#animation

1 messages · Page 68 of 1

pliant plank
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Hmm... can't seem to find the person on this discord...

proud estuary
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@slim sparrow oh it wasnt less of hell it juts meant instead of downloading blender id have to download a second version of unity

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at the time i thought i was being smart and saving space

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ended up downloading blender anyway

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and unity was bigger than blender

pliant plank
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But i did find their steam account by remembering what they developed prior

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'ere we go

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CaptainBigButt#9180 is the dev for it iirc, no major news that i could find atleast

slim sparrow
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Why would you have to download a second version of Unity???

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That makes no sense at all

proud estuary
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well

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mmd4mecanim is a thing that turns mmd files into fbx files

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the mmd guy or whoever didnt like seeing mmd models in vrchat

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so he put malware in it that specifically targets the vrcsdk

pliant plank
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Oh i see what you did...

proud estuary
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so i used a diff version of unity to get the FBX, then put it in the one that vrchat needs

pliant plank
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You got the models into .fbx, scraped all the malware scripts and dumped into a normal unity project

proud estuary
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yes

pliant plank
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Smart

proud estuary
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but it did cause me some frustration

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you can tell from the file names

pliant plank
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But do avoid talking about mmd4, sadly it's agains't the rules and could lead people into trying it out themselves, which would then bring in questions that, maybe even we can't answer

proud estuary
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awie alright

pliant plank
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Just don't want you getting into any trouble is all, everybody's quite lenient about things and sometimes, things slip by but better safe than sorry y'know?

proud estuary
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ofcourse

foggy loom
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@proud estuary I once used it as well but I had the hips issues all the time. Also visemes and eye tracking are impossible with it

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So I switched to blender and it was so much better :D

slim sparrow
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Wow, putting malware into your stuff is a dickish move

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Reminds me of those Minecraft mods which would explode your world if you used a launcher that the mod author didn't like.

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A launcher.

proud estuary
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yeah, its why we have to use blender now

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atleast, others do, i still use unity but its very hellish for me

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ive added too much to my model and now im too lazy to use blender to remake it

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much less learn how to use it

pliant plank
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I always wondered if people couldn't just use a previous version of it before the malware bs rolled out, i wasn't here at that time so i wouldn't really know, but i sounds kind of a logical thing to do, unless nobody had a previous version of it available of course

slim sparrow
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Yeah, you could

proud estuary
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i tried i couldnt find a previous version that didnt have the malware

proud estuary
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also my avatar still doesnt blink T~T

languid pier
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Any idea on how to make a animation with three props, and that we can select which one im gonna play ? (Each of them have a different song) like a karaoke system but with my avatar ?

chilly vapor
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i odnt know the specifics of how to make it but it would be using animation states to do so

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one gesture to cycle the state, the other gesture to select the current state it's on

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or something like that

plush apex
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how do i change my models hair color in an animation

lunar pasture
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@plush apex Is your hair an object?

plush apex
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no 😦

lunar pasture
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Drill down through your hierarchy, Hips, Spine, Neck, Head....Hair?

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did you find anything?

plush apex
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oh yeah

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hair

lunar pasture
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yay

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have you got an animation set up?

plush apex
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yea

lunar pasture
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have you got a shader on the hair?

plush apex
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just the original one

lunar pasture
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I think what you need to do is have the hair as a separate material, I'll be honest, not something I know well enough to be sure of, but if it was separate it would be a simple matter of changing the base colour of the shader in the animation time line, perhaps import your hair as a separate fbx, turn off the hair layer in your model and treat it like you would a prop.

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youd have to fix the hair using a fixed joint attached to the head once you'd positioned it

granite sapphire
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is there any way

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to get the default sitting animation ?

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so i can fixe the god damn clipping in the chair myself

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lmao

lunar pasture
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I'm not sure about that, I'm trying to recall how I fixed mine

cursive moon
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@plush apex You can just change the material of the hair while the animation record button is enabled

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No need to have it as a seperate mesh

plush apex
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oh my god thank you i even asked my friend and he said id have to go into blender and make it

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That sounds 10x easier

granite sapphire
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@lunar pasture well i just need an idle sitting animation and just change the position in the animation

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but i would need a base one

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and usually the animations out there suck

spark shard
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anyone know of a way to move the transform position of your avatar during an animation without it destroying dynamic bones?

plush apex
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how do i add gravity to push hair up?

spark shard
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should be an option on dynamic bone scripts

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use "force" on the y axis

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If I understand what you're saying

ashen sedge
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A positive value (above zero) makes the bone go world-up, while a negative value makes the bone go world-down

spark shard
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^

ashen sedge
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Regardless of rotation

plush apex
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and i should be able to activate it in an animation?

ashen sedge
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I believe you can adjust the parameters via the unity animator, yeah

spark shard
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Yeah just checked you can

plush apex
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so use force not gravity?

ashen sedge
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That's what I do atleast, works great

plush apex
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whats a good value to use

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i tried 10 then like 100 didnt see a difference

ashen sedge
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-0.02 I normally use for things to have normal gravity

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Are you in play mode?

plush apex
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i want the hair to go up kinda like super saiyan

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yes

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looks the same on 10

ashen sedge
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Try manually moving the hairbones and see they actually move the hair

plush apex
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ahh i just think my hair bones are screwed from blender

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like they made them SUPER big and i had to make them smaller so they arent 100% accurate

languid pier
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i want a particles to stop at a certain point and stay alive, any idea how

plush apex
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how do i make an aura effect around the model with out it being 2d and actually look decent?

slim sparrow
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@languid pier velocity over lifetime

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@plush apex sphere mesh with a shader?

plush apex
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@slim sparrow just wraps the image around in a sphere?

slim sparrow
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I dunno, it seems like there must be a better way to do auras

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But billboards/stretched billboards should look good. Try the other rendering modes too

plush apex
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its just a 2d background if i do billboard

lunar pasture
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@cursive moon that was my initial thought, but if he's using an atlas the material is the same for the whole thing,

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my avatar seems to be stuck in a frame from one of my animations, is there a simple way to reset the pose in unity?

dense canyon
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I have a turtle that I downloaded off of sketchfab that won’t animate in unity, even though in blender it animated fine. Does anyone know what’s going on?

wise rover
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the way vrchat is handling this animation makes no sense. I parented a particle effect to another particle effect. ideally, the source would actually follow the parent and transform to wherever the main effect is, right? but for some strange reason, even after testing that the particle systems all follow each other in the unity test, for some strange reason, the projectile system, which should be emitted from the static sun, shoots upwards and slightly diagonally to the right and back of me. not even close to where the parent system actually is. everything works well except for that one system that wants to be retarded even after I completely recreate that entire segment from scratch. What am I doing wrong?

lunar pasture
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same

slim sparrow
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@wise rover two questions

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  1. Does your particle have collision?
  2. Is it a world-space particle?
wise rover
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I have 3 systems in that one animation

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the first system is a local particle with the velocity over time set to local as well.

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the projectiles are set to world as they move in one direction

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the final particle is what I use for sub emissions which is set to world and has no velocity over time. that one is parented to the projectile system.

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the third one behaves just as it should

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the projectile system seems to never be moveable by the objects it's parented to

slim sparrow
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Yeah, world particles don't work correctly. There are multiple options

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Basically, you want the particle system outside of your armature. You use fixed joints to attach it to your hand (or wherever you need it).

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The second option is probably better, but I can't speak for it as I haven't tried it, but

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Update your SDK and put the new IK Follower component on your particle systems.

young hearth
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Does anyone know a tutorial for audio sources? I can hear the audio fine in Unity but other people can't hear it.

slim sparrow
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If your particles have collision on them, they will actually collide with yourself. In that case, disable dynamic collisions or set up your collision layers probably

wise rover
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would setting it to world fix the problem of not following the source

slim sparrow
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Nope, probably not. World particles don't work correctly in VRC due to the IK

wise rover
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I mean local

slim sparrow
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Oh

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Then yes

wise rover
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ok

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actually, I do have one more that may contribute to the problem

languid pier
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when i try to make a props appear, it appears like 1 meter away. everything is set in my hands. When i move my wrist, the props move as it should but not in my hands.

wise rover
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the main particle system had to be set to world on velocity over time because it somehow didn't follow the hand on local even though that is exactly what it was designed to do

dense granite
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Can some on help me with naimations. When i import it in unity. It doesnt do any anymation. It just stands there in the preview. While in blender, it workes just fine.
And yes, it is humanoid.
https://imgur.com/a/sCz9BF1

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feel free to tagg me

lunar pasture
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did you import the animations?

slim sparrow
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Did you export with baked animation checked?

