#animation

1 messages · Page 69 of 1

noble totem
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this animation will look very nice

violet kraken
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@noble totem optimize it right or its gonna be laggy af

tight condor
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do you know where can i find an animation for a helicopter ?

noble totem
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@violet kraken the meshes of the avatars and stage are replaced by particles, this is why the animation is light ...

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@tight condor I make my animations from scratch

slim sparrow
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So, about custom sitting animations

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Is there any way to fully take control over the seated person's movement? VR people can still move their upper body and it messes up the animation a bit

noble totem
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@slim sparrow I know a user who has an animation that he can sit on, but it does not get in the way when he moves ...

lilac cave
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you could use a child of the character ig

clear yew
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i heard someone managed to override it

lilac cave
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but then the person playing wont have any control at all

clear yew
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but make the VR user stuck in T-pose when he leave the chair

lilac cave
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you could probably have 2 of the mesh

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and some but not all bones affect both meshes

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and you just deactivate&activate one while sitting

celest trout
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Is it possible to do a snapping hand animation that resets quickly when it's not 1 frame long?

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maybe with going into the animation controller itself?

slim sparrow
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Enable/disable a legacy animation maybe

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But I'm not sure if those can just move hand bones like that

celest trout
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Currently its not a legacy animation

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changing it to a legacy one will make it have respond as if it was one frame and reset on every gesture change?

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I was thinking about modifying one of the transitions. But it seems to already be set to No Exit Time. Maybe I need to give it an exit time

slim sparrow
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I don't think you can actually use your own animator controllers

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So I doubt what you're doing will work

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You could try setting the animation curves to linear, but I think the smooth transitions are just hard-set in the animator controller ingame

celest trout
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Hmm I tried a lot of things and nothing seems to make an animation to snap and perform like other animations do that are 2 frames and identical

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@slim sparrow Legacy didnt make the animation work at all. Changing the interruption states didnt do anything

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Setting the animation to be less frames makes it twitch even though the start and end frames are the same.

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It seems animations for gesture are always looping

clear yew
limpid mica
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Oh wait nvm you already posted it there

clear yew
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yeah he is spamming

covert gale
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Can you turn on/off an object via animation in the emote menu? So you can keep your hands free for doing other animations while the object is out.

celest pewter
slim sparrow
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It's kinda hard and doesn't sync to late joiners

celest pewter
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its not rlly hard just hard to explain

covert gale
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thank you @celest pewter !

clear yew
steep citrus
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anyone have a draw tool prefab they can send? dont feel like makin one from scratch lol

long jacinth
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Or a 5s google search for “VRChat pen” would do it

bright basalt
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Do you need fingers to do animations? and if you do, what fingers do you need for fist?

clear yew
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Does the numbers vary between models?

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Is there a way to take animations and port them to another avatar? I have a group of Miku avatars that have the same boneset. The only difference is the outfits they wear.

slim sparrow
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@steep citrus Snail Marker

grand copper
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Anyone knows of a way to give a character the ragdoll effect? Just simply suddenly fall to the ground. I tried by putting dynamic bone component in the root of the hierarchy but when played in unity nothing happens.

slim sparrow
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I've seen someone who did that, but I forgot how

grand copper
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aww D:

slim sparrow
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Ohhh

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@grand copper duplicate your model, and go to GameObject->3D Object->Ragdoll

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There's a wizard that can automatically set up a ragdoll for you. It generates joints, colliders and rigid bodies automatically. Those are all allowed in VRC.

grand copper
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oh seriously? wow thanks a lot 😃

slim sparrow
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Although you need Left Hips for some reason so I dunno why or how that works

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Fake bones maybe

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Oh, left and right hips are just the left and right leg bones

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Just tested it, seems to work 100% fine for me.

grand copper
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for me it asks for more than just the hips, which I have but just letting you know?

slim sparrow
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Yeah

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Just fill in everything it asks you to

grand copper
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yup, did it. works perfectly 😃 Thanks again dude

arctic quiver
chilly vapor
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victory

arctic quiver
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Thanks

surreal mauve
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hey can somebody tell me how to put a clone of my avatar into my hand cant find anything on the internet

stray sinew
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Duplicate your avatar, position it to your hand and set it in the Hand bone/armature in the hierarchy

surreal mauve
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thanks and what if i want it to only be shown when i press a specific button?

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ok nvm got it 😃 thx

clear yew
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My animation works on my duplicate but not on my actuall model

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the animation is legacy

clear yew
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Actually can you change materials in animations?

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yes

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you need to change the references on the "body" mesh

cursive moon
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You can, yes. Just do it while the record button is enabled

clear yew
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I did that and it broke the animation and it wont let it work

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doesnt mean anything when you say "broke the animation"

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changing the material doesnt break anything

manic torrent
clear yew
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what's the point of that picture ?

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i cant see anything with it

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show me how you did the animation

manic torrent
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its just raising it arm to show the sign. with gesture.

clear yew
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in desktop mode i guess

manic torrent
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yes

clear yew
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rigged as humanoid too

manic torrent
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yes

clear yew
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i'm pretty sure that you can't move the mapped bone with a gesture

manic torrent
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rip me, fail af. lol

clear yew
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you can always use an emote

manic torrent
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i guess so. thanks dude

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is there any keyboard shortcut for emotes?

clear yew
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but i never messed with emote since im on VR so i have no idea if you need something special for it to work

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and no as far as i know

manic torrent
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oh, ... well...

clear yew
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could always create a macro key for it i guess

rough oyster
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heyho, does anyone know what that shader or mesh is called that hides your nametag for ghost avatars?

amber mantle
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is anyone having problems with getting animations from mixamo? it used to work normally but now its not

languid lantern
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How can I go about making a simple animation where I can swap out textures on an avatar?

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or is that even a thing? Noticing when I try to swap textures on the duplicate avatar it also sets those textures on the main model

clear yew
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cuz they are sharing the same materials

languid lantern
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idk, still new to all of this, was just wanting to make it so my puppet from five nights at freddys would switch textures to a more decrepit look using different textures

hollow silo
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What does the legacy rig mean ?

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If I want a r2d2 thats rigged , wich rig type do I choose ?

forest dove
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Probably a generic rig

hollow silo
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But if its generic I cant move its head or anything.. its just gonna act like a prop

jagged sparrow
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Why does my World Object which spawns in world space through rigidbody, pop up for 1 second in Y = 1 and teleport to 0,0,0 in worldspace afterwards?

clear yew
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ya probably fucked it up somewhere

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where did you put the game object ?

