#animation

1 messages · Page 72 of 1

echo dagger
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like face splitting

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ᶦ ᵈᵒⁿ'ᵗ ʳᵉᵃˡˡʸ ᵏⁿᵒʷ ʷʰᵃᵗ ᶜʰᵃᵗ ᴵ'ᵐ ᵐᵉᵃⁿᵗ ᵗᵒ ᵖᵒˢᵗ ᵗʰᶦˢ ᶦⁿ

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how would i go about this

upper bone
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how can I make a particle system move along with an animated model? basically i have this fairy that's floating up and down and i added a glowing particle effect but it's not moving along with the model

slim sparrow
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@upper bone parent the particle system to the floating part

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Probably a bone or a mesh

radiant crown
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Parent to a bone that moves with it

upper bone
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ahh gotcha thanks. i parented it to just the armature that didnt work xD

ocean sonnet
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So, I have a point light that I would like to appear when doing a certain hand gesture. I've got it all set up, but even after parenting a Point Light to the specific body part, it doesn't follow the parent in the animation editor.

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Nvm. It was jsut not a setup I was used to.

upper bone
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help 😦

slim sparrow
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Oh yeah, that happens due to too much bloom

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Try spawning less particles maybe

clear yew
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and avoid gaia night when testing particles since everything is bright AF

slim sparrow
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The Pug too

chrome elbow
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is there a way to make it when i do hand gesture my avater model changes

ashen sedge
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Most likely you ramped intensity way above 1

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Which in worlds with bloom enabled, will look way different depending on the post process settings

slim sparrow
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I actually get the same thing on particles without messing with any intensity

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But only if I spawn many

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@chrome elbow yeah, just enable a different mesh

pliant furnace
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I got a question, I know you can make particle systems that have particles that continue after an animation stops, but could you do that for an audio system?

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Just leave the audio system enabled but disable play on awakening, but then enable it in the animation so it's kinds like hitting a button where it plays out fully but won't repeat.

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I really wonder if anyone has tried this before

wide steppe
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I was wondering if i could totaly reedit gesture system
By that i mean
to have a series of however many gestures i would like to have
and for example use twogestures to rotate them back and forth(edited)
and 3rd to activate it

fringe sable
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Noob here. Having an issue where an activate object gesture won't end once you release the gesture, like if you try another gesture. I.e. I'll do rock n roll to pull up a sword, but then release and do another that casts a spell, but the sword will still be there for a few seconds. I've seen other models with the same issue, but others that don't, so I was wondering if there is an easy fix I'm missing. EDIT: NVM Figured it out myself. Had to copy the keyframes on frame 0 and put them on frame 1.

wide steppe
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There is more questions than answers on this channel XD

wide steppe
full glade
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Does anyone want to help me create custom movement animation for my new Tom Servo avatar, so that the way he moves (his head simply rotating, his beak opening and closing when talking, and him moving around in a floaty hovering way) matches the way it is in the TV show he's from?

signal dove
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Mouth movement should be as simple copying the same viseme

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Each one except pp and sil would be the same open mouth

gray lintel
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I don't know if you can get that sorta detached neck thing he's got going on

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Where it bobs when he looks around and talks but his body remains relatively still

slim sparrow
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Mouth movement is probably best done with jaw blend shape if you need something that simple

torpid shuttle
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does anyone have any tutorials on making a dance a hand gesture trigger instead of a emote

slim sparrow
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Disable your own skinned mesh renderer, enable a duplicate that plays the animation

spiral oyster
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Does somebody know if i can start an animation ( with a gesture ) where i for example add a Sword which stays even if i stop the gesture? Or is that only possible by adding the Sword as an object and toggle the Mesh visibility ?

obsidian vigil
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@spiral oyster that is possible

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you just have to freeze your gesture on the last frame forever

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so the sword will stay

spiral oyster
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But then i will need a second Animation where the sword is not frozen on the last frame right?

