#animation

1 messages · Page 66 of 1

silent gazelle
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it may replay every time someone joins the room? i've never messed with sounds outside an animation

ivory lagoon
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OMG I'D DIE IF THAT HAPPENED

clear yew
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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?

clear yew
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there is a trick but global cameras are not allowed

pseudo iris
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anyone that can help me to get good dynamics in a chain?

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a long chain

violet kraken
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my animation stops too early somebody know how to fix that ?

agile kayak
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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?

keen panther
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a quick question. how do i change a single texture during an animation. so that it is only changed during the animation

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ok found out. you dont change the texture. you change the material to the one with the new texture

final gazelle
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@agile kayak if you're using a generic rig, the emotes are bugged -- you can't break out of it for about 60 seconds

agile kayak
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oh i see

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How do I go around that then?

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oh, nvm i think i get it

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Thanks for the reply

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I guess I do need some sort of Proper Video guide for animations on vrchat

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huh cant find one

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So, the question is. If I can't use the generic Unity Humanoid rig, that means I need to Make a custom rig?

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To prevent Emotes from bugging me in place for 60 seconds?

lilac cave
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use a dummy rig

agile kayak
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Sorry if this isnt approriate question. But what do you mean by the dummy rig?

silent gazelle
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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?

lunar pasture
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@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?

silent gazelle
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@lunar pasture so go back in blender and separate out the ears? have two copies, one for hand gestures and one for idle

lunar pasture
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it would be one way to work around it, I'd not rule out the possibility of another approach

silent gazelle
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thanks 😃 i'll do that in the mean time while i keep thinking about it

fluid crescent
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my emote animation cuts last 8 secoonds ingame,anyone knows why?its not that long aniamtion aswell

silk portal
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Looking for some help with a DefaultTake in Blender.

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It might be causing an issue with the armature in Blender.

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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.

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Also Unity complained the mesh was too small, despite being sized exactly like the ExampleAvatar (which is at 1,1,1 scale).

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Wouldn’t let me export it, so I altered the armature to be bigger in the head.

pseudo iris
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can i make it so when something collides with the world it makes a sound?

clear yew
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nah

pseudo iris
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no way at all?

clear yew
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not exactly how you want at least

dense hornet
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@half shell ask again!

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Never give up on it. Someone will eventually come around who can answer your question

half shell
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:>

dense hornet
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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?

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@lunar pasture is good with this stuff I think

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Is that what you're trying to do @half shell

pseudo iris
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im tryin to make a rocket launcher but ofc i want it to play a explode sound when it hits something

dense hornet
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@pseudo iris is the rocket a spawned projectile

pseudo iris
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Spawned?

dense hornet
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Created upon firing

half shell
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@dense hornet yes

pseudo iris
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yes

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ofc

dense hornet
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When it collides with a solid object you need to set an OnDestroy --> PlaySoundAtLocation

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Idk anything about c#

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But that's how Id see it working

clear yew
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but that0s using scripts right ?

dense hornet
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Yes

clear yew
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then no

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you can't

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scripts can't be uploaded in vrchat

pure ledge
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Anyone know why after previewing an animation, it would delete the object that has the animation controller?

dense hornet
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Not yet at least, and thats what I thought too

clear yew
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they wont allow scripts yet

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you'll need to wait a long long time for them

pure ledge
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yee

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playmaker

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feelsbadman

clear yew
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no

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playmaker is for worlds

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not avatars

dense hornet
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@clear yew do You know how to fix @half shell s problem?

pure ledge
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still allows scripting for worlds though

clear yew
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what's the problem ?

pure ledge
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Which is good

dense hornet
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He/she needs an OnEnter box trigger to swap animations on an actor from idol to the new anim and back to idol

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Any idea?

clear yew
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on the avatar ?

dense hornet
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@half shell I think so. Can you elaborate Ten

half shell
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so the character is sat with an idle animation

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when a palyer gets within 1m, i want it to swap to an entirely different animation

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then when it's done, swap back

dense hornet
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Seems like it needs scripts which we can't use yet

half shell
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:<

dense hornet
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The original cheat I gave you wont do?

half shell
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?

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i mean the cheaty way to do it would just be to have two meshes with animations

dense hornet
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Make a duplicate right on top with the right animation, turn it inactive

half shell
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and swap them manually by turning on or off

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but

silk portal
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Hey

half shell
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i wanted to avoid that

dense hornet
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Might not have a choice as it seems

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But yknow

half shell
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yeah Dx

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ty anyway ♥

dense hornet
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If it aint broke

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Hey no problem Ten, check DMs

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Hi @silk portal

silk portal
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Would you know anything about how to reset a default take, Tony or Tenshinen?

dense hornet
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You mean set a take back to default?

silk portal
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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.

dense hornet
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Or did the actual default change

silk portal
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The default take or some animation is causing the T-pose to get seriously messed up on my mesh.

