#animation

1 messages · Page 71 of 1

slim sparrow
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Uh, I'll explain. The "leg" properties in your animator and muscle settings will only affect the legs that you assigned in the Humanoid rig configuration.

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If you have more legs, you also need to animate those manually. I heard custom walks are difficult in VRC for some reason.

twilit turret
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Hey, I was working on mmd avatars facial expression's when you trigger it with a certain command. I noticed that the hand goes into this C form, so I wanted to change the fingers postion while doing this. However everytime that I want to change fingers rotation I get this error message and it resets https://gyazo.com/ee780b535501f89d9906e00ea85845fd What am i doing wrong?

white herald
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If you click the error it should say what script is breaking, might help figure out what plugin

gentle vortex
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hi, im trying to make facail expressions iv followed a video tutorial which has u duplicate ur avatar make the animations on there and then duplicate the custom over ride and drag and drop the animations into the gestures. for some reason when iv vrchat none of them work at all iv dragged the custom over ride into the descriptor but no idea why it isnt working :/ been trying to figure it out for a couple off hours but i have no idea lol xD

twilit turret
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I checked the error message scrolled down and it says that "Keyframing for humanoid rig is nor supported!" so probably need to change the rig from humanoid to legacy in order for it to stay in place, tho I am pretty sure I am wrong xd

white herald
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oh, @twilit turret you can only animate using muscles instead of rotating bones themselves, for humanoid. don't change to legacy

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lookup the muscle editor i think

slim sparrow
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Ah, that makes sense actually. Was thinking the same thing

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Muscle Animation Editor is good, but you don't need it necessarily. You need to pose the fingers by using the animator properties (finger stretch, etc)

white herald
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@gentle vortex probably just missed a step somewhere, with what you've described should be working

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yeah dunno i animate in blender

slim sparrow
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Animating in Blender also works, the imported animations will automatically be converted to humanoid rig configuration

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But for poses, I greatly prefer to use Muscle Animation Editor. It's better not to make animations from scratch with it, but poses are fine.

gentle vortex
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hmm okay ill redo it all step by step 😄

white herald
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auto-ik in blender makes posing fingers effortless if the rig is set up correctly

gentle vortex
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also they worked when i accidently placed them into idle lol xD

remote blaze
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@slim sparrow yep! and I did just that

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I moved the leg properties in the animator for my 2 assigned legs

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and then I moved the other bones with transforms

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and the animation works in the unity preview on my humanoid model, so it should be fine - but in VRC it breaks sadly

slim sparrow
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Well, that's weird

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So only your humanoid legs move?

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Who knows, maybe VRC does actually ignore all non-humanoid bones inside walking animations. That would suck actually

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Could you show me the override controller setup?

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Like, a screenshot of your avatar descriptor, and a screenshot of the override controller config

sand wigeon
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My animation is able to have audio few times then the audio just doesn't works anymore in the animation ; (

gentle vortex
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out off curiosity would you delete the duplicates you have made? i put the animations into emotes to see what happens and it sort off looks like its trying to use the duplicate model but since its hidden nothing is showing

torn pawn
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@slim sparrow i have to do it for the anim state freeze, everything has to be child of "Armature"

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i mean i can always try with the ik follower

slim sparrow
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IK follower apparently works fine for some people

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If it has to be a child of the armature, you could cheat the system and just put it in the armature root (not in the hips)

torn pawn
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y my animator is on "Armature", it's sucha mess after I added jukebox, now i can cycle through songs in the spawned jukebox

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and need to think ofbetter way of enabling clothing

slim sparrow
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Stencils

torn pawn
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i mean, for now it's ok what I've done, i play song on openhands and enable clothing on openhands, and i can do it only when the jukebox parent is active

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maybe should leave it that way 🤷

twilit turret
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@white herald Oh, my bad, thanks for help!

clear yew
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Im new to animations and I finally got my gun to work but i dont understand how to make it disappear from my back to my hand is there a video or forum i can learn how to do it.

white herald
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just do the same as you did to make the one gun appear, but in reverse, disable the gun on your back in the animation

remote blaze
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the front two legs are the actual humanoid-assigned legs

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and they animate like I want them to- in a spider-like fashion

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however the other 4 legs aren't assigned to anything, but are still animated

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the animations displays correctly in unity, but VRchat kills it

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If you're online, I can quickly invite you and you can take a look

slim sparrow
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Not online rn

torn pawn
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looking to make a very small and mild rain effect, what would be the best way to not drop too many frames for people while particles having world collision

slim sparrow
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Low quality collision and billboard particles

torn pawn
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mhm I'll try, shouldn't be too bad, might split it into 3 systems and one has the subemitter 🤷

red lodge
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hey how do I add a video to an animation? saw yesterday someone with an animation that showed a hole simpsons episode xD

royal summit
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Probably made the whole thing into a sprite sheet and then used particle systems or that flipbook shader

pliant plank
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Either they somehow animated the whole episode with sound and everything, or they bypassed something on the SDK (illeagle)

gaunt sundial
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how do you add a audio file to a custom animation?

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when i try to add it it plays the sound when i chanh avatar

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not when i am playing the animation

royal summit
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Make sure the audio source is not active then make it active in the animation

gaunt sundial
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@royal summit i did that but its not working

royal summit
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Hmmm. Is it set to play on awake?

rough eagle
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So I'm trying to make a Reynn avatar from world of final fantasy. With a Tama onto her head just like in the Game... But I ran into problems. The Tama model I have has a bazillion facial expressions one on top the next and came with its own .dae... Any advice?

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My guess was to somehow make each piece invisible and then shown when its needed for the animation?

placid vault
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Anyone know how to get an object in an animation to have physics? I saw someone shooting a gun yesterday that had ejected shells with physics on them, bouncing off of objects and falling on the floor.

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All of my gun animations just have the ejected shell animated itself down below my feet and then disable its mesh renderer.

vocal zinc
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someone was talking about particles that react to sound do anyone know something ?

fervent bone
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Question! I made a happy eyes shapekey emote for my avatar, but when I play it in world the eyes sometimes change slightly and cause the lowerlid to clip into the upper lid. This is despite me having created two lowerlid animations for the left and right that only move a vertice inside the head very slightly and assigning that to the lowerlid animations in CATS. Any ideas why this still happens? D:

slim sparrow
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@placid vault particle system

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It's almost certainly just mesh particles on the gun, you don't want to use actual objects for this

placid vault
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Didn't think of that. Thanks

slim sparrow
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Particles can have collision and gravity etc

sand wigeon
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how do make a particle animation stay in one poisition and u can move around

surreal garden
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how do i get it so with a particle system when the particle dies or collieds with something it spawns the sub emitter, i can only get it to work with spawn on birth

normal skiff
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I didn't have to do anything special for that one, it just worked

woeful rapids
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Has anyone tried and successfully had a single object be controlled by 2 Fixed Joints with different Rigid Body settings for each Fixed Joint, or a way to toggle constraints?

olive yacht
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I haven't seen anything on it anywhere, is it possible to have more than 8 emotes on a character?

woeful rapids
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@olive yacht Technically there is a way using multiple gestures at the same time if you have your hands and face with a separate mesh from the rest of the body. Although doing any of the gestures on their own would just cause your head or hands to go invisible

olive yacht
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Hm. So it requires that workaround then? No way to actually just add an emote to an override?

woeful rapids
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I seriously don't think there is any other way

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I can only pray they add separate left and right gestures in the future.

olive yacht
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Blargh, desktop use is so limited

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Requires so many workarounds to do anything interesting

woeful rapids
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Using VR and I feel limited too lol

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I'm trying to make a remote controlled car on my avatar

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especially if they bring back working chairs

languid lark
signal dove
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Do you need a different avatar controller for generics?

cunning torrent
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Ray has a bunch of different models, but they all use that loli avatar as a base.

dense vale
woeful rapids
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@dense vale some sort of shader he placed in that location as you can even see some guy at 43 seconds walks into it getting himself covered

clear yew
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How do world particles work nowadays? I know there used to be a way to make it work with rigid bodies and fixed joints to a game object but they changed it right? Trying to get particles to trail a sword but they don't move with my sword at all

obsidian vigil
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well @clear yew i dont know about the new way, but id do it by making an empty object under your armature, putting the particles in there, then putting a rigidbody onto your wrist, setting the particles to world and animating on the empty object

clear yew
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Aye, tried that. Didn't seem to work though /:

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The particles spawn from my body and they move when i move, when they should be moving with my sword, on Unity it works perfectly, just not in vrchat

obsidian vigil
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damn vrchat

clear yew
woeful rapids
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I literally just made a remote control car right now on my Avatar. I can confirm that Fixed Joints work 100% but seem to not be in the right location if the joint itself is toggled and off. but the child of the fixed joint works fine. Through my car I also discovered there seems to be a ranged limit on Dynamic Bones working

obsidian vigil
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umm 1st

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holy fucking shit

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amazing

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luv it

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2nd thing, it looks fine...

