#animation

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slim sparrow
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That's right

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I put my middle fingers on rock n roll anyway

fresh scaffold
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Or lightsabers appearing in your hand like Grievous model does on VRChat database?

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Or does that do something else?

slim sparrow
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Only put finger movements on your Fist gestures, I can't make it any clearer than that

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The rest of the slots are fine

wide steppe
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Wish i could have ability to have more animation components than one on one object

slim sparrow
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If you put objects on fist, they'll get stuck too

stark pond
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What are two grip animations that can pair nicely then, I really loved the flow from rock'roll to fist because there one only one button you need to press to transition, any others?

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Also, I am still wondering, for my Ash model should my pokeball throw capture a pokemon or send one out?

fresh scaffold
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Capture, unless you intend to keep it out

stark pond
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WAIT A MINUTE!

fresh scaffold
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No.

stark pond
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Submitters spawn on the death of a particle are counted as a game object! You can attach sounds to them!

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THIS CHANGES EVERYTHING!

slim sparrow
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I doubt that

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I've tried it before and it did not work

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At least, not ingame

stark pond
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The submitters or sound?

slim sparrow
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The sound did not play

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The particle subemitters worked fine

regal hollow
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I've never gotten sound to work on particles

slim sparrow
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I think I know the answer

languid pier
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Is there way to have a lights effects without the realtime lights ?

slim sparrow
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Sound will play if you put it on the sub emitter object, but it will play from yourself

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@languid pier what kind of light effect? There's Emission on Flat Lit Toon or Standard, and there's the MK Glow shader

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Realtime lights can be acceptable if you turn off all shadowing on them

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Would not recommend it, but still

languid pier
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Ye i dont want to make fps drop for people, already a lot of complaints for particles so. Ty ima look for theses shaders

slim sparrow
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It'll vary per map. Some maps actually add bloom to emission

languid pier
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Ye bloom would work really nice. Or ima put only one particles with lights and make it bigger

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Btw did you figure how to make sound with sub emitters ?

slim sparrow
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You can't

languid pier
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Too bad

stark pond
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@slim sparrow So I just need the subemittter to be located in a position I want the sound to be at in comparison to my avatar.

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Also, I haven't done subemitters yet, does the triggering of them enable them and I need to have them disabled, or does the triggering of them just start the subemitter so I need to disable play on wake?

slim sparrow
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Dunno

stark pond
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So the problem I found with sound is that triggering a subemitter does not trigger the sound playing and having it play on awake makes it play before the subemitter even appears.

torn pawn
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u can't have sound on particles

sage bane
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Hey so I already made a particle system and put it on the avatar itself. I have decided to set the particle system to a emote rather then it to stay on the avatar the whole time. How can I take a paste the particle system to the animation?

torn pawn
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you can use gestures

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emotes = trash, because you're stuck for that animation time and can't cancel

sage bane
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Yeah i know

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I know i can set the animation to the gestures

torn pawn
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you make a particle system, have it disabled

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then with gesture enable it

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it will play the entire thing and loop if set to

sage bane
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Ok thx :D:D

rapid cypress
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I'm thinking about implementing different idles for compound animations

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meaning that on gesture, it's actually activating a game object with a different animation keyed to it

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in addition to a basic shapekey transform

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so the idles are actually catered to the expression rather than just a generic idle

wide steppe
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Any idea how to transfer animations between models with diffrent type of rigging but using exact same mesh and textures?

clear yew
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This is more a request than anything else, but can anyone make a .anim file that sets the fingers in a position similar to that of the T pose?

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I want to make emote that don't use something like a fist or a fingergun but the placement of the fingers is different once you start recording.

white herald
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you realize that by default animations don't have fist/gun hand poses

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you could also use palmopen, or create an animation in blender by selecting all hand bones and insert a keyframe for their tpose rotations

clear yew
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I know that they aren't fists or guns by default.

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I just want the hands to look like how they look in the T pose.

west panther
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https://gyazo.com/4719c5721354fa813bc78bd924c31842 my override for making weapons appear only works when I'm spinning and holding the gesture down.
Spinning left makes the left hand weapon appear
Spinning right makes the right hand weapon appear, but with pink texture (despite same material)
Either hand can activate either dagger, so long as I'm spinning
Neither shows at all in mirrors
Neither dagger will appear if I tilt my head higher than horizontal
WAT DU HEK

Gyazo

โ€‹

โ–ถ Play video
clear yew
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@west panther are any of these meshes called 'Body' or childnodes of your Head bone in armature?

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that would explain all these issues

west panther
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the body is "Body Hand" and the daggers are "Dagger L" and "Dagger R"

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I was able to confirm that other people can see it just fine unlike me so ty I'll play with the hierarchy to try and fix it

lunar pasture
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yeah sometimes there's disconnect between what you see in a mirror and what others see, i have a boobs animation, i only see the position shift and not the scale, but it looks fine on camera and when others see it, it's just a thing.

clear yew
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Hey guys! In the "CustomOverrideEmpty" controller override, which ones are the SHIFT+F1-F8 animations?

slim sparrow
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Check the patch notes for the desktop gestures update

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Off the top of my head, in order from F1 to F8:

  • Neutral (none)
  • Fist
  • Handopen
  • Fingerpoint
  • Victory
  • Handgun
  • Rock 'n Roll
  • Thumbs Up
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I may or may not have switched handgun and rock 'n roll. I dunno.

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A thing to note about desktop gestures, is that you have to switch to another gesture to cancel them properly. Maybe this is unique to fist, but if I bound audio to fist, I had to switch to handopen and then to neutral to get the audio to stop.

clear yew
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Which ones do you suggest to toggle the visibility of a mesh?

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I mean, for an anim that does that.

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Victory and handgun works fine for me! Thank you!

vale brook
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Does anyone mind telling me how to detach objects from your character's location while playing an emote? So I can walk around and have whatever stay in place while I hold the emote?

clear yew
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I'm going to guess at this one but first step is to have it as a separated mesh, then... Well, do something as an animation.

hexed fern
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i have a model that i have to keep a generic rig for its animations but the idle animation only does the animation when set to humanoid and even then the model fucks a bit http://prntscr.com/jfjujy

Lightshot

Captured with Lightshot

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i found the same animation and it works but it is just a animation and nothing else

burnt ibex
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Does anyone know if its possible to do a custom override animation but not make the original animation stop playing?

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I'm Trying to make it so that I can make a peace sign and my avatars eyes close

burnt ibex
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Nevermind I think I managed to do it

wide steppe
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It's a gesture tyoe of animation

pseudo latch
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Anyone have the Galaxias animation? Trying to put that emote on my Broly Avatar

languid pier
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anyone has a great place for sound effects &

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website, youtube channels ?

ebon vault
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does anyone know how to make the emotes longer then 10 seconds ?

torn pawn
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enable object that uses animator

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maybe animation component works too

ebon vault
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wait where ?

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@torn pawn

torn pawn
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not going to explain, too busy

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but u enable empty object with animator or animation, can have as many frames as u want

ebon vault
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even if the emotes is 10 sec

torn pawn
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you can do it through gesture

ebon vault
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oo

torn pawn
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idk about emotes anything

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never used them

ebon vault
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like the idle and other things ?

fickle slate
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do anyone know how to cloak and de-cloak the model just like in tf2 where spy can cloak and de-cloak ?.

obsidian vigil
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switch material during an animation

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with a transparent shader

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or sth like that

green delta
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TF2 does it with a material proxy built into the VertexLitGeneric shader

obsidian vigil
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@fickle slate Basically combine mine and TankNuts answer to do it

fickle slate
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thx.

small tapir
slim sparrow
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Probably yes, but you could also use joints

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On the jointed object, you can probably just freeze position in the constraints, but don't constrain rotation

covert hawk
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can someone tell me how to make the standard firewings from unity look different?I've seen people having like a diamond efect on them instead of fire
?

slim sparrow
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Probably a different shader or different particles

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If you have a screenshot, you could post it here and we could try explaining how/why it works.