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To make the Sword disappear again

obsidian vigil
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yup

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or basically just one that has 1 frame in which the sword is toggled as off

spiral oyster
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Okay 😃 thank you for the solution.

obsidian vigil
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Do you know how to freeze on the last frame though? .3

spiral oyster
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No i dont know

white flower
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When playing animation, Avatar is buried in the ground. Is there any way to fix it?

radiant crown
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If the last frame of a gesture leaves an object toggled on it will still turn off when you stop doing the gesture

obsidian vigil
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yes

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unless you freeze it on the last frame

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@radiant crown

radiant crown
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How do you freeze it?

icy crow
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Did you make a duplicate of your avatar before making the animation?@white flower

lone bramble
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Are people still sitting on the million particle compute shader and selling them or is there a public distro yet?

white flower
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YES..

obsidian vigil
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@lone bramble Wdym owo

lone bramble
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there's a handful of people that are running around with it but the script i tried to go for it was rejected >:U

white flower
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@icy crow I cloned an avatar.

obsidian vigil
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well... that isnt too hard is it

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but its a shader right

icy crow
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And you made the animation on the cloned one? @white flower

white flower
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YES, However, they are buried during the animation process.

icy crow
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Oh in Unity?

white flower
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YES

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Unity

icy crow
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oh yeah it'll look messed up in Unity, but should look fine in game

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as long as you apply the animation to the original avatar

white flower
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The same applies within a game.

icy crow
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Did you upload the original model instead of the cloned one?

white flower
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YES..

icy crow
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No idea then

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Clone avatar, animate clone, apply animation to original

white flower
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D:

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Do I have to recreate the animation?

icy crow
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yeah

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Is your original model still in the ground, or is it normal?

white flower
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It's usually normal, but it's only buried when it's regenerated.

icy crow
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Sorry I'm not understanding what you mean by regenerated

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If you made the animation on the duplicated version, your original should be fine and you can just redo the animation

radiant crown
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Only gestures can use the buried in the ground animations

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If you want to do an animation with emote you gotta do the whole body

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Emote gestures I'd say are just easier to make in blender

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By default you wont get buried when starting to create the emote that way, so you can use the T-pose as a starting point

white flower
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@icy crow Source is normal, but animation only ...
@radiant crown Can you make it with a blender?

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I didn't know, I made it with Unity.
Oh, and I want to apply animated behavior to gestures (Shift+ F1~F8). Is there any way?

radiant crown
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Gestures only really affect visemes, and fingers, and turning things on and off

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Which is the main reason they dont get buried in the ground, because its ignoring the movement of the rest of the body

white flower
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Then, is body language difficult?

radiant crown
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Pretty much, if you make the animation in Blender you can move the whole body like repositioning bones and it automatically converts it to the muscle system unity uses for humanoid models, then you can use it for emotes

white flower
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I want to express my behavior in animation. Then, do you like Blender best?

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@radiant crown
Laugh
Question
Rub(Rub one's face)
Sitting Motion
Standing motion

Should these actions be made into blenders?

And can I use gestures?

radiant crown
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If you just want to move the mouth/eyes and play a laughing sound for laugh as an example you can use gestures, if you want to say, cross your arms and tilt your head back while laughing you'd want an emote

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Rubbing your face would definitely have to be an emote, you cannot move any part of your arms except fingers with gestures

white flower
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It is difficult ...😖

radiant crown
white flower
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I'm using a translator, but there is a possibility of a mistake.

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YouTube has automatic translation, that's fine.

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Can you specify an animated gesture made with a blender (Shift+ F to F8)?

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@radiant crown

radiant crown
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You know when someone does a face at you in vrchat, or they point their fingers, that's usually a gesture

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Gestures arent usually hard in unity, but you need to add the muscle data for all the fingers one at a time if you dont have the muscle tool

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If you dont pose the fingers in a gesture they'll use a default half open pose

white flower
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Oh, my God, isn't it messy or long?

radiant crown
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A little yes

white flower
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When I do question animation, I want to put a question mark on my head. Of course, it follows the camera.

radiant crown
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You can do that by making it a viseme or making it turn the questionmark on and off

white flower
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What do you mean? Please explain a little more.

radiant crown
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In unity for the question mark you can add a component that sets it to enabled true/false

white flower
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Unity made it out of particles, but I don't see it, I don't know how.
Can you explain the method?

