#animation

1 messages · Page 67 of 1

slim sparrow
#

They just don't.

red linden
#

ah

slim sparrow
#

There's a shader that rotates them towards the direction they're going, though. This makes the knives at least look good while in the air

#

But to make them stick into walls, they would have to be moving very slowly. There's no way to accomplish that since sub-emitters trigger after collision, not before.

#

@clear yew those aren't rotated

#

At least, they can't be worldspace and rotated at the same time

clear yew
#

i don't have that shader

slim sparrow
#

Yeah, I know

#

That's the problem

#

This would all work fine if mesh particles respected rotation if they're in world space

clear yew
#

you can try if you want

#

the particle system

slim sparrow
#

You could send me a prefab if you like. I've been struggling with this for a very long time

clear yew
#

that collide and create the sub emitter

#

in that collision category

slim sparrow
#

The cubes themselves don't seem to actually be rotated towards the ground, though.

clear yew
#

you have something called "dampen"

slim sparrow
#

In your gif

#

I know, but the problem is that they have to be moving for that shader to work

clear yew
#

put 1 in that

#

with 0 bounce

slim sparrow
#

I can't make the sub emitters inherit the correct velocity if the parent isn't moving, unfortunately

#

I already tried setting dampen to 1

clear yew
#

if they still need to move, you can put it at 0.99, they will barely be moving but still moving if that is required for the shader

slim sparrow
#

Problem is that they then "slide off" the wall they're colliding with

clear yew
#

i put something like 0.99999 i can't tell if they are moving at that point personally

slim sparrow
#

Trust me, I think I tried every possible permutation. For this to work, I would need one of the following to happen:

  • World mesh particles respect rotation without having to move.
  • Sub emitter triggers before collision, not after.
  • Collision can be made to only happen once per particle, without having to kill the particle immediately on impact.
#

I actually found a tiny loophole, if I rotate the sub emitter manually, the child mesh particles will actually respond to that. Essentially, if I can make the child mimic its parent rotation twice, this could be done

#

I tried joints but no dice

vocal zinc
#

guys i need help

#

like im working on a particle but i want it to move > stop move > stay alive > die i tryed to limit velocity but i can't get to it anyone have an idea ?

slim sparrow
#

Change the simulation speed of the particle system.

#

This will affect particles that are already in motion

#

That's what I did for my timestop knives

vocal zinc
#

im not sure to understanding how simulation speed can impact this

slim sparrow
#

Simulation speed is 0.002 by default. When I press a gesture, the simulation speed goes back to 1 and the knives fly out

#

But do you want each particle to do this individually?

#

Try velocity over lifetime rather than limiting the velocity.

vocal zinc
#

its like 50 particles going in everydirection but they don't stop moving until they die and i want them to stop moving 5 sec before dying

slim sparrow
#

Sounds like you need velocity over lifetime then

#

There's a regular velocity over lifetime module, not just limit velocity

vocal zinc
#

ah the problem is that im using noise

#

so i can't really stop the particle

#

rip

steep citrus
#

You would use velocity over lifetime like Rokk said but then you would add a curve to the velocity. Simply make it drop off all the way to 0 an the very end an they will stop.

vocal zinc
#

even with noise ??🤔

steep citrus
#

Curves allow you to do things that standard values won’t allow. If you want something to get faster as it’s lifetime increases then completely stop an start again curves are your answer

#

Yes noise shouldn’t effect it, you’d have to use velocity instead of speed though

#

0 speed an put a curve on velocity so that it completely stops. You’ll prolly have to mess with the curve to make it look the way you want. The default curves are a good place to start. Just use the straight line an make the right end of the line drop all the way Down in the grid.

#

The more sudden the drop the quicker they will slow down

vocal zinc
#

ok its working

#

its because i was changing the velocity from 1 to -1 and not 0

#

'-'

#

ty

agile kayak
#

Any way to have a similar animation to blinking constantly playing?

#

but also have blinking at the same time

bronze peak
#

Just loop the animation

#

Yeah you can do it the same way I have done it to make helicopter blades spin.

agile kayak
#

i mean i already have Animation component in Unity

#

i can put there only 1 if i recall

#

one animation file

#

but i need both blinking and that animation to play

bronze peak
#

Ah I noticed that the other day. I have not tested but can you put the animation on an empty object then on your model? I am not sure sorry.

agile kayak
#

not too sure what you want me to do really

#

you mean to put this animation into the Override?

#

though i dont think i can do that through override

bronze peak
#

Oh i think you said that you can not Add another animation component to the module so I was curious if it worked to put it on an game object the put the game object to the model. Now that I think of it depending on what the animals you should be able to do it with the blink in the same animation.

agile kayak
#

hm

#

ah i just thought

#

you are right

#

i can do just that 🤔

#

why didnt i think of it lol

turbid sorrel
#

oh man..

#

This is going to take me a while

#

I'm animating a MMD fbx import of KanColle Yamato

#

Making all the turrets swing up, fire, and then swing back down

#

its gonna be so cool ❤

plush apex
#

any one know of a good way to go about levitation

#

like so

#

trying to re do this scene

lofty crypt
#

anyone know how to use rigid bodies
i want to use an override that spawns dva's mech in for my avatar, and have me be able to move around in the mech
have it mirror my movements

torn pawn
#

@lofty crypt put rigid bodies on your own fingers, arms, lock all rotation and position, then on mech u put joint and lock position (first row)

#

i dont remember if diva mech has fingers

#

so u can skip the finger part if she doesn't

#

let me actually 2check how my claw works

#

cuz i had to freeze addittionally claw fingers so they do not detach from eachother

lofty crypt
#

do i have to edit the mech armature in any way

torn pawn
#

i don't think so

#

i cant find the claw avatar i have in unity, but u want to freeze all rotation and position on your main diva armature, then for the mech i think you'd want to freeze position so they don't detach from eachother

lofty crypt
#

eh i can already do that by opening the meny

#

menu

#

since im in full boy

#

body

torn pawn
#

by detach i mean that the movement on mech bones will be higher than on the main

#

if you see detaching them from eachother, then u want to freeze positions in mech armature bones too

#

and yea u need to uncheck Gravity and set angualr drag to 0

lofty crypt
#

so heres another question

#

since im in full body i cant physically pose myself to be into the mech

#

so

#

can I attach the mech to the armature

#

turn my avatar's mesh off

#

and have it still work?

torn pawn
#

yes

lofty crypt
#

nice

lofty crypt
#

Hm

#

Maybe I did it wrong?

#

It's not koving

#

I put rigid bodies on the arms

#

On both

#

Gravity off

#

And on the meka I had only the top row checked

torn pawn
#

u put fixed joint on mech?

#

u need to drag n drop the main armature bone into the joint @lofty crypt

lofty crypt
#

So taking my avatars arm and dragging it onto the meka arm*

#

?

torn pawn
#

yes, into mech joint

#

like elbow to mech elbow in joint component

#

and freeze position and rotation on all axis in main armature rigid bodies u put on, then probably all axis positions on mech rigid bodies

lofty crypt
#

Do I have to add rigid bodies to these joints

#

Cuz I just did it on the arms

torn pawn
#

it will automatically add them

#

when u add Fixed joint

lofty crypt
#

Alright

#

@torn pawn which joint component

#

theres 10 different ones

torn pawn
#

fixed joint

#

that is not 2d

#

just fixed joint

lofty crypt
#

like this?