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what does the fixed joint look like ?

jagged sparrow
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the gameobject is where the body/armature is, the joint loooks like this

clear yew
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is it always active ?

jagged sparrow
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yea it is

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also its under a gameobject with a animation reset

clear yew
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set to legcy i would guess

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and component turned off when you spawn the object?

jagged sparrow
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the FixedPoint animation is legacy

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and the component is off after use of gesture with the animation on it

clear yew
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🤷

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i have exactly that and no issue

granite sapphire
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Wait ; are we talking about fix game object ? because i was coming for that 👀

clear yew
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yes

jagged sparrow
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Wrap mode on the fixedpoint loop and on the animation component wrap mode on default correct?

clear yew
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i put it on loop

jagged sparrow
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both on loop?

clear yew
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yes

jagged sparrow
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Okey ill try that out^^

granite sapphire
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@languid lantern change the material in the animation

jagged sparrow
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the particle still spawn in front of me for 1 sec and pop into 0,0,0 worldspace position for some reason

clear yew
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particle ?

jagged sparrow
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a swordmesh+particle

clear yew
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they are not 3d object ? just particle system ?

jagged sparrow
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the sword itself is a mesh so 3d object and particles which emit as billboard from the sword

clear yew
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so actual object and not created by a particle system ?

jagged sparrow
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with a skinned mesh renderer, yea

clear yew
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urgh

jagged sparrow
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swordmesh has an animator component with the other particles under the swordmesh hierachy on it

clear yew
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can't help more
I don't see anything wrong with it

jagged sparrow
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oh right forgot, the animator component on the swordmesh has a controller with the animation which lets the sword come throught the floor, maybe that fucks it up?

clear yew
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possibly

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try without anything

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put just a 3d random cube

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and test it

jagged sparrow
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sure ill try that now

clear yew
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Hello, i tried for the first time replacing Walking animation (i jsut wanted it to ativate gameobject when im running) and ofc i was sinking in the ground first, then friend told me to copy paste animation from the default ones. it fixed my sinking problem but my legs dont actually move when walking. im just sliding or stepping so fast that they practicly stay in 1 place. anyone knows what i did wrong?

jagged sparrow
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I tried it out with a cube and it does the same as the sword, spawns in front of me for 1 sec, pops into 0,0,0 worldspace and freaks out there

clear yew
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show me everything

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the animation

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and how the mesh is set up in the inspector

clear yew
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you can probably remove the box collider btw

jagged sparrow
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yea, just didnt bother because i wanted to try it out fast^^

clear yew
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and parented directly under the model
same spot as armature and body ?

jagged sparrow
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yep

clear yew
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🤷

jagged sparrow
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right under it

slim sparrow
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@jagged sparrow I had the same issue actually

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Never got it fixed

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Just appears at worldspace 0 for everyone

jagged sparrow
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Thinking

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@slim sparrow yea this sucks idk whats wrong with it

clear yew
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Anyone know why the robot just suddenly starts fucking spazzing out? http://prntscr.com/jdp8jy it's fine when I move but when I stand still it starts spazzing everywhere lma0o0o

Edit: nvm i sorted it

Lightshot

Captured with Lightshot

jagged sparrow
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the animation component is on the gameobject

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but does it matter if the animation tab shows the animation on the animation component?

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maybe using an animator will fix it lel

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found the problem but not the solution

clear yew
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wut

jagged sparrow
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deactivating the animation component triggers the cube to teleport back to 0,0,0

clear yew
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it's not suppsoed to be empty

jagged sparrow
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hmm not?

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i guessed it shouldnt be empty

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but it is for some reason

clear yew
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dunno

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when i click on it the right animation is showing up in the animation tab

jagged sparrow
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got the solution

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xDD

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oh nvm, if i put it into my avatar hierachy it disappears

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Jebaited

grand copper
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Is it normal that since I added the ragdoll effect, unity is stuck on "processing upload" forever? vrchat can't handle ragdoll?

jagged sparrow
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detach the blueprint

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the gameobjects animation tab is emptied after i put it inside the avatar, wth

slim sparrow
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I think you need to upload a new image every time with the new SDK, it's a bug

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I'm staying on the old one for now

fluid crescent
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anyone has the orange t shirt kid dance from fortnite in vrchat?

grand copper
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Thanks, that did the trick

jagged sparrow
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@clear yew putting the animation to legacy disables it in the animation tab for me

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i tried it with 2 different animations, not even the animator can show it in animation tab afterwards

clear yew
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i dont know if it matter at this point

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but personally i put everything together

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and when i was happy with the placement of my game objects

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i duplicated them

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removed the duplicate from the model hierarchy

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and animated it

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then i put that animation file on the original game object still inside the model

jagged sparrow
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you animate it and put it on legacy than or later?

clear yew
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immediatly before putting it on the game object

jagged sparrow
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hmm tested that, it teleports to 0,0,0 in unity 2

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after i disable animation component ofc

slim sparrow
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Yeah, same problem. Currently in the process of trying to fix it

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Mention or message me if you get it fixed

jagged sparrow
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will do^^

slim sparrow
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@clear yew any chance you could make a basic prefab out of this using a regular cube?

clear yew
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yes

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is there a good free hosting file sharing website ?

slim sparrow
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I always use Dropbox, but you'll need an account

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You can just use the web interface to upload/download stuff and share public links

clear yew
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fuck that

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i'll give it to you

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just host it if you want

slim sparrow
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Thanks, man

grand copper
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Um, so now I've stumbled upon a new problem? This time in vrchat....Whenever I spawn the ragdoll, I get respawned :/ and as long as the ragdoll is there, I keep getting "spam" respawned

slim sparrow
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@grand copper are you in The Great Pug?

grand copper
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yah I was in the great pug

slim sparrow
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Then I found your issue

grand copper
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just that specific world? xD

slim sparrow
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The Pug really, really does not like people's objects stepping out of bounds.

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If a single collider is even slightly into the floor, it immediately respawns you.

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Just one reason why that map is bad

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The other is performance

grand copper
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ah

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ok thanks for letting me know 😃

slim sparrow
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I have chairs on one avatar and the pug always respawns me if I activate them

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I can't walk up the stairs with tall models without getting respawned

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The only reason that POS map is popular is because it's already popular and people hang out there

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But Japan Shrine is making a resurgence thanks to the horrid performance this latest update brought

granite sapphire
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I'm having fking trouble with rigidbodies ; I don't understand the point of them atm and why the "World anchors" isn't allowed by vrchat since it's a basic unity thing gngn anchors is hell.

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Well ; my venting is done so now time to ask for help:
I actually have a mesh I would like to make appear in game when doing a gesture ( let's call it a firepit. )
I want the firepit to actually spawn in front of me or anywhere near me and be able to walk near it without it to move. No particles ( or maybe i need to render it with a particle system buh eh.. performance hello ? ) and I don't understand how rigidbodies are working oof

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Any good video talking about it... without talking about world particles ?

clear yew
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ask rokk to give you my prefab

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it's exactly what you want

granite sapphire
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@slim sparrow beautiful man couild i get this wonderful prefab please ? ❤

earnest bridge
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was the handling of animations changed? weapon deploying animations seem to flicker on and off now.

granite sapphire
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:<

earnest bridge
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scratch that i just realised i made a mistake, should probably triple check my work before i ask lmao

clear yew
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I forgot to make a duplicate while making an animation. How do I get my model back into t-pose?

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@granite sapphire ohi

granite sapphire
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Haha hello

clear yew
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@-@

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fuck sleep

granite sapphire
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Eheh

clear yew
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@clear yew oof

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you are in luck

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i made something some days ago

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it's an album, just open the link

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o, thank you ❤ @clear yew

plush zenith
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So does the Ik follower work yet for particles? last time I heard it was a bit buggy.

slim sparrow
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It works, but the bugs probably haven't been fixed

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I think the bug is that the first emitted particle is still messed up

plush zenith
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Like first in the particle system? Or as in the first time you use the particle system

slim sparrow
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First time the particle system activates

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I'd imagine this is not a problem if you have the particle system active all the time, and only enable/disable the Emission property.

plush zenith
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Right, I'll start testing.

slow ridge
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Rigged an avatar, imported to mixamo, exported an animation. When I apply that animation to my avatar, it's stuck in a similar post to the above picture (sticking out of the ground waist up) any pointers?

clear yew
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probably supposed to use a duplicate to make animation so it doesnt fuck up

slow ridge
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I managed to figure it out, I found a different tutorial. After importing the animation, I didn't define the animation type as humanoid and copy my avatar's bone structure

spice eagle
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I can only do one hand gesture when i have 4 different ones, when i do another it just does the same that i did first

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any solutions?

broken merlin
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Hey guys, anyone have any info on toggled animations, like hiding wings or taking off a mask? I'm trying to hide meshes without having to hold down a gesture. Any info would help, thx

slim sparrow
broken merlin
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Thank you

slow ridge
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Working on my first "item in hand" animation. I have all my fingers in the animation panel, when I try to add my prop active property, the add property button is grayed out. Any ideas?

slim sparrow
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Are you sure you have your avatar selected?