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i dont get why it wouldnt work

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oh wait

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@clear yew Electro might be right there

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do you toggle your fixed joint?

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at some point

woeful rapids
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Fixed Joint should be on 24/7

clear yew
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Yeah, the game object is always active

woeful rapids
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put the object under the fixed joint and toggle that

clear yew
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I just have the particle effects to toggle on

obsidian vigil
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well, keep the particles always active

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instead animate the emission

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keep it at 0 as default

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then animate it switching to a value in your anim

woeful rapids
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what's exactly the problem? is it not following the sword or something?

clear yew
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Yeah, its not even spawning from the sword

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it's spawning from my feet

obsidian vigil
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could you try keeping it always on and look if that makes a difference ingame

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if yes, you could use my workaround

woeful rapids
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hope u didn't give it gravity or some sort of weight on the fixed joint

clear yew
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I did not

woeful rapids
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and have all the sword rotation and position locked

clear yew
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Yeah it works locally but on world it doesnt @obsidian vigil

obsidian vigil
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thats not what i meant 😛

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im talking about disabling / enabling the particle system itself

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keeping it always on

woeful rapids
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if it's at his feet then that's not the issue

clear yew
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oh yeah, tried that

obsidian vigil
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does it fix the position?

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or just nothing

clear yew
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Nothing, it doesnt even recognize that its on my wrist

obsidian vigil
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weird

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did you drag the rigid body of your hand into the slot on the fixed joint?

clear yew
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Yep

obsidian vigil
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try doing an empty object inside an empty object

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i dont remember why i did it but iirc it fixed mine

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well, why the freeze thingies

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never used them

woeful rapids
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if u have gravity or whatever on the other object and it moved then it will move the wrist. that's why they are locked

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well Mitch it looks set up right to me so.... no idea

obsidian vigil
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well... i have that

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but the only thing that happens is that my wrist starts falling in play mode

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no issues ingame

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but yeah, the setup looks right to me

clear yew
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Mmm I'll continue to bash my head against a wall while trying to figure it out. Cheers guys

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anyone know how to get a generic animation to not loop?

obsidian vigil
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you could ask @devout cave he helped me with mine

woeful rapids
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only thing I am wondering for myself is why the hell does the Dynamic Bone on my car stop working when the car is like 10 meters away from me 😦

clear yew
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does anyone know??

obsidian vigil
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i mean, theres a checkbox for loop

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if you mean that

clear yew
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ah, cool

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ima see if i can find it

woeful rapids
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I blame VRChat for my problem because the car works fine in Unity 😦

clear yew
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Aye VRChat doesnt really like rigid bodies and shit. When I made a custom 2B I wanted my A2 model to follow her as a companion so I spent ages rigging up fixed joints and rigid bodies only for it to not work in VRChat, it'd follow the movements perfectly but when I went idle, A2 would just spaz out of control

obsidian vigil
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Follow as in fly after you or move with your avatar

clear yew
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Move when I move

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Similiar to how it does in the game

obsidian vigil
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well, would you really need fixed js for that

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i probably wouldve added it to the chest or sth like that and then just animate it

jade rain
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For sound effects

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whats the optimal format for the sound file

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For Unity

obsidian vigil
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i always use wav cuz ive never had trouble with that ^^

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and audacity doesnt need any extra stuff to convert to it

jade rain
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well i took a glock noise into audacity to lower it a little

obsidian vigil
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yeah

jade rain
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it is a fully auto g18 sound

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so ye i am reducing it a smidge

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are we allowed to post sfx here for purposes of animation

obsidian vigil
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i mean, youd need to upload it to somewhere

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so wouldnt matter that much anyway

jade rain
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theres 2 wav formats

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16 bit

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and 32 bit

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¯_(ツ)_/¯

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idk which to pick

woeful rapids
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i always just used ogg

jade rain
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🤔

obsidian vigil
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use dem 32

jade rain
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:^)

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as in the wav 32 bit

obsidian vigil
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yas

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"32-bit floating reduces digitizing errors to almost zero is is really good for massive production and special effects and sound management.

However, it's usefulness declines outside of Audacity. Not everybody supports 32-bit in the Outside World." quoted from the audacity forum

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@jade rain

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so 16 bit may be the way to go, but it can have errors

jade rain
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hmmm 🤔

obsidian vigil
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i think i used 32

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just do both and try out which one you like better

jade rain
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aye

obsidian vigil
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^^

abstract pebble
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Aye anyone know how I could make an effect like from infinity war the one at the end I’ve been trying to figure it out

slim sparrow
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A shader, just don't know which one.

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You have two meshes. Your real body and the other one you use for the effect

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This second mesh has the effect applied to it and is disabled by default

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In a gesture, you disable your own mesh/skinned mesh renderer, and enable the other one

signal dove
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@remote blaze I don't have a solution for you, but I've run into the same problem before. VrChat seems to completely ignore bone animations outside one assigned to mechanim. Except in emotes and gestures.

I have a Charizard that's supposed to low fly when it runs, but the flapping wings just stay still

remote blaze
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I knew it

slim sparrow
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But I have a custom walk animation where my wings flap

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There's one more thing you can do, but it'll probably be slightly horrifying

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Isolate the part of your animation where the back legs move

remote blaze
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Hit me with it, pappy

slim sparrow
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Turn that into a legacy animation and put it on your avatar, on an Animation component.

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Have that component disabled by default. Enable it in your walking animation

remote blaze
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Oh damn, that's genius

signal dove
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And janky

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Jankious

slim sparrow
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¯_(ツ)_/¯

remote blaze
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I live for Jank

signal dove
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I'm going to see if this issue has a feature request attached to it

slim sparrow
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Now I get why that one guy said "oh yeah, I use shape keys to animate my back legs lol"

remote blaze
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I'll give it a try tomorrow after work and let you know how it goes

slim sparrow
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You could also joint the legs together

remote blaze
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yeah but it's like

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spider-leg movement

slim sparrow
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Yeah, I know

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It's probably not as good of a solution, but it's better than no movement at least

remote blaze
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so it's not that easy to make some bones replicate others

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I'll try the first solution and Worst case scenario I'll try the latter

abstract pebble
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Damn anyone know the name of the shader

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That’s what I’m trying to figure out

slim sparrow
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It might be this one

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Might

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You'll probably want a gradient that goes from top to bottom

abstract pebble
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I’ll check it out when I get home cheers b

gaunt sundial
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is there a way to up the volume in a animation ?

clear yew
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Message edited on 13/02/2020 (non-US date format) to be clearer and give more information to users.

If at any point you forgot to duplicate your avatar when creating an animation, you will find your model in the dreaded "bike pose". Fear not, young creator, the solution is actually fairly simple.