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And yeah, it won't actually play any of its animations if you don't tell it to, lol.

young hearth
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Can anyone help me with audio sources? I got it working in Unity but in game nobody can hear it.

dense granite
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Yes, I had baked animation on

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I clicked on play in unity, but. yea..... it didnt work

lunar pasture
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so, now you have it in your model file, did you set up your rig then apply your animation?

dense granite
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good to know, its an animation of a tail.

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Not hands and such

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I have that ye, i setup a rig and applyed it'

lunar pasture
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then the next tab over....? the animation one?

dense granite
lunar pasture
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so you scrolled to the bottom of the list on the right and clicked apply?

dense granite
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Well. It is grayed out. So i cant apply

lunar pasture
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my face is tired

dense granite
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?

fleet river
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question a bit off topic but anyone know about fallout 4 tv animations youtube to a split wav and dds file for the tv station along with info for a mod called videos of the wastland

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also helpfull with world making

vocal zinc
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so i added a "radio" that appears on the ground close to my avatar but is there a way that the radio doesn't move with me ?

earnest trail
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how to remove duration limit on emote Animations

vocal zinc
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you can't

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its server sided

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what you can do is duplicate your model without vrcdescriptor

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and add a controller with the animation

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its kinda hard to explain and im working so

earnest trail
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Do you have any video?

vocal zinc
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let me search 5 sec

earnest trail
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if I disable my avatar in the animation timeline, and enable an avatar that just dance would work?

vocal zinc
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yes

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like that

slim sparrow
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Oh yeah, that's a good idea

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To do that, the best way is to disable your own skinned mesh renderer

vocal zinc
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i disable my body

slim sparrow
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Just one note though: after duplicating your avatar, you should rename the Body mesh to something else

vocal zinc
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@slim sparrow any idea for that ? so i added a "radio" that appears on the ground close to my avatar but is there a way that the radio doesn't move with me ?

slim sparrow
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I don't know anything about that. I heard rigid bodies

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But it'll be jittery

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World particles are your best bet

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But those can't have audio of course

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I do know that you will want other players to test this. You will still see the radio move with you.

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Others will see it laying still

earnest trail
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i put this animation in my hand or my emotes?

slim sparrow
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Hand gestures

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It won't work in emotes

earnest trail
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What I disable

slim sparrow
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Body->Is Active, or Body->Skinned Mesh Renderer->Is Active

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

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?

slim sparrow
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Yes

languid lantern
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I'm wondering, I know there's a shader that makes you invisible until someone walks up to you, but I'm wondering if there's one in reverse. Basically visible from afar and fade away when near

silent gust
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Hello animation channel!

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I just finished making a rig for my ROBLOXian avatar.

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May I ask how one would go about making custom animations for generic rigs?

earnest trail
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@slim sparrow issi the stool does not work I click shift f4 and it goes in another animation

olive yacht
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I recently made a generic avatar attached to an invisible humanoid one, how do I separate the generic avatar's animations from the humanoid?

frigid mesa
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having an issue with an avatar material being partly transparent for some reason no matter what texture I put in anyone know what to do ?

lusty dew
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for some reason i can't change the position of my eye bones in my animation
i keep getting an error at the bottom that says "Keyframing for humanoid rig is not supported!"

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nevermind

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i had to unassign my eye bones

clear yew
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Hello. Does anyone know good "Arrow Rain" SFX? i made basicly 1min of all the SFX i need for my animation but i couldnt find Sounds that arrows would make when falling from the sky (A lot of them). I would take it from anime itself but the one i found had diffrent sounds mixed in alongside characters speaking :/

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anyone got a invisible shader that ain't making fake-lag?

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basically making what ever inside the obj, invis

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u need shader that makes something behind it invisible or basicly 100% tansparent shader to make something hidden

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behind invisible

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tried occlusions, stencil mask, both making the fake lagg

halcyon carbon
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Hello everyone! I have a problem with my avatars, I have long been trying to use the hand gesture overrides but as far as I try I can't make it work in any way. Right now I'm trying with a model with a generic rig, but I can't make it work even with the humanoid (it play the default hand gesture). So my question is, are there any specific requirements for making hand gestures work? Ah, and I'm from desktop

slim sparrow
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@halcyon carbon you're pressing SHIFT+F2 for fist, right?

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And F3 for hand open, F4 for fingerpoint, etc

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Left shift is left hand, right shift is right hand

halcyon carbon
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Yup, none of them work, at least, with humanoid does the default animation for the hand, for generic it does nothing

slim sparrow
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Basic checklist

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You made an animation in Unity. You put this animation in an override controller (you duplicated the sample CustomOverridesEmpty controller in the sample assets). On your avatar, you put this override controller in the "Custom standing anims" slot.

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And of course, you put this animation in the correct slot of the override controller, such as FIST for Shift+F2.

halcyon carbon
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Yes, did that, I even tried making a override controller/animator and the animation is 1 frame long (I only enable objects visibility for now)

slim sparrow
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So with 1 frame long, you mean one frame at 0:00, and one at 0:01?

halcyon carbon
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Exactly

slim sparrow
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Alright

lilac cave
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tried fn shift fnumber?

slim sparrow
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Yeah, he can activate default gestures he says

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Could you show us some snips of your VRC_Avatar Descriptor component, and the contents of the override controller that you assigned in custom standing anims?

halcyon carbon
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Sure, wait a sec

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Ops, forgot to hide the pipeline manager lol

slim sparrow
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Doesn't matter, there's protection on blueprints. If you're really concerned, you could detach blueprint and reupload

halcyon carbon
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Yeah, I already did that, just to make sure 😛

slim sparrow
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Hmm, this all seems fine

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I haven't seen that particular override controller though

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Is it because it's a generic rig?

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The regular walking animations work as they should?

halcyon carbon
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Yup, that's the one I made, but I copied exactly the part of the gestures from the prefab of VRChat and yes, all the other animation works perfectly

slim sparrow
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That's odd. Maybe there's something wrong with the animation itself, or gestures really don't work on Generic rigs (they should though)

halcyon carbon
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I'll try again with the humanoid one, just to make sure, but the last time I tried (with the override of VRChatSDK) it didn't work

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Well, the animation is just a change of visibility of a cube in front of my avatar

ashen sedge
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Gestures are part of VRchats animation set, which the SDK says doesn't play with generic avatars.

halcyon carbon
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But it doesn't work with humanoid either, at least, for me lol

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I tried now, same result as before

ashen sedge
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Yesterday I did upload an avatar with my own gestures and they worked fine to me

halcyon carbon
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But that's the point, I see that everyone works but apparently for me it doesn't work, maybe it's because often others use MMD models and I create them from 0, I'm probably doing something wrong in the rig at this point lol

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Well, thank you both anyway for the help! At least now I can exclude that I'm doing something wrong with Unity 😛

lilac cave
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uh is the cube parented to your avatar

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because if its not...

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theres your issue

halcyon carbon
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Yup, it's inside the avatar :P

stray sinew
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Is there a way to fix the hip issue with mmd dance animations? Like when the avatar moves around everything turns but the hips :\

gleaming gyro
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Why is it when I use an animation on a model for expressions, it's starts to come apart? (Polys start going everywhere)

clear yew
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Did you trigger CATS copy-protection shapekey somehow?

clear yew
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Nvm then. But that is strange, it shouldn't happen. It sounds like your shapekeys are bugged for some reason

agile kayak
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If I were to put a custom sitting animation in override, would it work without glitching out?

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Not doing it right now, but for future reference

slim sparrow
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Yes

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You'll need a separate override controller for the "Custom Seated Anims" slot, of course. You can override the IDLE slot

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@agile kayak

agile kayak
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i see

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works for me then

granite sapphire
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Mixamo seem to fk up my skeletons armature ; any other compatible website ? i just need a female sitting animation.

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Nvm i'm just autistic

granite sapphire
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The idle sitting animation logic is cancerous

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Changing the Y to 1 make the body go down ; changing to -1 make it go up; changing to -0,5 does not change anything ; changing to 1 make the char get in the ground lmfao ; I won't even talk about the fact that i apparently can't fixe the X Y Z of the legs itself without breaking it oof

vocal zinc
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so i added a "radio" that appears on the ground close to my avatar but is there a way that the radio doesn't move with me ?

clear yew
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yeah

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use a fixed joint

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you need 2 empty game object for it to work tho

violet kraken
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somebody know how to achieve a drag effect with a joint and rigidbody ?