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Tbh a shader with moving texture is probably easier than particles

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Or better yet, both

clear yew
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moving a shader with particles

clear yew
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anybody got experience with stencil shaders?

slim sparrow
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Yes

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Why?

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Just ask your question, don't ask to ask. Otherwise it's very unlikely that anyone will help you

clear yew
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Ight

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Basically i'm material swapping and for some reason 1 material keeps reverting back to non-stencil

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It's got something to do with the hair 'cause when I do it for the outfit and stuff it works fine until I get to the hair, then 1 of the materials just reverts back to FTL ;//////

slim sparrow
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Yeah, for some reason you cannot swap all of your materials in an animation. Very annoying, I had the exact same issue @clear yew

clear yew
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Fk

slim sparrow
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What I did, is go back into Blender, duplicate my mesh. Then in Unity, I hide it by default.

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Then disable my original mesh and enable the copy in an animation. It should still follow the armature, transition is flawless since they're both weighted to the armature the same way.

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Just assign different materials on the two meshes in Unity

clear yew
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Aye I was trying to avoid going back to into blender with it but i guess i'll have to. Thanks for the help!

slim sparrow
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Np

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If you're using stencils, you could also consider inverting the stencil instead? Not sure what you want to do

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I fixed my issue by spawning an invisible cube with a stencil on it, which then hides my mesh. Instead of only showing my mesh on a stencil.

clear yew
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Annoying cause it works perfectly 'cept for that 1 piece of fking hair man it feels bad

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Oooh the cube thing looks like it'd work

slim sparrow
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Ah yeah, I've seen that before

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That's pretty cool, but the question is

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Why and when do you need to swap the materials? In an animation only, or always?

clear yew
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It's just gonna be bound to a hand gesture that'll swap the materials and activate the card

slim sparrow
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Ah, I see

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Yeah, then you might want a stencil shader that checks if the stencil value is not a certain number

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So that it always shows, but when you spawn the cube, it hides your model. Could be tricky in your case though, since you also need to prevent it from being hidden from the front.

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If that causes issues, you might want to just dupe your mesh in Blender and switch to the duped one. But it shouldn't be an issue because of ZTest

clear yew
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I think I'll just dupe my mesh it sound easier honestly and if it's a guaranteed fix then its eh

small tapir
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@slim sparrow Are you talking about a fixed joint?

slim sparrow
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Not sure if fixed joints are the right answer, but you could try

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It's definitely some kind of joint

covert hawk
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so i have a problem

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i did this to the fire wings

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but when u upload the avatar they to their default postion

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why is doing that?

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nvm,fixed it

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need it to disable the animator

limber ferry
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Okay, this is annoying

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When I try and move any limb or anything when making a basic animation

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Upon finishing with that part and selecting another limb or anything, the first part instantly resets to where it was before I moved it, meaning I can't see what the finished thing would look like.

clear yew
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@slim sparrow found an easier way to do it by just duplicating my body in unity and changing the duplicated body to a stencil and just body-swapping upon the animation ;o

limber ferry
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Why does the model reset the second I apply any change to any new part of it?

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this is whilst recording an animation

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Is it this?

UnityEditor.DockArea:OnGUI()```

and if so, how do I fix that?
slim sparrow
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Oh, you can dupe the body in Unity too? Sweet

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That's even better

clear yew
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Aye! really convenient

clear patio
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does anyone know how to have emotes toggle?

pliant plank
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Is that actually possible?

true scroll
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jup

clear patio
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there's a few people who know how to have things toggle emotes yeah

clear yew
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binding it to a hand gesture

true scroll
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this should be it

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never used it my self tho just got it in this discord at some point

clear yew
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oh? is that new, never seen that before

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i recently discovered waifu2x, should check it out if you havent

clear patio
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whats waifu2x?

clear yew
true scroll
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waifu2x is great

clear yew
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Aye!

true scroll
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waifu2x-caffe is best to download

pliant plank
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Welp since we're talkin' about images here, guess i'll post a reverse-image search engine, quite useful to find artwork

tacit frost
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is there anyone who could possibly walk me through the process of triggering a particle system with a gesture, and having it reset when I do the gesture again? I've got fairly limited knowledge when it comes to gestures/animation :(

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or something similar, I just need it to stay active without me holding the gesture forever, and be able to reset, so it's not stuck active

tacit frost
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nobody then?

slim sparrow
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Enable the particle system object in a gesture

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It'll reset back to 0 once you disable and enable it again

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Oh, wait

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Yeah, this'll be slightly more complex, but doable.

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You will want the particle system to always be active

pliant plank
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A gesture to toggle it on or off... Hmm...

slim sparrow
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Actually this'll be hard, unless you're willing to sacrifice another gesture to disable/reset it

pliant plank
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Perhaps 2 gestures ^

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Getting sniped by phoenix wright

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I regret nothing

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But yeah, using a gesture to toggle it on and another to toggle it off seems like the simplest way to do it

tacit frost
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any way one of yall could tell me in the simplest way how to do that, i know basically nothing about the animation system, seems easy enough, I'd just like to know

white herald
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once you release the gesture, any object you enabled will revert to disabled

pliant plank
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I'm pretty sure it's possible to toggle it on and keep it on regardless of having the gesture enabled

tacit frost
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@white herald well I don't wanna have to hold it forever if I want it active for a long time

white herald
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yes but you animation the emissions settings instead of enabling/disbaling the particle system itself

pliant plank
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Yeah, that exactly

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It's always on, just not emitting

white herald
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but when you release the gesture, it will still go back to its default emission settings

pliant plank
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A second...

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I remembered svel talkin' about it, and there it be

tacit frost
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ooooooh that sounds like exactly what I need

pliant plank
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You can look up the chat logs up on the top right from:user emission

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A detailed explanation should be at an arms reach there

tacit frost
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thanks! @pliant plank

pliant plank
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No worries, and good luck

wide steppe
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Is it posible to make a chair on an avatar that would override the sitting animetion of the person that woukd sit inside?

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For example avatars that would sit there would start dancing our animation?

tacit frost
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@pliant plank I'm doing the gesture, and the animation preview shows it works, but in-game nothing happens :(

true scroll
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hmm, i have done a blink animation that also is supposed to flick my ears and it works in the animation preview.
But on the aktive animation loop only my eye blink but the ears do nothing ๐Ÿค”

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any hint what might be wrong?

white herald
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pretty sure it just uses the first and second visemes to blink? haven't had success messing with avatarcontrollers

true scroll
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no

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i disabled the eyetracking blinking to make my own which is why i animated it. (empty shapekeys)

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and the blinking works in unity prewiew but the amature rotation (ear flicking) doesnt

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however, it shows fine in the animation preview / creation thing

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but in the unity live view it only blinks

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and in game it does absolutely nothing ...

wide steppe
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What are the inspector info? @true scroll

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Of the animation

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Also how you activate the animation?

wide steppe
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Hmm

true scroll
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legacy animation should support it right?

wide steppe
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Ye

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I use it to flick my ear and wag tail in same time

true scroll
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and i also dont understand why within vrchat nothing animates at all

wide steppe
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Where did you locate the component?

true scroll
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hmm?

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the blink animation file is in the same folder as the model file

wide steppe
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To which object you atatched it

pliant plank
wide steppe
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Oh try disabling physix

true scroll
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yes that des something...