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Thing is I deleted all the animations on the .blend

dense hornet
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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

silk portal
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And the timeline in Blender isn’t showing any key frames that might be affecting the rig.

pseudo iris
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okey, now i wonder how to make toggable emotes.

silk portal
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Yesterday, I also tried to add an animation, but it didn’t recognize the animation as I hoped it would.

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Did it for one before I created.

clear yew
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i'm pretty sure you can't use trigger

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especially trigger that works with other players

pseudo iris
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i just wanna override one of the existing Emotes and i wanna be able to turn it of at any time

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so im not stuck in the animation until its done

finite portal
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Hey, I'm trying to disable my name plate during an animation, made it work, but the skybox gets all messy and distorted

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@pseudo iris Takatsuki actually got togglable emotes to work yesterday

pseudo iris
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hmm means i gotta talk to him 😉

muted prairie
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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

clear yew
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hmm, never tried this actually
maybe a specific shader that allows you to have 2 different textures ?

muted prairie
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If i textured my mesh i blender and imported it in my project, could it retain its color values ?

clear yew
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if you are using the same texture/material it should retain it

muted prairie
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Cool, thanks

clear yew
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any idea why my model is in 2d and in pixels? in unity

agile kayak
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You might need to give more details

cedar thicket
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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

regal hollow
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// 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
}
}
}

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@cedar thicket That should give you what you want

naive pelican
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hey guys

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how I can make the gun disperse when I trigger it ?

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my gun is on my back and when I trigger it it still on my back I want it to disperse

cedar thicket
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@regal hollow You're the best

regal hollow
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No probs my dude

torn pawn
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@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

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you could disable mesh renderer for it

naive pelican
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@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...

torn pawn
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that's what im saying

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disablingmesh does not show on your end

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where it works for others

bronze peak
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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

nocturne pasture
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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?

void pasture
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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

torn pawn
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@bronze peak you need to change scale to 0.1 when importing vmd, and to have best results u need original armature

clear yew
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@nocturne pasture i don't think that's possible yet

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you'll need some trigger and maybe scripts and those are not allowed and doesnt work in vrchat unfortunately

bronze peak
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@torn pawn thank you having the OG Bones fixed it alot.

lofty crypt
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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

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fixed

clear yew
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what was the fix for that problem?

lofty crypt
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Mesh must be called "Body"

clear yew
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oh okay
easy fix

slim sparrow
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I don't think that was the issue, but I'm glad it worked

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If you have your avatar inside an empty game object, that was probably the issue

clear yew
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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

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everything parented to head is invisible for you

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even mirrors?

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What should I assign it to then?

slim sparrow
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No, it appears in mirrors obviously

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I mean

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Actually

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Mirrors have a different issue

clear yew
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Yeah

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Waiiit

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i could see if a friend sees it

slim sparrow
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If you enable objects, you can't see them in mirrors. Locally, you cannot see your head or anything parented to it.

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Yeah, that's the best solution. Cameras in avatar testing can also work

clear yew
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Ok.

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I'll see. Thanks ^^

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@slim sparrow What if I parented it to my neck?

slim sparrow
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That can work, try it out

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Depends on the type of object. I'm not convinced that head = neck in every scenario, but it might be close enough

clear yew
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It's a plane.

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(not like a transport vehicle)

slim sparrow
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Then that should be good enough

clear yew
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Ok

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that still didnt work.

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yeah

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because everything

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in the head mapping part

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is considered as "head" by game

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and will be rendered invisible for you

floral imp
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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

clear yew
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so eyes, neck, head and jaw

obsidian jasper
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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 ?

dusk nexus
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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?

frosty pendant
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@floral imp sounds like the animation curve is not linear

floral imp
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I’ll double check it but I thought I set it to linear

cobalt horizon
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Should questions about particle systems be asked here or is there a better channel?

clear yew
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particle are usually used in animation so here is probably the best place

cobalt horizon
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Understood, thank you.

slim sparrow
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@obsidian jasper I think that's because of the full body IK stuff

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If you unmap the middle fingers, that should stop

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Unmapped fingers is what causes those awkwardly moving avatars where the head stays in control during emotes.

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But this will actually benefit you in your setup, I think.

obsidian jasper
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fingers ? But I play in desktop mode, so is it still related ?

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I'll try it anyway

orchid trench
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How do I make my animation stop when i stop doing the gesture?

