it looks like I took it from my back etc...
that's what im saying
disablingmesh does not show on your end
where it works for others
just going to place this here hoping that someone might know.. I want to put VMD motion on some of my models. when i import the motion in blender the dance does not look right. but i have a program that is literally called MikuMikuDance if i import the same model and same dance it look a million times better. so i there a way to make it work in blender or to export it in the MikuMikuDance EXE. Thanks In advance.... Thx for reading all of this lol
Does anyone know if there's a way to make an animation where it has a startup animation when activated and when the button/hand gesture is released it plays an exit animation?
Do you have to do something special for Idle animations, when I put the animation in the idle slot, in game my model falls half way into the floor
@bronze peak you need to change scale to 0.1 when importing vmd, and to have best results u need original armature
@nocturne pasture i don't think that's possible yet
you'll need some trigger and maybe scripts and those are not allowed and doesnt work in vrchat unfortunately
@torn pawn thank you having the OG Bones fixed it alot.
need some help
for some reason in the unity animator component, I cannot add any blendshapes
clicking add property then selecting the plus button doesnt add it
nor does changing the blendshape in the inspector
fixed
what was the fix for that problem?
Mesh must be called "Body"
oh okay
easy fix
I don't think that was the issue, but I'm glad it worked
If you have your avatar inside an empty game object, that was probably the issue
Can someone help? I have a PLANE 3D object (with a child plane) attached to my head armature, but it won't show in game when i put it on the animation. Do I have to assign it to my hand or something? It uses the rocknroll gesture
everything parented to head is invisible for you
even mirrors?
What should I assign it to then?
No, it appears in mirrors obviously
I mean
Actually
Mirrors have a different issue
If you enable objects, you can't see them in mirrors. Locally, you cannot see your head or anything parented to it.
Yeah, that's the best solution. Cameras in avatar testing can also work
That can work, try it out
Depends on the type of object. I'm not convinced that head = neck in every scenario, but it might be close enough
Then that should be good enough
Ok
that still didnt work.
yeah
because everything
in the head mapping part
is considered as "head" by game
and will be rendered invisible for you
I made an moving vehicle for a world I’m making. Any reason why it’s speed isn’t consistent? It starts slow, speeds up, then slows back down at the end
so eyes, neck, head and jaw
Hello everyone, I need your help. Right now, I'm doing some gestures overrides on a generic rigged avatar. We know that to do so, you need to put a humanoid armature within the avatar to activate the gestures and it works.
However, by doing so, my avatar moves forward when I look down and back when I look up. Plus when I walk or run, it moves alternately to the right and to the left.
Do you know any tricks to avoid that ?
Does a shader exist similar to the one in avatar testing for the poly checker? The creator can't remember where they originally got it?
@floral imp sounds like the animation curve is not linear
I’ll double check it but I thought I set it to linear
Should questions about particle systems be asked here or is there a better channel?
particle are usually used in animation so here is probably the best place
Understood, thank you.
@obsidian jasper I think that's because of the full body IK stuff
If you unmap the middle fingers, that should stop
Unmapped fingers is what causes those awkwardly moving avatars where the head stays in control during emotes.
But this will actually benefit you in your setup, I think.
fingers ? But I play in desktop mode, so is it still related ?
I'll try it anyway
How do I make my animation stop when i stop doing the gesture?
If i change hand gesture in the middle of the animation i can't ever do the animation again because everything is all screwed up and playing at once
For anyone who wants to know how to toggle objects, I explained it to Shonzo in his latest VOD
On Twitch
Sharing is caring
if i want particles to occur when i move what should i do to set ti that way? (I want my fairy to drop pixie dust whenever she moves even the slightest)
I believe that would be under emission as rate over distance
thanks!
Anybody know how to make a ragdoll animation? (Not for emote, only gesture)
I'm guessing something to do with dynamic bones
Idk how to make that a gesture though
That's just the thing though. I told a VR friend if it was okay if he can tell me how to do it, But he said something about duplicating it, animate it, then go under 3D Object and create as Ragdoll. Once that, You place the armature in the animation, But he got cut off half ways because someone was trying to ask another question.
how should one import vmd files into a translated and fixed mmd model using CAT?
I am able to do it but without CAT I am not able to fix spine issues?
@bleak otter
vmd's rely on bone names, if anything is changed, it just doesn't work, you'd need to bake the animation into a untranslated and unmodified mmd
And then in unity, you must rig that model as a humanoid to then extract the vmd anim file that should now work on any humanoid
The vmd may play out fairly decently, or beyond horrible depending on complexity
The same process can be applied to any other sort of animation type, if it can be baked into a model and read in unity, it can be extracted
(Provided it's actually humanoid)
Alright so if I were to say have an animation that made a hair suddenly use dynamic bones physics
I would need to have two seperate meshes and two sets of bones for it right
You cant turn dynamic bones on and off with an animator right
would having a game object that enables dynamic bones being turned on and off work?