#

also how do i know which rigid body is which

#

since theyre both lefr arm left arm, right arm right arm ect

#

this is on the elbow of the original avatar

torn pawn
#

don't freeze rotation on mech

#

you need to freeze position only i think on mech, and u have to freeze position and rotation on main bones @lofty crypt

lofty crypt
#

thats the original avatar

#

or does the fixed joints have to be on the mech and the avatar

#

@torn pawn

torn pawn
#

fixed joint has to be on mech

#

on main u have only rigid body

#

fixed joint = connects to assigned bone

lofty crypt
#

ooo

torn pawn
#

also change angular drag to 0

#

angular drag = 0, use gravity = no, on all rigid bodies

#

u can select multiple and change values for all of them

lofty crypt
#

on

#

oh

#

the selected body doesnt matter

torn pawn
#

oh shit

#

its missing bone

#

but it would have a bone with rigid body in it

#

like RIght Middle finger

#

or whatever

#

i forgot that i edited all of that

#

for elbow you put a rigid body on your avatar elbow, freeze all pos and rotation

#

then put fixed joint on mech elbow, then drag n drop your avatar elbow into the fixed joint connected body

#

i am 90% sure you will hav eto freeze position on your mech rigid bodies

#

i haven't worked much with them for external armatures, but I know how it works

#

and have done it only with claws as most complex experience for me yet

lofty crypt
#

lets see

#

if this works

#

Nope

#

Perma tpose on my main avatar

torn pawn
#

wait wait wait

#

your main is human diva rigged as humanoid?

lofty crypt
#

Yes?

torn pawn
#

she shouldnt be tposed

lofty crypt
#

Well she is

#

Can't calibrate with full body

#

Avatar is just stuck in front of me tposed

#

No gestures, aniamtions

#

In the avatar menu she's tposed

torn pawn
#

to me it seems taht the mech is main

#

and not the diva

#

because if u parent anything to your avatar it will be tposed

#

unless it is rigged under the same armature

lofty crypt
#

The mech is hidden under dvas armature

#

So I can bring it out on a gesture

torn pawn
#

did she move fine before this?

lofty crypt
#

Yep

torn pawn
#

errrrrr

#

can you by any chance send me the file? i could try to check, don't need textures

lofty crypt
#

how would i do that

torn pawn
#

drag n drop fbx in dm

#

if it's <8mb

ocean knot
#

is there any way to access/duplicate&modify the default humanoid walk/run anims

#

the sample ones from the VRCSDK dont seem to actually be animations

topaz ermine
#

@reef mason Just reduce the starting size of the particle

ebon vault
reef mason
#

@topaz ermine Alrighty

woeful rapids
#

Anyone know how one would be able to spawn a particle or mesh onto other peoples screen at a fixed location and size no matter where someone would turn their head? Seen it in a particle video contest and know some worlds do this as a loading screen when you spawn in. It's the last part I need for my particle label to work as intended.

clear yew
#

it's a shader not a particle

woeful rapids
#

I see thanks. Now to try and find it since I can't script for shit.

livid stream
#

hello guys, can someone tell me how to get a MeshEffect on my weapon? I'm thinking of buying Mesh Effect from KriptoFX, but I do not know how it works 😃 Maybe can someone help me 😃

slim sparrow
#

Be careful with that, not all components are allowed

#

If they're particles, it shouldn't be a problem

livid stream
#

They are particle yes

slim sparrow
#

Well, then it's fairly simple. I got Ultimate VFX and it probably works roughly the same

#

These assets come with prefabs

#

You drag the prefabs on the objects you want them on, such as your weapons. Then you're done.

livid stream
#

Oh shit, this is rly simple, thx for the information 😃

slim sparrow
#

I have a particle that collides with myself using PlayerLocal layer, but it can also collide with others

#

As in, if they put their viewball into my particle, it triggers collision

#

Is there any way to prevent that by choosing another layer, or will I just have to live with it?

mild python
#

is it possible to completely hide your avatar with overrides

#

i'm trying to make a model transform when crouched

clear yew
#

just disable the mesh renderer

mild python
#

how so? i've tried disabling "skinned mesh renderer" as a part of my animations but the main model still sticks around

fickle slate
#

A F K BOIS

languid pier
#

when i use VRC_ik the particles and even my sword spawn at another locations

ocean knot
#

does anybody know how to access, duplicate, or modify the default humanoid walk/run animations

lost musk
#

Hi there !

#

Can someone with the Vive Controller tell me which button you must press to do each gesture ?

lost musk
#

Thank you @clear yew ! You rocks !

#

Does that mean that when you move the camera, or move in space with the vive controller, you are also doing gestures ?

clear yew
#

no clue, i don't have the vive

lost musk
#

Ok !

#

Ty

mild python
#

how do you turn off the mesh renderer with animations? trying to make part of my avatar invisible

lost musk
#

into the animation, you use the record button, and you just unchek the mesh checkbox of the body part.

#

If you have a one mesh avatar, then you'll want to change the material instead. But I dunno if it work

mild python
#

how do i make it change materials?

lost musk
#

Maybe reccording yourself at some point of the animation dropping a new material into the Body mesh material slot ?

#

Never done it into an animation

mild python
#

recording doesn't seem to like my avatar

mild python
#

does anyone else have trouble with gestures "sticking" and not disappearing when you release them?

#

oculus btw, not related to vive controls

cursive moon
#

Did you make the animations 2 frames long? Gesture animations tend to crap their pants if they aren't two frames

mild python
#

the primary offender is a small loop

#

5 keyframes spaced out

languid pier
#

I want to do a droplet effect

#

But in the air

#

Like if you blasted air in a donut form

vocal zinc
#

if you had to synchronise multiples particles with a song how would you do ? im not sure that im doing it correctly

chilly vapor
#

depends on what you are trying to sync but it would be done as part of the animation

vocal zinc
#

like im trying to synchro drops of a song with shockwaves and more but its kinda slow to press play see if its right if not restart with a new values...

molten shore
#

anyone know how to replace the walking animation?

chilly vapor
#

something like the emission range for example, you would set keyframes for different sizes for the different beats in teh song. is it tedious, yes. Will it look cool in the long run, yes

#

if there is a better way, i dont know it

vocal zinc
#

actually im just pressing play and trying to find the good values -_-

#

and restarting every time for re adjust the values

chilly vapor
#

you could probably look at the wave form of the song in something like audacity and try to mimic some values base don that

#

might speed things up

vocal zinc
#

i tryed but the playmode add a little delay betwen orignial soundtrack and when it starts in unity

#

like it can varies from 0.2sec to 1.5 sec

#

so the values in audacity are the same in the playmode cause the play mode is delayed

#

because of that little freeze when you click play

vivid burrow
#

Hey guys i’ve had this problem where once i do an animation override and try to use another one it only plays the first override for a while over all other gestures. When i play with other peoples models this doesn’t happen only with the ones i make what do i do wrong?

languid pier
#

No answers

slim sparrow
#

@vocal zinc play the song in a music player that shows you very specific times

#

Then pause, note time, and put that in your animation. Etc

languid pier
#

Distortion i found the name

slim sparrow
#

@mild python there's your issue

#

Gestures need to be exactly one frame long. One keyframe at 0:00, one at 0:01.