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but it also does it in the animation preview

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i wonder why

pliant plank
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Dear Lord

wide steppe
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Did you do the flicking by visemes?

true scroll
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no

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armature transform

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rotation

wide steppe
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Hmm

pliant plank
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The shading on that outfit's pretty neat o:

wide steppe
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Try redoing the animation i gues

true scroll
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thanks EXSGT ๐Ÿ˜ƒ

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guess ill do that WESTOR

wide steppe
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Hmm

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Btw

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Why most of my models have weird ghost like thing when i pook in a mirror?

pliant plank
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Personally i don't think i've ever had animate physics enabled, but i assume that's what triggers the ear flicks to begin with, due to dynamic bone et all

wide steppe
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Look*

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Dynamic bones works even without phisics on

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I mean my tail works perfectly with it

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I mean phisics in animation comonent

pliant plank
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I mean yeah, but it's odd, since it did that to the ears

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I also got an animated tail for her which makes it even weirder

wide steppe
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I don't have my files for my neko avatar

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So i cant share

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Any idea how to fix my problem?

pliant plank
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This works perfectly fine in-game

wide steppe
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When i look in a mirror i see outline of myself

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I mean it's also showing my outline whenever someone ahve me on their screen

pliant plank
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Huh...

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Not sure honestly, that's quite an odd issue

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Do you have it set as opaque on all the materials?

true scroll
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hmm lets see if it now works in game

pliant plank
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That'll probably work

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Also heard that using one of the CATS generated shapekeys in animations may cause issues, unsure if that would apply to blinking

true scroll
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i manually made the empty keys

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its not a mmd port

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custom commussioned model

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that i add stuff to my self now

pliant plank
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I mean i kinda assumed it was, since it's so similiar to your pfp

true scroll
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yeah its my oc originally basing on a FFXIV character

pliant plank
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Mitrha/Miqo'te?

true scroll
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Miqo'te

pliant plank
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Neat

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Personally quite enjoyed FF games for mosta meh childhood, favorite till this day is still FFXII for the PS2

wide steppe
pliant plank
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Started playing that game again after years

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Wew

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I was in bloody beta testing haha

wide steppe
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U mean smite?

pliant plank
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Aye

wide steppe
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Porting avatars from there is such a pain in the ass

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But the end effects are awesome

pliant plank
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I absolutely love that sword on that skin honestly

wide steppe
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Sadly i suck at particle effects

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So i cant add tge glow

pliant plank
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Well thankfully the community here is bloody great

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So i'm sure somebody'll be able to help ya with that if ye truly want to add it in

wide steppe
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Hmm

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I would probably atatch void sword model to the bone with weight painting

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Hmm

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Wish porting was easier

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Oh btw @pliant plank this is gonna be non humanoid

pliant plank
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Huh, what're you gonna do with it then? o:

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Generic full animation?

wide steppe
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Ye

wide steppe
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Wohoo unity crashed

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Yay

true scroll
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okay so the ears flick in game now but the eyes dont blink

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** sigh **

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any idea?

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it does blink in unity

wide steppe
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I woukd just do the eyes in blender cat plug if i was in your situation

true scroll
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i couldnt even use the cats plugin for making anything eye related if i wanted to

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but that is not the issue

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unity blinks and flicks ears

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in vrc the eyes do nothing.

wide steppe
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Try

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Making new project in unity

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And upload it from there

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It was my best fix so far

clear yew
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QUESTion: When using custom overrides, do I need to fill in the default actions again for the gestures I don't override?

slim sparrow
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No

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The override controller is there so you can leave the rest blank

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Saves a lot of time

clear yew
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hmmm its weird because my hands won't do the gestures anymore just the one override i did

true scroll
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ok so i tried some more stuff and am at 2 issue points with my blink now.
if i use the same shape keys in the blink animation and have the same on an override gesture (wether it is active or not doesnt matter) the blinking wont work and only eyes flick

my other issue is, when ever i sit down in game my eyes stay closed and if i sit down again go completely away. anyone know what what could be?

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tha has been an issue before tho, its the reason why i intentionally wanted to not use the eye tracking blinking since i assumed that might be the cause (which it isn't as i had to find out now)

true scroll
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what could potentially cause them to stay closed after sitting down. even if i am NOT activating the gesture at all during sitting

rapid cypress
next pilot
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why the hell does unity keep discarding my dances hip rotation animation

clear yew
true scroll
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Just as a side note, this is not a new issue with the blinking i did today it has been exsisting since i made them and i remade them a few times allready

languid lark
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@true scroll did you sit at all when use gensture?

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because that would make them stick

true scroll
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its very possible that i trigger the victory override (blink) when just sitting down

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but how do i prevent it from sticking?

languid lark
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well make sure you hand in default set before sit down

true scroll
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so the best i can propably do is change the gesture since victory is easily triggerend?

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(and there is no actual fix?)

languid lark
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yea no really fix for that just avoid chair lol

true scroll
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๐Ÿ˜ฆ

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thanks for the clarification tho

languid lark
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@true scroll best thing to do make canny about it

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get people vote on it

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they maybe fix it

true scroll
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yes i will look into it and write a report

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since it definitely is a bug that should be fixed at some point

languid lark
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@true scroll yea use that video in report as well

true scroll
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ill make a better video for that just not now :cirBaka: i bothered with blinking bullshit for 5h gonna play a little before sleepin ๐Ÿ˜„

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thanks again tho ๐Ÿ˜ƒ

quiet pendant
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i tried uploading my own model, but it's not humanoid
how can i give it walking animations?

rapid cypress
wide steppe
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What is the default speed for walk and run?

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@quiet pendant yes you can

ashen sedge
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@wide steppe 2m/s for walking. 4m/s for running I believe

wide steppe
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I wonder when i will be able to uplaod again :/

violet kraken
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i wanna shoot something from my finger but its fucked up ingame (already using rigibody) ?

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like it doesnt emmit from the actual finger

clear yew
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how did you set it up ?`

muted prairie
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Has anyone come across an issue with transparent materials working for desktop but not for VR users ?

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Also, that looks fantastic Polar !

violet kraken
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@clear yew rigidbody on the index froze all constraints 0 drag no gravity, fixed joint on empty game object same settings and parented the particle system to the game object

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and game object parented to index

clear yew
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dont use fingers

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use wrist

violet kraken
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so just place it there and put it on the wrist ?

clear yew
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and the game object needs to be outside the armature

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game object with fixed joint *

violet kraken
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alright lemme try

quiet pendant
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i have a unity animation for walking, how do i add that to aatrox?

slim sparrow
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You shouldn't spam across multiple channels. I have no idea what "aatrox" even is

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There are plenty of animation override tutorials online

clear yew
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a character from League of Legends

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so it's probably a ripped model with ripped animations

quiet pendant
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i found a model online and made my own shite walking animation, gonna see if thie override thing worked

midnight garden
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I am trying to get a animation working but for some reason it wont work

languid pier
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anyone know a shader that i can put on a cube, and this one will be invisible and everything that its inside too ?

hexed fern
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i was trying to figure this out yesterday but gave up on getting the original effect into blender but does anyone know how i could rereate the blades effect using particle effects? with the stuff that sticks out on the end too? http://prntscr.com/jgbugs and i want it to somehow have a unique gesture for when i would "unsheath" the sword as shown in this gif https://gyazo.com/ebc0ce4f89ec34392d0a259415d49f91 i dont know if the animation for unsheathing said blade is possible tho

Lightshot

Captured with Lightshot

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i already have the hilt of the sword since it came with the model

oblique pivot
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Where's a good place to start if I Want to add custom animations through emotes?

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Any tutorials?

#

Also, is it possible to take the animation out of a Mixamo exported rig and put it on something else? Basically not using the same mesh?

#

If anyone could help, I want to create an emote where my avatar "powers up", his cape flies up in the air behind him his hair waves and rocks are lifted from the ground. I know the rocks would have to be done with particle effects.

warm cipher
#

Anyone know how to change the idle animation?

oblique pivot
#

You need to set a Character Animation Override I believe.

#

in Unity

warm cipher
#

In the override I placed the new idle within the idle spot, have other animations working in game, but idle doesn't change

oblique pivot
#

Hmmm

#

Not sure

#

I haven't done animation really I'm just getting into it.

#

do Inverse Kinematics work in VRChat?

white herald
#

bone constraints dont transfer there is an ik plugin but it's not compatible with humanoid in vrchat

#

animations get baked so they transfer though

#

just in the deform bones

oblique pivot
#

ok. Any good resources for learning to make custom animations and import them to Unity?