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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

dusk nexus
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For anyone who wants to know how to toggle objects, I explained it to Shonzo in his latest VOD

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On Twitch

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Sharing is caring

sweet zealot
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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)

eager vault
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I believe that would be under emission as rate over distance

sweet zealot
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thanks!

reef mason
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Anybody know how to make a ragdoll animation? (Not for emote, only gesture)

remote blaze
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I'm guessing something to do with dynamic bones

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Idk how to make that a gesture though

reef mason
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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.

bleak otter
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how should one import vmd files into a translated and fixed mmd model using CAT?

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I am able to do it but without CAT I am not able to fix spine issues?

pliant plank
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@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

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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

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The vmd may play out fairly decently, or beyond horrible depending on complexity

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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

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(Provided it's actually humanoid)

forest dove
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Alright so if I were to say have an animation that made a hair suddenly use dynamic bones physics

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I would need to have two seperate meshes and two sets of bones for it right

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You cant turn dynamic bones on and off with an animator right

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would having a game object that enables dynamic bones being turned on and off work?

pliant plank
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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

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In theory it sounds doable

forest dove
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I'll have to try it

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THats what my friend suggested

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YO IT WORKS

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THIS IS GOING TO BE SHITPOST MAGIC

strong badger
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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?

slim sparrow
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@orchid trench don't switch back to neutral directly, switch to another gesture first

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@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

strong badger
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Thanks, I'll try that! 😃

languid pier
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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.

languid pier
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Nvm, i found it.

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If someone has the same problems type: legacy particle and yummii sent a youtube link

pure phoenix
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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!

torn pawn
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emote or gesture

undone glade
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@pure phoenix have the audio on "play on awake" and inactive.

noble sinew
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is it possible to "borrow" the unity asset Muscle Animation Editor like people do for dynamic bones? (im broke 😢 )

upper bone
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^

noble sinew
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asking for a friend

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lol

clear yew
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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

slim sparrow
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Separate the face manually

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Whether it's only one mesh shouldn't really matter

clear yew
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idk how though, i do all my facial shapekey stuff in pmx

slim sparrow
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Well I dunno how it works in PMX

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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.

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This can involve dragging vertices around

slim sparrow
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@clear yew you mean the originals? Probably not

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Use the muscle animation editor and it'll take you literally 10 seconds to pose the fingers yourself

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Even for "complex" gestures like Rock 'n Roll

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Otherwise, you can manually add them but that takes a little while

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Like, add the animator properties for the fingers

sick musk
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Probably not possible to switch meshes in animations is it

slim sparrow
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While creating hand gestures, why does one of the fingers sometimes do weird stuff when I press play?

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It rapidly switches between two positions every frame

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Even when I literally delete the last keyframe and make a new one

sick musk
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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

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And I don’t even notice it in unity

olive lynx
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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. :)

clear yew
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there is no "fix" to it

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because that's how it's supposed to behave

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the cameras are not global for performance reasons

olive lynx
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Ohhhhhhhhhhh gotcha! Thanks @clear yew for letting me know :D

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Saves me the trouble from spending anymore time on this animation lol.

clear yew
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btw

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i don't know if you saw the announcement

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but they will release a camera for everyone that you can take out

olive lynx
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I have not! That's awesome to know though! :)

clear yew
celest pewter
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hope it releases by next week that's gonna be sooooo gus

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gud*

clear yew
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i honestly can't wait for playmaker

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and seeing someone make a full skyrim world with all the RPG system

celest pewter
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suks PM isn't coming out until 2024

clear yew
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hope i'll still play that fucking game

celest pewter
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oof

agile kayak
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What do I need to do in order to not get stuck for 60secs doing custom Emote?

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if i were to move the Animation file into slots emote 1-8, Humanoid rig and all ready, but

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There's some trick to adding Non-bugged emotes?

dusk nexus
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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

agile kayak
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how do I make a facial Animation using Shape keys from MMD model and still being able to move?

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i just get stuck in place if i try to change any emotes

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or am i forced to give up custom emotes on desktop mode?

slim sparrow
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@dusk nexus you can't do that

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The poly torch is a Projector, which is not an allowed component

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@agile kayak use gestures?

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Not emotes

agile kayak
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hm

slim sparrow
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Look up some YT tutorials on how to do custom gestures

agile kayak
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too bad there are no bindings

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gonna be a pain to use them

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but alright will do

slim sparrow
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Shift+f2-f8

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You'll get used to it

agile kayak
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oh shit

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that's quiet a far way isnt it

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but alright i understood how to make gestures now

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that sure was a quick guide

agile kayak
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I never felt better pressing the Upload button

remote blaze
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hey animation boys

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do you know if lip sync works with generic avatars

white herald
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nope

remote blaze
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ah, sad

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thanks for the help

restive yew
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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?

zealous needle
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@restive yew screencap the renderer settings tab of the particles