The main way to fix it, is to simply use the T-pose animation file that you can find in the vrchat SDK.
You can either follow the steps in this (probably outdated) album https://imgur.com/a/bUpUHpI - open the link to see all steps.
Or simply follow this video from RetroGeo which is basically the same steps as the album : https://www.youtube.com/watch?v=Rs1gL7WG6eI
(check his other videos too, you'll learn a lot of cool new stuff for creating animations)

The other way is to use @flat cipher tool : https://github.com/rurre/PumkinsAvatarTools
The instructions about the tools can be found in the wiki, link is the description of his git.
I also strongly suggest to have that tool in general, which can help you automate a lot of the steps for creating avatars or making things a lot more easy to do.
One example, if you use the same base model but only change the clothing, there is a tool to simply copy the same dynamic bone settings from a model to another, making it less of an hassle.
Enjoy

muted prairie
clear yew
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anyone know how to make an aniimation not loop?

ashen sedge
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Select the animation clip and untick loop time

clear yew
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thanks

surreal garden
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Hay has anyone ever see someone who had a clock over there head that said how long you have been in a map? I really wanna use that on my main, also what shader scrolls and accepts alpha channel?

clear yew
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no

clear yew
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So I have a question, how do I turn a VMD or SFK file into a useable animation file

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Wait

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Maybe a pin just answered me

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Haha just kidding, it just broke my brain

sand wigeon
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How do you have a animation that stays in a position while u can move around and the animation will not change its position?

frosty pendant
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You mean a animated object?
If so you have to use rigid bodies and a fixed joint

pliant plank
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@clear yew ye put the animation into the model in blender, export the model with the animation (this will take quite a while), import the .fbx, rig the model as humanoid, export the animation in unity with ctrl+D(or shift+d i keep forgetting which is which)

bold loom
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I keep trying to rotate ears in an animation override, but they keep ressetting to te defualt positions, any ideas on why?

clear yew
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@pliant plank I found a video that explains it a bit but my brain is too smooth to follow it

clear yew
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Man

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I wish i could make those insane animation performances

clear yew
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You can do it

obsidian vigil
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well, i just saw a video of someone playing around with particles and i want to do something similar. From looking at it i think its a combination of initially spawning world particles once, then using the particle attractor script to bring them back together. Any instruction on how to use the particle attractor? https://youtu.be/jL88WV3ifiI?t=113

torn pawn
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it's using 2 shaders, 2 cameras

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good luck learning that lol

molten elm
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So uhh, any reason why my gesture animations are glitching out for two of my custom ones, including slots I haven't even filled yet. It's acting as if I haven't put two frames for the gestures but I double checked all of them, I've just never had it do that with gestures that I haven't touched yet.

slim sparrow
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What?

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Tbh I have no idea what you mean lol

molten elm
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You know the customoverride?

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If you don't fill in some of the gesture slots it still makes you pose your fingers, and it's acting like I only have 1 frame for those gestures, that's the best I can explain it if people know about doing custom gestures

obsidian vigil
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has never done that for me

slim sparrow
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You mean it lasts 1 second?

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I think that can happen if one of your other gestures is too long

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You should be leaving all the slots empty anyway

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Only fill the ones you're going to override

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If you don't fill them in, it just uses the default animation for that slot. That's the point of the override controller.

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I really hope people aren't actually filling in every slot with the sample animations provided, lol.

obsidian vigil
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i did that when i started out

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until people told me

slim sparrow
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Anyway, if one of your other gestures is too long, it might interfere with other gestures too

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VRC has this weird thing where if you do a gesture, the next time you do another gesture, you'll briefly see the previous one.

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If this previous one is too long, then you'll have weird transition times

obsidian vigil
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that explains a lot...

slim sparrow
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I think they're using some very hacky workaround in order to give Vive users the latest used gesture on the trigger or something

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Since it works smoothly if you do a gesture, go back to neutral, then do the same gesture again

obsidian vigil
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THAT IS EXTREMELY ANNOYING

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i hate this feature

slim sparrow
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On a related note, if you put an object enable on Fist, it won't turn off until you do another gesture.

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@obsidian vigil you're on Vive? There's a movement option toggle

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In the options

obsidian vigil
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when i walk and press the trigger im stuck with a random gesture and it never goes back to the fist

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until i leave the room

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and rejoin

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@slim sparrow thb, i like the new movement system but that feature is just annoying

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because you cant revert it

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its just stuck on gestures and wont go back to being a fist

molten elm
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what I'm saying is

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the gesture slots that are empty are still glitching out

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doesn't make sense

obsidian vigil
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maybe delete the override and copy the one you get with the sdk

molten elm
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not only the empty ones but even two out of 4 of the custom gestures I made are doing the same thing pffthaha

slim sparrow
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@obsidian vigil I'm pretty sure you can still go back to fist though

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Just not sure how

molten elm
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I'll just try doing that yeah

obsidian vigil
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if you find out please tell me 😛

frosty pendant
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@obsidian vigil you can revert it to fist by putting your thumb in the center of your touchpad and then pull the trigger. The center is fist for me at least

obsidian vigil
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i shouldve guessed that

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Thanks

molten elm
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I'll admit defeat right now

slim sparrow
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Tbh the hand controllers for Oculus are a lot better for this game than Vive

molten elm
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Embarrassed at myself

obsidian vigil
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they are

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thats the only thing i give to oculus

slim sparrow
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Only thing is that you can accidentally activate gestures. I always get a really confused look on my face when I'm AFK

obsidian vigil
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i like their controllers better

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@molten elm why tho o.o

molten elm
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there were still ticks at the one minute mark so I missed those completely

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then again, I was really tired last night hhhhh

obsidian vigil
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oof

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happened to me once as well ^

molten elm
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when you're so sure that you're doing it right that you miss the basics

slim sparrow
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Lol

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You can usually check that by looking at the timeline

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The line between 0:00 and 0:01 should be white, the rest after that is gray to mark that those frames don't exist

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Also if you don't use "add property" and instead hit record mode, it'll only add 1 frame by default

molten elm
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Yeah I know that, I think my eyes are just horrible when I don't sleep well

obsidian vigil
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Record mode can be extremely annoying tho

slim sparrow
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If I have complex shape key setups for the face, I usually just hit record mode, select the body mesh, and manually set blend shapes. So much easier

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@obsidian vigil hit the lock button

molten elm
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and I haven't slept very good for weeks pffthaha

slim sparrow
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It'll prevent the animation window from jumping to another object

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Happens a lot with accessories that have their own armature

obsidian vigil
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ive had countless times where i had record mode on, didnt notice it, messed with stuff and poof, all gone because it was put into the animation instead of being applied permanently

slim sparrow
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Ohh, like that

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That's usually an easy fix, like transforms

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Just copy the component, stop record mode, then paste component values

obsidian vigil
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gg

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again, i shouldve thought of that

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thx

slim sparrow
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I do that if I have to adjust dynamic bones in play mode, too

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Since otherwise they would just revert

tacit frost
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I keep having the issue where my particle system activates in the animation window, but even after overriding the set gestures with it nothing happens in-game, I don't really know what I'm doing, does anyone know something I might have missed?

little sparrow
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Anyone know if we have to have the new SDK to use the new world particle system or does it now work with the older SDK's aswell? The new SDK wont let me upload avatars. Says it can't find them

clear yew
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what settings for gameobject to drop it in world space?

little sparrow
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For a bullet system

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so the bullet doesnt follow the guns position

clear yew
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no, just the gameobject. i know how to make particles with fixed joints

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but i need gameobject to stay in world and not be attached to my avatar

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i have planned bigger animation involving configurable joints but first i need to know how to drop objects in world

little sparrow
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Yeah, I haven't done anything that just drop besides claymores

clear yew
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ah

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well. i will just wait. maybe someone will see and help me

little sparrow
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This is my old setup with the old SDK to make my claymores stay in place

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But not sure how it works with the new SDK

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Should be along the same idea for w.e you want to do

tacit frost
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could either of you help me for a sec, I want to do something similar to what you're talking about rn

little sparrow
#

whatcha need?

tacit frost
#

I've been trying to have a particle (which is just a textured mesh) pop-up on my world position when i use a gesture, but in-game nothing happens

little sparrow
#

You want it to pop up and stay?

#

or follow you around as you move?