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Or rather, the dupe of your avatar that you're animating on of course

dusty canyon
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Animate the duplicate avatar only

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Doing the animations on the original will break it.

slow ridge
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I managed to get it working (I used the do stuff until it works method)

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Right now I'm stuck on "Processing upload..."

dusty canyon
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Make sure the additional props you're placing on the duplicate are the same hierarchy on the original.

slim sparrow
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@slow ridge update SDK or upload a new image

slow ridge
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SDK is updated, uploaded earlier today

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I made a props folder and put it there

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does it need to be in the root folder with the avatar?

slim sparrow
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If it's stuck on processing upload, you need to upload a new avatar image when you upload

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That's what I mean

slow ridge
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oh

slim sparrow
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If that works, then your SDK is not up to date, as an update was released like two hours ago.

slow ridge
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foot in mouth

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Uploading a new image fixed it, thanks

fluid crescent
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how tf people crash other people without crashing themselves

slim sparrow
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I'm not gonna go into specifics, but they have ways to only make the particles exist within very small spaces. They put this into your viewball

stray sinew
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"Keep in mind that MMD has a pelvis/groove bone, and unity does not. You will lose any hip sway and may need to add it back into the animation manually if it impacts your animation enough to warrant"

How does one fix this?

final gazelle
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easiest way is to have the MMD model with the dance animation rigged as generic without any modification to its bone structure, so that it takes the dance motion and uses it almost exactly as originally planned

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have the whole generic-rigged avatar as a child object that's set to inactive by default in your avatar with its own animator, activated through an emote or gesture which sets the generic-dancing avatar to active and your main humanoid avatar to inactive

stray sinew
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okay, I do that now. GG thanks

lone raven
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Hi, a bit of a meme post here but I’m trying to find a shader that looks like infinity wars characters deaths. Does anyone have anything similar?

olive yacht
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So unity keeps erasing my animations when I set my avatar to humanoid. I'm not sure how to prevent this, is there a way to?

white herald
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@honest reef the cats plugin "fix model" button does that if that's what your'e tlaking about

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erasing or breaking? can you drag the animatinos back onto the character? are the animations part of the fbx though?

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not sure what you're talking about specifically

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you want to keep your skeleton, if it's the skeleton just from the animation delete it in the unity scene but not the file thing, better yet export animation separately

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sorry not gonna be here long

languid pier
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i saw someone use cube and move it wit his finger, but he could stop where he wanted and still move around freely. I know there was a conversation about creating empty games object to reset the rotations and all. So if i use an animation on the cube, this animation can still keep playing if activates the objects to stay in place !

boreal trellis
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Is it possible to bake mmd animation with face expressions and everything ?

sage bane
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hey guys i wanna do an animation where my avatar has aura effect around them and some sound play

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Could someone help?

granite sapphire
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Yo ppl; anyone got some time to slide in my dm to talk / teach me about rigid bodies ? I'm not so bad with unity in general but reeeee

sage bane
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why isnt it like in unity?

clear yew
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i guess it's scaled down because you are too close

sage bane
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How can i fix it?

clear yew
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change the max particle size to 10000 in the renderer

sage bane
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k gonna try it out, thx :D:D

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still not working?

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without the question mark

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idk whats wrong

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if i look at the model in the menu, its fine. Is it cuz of the mirror?

foggy cobalt
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When I enable a particle system by an emote (no override) would the particles last though the animation is already over?

radiant crown
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Generally toggles done for emotes end with the last keyframe opposing the first

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So it should disable unless you deleted/modified the ending keyframe

foggy cobalt
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does that effect the particles which already spawned?

radiant crown
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Yes, particles require their source to be active to stay present

foggy cobalt
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ok, thanks

torn pawn
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@sage bane change them to quad mesh and not bilboard

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billboard gets scaled down when u get closer

sage bane
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i fixed it now

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thx tho

signal iris
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hey guys just stopping by to see if any of you can help, Im making a spiderman model that does a certain thing from infinity war, without spoiling the movie id like someone that knows animation and shaders to see if they can lend a hand

slim sparrow
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Ohh, I've seen that before

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I forgot the term for it though, ugh

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There is a shader which does exactly that

signal iris
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I already have a shader to do it

slim sparrow
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Ah, cool

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So, what's the issue?

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You can change materials inside animations

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So just dupe all the materials and give them that shader

signal iris
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correct I made an animation for it but when doing the animation ie when its attached to victory hand pose/emote 1 my model sinks into the ground without the shader taking any kind of effect, in unity however it looks perfect

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I duped the model added the skin mesh renderer in the animation and then added the key frames, then I added it to custom animation override etc etc

slim sparrow
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If the shader uses transparency, that's probably the issue

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VRC does not handle that very well at all

signal iris
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see Im not sure if it utilizes transparency or not

slim sparrow
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Ohhh

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I figured it out

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@signal iris you need to ask someone else if they can see your model

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Mirrors and cameras don't work right when it comes to enabling/disabling objects

signal iris
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ahh okay yeah I was thinking that

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but i figured atleast a camera would see it

slim sparrow
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Nope, cameras can be just as unreliable

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You can only know for sure if you ask a friend or a random stranger

signal iris
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@slim sparrow thanks Ill hop on and ask someone

slim sparrow
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I have a private world that I put avatar pedestals on, too. I sometimes ask a friend to join me in that world, choose the avatar, then show me how it looks

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But that's probably not necessary in your case

signal iris
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@slim sparrow thats a pretty clever way of doing it, Ive got some friends online that I can ask. If it doesnt work or if I have any questions ill be back lol

steel perch
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How dos one make another you as an emote with dances and a song.

slim sparrow
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Create a custom animation for your emote. In this custom animation, you will enable an audio source on your avatar, and a duplicate of your avatar model. This duplicate is set to play a dance animation by default.

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Basically just drag a new model into your scene, put it as child of your avatar (so it's next to the Body and Armature). Disable it by default, and enable it in an emote

steel perch
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I know how to add animation and dance

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I just don't know how to add my character to the emote

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wait

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what

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ok

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I think I know what you are saying

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How do I put it as a child of my avatar?

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I'm so

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Dumb

slim sparrow
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From your assets window, drag the model into your scene again, so you have two models. In the scene explorer (on the left by default), drag it onto your avatar so it's a part of your avatar

steel perch
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I put it in under armature

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and next to body

slim sparrow
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That's fine

steel perch
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THe copy stays as humanoid right?

slim sparrow
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Yes, you just set it to play an animation once it "wakes up"

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Which is as easy as dragging an animation file onto the model

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You can test it out by hitting "Play" at the top in Unity. The duplicate should start dancing as soon as you do that

steel perch
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So I add the animation as I would an emote or do I add the actually animation tab on the unity model then add the Monition to the animator?

slim sparrow
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There isn't really a newbie-friendly way to put this

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You need to make sure that the models start playing an animation as soon as they're activated. You then activate these models and animate your own avatar inside the emote.

steel perch
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Trust me I know how to animation I'm just more of a visual learner then a read and learn type of person.