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and my world object worked before but know it spawns waay off me

vocal zinc
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so i have to create 2 empty objects then add the radio to it ?

lunar pasture
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well the game objects need to have something in them by the time they're done, otherwise what's the point? lol

clear yew
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@vocal zinc fuck sorry i forgot to answer

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give me a sec

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let's say i want to spawn a simple cube 1 meter in front of me

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I put an empty game object 1 meter in front of me

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create a 2nd game object that i parent to the first one

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and then i parent whatever i want to be locked into the world to the 2nd game object

slim sparrow
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\👀

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How and why does that even work

clear yew
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now, you need to put an looped animation on the "fixedPoint", the animation will basically reset the "FixedJoint" to rotation and position 0,0,0 constantly

slim sparrow
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Is that why spawned objects are so jittery like that?

clear yew
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@slim sparrow no, it's because vrchat suck ass when stuff is related to world

slim sparrow
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Lol

clear yew
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now

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those 2 game object needs to be active at all time

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you just need to use a hand gesture to spawn the cube

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and when you spawn that object, you need to disable the animation component, so it doesnt reset the object position while it's active

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@slim sparrow apparently using a shit ton of drag can fix the jittery bullshit

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never tried it myself tho

slim sparrow
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I need to test this out right now so I don't forget, lol.

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Have been looking for a guide like this for a long time

lunar pasture
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I saw a cool mech avatar yesterday, it had a seat on it so another user could hop on, very imaginative, just saying btw, I don't need instructions.

slim sparrow
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Yeah, I've been experimenting with seats a lot. I got custom dance animations on one of mine

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And I got a broken version that I use to T-pose myself (and friends) with

clear yew
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it's an album btw

lunar pasture
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@clear yew that reminds me, I've somehow let my avatar get stuck in an animation frame in unity, do you know how to get it back to a standard pose?

clear yew
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exactly the album i posted just above i guess ?

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i don't create duplicates anymore since i can use that method

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saves a lot of time

slim sparrow
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I'll keep that in mind if I ever make a mistake

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But I probably won't need that

lunar pasture
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lol no wonder that reminded me

clear yew
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also that T-Pose is a bit different but i didnt notice any problem with it

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i was just wondering if it's a good explanation

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i tried to make it simple for people

slim sparrow
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Yeah, that sounds easy enough

clear yew
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because you already know your stuff

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child play for you

slim sparrow
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It's pretty smart, but it probably won't work the same for every model

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Bigger models would have their feet in the ground, I'd imagine

clear yew
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apparently not

slim sparrow
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Oh, that's interesting

clear yew
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i tested with really small and really big model

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they get reset to origin

slim sparrow
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To be fair, I don't really know how root transform works

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But that's cool

clear yew
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me neither

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but it works so i use it

lunar pasture
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I'd love to do iron man style hand boosters, reckon that's possible?

clear yew
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you'll probably have to mess around with animation to get a good effect

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and use colliders to make you fly

slim sparrow
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I have legitimately never gotten colliders to work properly in VR

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It's always glitchy as hell. Works really well on desktop though.

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Now that stations exist, you might actually be able to attach a station to your hand, then use it to fly yourself around very carefully, lmao.

clear yew
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it's weird to fly with them

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i managed to make myself run really fucking fast tho

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like REALLY fast

slim sparrow
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Yeah, I can imagine that running would work well

clear yew
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(also shader forge is now free)

lunar pasture
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awesome, I have a tpose again 😄 , now maybe I can get my laser rainbow fingers working properly 😄

clear yew
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so it worked

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good

slim sparrow
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By the way, about that world spawning stuff. How does that work in practice? You used a cube for your example. Do you have the cube disabled by default, then activate it on a gesture?

clear yew
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yeah

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the 2 game objects

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are always active

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and i just use a hand gesture

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to spawn the cube and disable the animation component

lunar pasture
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that's about it, just use the checkbox in the inspector and have it on for frame 1 and off for frame 0

clear yew
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also i forgot a part

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the reset animation

slim sparrow
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Ohh, so you actually have to mark it as legacy

clear yew
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needs to be set to legacy

slim sparrow
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And then put it on an Animation component

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Alright, thanks

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I get how it works

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It just makes the objects always follow you until you press a gesture

clear yew
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yep

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if you remove the animation reset

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for example, i spawn the cube 1 meter in front of me, work great, first time spawning and all
Then i move backward 1 meter and turn to my right about 90° and despawn the object
Now, the next time i spawn the cube, it will not be 1 meter in front of me but 2 meters to my left

violet kraken
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@clear yew i tried your method when i press it it spawns but then disappears ?

clear yew
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the you fucked up your animation

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if you did it right it will work

violet kraken
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i just enable my object and disable the animation component ?

clear yew
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yep

violet kraken
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literally what it did lo

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lol

mighty trellis
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Anybody can help me?, i got the problem that i have a object (car) that i want to spawn with a hand gesture, and i want i to spawn next to me (or on me) and the stay in that place even when i move away. i have gotten as far as making a gameobject outside the amature that i have the car in and the activate the car with a animation, but that spawns the car, and i can move around and the car stays the same place, but the car spawns at the maps 0.0.0 ( where i put the car in unity ) So anybody knows how to make it spawn at my avatars location?

clear yew
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what happen if you respawn it again ?

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@mighty trellis read my messages above, i explain how to do that

violet kraken
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@clear yew same thing

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hold on now it works wtf

clear yew
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show me your animation and how you setup your stuff

violet kraken
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i didnt 5 min ago

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omegalulk

clear yew
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also, the reset animation on the game object, did you set it to legacy?

violet kraken
#

yeah ofc

clear yew
#

so all good then

violet kraken
#

yup

#

i had another method before that but it just stopped working for some reason

clear yew
#

who the fuck know

#

it's bullshit most of the time anyway

violet kraken
#

yeas

#

@clear yew ok for some reason in avatar testing it works but in never have i ever it just disappears

clear yew
#

i don't know my dude

#

i literally only have what i posted above

#

nothing else

#

both frames are the same

languid pier
#

i just cant find the legacy things you guys talk

mighty trellis
#

hmm.. i tried doing it exactly how you descibed, but i still spawns at the same location 0.0.0 on the map

clear yew
#

select the animation file

#

and when you set to legacy

#

go back to "normal"

#

and set it to loop

languid pier
#

ya, im pretty much in the process of learning.

#

cant be good at the start

clear yew
#

nah man

#

the first 2 minutes when you open unity, you need to be a master of it

#

no excuses

languid pier
#

the next packaeg on my list

frosty root
#

Hey. Is there any specific requirement for walking, running and idle animations?

#

I tried putting mine into the override and it just makes the character slide across the floor, stuck on the first frame of the animation.

#

I couldn't find any documentation regarding this. All Youtube tutorials just focus on custom gestures.

crimson flume
#

im actually wondering the same, i had a walk cycle made to include the extra legs my character has and they dont trigger the animation

#

the animation originally slid across the floor so i tried to set the hips up to normal height and that just made any dynamic bone go nuts

clear yew
#

U need to map all bones into animation as far as im aware

frosty root
#

I've been trying to port a model from half-life 2 today, metrocop to be exact and while it all seemed fine in unity, in game the walking animation just makes the character slide

clear yew
#

Like literally. All ur bones

crimson flume
#

all the bones or the mapped ones

sick musk
#

All

crimson flume
#

how does the normal walk animation deal with extra bones then

sick musk
#

Umm I don’t think you should have extra unless they’re like parts that are on the character like a gun or something

crimson flume
#

hair and stuff

sick musk
#

Ah

#

Yea those count as invisible bones

crimson flume
#

so only the ones mapped as humanoid then?