#

I haven't messed with billboard particles much like that.

tacit frost
#

I want it to stay until I use it again, in which case It would spawn again on my new current position, and stay there

#

I've kind of got it, but even though the animation works in the window, nothing happens in-game, I can't even get it to activate

little sparrow
#

How are you activating it in your animation?

tacit frost
#

lemme screenshot real quick

little sparrow
#

kk

clear yew
#

okay. turns out u need to attach fixed joint but dont connect anything to it and object will stay in place (because the anchor is at 0,0,0 of the object if nothing is selected)

tacit frost
#

well I'm having a little issue sharing the screenshot, but basically I have emission turned off naturally, and the animation just turns it on

#

I really know nothing about animation though

little sparrow
#

sec

#

ill show you what i did

#

That last part of the animation changes emission rate to 1

#

so it spawns it and stays

#

Till I "Detonate"

#

So you just need it to only have 1 at a time no matter what you do, probably with particle counts

#

I can spawn 10 claymores at once in this all in different spots and they don't move

#

or set it to kill on another animation de-spawning the current one

tacit frost
#

lemme check your settings and see what I maybe screwed up

#

does that look right?

little sparrow
#

make sure both frames of your animation are identical

#

so copy over the first line of the animation and paste it over

#

and yea that looks right

#

not sure if it'll work how you want it to with this though. That's the only way i've done it

tacit frost
#

wait when you mean the first and second lines, do ya mean just make the whole thing have emssion rate set to 1 or what

#

@little sparrow

little sparrow
#

00:00 and 00:01 should be identical

tacit frost
#

oh alright

#

I'm gonna export and see if it works THIS TIME

#

that'd be pretty great, thanks for your help

little sparrow
#

np

#

wish i could get mine to work

#

X.x

sweet saffron
#

is there any information on how to get bullet collision to work? 🤔

violet kraken
#

@sweet saffron on the shot activate collision on the particle system set the first thing to world and zero bounce

#

Or if you want bounce leave it active lul

sweet saffron
#

how do I get it to leave an effect on collision e.g. bullet hole

#

🤔

slim sparrow
#

That would be Decals

#

Basically, you can't do that in the traditional way. Your best bet is a subemitter.

#

Spawn a billboard that faces one way

sweet saffron
#

any examples of what it may look like, first real time playing with particle system 🤔

slim sparrow
#

No examples, sorry. Just look up some tutorials on subemitters. You'll want to spawn the decal on either collision or death of the particle

sweet saffron
#

cheers

tacit frost
#

hey @little sparrow are you still around, it'd be easier to ask you about this real quick

#

if not, is there anyone who can help me with an issue, it's probably an easy fix

little sparrow
#

Sup?

tacit frost
#

oh nice, you're here

#

well

little sparrow
#

Yeah, i'm trying not to kill myself with this stupid gun

tacit frost
#

my thing mostly works perfectly except for 2 issues, the bigger one is the one I need help with, currently,the particle will spawn on my position and stay in that world position ONLY for however long i set the particle's lifetime, but I want it to stay there forever until I do the gesture again

#

when I try the gesture again when the lifetime is still going, nothing happens

little sparrow
#

You'll need a separate animation with a trigger to kill the particle

#

and then you'll have to spawn it again

#

I can't remember how to do the trigger off hand

#

Basically you want it to set the lifetime of the particle to 0

tacit frost
#

would I just use another gesture animation, but with this one just set the lifetime to 0?

#

or is that not what you mean

little sparrow
#

Try that, not sure how i did it before

#

There's a special trick that i'd have to go look at to remember how to do it if that doesn't work

tacit frost
#

alright, the smaller thing is that I just want the particle to face the way I am when I spawn it, rn it always looks the same way wherever I am, if you know anything about that that'd be cool, but it's way ;less important rn

#

wait, i fogot how to make a new animation, isn't there a button somewhere?

#

nvm I remembered

signal iris
#

can anyone help me? Im trying to make an animation and keep a bbq grill in one place while I can move away from it and walk away using a game object. I cant seem to get it to work/show up in the animation tab without being attached to the model

royal summit
#

I got a BBQ I can walk away from lol. Have the game object attached to the avatar but have a rigid body in the object with no gravity and have drag set to a really high number. Also add a fixed joint but don’t connect it.

#

Their is better ways out there to do this tho. Like being able to reset the objects cords but I’m to lazy to do it

signal iris
#

lol its all good man I appreciate the help

#

so attach the rigid body to the game object or to the actual grill object?

royal summit
#

Have the rigid body and fixed joint components in the game object but don’t actually link the fixed joint to anything

signal iris
#

gotcha

royal summit
#

Have the game object hidden and activated in the animation. If u have the game object always active and the prop hidden then the prop will just appear at the centre of the world

signal iris
#

ah okay cool thank you

clear yew
#

Can you send a particle system from one bone to another somehow via rigidbodies? Think passing a world particle from one hand to another so it leaves a trail between them rather than just making one disappear and the other appear.

royal summit
#

Not sure but it may possible with turning on a rigid bodily with constraints in a animation

tacit frost
#

sorry for the delay @little sparrow my game kept crashing, any chance you could look at that thing you had for me? If that's too much to ask I can try asking someone else

clear yew
#

I was considering if I could animate a change in which rigidbody the joint was referencing, if the particle would actually move when I activated the rigidbody switch via gesture, and if it'd have to vanish and reappear or if it'd leave a trail as it switched rigidbodies.

#

I'm at work, so I can't check. I was just brainstorming.

royal summit
#

I would imagine that the particle would just flick over quickly so u would probably need to adjust the trail render to spawn new trails over a really short distance

clear yew
#

hey guys
any1 here
what settings and type of texture do i use in the distortion shader to get the shockwave effect
?

tacit frost
#

if @little sparrow isn't really around rn, do any of yall know how I can make my world particle deactivate on a gesture/ respawn on a gesture (I have it set to spawn on my current world position, and I want to be able to make it dissappear and spawn again on my new position if I reactivate the gesture)

#

maybe I didn't explain it well, but hopefully you get the basic idea of what I mean

royal summit
#

I’m not sure cuz I’ve never tried it myself but maybe have the spawn animation make the particle have 1000 lifetime and then have the despawn change it to 0.1

tacit frost
#

hmmmmmmm maybe maybe

#

I'm gonna try that, thanks Tate

royal summit
#

Or maybe have the despawn turn off the emission

little sparrow
#

@tacit frost My bad, not on the right PC atm, watching some shows with a friend. Shoot me a Discord Freinds Request, message me and i'll leave it there so I remember to check it.

#

as for it facing towards people, theres a way to do it like the nameplates in VRC, i'll have to ask my friend about it, but he does it a lot

#

Turning off emission wont work to despawn, it's the whole reason you turn it on to keep out a particle. Say I had bullet shells, and turn on emission to eject them while firing, they'll stay on the ground even though i stop using my animation to fire, even though stopping the animation turns off the emission again

#

There's a way to do it with triggers, you set the trigger to kill the particle on a separate animation

clear yew
#

World particles typically deactivate when you let off/toggle off the gesture and respawn on the emitter when the gesture is used again.

#

If you use gameobjects on joints it's a little more difficult.

#

As the rigidbody follows you relative to your position when you deactivated the gesture.

#

If it's always active, just deactivate it via gesture. It works the same.

#

Unless you're using a combo gesture. Then I can't help you. I haven't figured out how to deactivate something via only combo gesture.

#

@tacit frost

#

@proper zenith Did you make it a legacy animation?

#

👍

silver charm
#

I'm pretty new to particle systems, working with my first one; is there any way to 'disconnect' the particles from their system? so like, i have a gun shooting a stream of sprites from a texture sheet, but when i move the gun the stream moves as well even if it's already out of the gun. is there a way to make it so once it generates, it stays on its trajectory even if i move the gun?

tacit frost
#

@clear yew I'm not using joints or rigid bodies or anything, but the thing won't ever toggle off, it just stays there

#

I'm also tried deactivating it with a second gesture, but I guess I did it wrong/that won't work because nothing happened

dull wedge
#

Could someone explain to me how I set up custom animations on a sitting override?

dull wedge
#

@silver charm Parent all of your world particles to an empty game object, then add a component to the game object called VRC_IK Follower. And of course, make sure your particles are set to simulate in world space.

clear yew
#

@dull wedge @silver charm Unless they updated the IK Follower component, keep in mind that it only works properly when your IK is solved. As in when you're standing still.

#

Rigidbodies and joints are still the best method for world particles.

#

Since you're doing projectile particles, you'll need to have "Is Kinematic" checked on the referenced rigidbody.

#

@dull wedge Try just making a separate overrider with different animations then dropping that in the sitting slot in the VRC Avatar Descriptor.

#

@tacit frost I'd have to see the specifics to see what the problem/solution may be.

rocky copper
#

is there a way to switch textuers for a material in an animation?

clear yew
#

Yes.