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uploading atm so I cant go to it, but I believe it's one of those settings, just cant remember which

restive yew
zealous needle
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billboard shouldn't scale, im not sure if vertical billboard scales but I assume you have that for a specific reason

restive yew
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ay, i've got an spinning star in my eye, so it's kinda annoying that it changes sizes

zealous needle
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lemme finish this model upload and ill glance at mine

restive yew
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thank you kind person

zealous needle
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looks like it's the max particle size setting, according to google

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at least for the consistent answer

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that setting it to 1 should tell it not to, or can try 0, to see which one says it doesnt

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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

restive yew
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well at 0 it dissapears, changing it to 1 doesn't fix it

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wait

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i changed the wrong setting

zealous needle
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F

restive yew
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sadly, doesn't fix it

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ah

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nevermind, it did fix it, gotta set min particle to 0 and max to 1

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thank you 🤗

zealous needle
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molten elm
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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.

eager vault
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for other face gestures, i usually set blinking to 0 instead of disabling the whole animation for that reason

molten elm
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That'll override it?

eager vault
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ye, it should

molten elm
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I'll give it a shot!

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But that also means I got to combine the blinking and wag animations

eager vault
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also, im not sure if youve ever done a face gesture mid blink with that other method, but it gets scary sometimes

molten elm
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Yeah, half lidded

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Eyelid goes way too low

kindred thicket
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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

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it isnt copying it so i can paste it again to have another so i can get the animation set

clear yew
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select it

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ctrl + d to duplicate

kindred thicket
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thanks

pine hinge
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thats why I do all my facials on 50 so you can combine them with the other hand for some cool stuff @eager vault

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welll not all of them, but the eyes definitely.

kindred thicket
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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?

slim sparrow
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What do you mean toggle?

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You cannot actually alter your animation controller I think, you can only override the animations within

orchid trench
#

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

reef mason
#

As always, no comment nor help on it. Thanks.

bronze peak
#

@reef mason i am trying to create a ragdoll animation but.....

reef mason
#

Uhh.... I .... What the hell happen to the Heavy?!

bronze peak
#

lol

reef mason
#

Did you set the ragdoll as for the whole armature?

bronze peak
#

yeahh kinda...

#

i just used cloth lol

reef mason
final gazelle
#

@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

bronze peak
#

@reef mason that looks really good what do you need help with?

final gazelle
#

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

reef mason
#

@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)

final gazelle
#

that's being done with physics rather than a baked animation, right?

reef mason
#

Yes

#

The ragdoll is a 3D Object

final gazelle
#

is it set as a separate prop/model from your main avatar?

bronze peak
#

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?

reef mason
#

@final gazelle Not separate, It's a duplicate.

#

@bronze peak Alrighty

final gazelle
#

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

reef mason
#

But that's just the thing, How do you hide the main avatar?

final gazelle
#

lessee...where was your "Ragdoll test" animation clip created from?

reef mason
#

Duplicate model as a Ragdoll test

#

From the same model, But only put as a animation

final gazelle
#

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

reef mason
#

Ah, Okay

gusty pawn
#

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?

languid pier
#

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

clear yew
#

how do i create a ragdoll animation?

white herald
#

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

agile kayak
#

Which entries are gestures in the Custom override?

#

just wanna know which 7 are gestures

#

those names confusing me

clear yew
#

F3-F8 are: LetGo, Point, Peace, RocknRoll, Gun, Thumbup

agile kayak
#

I see, thanks

clear yew
#

LetGo - OpenHand
Point - FingerPoint
Peace - Victory
RocknRoll - RocknRoll
Gun - FingerGun
Thumbup - ThumbsUp

agile kayak
#

what about Fist?

#

sounds right to be 7th

#

ah nvm

#

only 6

#

what a pain

slim sparrow
#

Fist is F2

#

And it is a gesture, but I wouldn't recommend putting anything on there other than finger movements

agile kayak
#

i see

slim sparrow
#

Unless you're on desktop

agile kayak
#

That works

#

<- Desktop scrub

slim sparrow
#

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

agile kayak
#

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?

slim sparrow
#

IDLE always plays

agile kayak
#

i see

slim sparrow
#

But the arm and leg movements are overridden by whatever the walking animation specifies, or if you're in VR

agile kayak
#

lets say I have a key that allows me to reduce size of the eyes

#

can i put that in idle?

slim sparrow
#

Yes, but

#

Why would you?

agile kayak
#

it wont work?

slim sparrow
#

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

agile kayak
#

oh i see

#

thanks ill do that

#

and i dont need like 100 lol

#

only around 10-20

slim sparrow
#

You can open the body mesh properties and activate the shape key there

#

Ah

agile kayak
#

it's just a bit too big

#

i can do it straight on original model?