Having dynamic bones on a gameobject that you can turn on or off sounds rational, you can set the root bones independently of where it's placed supposedly
In theory it sounds doable
I'll have to try it
THats what my friend suggested
YO IT WORKS
THIS IS GOING TO BE SHITPOST MAGIC
Is there a way to get the lip sync to control an emission shader? I want to get this avatar's eyes to light up brighter when I am talking but it looks like blend shapes can only be used for physical changes to the mesh instead of adjusting shader settings. Anyone know of a workaround?
@orchid trench don't switch back to neutral directly, switch to another gesture first
@strong badger you could duplicate the eyes in Blender, assign them a separate material used for emission, and then make them appear on a shape key
Thanks, I'll try that! 😃
i got a rpoblms with particles, they dont follow my props. i have 3 particles and 2 of them follow the props but one stay in the same position as when im trying animations in unity. we i move the objects in unity, the particles follow, but not in vrchat.
Nvm, i found it.
If someone has the same problems type: legacy particle and yummii sent a youtube link
Does anyone know how to assign an audio cue when an emote is pressed ig?, i can get the emote working ig and the audio to play when i spawn in, thats about it. anybody have any ideas or know how, Thanks!
emote or gesture
@pure phoenix have the audio on "play on awake" and inactive.
is it possible to "borrow" the unity asset Muscle Animation Editor like people do for dynamic bones? (im broke 😢 )
^
is there an easy way to make facial shapekeys when you only have one mesh? like i imported this model straight from a video game so he only has 1 mesh so its kinda hard to make his face do a different expression without touching another part of his body
idk how though, i do all my facial shapekey stuff in pmx
Well I dunno how it works in PMX
In Blender, you just create a new shape key, go into edit mode, and make sure the mesh looks the way you want it to look.
This can involve dragging vertices around
@clear yew you mean the originals? Probably not
Use the muscle animation editor and it'll take you literally 10 seconds to pose the fingers yourself
Even for "complex" gestures like Rock 'n Roll
Otherwise, you can manually add them but that takes a little while
Like, add the animator properties for the fingers
Probably not possible to switch meshes in animations is it
While creating hand gestures, why does one of the fingers sometimes do weird stuff when I press play?
It rapidly switches between two positions every frame
Even when I literally delete the last keyframe and make a new one
It’s kind of weird because during the end of my animations my left hand does a piece sign and stays there until I do a generic emote
And I don’t even notice it in unity
Hello everyone, I have a general question. I am currently working on a smart phone that allows you to "Take pictures". Good news is, when I pull it out in game, I can see the screen and picture perfectly fine but everyone else sees a black screen. Is there any way to fix this? Any and all help would be greatly appreciated! Thank you. :)
there is no "fix" to it
because that's how it's supposed to behave
the cameras are not global for performance reasons
Ohhhhhhhhhhh gotcha! Thanks @clear yew for letting me know :D
Saves me the trouble from spending anymore time on this animation lol.
btw
i don't know if you saw the announcement
but they will release a camera for everyone that you can take out
I have not! That's awesome to know though! :)
@olive lynx https://www.youtube.com/watch?v=te1FRAiOMQs
Community/Developer Support team member Tupper gives an update on what we have been working on and what to expect soon. 00:08 - Intro 00:59 - Safety 02:29 - ...
https://www.twitch.tv/videos/252317186 at 12 minutes you can see the camera
i honestly can't wait for playmaker
and seeing someone make a full skyrim world with all the RPG system
suks PM isn't coming out until 2024
hope i'll still play that fucking game
oof
What do I need to do in order to not get stuck for 60secs doing custom Emote?
if i were to move the Animation file into slots emote 1-8, Humanoid rig and all ready, but
There's some trick to adding Non-bugged emotes?
How do people modify shaders so that they affect players around them? Never actually tried it, but attempting to replicate the poly torch in avatar testing
how do I make a facial Animation using Shape keys from MMD model and still being able to move?
i just get stuck in place if i try to change any emotes
or am i forced to give up custom emotes on desktop mode?
@dusk nexus you can't do that
The poly torch is a Projector, which is not an allowed component
@agile kayak use gestures?
Not emotes
hm
Look up some YT tutorials on how to do custom gestures
oh shit
that's quiet a far way isnt it
but alright i understood how to make gestures now
that sure was a quick guide
I never felt better pressing the Upload button
nope
whenever i put any kind of particles in my model, the size of the particles change depending how close my camera is to them, is there any way to disable that?
@restive yew screencap the renderer settings tab of the particles
uploading atm so I cant go to it, but I believe it's one of those settings, just cant remember which
billboard shouldn't scale, im not sure if vertical billboard scales but I assume you have that for a specific reason
ay, i've got an spinning star in my eye, so it's kinda annoying that it changes sizes
lemme finish this model upload and ill glance at mine
thank you kind person
looks like it's the max particle size setting, according to google
at least for the consistent answer
that setting it to 1 should tell it not to, or can try 0, to see which one says it doesnt
I've had it happen to myself, and I've had it fix itself, but I've never messed with that setting. My particles are set to that myself actually
well at 0 it dissapears, changing it to 1 doesn't fix it
wait
i changed the wrong setting
F
sadly, doesn't fix it
ah
nevermind, it did fix it, gotta set min particle to 0 and max to 1
thank you 🤗
❤
Could anybody show/explain to me how I can apply two idle animations to my avatar.