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how to do *

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Time for trial and error lol

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Thanks for the help tho

radiant crown
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Anyone have a kamehameha package I may use?

hexed fern
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and i dont know why

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and i have more than 50+ animations

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and i dont want to have to revert them all one at a time

steel perch
#

Why do I lose so MUCH quiality when I change my animation to humanoid it breaks my body but the rigging is fine?

clear yew
#

So, I have a blink animation that's always running. I have it set so that when the eyes aren't blinking, they are partially closed to give a bored look. I wanted to add other expressions through gestures, but I keep having problems due to the partially closed eyes. When I disable the blinking animation through the gesture, the eyes stay in the last position they were in before the animation was disabled.. so they're always partially closed. If I try to add a new emotion, the bored eyes mess up the look. But if I try to put opposite values to the eyes through my animation to they look right; the expressions work fine, but the blinking animation breaks and never reactivates after the gesture is done. Help?

steel perch
#

Is there a way to make particle effects like this

#

as I dance?

spice eagle
#

Yes

#

Maybe you parent the particle system with the hands or whatever its following the path

#

and for the effects we can talk it if you want

torn pawn
#

you make it emit over distance

#

and have trail + gravity

clear yew
#

I'm not too familiar with the new way to parent the particle to react with the world. I believe you parent it to the hand, and then attach the ik_follower. The old way was to make it seperate, then link it to your model through rigid-body and fixed joints. Otherwise, it probably won't have gravity

torn pawn
#

ignore ik follower, do it the old way

steel perch
#

Wtf is my body doing this?

#

like

#

The hips stay forward

#

but the rest of the body turns

#

but the rigging is fine?

#

😦

#

The weights are correct the bones are correct the rigging is correct

#

why is she doing this

#

Her waste breaks really badly

torn pawn
#

@steel perch select all bones in blender in edit mode and alt+R to reset all rolls

steel perch
#

Is this with the animation all ready on it or before it?

#

@torn pawn

torn pawn
#

are u trying to use vmd on fixed bones?

steel perch
#

vmd

torn pawn
#

good luck then, it can fuck up pretty hard

steel perch
#

Riparonies

#

even tho it looked 100%

#

I hate unity

#

Blender it plays perfectly fine

#

Just BREAKS in unity

fluid crescent
#

how to speed up animation in unity?

glacial fog
#

Select all keyframes, grab the ones at the end and drag to the left. Play animation sometimes to chceck if it is speed that you want

#

BUT if it is animation made in Blender, you must speed it up also in Blender

fallow spire
#

when the head is not moving while backflip, what was the issue?

slim sparrow
#

Unmapped fingers 99% of the time @fallow spire

#

That SDK warning about finger bones missing and full-body IK being disabled

#

This also makes walking look crappy

#

You need to map at least one thumb, index and middle finger bone on each hand. Create fake bones if you must.

fallow spire
#

is this maybe the same problem when some new self made animation will not work?

slim sparrow
#

Dunno

humble junco
#

sooo is anyone else having an issue where you cant edit animations? i was able to do it earlier today but now it wont let me once im working on another avatar. i can create an animation but then it wont let me edit it

fallow spire
#

was happening for me too, but idk why

slim sparrow
#

Is the animation legacy?

humble junco
#

not sure. im just trying to create an animation override to pull out a prop

#

i can edit it when i drag it onto the armature (i figured it wouldnt have worked but still tried) then went into game and obviously didnt work lol

slim sparrow
#

Are you sure you're creating the animation on your root object? Not on your armature or body?

#

The root object is your model, the one containing the Armature and Body

humble junco
#

yes

#

it was working fine earlier today. once i finished 1 model, i remembered the new SDK came out, so i updated it then uploaded the avi. once i tried to add animations with the new SDK, i cant edit any of them. i removed the new SDK completely and put the 1 i was using before on again and that didnt help

slim sparrow
#

Are they marked "READ-ONLY"?

#

In the animation tab

#

Actually, a better question is, what kind of properties are you trying to change? @humble junco

humble junco
#

going to check that in a sec, restarting unity. and im just trying to activate a prop so it can appear in my hand. ive done it earlier today and on a bunch of my other models

slim sparrow
#

Alright, just checking. Some properties are actually "locked" by your rig definition, such as the rotation of bones or the position of your model

humble junco
#

i dont think it is set to read only. though i can view it when i double click the animation, just cant edit it. even with a freshly created animation

slim sparrow
#

Hmm

#

Well, what I always do to edit animations

#

I duplicate my avatar again, then drag the animation file onto the avatar (in the left sidebar, not the 3D view)

#

Then I can select the duplicate and go to the animation tab

#

I don't think you can just directly edit animations if you don't have something to edit on. Especially if it's props.

torn pawn
#

you can

#

you can edit the existing values at least, dont know about adding new ones

#

be it the numerical or just on/off

humble junco
#

i do the same. a few of my avatars have music with an instrument which i duplicated the animation then edited that to have it with a different song

slim sparrow
#

I mean, you can probably change Animator properties like spine twist, but I didn't know you can actually edit specific stuff like that

humble junco
#

it might be the unity project because i went to another unity project and it is working now

slim sparrow
#

Could just be a layout issue

proud estuary
#

@humble junco make sure youre editing the avatar's animation and not the anim file

#

and that the avatar has a controller for the anim file

#

also its hard to test props ingame because they wont show up in mirrors

vernal cairn
#

So maybe someone can help me . I've worked with animation and unity for several years but I've never had this issue.

#

For some reason in my idle animation the feet jump and jitter and scate

#

In blender they're anchored as they should be but as soon as it's in Unity all my idle animations get restless leg syndrome.

#

Googling has been hella fruitless too.

plush zenith
#

Anyone have that shader that rotates mesh particles to like match rotation? Or whatever people use for throwing knifes and the such.

cursive moon
#

Is that

#

Sue

#

Holy carp that's amazing. Where'd you find the model for her?

clear yew
#

anyone know how to get any model to be use in a particle system because my model is not showin up

sage bane
#

How can I set the texture to be only one?

#

and why is it backwards?

pine rampart
#

Does anyone have the prefab or a video on lightsabers?

glacial fog
#

Is it possible to create "Custom Sidewalking Animation" for humanoid avatar ?

slim sparrow
#

When doing custom idle animations, is there a way to prevent the legs from doing weird stuff?

#

Especially when the legs are off the ground. Or in any other position than "standing up straight". Like having the legs slightly spread

#

I keep getting weird stuff like my upper legs bending too far up, putting my knees at hip level. Or my legs changing orientation whenever I look down after walking.

#

Normally I would make fake leg bones, but I kinda want to use Unity's muscle system for the legs, instead of manually placing and rotating the bones.

clear yew
#

On animation on particles, still confused about how to make your particle stay still instead moving around. It’s on local, so I put it on world so it stays when I move my arm around instead going along with my arm?

slim sparrow
#

Yes

slim sparrow
#

Still kinda struggling with the legs, you all think I should just make fake leg bones instead?