#

You can bind longer animations to them if you get creative. For example, don't animate an object directly in your gesture. Instead, activate an object which then plays an animation itself.

vocal zinc
#

@slim sparrow unity add delay from the original song...

slim sparrow
#

Oh, that's normal

vocal zinc
#

like in audacity the drop can be at 10:20 but in unity it will be at 9.5 or 9

#

so how do i do ?

slim sparrow
#

In play mode, just disable and enable the object you're animating and it'll properly play

#

It's probably not in memory yet

vocal zinc
#

oh so you want me to disable and enable the object so it restart without delay

slim sparrow
#

While in play mode, yes

vocal zinc
#

but it will be the same ingame ?

slim sparrow
#

Just for testing

#

Yeah, it'll be fine ingame

#

I never had it not be fine

vocal zinc
#

gonna check it so TY

#

so when i "restart" it it take 1 sec before start playing the song but the particles are already spawning that's the reason

#

like the song don't start instatly like the particles there is a little delay

#

so in audacity there was a little tick like 0.5sec of no sound and unity wasn't calculating it that's why it was delayed.

#

finally im not sure that it was that it could also be that i was using a shockwave with texture sheet animation.

#

can't tell

oak steeple
#

hey so im making my model do an mmd dance, and i see that at the twist in the dace i dont rotate. Would i just actually add a transform/roation in the animation? I see that the rest of my animation is adding an animator and not transforms.

slim sparrow
#

Yeah, you can add Root Q into the animation to make yourself rotate if you want

oak steeple
#

Root Q thanks. i was seaching though the list for hip the whole time

#

is there any other little tips on differnt named things like thoses

slim sparrow
#

Nope, that's pretty much it

#

Oh yeah, Root T is root transform

#

So root movement basically

oak steeple
#

okay thanks good to know!

shut tusk
#

has someone tried world particles with the new script now?

#

i specifically want to know if the rotations are still fixed 👀

slim sparrow
#

Not yet

#

What rotations?

#

You mean mesh particle rotations?

shut tusk
#

yep

slim sparrow
#

Nope

#

That's not a bug, that's by Unity's design.

shut tusk
#

oof

slim sparrow
#

You need a shader that aligns them to their velocity

#

Which works

#

It actually works pretty well, I use it all the time. Just be aware that it only works if the mesh particles are moving. They can move incredibly slowly for it to work though

#

So it's not a big deal if they have to stay still

shut tusk
#

oh 👀

#

what's the name of the shader 👀

slim sparrow
#

Uh, hang on

#

Apparently it's fixed in later unity versions

#

Like, literally one version later

#

Haha kill me

#

One unity version later and I'd have my knives stick in walls

shut tusk
#

so if they collide and stick to stuff they revert back to their original rotation?

slim sparrow
#

Like, that's literally the only thing you cannot do with world mesh particles. Have them collide and stick in walls.

#

If they're not moving, they stop being rendered.

shut tusk
#

ah

slim sparrow
#

They have to be moving, even if slowly

shut tusk
#

hmmm. so alternatively you can just make them bounce off

#

🤔

slim sparrow
#

I made my knives bounce, yes

#

I guess it still fits the Touhou theme

shut tusk
#

am i blind? where is the download button

slim sparrow
#

I actually got them to stick into walls by abusing bounce, but they were oriented wrongly if the knives didn't approach the wall at exactly the right angle

#

It's just an unfortunate series of events. The meshes sticking in walls would have worked if sub-emitters triggered before collision and not after

#

Or if particles could collide only once. Or if they could spawn a particle on collision, but still keep going into the same direction. You know, without sliding off.

vocal zinc
vocal zinc
#

adpating particles to a song is so weird because i get lost in the song like i forget about the particles and keep hearing x)

oak steeple
#

@slim sparrow ive been playing around for awhile and not making any progress it feel like. it can actually tell if my values are even being adjusted because they are greyed out

#

not to mention its pretty slow on my PC

simple venture
#

by any chance how can i add additional animations to one model?
there is no "create new" prompt

shut tusk
#

my object keeps changing it's position when i try to adjust the fingers it's so annoying. why does this happen all of a sudden

uneven wing
#

Anyone happen to put out a tutorial on how to use the new IK Follower?

uneven wing
#

Nm figured it out 😃

sweet zealot
#

my particles are not tracking with my avatar's body, for some reason they are tracking to my head. do i set particels to a bone or a model?

#

ok... bone doesnt track, and model doesnt track. the particles are only tracking to my head. i need them to track to my hand. what do i do?

#

(the particles are by wrold not by local, would that effect it?)

clear yew
#

ok, so this is probably pretty simple, but i know next to nothing about unity.
I'm looking to turn a mesh on and off with 2 seperate emotes. how does one go about this?

sweet zealot
#

Look up tutorials for "equiping items on gestures"

#

@clear yew

clear yew
#

ok, gotcha

#

thanks 😃

#

wait, bu gestures do you mean hand overrides, or menu emotes?

slim sparrow
#

Hands

languid pier
#

anyone can help me with a distortion effects

torn pawn
#

no

atomic aurora
#

In bad hands distortion effects are cancer.

torn pawn
#

there's rarely an occasion where they are not that

sharp epoch
#

Anyone here know how to implement camera shakes? I have an animation where a giant comes falling from the sky and I want to have a subtle camera shake effect as it hits the ground.

verbal granite
#

Can someone show me how to animate a model of an animal or object that I have imported from Devian Art. Thanks

quaint spruce
#

First should probably declare what it is and then if it has bones or not

verbal granite
#

Yes it has bones. The animal is a pony

slender latch
#

My keyframe won't play.

#

It just stays stuck on the first keyframe(0) and won't transition to the next one.(1)

clear yew
#

@sharp epoch you need to find a distortion shader

next shard
#

i saw someone avatar who could grab people's head and stay stuck on it no matter how you moved

#

i wonder how he did that, he did that to me and no matter how i moved, he was stuck to me

#

🤔

sharp epoch
#

Don't distortion shaders just add a haze type effect, not shakes?

atomic aurora
#

its depend how you use them

shut dragon
#

Is there any way to make gifs work as game objects without having to make a sheet and using it as a particle?

undone glade
#

With Natsix's tutorial you can set a animated gif up as a quad if that's what your looking for.

#

@shut dragon

#

Then it's just a matter of treating it like any other prop

shut dragon
#

Oh, I see, thanks @undone glade

wintry vapor
#

texture sheet, particle system

#

much easier

#

use glueIT

#

after serperating a gif

languid pier
#

I want to use it for the shake screen. Like when i put my swords into the ground, it does the shaking things before thunder regroup at the tip of my swords.

#

I can use it, but it does the haze things, and thats what im trying to avoid

sharp epoch
#

^^ I would also like to know

shut dragon
#

@wintry vapor even for still planes?

wintry vapor
#

i use a cube and then squish it

shut dragon
#

Hmm

#

Doesn't it kill performance?

wintry vapor
#

its basically a plane

#

texture sheets are what make good looking particles that don't kill frames

shut dragon
#

Yeah, but considering it's a particle

wintry vapor
#

its just a texture sheet

#

any animated particle that people use are texture sheets

#

its the same thing

shut dragon
#

Hmm, I see

wintry vapor
#

i don't think it would add more drawcalls

clear yew
#

it's like a flipbook particle

wintry vapor
#

but its unity

clear yew
#

no, same amount of drawcalls, just different UV coords for each frame

wintry vapor
#

basically

torn pawn
wintry vapor
#

i just never felt like using it

torn pawn
#

i use it for small stuff like this

clear yew
#

cool

torn pawn
#

but uhave to enable mesh renderer for quads cuz otherwise it'll get culled and you'll be left with just whites lol

final gazelle
#

your tongue seems to be stuck there, good sir

torn pawn
#

i enable dynamic bones for it too 😏

shut dragon
#

Oh god

torn pawn
#

you can't even imagine where that tongue has been

shut dragon
#

oh god

torn pawn
#

i still need to L I C C Svel

clear yew
#

on a delicious chocolate icecream

#

oof

torn pawn
#

but he's quite an evasive person

clear yew
#

is that what they call it these days?