#

I want to make my Tetsuo avatar power up so I want his hair to flow and cape to lift and stuff

craggy sage
#

So i have a .blend file that i made an avatar in, its rigged and has a few animations, is there anyway to use those animations for VRC?

slim sparrow
#

Yeah. When exporting your FBX, tick "bake animations"

#

Then they should be there in the imported model

craggy sage
#

lemme try that

#

thanks

#

so i imported it, configed it, now what about the deform bones?

slim sparrow
#

Not sure what you mean

#

Unity should convert the imported animations to humanoid rig animations if the model is set to Humanoid

craggy sage
#

no animations

#

but the .blend file has them

#

ok, re-imported and they are there now

#

so i can just toss those into an AO and it would work?

slim sparrow
#

Basically, yeah

#

Depends which slot you want to override

#

For example, you cannot put full-body and full-length animations in gestures, and Root Transform will not work in the IDLE slot.

craggy sage
#

okies, thank you will try V^___^V

oblique pivot
#

@slim sparrow I made a simple custom animation in Blender. I exported to FBX but I don't see anything regarding an animation in the prefab in the Assets folder

#

Do they have to be attached to the main model?

#

I thought I'd be able to at least detach the animation from the armature and attach it to my main model

#

wait I guess I need to select "Bake Animation" in FBX export

white herald
#

that

clear yew
#

Hey

#

can anyone help me do an animation where i shoot a laser beam

native shoal
#

Alright so for a while I have been trying to override emote 1 with me just walking forward. I used clips from mixamo as well as me just testing a flip or something. Every time after I upload it, it shows up but just puts my avatar in the floor for the amount of time as the animation but does nothing else. Not sure what to do

oblique pivot
#

Anyone know why I can't duplicate the animation from a prefab to break it out of the armature so I can add it to my model?

white herald
#

rename the animation to something without weird characters @oblique pivot

green spade
#

can someone say where can i get custom dying animation from last marvel movie "avengers"?

#

when u turn into cloud of pieces

quiet pendant
#

oof

regal hollow
#

I don't feel so good

green spade
#

yeah, that one

quiet pendant
#

mr krabs

regal hollow
#

๐Ÿ•ท ๐Ÿ‘จ ๐Ÿ’จ ๐Ÿ’จ

craggy sage
#

is there a way to test animations before you upload them to see if they work?

#

i cant seem to make this AO work

#

im trying to start with the idle animations, but even that isnt working

undone glade
#

@craggy sage make sure the animation is on the avatar and hit play that is located in the middle top of the window just below your toolbar

rapid cypress
torn pawn
#

ok that's pretty sick

lilac cave
#

mouth looks a bit off when laughing

#

but damn.

#

good stuff as always ๐Ÿ‘

rapid cypress
#

You right, still needs polish

#

I should be using visemes to open the mouth more

lilac cave
#

nah i think its more that the jaw would be expected to be the moving part

fresh scaffold
#

^ the jaw makes it look peculiar

languid gull
#

Is it necessary to split up a face mesh for vismes or would it just work fine on the whole body?

ashen sedge
#

Preferably you'll only have one mesh for your whole avatar. The face mesh slot is just which mesh that has the blendshapes you want to access

slim sparrow
#

Do not split your meshes either way

#

I mean, don't have them split at the moment you import into Unity

languid gull
#

Yeah I noticed multiple mesh can look awful in lighting

slim sparrow
#

That too, but it's also for performance reasons

ashen sedge
#

On the multiple meshes you can just set an anchor override on the mesh renderer to be the same and that should make the meshes look uniform. But yes, mainly for performance reasons you want to only have one skinned mesh renderer.

#

Regular mesh renderers (Static meshes, no bone data or blendshapes) are really cheap performance wise and those you can have as many you want basically

languid gull
#

Just a worry because this mesh is a little on the high side and I was worried vismes of the whole thing would be costly in some way

ashen sedge
#

If it is costly, it's not significant in any meaningful way

#

Like an extra skinned mesh renderer or material would be

languid gull
#

Materials are my next worry but that's a different channel

fickle slate
#

umm... so im trying to make a fire that isn't cut's off everywhere , if anyone watched naruto then you will get what i mean by simply looking at this picture http://prntscr.com/jgm005

Lightshot

Captured with Lightshot

harsh swallow
#

You want one whole spout of fire? Increase the emission over time

torn pawn
#

yeah dude, make sure that you lag out those people!

harsh swallow
#

You can have a low amount of max particles but the emission over time can be higher

#

also increasing particle size can make it seem more dense

#

They have like 60 particles, that's not gonna be too bad

slim sparrow
#

Yeah, billboard particles in particular will not be too laggy

torn pawn
#

no guys, you always use mesh particles with at least 5k tris each ๐Ÿ‘Œ billboard is not the VRC way.. why would you not want to lag people? at least that's what I see every person doing ๐Ÿคท

harsh swallow
#

sadly yup... ๐Ÿ˜•

upper sapphire
#

what do i do in blender if my mesh isnt moving in pose mode after making a shape key

clear yew
#

anybody figure ouut a good method to not have hair clipping through the body yet. i heard that colliders are bad times

#

better settings

#

^sage advice

#

you can't really do more with long hair

#

don't have them fly around all over

#

put more stiffness and inert

#

they will move but not too much from their original position

#

i wonder if i can just add a bunch of little bones and put small colliders on them

#

so they arent supposed to clip through

#

too bad you cant just have the mesh be a collider

#

rigid bodies dont work in vrc right?

#

i saw some people use cloth ocmponment for the hair

#

dont know how well you will get that to work tho

#

rigid body ? yes they work

#

you need to use the rigid body of unity tho not from blender

#

ok

slim sparrow
#

Dynamic bone colliders are shaky

#

But they work okay if the hair has enough bones and the colliders are big enough

#

Skirt clipping is tough to fix, but hair clip is easy

#

Would be easier with plane colliders, though. We don't have those yet.

#

Cloth has super accurate collision detection

#

But I wouldn't recommend it for hair personally, unless your type of hair is a very specific one.

clear yew
#

i just added a bunch to the shoulders and arms and set their radii nicely. they appear to be working will. I think i'll need to add an additional bone in the center of the skull to attach a collider too for the bangs

#

so the plane colliders do not work even though i see the option to add them in unity for dynamic bones

slim sparrow
#

I tend to use a separate dynamic bone script for the bangs

clear yew
#

?

slim sparrow
#

Yeah, plane colliders are not whitelisted

#

So you won't be able to upload it

clear yew
#

good to know

#

it would be nice if you could just set the main mesh as a collider initself

slim sparrow
#

Would probably be too laggy

clear yew
#

That moment you realize you have 4 dynamic bone scripts set to the same bone for some odd reason

#

Colliders helped a ton

bright basalt
#

Is there a way to make myself able to move while using an emote?

craggy sage
#

so if im making custom animations in blender, do i have only make one take of them? or can unity use more than one take

#

cause my mesh seems to stuck on one pose for some reason

clear yew
#

anyone that knows how to use Configurable Joints?

unborn needle
#

is there an animation tutorial on tails? mainly tail wagging :x

clear yew
#

@unborn needle pose to shapekey

#

Or use dynamic bones

torn pawn
#

you animate bones in unity with rotation

#

press record and rotate bones/move to your liking

surreal garden
#

Anyone else having trouble with audio sauce on there avatar?

oblique pivot
#

so i made an animation and i have face bones imported into unity i used in the animation but they don't seem to be affected.

#

does VRChat not use facial posing at all even for animations?