#

Well...

rocky copper
#

is there a tutorial you can guide me to or is it easy enough to explain?

clear yew
#

You'd have to switch the entire material.

rocky copper
#

hm

clear yew
#

And just have the new material set how you like.

rocky copper
#

wait so do i use material reference?

clear yew
#

The only way to animate a material change is to drag and drop the new material from your projects folder into the slot you want to change in the skinned mesh render WHILE the record button is on in the animation tab.

rocky copper
#

Ah!

#

that's easy enough

clear yew
#

At least, that's the only way I know.

tacit frost
clear yew
#

Is SCP the Mesh? It's a mesh particle?

tacit frost
#

I mainly just want the SCP to appear on my position when I use a gesture, then reappear at my newlocation if I use it again

#

yes

#

it's a particl, I canopen that tb if you need

clear yew
#

The problem with mesh particles is that they're rotation locked and it's a pain to figure out how to have them face the proper direction.

#

But I have a sword that I do that with.

#

Well, the sword is still rotation locked.

#

I'd need to use a state machine I think..

tacit frost
#

yeah I've noticed the rotation lock in game, but I'd like to just get the main function working first before I delve into anything else, UNLESS there's an easier way of doing this

clear yew
#

Show me your shape tab and renderer tab for the particle system.

#

BRB though.

tacit frost
#

👌

clear yew
#

I had to set the shape tab to mesh renderer and set the mesh in the shape tab to none.

#

I think.

#

BUT

#

It may be easier to make your mesh a gameobject on an empty joint.

#

The issue with that is that 1: it shakes a little as you move around. This will look worse for you than others, but others may still notice it.

#

And 2: You'll have to go back and pick it up before you deactivate it.

#

But, it won't be rotation locked.

tacit frost
#

well, given what I'm actually trying to use it for, I'm not sure how well that'd work :/

clear yew
#

Well, you have to pick it up for the sake of reliability.

rocky copper
#

thanks saigo

#

works like a damn charm

tacit frost
#

I want to be able to place him in a room, freak some people out, and when they turn away, move him to my new location to make it seem like he moved, my actual player model is invisible, Iintitially just had him as my own PM but I couldn't really tell when people were looking at me, which presented some issues

clear yew
#

Say you drop it as a gameobject and walk 20 feet away, when you deactivate it, it'll still be 20 feet away and it'll follow you from that position until you reactivate it. And when you do reactivate it, it'll be 20 feet away still.

#

You can just drop it as a world particle, like you were trying to do.

#

I think you should try what I mentioned.

#

Just keep in mind that it'll be rotation locked.

tacit frost
#

so is there not a way to just make the particle reset? I've already got him spawned in and he stays, what I need is to make him just come to my new position when I use a gesture or something simple

clear yew
#

The alternative, which would work perfectly, is a toggle system using state machines. Buuut that's pretty advanced .

#

He should reset when you let go of the gesture.

tacit frost
#

the way he is rn, when I use the gesture once he just stays active until the particle dies, which is set at like 1000 seconds

#

I don't even hold it down, I just have to use it for a second

clear yew
#

I can actually see the screenies on my desktop now. xD

#

You should be using a Parent gameobject with a joint and rigidbody on it and probably a rigidbody on your hips.

#

Typically a world particle is set up that way.

#

I'm not sure how important it is that it be above your armature, but you should try that to be safe.

tacit frost
#

yeesh that sounds compleicated, I'm just a unitypleb

clear yew
#

Hold on. I'm at my PC now.

tacit frost
#

ay I mean whatever ghetto way I've been using works pretty well except for him becoming a semi-permanent floor-fixture

#

if the particle would just stop for like half a second and start again then it'd be all good

clear yew
#

It's not a difficult thing to do.

#

I know my sword works fine as a meshed world particle. But I have to hold the gesture.

#

Maybe you accidentally created a state machine. I don't really know. I've had friends do the same.

#

Usually when you activate something with a gesture it's only active so long as the gesture is held.

#

Unless you have it on fist and you go to idle hands without fully opening your hand, then it sticks.

tacit frost
#

in my case, the particle lifetime kind of dictates how long it actually stays around, but I can't deactivate it or create a new one while it's still active

#

I set mine high, so It wouldn't just disappear after I set it up in a room, but unfortunately it won't go away until it's lived its life or I change avatars

#

so either way I choose it's kind of uselss in its current state

#

thanks btw for sticking around this long @clear yew , if I were helping me I would've just up and left a while ago

clear yew
#

Just tryyy using the rigidbody method.

#

Just humor me.

#

I'm thinking it may be handy to know, even if you can't use it for this.

tacit frost
#

alright I guess, know any tutorials on that?

#

oh nice

clear yew
#

Now, he puts his at the top of the hierarchy inside his armature.

#

I place mine above the armature.

#

Either may be fine.

#

But if one doesn't work, try the other.

tacit frost
#

alright, I'll probably use a duplicate project so I don't mess anything I've got up

clear yew
#

Good idea.

#

Also, duplicate your animation files in the project tab and make changes to it on the duplicates.

#

Trust me, I've ruined working models by forgetting to do that.

limpid tartan
#

so i dont have vr and i want to replace one of my animations to summon a weapon

#

whats a good thing to override that isnt tied to movement?

cursive moon
#

Any gesture

limpid tartan
#

how would i trigger that?

cursive moon
#

You can activate gestures via some keyboard combination that I don't know

limpid tartan
#

alright ill look into that

#

thank you for the help 🙇🏻

cursive moon
#

It's Shift+F1-F8

limpid tartan
#

thanks!

tacit frost
#

@clear yew just as an update, I can't attach the fixed joint to any bones in the armature, and that's like the last step : / kind of an issue rn

clear yew
#

Do you have any bones?

#

@tacit frost

tacit frost
#

yup, full rig

#

it just won't lemme connect any of 'em

clear yew
#

Did you add a rigidbody to the bone you wanted to connect it to?

tacit frost
#

I think I'll just have to mess with this more tomorrow, It's pretty late here and I've been working at this thing for hours, thanks for all the help though @clear yew

#

@clear yew actually I think I'll spend a few more minutes on this, I've got that issue resolved now

clear yew
#

Good luck! xD

#

I'm trying to figure out how to have particles emit towards the same point no matter where or what rotation the emitter is at.

tacit frost
#

pretty crazy what it takes to do something that looks super simple in-game

obsidian vigil
#

well... if i spawn a world particle and have it at 0 speed, can i put an empty object und it and attach more stuff to its relative position?

clear yew
#

no

obsidian vigil
#

hm

#

i saw someone spawn 8 models in which stayed where he initially did it

#

how would i do that instead?

#

@clear yew

remote blaze
#

Maybe the animation is meant to turn on the other systems after a while

#

Idk if particles even count as gameobjects

obsidian vigil
#

hmm

#

wait

#

if i fix joint an empty game object and spawn it in via animation will it stay there?

torn pawn
#

@obsidian vigil were the models animated? and were they different from eachother?

obsidian vigil
#

theyre exactly the same, i want to have an animation on them that is always playing so if theyre active the play it simultaneously

clear yew
#

create 8 empty game object

#

parent the models to them

#

slap a fixed joint on the game objcts

#

done

torn pawn
#

you can spawn 8 exact same with world mesh particle, but u cannot animate them

obsidian vigil
#

nah i need dem animations :3

#

thanks svelsien

#

ill try that 😛

torn pawn
#

i mean u can spawn all 8 under 1 empty game object

#

so u have to hold just 1 gesture

#

i dont think there is any other way except for anim state freeze

obsidian vigil
#

well, i want them to be like world particles

#

an in stay where i initially spawned them

torn pawn
#

yes, but then u need to spawn multiple with 1 gesture, as you can hold only 2

#

you can't drop them like world particle

#

as in emission toggle world particle

#

if u spawn 1 with gesture and u let go of that gesture, it will disappear

obsidian vigil
#

oh..

#

so ill have to permanently hold it

torn pawn
#

only way to do is (spawning 1 by 1, and not having to hold gesture) with state freeze, which nobody shares out of good will

obsidian vigil
#

but thats ok

#

i mean, you mean freezing on the last frame of an animation?

#

that i know how to do

torn pawn
#

no

clear yew
#

you can use the toggle prop thing

#

but good luck using it

torn pawn
#

ecksdee

obsidian vigil
#

^^

#

ill try the fixed joint thing

clear yew
#

Toggleprops got around fast for me to be seeing it on VRC discord.