#

no need for dublicates?

slim sparrow
#

Nope, no need

#

Since you're altering a property and not animating anything

agile kayak
#

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

slim sparrow
#

I mean, it should do something

#

It'll just be set to 100 in the animation

#

Have you tried it?

agile kayak
#

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?

stray sinew
#

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. 😃

clear yew
#

yes, your mouth can be blocked open in mirror but only for you

#

can get fixed by just talking again most of the time

agile kayak
#

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?

torn pawn
#

u cant

grizzled snow
#

Which would be the best method for animation for emotes, blender or unity?

agile kayak
#

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?

atomic aurora
#

Turn off blinking in cats, and make a animarion for blinking, then you can disable it during gestures

violet kraken
#

@Glaciate the Glaceon#2701 unity mostly

molten elm
#

why are there multiple slots for animation if it doesn't let you drag in like, 2 different idle animations?

agile kayak
#

what for?

slim sparrow
#

@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

molten elm
#

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

slim sparrow
#

You can fix sitting positions by overriding the IDLE animation in a separate override controller for seated anims

atomic aurora
#

Without scripts only the 1 work

dusk nexus
#

How are people using what looks like particle attractors but without using them

vocal zinc
#

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

dusk nexus
#

Ah right okay

vocal zinc
#

the particles will go to the center

lament hearth
#

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

vocal zinc
#

can't help on that

agile kayak
#

maybe there's shape keys such as Wink

lament hearth
#

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.

clear yew
#

yes it's possible

lament hearth
#

and how? :S

clear yew
#

i think it's something called blend from shape

agile kayak
#

huh blinking keeps fucking up darn it, btw nice name Svelsien

lament hearth
#

Thanks @clear yew found a way to fix it with "Blend from Shape"

clear yew
#

Thanks

slim sparrow
#

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

agile kayak
#

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

slim sparrow
#

You need four of those actually

agile kayak
#

the blink right and left dont do shit

slim sparrow
#

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

agile kayak
#

ah so i shouldnt use the Blink blend?

slim sparrow
#

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

clear yew
#

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).

agile kayak
#

i mean this model has seperately Blink and Wink

slim sparrow
#

Yeah, you can do it either way

clear yew
#

yes, they are generated by cats

agile kayak
#

oh i see

#

but i dont need cats to work

clear yew
#

no 😄

agile kayak
#

so i guess i could just get rid of them

slim sparrow
#

No

agile kayak
#

hm

#

Wink is really wrong way to do it perhaps

#

in unity Blink makes animation work right

slim sparrow
#

If you use eye tracking, the first four blend shapes need to be either empty, or blinking and lower eyelid related.

clear yew
#

the order is required, but they can be empty

agile kayak
#

it only fucks me up in-game

#

so i just need to change order?

slim sparrow
#

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.

agile kayak
#

y

#

though what weird stuff happening isnt with mouth

#

but more like with pupils

#

Haha

#

but i get the idea

clear yew
#

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 😉

slim sparrow
#

Eye tracking is still nice though, even if you don't use VRC's blinking

clear yew
#

yeah it makes the game so much more personal

agile kayak
#

hm

#

now that's weird

#

they are at the top

#

🤔

clear yew
#

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

agile kayak
#

yeah just checked

clear yew
#

k cool

agile kayak
#

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

molten elm
#

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

agile kayak
#

oh really

#

so maybe that's why i cant blink?

#

🤔

#

@blazing elbow thanks

#

what if... dublicate Shape key?

#

🤔

molten elm
#

It's basically why

agile kayak
#

i mean

#

Cant we just copy and paste the same Blinking shape key

#

but rename it

celest pewter
#

doesn't hurt to try 🤔

molten elm
#

You can make a separate shape key and it won't break it yeah

agile kayak
#

isnt that a fix?

molten elm
#

But I noticed if you use blinking with the gestures it'll break if you're using it for idle animation

agile kayak
#

🤔

molten elm
#

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

agile kayak
#

btw can you edit shape keys in Unity?

#

im lazy to go into blender

molten elm
#

I don't think you can in Unity, no

#

Might be wrong, but I don't see Unity being reliable for that

agile kayak
#

darn it

#

when can i finally stop opening blender and unity? 🤔

floral tinsel
#

Hey guys, Does anyone know how to import GoldSRC/Source Engine animations?

agile kayak
#

@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

#

🤔

molten elm
#

That's really useful

agile kayak
#

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

floral tinsel
#

So does anyone know how to import Source animations?

agile kayak
#

Quick question. To make gestures toggle only I need to make only 1 entry in Animator?