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Of course, it was checked through mirrors.

icy crow
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Are you saying you can't see it on your head, only in mirrors?

slim sparrow
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@white flower mirrors do not show particles

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Try a camera or ask other people

obsidian vigil
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mirrors do

slim sparrow
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They don't for me

obsidian vigil
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i have a sword summoning sequence for my link which is seen entirely in the mirror

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its only particles

slim sparrow
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Then I dunno. I'm sure mine don't show up in the mirror, I spawn in front of a mirror every day

obsidian vigil
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are yours world or local

slim sparrow
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World

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Should probably test it a bit more

topaz ermine
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Active by default?

slim sparrow
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Particle system is active by default, but the emission module is disabled by default

obsidian vigil
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well, mine are local

slim sparrow
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Shouldn't matter nowadays

obsidian vigil
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so they move with my hand

slim sparrow
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They fixed inactive objects not showing up

upper bone
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particle system isnt appearing in the animation window when i check it 😦

radiant crown
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If you're trying to toggle it make sure the animation is set to record scene then toggle in scene manually, it should add it in

half shell
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unity isn't letting me apply transform or isactive properties to anything on the model i'm animating, but animator properties work fine? any ideas?

slim sparrow
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@half shell a few questions

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First of all, you're not trying to apply transform to any rigged bones, are you? As in, trying to control the leg bones

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Or the head

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And the second question, how is your hierarchy set up? Did you do any weird stuff with game objects?

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For example, if your model is inside a Game Object, and the Game Object has an Animator component with the "avatar" property set to your model's, then you can't animate on the game object itself. Only on the child.

half shell
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none of the above

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tbh i gave up on fixing it at this point

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:x

lucid heart
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Does someone here know how I can link the motion of bones? For example if I wanted to make an avatar with four arms and the additional arms should copy the movement of the original ones, how can I achieve that? I wrote a small script, that basically takes the rotation from a transform object and overrides it on another, but I forgot that custom scripts are not allowed. I got the tip that I should try it with rigidbodies and fixed joints, but I'm fairly new to Unity and have no plan how to do this. Can someone enlighten me?

slim sparrow
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Joints

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Uh

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You put rigid body components on every bone of the "real" arms.

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You disable gravity, set drag to 0, and in the Constraints, you freeze all positions and all rotations.

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You then put fixed joints on every bone of the non-real arms (the lower ones for example).

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This will automatically add rigid bodies too.

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You disable gravity and drag again, but this time you don't constrain anything. Then in the joints, link them to the rigid bodies of the real arms.

lucid heart
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but wouldn't the additional bones rotate around the axis of the original ones?

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I thought I would need joints that aren't fixed

slim sparrow
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No, that's why you use joints instead of reparenting the bones

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If you just reparented the bones, they would do exactly what you described. But now, they should simply copy the positions and rotations of your arm bones.

lucid heart
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hmm, ok, I'll give it a try

slim sparrow
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I've seen it done before and it should work

lucid heart
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thanks for the detailed explanation, nobody could give it to me before

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ok, I tried it now and it does what I expected, the "slave" bone rotates around the axis of the master bone, not its own

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I see, you have to constrain the positions of the slave bone

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that works now, thanks

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is there also a possibility to let the slave bone rotate in the opposite direction?