For example; I have a blinking animation ready, and just finished a wag animation to the tail, I wanted to know if it's possible for them both to loop in their own seperate animation files, because I have a "Disable Animation" component for blinking when using specific face gestures.
for other face gestures, i usually set blinking to 0 instead of disabling the whole animation for that reason
That'll override it?
ye, it should
I'll give it a shot!
But that also means I got to combine the blinking and wag animations
also, im not sure if youve ever done a face gesture mid blink with that other method, but it gets scary sometimes
Hey, i am currently in the VRCSDK folder in unity so i can try and get the SimpleAvatarController duplicated so i can use it to apply a changing animation for one of my models
it isnt copying it so i can paste it again to have another so i can get the animation set
thanks
thats why I do all my facials on 50 so you can combine them with the other hand for some cool stuff @eager vault
welll not all of them, but the eyes definitely.
How do i get the animations to apply in the SimpleAnimationController to have the walk animation(s) toggle when i walk forward, backwards, left or right?
What do you mean toggle?
You cannot actually alter your animation controller I think, you can only override the animations within
Would someone know why my animation is starts over in the middle instead of the beginning?
like when i restart it it starts on the last played audio clip
As always, no comment nor help on it. Thanks.
Uhh.... I .... What the hell happen to the Heavy?!
lol
Did you set the ragdoll as for the whole armature?
yeahh kinda...
i just used cloth lol
and this is with dynamic.. but i want it to drop to the floor https://s1.gifyu.com/images/dyn.gif
This is basically mine with the whole armature https://i.imgur.com/BhegoOW.gif
@bronze peak cloth particles move a set distance from where the bones are -- with the way ragdolling is meant to look, you probably want to be using dynamic bones or some kind of joint system instead
@reef mason that looks really good what do you need help with?
with the dynamic bones...i've got no idea what you're meant to set as a root, or if you need multiple scripts to really make it behave like Christmas's one there
@bronze peak I'm trying to set it as a animation for a gesture control, Not a emote control. But I don't know what kinda plugins that I need to place in for the animation.
And plugins, I mean (Armature, Colliders, Mass and Gravity)
that's being done with physics rather than a baked animation, right?
is it set as a separate prop/model from your main avatar?
oh ok that is pretty easy ... it looks like you have to add add your plane or box there to it unless you have it colliding some other way.. i wish i could re copy what you did so i can try to copy it but basically you'll want to add the model to be attached to the main model and in the animation deactivate the main while activating the ragdoll on.
any chance you want to wrap your scene and DM so i can take a look at it?
yeah, fpsgamer70 pretty much said where i was leading with that line of thought already -- your gesture should be hiding your main avatar while activating your ragdoll duplicate to fall on the ground, because i'm not sure how VRChat will try to behave if you attempt to activate dynamic bones or rigidbodies on the actual humanoid bones being animated in the avatar
But that's just the thing, How do you hide the main avatar?
lessee...where was your "Ragdoll test" animation clip created from?
thinking of how to explain this properly, because i'm not sure if there's proper terminology for it...
so with your main avatar, does it look something like this in the hierarchy?
Avatar
Body
Mesh
with the VRC_Avatar_Descriptor component being on the "Avatar" level
if you create a new animation clip from the "Avatar" base level, you'll be able to specify the isActive states of your Body and Mesh -- if you were to turn off the isActive state of your mesh, then that's basically hiding your avatar
the reason it matters "where" you're creating your animation clips from in the hierarchy is because the properties you see in the animation clips are all path-based, and relative to each other -- so if you were to change the names of anything in your hierarchy or try to apply that animation clip to a different level of your hierarchy, things may break or not work
Ah, Okay
I have a bit of a problem with a particle effect. I have this shot effect. And there is this ring that moves with it. The ring texture is applied to a ball mesh to give the ring the appearance that it's bending back around the shot to give it that really cool look to it. The problem is, if I set it to be a World particle so I can shoot it and keep moving my hand without moving the shot around, the ring texture renders relative to the world. So, if I fire northward relative to the world, it looks normal. If I fire east or west, the texture will continue render in the same fixed direction relative to the world, and makes it look really weird. Is there a way to keep that mesh particle a world particle, but make it render in the direction the shot is fire rather than rendering northward relative to the world?
How can i toggle animation, with toggleprops from lights?
I can toggle thing now, but i dont know about animation. Do i need to create an who has the animation on it? Its only particles
how do i create a ragdoll animation?
you would have to have a separate character from your humanoid avatar that is a ragdoll and enable it via an animation
see the unity ragdoll wizard as well
Which entries are gestures in the Custom override?
just wanna know which 7 are gestures
those names confusing me
F3-F8 are: LetGo, Point, Peace, RocknRoll, Gun, Thumbup
I see, thanks
LetGo - OpenHand
Point - FingerPoint
Peace - Victory
RocknRoll - RocknRoll
Gun - FingerGun
Thumbup - ThumbsUp
Fist is F2
And it is a gesture, but I wouldn't recommend putting anything on there other than finger movements
i see
Unless you're on desktop
If you activate blend shapes on fist, you'll activate those blend shapes or any attached objects if you sit down in VR
So you'll be stuck with those until you switch avatar
oh i see
lets not then
cuz this sounds scary
btw
Idle animation has no issues right?
or
What happens if i change Idle, is this Afk face or just All time face?