#

mapped might be the wrong word, i dunno

drifting gust
#

I dont know if this is the correct place to ask but is FinalIK supported on custom non-humanoid avatars?
I have looked everywhere and cant find anything on it...

sick musk
#

Normally they shouldn’t be messed with because it messes with the model mesh entirely

#

So yea in this case map them

frosty root
#

Hmm, well, I've got another question then. How would I go about mapping them in read-only animations that get imported with the model?

crimson flume
#

overide controller

#

oh, i see what you mean, nvm

frosty root
#

Yeah, I was gonna say

sick musk
#

Read only...hmm

#

Oh those

#

Yea those kinda are screwy

frosty root
#

Dang it

sick musk
#

Normally a generic model would have the animations in them

frosty root
#

Yeah, that's the point

#

But they're all read-only

#

Or wait

sick musk
#

Now getting them to play in vrchat is not that hard

frosty root
#

Hmm, nevermind, they might not be

crimson flume
#

but getting them to play as a walk cycle is different story?

sick musk
#

And don’t try to copy the entire animation you will crash unity

frosty root
#

I was thinking of it wrong

#

But either way, I'm pretty sure all bones were mapped in the animation from the beginning

sick musk
#

They probably are

#

Wait are you saying your animation is in the model file

frosty root
#

Yes.

crimson flume
#

ctrl D

sick musk
#

Ok I played with this yesterday so go grab an animation controller

#

And Ctrl D would duplicate the entire file so don’t do that

#

Wouldn’t duplicate the animation

frosty root
#

So you mean drag the animation into the controller?

sick musk
#

No

#

Open the animator not the animation window

#

Once that’s open select your animation controller and you should see 2 rectangles

frosty root
#

Well, I can't do it right now, so just go on.

sick musk
#

Ok once it’s open right click in the animator and hover over the first text then click the 3rd slot in it

#

A rectangle called blend tree should appear

#

In its properties drag the animation that’s in the file into the blend tree

frosty root
#

Hmm, so what would that do?

sick musk
#

Should look like this

#

What that does is when you have your model set to generic it will auto play the animation

#

Because it doesn’t work with humanoid for whatever reason

#

Once that’s done click on your model in the hierarchy and drag the controller to the box it goes to

#

Press play in unity and (if I didn’t miss anything) it should play the animation

frosty root
#

Hmm, I see. So that's only a single animation, meaning I have to do it for all of them?

sick musk
#

You would have to make duplicate models for the animation you want

frosty root
#

Well, considering I'm using a generic rig, I'd have to do it for all walking, running and idle animations

sick musk
#

Err

#

That’s the problem

#

It would play the moment you load the model

#

It’s kinda how those things work

frosty root
#

Oh

#

Yeah

#

That's the problem then

sick musk
#

Yep

#

That can’t be solved under normal circumstances

#

Anything beyond that is beyond my understanding

frosty root
#

What I don't get is why it doesn't play when I use the override

sick musk
#

Because override works with ones that aren’t read only

#

And it was made in unity and not some other program

#

That’s how it recognizes it

half shell
#

not sure if this is the right channel but i have an avatar that works 100% perfectly fine except gestures do not work, nor does vrchat's default animations, fingers are all mapped, set as humanoid, works perfectly fine in unity

anyone got ideas?

sick musk
#

What’s the model?

crimson flume
#

does it give errors when uploading

half shell
#

0 errors when uploading, it's a model i grabbed from SFM

sick musk
#

Oof

#

That’s a bit tricky

half shell
#

well, except the usual polycount and complaining about the hips degree

sick musk
#

Gmod or sfm models tend to kinda be tricky with unity

half shell
#

never had an issue prior personally

#

ported over 20 sfm avatars before

#

;p

crimson flume
#

so i had a similar issue and i could not find the issue, i ended up copying everything over to a new avatar and it worked

sick musk
#

Ah

crimson flume
#

i figured i just checked a box somwhere i shouldnt have

#

i was new

half shell
#

could adding a custom animation controller to it be messing it up?

#

i only used it for the preview image ;p

sick musk
#

If your triggering the animations then maybe

half shell
#

animations do not trigger

crimson flume
#

after you do build control panel stuff it goes into play mode

half shell
#

gestures do not trigger

#

if i apply a sound to a gesture trigger as an override then use it, nothing happens

#

gestures are just outright not functioning

#

when i move he just kinda stands there tpose too ;D

#

other than that, arm and leg tracking works 100%

sick musk
#

Well it’s humanoid so that’s off the list

frosty root
#

Hmm, well, I may not be getting something, however, the idle animation worked when stuck into the override. And sorry for bringing this topic back, but I want to make sure it's not possible before stopping working with it.

#

The problem only comes with the walking and running animations.

half shell
#

fingers work 100% fine in unity

hexed heath
#

I think it's the animation controller you added, I believe I had a problem with that before

half shell
#

maybe related but when it goes into play mode from the upload it starts paused

#

trying without a controller anyway

wild cedar
#

Sup bois n gals, it's yo boi Barsverker here.
I was wondering how people actually make animated items to stay still during the animation. And not move with your avatar.

lunar pasture
#

you mean like something you can put down and let it do it's thing?

wild cedar
#

Yea, literally anything. Just make it stay put

#

I only done animations inside of my own body, but idk how people spawn world items or whatever it is that makes it stay put

#

@lunar pasture

lunar pasture
#

ok, it was discussed in a good amount of detail about 5 hours ago in here. best to recap on that and see how you get on

half shell
#

still no animations

#

@wild cedar parent them to a game object with a rigidbody (both tickboxes turned off) and a fixed joint (no extra settings on the fixed joint)

#

congrats you now have an object that stays put and can be animated

wild cedar
#

Well that was awfully easy

#

xDD

#

Cheers mate

midnight garden
#

hey dose any one know about partical FX

clear flicker
midnight garden
#

i just need to know how particals work lol

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?

spice eagle
#

when creating an animation my avatar sinks to the floor, i dont find useful help of how to fix this

midnight garden
#

dose it sink in unity>

#

?

spice eagle
#

ye

midnight garden
#

it will do that just press play and go to seen it should be normal

spice eagle
#

buuut... it does fix it? i mean for creating animations without the avatar sinking

midnight garden
#

it should like i sead just press the play on the top of unity and it should look normal

hexed heath
#

in order to create animations on your avatar without it destroying the rig you need to duplicate your character first and use the duplicate

spice eagle
#

but its the same technically

#

still sinks into floor for me

hexed heath
#

after you make the animation, then you throw the animation on the override or whatever on the original avatar

spice eagle
#

I was testing it right now

#

doesnt work

#

the animation is still on always active

#

or kind of

#

its a hand gesture tho

hollow silo
#

how do I add sound to a costum emote

#

I dragged the emote into costumoverride

#

but how to add a song with it?

spice eagle
#

Maybe you add a gameobject disabled with an audio source component thats checked in play on awake

#

then you in the animations activate the gameobject

lunar pasture
#

@spice eagle the way i fudge it it to copy the Root T animator values from your IDLE animation into it.

spice eagle
#

i dont find the root t thingy

#

anyway

#

i fixed it tho

peak gyro
#

Does anyone know how to create a emote that can be toggled on and off to be used a for AKF?

lunar pasture
#

for some reason all my gestures seem to be toggles now, (since the last update) I'm not sure I like it

slim sparrow
#

Vive movement option in settings

torn pawn
#

change vive controls to advanced

lunar pasture
#

I dont have a vive controller

slim sparrow
#

I like how the option took them a month to implement lmao

#

WMR?

torn pawn
#

which has bugged trigger, i dont know if they have fixed it

slim sparrow
#

Nobody even needs the option anymore

lunar pasture
#

it's WMR

slim sparrow
#

Not sure if you even can enable it, but you should try

#

I read something a few minutes ago about that option also affecting WMR

lunar pasture
#

all it does it give me an overlay of a vive controller, which is annoying

limpid mica
#

What are the correct settings for an audio thing?

turbid sorrel
#

hey guys

#

question

#

Why is it when I create an animation longer than 2 frames...like say....a 2 second long animation, in vrchat, after it finishes, it doesnt reset and i notice if i hold an emote with my hands, my fingers slowly reset and then I can use the animation again

#

why is that?

torn pawn
#

u dont make 2 second gesture animations

#

if u want something to animate for longer than couple frames, u need to do it through enabling an object that has an animator or legacy animation running

turbid sorrel
#

yeah but I have something where I have Yamato from KanColle. Her cannons swivel, shoot and then go back down

#

i cant do that in 2 frames lol

#

you wouldnt see it

torn pawn
#

then u do it through animator or legacy animation

turbid sorrel
#

you mean ctrl+6 window right?