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does it depend on the orientation of the bone?

clear yew
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pretty sure it depend on the orientation of the tied bone

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you use a fixed joint when you want your object to follow the orientation and relative position of the tied rigid body

lucid heart
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hmm, the bone orientation doesn't change anything, the slave gets rotated in the same direction the master does anyway

fluid crescent
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i can't do a animation which i have on hand guesturre if i don't have fingerbones?

lucid heart
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Why not? Should be possible

fluid crescent
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when i trigger a hand guesturre audio doesn't play

clear yew
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you need to have 3 fingers to do hand gestures

fluid crescent
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i have 2

clear yew
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"you need to have 3 fingers to do hand gestures"

lucid heart
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If you need fingers just put the bones in in Blender and don't attach them to anything

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maybe one bone is enough

clear yew
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3 fingers

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thumb, index, middle

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one bone each is enough

fluid crescent
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yeah got it

dense granite
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any one knows how I switch materials in a animation.
So I can press a gessture, and it chance materials

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feel free to tagg me

clear yew
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@dense granite activate the animation

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and drop a material on the model

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it will create automatically the key frame

wise rover
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is it at all possible to make particle systems that give off models complete with armature poses or is that impossible? I want to make something of a jojo reference but the only thing I can turn into a particle is the wild hunt ship. the other models I have to find some way to add their poses in as particle systems so I don't have to worry about them jittering around when I move.

slow ridge
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If I set a particle to collide with my Body mesh, will it collide with anyone's body mesh or just mine?

dense granite
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Awsome, thank you so much @clear yew

lucid heart
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Another question: is it possible to make an avatar with digitigrade legs (like the ones dogs, birds or dinosaurs have) with the humanoid rig work? Especially birdlike legs, where the ankle takes the role as the knee should be difficult. Any idea how to do sth like that?

slim sparrow
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@wise rover you can pose the model in Blender, then export as .obj

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This will give you a posed mesh

clear yew
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hallo 😃 can somone help me out abid 😄

wise rover
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thanks

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guess I'll need to decimate in unity first then

lucid heart
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What is it, @clear yew ?

slow ridge
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Adding collision effects to a particle that I want to bounce off walls and whatnot, what is the best way to go about that? I can't seem to get the settings right.

vagrant ore
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trying to put a particle effect with a hand gesture but it does the opposite. when i have the particle disabled in unity befor uploading it doesnt work at all. When i have it enabled it stays on when im not doing the gesture and turns off when i am doing it.

slow ridge
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Add the IK_Follower component (I think)

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oh wait

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do you have it checked off be default?

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and use the animation to enable it?

vagrant ore
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thats what i tried but it doesnt work

wise rover
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hm...

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try double checking everything and look at the keys on your animation and make sure they act as enablers. It also wouldn't hurt to do the whole thing over again.

god knows how many times I had to do that

hexed fern
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so i got some animations and animator files from a unity game but they were exported as .dat files

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would they be pretty much useless in that format or is there a way i can get them to go back to the original format without having to re-export them all?

clear yew
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@lucid heart its the animation bound to a key i dont undestand ..

vagrant ore
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i noticed that the guns in unity have an animator script on it is the particles suppose to have one too?

wise rover
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most objects and particle systems have that on by default.

vagrant ore
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that might be why cause the gun i animed has it but this particle doesnt

wise rover
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did you work hard making that particle?

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if not, then you should just redo it and make sure that it has an animator

clear yew
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i need some help on a " Sword Draw " animation .. i found on the webs and downloed it .. can it be added to my cheartors animation ? " will the sword then we Drawn or do i have to add a animation to the sword to?

balmy orbit
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hmm

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can someone help a bit?

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so im trying to apply a "stealth camo" shader to the whole body mesh when you do a hand gesture, but i want to to figgure out how to go about it first
i was thinking of duplicating the body and all of the materials, apply the stealth camo shader to the duplicate materials, and then applying the materials to the duplicate body, disable the new body mesh, and activate it with a hand gesture
is my thinking process correct?
i feel like i dont need to duplicate the materials...
thats my only doupt
but are these steps correct? should i do anything different?

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see the thing is when you press record on animation your avatar squats to the ground and you cant bring him back up

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ive done this grave mistake once and i couldnt revert it

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so i usually put everything in the animation that i want to happen

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and then if it posed into the squat, after im done i close unity and reopen

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and the animation would still be good, and the avatar wouldnt be squat posing anymore

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is.. this dumb aswell?