IDLE always plays
i see
But the arm and leg movements are overridden by whatever the walking animation specifies, or if you're in VR
lets say I have a key that allows me to reduce size of the eyes
can i put that in idle?
it wont work?
If you want to toggle it, put it on a gesture. If you want it to always be active, just set the blend shape to 100 in Unity.
No need to mess with idle anims
it's just a bit too big
i can do it straight on original model?
no need for dublicates?
i see
but lets say i already have an animation with same effect on gesture and it's 100
changing Body shape key wont change anything?
from default 0 to 20
When it's just facial expressions animations are easy, but when you need to animate hand movements, lets say to create a sort of face palm, that's when it gets hard
i guess ill spend a lot of time on that one
I mean, it should do something
It'll just be set to 100 in the animation
Have you tried it?
not yet
I decided to not go too far
made only 5/100
it doesnt seem like having animation at 100 changes anything too
it will just Overwrite the default Shape
as i see it at least
Here's a weird thing or at least i dont know if its weird, when im talking visemes work properly but as soon as i release push to talk visemes get stuck in place
it happens if i disable push to talk mid animation of visemes
if i were to press v and say nothing after shape is stuck it fixes
is this how its supposes to work?
I believe only you(yourself) see that in the mirror. It happens to me too and I use VR, I get bugged by it so I tap my HMD . Its the same when just tapping V to fix it. 😃
yes, your mouth can be blocked open in mirror but only for you
can get fixed by just talking again most of the time
ah i see
i heard there are things also caused by low Ram
Like Dynamic bones whenever you stop they Re-load and jump up and then back to neutral
kinda bugs me but after asking few friends in game
they dont see it
I might need to buy Ram to stop this from happening in mirror
weirdly enough it only happens inside of mirror hm...
huh for some facial expressions i forgot to turn off the blinking animation Q_
How do I go around disabling Blink Animation made with Cats during a Gesture?
u cant
Which would be the best method for animation for emotes, blender or unity?
need to create a custom blinking animation in unity?
and delete the one made in cats?
or i just have to give up closed eyes?
so basically, I need to turn off blinking animations in CATS first
and then create a blinking animation in Unity
that should do the trick?
Turn off blinking in cats, and make a animarion for blinking, then you can disable it during gestures
@Glaciate the Glaceon#2701 unity mostly
why are there multiple slots for animation if it doesn't let you drag in like, 2 different idle animations?
what for?
@molten elm slots for animation? What do you mean?
Every animation only has one slot in the overrides
And your avatar descriptor has room for sitting overrides and standing overrides
well, all I know is my fingers get messed up when I sit down
and nobody wants to show how to fix sitting positions yet
You can fix sitting positions by overriding the IDLE animation in a separate override controller for seated anims
Without scripts only the 1 work
How are people using what looks like particle attractors but without using them
negative speed
@dusk nexus you do a sphere and you set the particle speed to -
not especially a sphere
you can set emit from the shell for a better render
Ah right okay
the particles will go to the center
heyhey, probably someone can help me out.
I've imported a MMD Model, but her eyes are closed and the shapekey for the eyelids are broken it seems.
https://i.snag.gy/NUd5Xj.jpg
can't help on that
maybe there's shape keys such as Wink
when I change the values Min to -1 and Max to 0, it looks correct
but how can I overwrite the standard model with the shapekey infos from -1?
so that 0 is open eyes and 1 is closed eyes
@agile kayak this is the shapekey for wink.
But the mesh itself seems to be bugged (has closed eyes by default which shouldn't be)
is it possible to overwrite the Basis Mesh with the Shapekey Value -1?
like: I change the Shapekey for wink to -1 (eyes Open) and set the current state as Basis.
yes it's possible
and how? :S
i think it's something called blend from shape
huh blinking keeps fucking up darn it, btw nice name Svelsien
Thanks @clear yew found a way to fix it with "Blend from Shape"
Thanks
The way I'd do it, is first set the blink to -1 so the eyes are open, then hit New Shape Key From Mix
Then use the new CATS update to set that key as Basis
But I'm glad you got it fixed. Weird.
If that didn't work, then I would have just set the "eyes open" shape key to 100% in Unity all the time
Here's a thing, I removed catch Eye tracking blinking, then returned to unity and made animation
but the whole eye doesnt want to blink
my Pupil only awkwardly shakes when it should blink
there's 3 shape keys with Blink in the, Blink the usual, Blink Right and Blink left which i assume is from blender cats
You need four of those actually
the blink right and left dont do shit
The first four blend shapes in the mesh need to do nothing
While animating custom blink, you use the original wink and wink right blend shapes obviously
ah so i shouldnt use the Blink blend?