final gazelle
#

need to extend it a bit more

#

makes yoshi sound

shut dragon
#

Expand

torn pawn
#

i'm planning to add a combo gesture for saliva

shut dragon
#

I'm glad nobody liccs me

clear yew
#

i still can't fucking upload my godamn avatar

#

i want to meme around

#

but icant

torn pawn
#

blacklisted lul

clear yew
#

honestly it wouldnt surprise me with how much bullshit i have

#

screenshake BOI right here mah dood

wintry vapor
#

it feels weird that I have access to these things but I'm so busy just making worlds

#

i still want a slight blur for my bullets

final gazelle
#

^the joys of having multiple things to do -- though i suppose it beats being bored out of your mind with nothing to do 😛

glossy shard
clear yew
#

that's a custom shader

#

you'll have to wait for them to release it, if they releas eit one day

wintry vapor
#

that is some next gen particle shader

#

there's one I know but requires the newest unity

molten elm
odd sphinx
#

is there anyway to make a avatar's standing idle into a sitting position? like i have a car model i want my model sit on it

#

so i can move around

lyric edge
#

I made a custom animation that works in game but my avatar is half underground. Is there a way to resolve this?

zealous prism
#

@odd sphinx I think you have to unmap a few bones to purposefully break your models foot IK so that you can animate the legs yourself. If you don't specify any fingers while customizing your humanoid avatar that should do it.

odd sphinx
#

thanks!! I will try this

blissful grove
#

How do I use walk animation

chrome elbow
#

how do i change colour of sky when doing animation overide

slim sparrow
#

@odd sphinx yeah, you can override the IDLE animation in the custom overrides

#

But your feet might do weird stuff, so it would be a good idea to make the leg bones fake, as mentioned

slim steeple
#

Which animation should I choose to override if I want to have footsteps sounds?

slim sparrow
#

The various walking animations

#

Such as run, walkforward, strafeleft etc

#

But I wouldn't recommend it tbh, it's annoying

slim steeple
#

Yeah, but there's only need for one constant, and I'm making sure this would be as non-intrusive as possible

slim sparrow
#

Just be careful, you'll have to redo all the walking animations yourself

slim steeple
#

Runfwd seems to glitch the animation and I'm not sure whether pressing the topmost button on a vive initates a walkfwd animation or a runfwd animation

slim sparrow
#

I think that depends entirely on how fast you're going

#

Also, how does it "glitch" the animation exactly?

slim steeple
#

I copied the original runfwd animation from the samples, then just enabled the audio source in addition to it on a new animation override clip basically, running forward makes your character take very tiny steps and it looks comically silly

#

Never mind, it works, minus the silly animation, you just have to be really close and crouch down near my character to hear it

little walrus
#

When I add a custom animation overrides to my avatar my lip sync in game doesn't work in game anymore,and when I take the animation off it works again. is there anything I could do to fix it?

strange forum
#

Hey guys mind if someone could help me with the final part of an animation

proud estuary
#

quick question

#

when i add a custom gesture will i need to add another gesture to revert it

#

or will it revert once i use another gesture

cursive moon
#

The gesture will stay as long as you hold it. Given you have two hands, you can hold two gestures (and thus two gesture animation overrides) at a time

atomic aurora
#

Yep

cursive moon
#

if you're messing with shape keys, they will concatenate with each other, so if one closes your eyes and so does another one via a different shape key, they'll add together and your eyes'll likely not look like you want them to

proud estuary
#

if i were using a keyboard, will the gesture stay until i let go of the button?

final gazelle
#

the gesture will stay until you override it by inputting another gesture, whether or not you're holding the button down

proud estuary
#

oh thank you!

#

all three of u

#

oh and a quick question

#

my avatar usually has a blinking animation, but it stops whenever i use custom overrides

#

is there any way to prevent that?

limber hazel
#

how do i get my audio source to work on trigger idk why it wont work for me

clear yew
#

anyone know where i can get an awoo sound clip, and how to add it to an animation?

shrewd moon
#

YouTube

clear yew
#

been looking. nothing much yet

clear yew
#

well, found one. cropped and pitch shifted, now to get it into an animation

atomic aurora
#

@clear yew still need help?

clear yew
#

i may be good. i'll see if the animation with the sound actually goes through this time, unlike my hoppou's poi

#

worst case scenario, i'll just have to wait to awoo

vocal zinc
#

is anyone sharing goodshit like sdk without emote limit ? (10sec)

clear yew
#

if they were, i doubt it'd be in the official VRChat discord 😛

vocal zinc
#

kinda x)

clear yew
#

also that limit isnt done in the sdk

#

you can0t change anything for it

ionic ridge
#

is it possible to create after-image?

safe citrus
#

hi, why do animations on generic rig avatars loop endlessly? is there a workaround for this?

proud estuary
#

@safe citrus be sure wrap mode isnt set to loop

#

my custom animation overrides arent enabling/disabling detachable objects

#

i dont know why ;o;

reef mason
#

If I'm doing a animation and have particles for the character, Do I have to activate them in the animation or no?

ionic ridge
#

@reef mason yes you need to activate it

reef mason
#

Alrighty, Thanks

proud estuary
#

@ionic ridge hey, my particles wont activate in the animation, im not sure why, can you help?

#

it works in unity but not in vrchat

reef mason
#

@proud estuary Same here, When doing the animation that I did with a muzzle effect, It only stood with the animation stay below. So every time I would fire the gun, The muzzle effect would stay in the same position as I made it.

torn pawn
#

wrong name for object or not in the same place in hierarchy

#

be sure that the object/system you're enabling is named the exactly same on your avatar

ionic ridge
#

@proud estuary did you activate it in your animatiom? be sure to add the particle and tick the box

steep citrus
#

anybody know how to fix the eyes of an avatar that move upwards/crosseyed when tilting your head up/down? it seems to be part of the lowerlid animation but I have it set to basis

proud estuary
#

@ionic ridge i did, i can get the fingers to pose just fine, but neither the object nor particle is showing up

#

they're both ticked in the animation on both frames

ionic ridge
#

@proud estuary which finger pose did you override?

proud estuary
#

both thumbs up and victory

ionic ridge
#

did you put the custom override in your avatar's custom standing animation? @proud estuary the fingers shouldn't even move if you did it correctly

proud estuary
#

yes, all the other gestures work fine

#

but any with objects in them fail to display the object

ionic ridge
#

@reef mason try parenting it to the object you're trying to shoot from

proud estuary
#

is there something wrong here

ionic ridge
#

can i see the other frame

ionic ridge
#

@proud estuary can you tell me what you did after finishing the animation

proud estuary
#

i pressed ctrl + s

#

i closed it

#

i saved the scene

#

and i put it in the custom animation overrides under victory

#

i then went to the model, and put the custom animation override under walking overrides

#

i saved the scene again then uploaded it

#

for some reason, i can upload the model just fine with the objects permanently enabled, i cant disable/enable them though

ionic ridge
#

@proud estuary by walking overrides you mean here right?

proud estuary
#

yep

ionic ridge
#

sorry im out of ideas

proud estuary
#

ahh its fine

#

something interesting is that

#

when i do enable the object, i can see it in the mirror

#

which usually doesn't happen

#

@ionic ridge would that mean anything

devout oracle
#

anyone good at making emotes with handgestures❓

proud estuary
#

is it possible to use animation overrides to enter 3rd person

slim sparrow
#

Probably not

#

If you need 3rd person, try the 3P locomotion setting

#

@devout oracle you mean full-length emotes?

proud estuary
#

oh wow where could i find that

slim sparrow
#

Disable your own skinned mesh renderer and enable a duplicate of your model which then plays the animation

#

@proud estuary in the options of VRC

devout oracle
#

wait a sec im a bit buzzy now

proud estuary
#

i tried this, it didnt work, is it wrong in any way?