#

i am assuming when using VRCSDK since there isn't rigging for facial bones that they're ignored?

dull wedge
#

Could somebody help me figure out how to hide the nametag on my avatar? So far, I know that you have to put a cube with a fade shader over your avatar, but people can still see my nametag.

surreal garden
#

@dull wedge am working on the same thing, it's all in the shader, best I've got is half fade, but the box had a black line around it

#

I heard water shader with distortion set to zero, but haven't had time to try

dull wedge
#

I think for the time being, I'm going to assemble an actual box around the name tag. I at least know that the overlay effect happens once behind an object.

surreal garden
#

So that you just have a box abouve you?

slim sparrow
#

This one uses legacy animations, which I do not fully agree with, but it'll work

#

Personally I'd make my own IDLE animation, or I would put an animator on the tail's root bone (dunno if that's possible though).

oblique pivot
#

@slim sparrow Do you know if facial bones are usable in VRCSDK?

#

I imported an animation but none of the facial animations I did transferred.

slim sparrow
#

You need to use visemes

#

The only face bones you get in the Humanoid rig are eyes and jaw

#

If you did facial animations, maybe you should also make sure that you exported with baked animations

white herald
#

can bake pose to shapekey there is a button in cats for it

slow ridge
#

Particle Effect Question: Trying to make cigarette smoke. It keeps emitting far away from where I have it set at, and it moves with my head. Any ideas?

slim sparrow
#

Yeah, that is true

#

@slow ridge are they world particles?

slow ridge
#

Sim space?

slim sparrow
#

Yes

slow ridge
#

Yeah, world

slim sparrow
#

You need to put the new IK Follower component on the particle system

#

Or use fixed joints (more reliable)

slow ridge
#

so add IK, and keep the sim space at world?

slim sparrow
#

Yes

slow ridge
#

So to get a better understanding, what does IK do?

slim sparrow
#

Basically, uh

#

I don't know the details myself. But basically, IK is how VRChat moves your avatar, along with animations. By only knowing the position of your head and hands, the rest of your model is moved. So when you move your hand inward, your elbow also moves.

slow ridge
#

I got it

#

"Place this component on a child of a IK'd part of the Avatar. It is useful for particle systems that need to be in WORLD space, but still need to track the position of an avatar bone."

slim sparrow
#

Yeah, basically

#

It makes the particle system "aware" of your avatar's movement. Otherwise, it would act like you're still in T-pose

slow ridge
#

So just add that to my particle emitter?

#

or it's own object?

slim sparrow
#

Add it to the same objects where you have your particle systems

slow ridge
#

Sounds good

#

Thanks for the help

oblique pivot
#

sooooo VRChat uninstalled itself somehow? wtf?

surreal garden
#

Anyone got some cool shaders to share, they can be hard to find

slow ridge
#

If I want to make a 2 stage animation (as in pulling out a gun and being able to toggle fire it) how would I go about that?

vocal zinc
#

@slow ridge So you would need an animation that make the gun appear in your hand and another one that you trigger with the other hand to shoot

slow ridge
#

so I would do the first hand gesture, then do the second?

vocal zinc
#

yes

#

the second to shoot

slow ridge
#

Gotchya

#

have you seen particle effects that are affected by audio?

vocal zinc
#

if you make bullets to it with particles

#

you just have to put an audio source to your gun that turn on when you shoot

slow ridge
#

I've been looking around and can't seem to find any info on how to do it, but I've seen it done

vocal zinc
#

when you do the fire animation it should active the particle for the bullet and the sound for the shoot

#

but the sound of the shoot have to be in your gun not in your bullet or it will move with the bullet i think

slow ridge
#

Yeah, im talkin about some else entirely

#

I mean more of a visualizer type of effect

vocal zinc
#

?

#

OH

#

ok

#

i see

#

im not sure there is i did a particle with so many emmiters to make it good for sound visualisation

#

i only know how to do it manually

#

not sure if there is a particle that does it automaticly without using a script that is not allowed into vrchat

#

@proper zenith if you want the halo to turn or you can do it by a particle system with long life and rotation over life time

#

you have to add "animation" component to your model and add the rotation animation to it

#

when you press playmode it should rotate so it will work ingame

#

that's how my wings are animated

#

mhh

#

maybe you did something wrong when making the animation

#

it should work

#

yeah but did you made the animation children to the halo or to your model

#

try to make it by your model like you click on it then you open the menu to find the halo and change the rotation

#

its exactly like when you do face expressions

#

in another mesh ?

#

the halo should be children of your bone "head"

#

don't forget to change the name of the halo body and bones like body1,armature1

#

so it doesn't fuck yp your model in miror

#

just be sure everything you add to your model doesn't have the same name of anything

clear yew
#

yo

#

so can i use a hand gesture to change textures

#

or mats

frank yarrow
#

for some reason ive been having an issue where my avatar is preforming a gesture that activates one of the overrides where it fires projectiles where for me my avatar is in its normal state, but to literally everyone in the world, my avatar is in the gesture override where its shooting projectiles. pretty sure this is a bug, but noone has been able to help me

#

as a sidenote when i activate the gesture manually it shows up as normal for me but when i change gestures its still shooting projectiles for everyone else

#

its also gotten me kicked from worlds more times then i can count at this point

clear yew
#

is it possible to have reflection without being affected by the skybox

devout cave
#

Anyone know why my distortion particles appear like this sometimes? They are visible and overlay all the other particles

glacial fog
#

Simple (or not) question, I'm able to add additional objects to my Avatar in Unity and aniamte them in same time or they will be separated ?

slim sparrow
#

@proper zenith you probably forgot to add the animation controller in the Halo's animator

#

@glacial fog either way works

#

The best way to animate objects is to give them their own animator

#

But you can probably animate them all at the same time if you want to

next shard
#

anyone can teach me how to do firing particles for guns? <:

#

i know the basic particle system stuff

oblique pivot
#

when animating how can i ensure the starting stance of my animation will match the original idle animation so it doesn't jump cut into animating?

midnight comet
#

when I'm trying to animate my avatar changes into a sitting like position and I can't upload it after getting the animation because it gives me errors

slim sparrow
#

You need to animate on a duplicate of your avatar, then delete the duplicate once you're done defining the animation

#

Either way, post those errors here

#

@midnight comet

midnight comet
#

give me a second

true blade
#

Quick question, how to get particle systems to not be stuck on only a horizontal axis based on your vision instead of the game object it's attached to(Which is attached to the index finger)

midnight comet
#

i'm so confused

#

i didn't get any times this time

#

with duplicating it

#

I'll just have to see if it works

#

it's not working

#

it's just stuck in T pose

true blade
#

Did it go into T pose before you duplicated it?

#

Or is it not going into animation pose when you animate on the duplicated one?

slim sparrow
#

What's stuck in T pose? You mean ingame?

#

If so, you forgot to rig it as humanoid

molten elm
#

How do you use mixamo animations or animation packs, and where can I read up on this stuff? I've been so lost trying to use Mixamo because the guide's I've looked up don't go into it ;;

midnight comet
#

i messed up my humanoid rig somehow

#

i messed up everything .-.

true blade
#

Hmmm might want to rerig it or debug possibly. Might help.

midnight comet
#

i might need to start over

slim sparrow
#

I'm tired of the lock icon not appearing on my animation window and having to revert my layout to Default to fix it.

#

Is there a way to make the lock icon appear again?

#

It keeps randomly disappearing

serene lava
#

So, with animations, can I assign animations longer than one keyframe to a gesture? Also, if im in VR and I use an emote, will it cause my Avatar to freeze in place no matter what?

clear yew
#

yo yo

#

i need help with a particle effect

#

I want it to look like this

#

but i cant rotate it

eager vault
#

Particle systems have a rotation over time drop down doesn't it?

slim sparrow
#

Yeah, that sounds exactly like what you need

#

Or you can put an Animator on the game object containing the particle system, wouldn't recommend that tho

clear yew
#

dosent work

eager vault
#

also I love Benadryl Creamsicle

clear yew
#

it just stays facing up

slim sparrow
#

Ohhh

#

Is it a worldspace mesh particle?

clear yew
#

please elaborate im abit new to this

slim sparrow
#

It should follow the rotation of whatever it's parented to, unless you set the simulation space to world and it's a mesh particle

clear yew
#

its set to local

eager vault
#

Wait, describe "facing up"

clear yew
#

say i rotate the parent

#

it wont rotate

#

it just moves

eager vault
#

Under renderer is it still set as a billboard?

clear yew
#

yeah

eager vault
#

Set it to a mesh and pick a plane

clear yew
#

under where?