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is there a fix idk about?

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i would greatly love one if there was

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@jovial rain

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🙄

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i felt like that was dumb

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nice to know now

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thank you

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lol

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aight well uh, how do i replace a shader in an animation??

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or does it HAVE to be all the materials in the right window, also im not recording yet

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allright it works fine

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nice, that was easy

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thank you! @jovial rain

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avoided doubling the confusion

balmy orbit
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well.. uh

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now theres a second problem

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for some reason when i press play, body doesnt wanna update..

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i mean

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body IS the name of the mesh

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could it be confusing the names or something?

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like maybe it thinks its already applied the shader to "body", but its the wrong mesh or material?

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???

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i dont understand at all...

balmy orbit
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ok i just tried applying each one individually again

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nothing.

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@jovial rain any ideas?

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this guy helped

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this sucks alot

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god i hope this is just a bug and not a limitation

languid lark
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@balmy orbit yea cant change material with animation

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people change color use Shader that can do that need talk to some one good with shaders

balmy orbit
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mm

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i see

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shaders...

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wait

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i might be able to do that

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nah nope

languid lark
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it somthing with camera and shader. i lack at shaders dont know much about it

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hold me back from shader need to be good at Math lol

balmy orbit
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aaah lol

languid lark
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cant swap and shader or material with animation

balmy orbit
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yep

languid lark
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if that possible everyone be able to do it

balmy orbit
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🙁

languid lark
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maybe try ask some shader pro on vrctraders

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maybe they give info how it work

balmy orbit
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yeah the dude from the screenshot above said that it only works for 6 materials at a time

solar relic
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Yeh same for me I would just have 2-3 mesh... Separated from the main model. N just make it invisible with a shader.

balmy orbit
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right

solar relic
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Why do u have more than 6 mesh?

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Props?

balmy orbit
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y uuh

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the model

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i mean

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no?

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i think?? lol

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theres only one mesh for the whole body

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but it uses 16 materials

solar relic
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So u want to change all of em?

balmy orbit
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yes

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but its too much, only 6 at a time for material changing

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meaning i have to atlas the textures

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and i have no idea how..

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well

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theres very well made tutorials

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but ive been working so hard on animations today that i dont wanna start on it today

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and its late

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should head to bed soon

solar relic
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U should. Or in the end u could use another model that has less materials.

balmy orbit
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but to confirm, you said this works right? 2-3 meshes and they all changed?

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and no i love my ene

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i could never do that

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lol

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ill have to atlas for the model

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i like it too much

solar relic
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Kk.

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Btw I think there is a tutorial on how to move the uvs together in some blender tutorial. Since it could lessen those materials.

balmy orbit
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yeah thats

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atlasing

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i think

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idk my vocabulary too well on the uv side of things that might be something different

solar relic
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Atlasing is mixing the uv textures into 1 single tex (idk if u can have seperated Atlasing or not) ... Uv wraps are just... where the textures placed on a vertices of the model.

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Idk if i explain that well tho.

fallow hornet
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Are you using IKFollower? I had something similar happen to my snowball gun so I switched to the old rigidbody and fixed joint method and it works perfectly now

reef mason
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No, I'm not using any IKFollowers and I have no experience with Ridgidbody and fixed joints.

fallow hornet
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are the particles world space or local?

reef mason
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World space

fallow hornet
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theres the problem, avatars are weird with world space particles

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you can use either rigidbodies and fixed joints or IKFollower

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I don't have a guide on hand but you can probably google some world space particle tutorials

reef mason
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But do I still have to set it up during the animation?