#

only the start and no end

clear yew
#

I always put it on start and endframe just to be sure

#

you don't want any tweening

#

maybe its fine with just one

agile kayak
#

i mean

#

I cant toggle off my gestures

slim sparrow
#

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

agile kayak
#

yeah desk

#

this is with all

#

F3-F8

#

need to either tap empty Fist

slim sparrow
#

Try holding both shift keys while you do that, and make sure you have at least one gesture that is not overridden

agile kayak
#

or i dunno

#

that's what i do

#

ill keep Fist empty

#

because of that

dusk nexus
#

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

agile kayak
#

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

clear yew
#

@dusk nexus yes it's possible

#

@agile kayak for blinking you should only have element 0

agile kayak
#

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

clear yew
#

just delete the component

#

add a new one

#

and drop the animation in the main slot

#

it will automatically add it as element 0

agile kayak
#

yup

#

already did dont worry

#

ok this fixed it

#

it seems i had to remove Blink from gestures anyways

spice meteor
#

@grand mango can you tell us what exactly is a reasonable level for particle system and does it affect older chars?

grand mango
#

That's reasonable! And yes, it affects any and all avatars uploaded at any time.

spice meteor
#

alright thanks

grand mango
#

It is not enforced by the SDK (because people would just change the SDK 🙃 )

spice meteor
#

yeah i dont mind i just thought i maybe have a to reupload some gun effects depends on how much it is

zinc turret
#

got a quick question, anyone know how to make a lightsaber blade with particle effects?

white herald
#

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

outer plinth
#

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.

tidal gull
#

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?

outer plinth
#

Ah yes, you are right. I misread that

clear yew
#

Hey I have a avatar error but it wont let me post a picture of it here, where do i go?

sullen aurora
#

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

clear yew
#

...

#

there it is kek

#

but yeah what did I do wrong

sullen aurora
#

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

clear yew
#

well ok... let me try

#

nope

#

zoomed in, out, and spun around it

#

after I ran it through Maximo it glitched out like that

sullen aurora
#

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

clear yew
#

yeah

#

so can anyone at all help 😦

bright inlet
#

idk if that's an animation question, compute

clear yew
#

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?

bright inlet
#

probably Avatars or 3d-Modeling, yeah

languid pier
#

The particles change

#

How much is the limit per avatar

clear yew
languid pier
#

Its still a lot, it makes that less abusives

shadow jungle
#

anyone on?

royal summit
#

RIP mesh particles then

slim sparrow
#

RIP mesh particles

#

But yes, especially mesh particles.

royal summit
#

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

errant acorn
#

Lights a candle to remember his particles.

slim sparrow
#

So far, at least one avatar was basically broken. Had to decimate the particle mesh even further and lower the collision quality.

errant acorn
#

My thoughts go out to all of you, too.

royal summit
#

Definitely not a fan of 10 active limit

slim sparrow
#

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.

errant acorn
#

That friend is me, I had a hammer with a custom particle effect but it's half broken now.

#

For no reason, really.

royal summit
#

Same.. Gona have to remove a lot of particles out of it

errant acorn
#

It was really well optimized and didn't even cause framedrops on low-specs.

royal summit
#

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

slim sparrow
#

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.

royal summit
#

If they changed just the active max then I would be fine with decimating particle meshes and using lower collisions

slim sparrow
#

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

errant acorn
#

I honestly hope they just get rid of it. All these limitations are driving a lot of passionate folks into the ground.

slim sparrow
#

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

royal summit
#

Hopefully they do something quick cuz quite a lot of people are not happy at the mo

errant acorn
#

I hope it's a quick and effective response.

regal hollow
#

I wouldnt be hopefull about a quick response

#

There was instant backlash about the vive movement changes

lunar pasture
#

Once VRC is off CPU and uses the GPU properly we'll get more options, but that'll take a little while to impliment

regal hollow
#

and we only just got a toggle option

#

My guess is that they will wait for the outrage to die down

heady sundial
#

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.

royal summit
#

I really hope they do change it. Maybe in the update that fixes the ID in menu which just got mentioned

heady sundial
#

I think that's a hot fix. The particles thing they'll have to have a talk about it first

lunar pasture
#

well my particles are extremely annoying and they've been unaffected

heady sundial
#

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

royal summit
#

Kind of happy I only recently started to enable emissions. Most of my avatars disable the particle

heady sundial
#

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

slim sparrow
#

Yeah, but then it doesn't make sense to limit mesh particles on tris count

heady sundial
#

No comment on the tris, just the draw calls and limiting for that

clear yew
#

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 ?

languid pier
#

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

soft lynx
#

Ruined my favorite game thanks devs

arctic quiver
#

What happened

stray sinew
#

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..

steep citrus
#

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.

clear yew
#

NOOOO not the hiei ;-; that one was amazing

steep citrus
#

😦 I know he was my favorite man!