You ignore the vrc.blink_left shape keys since those are handled automatically. They're empty
Yeah, that could work too. It's up to you
for eyetracking and blinking to work:
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).
i mean this model has seperately Blink and Wink
Yeah, you can do it either way
yes, they are generated by cats
no 😄
so i guess i could just get rid of them
No
hm
Wink is really wrong way to do it perhaps
in unity Blink makes animation work right
If you use eye tracking, the first four blend shapes need to be either empty, or blinking and lower eyelid related.
the order is required, but they can be empty
If those blend shapes aren't there, your mouth will do really weird stuff
You want to make custom blinking animations, right?
Then just put the empty shape keys up top. This should already be handled by default.
y
though what weird stuff happening isnt with mouth
but more like with pupils
Haha
but i get the idea
this is from the eyetracking/blinking setup docs, FYI:
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 “empty”.
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 “empty”, but blender won’t export empty blendshapes.
3- The skinned mesh must be named “Body”.```
it saved my life a bunch of times, but I know you're doing your own blinking 😉
Eye tracking is still nice though, even if you don't use VRC's blinking
yeah it makes the game so much more personal
make sure the lower lid is set to zero when generating eyetracking in blender and the lower jaw is unassigned in unity
and check what bones are LeftEye and RightEye, those are the ones that will do the eyetracking afaik
yeah just checked
k cool
seems fine too
🤔
i need some testing
i have a feeling that
Blink Blend is broken
or 2nd theory, I moved in blender the Pupil into the head further
because Pupl kept clipping into Eyelids
but that should do it 🤔
gonna try Winking
I really hope they fix the animations
I've noticed that when you use the same shape key for an animation and the idle animation, it'll cancel out the idle animation even if you're not using the gesture that uses the same shape key
So if I'd like to for instance, make a gesture with my eyes closed, and use the same shape key for blinking, blinking breaks
oh really
so maybe that's why i cant blink?
🤔
@blazing elbow thanks
what if... dublicate Shape key?
🤔
It's basically why
doesn't hurt to try 🤔
You can make a separate shape key and it won't break it yeah
isnt that a fix?
But I noticed if you use blinking with the gestures it'll break if you're using it for idle animation
🤔
Can't even keep my wagging animations because it breaks when I try to make the tail "perk up" during a gesture, it just cancels it out completely
So dumb
I don't think you can in Unity, no
Might be wrong, but I don't see Unity being reliable for that
Hey guys, Does anyone know how to import GoldSRC/Source Engine animations?
@molten elm hm, it seems you cant just copy paste shape key, but i found my way around it, just need to install Corrective Shape Key add-on script
that can create a dublicate of your entire model to which you trasfer shape key
change it's name
and then transfer back to original
🤔
That's really useful
yeah
so
that's the fix with Blink conflict
in fact i thought I would have to split model apart first and then transfer one by one the shape key, but i guess it works to just
transfer whole mix with un-dismantled model
gotta remember to delete the Clean_Body afterwards
I thought Unity would fuck me over, it doesnt seem anywhere wrong at all. I guess this works
So does anyone know how to import Source animations?
Quick question. To make gestures toggle only I need to make only 1 entry in Animator?
only the start and no end
I always put it on start and endframe just to be sure
you don't want any tweening
maybe its fine with just one
Are you on desktop?
You need to switch to another gesture before going back to neutral
Especially if it's on fist or something
Get into the habit of pressing shift+f3 and then f1
Try holding both shift keys while you do that, and make sure you have at least one gesture that is not overridden
Is having an object tied to a gesture spawn and stay fixed to it's spawn point possible without using particle systems?
Whilst holding the gesture obviously
i think you just need animator for all of that?
Little question. When I made blinking animation and put it into "Animation" component slot Animation. inside of Animations Element 0 and 1 should stay empty?
Was wondering if it's normal that only element 2 shows Blinking animations applied
@dusk nexus yes it's possible
@agile kayak for blinking you should only have element 0
interesting
why does it assign it into element 2 then
ok ill manually drag into element 0
mb that's why my blinking was broken whole time
just delete the component
add a new one
and drop the animation in the main slot
it will automatically add it as element 0
yup
already did dont worry
ok this fixed it
it seems i had to remove Blink from gestures anyways
@grand mango can you tell us what exactly is a reasonable level for particle system and does it affect older chars?
A description of the limits placed on particle systems on avatars
That's reasonable! And yes, it affects any and all avatars uploaded at any time.
alright thanks
It is not enforced by the SDK (because people would just change the SDK 🙃 )
yeah i dont mind i just thought i maybe have a to reupload some gun effects depends on how much it is
got a quick question, anyone know how to make a lightsaber blade with particle effects?
make the emitter a cylindar of the right shape and the particles move really slow a very short distance
probably better off just usinga solid mesh with a glowy shader rather than particles though
I'm sure it has been asked, but is there any info on these new animation options, how to use them and what they'll be useful for? It sounds exciting either way.
So the big one for animators is only really usable for world authors as I think you can't do VRC trigger stuff on your avatar?