#

to pick it as a plane

eager vault
#

Hehe, underwear, it should start as a cube, so just search for the plane, unity has one by default

clear yew
#

its a sphere

eager vault
#

Oh, maybe it was sphere that it starts as, anyway just click the circle thing and search for plane

clear yew
#

not there

slim sparrow
#

I think billboard renderers always face the camera?

#

Don't they?

#

Personal choice: I would set the rendering mode to Mesh, then set a Quad as the mesh.

#

I'm sure there are better ways, but I know for a fact that this should work

clear yew
#

quad?

slim sparrow
#

Yes, a quad

#

Or a plane if a quad isn't available (it should be)

#

A quad is literally just a rectangle.

#

Renders the texture that you give it. Period

#

It's like 1 or 2 polys

clear yew
#

nvm

#

i got it

#

someone in the other chat helped me out

#

I set it as a billboard and made the view local

clear yew
#

anyone one know if i can use an animation to change matierals

slim sparrow
#

Yes, you can.

#

Just hit the record button, select the mesh, and change the material. The change will be recorded inside the animation.

clear yew
#

nice ok

#

@slim sparrow do you how to make a thing where if people are in the range of me their screen turn black and white

slim sparrow
#

I'm not sure. If you want the whole screen to turn black & white, that's probably a screenspace shader.

daring pilot
#

is it possible for me to have an object only show up during an animation?

slim sparrow
#

Yeah, just enable it inside that animation.

#

"Is Active" property

#

It's the checkbox at the very top in the inspector panel

spiral grotto
#

how do people have that shadow trail on the ground behind where they walk? Is there just a file for that anywhere or what?

slim sparrow
#

I think it's a trail renderer

#

Just a trail renderer component

#

If you put it on your avatar object (or on an object parented to your avatar), the trail will basically be left at your feet

#

I never had any reason to use it, so I don't know the details.

daring pilot
#

do you know of a video that shows this? (i can't find one)

#

if not , that's phine too

slim sparrow
#

Nope, I don't know of any videos

#

The trail renderer component shouldn't be too hard to figure out. You can test it inside Unity by hitting play mode and dragging your avatar around.

daring pilot
#

I meant my issue I had a bit ago

#

because my add property button is greyed out and I don't know why or how to fix it

slim sparrow
#

Did you drag the animation file onto a duplicate of your avatar?

#

You need to drag it onto the actual avatar object, not the mesh. Make sure you drag it in the hierarchy on the left, not the 3D view

rigid wigeon
#

Hey, does anyone know how people are converting mixamo animations to unity animators? like the hip-hop dance animation and stuff? I have a few animations on mixamo I want to use with an avatar I have rigged in unity but it doesnt have a mixamo skeleton so it wont work.

slim sparrow
#

@rigid wigeon upload any model to Mixamo. Preferably the one you want to use the animation on

#

Select the animation you want, then download the model as FBX. Import the model into Unity.

#

Set the rig type to humanoid, and configure it to make sure it's all correct.

earnest trail
#

somebody have the kazotsky kick animation?

slim sparrow
#

Then you can expand the imported model, and press CTRL+D on the included animation file. You now have a generic Humanoid animation that you can reuse anywhere. You can delete the Mixamo imported model if you want.

rigid wigeon
#

@slim sparrow Thanks so much!

olive lynx
#

Hello everyone, I have a stupid question but I'm going to ask it anyways. My dance animation is 54 seconds long oh, it works in the unity all the way through but when I upload it and try to vrchat it comes up like 10 seconds short. Is there any way to fix that?

torn pawn
#

any1 knows how far in frames on gesture can u go so it doesn't lock for 10 seconds?

languid lark
#

emote only have 10 sec

#

Gesture just base on how long you hold down the button

#

for animation to play

pliant plank
#

Not entirely sure about what you mean exactly yuumi, gestures play indefinitively and emotes just unlock your camera after a while, but the animation plays fine untill like the 1 minute mark :o

vagrant heron
#

How do you make your avatar not invisible to yourself in mirrors if you have a particle effect on it?

lunar pasture
#

It's likely the shader you use on it, or maybe something to do with layers

slim sparrow
#

I think particles just aren't visible in mirrors

#

If your avatar is only particles, that's probably it

#

Try a camera

spring nova
#

nah particles are visible in mirrors, but their location is off. I think they're centered on the maps origin or something

slim sparrow
#

Are the particles attached to your head?

#

Oh, you might have a point

pliant plank
#

Yep that sounds entirely plausible actually

signal iris
#

another quick question if anyone is willing to answer/knows. Does ragdoll work for animaitons. I'm trying to make my character just flop to the ground during an animation, it looks fantastic in unity but in game my hand just does the weird animation start grab (the grab where you can tell the animation started but it isnt working)

slim sparrow
#

@signal iris you can't actually ragdoll yourself

#

You need to disable your own skinned mesh renderer, then enable a copy of your model that ragdolls when spawned.

#

Same effect

signal iris
#

so in an animation disable the skin mesh renderer of the original and then add in the copy that has the ragdoll on it thus making "me" invisible and making the other model do its thing lol correct?

slim sparrow
#

Yes

#

That's also how you do full-length animations on gestures without using emotes

#

How did you ragdoll yourself anyway? You just used the ragdoll creator, right?

#

Unity has one of those built in

signal iris
#

correct I used the built in one

#

one a second model I decimated the head in blender for an effect

#

on*

#

should I attach the ragdoll model to a empty game object?

slim sparrow
#

Not really necessary

#

I think the ragdoll creator makes a prefab, just place that in your own avatar somewhere. Next to the body mesh, for example

signal iris
#

in the animation tab when I go to skin mesh renderer I cant seem to see how to disable only the pluses to add different facial gestures etc? Where would the disable be?

#

thank you for the help btw ive been working on this all night lol

slim sparrow
#

There should be a Skinned Mesh Renderer.Enabled property

#

Otherwise, you can also disable the whole body mesh.

signal iris
#

got it thank you

#

my ragdoll model and the orignal duplicate a seperate entities animation wise thats why I asked if I should be using and empty game object to connect them, what way were you suggesting that doesnt involve a game object?

#

got it just clicked and dragged the rag doll into the heirarchy of the original

signal iris
#

@slim sparrow so its working in the animation tab, its just really spastic now, the models head sinks into the chest and it flips out...

slim sparrow
#

Well, unless you actually want it attached to something

#

My idea was to have your avatar object. Inside that, there's your armature and body. But next to that, you put the whole ragdoll prefab

#

It'll just spawn there once activated

signal iris
#

@slim sparrow I got the other mesh disapperaing and the new animation functioning, but in game I just completely disappear... cant seem to fix this no matter what

slim sparrow
#

What do you mean?

#

No ragdoll is spawned?

signal iris
#

@slim sparrow In game yes, no rag doll is spawned

slim sparrow
#

Then I don't know. I never tried it myself

signal iris
#

my enable mesh is working ie the disappering

slim sparrow
#

Maybe it's spawned at world position 0

#

You could try putting a fixed joint between the hips of the ragdoll and your own hips

signal iris
#

@slim sparrow Hmm ill try that it seems to have changed the way the ragdoll falls in unity but not in a bad way, Ill give it a shot

#

@slim sparrow Nope no luck...

plain coral
#

so uh....

#

I'm a little confused.

#

The new SDK "Custom Avatar Controller" appears to be missing from VRCSDK > Exacmples > Sample Assets > Animation

#

was this moved, or is there some different way of doing it?