#

I think the game's IK is messing around

lilac cave
#

when isnt it

slim sparrow
#

It's kind of a shame, I made it look pretty good with Unity's muscle system, and anywhere else, this would be the right way to go around it

#

But VRC is stupid

#

I guess I'll convert the animation back to generic and copy the leg values from there once I have the fake leg bones, keep the rest as-is

sweet zealot
#

how can i make a hand gesture animation longer than one frame without it bleeding over into the other gestures?

clear yew
#

Does anyone know how to import animations onto a model in Unity? I converted a VMD to .anim and now I want to use it on a model I have.

torn pawn
#

you enable the object that has the animation @sweet zealot

clear yew
#

I want to test it in Unity first but it won't let me.

torn pawn
#

in what way use? @clear yew

clear yew
#

As an emote. But I want to include sound as well.

sweet zealot
#

that wont work sadly, yuumi. its not an object its a gesture, and its already got a specific idle animation that cant be overridden

torn pawn
#

Hi my name is Shana from vrchat and i started not long ago Learning how to import mmd dances to vrchat was one of the fun stuff to do for me so today im maki...

▶ Play video

Tupper video on New MMD tool for blender https://tinyurl.com/y8yeonsd MMD Tool update version https://tinyurl.com/ybku6xft EvolvedAnt Gesture Overrides for T...

▶ Play video
#

you can have original character with animator on it and enable it instead

#

@sweet zealot what do u want to do?

clear yew
#

Thank you.

sweet zealot
#

there is a gesture where on the rocknroll it wags its tail which is 37 frames. however it bleeds onto the other gestures for 5 seconds when im trying to do a different gesture

torn pawn
#

have u tried enabling animation component?

#

that holds a legacy animation of the tail moving

sweet zealot
#

i already have an animation component with an idle animation of twitching ears.

torn pawn
#

you can put it on the tail itself

#

have the anim component disabled, then enable with gesture

sweet zealot
#

its all one solid piece

clear yew
#

Well the problem is I didn't import the animation with the same model I want to use it on. Essentially, I used an unfixed model to import the VMD on and converted the dance into a .anim. I now want to use that file on a the same model but all fixed up for VRChat.

sweet zealot
#

id have to redo all the blendshapes to remove the tail

torn pawn
#

you make your gesture a legacy animation

#

and put it into animation component which is disabled

#

then enable that instead

sweet zealot
#

i cant have it disabled, there is a current idle animation ive put on it

torn pawn
#

then i dont understand your question at all

sweet zealot
#

but i will try to find a workaround for apply it just to the tail

torn pawn
#

you are saying that u enable something

#

but then u can't have that disabled

#

when it's disabled all the time?

#

what

sweet zealot
#

wat? o_O

torn pawn
#

you want to do an animation of a tail wag on gesture

sweet zealot
#

i currently already have an animation component, its activly animating "idle_twitch". I cannot disable it because then it will take away my idle animation

torn pawn
#

but as its longer than couple frames, it locks you down for 10 seconds

#

then what Im saying is that you put that under animation component which is on the tail

#

and then u enable that component with the gesture

sweet zealot
#

animation component on the tail itself under its heirarchy - oh!

torn pawn
#

im pretty certain that u can have more than 1 animation component

#

if not, then u move the idle stuff into the default idle animation

sweet zealot
#

the actual idel animation i'd rather not touch as for some reason it shoots me into the floor with custom ones. But i will give the tail thing a shot

clear yew
#

It's not detecting the animation

torn pawn
#

when exporting in blender u need to checkmark "bake animation"

clear yew
#

I did.

#

I'm trying to apply the .anim to a different model.

torn pawn
#

should work only if the bones are the same

#

i dont think that u can use original armature animation on the fixed armature model

#

as it doesn't have those bones

clear yew
#

Ah. I see.

torn pawn
#

as I said, you can have a 2nd avatar that is hidden under you and has animator + animation

#

and u can play/stop with gesture at any time

slim sparrow
#

@sweet zealot enable a copy of your model that plays the animation, disable your own skinned mesh renderer

#

@sweet zealot usually that means you lack root transform if you shoot into the floor

#

Whoops, pinged you twice. Sorry.

torn pawn
#

ping him to death!

#

no mercy

sweet zealot
#

ahem exCUSE me, i am an attack helicopter, thankyouverymuch

sweet zealot
#

the trick didnt work

#

nuuuuuu

torn pawn
#

is that cloth?

#

i mean i assume it is

#

personally I'd add more flowiness to it? idk how you can achieve the 2nd value of dynamic bones for cloth

#

i like 0.02 or so usually with dynamic bones for sleeves

clear yew
#

it's cloth yup

#

i would guess with damping

slim sparrow
#

That looks really good

#

I have sleeves similar to those, but when I point my hands up, they kinda fold in on themselves

torn pawn
#

I've never used it for sleeves, so can't give any input 🤷

slim sparrow
#

Sleeves are like the best use case for cloth IMO

torn pawn
#

depends on how it look sin game

#

i like dynamic bones for sleeves tho

clear yew
torn pawn
#

some negative force and very low 2nd value

slim sparrow
#

I don't like dynamic bones because the sleeves don't have enough gravity to them

#

And it always looks very weird if you add enough force for it to actually point down

#

Does anyone know how crouch animations work? With the default animation set, it seems like you gradually transfer from IDLE to Crouch

torn pawn
#

possibly when you reach certain height?

slim sparrow
#

But I don't know how that works with custom crouch animations, especially if you like add objects to it or something

#

I know how prone works

#

Oof, it seems like the sample CROUCHIDLE animation is also just the standing animation when I look at it in Unity.

#

I'm guessing the leg bending stuff is completely handled by IK. This is gonna make it difficult to actually override the leg animations

#

Does anyone know of a way to override the IK on certain bones without unmapping them in the rigging tab?

torn pawn
#

custom controller with final ik?

slim sparrow
#

But you can't use your own animation controllers, can you?

#

And I think Final IK doesn't allow you to override the IK that VRC uses

#

They decided against custom animator controllers because that would force people to essentially re-implement every humanoid animation, and the ingame ones are licensed

torn pawn
#

I vaguely remember that you can use own controllers, probably am wrong

obtuse atlas
#

anyone know how to get animations out of tf2, seen a few people with tf2 animations and just really want to get one of the taunts

languid pier
#

Someone know how to bypass sound limit ?

#

Ik its pretty much the same as toggling

#

Want to use it for a kind of dj avatar

glacial fog
#

I tried to chceck how does hand gestures works like on desktop. NONE is working, only handgun. Is that normal ?

slim sparrow
#

Svelsien's prefab didn't seem to work for me, the cube still spawns at 0

clear yew
#

:(

fickle slate
#

this appears when i wanted to upload the avatar

clear yew
#

scripts are not allowed in vrchat

fickle slate
#

...

#

but its a prefab

clear yew
#

so ?

fickle slate
#

howIstHAtaScRiPt

clear yew
#

it's a prefab that works with scripts

fickle slate
#

damit

#

:/

#

i try to pull the move where thanos pulls the moon towards the ground

#

....

#

ugggh my brain hurts now...

#

is there anyways around it?>

clear yew
#

around what ?

#

uploading scripts ?

fickle slate
#

yup

clear yew
#

no

fickle slate
#

and ofc its a nope answer 😭

#

aaaaaaaahhh

#

i quit.

slim sparrow
#

Whoa, hang on

#

Is there a way to pause an animation component?

#

I think if you disable it, it just reverts back to what it was without the animation

#

Or am I wrong?

limber heron
#

Odd question but: Almost finished with a 20 sec animation that has a particle system (weapon fire) set to activate during the last 5 seconds. Should I be seeing the preview of it in unity or do I have to upload it to see if I got the timing right.?