#

like assigning an animation object

#

because I do that already

torn pawn
#

no

limpid mica
#

Which gesture is what? What's the diference between fingerpoint, handgun and fist?

turbid sorrel
#

Oh I see the animator object

torn pawn
#

you can enable an object that has an animation on it, and it can be whatever length

turbid sorrel
#

OHHHH

torn pawn
#

either animation component with legacy animation or an animator that has on entry animation

turbid sorrel
#

So I don't edit things directly in the animator for things like that

#

I put it on the animator like a middleman

torn pawn
#

i think u need to do it with enabling animation component through gesture

turbid sorrel
#

ill try that out thank you~!

torn pawn
#

animator can be iffy

turbid sorrel
#

uploasding now to try out

limpid mica
#

I'm trying to do an audio thing, is it correct to make it play on awake and then just untick the box next to the name? Then in the animation just make that thing active?

white herald
#

yes

limpid mica
#

Righto. Thanks

long jacinth
#

I see like animations on avatars that are /always/ playing, whether idle or running around or anything else (sitting/grabbing/any emote or hand gesture/etc) such as like a tail moving around.
Would those be put into an animation that would be put as an override for the idle animation? Or would that only work while idle and not like running or other stuff?

lusty dew
#

http://prntscr.com/jc7g97
i have a plane as a child of the head bone so that it would follow the mouth where it is, and i have an animation to unhide it, but when i take it out in-game it doesn't show up.
i have a similar animation with planes but they're just children of the base object and they show up just fine when i use the animation.
why does this happen?
don't judge me it's for a good cause i swear

Lightshot

Captured with Lightshot

#

i've uploaded this so many times trying to get it to work and it just won't

#

if i put it as a child of the base object it kind of goes off freely when i start moving and goes in the way of my viewpoint
i just wanted it to stay on the head.

lusty dew
#

if anyone can help, maybe ping me or something

granite sapphire
#

Ask someone if they see it

#

Mirrors and camera are bad in this game

#

¯_(ツ)_/¯

arctic quiver
#

Don't trust the game, trust other people

lusty dew
#

@granite sapphire @arctic quiver you two indeed were right, don't know why that's the only one i couldn't see

true scroll
#

mesh named body?

granite sapphire
#

^

prisma pendant
#

why can't i edit it?

gleaming gyro
#

I've been trying to fix shape keys in blender. for some reason whenever I put the shape keys where they're supposed to go they won't work. (For example Shape keys: Wink, (Blend: Vertex group: Head, Shape: Wink)) however if I put another shape in it does work. (It's very scuffed like this, but it does something) (For example Shape keys: Wink, (Blend: Vertex group: Head, Shape: Wink Right)) I am adjusting the range as well.

languid lantern
#

So I just added my very first weapon/item animation, only to realize that I forgot to add the avatar descriptor before duplicating the model. Is that going to be a problem or will I need to go back and add it?

clear yew
#

I'm 95% sure it doesn't matter

long jacinth
#

avatardescriptor only matters for uploading

limpid mica
#

@long jacinth In my experience, for things like avatar blinks you just add it as an animation to the model

#

Then it always plays

long jacinth
#

thanks!

sharp helm
#

@prisma pendant another animator/animation component is having write defaults and applying modifications on the said properties, possibly

limpid mica
#

What animation override should I use for when something like the grip button is pulled in? If I use point, then make a fist, it goes off of that. Should I just apply the same animation to a lot of the hand movements?

#

Also how do I activate a sound? I can't get it to play

torn pawn
#

@lusty dew if u want to see it yourself, have tghe mesh renderer disabled instead of the quad (also use quad instead of a plane)

#

stuff on your head gets culled, so u wont see anything unless using mesh renderer approach

lament hearth
#

any idea how to add 3D-Eye Tracking?

pliant plank
#

I think if the eyebones are directly in the center of the eyeball they'll rotate around that axis, however logical as that may sound i don't normally use eyetracking so i may be wrong

fervent bone
#

Boo! Was wondering if it's possible to use an emote to toggle an item to be visible/invisible on my avatar, while also being able to move normally? O:

#

Am basically wondering if there's a way to do things with emotes without having them always freeze you? O:

celest pewter
prisma pendant
#

thanks @sharp helm

fervent bone
#

Is this for in a world? I'm talking about on an avatar, in an emote

#

@celest pewter

torn pawn
#

no that is not for world, it's for avatars

fervent bone
#

Oooh. O:!

#

Okay <:D thank you

fervent bone
#

Sooo, any time I try to create my own hand animation in blender, it keeps resetting all the values I enter back to the default crouch :<

fervent bone
clear yew
#

you using humanoid rig?

carmine pilot
#

anyone knows why my animations keep looping instead of playing once as long as i hold a gesture?

clear yew
#

uncheck ''loop time'' box of the animation

frosty root
#

Will overrides on multiple objects work?

torn pawn
#

^ more detail @frosty root

frosty root
#

Okay, well, I am trying to attach an object that will have its own animations to my avatar, is it possible to do that with the override, or do I have to make my own custom controller?

torn pawn
#

have an animator or legacy animation on it

#

so yea, you can do it

frosty root
#

Alright, thanks.

sweet zealot
#

why arent viseme mouths working anymore for me? they are properly named and everything. They USED to work... 2 sdk versions ago.

torn pawn
#

muted mic? or wrong mic?

sweet zealot
#

no the mic is definatly working

#

everyone can hear me

torn pawn
#

didn't assign visemes in the first place?

sweet zealot
#

i already did

#

heck i even went BACK to my old projects to upload a copy and THAT one doesnt work anymore

#

did they change it at all? like the ones without movement must be marked as none? Or no repeated same mouth shape? or must have a certain amount of them to work?

#

seriously, no one else has been able to help and im losing my mind cause visime is the only option i have for this particular avatar

#

i assigned the visemes, i assigned the correct mesh, i even tried the jaw bone blend, NOTHING works

#

and im usung a model where i can see its face, so its not "a trick of the mirror"

sick musk
#

Did you merge the face and mouth

sweet zealot
#

they are all the same model

#

its all one model

sick musk
#

theres your problem

#

they need to be seperate meshes

#

not all 1 giant thing

sweet zealot
#

thats how it is for all my other avatars before this and they work just fine

#

the model is very tiny, if i remove the face then the head will clip out cause its so small

#

i was in the middle of a project and when i decided that it worked just fine, i logged out. when i logged back in, since then they stopped working.

foggy loom
#

@sick musk No, always join your meshes!

sick musk
#

They are

#

I was just saying that separate meshes for unity's sake

foggy loom
#

But why

sick musk
#

Well its from experience

#

and its probably bad experience on my part

violet kraken
#

i made a gesture animation that animates muscles but they dont move ingame its just the normal running animation

sweet zealot
#

one solid peice has always worked before

#

but i think i left one blendshape "on" so im going back to test it

#

nope that did nothing

#

i have expressions linked to gestures, they are working. i just cant get the viseme to respond to the mic. and my mic is working, people can hear me.

#

i have no idea what else to do and im losing my mind

limpid mica
#

Is your viseme a gradual thing?

#

Or is it like some eye blinks where it instantly swaps

sweet zealot
#

its just one, "open_mouth"

limpid mica
#

After passing a certain value

sweet zealot
#

my expressions are eye expressions, never suprassing 80%

#

the lipsynch is just not working, or responding at all.

#

and its definatly not the mirror, cause the model is small enough that i can see its face myself

limpid mica
#

Have you asked if others can see your mouth moving?

#

Because it might not jsut be the mirror, but your entire client

sweet zealot
#

they said they cant see it move

limpid mica
#

O

sweet zealot
#

im using the technique ive always used that has worked before, it just stopped working one day and hasnt worked since then.

limpid mica
#

Did you fill out all of the shapes? Even with duplicates?

sweet zealot
#

theres only 5 but ill give that a shot

#

i hope this works

limpid mica
#

Yeah in mine I filled it

#

So like ff, th, sh, tc were all the same

#

It didn't work for me otherwise

devout cave
#

Hey i ve got a question
I made an idle and walking animation for my humanoid model
the idle seems to work but not the walking animation
I tried replacing the idle with walking animation to see if it works and it does
but when i put idle to idle and walking to walking overrides , only the idle works

sweet zealot
#

@limpid mica bless your soul it works! You just saved me 4 days of work!

#

its extremely subtle though so im gonna have to make the mouth comically over exhaggerated just to look like tis moving a good amount

limpid mica
#

Nice! Yeah I was having the ssme problem with one of mine

#

How do you edit them?

#

I have one that pushes s mouth texture forward to show it, but the problem is it only becomes visible at 92%. How can I make it so that 92% is maybe 30%, but then also make it so it doesn't go forward any more after that?