#

i just want to make sure before i give up and move to the 3P setting

slim sparrow
#

You can't alter the view position like that

proud estuary
#

oh gee

#

it seems to work in unity though

#

dang well thanks, and there isnt another way?

slim sparrow
#

No

#

At least, not any reliable way

proud estuary
#

there are unreliable ways? >~>

slim sparrow
#

You would need a camera and a screenspace shader

#

Good luck

#

That's all I know

proud estuary
#

thank you!

vestal rock
#

When i'm making an animation do i have to make it as long as the sound source for it, or do you still need to make it a milisecond?

slim sparrow
#

If you want to see yourself in 3rd person, you can actually put a camera behind you in the position you want, then use a gesture to spawn a screen where you can view yourself

#

@vestal rock gestures should always be one frame long

proud estuary
#

oh

#

isnt that like a mirror though, and i heard mirrors werent allowed

slim sparrow
#

But if you activate an audio source, it'll keep playing as long as the gestures are active

vestal rock
#

Ohhhh okay, thank you 😄

slim sparrow
#

@proud estuary cameras are allowed, actually. But they will only work for yourself. That's perfectly fine

proud estuary
#

oh dang i've never messed with a camera before

slim sparrow
#

As long as you don't use any ways to bypass the "only for yourself" restriction, you're golden.

proud estuary
#

thanks dude, i'll check a tutorial on cameras

#

oh, and the screen should appear as nothing to other players, right?

vestal rock
#

I'm pretty much a noob in animation and i'm trying to make a Kamehameha XD

proud estuary
#

as in, no floating square or whatever, im scared of breaking the rules lol

#

oh gee

#

a kamehame emote? or a gesture

vestal rock
#

Gesture

proud estuary
#

woah thats cool dude

#

i wish you good luck

vestal rock
#

Thanks, i'm using some borrowed prefabs for the start and beam though

#

So it's not that impressive XD

proud estuary
#

i bet it is

vestal rock
#

Last time i tried to make it, the animation was stuck on every gesture i did

#

But i bet that was because i made it as long as the sound source XD

proud estuary
#

@slim sparrow oh quick question! will it automatically stop others from seeing it, or will i need to set that myself?

slim sparrow
#

Yeah, cameras are not visible for others by default

vestal rock
#

Yessss it works, thank you guys for the help 😄

tall zodiac
#

Does anyone know how to move my character to a different position or pose when doing a override, like hop on a bike

#

or would i have to use a static mesh of my character and just hide my original mesh

slim sparrow
#

@tall zodiac yes, the latter

#

Disable your "real" skinned mesh renderer, then activate another model which actually plays the animation

tall zodiac
#

aww darnit

slim sparrow
#

I mean, you might be able to control a part of your pose, but IK will override most of that pose (especially in VR)

#

If you're on desktop, you might be able to make it look good

tall zodiac
#

i decided to export a pose as a fbx and just unhide main mesh

proud estuary
#

oh dearie

#

so, i've set exclusions for my dynamic bone

#

yet theyre still jiggling around

#

is there another step?

#

oh wait, i figured it out

red lodge
#

hey how do I bind an object to the world space? so I can move free around

proud estuary
#

im not sure if this is the right channel, but i cant see the panel i put on my avatar in vrchat, only in mirrors can i do so

proud estuary
#

it only shows in the mirror what is this sorcery

clear yew
#

you parented it to the head ?

proud estuary
#

yes

#

is that the problem? ;o

clear yew
#

yes

#

everything parented to the head will be invisible for you

#

if you use humanoid rig

proud estuary
#

oh gosh i never knew that

#

is there any other way to have it follow my head

clear yew
#

hmm

#

i guess rigid body and fixed joint is the way to go there

proud estuary
#

rigid body? fixed joint? im sorry im not that experienced, could you elaborate

clear yew
#

give me a sec

proud estuary
#

alright!!

clear yew
#

okay

#

first thing you need to add a rigid body component on your head bone

#

remove the angular drag and gravity

#

and freeze position and rotations on all axis

#

then you create an "empty game object"

#

directly under your model name

#

"Fixed" and "fixed (1)" are my empty game object

#

as you can see they are at the same place as the armature and body mesh

#

on that game object

#

remove the angular drag and gravity from the rigid body but don't touch anything else on it

#

on the fixed joint part, drop the head bone with the rigid body component to the connected body

#

your empty game object will now follow your head rotation and position

#

just parent whatever you want to the game object with the fixed joint

#

and move the game object where you want it to be

proud estuary
#

thank you so much

clear yew
#

👌

proud estuary
#

oh dear

#

so um, in play mode if i rotate the head the fixed joint does follow it

#

but the head itself no longer rotates, and the joint bounces back into place as soon as i let go

#

hopefully i didnt miss something let me check

#

weird i did exactly what you told me one second

clear yew
#

it's not always working as intented in untiy for some reason

#

also if you have any dynamic bone script and a avatar controller you won't be able to rotate the bones

proud estuary
#

i used the simple avatar controller to test and it seems to be working fine thank you

arctic tulip
#

How do you make a prop part of the animation of the body of the avatar, I’m trying to put a cigar in the hand of mccree but it wants to start a separate animation from the body of the avatar

#

Instead of being part of the animation of that avatar

lunar pasture
#

Hello nice people

#

has anyone got a template of the standard gesture animations?

clear yew
#

just a second

sullen arrow
#

can someone explain to me how to use the ik follower correctly?

lunar pasture
#

Awesome, thanks 😄

arctic tulip
#

I need help with having my props show up in animations

clear yew
lunar pasture
#

@clear yew they seem to do the whole drop through the floor thing

clear yew
#

what?

#

they're hand poses

sullen arrow
#

thanks! will try it out

clear yew
#

@lunar pasture

lunar pasture
#

yeah but when I activate them my model shifts down

arctic tulip
#

That’s normal for the animation mode I think

clear yew
#

@lunar pasture okay, NEVER add animations to your avatar mesh itself, make a duplicate and do all your changes and animations on that, it will go fetal position the moment you open the animation window and add/create animations but it's fine

lunar pasture
#

No, I've fixed this problem before

#

it's the RootQ and Root T Values. I think I can fix it

arctic tulip
#

Now how do you make props show up with the animations? I tried putting a make active property to it but it didn’t show up

clear yew
#

@lunar pasture you will have to keep fixing it every time you touch it, everybody just dupes the avatar and works this way

#

saves a lot of time and headaches

lunar pasture
#

I just coppied the Q and T's from another anim, panic over, forget I spoke

#

I'm making a custom Fist animation

#

adding a boob scale to it, it should looks pretty funny when i squeeze the trigger

arctic tulip
#

Any help with props?

lunar pasture
#

how far have you got @arctic tulip ?

arctic tulip
#

i've made the avatar dupe, ive made the gesture overrides, ive placed the prop in the skeleton at the hand and posed the hand on the dupe

lunar pasture
#

I would do it on the model you're going to use, but @clear yew might shout at me for telling you to do that

#

as in placing the object in the hand

#

you'll wanna use a rigid body to link the object to the hand so it follows its movement

clear yew
#

lol, if you like fixing poses, by all means

#

@clear yew i'm still testing it

#

but i think i found a way to fix the model and get it back in T pose

arctic tulip
#

Ok rigid body got it

lunar pasture
#

and you probably wanna have it set as Is Kinematic - as in 'doesn't move'

#

then just make it a child of your hand bones

#

and to make it show up when you use a gesture, edit the gesture animation to have the object off at frame 0 and on at frame 1

#

I think that's all you need to worry about

sullen arrow
#

it worked now ty for the link

slim steeple
#

Any idea why my particle systems fire up in a completely different angle than what I assigned it to when collision is set to world and why it works perfectly fine angle wise if collision is local?

slim sparrow
#

@slim steeple world particles are broken if inside your armature

#

The good news is, the latest SDK fixed this.