#

it's been around here for months now

#

but you won't find a lot of people that know how to use it

#

or at least share how it's working

#

I'm in the group that brought it.

#

Theeey make custom versions of it though.

blissful grove
#

Does anyone know how to make the gravity gun in unity with like the real won in garrys mod

#

I have seen people with it in vrchat

#

It’s like every object in the sever gets picked up by the gravity animation

royal summit
#

I’ve only ever seen hackers pick up all the objects in the air. But I may be wrong

slim sparrow
#

@blissful grove that's definitely a hacked client, I've seen it before.

topaz ermine
#

Yeah there's no way to interact with world props like that

gloomy tendon
#

Hi guys, it's my first time adding a weapon to a model, and I'm struggling with one part. I have three models: a sword, a sheat and the sword sheated. While I successfully made the working animation for the sword to appear, I don't know how to actually make the sheated sword disappear while I use it

topaz ermine
#

in the same animation you disable the sheathed one

gloomy tendon
#

you mean adding "game object is active" and not turning it on?

slim sparrow
#

This will require for the sheathed sword to either be its own separate object, or it needs a shape key to be disabled

#

If the sheathed sword is a separate object, you can just deactivate it yes

#

Just add the "Is Active" property in your animation and uncheck it

gloomy tendon
#

thanks, will try it

#

It's working, thank you both ^^

jade rain
#

im trying to make a gun appear in my hand

#

i understand its a KF at 0 and KF at 1

#

for the gun to appear do i tick the box for both keyframes?

#

and same principles for the hand movements?

slim sparrow
#

Yeah, both frames have to be identical

#

They're two frames so they have a proper start point and end point

jade rain
#

is this correct

#

i havent put values in yet

#

is that just everything i need to put a gun in hand?

clear yew
#

yep

slim sparrow
#

I would recommend copying that animation file and reusing it whenever you need

#

It's a pain to redo hand gestures without Muscle Animation Editor

jade rain
#

For the hand values for KF 0 and KF 1 do u make it the same value

#

just like how the guns game object is active thing is ticked for both KFs?

clear yew
#

yes

jade rain
#

Roger dodger

clear yew
#

frame 0.00 and frame 0.01 needs to be the same

jade rain
#

ty

jade rain
#

so just copy it over to next frame

#

Just confirming

#

@clear yew

clear yew
#

yeah, just click the keyframe at the top to select all (or press ctrl + a) move that red line to 0.01 and just past

#

also just to be sure, check at the 1 minute frame if you dont have any keyframes

#

they get added sometimes

jade rain
#

1 minutes is obv 1:00 isnt it or is that 1 second

clear yew
#

1 second mark*** my b

jade rain
#

lmao

#

😛

#

better safe than sorry :p

chrome elbow
#

im making a hacker avater will special emotes {there is no hacks or anything just funny hacking animations} do you guys have any ideas for some emotes

slim sparrow
#

A phone that randomly spews out binary code particles

chrome elbow
#

kk

clear yew
#

Just put a sign on your head that you are there to steal avatars

#

Lol

#

@chrome elbow

chrome elbow
#

lol but i think poeple will keep blocking me if i did that

jade rain
#

how good are u with emote animations

#

i was gonna say try something like Sombra's Ultimate from overwatch

#

idk if thats possible

#

or what about you pull out a super techy tablet and you hand does some speed finger typing and then a sound effect plays that indicates being hacked

#

idk

chrome elbow
#

well cant really do it really fast but yes it is possible

#

sorry i didnt respond

covert hawk
#

is there a way to turn of specific dynamic bones in an animation ?

pliant plank
#

@covert hawk I'm pretty sure you can disable dynamic bones in animations

#

Try to find the component for it on the animation area

covert hawk
#

Found a way,i needed to put the dynamic script in the root bone rather than putting the bone in the script,for some reason if u have it the way i had it originally it wouldn't treat it as an object with a script.

pliant plank
#

I always set my scripts onto the bones it affects, i've seen quite a few people just shoving it onto the root of the model and just shoving the bones as the roots from there

final sphinx
#

anyone having issues with vmd animations beng cut off early in vrc when sued as emotes?

#

used*

late phoenix
#

theres a limit

#

to the frame amount

final sphinx
#

ive deleted quite a few frames but the animation is still getting cut off early

#

and not going any longer despite the deleted frames

late phoenix
#

i know the basic cut off is like 300 frames

#

but ive had dances that are longer

#

but even if you get it to do almost the whole dance, at some point your head goes back to your idol pose

#

but the rest of your body doesnt

pulsar narwhal
covert hawk
#

i can't get some light object work in my animation

#

does someone know how to set them up ?

slim sparrow
#

@pliant plank I set my dynamic bones on the object itself, affecting a child bone. Easier to see all the dynamic bones that way

#

Don't want to dig through armature

#

@pulsar narwhal you do that by putting the animation on a gesture instead

#

But you can't directly put it in a gesture of course, since that would be too long

#

Instead, you enable a duplicate of your avatar that's under your hierarchy, then you disable your own skinned mesh renderer (or the whole mesh)

pliant plank
#

I mean, to each their own there, personally i keep track of my dynamic bones quite well, i guess it's a byproduct of having around 44 avatars in a single project

slim sparrow
#

I keep all of my avatars in separate projects

#

Multiple reasons, one of which is not being able to break all of my avatars at once

#

Downside is that I use a little more disk space.

#

¯_(ツ)_/¯

slim steeple
#

How would I go about having emotes (non gesture ones, just emotes) use root transforms? since my avatar is stationery while the emote plays but the emote requires it to move

slim sparrow
#

@slim steeple check the "Bake root transform" stuff on the emote

#

That always worked for me

slim steeple
#

Thanks

#

it worked

zealous prism
#

Does anyone know how to clear animation triggers in animation state machines

tight arrow
#

Anyone here got a reliable guide on how to add a sound to a finger emote? Just a sound, nothing more.

chilly vapor
#

keep sound disabled on character character, enable sound with the gesture animation, sound should play automaticly

tight arrow
#

No no I mean how do i do it from square one, the basic steps because I've never done it before.

chilly vapor
#

add an audio source to the avatar, remove the 0nSP compnent, set the audio clip to what you want the sound to be, alter settings as needed to your preference, diable the audio source via the checkbox near the name in the inspector, setup animation that enables it, put it as a gesture override. That is the very basic rundown

tight arrow
#

All right, thanks mate.

foggy cobalt
#

Hey is it possible to spawn a single particle when I trigger an animation? Then when I trigger it a second time a second particle should spawn and so on

clear yew
#

yes

#

turn off the emission component and leave the particle system on at all time

#

and with the animation you just enable the emission

#

and it will spawn a particle

foggy cobalt
#

can I preview that in Unity? I tried that before but the simulation continues in the background and when I enable the emission manually again it shows so many particles which would have spawned in the time it was disabled

clear yew
#

dunno, i don't test emission particle in unity since i know how they work

foggy cobalt
#

haha
so, the emission component is disabled by default and the rate over time is set to 1
then in the animation I enable the emission
when the animation is done it will get disabled again
like that?

clear yew
#

yes

foggy cobalt
#

Ok will try that

slim sparrow
#

Also consider using Burst emission

foggy cobalt
#

😮 Does each possible particle (max particle limit) count as 1 polygon for the VRChat SDK?

slim sparrow
#

But I don't know if bursts trigger when emission is enabled, maybe only when the particle system is

#

@foggy cobalt particles do not count AFAIK

foggy cobalt
#

when I enable the particle system it adds 100 polys to the limit

pliant plank
#

Only the meshes composing the avatar (that are enabled) are accounted for

foggy cobalt
#

it's the same amount I have in my max particles setting

#

why does it do that for me then, any ideas?

pliant plank
#

I mean, i'm unsure about particle systems so try turning the component on and off to test

foggy cobalt
#

did that and also played around with that max particle setting and it affects the poly count for me

pliant plank
#

If pollies are added then it accounts for them

foggy cobalt
#

render mode is set to billboard

slim sparrow
#

Maybe if the particle system is disabled by default it doesn't count

pliant plank
#

Anything that's disabled is unaccounted for

clear yew
#

if he disable the particle system he wont be able to do what he want

foggy cobalt
#

yeah

clear yew
#

or he'll need to play around with toggling prop

slim sparrow
#

Nah

#

He puts the particle system in a Game Object, with an animator on the game object that enables the particle system on runtime

clear yew
#

that work good ?

slim sparrow
#

I used that once, and it worked

pliant plank
#

The sdk refreshes on any changes, wouldn't it detect it right after the trigger?

slim sparrow
#

It was for a different purpose than poly limit but whatever

#

@pliant plank no, it would be disabled in Unity and on upload. It would enable itself once the avatar actually loads ingame

pliant plank
#

Right since it only triggers on runtime...