Right now the particle system only simulates when I select it in the sidebar(Hierarchy)

slim sparrow
#

Yeah, it just reverts to what it was :/

#

Any way to pause an animation? I need to cycle through a bunch of particle systems

slim sparrow
#

Alright, I'm having a bit of an issue

#

I want to cycle through several particle systems, and have the currently active one emit one particle when I press a gesture

#

I put the particle systems inside a game object, which is set to change the bursts count in each particle system. That way, only one particle system has a Burst defined at a time. In a gesture, I activate all emission modules at once

#

But nothing seems to emit?

#

Only when I press simulate

#

It seems that enabling emission while a burst is active isn't enough

glacial fog
#

It's bc you can't see particles in Unity without pressing "SImulate"

#

In game only they will play automatically

slim sparrow
#

Didn't work ingame either, or in Unity's play mode

#

I ended up using emission over time instead of bursts

dense gazelle
#

Is there a way to import a VMD file using MMD Tools, and then apply it to another model imported from CATS?

#

Everytime I try the animation always works on the MMD Tools model, but breaks on anything from CATS

glacial fog
#

Nope, you must connect MMD model and VMD in Blender

dense gazelle
#

I’ve watched them

#

I get it working with the model imported by MMD Tools, but I want to be to use the animation on models imported and fixed with CATS

#

Which, as of right now, doesn’t work for me

#

I’ve seen people get VMD files to work with models fixed by cats but idk

late phoenix
#

You can do that using a different program

#

That we're not supposed to discuss here

glacial fog
#

#animation it's the place to talk about things like that

#

ops, we are arleady here

dense gazelle
#

What do you mean

#

It’s an animation

#

We are in animations

glacial fog
#

Long time ago I was doing those by CATS, but now I don't remember how...

#

and where is instruction I used

clear yew
#

@dense gazelle The animation and the model need to be packaged together in the FBX. It won't work any other way.

#

I just tried this earlier today but it didn't work.

#

I don't think you can use Cat's and import a VMD at the same time, but I might be wrong.

dense gazelle
#

yeah, i dont think so

#

but is there a way to make the animation work with a model imported by cats?

#

like in unity

#

because right now if i apply the animation to another avatar imported by cats, it just crouches

#

ive seen people make vmds work with cat models before but im not sure how >.<

clear yew
#

I tried to use Cat's with a VMD imported. It didn't work.

dense gazelle
#

yeah thats the problem x.x

glacial fog
#

At least, it is possible, I was doing my models by CAT, but, can't find where is this tutorial ._.

dense gazelle
#

oof, i watched two tutorials on it

#

but neither work for cats

glacial fog
#

that wasn't as video

#

I FOUND IT

#

ow, it's not by CATS

#

XD

#

my fault, still not that one xd

clear yew
#

Bamboozled again.

dense gazelle
#

oof

rotund saddle
#

hey, how can i make to to where i can do a snap animation with a hand gesture in vr

clear yew
#

Custom animations.

#

You need to animate the snap yourself though.

dense gazelle
#

muscle editor is really helpful when doing something like that @rotund saddle

late phoenix
#

It's a unity plugin that you can use to import motions, but mods don't want us to talk about it here

#

It's easier than blender method

#

The reason is because the author of the plugin didn't want it used for vrchat

rapid cypress
#

Keyframing

clear yew
#

Hey guys, a question, if I want to show or hide an object of an avatar as a gesture, what is the best approach? The only thing I can think of is doing a shape key.

torn pawn
#

@clear yew you can use that on an avatar?

#

i thought these are for worlds

clear yew
#

it's a script

#

so probably blocked for avatars

torn pawn
#

yea but

slim sparrow
#

Does anyone know why my model suddenly starts shooting back into T-pose while animating?

#

I'm literally just rotating some bones but it shoots back into T-pose every time I do that

#

Nvm, I fixed it. Had to restart Unity

#

Is there a way to make your model float up/down a little bit in animations while standing still? I can do it during walking, but I need it for idle too

#

Raising root transform doesn't seem to have any effect, and I cannot raise the object itself up since it already has an animator on it

slim sparrow
#

Figured it out, you can only change root transform if you disable full-body IK

#

Is there a way to do that without unmapping a finger bone?

#

I still want to use gestures but I guess that's a no-go

#

Or maybe someone knows another workaround. I have a floating animation that I need to get working

slim sparrow
#

I tried another method, which is to put the avatar inside a Game Object and raise the model's position up/down instead. That doesn't seem to work either

#

I can actually raise the model's position up permanently if I do that, but I still can't do so in animations.

slim sparrow
#

Turns out you cannot move just your mesh either :/

#

Seems like if I want my gestures, I cannot also have a floating animation

slim sparrow
#

Was actually pretty close to getting it working by using legacy animations

#

But that does... interesting stuff

#

The dynamic bones act like I'm moving up/down, my model stays still

slim steeple
#

Anyone know a bit about blendshapes? my models have blendshapes for expressions but when I animated them, they show as they should in unity (Happy) but in-game the blend shape show a different expression (Sad) I'm not sure how that works, but how is that possible when the blendshape is bound to a completely different expression than what it shows in-game?

marsh venture
#

quick question i am trying to make a multiframe animation to trigger shapekeys in a order while holding the handgun gesture but the animation is getting stuck on and looping

#

even when not holding the gesture

ivory lagoon
#

animators aren't there when i try to add an animation?

ivory lagoon
#

WAIT JK I FIGURED IT OUT

clear yew
#

hey

pseudo iris
#

why is my animation looping?

clear yew
#

Yo

#

Does anyone know how to do something as simple as an animation that makes a cube morph into a ball?

shrewd moon
#

Shapekeys in blender

#

:P

#

Have a sphere inside a a cube

#

Create shapekeys for the cube to shrink and have the sphere expand from the inside

clear yew
#

Is there anyway I can make a particle system that contains 3 fish that rotate around a central point

white herald
#

@clear yew the Cast modifier in blender will be useful, set it to 1.0

clear yew
#

Hey guys, what are the animations for SHIFT+F keys in the custom overrider?

white herald
#

@clear yew - F1=open fist (relaxed), F2=closed fist
- F3-F8 are: LetGo, Point, Peace, RocknRoll, Gun, Thumbup

#

something like that

clear yew
#

Alright, thank you.

#

Got it :p

#

Mmh... So I'm trying to use "Dynamic Bone" with an specific bone, weight painting is working with it, I can test it out by moving the bone inside Unity, but it refuses to have any physic. Hair is working fine. What could it be?

rapid cypress
#

Crude, but i think it'll work

solid palm
#

How would i get an avater to turn invisible while doing an animation?

#

Is that possible?

ashen sedge
#

add a property to disable the mesh renderer?

sweet zealot
#

how do i turn up the sensitivity of my avatar's lip synch?

rapid cypress
#

Make them more exaggerated

#

or speak more loudly

sweet zealot
#

i cant, her mouth literally takes up her whole face now.

rapid cypress
#

Hmm

sweet zealot
#

and it still barley moves

rapid cypress
#

that's curious

sweet zealot
#

my mic is pretty loud already

rapid cypress
#

I've got a hunch.... maybe

#

is your head bone 1.000 weight painted?

sweet zealot
#

a hunch is welcome

#

yes

rapid cypress
#

I doubt it, but that might be part of the cause

#

just a hunch

#

just for giggles, take off .6 or so of the weight around the mouth verts

sweet zealot
#

im not sure how to approach that, as i need the head to be hard weighted to the head bone

rapid cypress
#

yeah

#

if the mouth isn't influenced by any other bones, it should still move 1/1 with the head

sweet zealot
#

that approach might work for a jawbone, but she has none, just pure visemes - and honestly its weak-responding on my other avatars too

rapid cypress
#

that's true

#

It's a shame, i'd like nice responding visemes

sweet zealot
#

^^^^^^

rapid cypress
#

there should be a sensitivity setting for it

sweet zealot
#

YES

clear yew
#

Ok, so here is what I thought of.
(I'm relatively new to Unity/Blender so don't hate on me if I write something wrong, just correct me ^^)

I found this Video today (https://www.youtube.com/watch?v=cBItiYHsllU&t=810s) and it's basically about having a companion (in this case a little robot,) in VRChat who does follow you wherever you go.
My thought right now is, would it be possible to do the same thing but linked to a hand gesture? So you can control if your companion is seen or not.