#

I used one from another avatar I created, and applied it to a newly created one, but it doesn't appear to be working.

gray rune
#

Hi quick one do you need to have finger bones to use animations connected to hand gestures

clear yew
#

yes

#

but only 3 fingers IIRC

gray rune
#

well shit back to blender i go

#

thx

#

for the info

plain coral
#

yeah, thought that was what my problem was, so I rerigged it with full fingers, just leaving it unweighted. But it's still not working.
Anyways, I have found the problem, and when I'm doing testing to see if that was it, I'll get back you all.

ashen sedge
#

@gray rune Specifically you need to map atleast one thumb, index and middle finger bone per hand for full-body IK to activate. If you're missing a finger then that's OK, but those three bones must be in place.

#

If your avatar only has one or two fingers, or even none, it's perfectly fine to do dummy bones connected to the hand

plain coral
#

Whelp, that wasn't it.
What I thought it was, is that I some how moved my default "Custome Avatar Overrides" controller. And it wasn't getting updated when I updated the SDK, so I moved it back, removed it all and reinstalled. nothing.

#

My next suspicion is that maybe it's because the finger bones don't have weights. Do they need to be present and weighted?

slim sparrow
#

I'm pretty sure you need CustomOverridesEmpty to insert your own animations

#

Your own animation controllers have never worked, at least not for Humanoid I think

plain coral
#

Er, yeah, that's what it is. Sorry, I misspoke.

#

But actually, I went ahead and added weights.

#

And I see the fingers moving (It's a lizard, it's not exactly intended to have hand gestures) So, I do see the gestures being triggered now.

#

However, the animation is not happening.

#

oh. wait

#

Yeah, it's still not working. I'm going to try recreating the animation, which is a pain, but for the sake of science, let's see if that fixes it.

#

Well okay then. I guess it was a problem some how with the animation. All is better now.

#

I guess if it helps anyone. Here are some things to consider if this happens:

  • The original solution was to add missing finger bones to the avatar.
  • I added weights to said finger bones (Unsure if was necessarry)
  • The end solution was to recreate the animation.
  • The animation was created before finger bones were attached to the avatar, and may have been what messed up the animation.
languid pier
#

can someone post me

#

his physics manager ?

upper sapphire
#

please

#

I need an animation god

clear yew
#

?

upper sapphire
#

i've been working on this energy disk that i want to shoot out of my face so it goes in the direction im looking at but I have no clue what i'm doing wrong. The problem i ran to was the animation doesnt want to end and the disk ends and stays at the end point without dissapearing, and i also ran into the problem where for some reason in my first person perspective I have particles stuck to my head and also on the disk, but to everyone else theyre not on my head at all, theyre on the disk as planned.

clear yew
#

cuz parenting particle to head is a bad idea in general

#

since everything parented to it is deleted from your view with a humanoid rig

upper sapphire
#

yeah i detatched it from the head and fixed that issue but i remember seeing some models with that functionality of shit being in your view direction so idk if thats possible to do with my case

burnt stream
#

ah

upper sapphire
#

but with that specific thing out of the way if its not possible, how do I fix my disk not being a 1 time animation that goes from point A to B and done. instead atm its point A to B and continues existing

clear yew
#

it's a particle system ?

upper sapphire
#

well its a Frankenstein combo of a cylinder game object with a particle system attached

#

(reason for the cylinder was i put a texture on it)

#

i'd show it but I can't post images.

clear yew
#

use imgur

upper sapphire
#

didnt think about links

clear yew
#

what is the cylinder in this case ?

upper sapphire
#

the spiral

#

its a flat cylinder that i flattened just to put that spiral on it

clear yew
#

can't you use mesh particle ?

upper sapphire
#

what difference would it make in terms of the animation problem, it'd be the same result wouldn't it?

clear yew
#

you can actually make the cylinder collide and disappear

#

and better control over the speed

#

rotation

#

duration

#

and so on

upper sapphire
#

ok and now how do i add a particle system to it that moves with it?

clear yew
#

create an "empty game object"

#

and parent all your particle system to it

#

so you just need to activate the game object to spawn them all

upper sapphire
#

ye thats how i had it set up

#

i have a spiral particle system on the spiral cylinder that just enhanced the look of the spiral

clear yew
#

either you activate it at the same time

#

or your use it as a sub emitter parented to the main particle system

trim root
#

are blinking animations 5 or 10 seconds

sick musk
#

40 second animation takes an entire day yeesh

clear yew
#

Is it a limitation of the animation override controller that hand gestures are independent by default but control both left and right hands at the same time when overridden?

slim sparrow
#

You need to define them on both hands

#

But when you do them ingame, the fingers only move on the hand you use the gesture on.

#

All other things (property changes, blend shapes etc) are shared. Only finger movement is separated

clear yew
#

I understand from tutorials that hand gestures should be one keyframe. However I experimented with attaching a full body animation to a hand gesture with very strange results. Only the fingers were animated which is not strange, but when i went to use other hand gestures the fingers animated as if I was using the first animation and it would continue to loop while slowly the intended animation would phase in and the looped animation would phase out, make sense?

#

was wondering if there was a way to use a multi keyframe animation on a hand without it carrying over to other animations like that

#

or if this is a known limitation of hand gestures

slim sparrow
#

Yeah, gestures are weird when they're more than one frame

#

You cannot put a longer animation directly onto a hand gesture, but there is something else you can do

#

You can enable an object in a gesture, which in itself plays the animation you want. So if you want a full-body animation and don't want to use emotes, you can disable your own skinned mesh renderer, and enable a duplicate of your model which plays the animation when activated

clear yew
#

very clever thanks for that tip

#

whats the name of the two finger handgesture

slim sparrow
#

VICTORY

clear yew
#

thank you

slim sparrow
#

Does anyone know why Muscle Animation Editor does such weird things with Root Transform?

#

I'm not even sure if it's Muscle Animation Editor or Unity

#

But when I change the root transform Y in a keyframe to 1 for example, it immediately jumps to 0.89 instead

#

So when I make a new keyframe based on another one, the root transform is always lower than it should be, and I have to manually change both values.

#

And if I'm playing an animation while record is enabled, it also inserts new keyframes for Root T automatically???

#

The automatic insertion of keyframes is almost certainly Muscle Animation Editor, but I still don't know why Root Transform is consistently so wonky

languid pier
#

is there a way to make a particles have priority over one ?

#

in the layer

#

The white have priority over the black one

remote blaze
#

Hey there guys

#

so I got a question

#

how would you a custom walking/idle animation for bones other than the regular humanoid ones?

#

the animation looks fine in unity

obsidian vigil
#

idle or walking?

remote blaze
#

well, both, really

#

it's a tree guy with 5 legs

#

I set 2 of them to be the humanoid legs, and the other 3 are animated customly

#

the animations works in unity, but in VRchat, only the 2 legs work fine

obsidian vigil
#

well

#

did you set the animation to legacy?

#

so it like always plays

#

for the idle

remote blaze
#

legacy anims work with humanoid models?

#

no, didn't think of that

#

I'll do that for idle!

#

what about the walking?

obsidian vigil
#

hmm so you assigned it to the walking animation in the override right?

remote blaze
#

yep

obsidian vigil
#

then it should technically work...

#

i mostly mess around with bipedal models so i havent had a lot of experience with more legs yet ^^

remote blaze
#

that's the confusing part - the custom animation plays, but only on the assigned bones

#

the other ones stay frozen

obsidian vigil
#

hmmm

remote blaze
#

very confusing too, because I've seen non-assigned bones animated on humanoid avatars before

#

like wings flapping or something similar

#

actually, I thik @slim sparrow has a flapping avatar

obsidian vigil
#

yeah... as well as animated halos

#

or small figures moving on a shoulder, sth like that

green delta
#

Is there a source for the default/idle hand pose somewhere? If I implement a custom gesture and don't do anything to the hands they still change pose

remote blaze
#

I think it depends on how you set it in the T-pose configuration

#

not sure

obsidian vigil
#

@green delta i dont know if theres a standard hand pose but i have written down values which i use for idle looking hands

#

tho that file is on a different computer which i cant currently access

#

id recommend fiddling with it until you find values you like

#

and writing em down

green delta
#

Hmm, I'll play around with it. Thanks anyways.

obsidian vigil
#

Have you got the Muscle Editor addon?