#

@sweet zealot

sweet zealot
#

honestly im just pushign buttons and hoping things work XD

#

ive never had to do this before, so its new to me

#

currently her mouth is large enough to eat someone's head, hoping that makes it normal sized when its put in the visemes

limpid mica
#

Ah, yeah new to me too

autumn yew
#

Question! When I use a 2 frame animation to enables a game object, does that object stay active until I use that same animation again to disable it?

sweet zealot
#

it stays active as long as the gesture si there, yes

autumn yew
#

@sweet zealot I mean via Emote instead of hand gestures.

sweet zealot
#

ah, then no, sadly

sharp helm
#

@foggy loom earlier you said: "@sick musk No, always join your meshes!" You don't have to at all. You can use Unity shader instancing to get the same performance while having multiple meshes. Granted it requires you to do proper atlassing and use a single shader. But eh, we're talking about performance so I think it was relevant to share. Though as a rule of thumb, always merge your meshes and use bones to 'separate' pieces or parts.

autumn yew
#

@sweet zealot I'm fairly sure it's possible since I seen it toggling game objects on youtube before. watch?v=7e7kHiWB0lc @ 5:00

#

But just do not know if it was done 'legally' or if custom scripts would be required

sharp helm
#

@autumn yew you might want to play with disabling a object. When its disabled, all properties aside enable become detached. Personally I'd use two animation components with play automatically. Then during gesture, you disable an object. Then upon release, one of the two clips will play automatically. In those clips, you disable the local play automatically and enable the other.

#

I can guarantee using some clever glitches its possible to toggle items without applying the animatin glitch of the VRC_Toggle unity package floating around here

#

I achieved it by resetting object states by disabling them (and playing with auto playing animation components)

#

in fact using an animator got me the worst and most unreliable results

#

the reason the other unity package works, is because the state of an animator is not reset despite it being disabled (the animator, not game object)

#

so you can use another component to change its properties

#

but you can't nest any toggling with that, so you're bound to a single item

orchid kestrel
#

Does VRC support non-humanoid animations? I have a spider I'm bringing in from Unity Asset Store, and it seems to be rigged and animated properly in preview. Rigging is set to Legacy and Generation is set to Store in Root. It has default walking animations with Import Animation checked, and the previews all work. I've tried Avatar Descriptor in Male, Female and None but doesn't seem to be a descriptor issue. The error from the SDK is Avatar does not contain an animation, and will not animate in VRC. There are no obvious import messages. Or warns/stops in Console. Not sure what else to check...

sharp helm
#

You have to set it to humanoid rig, and create custom animations to match the non-humanoid shape

#

personally I'd recommend using an animation clip to override the vr controllers' effect if you use actual vr gear

#

if you'd upload your avatar, it would be noted during upload that non-humanoid rigging won't use the vrc controllers

autumn yew
#

My goodness... I put 2 keyframe (0.00 and 0.01) Game Object.IsActive and my character would be stuck in place for like a whole minute or two... and the object keeps enabling and disabling... I'm pretty sure I didn't set it on loop...

orchid kestrel
#

no vr gear let, just playing around with asset store models. thanks for the tips I'll fool around with the custom rigging

sharp helm
#

are you disabling the armature by any chance?

#

you shouldn't do that :3

autumn yew
#

Only line is game object.isactive
just enabling 1 object xD

#

Going to reupload and try again... that same animation works fine on hand gestures though. But I just trying to get it to work on Emote.

novel flower
#

Dumb question, but im trying to make a gun fire automatically rapidly by holding down the gesture. i added the commands to the animation at 0:00 & 0:01 and put it on loop, but it will only fire the gun once but still hold the gun and face animation. I tried duplicating the animations ever 0:20 but it fires sporadically and then holds the animation too lng after i let go even though its only 3s in length...

lunar pasture
#

you need to get your gesture to trigger a game object that has an animation on it

novel flower
#

I am able to make the gun fire. Everything works as intended. Just can't get it to fire rapidly as long as I hold trigger gesture down

#

It fires the muzzle flash and bang once then just holds the gun and facial expression. Tried looping it. didn't work then tried repeating the activation in the animation every 0.2s but it fires weirdly and then does the thing where the fingers slowly move to a position for a while even when gesture is let go.

clear yew
#

did you actually animate an "empty game object" to fire the gun ?

novel flower
#

Meaning? I animated it where it fires correcly. But it only will do it once every time I click the trigger. Cant figure out how to make it so holding the trigger keeps the gun firing

#

So i can get it to work like a semi-auto but cant figure out how to make it go full-auto lol

lunar pasture
#

ok, so what you could do is to set up an animator with some conditions, 1 the muzzle flash and first shot, 2 a looping animation where the bullets are spraying - the animator only moves to this if the trigger is held, then 3, a condition where you return to the gun in idle state, maybe even throw a cute little holster animation into it.

novel flower
#

I have to make an animator component? You can't just add in an animation to fire the gun but do it as long as I hold trigger down?

lunar pasture
#

yeah, I'm not your mom.

novel flower
#

Not sure why either thing I did didnt work. Tried animation and made it loop, but wouldnt loop the firing animation. and then made it activate the animation every 0.2s then turn it off after completing it and then turning it on again. It almost worked but then had that weird laggy hand movement and still held gun after i let go. Unity can be weird lol

clear yew
#

no it's not

#

you just did it wrong

#

you can't* have more than frame 0.00 and 0.01 for your avatar directly

#

that's why you use empty game ojbect for longer animations

lunar pasture
#

can't*?

novel flower
#

hmm need to hopefully find a tutorial for that. Because I've animated some longer animations when I spawn an avatar fine, but this is giving issues. So will have to see how empty object to work with gun and firing 😛

clear yew
#

exactly the same as normal animation

#

you create an empty game object

#

parented to nothing

#

put the gun

#

particles

#

whatever you want to it

#

animate the empty game object, you can use more than frame 0.00 and 0.01

#

then you put the animation file inside the empty game object, set it to legacy and looping

#

put it on your model, disable it and just activate it with a hand gesture and it will play the animation automatically

novel flower
#

Hmm, if i do that how would I animate my avatars face and hand hold pose if im just animating the gun and then attaching that to a gesture?

clear yew
#

by animating the face and hands like every normal animation ?

#

i just animate my hands like that

novel flower
#

Ah, was confused. Thought I was animating the gun and putting it into the empty object and then somehow attaching that to a hand gesture. But if i did that then I wouldnt be animating the face

clear yew
#

"GunSimple" is a empty game object that i turn ON

#

and the animation plays automatically

novel flower
#

ohhh ok

clear yew
novel flower
#

So for the empty object do I do the normal animation file or do I create and animator on the side panel

clear yew
novel flower
#

ah ok so i do the animation component on the side panel for gun cool

clear yew
#

looping in your case i guess

novel flower
#

So, if i wanted a gun to fire automatic bursts would I activate the muzzle flash/bang ever few 0.2s or I only need to do the 0:00 & 0:01 in the empty object. but as long as I do legacy/loop it will fire as long as i hold gesture?

lunar pasture
#

So no holster animation? 😦 sad times.

novel flower
#

Unfortunately the gun did not come with holster and kinda silly to do holster animation but just have it float on hip

clear yew
#

that depend

#

if you need to use more than frame 0.00 and 0.01 then you do it on the game object

#

but it's kinda hard for me to understand why you are doing this like that

#

and not using particle system

novel flower
#

Usually if it had some holster I just mimic the action. Have a holstered version attached and a hidden gun in hand then trigger one to despawn the gun in holster while spawning one in hand

#

@clear yew I used a particle system for the muzzle flash...=P

lunar pasture
#

you can make a particle system pulse out a stream of bullets, you'd just need to set it up and turn it on

clear yew
#

and for the shooting part ?