Ah yes, you are right. I misread that
Hey I have a avatar error but it wont let me post a picture of it here, where do i go?
you should be able to just hit PrntScr on your keyboard and then press ctrl v in this chat and it will show a screenshot
it almost looks like its just zoomed in and maybe something is clipping
im not experienced with model issues but try zooming out (im serious lmao)
when i use alt + rightclick to zoom with mouse it does that to avatars if i get too close
well ok... let me try
nope
zoomed in, out, and spun around it
https://cdn.discordapp.com/attachments/342412477176217600/438433285924847646/Help2.PNG
This is what it is supposed to look like
after I ran it through Maximo it glitched out like that
dont know what to tell you there besides make sure you saved the rigged version as .FBX
ive had a master chief model become nearly microscopic after rigging in mixamo
idk if that's an animation question, compute
guys is there away to but the particle effect inside cube and doesn't effect other player that not inside the cube ?
I want to put cube and inside it like a party and I don't want my particle to effect other player that not inside the cube
can I do that ?
o
3d modeling?
probably Avatars or 3d-Modeling, yeah
A description of the limits placed on particle systems on avatars
Its still a lot, it makes that less abusives
anyone on?
RIP mesh particles then
Yep 4 of my avatars got hit by it but i know a bunch of people who have 20+ avatars which particles don’t work now
Lights a candle to remember his particles.
So far, at least one avatar was basically broken. Had to decimate the particle mesh even further and lower the collision quality.
My thoughts go out to all of you, too.
Definitely not a fan of 10 active limit
Friend of mine is missing half his particles basically
Yeah, the 10 active limit is stupid.
I use Ultimate VFX and their prefabs have a lot of emitters.
That friend is me, I had a hammer with a custom particle effect but it's half broken now.
For no reason, really.
Same.. Gona have to remove a lot of particles out of it
It was really well optimized and didn't even cause framedrops on low-specs.
Well I know a few discord groups are starting to kick off about the changes so it will be interesting to see what happens next
Anyway, the Ultimate VFX prefabs use a lot of emitters. These emitters are usually very simple billboards, nothing more than 5 at a time. Maybe 30 billboards total. But thanks to the new limit, we have to scrap half the emitters basically
Really hope they'll relax the limits on mesh particles and particle system counts.
If they changed just the active max then I would be fine with decimating particle meshes and using lower collisions
We already know that tris count barely matters for performance. And this is doubly true for mesh particles, which are one material, have no bones, and do not have any of the lighting stuff that regular mesh renderers have
I honestly hope they just get rid of it. All these limitations are driving a lot of passionate folks into the ground.
I already decimated my knives as far as I can, they're still too limited
They're not gonna get rid of the limits. At best, they'll relax them in a month. Or they'll ignore the feedback
Hopefully they do something quick cuz quite a lot of people are not happy at the mo
I hope it's a quick and effective response.
I wouldnt be hopefull about a quick response
There was instant backlash about the vive movement changes
Once VRC is off CPU and uses the GPU properly we'll get more options, but that'll take a little while to impliment
and we only just got a toggle option
My guess is that they will wait for the outrage to die down
Well changing VR controller schemes and make a system that successfully ports them without a restart isn't the easiest thing to write in Unity
So I can see why that took a while
Thankfully the particle stuff is not hard on purpose.
I really hope they do change it. Maybe in the update that fixes the ID in menu which just got mentioned
I think that's a hot fix. The particles thing they'll have to have a talk about it first
well my particles are extremely annoying and they've been unaffected
Yeah, I think between inefficient use of particles and not enough when needed for certain situations there was confusion on the amount of emitters people actually used
Saying this, turn off your particle emitters when they're not being used
Paused emitters count as active and toward your 10 count
At least I'm pretty positive that's the case
Kind of happy I only recently started to enable emissions. Most of my avatars disable the particle
Also I'm pretty sure each mesh particle is its own draw call, so I don't know what @slim sparrow is saying here
I could very well be wrong but I don't believe I am
Yeah, but then it doesn't make sense to limit mesh particles on tris count
No comment on the tris, just the draw calls and limiting for that
guys is there away to but the particle effect inside cube and doesn't effect other player that not inside the cube ?
I want to put cube and inside it like a party and I don't want my particle to effect other player that not inside the cube
can I do that ?
What could be anicenin between, is world where particles are allowed and some not.
Nice*
Like i want in this world to have a limit of 10 particles or this world doesnt have any limits.
I loved to watch flopiii animation and particles
Ruined my favorite game thanks devs
What happened
Heya, gots a problem here. I have animation of a dancing avatar and I am trying to set it in the hierarchy for the head to have control of where it is and activate with gesture. The model is invisible when I have it set for the Head but works when I move it to spine, chest etc..
lots of my animations are broken.... really good stuff too. my master piece hiei model with over 75 different particle systems timed anw ell optimized is gone forever...
looks like I wont be creating or playing this game nearly as much. really unfortunate. if its a 10 system limit thats so lame. I can go through 10 systems just creating one gesture.
NOOOO not the hiei ;-; that one was amazing
😦 I know he was my favorite man!
I was just about to start working on a byakuya model from bleach with the same type of particle effects as your dragon but sakura petals
lame :\
somethings might still be possible lol. you wont know till you try but once you hit 10 systems thats it lol
Rip in spaghettis awesome animations 。゚(゚´Д`゚)゚。
It feels like the actual limit is six because my animation has 10 systems but only 6 of them are functional
Broke everything months of work. Yet trolls can still crash people and make hideous eye raping Seizure inducing garbage and my beautiful animations That causes like no lag And don’t hurt people’s vision are all broken I’m sure the VR chat Devs don’t care either I guess all animators I just garbage people to them. All they did was remove artistry from the game.