#

You need to put an IK Follower component on your particle system(s)

#

The particle system isn't "aware" of the IK on your model

#

Before this SDK update, we had to use fixed joints to joint a particle system to our hand from outside our armature

slim steeple
#

@slim sparrow I actually did so (somewhat) thing is while the angle's proper now with IKFollower in my particle systems, the transform position of it is slightly off than what it shows

#

so it's around 8 cm to the left of my weapon's barrel at a proper angle

#

Should I parent the particle systems to my wrist rather than on my accessory?

slim sparrow
#

That might be a good idea, yes

#

If all else fails, fixed joints have never failed me

slim steeple
#

Alright

#

I'll give it a shot

olive yacht
#

Is it possible to make animations 60 frames per second for avatars?

slim sparrow
#

Yes

#

Why wouldn't it be?

olive yacht
#

Just didn't know how to go about increasing it. Unity shows it at 30 and I would like to increase it to 60

#

Or will that require re-baking it in my modelling program?

slim sparrow
#

I'm not sure honestly. Have you tried just adjusting the sample rate?

#

Then seeing what happens

#

You can press play to see how it'll look obviously

olive yacht
#

How would I change the sample rate?

slim sparrow
#

Can't you just change the little number in the top left? Or maybe find the animation in assets, and change the sample rate there? Otherwise, you might have to change the sample rate in your program

#

I've got an animation from some random MMD model into my Unity project. How do I turn this into a generic humanoid animation? The mixamo animations always allowed me to just CTRL+D them, but that doesn't seem to be possible here.

#

The animation is currently tied to the model, I want the raw animation file

#

On top of that, I also can't change any of the animation properties, such as loop time etc.

#

Figured it out, Unity was choking on some japanese characters in the animation. Renamed it and now I can duplicate it

pure summit
#

Quick question- if i override an animation (like thumbs up), and leave the rest of the other override slots empty, will my other animations work as default or do i have to put all the right animations in?

slim sparrow
#

They will work as default

#

That's the point of having the overrides, so don't worry

pure summit
#

Thanks fam 👌

wise rover
#

if you wanted to add one component to an animation, can you duplicate it from the main avatar and then paste it onto the animated one?

slim sparrow
#

Yeah. You just duplicate your main avatar again, drag the animation onto the duplicate, and edit it

vocal zinc
#

hi, im trying to transfer a motion vmd to fbx so i can play it in vrchat but even in blender the animation is fked up http://prntscr.com/jbg97n

Lightshot

Captured with Lightshot

slim sparrow
#

You need to use the MMD Tools model import function, not the one in CATS

#

Then use the MMD tools motion import function

#

Do not click Fix Model in-between, that will break the animation. You'll have to work with the original "unfixed" bones.

vocal zinc
#

i did everything you said :/

slim sparrow
#

¯_(ツ)_/¯

#

This is kind of uncharted territory

#

Like, this happened when I tried to import an MMD walking animation

vocal zinc
#

sexy

slim sparrow
#

Broken arms are sexy indeed

lusty dew
#

i'm making an avatar with a generic rig (a vehicle)
so i made animations that rotated the wheels with bones, and in vrchat they don't move at all
did i do something wrong?

languid lantern
#

https://steamcommunity.com/sharedfiles/filedetails/?id=1370593100 i'm wondering if anyone could help me identify this particle effect so I look up a tutorial on how to set it up. Not sure how to describe it, basically it started out as an orb made of tiny particles, then the person was able to manipulate them and make them pull towards their hand, which I guess I could best describe it as a starfield/galaxy. Couldn't find the avatar since another person who had the same one was able to reproduce the same effect.

clear yew
#

Almost had same issue which worked on particle system for 4 hours, when to upload, it did not show up and in unity it just 100% broke everything which had DJ table which that table was completely broken that destroys everything that you put up so r.i.p my work, even wings that I put animation on did same thing till downloaded a very low quality one and worked fine, don’t get it >_> think need to update my SDK finally now

delicate swan
#

Is it possible to include emotes and animations to generic avatars? I managed to create an idle animation for my generic avatar but I always seem to flop over emotes and such.

lusty dew
#

@delicate swan i tried to make animations for mine by rotating bones but in vrchat nothing happens when i perform the actions, do you know anything about this?

#

my avatar is generic too and it's a car

#

so i created some bones for the wheels

#

and animations that rotate them

delicate swan
#

@lusty dew My generic avatar is also a car and I managed to create a blinking idle pop-up headlight for my vehicle. You will need to copy the SimpleAvatarController from the VRCSDK

#

Use the animations you’ve created before and replace the default “Walk” animation in the animator in the Animation Layer

lusty dew
#

i've got one named "Airbourne"

#

but that's it

#

not sure what to do

final gazelle
#

@slim sparrow with the walking animation you tried to import, there're quite a few missing/unrecognised properties at a quick glance in the animation clip; as for what's happening with the arms, that may have to do with the model in question having a different bind pose to the model that walk cycle was made on

#

could be anything to do with the relative position of the shoulder bones to the chest/upper body bone to the difference in the angle of the arms (MMD models typically have an A-pose as their bind pose -- the way your model's being forced to drop her arms so low seems to suggest the walk cycle may have been made on a T-posed model)

lusty dew
#

yeah i can't figure that out

#

maybe tomorrow lol

#

i'll ask when there's people on

final gazelle
#

what're you trying to do with the airborne state?

lusty dew
#

i'm not trying to do anything with it
i have animations for my generic rig that rotate bones
it's a car so i want the wheels to go when i move forward
i made a bunch and put them on a controller and added it to the descriptor
uploaded it and nothing happens when i move around

#

@delicate swan told me to replace the "walk" state in the simpleavatarcontroller example but there is none so idk

final gazelle
#

let me boot up unity quickly so i'm sure i'm looking at the same controller as what you're looking at

#

if you're using the right one that i'm thinking of though, "walk" is in the locomotion layer

lusty dew
#

i only have Base Layer and Animation Layer

final gazelle
#

hmm -- yeah, "Simple Avatar Controller" wasn't the one i used

lusty dew
#

there's also AvatarControllerTemplate

#

but that only has Airbourne as well

final gazelle
#

i used AvatarControllerTemplate.controller -- well, made a copy of it to work on

lusty dew
#

yeah but i don't see a Walk one still

final gazelle
#

that one should actually give you a different window view

lusty dew
#

i've got the same thing

#

but where's the Walk state?

final gazelle
#

this is where it gets a little boggling on the eyes -- double click on StandingState

#

*StandingHeight rather

lusty dew
#

oh
i see

#

my brain hurts

#

many, many lines

final gazelle
#

let's see...it's StandingLocomotion you want

#

crouch and prone are irrelevant as far as i can tell, especially to desktop users

lusty dew
#

alright so i've got the animations i need

#

what do i do now? i've got standing locomotion on screen

final gazelle
#

what types of animations did you create?