#

just for fun

#

i tried to do a simple gun shot and an full auto assault rifle

#

i only used particle system

novel flower
#

Ah yes, Im doing tracer looking rounds to simulate fire. But was first just trying to figure out how to make it fire on full auto as long as I held gesture down. instead of having to squeeze trigger each time i wanted gun to fire 😛

clear yew
#

by putting it to loop

novel flower
#

Need to keep facial expression and hand position same the entire time I hold the gesture, but also have the gun loop auto fire while gesture was held down 😛

#

yep

#

Gonna try that empty object thing and see how it works

clear yew
novel flower
#

Only thing that sound weird is if I make it fire a few burst and it lasts 3s. for the empty object, but then I put that into the animation that is 0:01 long wasn't sure if it conflict

#

@clear yew is that your tracer bullet particle system?

clear yew
#

yes

#

that's just to make it shoot at full auto

novel flower
#

@clear yew did you do anything else to that particle system to make it look like video? copied what u posted in image and looks like rapid orange balls instead of image. maybe because zoomed in? lol

novel flower
#

https://imgur.com/a/ubTCZ1H
hmm not sure what did wrong. Animated the game object, put to legacy/loop, added that object to hand gesture animation, then hit play and it only fired once >_<

slim sparrow
#

Oh yeah @clear yew quick question

#

You outlined earlier how to do world objects

#

But mine just snap to world position 0 once I activate them

#

They temporarily appear in front of me, but then they snap to world 0 for everyone

#

I did them exactly as you explained

cursive moon
#

I remember someone posted a ZIP/RAR file with all the default hand animations - does anyone have it on them? I've been searching for a while and can't find it. Trying to recreate them doesn't quite work out exactly as I want.

clear yew
#

I got a but load of mocapped animations (fbx) 2k+ and was wondering if theres a way to mass configure them?

novel flower
#

Anyone have image of particle system that simulates bullet fire?

clear yew
#

Anyone have issues with animations of weapon slide / bolt movement alongside firing? The animation plays once then constantly loops about 10% of the way through always really weird. Makes no sense.

blissful frigate
turbid sorrel
#

got another questgion

#

Is it possible to copy and paste properties of an animation file to another animation file?

#

So I don't have to redo them all?

#

Looking to combine two animations into one

#

nevermind. ctrl+C and ctrl+V works

#

I'm still having an issue with animations longer than 2 frames causing issues with resetting

#

Someone mentioned using an animation component, but I already am using one that is created when you use the VRCSDK

#

Do I need to create another one or something?

slim sparrow
#

An actual Animation component

#

As in, the Unity component

#

On your avatar

#

It can only play animations marked as legacy

#

But you can enable/disable them at will

turbid sorrel
#

by usnig the .Enabled property?

#

And I believe to mark an animation as legacy, I just do Debug menu under inspector and check the box for Legacy yeah?

slim sparrow
#

Yes

#

To both questions

#

The primary use of those legacy animations is to make your own blinking animation, then disable it during certain gestures

turbid sorrel
#

So for both frames of the animation component, the .Enabled property is checked and I am assuming the natural state of the animation component is unchecked

#

natural state as in, Inspector window

slim sparrow
#

Yeah

#

Depends on what you want to do

#

What is it that you want to do, exactly?

turbid sorrel
#

change character pose and fire off a flamethrower effect

#

I have a .mp4 I recorded. One second

slim sparrow
#

It might be easier to just use regular animations.

turbid sorrel
#

Well, I'm building this in a .anim file

slim sparrow
#

Create a gesture where you disable your own skinned mesh renderer (or the entire mesh), and enable a copy of your avatar. This copy then plays the animation

turbid sorrel
#

If that helps?

slim sparrow
#

No legacy stuff, no animation components, just regular stuff

turbid sorrel
#

So basically, C&P my .fbx on the hierarchy, attach the animation override controller to it and then create a second override on the normal .fbx for running around and stuff and somehow tell it to turn off one skin and then do the other?

languid lantern
#

So with my first animation using a weapon, I noticed it's offset in game while in unity it's right where it needs to be. What could be the problem?

cursive moon
#

@blissful frigate You da MVP

clear yew
#

@slim sparrow is the rigid body and fixed joint enabled at all time ?

frosty root
#

Alright, so, I'm trying to make a gesture that makes my character hold an object that was originally attached to the left shoulder. Is there a way to make it use that exact object (reparent it to the hand only within the animation clip) or do I need to make a duplicate and hide the original?

clear yew
#

it's easier to make a duplicate

#

you can't reparent things in animation as far as i know

frosty root
#

Well, depending on how hard it is, I may be willing to do it.

#

As long as it doesn't include scripting

clear yew
#

?

#

it's just a simple animation

#

you put the object on your shoulder and one in your hand and you diable it

#

then with an animation you hide the one on the shoulder and enable the one in the hand

frosty root
#

No, I know how to make a duplicate and do it like that, I mean the other way

#

Without duplicates

clear yew
#

it's by far the fastest and easiest method, i don't really understand why you want to use another way

frosty root
#

I don't know, I guess it's just OCD.

#

But I suppose you can't always have the perfect solution.. oh well.

clear yew
#

with how the animation system work in unity, it is the perfect solution

final gazelle
#

yeah, with programming and game design, you'll have to settle for "close enough" quite often as opposed to "exactly how it's supposed to work"

#

i don't think there's an animation set-up that'll let you de-parent stuff in unity

clear yew
#

maybe with fucking around with fixed joint and rigid body

#

but that's dumb

#

just hide/unhide and that's it

final gazelle
#

i was thinking about the joints, but he wanted it to go from tracking his shoulder to tracking his arm -- if he actually used some kind of collider for that, i imagine it's going to be a lot glitchier than the un/hide option

clear yew
#

you can put collider on empty game objects and move them with the hand gesture i guess

#

but again

#

so much work just to show a weapon an object in your hand

final gazelle
#

yeah -- if you want to make the transition look smooth rather than having it seemingly jump from the shoulder to the hand, then i'd probably recommend having an emote which moves the hand over to the shoulder section and seemingly lifts the item off, then use a well-timed gesture during or after the emote to actually switch the active objects seamlessly

#

probably easier with full body tracking if you can position your hand accurately and use the gesture at the right time

clear yew
#

oof

frosty root
#

Airtight, another question then. The object I mentioned has animations, and I would like to activate one of them on a gesture or emote, how would I go about doing that?

clear yew
#

create an empty game object
parent your object to it
animate the empty game object how you want
put the animation file inside the game object and set it to legacy
disable the game object, parent it to your avatar and use a hand gesture to activate it

frosty root
#

Hmm, I'll try that when I get back home, thank you.

slim sparrow
#

@clear yew yes

#

They're enabled at all times

#

Only the object underneath is disabled

clear yew
#

YOU FUCKED UP SON

#

i honestly don't know
never had that issue

#

the first game object with the reset animation is always exactly where i want it to spawn

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and it reset everything under it to 0,0,0

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so every object will move exactly where that empty game object is

slim sparrow
#

So, let me get this straight

#

Game Object. With a legacy animation that constantly resets its child to 0 rotation and position

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Underneath that, another game object with a fixed joint component (and rigid body, implicitly)

#

And finally underneath that, the actual thing I want to world object?

#

No special stuff necessary on that final object, right?

clear yew
#

right

#

remove gravity and angular drag from the fixed joint rigid body part

#

also that game object need to be parented directly to your model

#

same hierarchy as "armature" and "body"

#

that's how i did it

#

dunno if it works if you put it anywhere else

fallen flax
#

I have an animation with 192,192 keyframes, so it plays really really slow in Unity, is there any way to make it play faster?

slim sparrow
#

Depends.

#

Is this animation imported? If so, you can change import settings. Do you have control over the animation controller that controls this animation? If so, you can change the playback speed.

fallen flax
#

The animation was baked onto a character and then imported into Unity, which setting do I need to change?

slim sparrow
#

Select the model and go to the "Animations" tab, see if you can fiddle with them there

#

Or you can fix the animations in whatever modeling program instead

fallen flax
frosty root
#

Alright, so, going back to my object-with-animations thingy.. I created an avatar that activates an object attached to it via a gesture.. The object, when activated, plays two animations (one after another, looping the second one(done via animator controller)). Is there any way to make the object go back to idle state that it was originally in, so that it can replay the animation sequence from the start? I also kind of want to have the second animation loop while it is playing (which is why I don't want to just disable the loop on the second animation and make it super long.. it's probably not a good idea anyway).

quiet jetty
#

What's a good width for snail marker? :>

torn pawn
#

depends if u like thicc or thinn

#

i go for 0.7~ usually

quiet jetty
#

I'm looking more towards the thinn way

#

Well, not too thinn

cursive moon
#

0.8 is about the size of your finger or slightly larger, so 0.6-0.7 would be good if you want thin

quiet jetty
#

Alright, i'll look into it, thank you :)

topaz ermine
#

How do I make an animator loop properly? It seems to pause for a split second at the start of every loop

torn pawn
#

@topaz ermine go to curves bottom left and select all > both tangets linear

limpid mica
#

I have 2 animations for a character, one for idle blinking and one for another idle thing. Is it possible to add both? If I add them to one Animation component only the first one plays

torn pawn
#

you can edit your idle animation, or make them both as one

violet kraken
#

@fallen flax higher the frames per second in the animation tab

fallen flax
#

I've set them as high as 3000 and it doesn't really do anything sadly

violet kraken
#

it definetly should make it faster then try to copy the keyframes and put them in a new animation

limpid mica
#

@torn pawn Yeah I might have to make both one. I want them to play even when walking

#

How can I open animations in the timeline that I created with a duplicate model thing?