#

And since the sdk's publish window does not autorun unity's playmode... yea

foggy cobalt
#

hm, need to try that later

#

first I need to get that particle spawing correct 😃

#

@clear yew It works! Thank you very much!

clear yew
#

np

#

ez AF

foggy cobalt
#

now I have to get the other things correct 😄

clear yew
#

which is ?

foggy cobalt
#

basically three things
make the particles visible from both sides
let them have a fixed size (their size is changing when I get further away)
and optimize how I spawn them by tweaking the animation and emission

slim sparrow
#

If it's a mesh particle, you need a shader that disables backface culling

#

The easiest way to do that is to use Flat Lit Toon and set a zero-width white-tinted outline

clear yew
#

you just need to activate the emission thingy to make it work

foggy cobalt
#

the render mode is currently set to Billboard

clear yew
#

and then with another hand gesture you can modofy the other settings

#

like for me i can make them move in a certain direction

slim sparrow
#

But don't billboard particles already render from all sides?

clear yew
#

yes

#

and they always face you

foggy cobalt
#

billboard alignment is set to world

#

therefore I can see them from the back and then it's invisible

#

just wondering. when I spawn a particle and someone joins after that onto that map can they see that particle?

slim sparrow
#

No

#

If you really want a particle that long-lived, you probably need to refresh it every X seconds

foggy cobalt
#

oh

#

it should basically be something like a temporary decoration of a map

#

that defeats the whole purpose of this haha

slim sparrow
#

I mean, you can still do it, late joiners just won't see it

foggy cobalt
#

yeah

slim sparrow
#

I need to make a particle that resembles a solar beam (from Pokemon), just without the charge-up. Does anyone know an easy way to accomplish this? I have Ultimate VFX in case anyone knows of a prefab in there

olive lynx
#

Hi everyone! I was wondering if this idea is possible. I am currently making lightsabers and want to make it so when I clash the sabers together they collide and spark. My first idea was to just make a new gesture, one for when I have the sabers out and one for when they collide, but I was wondering if there was a way to keep it as one gesture.

slim sparrow
#

Subemitters would work, but you cannot make them have any sound

#

You'll probably have to sync it manually on another gesture

olive lynx
#

Ah pudding.

#

Thank you! 😃

slim sparrow
#

Hmm, surely there's a nice beam-ish prefab somewhere, right?

#

Even if it doesn't quite fit my specifications yet

olive lynx
#

I've done a charge up and beam for a Kamea wave a while back using particle effects.

slim sparrow
#

I've got a decent thing going with a bunch of Ultimate VFX prefabs, but right now it doesn't look quite beam-like. Every particle is just a sphere that shoots out. Is there a way to make it look more continuous?

olive lynx
#

Give me a minute and I will look at mine and see what settings I have.

slim sparrow
#

Alright, cool

glad pasture
#

don't you hate it when you watch a tutorial like, 50 times and have no idea what they're talking about? (edit because editing didn't wanna work

olive lynx
#

^ aint that the truth

glad pasture
#

it's not like it's a hard thing to learn, I just want to learn to make rigid bodies and I've seen this one tutorial about what they are and how to make one at least 50 times and I have no fuggin' clue what they did

icy crow
#

how long can a gesture animation be?

glad pasture
#

...I think it can be as long as it can, but generally I see custom gestures that aren't .1 seconds go for about a minute. But then again, that's a LOT of time

icy crow
#

so if I want a particle to appear stationary in world space, will I be able to set the lifetime of it as high as I want?

glad pasture
#

that part I don't have much knowledge in

#

mostly because I'm still learning particles altogether. Still have no idea what I'm doing in terms of particles and trails

solid prism
slim steeple
#

Anyone can help me solve a somewhat complex issue? I have a katana, the katana has 2 bones under it's armature it's scabbard and the blade that rests in it, how would I go about animating it so When the blade is held the scabbard doesn't switch transform positions?

#

For clarification I have a duplicate of the one that sits on the hip parented to the hand

#

so there's the original one that sits on the hip and a clone of it with the blade in the avatar's hand and the scabbard still on the hip, when I attempt to animate it, the scabbard of the clone switches transform position relative to where the blade is (held by the hand)

#

I attempted setting up a rigid body to the hip bone and then a fixed joint on the scabbard whose connected body is the rigid body on the hip but it didn't seem to help

clear yew
#

Can you not move anything else than your fingers in an animation via the add property animator thingy

icy crow
#

is there any way to stop objects from jittering when you spawn them with a fixed joint?

slim sparrow
#

@clear yew nope, just your finger bones. Everything else works though, just not your humanoid rig

#

@icy crow give them infinite drag

#

Literally

icy crow
#

so just "Infinity" ?

slim sparrow
#

Yes

icy crow
#

also, when I spawn an object with the fixed joint, it appears where I want it, but if I then use the gesture again in a different location, the object spawns in the same location as the first time

slim sparrow
#

It sounds stupid but it works

#

@icy crow I think you need a legacy animation which resets the position back to 0 while you're not holding the gesture

icy crow
#

ok, I'm on desktop if that makes a difference

slim sparrow
#

No difference

rough drum
#

Curious, is there a way to toggle an animation?
I want to make it so that I can disable/enable a mesh via a toggle for my avatar.
Example, toggle my helmet on or off for an extended period of time without needing to hold a hand gesture.

slim sparrow
#

It's doable but it won't be synchronized to late joiners

#

You'll use emotes to toggle stuff

rough drum
#

@slim sparrow Thanks a million

slim sparrow
#

Any tips on optimizing particle systems that cast light?

#

Other than the obvious "don't use shadows"

vocal zinc
#

hey guys how can i "delay" an animation that makes an object visible

#

like i want a trigger to enable my sword but only after 10 secs

#

trigger on>10sec> swordvisible

slim sparrow
#

@vocal zinc in your gesture, enable a game object. Put your sword under this object

#

And then put an animator on the game object, and have the game object handle the animation instead.

vocal zinc
#

xd i don't understand 😂

#

how could that add "delay"

slim sparrow
#

Well, that's easy

#

While you're holding the gesture that enables the game object, the game object is playing its own animation.

#

This animation could consist of 10 seconds doing nothing, then enabling the sword at the end. Just turn off looping.

vocal zinc
#

but if i enable the game object

#

everything into it will be enabled no ?

#

"visible"

slim sparrow
#

Not necessarily

#

Not if the child objects are disabled by default

vocal zinc
#

so i create a game object that have an animator then i put my sword into the game object

#

and i create an animation that i put into the gameobject that enable the sword

fickle rune
#

how do you make avatars with objects that stay in place?

mystic relic
#

Why can't my visemes work with my custom animation overrides? Everytime I add a custom animation override, it disables my visemes for mouth movements. The only way to get my mouth to move is to go back to the standard-preset SDK custom override, but then I can't play any new custom override animations. Is there any way to use both visemes and add a new custom animation override?

frail crag
mystic relic
#

It could be that your armature isn't parented in a bone hyarchy in blender, that's only a guess tho. It shouldn't be the case if it's set up correctly in blender.

frail crag
#

Ah

mystic relic
#

Another guess is somehow the animation is repositioning your transform and rotation for those bones. I wonder if you're setting up your animations up in unity and using a separate model for your animations. Another guess.

frail crag
#

I just saw it, the lower leg somehow pulls the upper leg

#

In Blender

mystic relic
#

Great that you found the problem.

hexed fern
#

ok so i tried to join a models armature with a armature for one of his animations from the game he's from but when i try to view the animations after joining both armatures nothing happens and he doesnt seem to move at all

white current
#

does anyone have a video i can use to learn how to make a cloud particle effect?