#

because that cuts the work down a lot

green delta
#

Nope, thinking about it though.

upper bone
#

how to animated textures?

obsidian vigil
#

basically using a spritesheet

#

and scrolling over it

slim sparrow
#

There's a shader which can do that. But either way, you do need a spritesheet

obsidian vigil
#

umm

#

might i ask for a link to said shader? :3

sand wigeon
#

how do you make particle animations to a emote

slim sparrow
#

@sand wigeon turn on a particle system in your emote

#

This is the one I used for one of my avatars, works well

#

I should mention, I used this to project sprites onto a quad

#

I actually don't know if this works for animating textures on a 3D model or anything

obsidian vigil
#

Thank you โค

sand wigeon
#

@slim sparrow thank you ๐Ÿ˜‰

obsidian vigil
#

just what i need

sand wigeon
#

Sorry, I didn't understood what u meant. turn on a particle system in my emote?

slim sparrow
#

You know how gesture overrides and animations work, right?

#

If not, I suggest looking at some tutorials

upper bone
#

thank you both ^^

remote blaze
#

hey guys, so hypothetically- if I made a centaur avatar with a custom animation for its horse legs, but still made it humanoid so I could control the arms, would it work?

slim sparrow
#

Yes, it would work perfectly well

#

You could joint the back legs to the front legs to save yourself work

#

Or you could make a custom walk animation

#

If you cross the joints it'll look better

remote blaze
#

so essentially, bones should animate even if they're not humanoid-assigned bones right

slim sparrow
#

Yes

#

Just have the joints copy the rotation

remote blaze
#

So why does my six-legged tree guy's custom walk not work ๐Ÿ˜ฆ

#

I have the animation and it works fine in unity

#

but in VRchat, only the bones which are assigned as humanoids actually move

slim sparrow
#

Did you use Fixed Joints?

remote blaze
#

the other ones are frozen

slim sparrow
#

To actually joint the back legs to the front legs

#

I heard people reparent bones too, that might work

remote blaze
#

no actually, I didn't

#

what do you think I should reparent to?

slim sparrow
#

I dunno. I think you would reparent back to front

#

So the hierarchy is

Leg
-LowerLeg
-BackLeg
-BackLowerLeg

remote blaze
#

I've already got a custom animation of all the legs moving, too

slim sparrow
#

You can also not bother and just make your own custom walk animation, but then you need to manually move the other legs in the animation

remote blaze
#

yeah I did that

#

but it won't work in VRchat, which is what I've been trying to fix all day ๐Ÿ˜ฆ

#

the anim works in unity, works in blender's preview (while the avatar is humanoid)

#

but in VRchat, it just breaks

slim sparrow
#

I think you also need to put it in the run/sprint slots

#

And the crouchwalk slots

remote blaze
#

maybe I could do crouchwalk...

#

but the thing is

#

I have the front 2 legs set as the humanoid legs

#

and those are the only two that move ingame

#

and they follow the path of my custom anim

#

I'll try crouch/prone walk

#

here's how I have it set up

obsidian vigil
#

datsa pokeman

remote blaze
#

yee

#

so basically what I want to know is- is it normal that only my humanoid bones are animating and nothing else

obsidian vigil
#

probably, yeah

remote blaze
#

awh D:

slim sparrow
#

I think that's normal when you're only animating the humanoid rig

#

You also need to manually pose and rotate the other bones inside the animation

remote blaze
#

I animated the other bones too, that's the issue

#

the animations works in unity

#

vrchat is the only one that doesn't accept it

#

it works in this thingy

vestal forge
#

Is it possible to sync world animations?

chilly vapor
#

@remote blaze only thing i can think of would be custom walk animation and having a small set of invisible feet in the center of the model to keep vrc happy

remote blaze
#

I did that! but unfortunately it didn't seem to be enough ๐Ÿ˜ฆ

open tundra
#

Everytime i make an animation where i would replace all the materials on my avatar to one that is invisible, everytime one piece keeps its original material despite being animated. Why is that, can anyone help me?

unborn needle
#

Question! for those who have idle animations, did you make those in unity or blender? Im trying to make an idle anim. also, if its in unity... how do I know if it work :x my avatar goes into that weird sitting like position - do I move/rotate, etc her the body parts while shes in that position?

cursive moon
#

Easiest way is with the Muscle Animation Editor asset, which is in the Asset Store.

midnight comet
#

If i have a custom override my lip sync doesn't fix, how do i fix this? my animations are facial expressions

unborn needle
#

for those who have custom idle anims, do I debug the anim clip to legacy and loop or naw?

ivory laurel
#

Hello there!
So i've made myself a model, it's not a humanoid creature, but I still want to use the visemes, what animation type am I supposed to give to my avatar so that everything works fine?(Tried the humanoid without any weight from bones on the mesh, but it still was kind of moving or bouncing,it wasn't a static object) And also, can i do such thing without even making a proper armature? Like, I don't want this avatar to have any moving animations, just so it reacts to me speaking

olive lynx
#

Hello does anyone know if it is possible to remove and or extend the animation time limit? My dance animation is 54 seconds long and seem to cut off after playing for about 40 seconds or so.

slow estuary
#

anyone really experienced in animations need help stopping the animation at the very end just keeps repeating

olive lynx
#

@slow estuary I'm not very experienced but do you have loop time selected?

slow estuary
#

yes but if turn it off the animation stops

olive lynx
#

That's odd.

slow estuary
#

yeah i wish somone could help wouldnt take long i just cant seem to figur it out

#

prolly somthing simple knowing my luck

olive lynx
#

If it makes ya feel better, I am having trouble with my animation too. It cuts off too early in the game haha

slow estuary
#

weird lol always somthing lol wanna see what talking about

#

call u show u if ur curious lmao

olive lynx
#

unfortunately I'm not on the game right now. Otherwise I would lmao .

slow estuary
#

oh nah you good thanks for trying to help at least

clear yew
#

I'm having an issue where any change I try to input into the animation values they get instantly reseted

#

how do I fix that?

sudden gorge
#

is anyponme here taht could help me make it so someting on my belt moves to my hand?

muted prairie
#

@sudden gorge I believe that all you have to do is make keys like : 1 (object is duplicated in hand but hidden + object is on belt) 2(object is hidden from belt and object is not hidden on hand)

runic frost
#

What is the way to bypass the occasional 10 second limit on custom emotes?

trim prawn
#

Copy the last frame of animation and paste it a little bit further than the original length of the emote. Granted it is trial and error to have your emote end at the right time, so just play around with it.

drifting gust
#

So i have this gun with an animator, and it works great, but when i load it in VRC it simply ignores all input. When i looked in the Parameters tab on play mode the values where grayed out as if they where read only. Does anyone know how to fix that?

#

Just as i wrote that after 2 days i figured it out :/
So apparently (which makes sense) if an animator value is being set by something, it becomes read only for only the animation or input that changes it to block out all other inputs.

remote blaze
#

@ivory laurel just make some shapekeys in blender for the talking

#

If the avatar is rigged, use CATS tool pose-to-shapekey feature

#

@muted prairie quick question about the game- if you make a custom walking animation for more than 2 legs, does the game only animate the bones set as "legs"?

torn pawn
#

does fixed joint setup of world particles work if it's under armature and not outside of it?

slim sparrow
#

Why would you want that?

#

It depends where in the armature it's located @torn pawn

#

You might get some issues if it's like parented to your hand or something. But it might just work if you only joint the particle systems? Anything else will probably look bad though

obsidian vigil
#

uhm well

#

ive done particles under armature

#

but inside 2 empty objects

#

jointed to my hand

muted prairie
#

@remote blaze I have no idea, sorry, i'm not aware at all about how walking animations are set up.

slim sparrow
#

@remote blaze yes

#

I mean

#

No