#

Oh I see how, got it. I can edit them but not add new components. Oh well

golden garden
#

I can't seem to find a solution to my problem and I thought I'd ask here. I'm new to particles wanted to test a small stream of particles emit from my avatars head bone when I trigger an animation gesture. I assumed all I'd have to do was put the particle system under the head in the hierarchy unchecked and when I go to animate the gesture, I'd trigger the particle on a keyframe. Apparently this is wrong cause it's not working at all in the game

#

Is there something I'm missing here? I've tried the various things I could think of like creating an empty game object and putting the particle in there and leaving the particle on but turning off the gameobject

#

but that didn't work

clear yew
#

that depend

#

is it showing up in unity ?

#

when you activate it, do you actually see the particles ?

golden garden
#

Yeah, the particles are emitting

clear yew
#

is it set to world ?

golden garden
#

do you mean are they emitting under the keyframes their set at in the gesture animation?

#

no Local

#

cause I see them when I check the keyframes

clear yew
#

i can't see what would be wrong

#

what does your animation look like ?

golden garden
#

One second,

#

Will I even be able to see them emit from my head in mirrors? Cause that's all I'm testing by

#

someone else said that I myself probably couldn't see them

clear yew
#

oh yeah

#

i forgot about that

#

everything parented to your head will be invisible for you

#

and you can't see your own particles in the mirror either

#

so you'll have to ask somebody to tell you if it's working

#

or maybe the cameras in avatar testing will work but not too sure about it

golden garden
#

Ok I've reuploaded and gonna test, I'll tell ya if that is all it was

glad pasture
#

while that's happening, is there a copyright blocker in audio?

#

either that, or I'm not rigging something right for the audio to work properly because I keep uploading this one avatar with a song on it's neck and it isn't playing

clear yew
#

probably did it wrong

#

there is no copyright blocked for audio in this game

glad pasture
#

which is weird since I did the exact same thing over and over with other models and they worked fine

#

doing animations is still a semi-foreign thing for me, so it's highly possible I made something wrong.

golden garden
#

Does not work

#

this is fustrating

lunar pasture
#

Can anyone help me with my finger laser? I thought I had it right but it seems to be emitted from my back rather than my finger tip, my finger bone does effect the trajectory though

quiet jetty
#

Are there any good tutorials on how to remove for example a helmet or head? Or can someone just lend me a hand :>

carmine pilot
#

which one in the override controller is for the two fingers? What is it called?

clear yew
#

victory ?

glad pasture
#

yeah it's victory

lunar pasture
#

@clear yew I know you showed me how to get a tpose back but as soon as I try to export my avatar it jumps back to the scuffed position, so when I'm trying to position the game object attached to a finger I'm not sure where in unity I should be positioning it, where it should be on the tpose or where my finger ends up when it's scuffed

clear yew
#

you should position it in the T-pose

#

if you placed it correctly

#

and parented it correctly

#

it will move with the parented bone even in the scuffed position

#

never add nay issue with that

lunar pasture
#

ok, maybe the issue is with colliders, I'm stubbornly trying to get the particles to bounce off everything

#

it does move with the parented bone, it just appears to be coming from over my left shoulder to me, someone said it looked like it was coming out of my back

#

but it's pretty fast and it's hard to tell exactly

#

I guess at this point i'm just moaning and I should debug it myself

carmine pilot
#

@clear yew thx 😄

clear yew
#

does anyone know how to fix animations that are yellow because i dont want to add the 40+ properties one by one?

final gazelle
#

how displaced are the properties?

#

like, are they all off by the same naming structure?

olive yacht
#

I've got a bit of an issue. For some reason all my humanoid walking animations are stuck floating. The idle and emotes are fine, but walking makes my avatar float

clear yew
#

@final gazelle the properties are in everybone that is moveable in vrchat

final gazelle
#

yeah, but is the "fix" required the same for all of them? like, do all the bone paths have something like Armature/Hips/... that need to be renamed to NewName/Hips/... or something?

clear yew
#

Okay so the hierachy goes the name so activation giant/god(armature of anothermodel)-armature and body in that same path

final gazelle
#

so was the animation originally designed for the "god" level, but now you're trying to apply it at the "activation giant" level?

#

hm, it might be easier if i explain what can be done under the right conditions, and then you determine whether it'd work with your particular .anim clip

clear yew
#

it was placed on armature

final gazelle
#

if you need to mass-rename a whole bunch of your animation properties in a way similar to how you'd use "Find and Replace" in a word document, then first go to Edit > Project Settings > Editor and set "Asset Serialization" to Force Text

this will basically change all the .anim files you have in that project to ASCII format, meaning you can open them up and read them with a text editor

#

you can then open up the animation clip you want to edit with Notepad or another text editor, and then use Ctrl+H to Find and Replace a string you need mass replaced -- so if you needed all the properties to start as god/armature/... instead of armature/hips..., you set it to find all instances of "armature" and replace it with "god/armature"

#

whether that works and exactly what strings you need to find and replace depend specifically on how you've got your stuff set-up -- i'm not entirely understanding where your animation was created and where it needs to be moved, so it might be best for you to determine that part yourself

#

yellow-coloured properties are because the animation can't find the bone that it's meant to animate -- the animation's either been moved to somewhere else from where it was originally created, or you renamed some bones and changed the relative path to that bone

clear yew
#

so my animation was created on armature, because it was easier to slap in all the properties by using the inspector so i copied the keyframes and but it on activation giant and they are now yellow

final gazelle
#

ah right -- then all your properties now need to have Armature/ added to the front of their names

clear yew
#

so does that mean it searches all the bones under Armature

final gazelle
#

you can either do that by using the method i wrote above, or by slowly double-clicking each property so that you're able to edit their names, and manually add in "Armature/" at the front of each of them

#

yes -- it needs to be told that all those bone paths are under Armature now, since that's not where the animation clip starts from anymore

#

it doesn't know where to look for Hips/LeftLeg from "activation giant", because you didn't tell it whether it needs to look under "god" or "armature"

clear yew
#

Currently the force text thing is loading still

final gazelle
#

it can take a minute or two depending on how much content you have in the project, yeah

#

if you have more than one animation clip you need to fix, there's a program called "Notepad++" which has a "Replace all in Opened Documents" function

#

probably don't really need to use it if you just have one or two animation files to fix up, but it's useful if you have like 10 of them

clear yew
final gazelle
#

it was created under "Armature", right?

clear yew
#

yes

final gazelle
#

then it should be:

Find: Hips
Replace with: Armature/Hips

clear yew
#

okay

final gazelle
#

to be safe, i'd also include the path: bit beforehand, but this should also work

#

you're basically just shoving all the paths of your bones one level lower

clear yew
#

didnt seem to work

final gazelle
#

did you save it before returning to unity?

clear yew
#

yes

final gazelle
#

if it's still showing yellow properties in unity, then i'd suggest trying to add one property to the file, and then comparing that property's naming pattern with what you have right now

#

see if there're any major differences

#

you can view the property's full pathname by slowly double clicking on it

clear yew
#

ahh i see whats going on

#

its all yellow but one

final gazelle
#

the non-yellow one means that it's named correctly -- try comparing that one's naming structure to the rest of them to see if there's a string you can easily mass-replace across all of them to get them working

fluid shore
#

Would anyone be able to tell me why I can get a humanoid animation to work fine in unity, but in VRChat they just kinda run in place without actually moving the centre of mass?

clear yew
#

okay its fixed now thank you @final gazelle also should i change it out of force tex or just leave it just incase i need to do it again

final gazelle
#

leaving it in force text makes the size of the project a bit bigger overall, but if that's not a concern to you, i'd suggest leaving it as-is so you don't need to wait for the conversion again later on

clear yew
#

ahh okay thanks once again

deft hatch
#

Hey, anyone knows if I can set the simulation space of particle effect which is patented directly under the avatar to world? Will this work?