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And where can I do or get a IKFollower? or do I have to make it myself?

fallow hornet
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IKFollower is a script you attach to the particle system

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it's easier to set up than fixed joints but I found it to be a bit funky

reef mason
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So just stick with the Ridgidbody and fixed joints then.

fallow hornet
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I'd recommend that route but it requires changing your animation a bit

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basically just take your particle system and parent it next to Armature and Body in the hierarchy, then add a rigidbody component to your wrist with all axis and rotations frozen, drag set to 0 and gravity disabled, then on the particle system add a fixed joint and set the joints parent to the wrist

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I'm bad at explaining probably easier to look up a guide

reef mason
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Damn, well, alrighty then. Thank you for helping me out on this problem.

obsidian vigil
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Ok, i have an audiosource on my wrist. This one plays without any problems, but then i have one under an empty object thats on my wrist, if i try to play this one it sounds broken, accelerates and slows at random and overall just doesnt play right. Any way to fix that?

lilac cave
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Dunno if the game takes redshift/blueshift into account but try putting the source elsewhere

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Could be your wrist moving

obsidian vigil
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unfortunately it isnt, ive tried it in desktop without moving at all

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it stays glitchy

lilac cave
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With parenting not to the wrist?

obsidian vigil
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and i cant really put it elsewhere as the animation toggles the empty object which has a legacy animation inside

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needs to move with the wrist though

lilac cave
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Just as a test

obsidian vigil
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and if you mean putting a rigidbody and fixed joint

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i did that

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same result ^^

lilac cave
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Also make sure the settings are the same for both audio sources

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And the extra thing that comes with

obsidian vigil
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didnt touch the onsp stuff

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rest is identical

lilac cave
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And the compression isn't huge

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And that the audio file itself is ok

obsidian vigil
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i mean in unity it plays fine

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no problems whatsoevs

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but in vrchat its broken af

lilac cave
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Checked if its just client side?

obsidian vigil
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yup

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tested it with 10 people

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all said that it kinda lagged

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if the sound only got corrupted it would be fine, but it slows itself down so it isnt in sync with my particle system anymore, that is the annoying part

lilac cave
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Hmmm it might be the track is too long

obsidian vigil
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7 seconds

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its the "chest open" sound from The legend of zelda

lilac cave
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Tried w.o particles?

obsidian vigil
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yup i turned them off and even only spawned a single one

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same result

lilac cave
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Try with a detached id

obsidian vigil
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whats that

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like blueprint id

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?

lilac cave
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Yeah

obsidian vigil
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i dont think that that would make a difference

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ive reuploaded it like 20 times while messing with the sound

lilac cave
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Same, but I dont see any other issues

obsidian vigil
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still thanks

lilac cave
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Unless having 2 audio files breaks it there's nothing much that you can do

wary parcel
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What type of audio file are you using?

obsidian vigil
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wav

wary parcel
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Tried to convert it to mp3 or ogg just to check if the compressor in unity is not buggy?

obsidian vigil
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Well, i havent tried that yet but wouldnt it sound crappy in unity then?

wary parcel
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Nah

covert linden
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Usually vrchat only allows you to play one sound. If you don't really care about when those sounds activate, easiest to do it is just putting everything in audacity and using an ogg

obsidian vigil
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in case of the compressor being broken

wary parcel
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Im using mp3 usually, think it is better that way

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Well it may be the file

obsidian vigil
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well, ive already split the sound file into 2 gestures entirely

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i mean, i can listen in unity, via mediaplayer and its not corrupted or anything

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i cut it together myself via audacity

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so i wouldve noticed breaking audio in there already

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but it should be fine

wary parcel
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True, but you say the sound slows down?

covert linden
#

Its not the audio that breaks, it vrchat itself being picky usually.

obsidian vigil
#

ok, ill try ogg when i get home

#

thanks 😛

#

hope it works

slim sparrow
#

Oh yeah, I've seen those issues with sound systems for some reason

#

I think I fixed my issues by putting it on an empty game object with just the audio source on it

#

The sound is really crackly

obsidian vigil
#

yep @slim sparrow

#

so just an empty game object under my empty game object?