#

all the ones online are not the cloud i'm looking for or they have you pay money for an particle bundle

torpid wadi
#

is there any way to make a non-looping burst of particles stay on?
i get that for looping particles setting emission to off instead of deactivating the object works, but the same method doesn't work for non-looping particles

undone glade
#

Is there an example? Seems like just making sure it loops.

torpid wadi
#

basically what i'm trying to do is to make a gesture that activates a single burst of particles which doesn't disappear once i change gestures

#

well an example would be a single gunshot

#

if it's a stream of bullets (looping particles) setting emission to on will work, because the particle system is always active

undone glade
#

I usually just make it fast so I don't need to hold it down really.

torpid wadi
#

that's the current of the state of the particle right now
though i'm trying to find if there's any solutions for longer particles

red moat
#

What can i do if particles dont have the correct position from my view? For example i've put particle effects on my hand or on a object which is linked to my wrist and from my 1st person view a part of it is shown on the correct position, and some other parts come like from the stomach. For others or when i look in a mirror/use a camera everything looks like it should. Only from my eyes it doesnt look correct

clear yew
chrome elbow
#

how do i make it so when i do animation it enable object but when i move around the object stay still

icy crow
#

put a fixed joint on the object

chrome elbow
#

ok

icy crow
#

if the object is jittery when you move around, you can set the drag of the rigidbody to "Infinity" apparently

#

alternatively you could use a world particle with zero speed with the renderer mesh set to whatever object you want

chrome elbow
#

ok

#

like that clip

icy crow
#

You need to find images of the roman numeral shapes that you want, then make a material for them. Then set the particle renderer material to that

#

make sure the images have a transparent background

glad pasture
#

don't you hate it when you try to find a shader but can't find it anywhere except in the game? no?-okey ;-;

slim sparrow
#

@glad pasture depends on the shader lol

glad pasture
#

@slim sparrow it's a shader that acts as a particle. I've seen someone use it and there's almost a million particles, but it didn't lag me out. It was like controlled spectral dust

slim sparrow
#

Ahh, yeah, one of those

#

I've seen those around but I think they just make it themselves

glad pasture
#

then I have got to learn how to script shaders because that is something that is genuinely the most intriguing thing I've seen in the game

icy crow
#

look up gpu particle compute shaders, you'll probably find something similar

glad pasture
#

Thanks @icy crow

icy crow
#

sorry @slim sparrow , how did you say I can reset the position of my objects when I'm using a fixed joint?

#

because at the moment, the objects appears to spawn in a random position near me whenever I use it

slim sparrow
#

I dunno, I never tried it

#

I think you need a legacy animation that resets the position back to 0, so it follows you while deactivated.

#

Then you disable that animation and enable the world object again in a gesture

icy crow
#

hmm ok i'll try that thanks

radiant crown
clear yew
#

@icy crow Objects dropped on an empty joint are dropped on activation and, when deactivated, they follow you from a position relative to the position you deactivated them from. EI: If you activate it and step 20 feet backwards, then you deactivate it, it'll follow you from 20 feet in front of you.

#

The only way I've used it is by "picking it up" before deactivating it.

#

Also, if you have it set to drop when your avatar loads, it'll drop either where you are when you change avatars or, if you loaded into the world with the object set to drop automatically, at the world's origin point.

#

Origin point being 0,0,0. Which may not be where you spawn in.

icy crow
#

so if I want to "pick it up", I walk over to the position I placed it and deactivate the gesture?

clear yew
#

Ideally.

#

Which is kind of a pain.

#

But it works if you remember to do it every time and you don't drop it by accident.

#

What Rokk said may be true though. I've never tried animating it back to 0 manually.

icy crow
#

hmm ok, well that sounds easier than having an animation or something

#

also, if I have the object placed down and someone joins the game, will the object be in the same position for them too?

#

or will it be placed wherever my avatar currently is

clear yew
#

The latter.

icy crow
#

ah ok

clear yew
#

If state machines weren't so big of a pain to figure out, it'd be better to use those.. 😂

#

I never even use emotes now that I have VR, so using emotes for state machines would be great.

icy crow
#

what's a state machine? 👀

slim sparrow
#

It's one of those things where you can toggle animation states with emotes or gestures

#

They're a pain to sync so I don't really bother doing anything complex with them. I just cycle through a bunch of objects.

royal plinth
#

hey guys

#

anyone online?

#

im having a really weird issue where where my animation works perfectly in Blender

#

but when i export as FBX and put it inside unity

#

my animation is missing

#

any ideas why?

vagrant heron
#

Hey is there a resource of mmd dances converted to fbx?
I want to add that popular "wave" song dance to a model's emotes

clear yew
hexed current
#

hey guys quick question

#

So like.. Im trying to particles for first time

#

and this guy set his particles to world colliders

#

yet he has absolutely nothing in his scene

#

and his are bouncing against the ground

#

howd he do that

#

2:43

#

he sets it to world it and starts to bounce

#

but he has no geometry...

vagrant heron
#

Can someone remind me the settings for this so that the character's not all floaty when dancing?

clear yew
#

@hexed current bounce. Collision

hexed current
#

Im aware

#

I had it on both.

#

But his bounce onto the floor

#

yet mine act as if there is no floor.

clear yew
#

Lol

hexed current
#

Yet I turned on

#

every setting he did

clear yew
#

Did you add a plane

#

U need a plane

hexed current
#

S:

clear yew
#

Lol

hexed current
#

his didnt show a plane

#

just a prefab

clear yew
#

Theres no default ground

hexed current
#

which im assuming had a plane in it

clear yew
#

U have to add it

hexed current
#

Then I eventually did add one

#

and made it invisible

#

and it worked up to a certain point

#

until it started going through that when I added sub emitters.

#

Even upon adding colliders to sub emitters.

clear yew
#

Your sub emitters need colliders

hexed current
#

Yeah, they still passed through the plane

clear yew
#

Did you set the collision to world obje ts

hexed current
#

yes.

#

Hence my frustration.

clear yew
#

It works for me when i do it

hexed current
#

I gave up on it for now and was gonna download the prefab he was using

clear yew
#

Ive used multiple particle systems and sub emitter systems and havent had issues with collision

hexed current
#

I got frustrated... i followed exaclty as he did

#

step for step

#

:/

#

Then when i added sub emitters to bounce as his did

#

instead of bouncing

#

they fell through the plane

#

Ill try again tomorrow

#

Im fixing up the avatar anyways

#

So better to fix that first

#

cuz apparently the blinking I set up in blender aint working lol

#

do you know how to disable eye tracking in unity?

#

Cuz it does something strange with the eyebrows on this model

clear yew
#

Check your weights and vertex groups

hexed current
#

Im not that invested for something as simple as eye tracking

#

Lol

#

Ive already spent 3 days on this model

#

and I spent all day working on colliders

#

-_-

clear yew
#

Remove the eye visemes in blender

#

In shape keys

#

Then put it back into unity

#

The vrc eye shapekeys

hexed current
#

Yeah but then I gotta redo.. EVERYTHING.

clear yew
#

No

#

Just remove those blendshapes

#

And put the fbx back in

#

It will update in unirt

#

Unity

#

As long as you dont change bones around

hexed current
#

dleete the old fbx and put in the new?

clear yew
#

It has to be the exact same file name

hexed current
#

Ok ill look into that. honestly the eyebrow is such a minor thing

clear yew
#

And it will update the fbx in unity

hexed current
#

its hardly noticeable

#

Lol

#

like.. it shifts up like... a quarter of a centimeter

#

and thats pretty much it

clear yew
#

It just fucks up if you change bones around

#

Yea

#

Just remove the blendshapes and put it back into unity

#

Do it in explorer

#

Not the unity window

hexed current
#

what do you mean

#

delete in explorer?

clear yew
#

How do I make an animation work with a humanoid rig?

lilac cave
#

You provide a more detailed question

radiant crown
#

Friendly reminder that the 10second limit is a myth

radiant crown
echo dagger
#

ok so i want by vr chat avatar to explode

#

and i mean fucking boom

#

non of that Hollywood big fire balls. I mean hard sharp and extremely violent