Is this possible or am I just completely wrong with my thought?

MAKE SURE TO DECIMATE MODEL BEFORE YOU ANIMATE IT, OR ELSE MODEL WON'T ACTUALLY DECIMATE AND IT WILL MAKE YOU COMPLETELY ANIMATE MODEL AGAIN! Links: Tinkerca...

▶ Play video
sweet zealot
#

runs over to feature-requests

rapid cypress
#

@clear yew yes

#

in the hand gesture animation, do the following

#

make sure you're recording

#

lock the animation bar

#

click on your companion

#

click this tickbox

#

this will create a key for "is active" for your companion

#

keep it inactive at first,

#

then have the gesture toggle it to "is active" on

clear yew
#

I was planning on adding a bunch of sound clips to be triggered by gestures to my avatar - a different gesture on the left hand would unlock one of these game objects, while a gesture on the right would play a sound from each gameobject (resulting in only one sound ever being played)

#

however, there's no distinction between left and right hand without doing the complex business. Am I thinking about this wrong or do i need to learn how to do different things with each hand (and if so, could someone give me a resource to learn this?)

#

@rapid cypress Thank you! You helped me a lot

#

@clear yew your best bet is to use toggle prop for something like that

#

what do you mean?

#

it's a unity package that allows you to toggle different things on your avatar

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without holding hand gestures

rapid cypress
#

does that work well with VRC?

clear yew
#

it's made for VRC

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that's what rero is using for his inventory system

torn pawn
#

no, retro is not using toggleprops, also now he has different one that's even more impressive

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toggleprops is scuffed in a way that u can't sync it with newly joined people

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so u need to make your own

clear yew
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wait really ?

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that's shitty

torn pawn
#

yes, toggleprops is only on/off state, where some1 joining after u toggled it, when u turn off it will be on for them

clear yew
#

so you need to switch avatars to make it work correctly

torn pawn
#

so u need it to loop and have the default state to be all off

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or have a single state only

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i think i got it right with the prefab i sent u svel

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i just dunno if the animation component is needed in that

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was taking a walk and thinking about the system

clear yew
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i still dont understand how to use it to be honest

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you are still limited by the number of gesture ?

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i need 3 different hand gesture to use them

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or it's only one but it's toggling automatically between them ?

torn pawn
#

no u need just 1 gesture to cycle through all 3

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then when an object is active

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you can use all of the other 6 gestures to enable something under that object

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you can have 5 objects cycling, and each object has 6 disabled objects

clear yew
#

when i start to cycle through them

torn pawn
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so it's 30 gestures u can do

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from 1 gesture

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if im not mistaken

clear yew
#

does it start from the first one or from the one you last toggled ?

torn pawn
#

always resets

clear yew
#

alright

languid pier
#

Does my avatar count as a world object (for particles colisions) ?

slim sparrow
#

@languid pier yes, unless you disable PlayerLocal in the collision layers

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You need to set up your collision layers by adding a VRCworld then pressing the setup layers button

#

Does anyone know a way to visually raise my mesh up/down without moving the bones?

#

In a way that I can make my model "float" up/down a little

languid pier
#

i think blender can do that

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i got a problems were my avatar was floating

clear yew
#

@slim sparrow you can't just move the mesh in unity

slim sparrow
#

Yeah I know

clear yew
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it's not separated from the bones

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so you need to either find a way to life up your whole model, using colliders if needed

slim sparrow
#

That's why I'm asking if there's a way to visually make my model move up/down

clear yew
#

or make a duplicate that you lift instead

slim sparrow
#

Since the bones need to stay at the original position

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A duplicate wouldn't work because I still want to move my hands and head etc

clear yew
#

rigid body and fixed joint can't help with that ?

slim sparrow
#

The root of the issue is that Root Transform is ignored by the IK system, unless I unmap a finger. But then I literally cannot use gestures

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That actually sounds horrifying but it might work

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Would like to avoid fixed joints since one of my friends tried that and the arms do weird stuff sometimes

regal hollow
#

yes they do

slim sparrow
#

If I put my model into a root object, I can actually raise it up/down in Unity, but I cannot raise/lower it in animations. All I can do is define a fixed height the model should float at

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Weirdest part is that the dynamic bones actually think the model is moving, but visually it isn't

#

Was wondering if I could use shader magic to basically offset the rendering position or something

sick musk
#

How to fix an animation 101. Break the hierarchy

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Why does that even work for me

slim sparrow
#

Fixed jointing your whole model sounds like a disaster waiting to happen

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Guess I'll just have no up/down movement for now

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Hope they don't remove seats since I might be able to do it with those if I try hard enough

clear yew
slim sparrow
#

Yeah, basically

clear yew
#

i'm just using a cube and moving the x and y value on the shader

sick musk
#

Actually it’s that the foot and shoe we’re 2 different things they weren’t together

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It was broken to begin with

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So fixing it means I had to break it some more

slim sparrow
#

@clear yew so how does that work? What even is it?

clear yew
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it's a distortion shader

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and i can make it move on the x or y axis

surreal mauve
#

hey i'm looking for the Luvoratory.anim does anyone have it and would send it to me?

slim sparrow
#

Any chance you could send that shader to me @clear yew 👀?

slim sparrow
#

Since that definitely seems like the way to go, if I can make it only distort my model

clear yew
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i put it on a cube

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as you can see it's pretty powerful

slim sparrow
#

Yeah, but then doesn't it also distort everything else?

clear yew
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since it can "see" what around it

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hmm

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if you are good enough with shaders

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i guess you could make it the same way as a "stencil"

#

so only your model with the specific shader can be affected by it

slim sparrow
#

Yeah, that makes sense

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I mean, that is actually a really good idea

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You can just skip rendering the distortion if the stencil test fails

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Actually, I think it would be harder than that but I'll see

clear yew
#

i don't know enough about shader to know if it actually can work like that

slim sparrow
#

Since if the distortion isn't rendered, you can see the original model at the original location

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Guess I'll have to use a different method. Seats at position 0 sound promising if they don't make me shoot off into infinity

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Maybe put some fixed joints on the seat so I can move myself

clear yew
#

I asked this question before, but does anyone know the numbers used to make the default hand gestures for muscle editor similar to the numbers used to recreate the victory sign in Tupper's tutorial?

oblique panther
#

hey. is there any guide on how to create a spinning logo for your avatar?

#

im not sure how to do it in unity with the animation override

ivory lagoon
#

fingers are spazzing when i close them around a weapon?