#

all the ones ending with "FWD" correspond with forward movement, so replace those with the animation you have for driving forwards

#

it's a car, so i don't think it's too important if you didn't create several different animations for how fast forwards you're driving

#

the stuff ending with "BACK" is also fairly self-explanatory -- i'm just thinking about what to do with the turning and strafing ones...though again, you could probably get away with shoving any of your movement animations on those since you just need to see wheel turning to believe that it's doing something

lusty dew
#

i made ones for running and walking forward and back as well as an idle one

final gazelle
#

the idle one, just replace IDLE with that

#

walking forward/back, those ones are also fairly self-explanatory -- for your "running" ones, replace both the RUN and SPRINT variants with them

lusty dew
#

yeah?

final gazelle
#

there might've been two walkback's i would'e used on the bottom half, but i'm not sure it'd really matter much either way

lusty dew
#

agh wait i messed up

final gazelle
#

strafe...a car's not really designed to strafe to begin with, so you've got free reign on what to do there

lusty dew
#

now that you mention it

final gazelle
#

i don't think it's that important, honestly

#

for a car to be moving diagonally, its wheels need to be moving somewhat out of sync to begin with

lusty dew
#

i just used the forward and back ones

#

since i'm lazy

final gazelle
#

so with the animations you've got, one side will look "right" while the other side will look a little "weird", but it'll still look more natural than if the wheels weren't moving at all no matter what

#

from the looks of things, the first two after STRAFERT should be "walkback", going from your pattern of using BACK for the 135 angled ones

#

you should have the most important parts down already though -- moving forward and back, your wheels should turn as long as the animations were created correctly

lusty dew
#

i did indeed make them walkback

#

after you said it i realized i made 135 fwd by mistake

final gazelle
#

i don't think it should matter too much on a generic/non-humanoid rig, but for safety's sake, you should also untick the two boxes on the right column which are ticked

lusty dew
#

alright, thanks for your help

final gazelle
#

good luck -- try not to run too many people over 😛

#

unless they're knuckles -- in which case, go as wild as you want vrpill

lusty dew
#

i made it so i could test out seats on avatars

#

it has 2 you can sit in, hopefully

#

since i've seen a good few that have them

final gazelle
#

i've yet to try out that seat thing, although i'm not sure if i'm going to play around with it all that much -- most of what i want to do probably requires me to get back into world building first

#

a burger car with cruise control though...don't think i'd complain about that

lusty dew
#

not sure if it even works honestly i just put 2 chair prefabs on and removed the event handler and trigger since the uploader didn't like them

clear yew
#

that's all you need to do

lusty dew
#

oh
cool

#

works flawlessly, thanks @final gazelle

stray sinew
#

Does anyone have bubbletop full version?

languid pier
#

someone know great inside out shader

#

for a sphere, where i can choose the textures in the miidle and still has great quality &

#

?

clear yew
#

https://prntscr.com/jbiu6x
Question, its been awhile since i did this, i wanted a sword attached to my waist but forgot how to make it disappear when want to draw it out on my hands, totally forgot how to do this xD any help

Lightshot

Captured with Lightshot

#

ahh nm figured it out, easy lol

proud estuary
#

does anyone have a tutorial on how to do combo gestures

torn pawn
#

idea is very simple = you have a parent that u enable with one gesture on one controller

#

and that parent has a child that is disabled and u enable it with other gesture

#

so it will be activated only when the parent is active

proud estuary
#

oh gee thanks dude

torn pawn
#

lets say Object1 that u enable with fingerpoint, then under that u have an audiosource that is disabled and enable with openhands

#

if u use openhands the audio source will not be activated unless the fingerpoint is being held on other controller

lunar pasture
#

Hello

proud estuary
#

hiya button

lunar pasture
#

how's life?

proud estuary
#

@torn pawn thats simpler than i thought it would be thank you

torn pawn
#

yes, it's very simple

#

you can use 2 buttons that activate a parent for 5 child objects

#

i think this way u can have 16 gestures

lunar pasture
#

can anyone give me a quick answer, I know Root Q and Root T are to do with relative positional coordinates, but which is which?

#

lol i guess not

proud estuary
#

oh yeah i forgot to ask

#

the other day i put a fixed joint on my character that follows my head movement

#

for some reason its very jittery in both unity and vrchat

#

whenever the head moves i mean

#

ah nevermind that, is there a way to make an animation alter Y coordinates without X or Z

slim sparrow
#

Fixed joints are jittery yes

#

@proud estuary yes, just delete the key frames for X and Z

#

But you probably don't need to do that, just don't touch the X and Z transforms. Animations don't actually take full control over the position/rotation, they just alter it by a relative amount

proud estuary
#

oh thank goodness

#

@slim sparrow its funny, whenever i move my head the screen i put infront of it either gets closer/farther then bounces back to where it's supposed to be

slim sparrow
#

You could try parenting it to your neck instead

#

Directly, without fixed joints

#

Oh, and if you do use fixed joints, make sure you have all the drag and gravity stuff off, lol

proud estuary
#

yeah theyre all off

#

does the neck move with the head?

slim sparrow
#

Didn't test it, but it's probably close enough

#

Especially on desktop

proud estuary
#

does linerenderer work in vrchat

slim sparrow
#

If I want to make my particles collide with only the world and not players (and not myself either), which collision layer(s) do I need?

clear yew
#

default

#

it will collide with world

#

and collision component

#

like the box or capsule collider

slim sparrow
#

Default also collides with myself

#

I already set up the VRCWorld collision layers, but that's not gonna retroactively prevent Default from also including PlayerLocal, is it?

#

Otherwise I would have chosen Default, friend of mine has a shield and it would be nice to actually see them bounce off of it

torn pawn
#

removing dynamic collision doesnt do the ttrick?

slim sparrow
#

It does, but I do want dynamic collision

#

I've got the layer set on Environment now, I'll test. If that doesn't work I'll try adding Default to the list. You can't exactly negate layers unfortunately.

#

I've got the knives thing coming out of my hand, but it does weird stuff when I point it to the right (I'm left-handed)

clear yew
#

dont forget if your particle is set to world

#

it will collide locally for players

#

so it will collide with you

#

but for others it will still continue to move

slim sparrow
#

Oh yeah, true

#

But I wanna see my own particles move tho

#

I only want them to collide with world ideally. Environment layer did not work

#

I found a japanese article lol

#

For some reason, environment didn't work to make my particles collide with world, which is weird.

upper bone
#

how to make particle effects collide with other players?

torn pawn
#

if they are set to world collission then they do collide with other players locally

upper bone
#

where do i set them to world collision? i have simulation space set to world if that's it

#

ohh got it under the collision tab

torn pawn
#

checkmark Collision tab and change it to world

#

set bounce to 0 and lifetime loss to 1 if u want them to die when collides

upper bone
#

nah i want them to kinda bounce off the person, it's supposed to be shooting a nerf gun bullet xD

torn pawn
#

it won't show on your end if it collides with other users

upper bone
#

aw bummer. no way to fix that?

proud estuary
#

id like to know if theres a way to fix that too o.o

wary parcel
#

I guess it is the engine and hitboxes, i guess you could make that with a map/playmaker

proud estuary
#

i have a few animations that play indefinitely, they used to work just fine but ever since i put animation overrides they stopped working. anyone know why??

#

the animation is blinking btw

#

and it doesnt work even when im not using any gestures or anything

#

the blink works fine in play mode in unity, i should note

slim sparrow
#

Alright, this is weird

#

My particles are no longer colliding with the world as reliably

#

In avatar testing, they will collide with the mirror and back screen, but not with the floor at all.