My favorite game because it allowed for so much creativity is destroyed
It’s like I have an entire art studio full of all these art tools and the vrchat Devs handed my a dry erase marker and said you can only use this.
how do you set a viseme to a gesture without breaking the gesture itself?
wait hold on
is it a limit of 10 particles each system or 10 particle systems on each avatar?
Systems but I think it’s broken mine has ten only 6 are working
10 particle systems
A description of the limits placed on particle systems on avatars
The all worked yesterday
10 systems active at 1 time
confusion
Yeah it’s terrible
yea, mine are broke too, even though i have like 5 active
can't even spin a beyblade half the time
They destroyed animations for anyone that makes anything artistic
im confused
yea, and crashes still happen, i know
And it’s not the particle systems that lag people either
can you only have 10 particle systems on your avatar or can you only have 10 particle systems ACTIVE (emit particles with gesture) at a time?
My friend had an animation with 270 active particle systems he played it in a world with 20 people no lag
10 ACTIVE, up to 200 systems in all
I’m saying active
r e l i e f
i was clearing it up for the other guy
well clearly your friend knows how to optimize avatar particles
10 active is nothing, imagine just a snail trail being 10% of the total you can use at once
Smoking a ciggy with fire, sparks, and smoke, up to 3 systems constantly
10 active is way too low
well personally
i dont really have any particles active by default so im not really affected by this
I know a lot of people aren’t affected by this it’s just the top animators who are or people who are trying to get to those levels in animation
yeah
I have an alchemy circle that rotates in different directions and some parts that emit upwards, 8 systems just for the circle
That’s why I don’t think the Devs will fix it
if you want your particles to do different things you need to separate it
All the parts are in 1 texture sheet
1 material for all 8 systems
i think i get it
Because who cares about the 5% of animators who have been playing the game to Make grand animations
ikr
It's just the first iterations of change, things like this happen all the time, just remember to give feedback on the canny
This is the most popular suggestion so far as an alternative
https://vrchat.canny.io/feature-requests/p/toggle-particle-systems
I Have an event that I’m trying to throw it supposed to be an EDM festival thrown by animators but now we can’t do it
Because of these restrictions
yeah i saw that
I one hundred percent agree
The suggestion I’ve heard from all my animator friends is make these restrictions Only effective in public worlds but a toggle is a much better idea
But these changes would take at least a month
im not really a programmer at all but
wouldnt it take an if gate?
you know
set it to detect if the instance of the world is public or not
if yes, restrict systems
and so on
You have no idea I have actually devastating this is for me and most of my friends
I have friends who spent literally for months on animations that are meant to entertain people and not for trolling And now they don’t work
im trying to say how they could implement the thing where the restriction makes only 10 systems active at once
Oh yeah I know I’m just complaining I’m mopping right now
well
yeha
i cant really experiment with sub emitters now
and one of my friends actually made an inventory system with particles
Sub emitters Don’t work either
i know
thats why if he wants the inventory system hes gonna have to put it on a dedicated avatar or be in a private world
does friends only and friends+ work?
No private world don’t work with our animation restrictions either
and is it so that only 1 person can only have 10 active at once
or is it so that the WORLD only can have 10 active at once
One person I think
Saying that like we haven’t been screwed already
well we would be more screwed
lul, imagine that way though
"Hey man, put your ciggy away so I can smoke mine"
wheeze
I was planning on making a short film But now I don’t know if I can
Yes because otherwise there are people who are going to abuse it
Yeah but like
It had no restrictions before
And most people were reasonable
I personally don't do much with particle effects, I think they're too flashy, but it's really a downer
You know why this happened? The Great Pug had a bunch of people who were crashing others with particles this weekend
Not only that but it happened other times in the past too
Oh I know about these people
But I think making it so only 10 particles can happen is pretty disappointing
That's a massive cut
But hey, it's their game, I respect their decisions
Doesn't really affect me but I feel bad for other people who wanted this to work
Oh wait, really?
Well that changes my mind completely
10 is more than enough lmao
Why tf would you want more
10 systems is only bad for the big animators
ye, scroll up a lil, we had a convo about it an hour ago
lul, ye, that wouldve been bad
Nah, machine gun doesn't shoot 20k, it's still good
but anyway here
https://docs.vrchat.com/docs/avatar-particle-system-limits
A description of the limits placed on particle systems on avatars
pew...
pew...
The thing is, that you want more locations for the particle to spawn but you cannot do that with the way particle system is limited now, so say: you have an ironman with 4 rocketboosters that makes you fly, 1 on each hand and 1 on the feet. You now have 4 active, the trials you are putting out would equal to 8 active with a bit of smoke sub emitter. Then you would want an rocket to shoot. 2-3 more active systems to make that work. Oh damn you cant because its up to 10-11 systems active. You are strictly limited right now because of this
don't make iron man then
just create a gun
with a simple shit
no smoke
or flash
enjoy vrchat with gun animation 👌
Well wouldnt that make it less atractive?