#

it’s not super super bad but they’re jittering everywhere

royal summit
#

Check that the fingers have the same numbers on all frames of the animation

ivory lagoon
#

OHHHHHH that’s probably my issue, thanks! i’ll check

royal summit
#

👍

stark pond
#

I am trying to zoom in to do some edits, but the model disappears when I zoom in too close, anyone know how to fix it so I can get a closer view, example incoming:

#

It seems arbitrary how close I can get, some times I can zoom in really close, other times the model starts disappearing from far away.

wide warren
#

It seems to be a result of using the mouse wheel to move forward and back. Try moving back a bit by holding right mouse button and S, then zoom in with the mouse wheel. It may take a few times to make a difference.

clear yew
#

@stark pond Press F when you have the model selected

stark pond
#

One last question, it seems like when I change to an avatar, sit, or start standing after siting, the first milisecond of an animation assigned to grip starts to play, did I do something wrong?

#

As in the sound and particle effect will go off for a split second.

clear yew
#

anybody know of a good tutorial on making a custom standing animation. I want to make my neko girl's tail and ears wag / twitch. I already did the animations, I just dont know ho tow make them work

clear yew
#

figured it out

#

is there a way to make animations last forever or loop until you move

#

i just wish build control panel didnt freeze for 20 seconds every time i wanna upload a model

#

like i want to make a pose animation last forever until i move my avatar

#

how do i do that

#

for the emotes

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im testing it under customoverride idle now

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no not the idle animation

#

i want my emotes to last forever unless i move my avatar

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say a lying down emote

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or sleeping emote

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????

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is there a way??

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nope

#

can you make them longer?

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probably

#

but emotes are kinda getting bugged after a certain time

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so no one here knows how to make emotes last longer

#

bleh my character is animated but is stuck in the ground

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so theres no way to extend the timeline of an animation from mixamoe

upbeat flower
true scroll
#

yes, you will have to redo it bascially if you want to keep the original

#

you can use the original ones and add the other things you change to it to keep the original hand gesture

slim sparrow
#

Yeah, you'll have to redo the finger animations for the gesture

rapid cypress
#

There we go, this uploader is a lot nicer for gifs

true scroll
#

looks like she is goingto take of soon

rapid cypress
#

ahhaa

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It'd be pretty funny to use it as a helicopter

torn pawn
#

looks nice af

clear yew
#

Anyone here really experienced here that can help me with a problem?

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Please DM me if so

torn pawn
#

@clear yew describing your problem would be a start

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and adding a screenshot

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honestly people can't be arsed to dm

clear yew
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@torn pawn

rapid cypress
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WE NEED MORE POWER

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MORE POOOWERRR

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probably also going to make a particle system that locks to the ground and kicks up dust in a cone

clear yew
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@rapid cypress

torn pawn
#

@clear yew if you want your problem to be resolved, post it here and if some1 knows - they'll answer

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that's if they are not lazy to type

clear yew
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It's not a problem...

torn pawn
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it's not a problem vrpill

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mkay

gray onyx
#

anyone know how to do a spinning logo? would really appreciate it! dm if possible~

torn pawn
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@gray onyx make quad, put texture on it, add animator or animation that does 360 and make both tangents linear

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or do it through particle

gray onyx
#

awesome i'll try that thanks! @torn pawn

clear yew
#

does anyone know how to do custom walking and running animations

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i already downloaded the mixamoe custom animation i want

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put i cant figure out how to put it in correctly

clear yew
#

@muted prairie VERY URGENT

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@muted prairie VERY URGENT

fresh scaffold
#

You haven't even stated your issue yet...

clear yew
#

SICCCCCKKK

shrewd moon
#

facepalms

rapid cypress
#

Simultaneously my least and favorite shapekey to make

fresh scaffold
#

Not sure if blinking or morse code

rapid cypress
#

just showing the inbetweens on the slider

#

this wont be the ingame effect lol

rapid cypress
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This is the one everyone's here for, i know.

fresh scaffold
#

Give the poor girl some clothes

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1 like = 1 cloth

rapid cypress
#

Hahaha

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It's KLK, what can you do

fresh scaffold
#
KLK
When a person goes Krazy in a burst of sparkly energy, as only Ke$ha could. Or if they're just acting really weird.
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Thank you, Urban Dictionary

rapid cypress
fresh scaffold
#

Oooh

rapid cypress
#

KLK = Kill La Kill

lilac cave
#

good stuff as always

rapid cypress
fresh scaffold
#

Even the magic eye struggles to not look at the naked breast with censored nipple.

rapid cypress
#

hahaha

sage lily
#

as always u never stop to amaze me

rapid cypress
#

🎵 💙

wide steppe
#

Is here anybody good with unity?

#

I'd like to be able to rotate between 2 animators on the go

native shoal
#

I tried to replace an emote with a clip of a mixamo one, but when I activate it in game, my avatar just goes half way into the floor

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Can someone help

#

?

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@me if you can because I'll be gone and I wont see without a notification

frosty pendant
#

I don't think it's possible to change animators on one model ingame

wide steppe
#

@native shoal u probably use diffrent model than in mixamo, what i men is key names of bones are diffrent and animation gets messed up

native shoal
#

Well I did the avatar through mixamo

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I am trying something else to see if it works later today I just did a test to see if it works without mixamo

wide steppe
#

In mixamo bones are named diffrently than what you need for vrchat

stark pond
#

I am doing an pokeball throw animation and I need to decide... Do I want the pokeball to try to capture something, or do I want the ball to send a pokemon out, either one will have the right sounds and motions to go with it (IE: Ball shaking as the catch is being comfirmed), but I don't know what one I want to go for.

wide steppe
#

Easoer would be poping it out

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Easier

stark pond
#

I don't care about easier, I know how I am going to do each one.

wide steppe
#

Though u have to animate whole thing complately manually

stark pond
#

Particle meshes!

wide steppe
#

I'm still tryong out to figure out those myself

stark pond
#

Makes my job easy doing that because you can spawn meshes on death, the only annoying part is that I have to create three seperate particle effects for each pokeball because you can't have a particle mesh that has multiple materials.

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What I do is have a particle effect with gravity and collision that launches from me around where my hand would be on a throw. Dampen the speed and kill the particle when it slows down enough and have a subemittor that triggers on its death to handle the rest of the effects.

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No animations needed.

wide steppe
#

Hmm

#

I finaly found out how to import particle meshesh from unreal

stark pond
#

The only problem is that I don't think I can spawn sounds from particles so I need to create a sound with enough delay to line up with the death of the first particle and then put that sound infront of my character and try to line my self up with where the pokeball lands to make people think the sounds are coming from the pokeball.

wide steppe
#

Had to just change from pskx to psk...

#

Now i can add glow to mu sword yay...

viral yarrow
#

does anyone how to make an object disappear during an animation? whenever I try to just "disable" the gameobject it doesn't work, so now the only way I got it to work is to just change the y axis and the size to 0 so it's not visible, but it's not very useful, as the transition between animations shows it come out of the floor...

slim sparrow
#

@viral yarrow don't trust mirrors

#

Just enable/disable the object like normal, ignore mirrors and cameras.

stark pond
#

Yeah, mirrors don't show if an object is disabled or not.

viral yarrow
#

oh

#

that explains a lot actually

stark pond
#

I have a question, does anyone else have a problem with grip animations playing for a brief second when ever you load the avatar or switch from sitting to standing or vice versa.

slim sparrow
#

Ye

#

Don't put any animations on fist unless they're just hand movements.

#

No shape keys either or they'll get stuck.

fresh scaffold
#

No middle finger? :(

slim sparrow
#

You can do that, actually

#

Since it's just a hand movement

#

Just no shape keys or object activations or anything

wide steppe
#

Well my works xD

fresh scaffold
#

Ohright, I completely misread what you said.

#

So no laserguns coming out of your palms?