clear yew
#

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 :\

steep citrus
#

somethings might still be possible lol. you wont know till you try but once you hit 10 systems thats it lol

real plover
#

Rip in spaghettis awesome animations 。゚(゚´Д`゚)゚。

soft lynx
#

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.

mild python
#

how do you set a viseme to a gesture without breaking the gesture itself?

silver falcon
#

wait hold on

#

is it a limit of 10 particles each system or 10 particle systems on each avatar?

soft lynx
#

Systems but I think it’s broken mine has ten only 6 are working

eager vault
#

10 particle systems

silver falcon
#

wheeze

#

THANK GOD

soft lynx
#

The all worked yesterday

eager vault
#

10 systems active at 1 time

silver falcon
#

confusion

soft lynx
#

Yeah it’s terrible

eager vault
#

yea, mine are broke too, even though i have like 5 active

silver falcon
#

wha?

#

im not catching this

eager vault
#

can't even spin a beyblade half the time

soft lynx
#

They destroyed animations for anyone that makes anything artistic

silver falcon
#

im confused

eager vault
#

yea, and crashes still happen, i know

soft lynx
#

And it’s not the particle systems that lag people either

silver falcon
#

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?

soft lynx
#

My friend had an animation with 270 active particle systems he played it in a world with 20 people no lag

eager vault
#

10 ACTIVE, up to 200 systems in all

soft lynx
#

I’m saying active

silver falcon
#

r e l i e f

eager vault
#

i was clearing it up for the other guy

silver falcon
#

well clearly your friend knows how to optimize avatar particles

eager vault
#

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

soft lynx
#

10 active is way too low

silver falcon
#

well personally

#

i dont really have any particles active by default so im not really affected by this

soft lynx
#

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

silver falcon
#

yeah

eager vault
#

I have an alchemy circle that rotates in different directions and some parts that emit upwards, 8 systems just for the circle

silver falcon
#

what?

#

how?

soft lynx
#

That’s why I don’t think the Devs will fix it

eager vault
#

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

silver falcon
#

i think i get it

soft lynx
#

Because who cares about the 5% of animators who have been playing the game to Make grand animations

silver falcon
#

ikr

eager vault
soft lynx
#

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

silver falcon
#

yeah i saw that

soft lynx
#

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

eager vault
#

But these changes would take at least a month

soft lynx
#

f@$#

#

So demotivating

silver falcon
#

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

soft lynx
#

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

silver falcon
#

im trying to say how they could implement the thing where the restriction makes only 10 systems active at once

soft lynx
#

Oh yeah I know I’m just complaining I’m mopping right now

silver falcon
#

well

#

yeha

#

i cant really experiment with sub emitters now

#

and one of my friends actually made an inventory system with particles

soft lynx
#

Sub emitters Don’t work either

silver falcon
#

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?

soft lynx
#

No private world don’t work with our animation restrictions either

silver falcon
#

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

soft lynx
#

One person I think

silver falcon
#

phew

#

if it was the latter we would be screwed

soft lynx
#

Saying that like we haven’t been screwed already

silver falcon
#

well we would be more screwed

eager vault
#

lul, imagine that way though
"Hey man, put your ciggy away so I can smoke mine"

silver falcon
#

wheeze

soft lynx
#

I was planning on making a short film But now I don’t know if I can

remote blaze
#

Oh wow

#

Only 10 particles per person?

arctic quiver
#

Yes because otherwise there are people who are going to abuse it

remote blaze
#

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

arctic quiver
#

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

remote blaze
#

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

arctic quiver
#

Doesn't really affect me but I feel bad for other people who wanted this to work

eager vault
#

10 particle systems*

#

each system can still have a max of 20k particles

remote blaze
#

Oh wait, really?

#

Well that changes my mind completely

#

10 is more than enough lmao

#

Why tf would you want more

eager vault
#

10 systems is only bad for the big animators

remote blaze
#

Hmm, I guess

#

But it won't be affecting most people

eager vault
#

ye, scroll up a lil, we had a convo about it an hour ago

remote blaze
#

Ah, my bad

#

I read something about 10 particles which was weird to me

eager vault
#

lul, ye, that wouldve been bad

remote blaze
#

Say goodbye to your machine gun bullets

#

Only potato guns allowed

eager vault
#

Nah, machine gun doesn't shoot 20k, it's still good

remote blaze
#

No I meant like

#

If we only had 10 parts

eager vault
#

pew...
pew...

lofty crypt
#

I'm a big animator

#

This screws me over hugely

wary parcel
#

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

clear yew
#

don't make iron man then

#

just create a gun

#

with a simple shit

#

no smoke

#

or flash

#

enjoy vrchat with gun animation 👌

wary parcel
#

Well wouldnt that make it less atractive?

remote blaze
#

hey guys so question

#

I got this model with a bunch of pokemon surrounding him

wary parcel
#

Dont limit the creativity and perfectionists

remote blaze
#

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

wary parcel
#

Tit you add the animation to the animator?