#

I set the layer to Default

pliant plank
#

@proud estuary that sounds pretty odd, does any of the overrides perhaps have shapekeys to them?

slim sparrow
#

Actually, setting up the layers did fix my particles colliding with myself at least

proud estuary
#

@pliant plank yeah, is that whats causing it? theres no blink even before i activate any

pliant plank
#

I mean, even with that as a possibility... it'd still play the blink anim without issues... aside clipping of course...

proud estuary
#

maybe its a problem with the anim file?

pliant plank
#

Perhaps the anim somehow lost its legacy loop values and you need to re-set them?

proud estuary
#

i'll check em now

#

wrap mode is loop and its set to legacy

#

and i can confirm it works without error in unity

pliant plank
#

That is weird...

#

Does it have eyetracking?

proud estuary
#

no, i never got around to doing that

#

and i doubt i'd be able to anyway

pliant plank
#

Just going through a mental checklist atm

slim sparrow
#

My particles collide fine with planes in unity at least

pliant plank
#

Do you have anymore animation components?

slim sparrow
#

I'm starting to suspect that the floor in avatar testing is just a weird quad or something

proud estuary
#

@pliant plank you mean the custom overrides?

#

i have a couple custom emotes and 3 viseme gestures, 4 gestures that enable/disable props

pliant plank
#

No the animation component

proud estuary
#

oh

#

just blink

pliant plank
#

This one's a real pickle...

proud estuary
#

play automatically is enabled, animate physics is disabled, culling type is always animate

#

maybe it's clientside?

pliant plank
#

I doubt it

slim sparrow
#

And you're absolutely sure about the following two things:

#

First of all, the blinking animation. Which blend shapes does it use to animate blinking?

pliant plank
#

Unless they somehow fucked the mirrors/cams even more

slim sparrow
#

Blinking works fine in mirrors for me

proud estuary
#

Blend Shape blink

pliant plank
#

Then there ye go

proud estuary
#

or its more

slim sparrow
#

Like, what are the names of the blend shapes you manipulate in your blinking animation, and is this blend shape part of the first four blend shapes in Unity?

proud estuary
#

Skinned Mesh Renderer.Blend Shape.0.Blink

slim sparrow
#

Might wanna uncheck legacy and check the animation on a dupe of your avatar. See which properties it uses

#

Ah

#

Tbh that's a weird property name but sure

#

0.Blink?

proud estuary
#

yes

#

i was describing what it was called in the anim file sorry

slim sparrow
#

Nah, that's fine

proud estuary
#

i just discovered something though

slim sparrow
#

The first four blend shapes of your avatar's mesh need to be empty then

#

Open up the mesh in unity and check that

#

Unless you don't have the eyes mapped in the rig of course

proud estuary
#

ive just noticed Dynamic Bone.Enabled

#

this doesnt cause problems in unity and i dont remember putting it there

slim sparrow
#

Lmao

#

Well first of all, remove that property

proud estuary
#

shall i remove it or

#

alrighty

pliant plank
#

Not sure why that is there but it shodn't really conflict afaik

slim sparrow
#

I'm concerned about the fact that it's called 0.Blink instead of Blink though

pliant plank
#

But remove it i guess?

proud estuary
#

removed

slim sparrow
#

Can you try to rename that blend shape to just Blink in Blender, and make sure it's not in the first four shape keys?

#

Actually, you might just wanna upload this and test it out first

#

Mark it as legacy again of course, if it's not already

proud estuary
#

oh gee i've barely used blender for this model

#

the thing is it always worked before

pliant plank
#

What's the issue with it being one of the first 4 shalekeys? :o

proud estuary
#

i think the moment it stopped working was when i uploaded the custom animation overrides

slim sparrow
#

@pliant plank if it detects that eye tracking is possible, VRChat assumes absolute control over the first four shape keys. First two are blinking, the two after that are lower eyelid.

proud estuary
#

it is part of the first four

slim sparrow
#

This is why sometimes, your mouth will hang open when you look down.

#

@proud estuary alright, that could easily be the issue

#

Unmap the eye bones in the model's rig

proud estuary
#

u h

slim sparrow
#

Or create proper eye tracking in CATS Blender Tool

proud estuary
#

doesnt know how to do that

slim sparrow
#

You open the model's rig, where you set all the bones

proud estuary
#

you mean in unity right

slim sparrow
#

Then you set the eye bones to none

#

Yes

proud estuary
#

yeah okay wait let me remember

#

i'm a heckhole in blender

#

in unity im only less of a heck

slim sparrow
#

This is a Unity fix though, so that should be good

#

Just click on your avatar, go to Model Select in the top right (or just click your model in assets), go to rig->configure, click head, then set the eye bones to none.

pliant plank
#

Huh, well i personally never had said issues, even with eye bones (that weren't used) but i guess unity has its days

slim sparrow
#

Yeah, CATS makes sure that this is never an issue

proud estuary
#

but im still confused because, it definitely worked before

slim sparrow
#

If you manipulate the lipsync or eye tracking shape keys in an animation, they break completely.

#

Even if it's on an inactive gesture

proud estuary
#

ive unmapped left eye and right eye

#

ive never used eye tracking

#

you mentioned lipsync though?

pliant plank
#

I mean... i also don't use CATS for eyetracking as i well, don't use eyetracking

proud estuary
#

in one of my overrides it opens the mouth slightly

slim sparrow
#

There are special shape keys that you need to use for lipsync. CATS does all of this for you already.

#

I mean, they're not special per se

proud estuary
#

you mean in the descriptor right

slim sparrow
#

Any shape keys used in the Viseme Blend Shape section of your avatar descriptor absolutely cannot be used anywhere else.

#

Yes

proud estuary
#

well theres my problem

slim sparrow
#

This is why CATS generates visemes specifically for putting into this section.

#

Use it

pliant plank
#

Doubt any animation will use the cats generated visemes, all of the shapekeys used to make them are still available atleast

proud estuary
#

CATS is for blender though, isnt it

#

i'll mess that up in milliseconds

slim sparrow
#

Well, how else are you getting the models into Unity?

proud estuary
#

hehe

#

i got an MMD model into vrchat using only unity

#

i TRIED to use blender but it was honestly hell

pliant plank
slim sparrow
#

And you think getting MMD into Unity directly without CATS will be less of a hell?

#

Mine looked like a balloon animal

foggy loom
#

So true. All the new people don't know the struggle 😂

slim sparrow
#

This is what mine always did if I didn't let CATS fix them up first

#

This was after I got rid of all the weird balloon stuff that MMD models had on them for whatever reason. Looked incredibly strange, every bone had capsules around it

pliant plank
#

To be honest CATS is really useful but i only use it for visemes since i'm too lazy to make ehm

pliant plank
#

Oddly enough, not lazy enough to fix models up manually

slim sparrow
#

I use CATS all the time. Don't know anything about MMD or XPS models, but CATS seems to get them right every time

#

And there's lots of little things that makes life easier. Visemes, eye tracking, etc. VRC is picky about how it wants its stuff, and CATS can automate a lot of it

#

Even when just working with game rips, I can't tell you how often I use "pose to shape key"

pliant plank
#

I can teach you mostly everything about fixing up mmd's

slim sparrow
#

Or even just a bloody "start pose mode now" button which Blender makes a little more difficult without CATS

#

Nah, I don't need to know much about MMD models lol

#

The only thorn in my side is model makers who use .sph textures to give color to the mesh, such as hair

pliant plank
#

I wonder if that mmd shader ever saw the light of day...

#

It was going to support .sph files~

slim sparrow
#

Yep