Dont limit the creativity and perfectionists
and they're all animated
but for some reason they won't animate despite being generic and having the animation component
what am I doing wrong
yep
@remote blaze i usually use animator component then add an animation on entry
http://prntscr.com/j9uxos contains vmd animation
and the animator is on the spawned avatar, when it spawns it begins the animation
that's new
I've never used that view
so basically your put an animator on the main avatar, then what else?
not on main
on your pokemon
when it enters (gest spawned), it plays the animation it's set to
You can let Unity automatically create such an animation controller
can I use override controllers?
You activate the pokemon with the animator controller through your mains animation.
This way you will activate the pokemon, it will unhide itself, it will start the animator when spawned, and trigger the next animation on the list in the animator controller
How do I make an animation where a humanoid model like a persona or a stand just floating behind my model?
Generic and move him behind you attached to your hips. Or joint it in to the model
Hide/unhide to achieve less polygons
but how and where do i make the animation for her to float in the first place?
Hello there. Do you know where I can find animation packs like MMD ressources for a music band, like guitarist, singer or drummer ? On Mixamo there's only one for each member of the band, it's not really nice to see that in loop for each song. (and I don't really have time to animate that myself for now)
I find most of mine on Bowlroll
Could someone send me a message kind of explaining/showing how the IK script works? Trying to get it working w/ world particles, but not working properly. Would appreciate the help!
same as bray
I feel like a noob asking this, but how do sub-emitters work again? My sub emitters are children of the main particle system, but they seem to activate instantly
What is C# Script?
Oh, now my sub emitters aren't activating at all
Ohh, I got it. Subemitters can only have burst emission
@slim sparrow update your game, particles should work again
Anyone know how to work that IKFollower script yet?
yeah
just put the component
to whatever bone you want your world particle to follow
it's a better and easier way to do rigid body / fixed joint
Do I make an empty game object with the IK Follower script on it and just dump it along with particle effects, on the bone that I want them to track?
(proposed)
Yeah, I'm looking at that right now. I just don't know if that IK_Follower is just an empty game object.
Or the game object that the particle system is contained in.
I'm assuming it's the latter.
yes
Okay. Thanks.
yes
but because it isn't rigidbody it should be more performance friendly
...well I'll be the judge of that...
And setting it up is now just a one/two click process.
But yeah, I want to test this first.
you just put the component to whatever bone you want it to follow
and parent your particle to it
that's it
it kind of baffling that this comes right after a particle fiasco
so the particles can be in your armature and not outside with a fixed joint tied to a rigid body
mixed signals at best
yeah I don't like that phrasing
yes it is
Not if done right.
how can you say freedom and creativity and then enforce limits on stuff they know nothing about
Hoping they take the community advice and then it into a toggle.
To put the limiter in non-friends.
I donno if I'd want that either
I like my particles
but I don't want to friend people just to see them
=\
a toggle would work fine
It would prevent random lag spikes from unknown players and people using crash guns.
Well, I wouldn't know. I never found anyone with it during the limiter period.
At this point, I just want separate gestures for each hand.
it's planned apparently
Yosh!
are rigidbody/fixed joints broken...?
nope
I'm still new to this, but I was wondering if it's possible to make an animation similar to gun fire, but with a throwing dart, and possibly stick to the wall and disappear after a short period of time?
Whenever I set my dance animation to trigger with a hand gesture, only my hand moves. It works fine if I set it to an emote though, but then I can't cancel it. Is there a way to fix that?
I downloaded a file from Sketchfab and it says it has animation on it, but when i play in unity, it doesn't animate
Also, the data on the file shows two different animations, but neither of them see to be activiating
@languid lantern nope. I tried my best
But you cannot actually make stuff stick into walls
At least, not world particles.
I tried the same thing with knives. Gave up because it couldn't be done. You're welcome to try, though.
Damn, alright, ty for the reply though.
I settled for making them bounce instead
@slim sparrow https://i.gyazo.com/e9c18f51cee12aa690511687c2f8d68f.mp4
I wonder if there's an effect like a bullet hole you see in other games, but just change that image to an object, though not sure how well that would work
The problem is complex, but well defined.
- World mesh particles ignore rotation. This can be fixed with a shader.
- This shader needs the particles to be moving in order for them to show up. This is to give them rotation. Movement can be very slow.
- Upon collision or on death, a sub-emitter should trigger, spawning a new collision-less particle going into the same direction. This particle should move very slowly so it'll appear to be sticking into the wall.
- Sub-emitters inherit their parent's movement after collision! This means that the parent will either have bounced off already, or slid off to the side of the wall. Without scripting, you cannot make a particle spawn something on collision but still keep going.
@clear yew those are billboards, which don't suffer from the issues I outlined above.
Basically, I ended up with two possibilities for my knives: they either stuck into the wall the wrong way, or they bounced. I gave them bounce because it technically still fits within the Touhou bullet hell realm.
i set them to mesh, still works or did i not understand something ?
Yeah, but do they also still stay rotated the same way?
If so, you gotta send me a prefab or something lol
doesn't the new IK thing fix the rotation issue
I've thought the problem over for hours