#

For each pokemon

remote blaze
#

yep

torn pawn
#

@remote blaze i usually use animator component then add an animation on entry

remote blaze
#

I put them in an animation override controller

#

then put that in the animator

torn pawn
#

and the animator is on the spawned avatar, when it spawns it begins the animation

remote blaze
#

that's new

#

I've never used that view

#

so basically your put an animator on the main avatar, then what else?

torn pawn
#

not on main

#

on your pokemon

#

when it enters (gest spawned), it plays the animation it's set to

slim sparrow
#

You can let Unity automatically create such an animation controller

remote blaze
#

can I use override controllers?

wary parcel
#

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

ionic ridge
#

How do I make an animation where a humanoid model like a persona or a stand just floating behind my model?

wary parcel
#

Generic and move him behind you attached to your hips. Or joint it in to the model

#

Hide/unhide to achieve less polygons

ionic ridge
#

but how and where do i make the animation for her to float in the first place?

wary parcel
#

Make the animation

#

Google/youtube

fast moon
#

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)

slim sparrow
#

I find most of mine on Bowlroll

chilly wind
#

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!

languid pier
#

same as bray

slim sparrow
#

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

clear yew
#

What is C# Script?

slim sparrow
#

Oh, now my sub emitters aren't activating at all

#

Ohh, I got it. Subemitters can only have burst emission

clear yew
#

@slim sparrow update your game, particles should work again

slim sparrow
#

Yeah, I saw. Thank god.

#

For now at least.

gusty pawn
#

Anyone know how to work that IKFollower script yet?

clear yew
#

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

gusty pawn
#

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?

clear yew
gusty pawn
#

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.

clear yew
#

yes

gusty pawn
#

Okay. Thanks.

jagged pine
#

so it works like a rigidbody/fixed joint

#

essentially

clear yew
#

yes

jagged pine
#

but because it isn't rigidbody it should be more performance friendly

clear yew
#

yep

#

and just easier to use overall

jagged pine
#

...well I'll be the judge of that...

gusty pawn
#

And setting it up is now just a one/two click process.

#

But yeah, I want to test this first.

clear yew
#

you just put the component to whatever bone you want it to follow

#

and parent your particle to it

#

that's it

jagged pine
#

it kind of baffling that this comes right after a particle fiasco

clear yew
#

so the particles can be in your armature and not outside with a fixed joint tied to a rigid body

jagged pine
#

mixed signals at best

gusty pawn
#

They listened to the community backlash.

#

Temporarily disabled.

jagged pine
#

yeah I don't like that phrasing

clear yew
#

well a limit is not that bad of an idea

#

but they really poorly implemented it

jagged pine
#

yes it is

gusty pawn
#

Not if done right.

jagged pine
#

how can you say freedom and creativity and then enforce limits on stuff they know nothing about

gusty pawn
#

Hoping they take the community advice and then it into a toggle.

jagged pine
#

right

#

a local limit

#

not a blanket one

gusty pawn
#

To put the limiter in non-friends.

jagged pine
#

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

gusty pawn
#

It would prevent random lag spikes from unknown players and people using crash guns.

jagged pine
#

uhm

#

did it prevent that though

gusty pawn
#

That's what I'm saying though.

#

Technically, it did.

jagged pine
#

.

#

I know many people whose crash guns worked

#

and experienced a few first hand

gusty pawn
#

Well, I wouldn't know. I never found anyone with it during the limiter period.

jagged pine
#

they weren't hard to make

#

I donno

gusty pawn
#

At this point, I just want separate gestures for each hand.

clear yew
#

it's planned apparently

gusty pawn
#

Yosh!

jagged pine
#

are rigidbody/fixed joints broken...?

clear yew
#

nope

jagged pine
#

mine worked before now they don't

#

well 2/3 don't

languid lantern
#

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?

orchid trench
#

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?

dense canyon
#

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

slim sparrow
#

@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.

languid lantern
#

Damn, alright, ty for the reply though.

slim sparrow
#

I settled for making them bounce instead

clear yew
languid lantern
#

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

slim sparrow
#

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.

clear yew
#

i set them to mesh, still works or did i not understand something ?

slim sparrow
#

Yeah, but do they also still stay rotated the same way?

#

If so, you gotta send me a prefab or something lol

red linden
#

doesn't the new IK thing fix the rotation issue

slim sparrow
#

I've thought the problem over for hours

slim sparrow
#

The rotation isn't actually related to that @red linden

#

World mesh particles ignore rotation by their design