slim sparrow
#

Uh, I dunno

#

If it's already an empty game object then it should just work

#

As long as there's nothing else on that object

#

I always use ogg and it works

obsidian vigil
#

there is stuff on there

#

particle system

#

prop

#

😛

#

so ill just put it in a second one

#

Thanks :3

slim sparrow
#

Ah, then yeah, you can try putting it on a child

wary parcel
#

Ye, its good to have sounds in gameobjects you activate

rancid gulch
#

g a y

radiant crown
#

I use ogg because the model downloads faster, I'm sure there's someone that uses flak on avatars

slim sparrow
#

I use ogg because it's nice and small, and avatar sounds don't have to be high quality

radiant crown
#

Agree

topaz ermine
#

not putting 100MiB FLAC files on your avatar

waxen hound
#

is it possible to rig a face by moving the bone and save them as a shape key instead of the viseam manual edit?

radiant crown
#

That's how visemes are made

true scroll
#

yeah thats one methode of doing visemes

obtuse atlas
#

anyone know how to make a animation active on a model in a world when a button is clicked

naive portal
#

Is there a way to parse parameters to an animator without using a script?

slim steeple
#

Is it possible to use two animations for a single animator for a generic prop ? (I.E not a generic avatar, but an accesory that has it's own animator)

vagrant ore
#

have my animation setup to the fist gesture but hand opens slowly when released.

clear yew
#

you didnt use frame 0.00 and 0.01

obsidian vigil
#

Quick question, im spawning subemitters on collision, the main particles die but my subsystem doesnt appear

#

any ideas?

clear yew
#

how did you set it up ?

clear yew
#

10k ?!

obsidian vigil
#

it appears after the fraction of a second

#

i wanna force out as many as possible at once

clear yew
#

you want to crash someone ?

obsidian vigil
#

and maximum is still 1k

#

but when i set it to 1 k only 2 pop out

clear yew
#

setting it to death doesnt work ?

obsidian vigil
#

nope

#

nothing pops up

#

when the particles die

clear yew
#

what exactly is supposed to happen ?

obsidian vigil
#

theyre supposed to create a really short-lasting ball of sparkles when they touch a wall or player

#

basically

#

i mean it isnt super duper important but adds to the effect in my opinion

clear yew
#

hmm

#

oh wait i know

#

subemitter --> rate over time to 0
burst to 30

obsidian vigil
#

it works :3

#

thanks ❤

sick musk
brave hemlock
#

Does anyone have the issue of "getting stuck" in an animation? Whenever I trigger mine through a hand gesture, ithe thing stays in my hand even after I've stopped making that gesture or when I'm making other gestures that should not trigger it at all

#

Or does anyone know how to fix it, rather

#

Nevermind, I think I found the issue

#

For some reason I had a duplicate frame in the animation that added unneccessary length to it

#

Because it was still at the 1 second mark somehow

icy crow
#

is there a way to make particles visible in the mirror if the emission module is disabled by default?

slim sparrow
#

@icy crow I don't think so. If you're using rate over time/distance, you could increase the rate over time property instead of enabling the module

vocal zinc
#

is it possible to toggle a game object that toggle another game object 30 sec after ?

#

like i make something visible and 30 sec later another object get visible automatically

#

how do i have to setup that in the animation tab ?

slim sparrow
#

@vocal zinc on a gesture?

vocal zinc
#

yes

slim sparrow
#

If so, you need to make sure the two objects are children of each other

#

Like, one is a child of another

#

Then you can put an Animator on the parent

vocal zinc
#

i mean how do i have to setup that in the animation tab ?

#

one frame at 00 off and one at 30 on

slim sparrow
#

Yes

vocal zinc
#

and disable looping ?

slim sparrow
#

Basically, yeah.

vocal zinc
#

okkk ty

slim sparrow
#

At 30:00

vocal zinc
#

yup

slim sparrow
#

Does anyone know if you can just put Animators on bones?

#

I have extra bones for an accessory hanging from my leg, but I don't want to use Dynamic Bones for them

vocal zinc
#

best thing is to try

spice meteor
#

@slim sparrow yea you can i do that for tail movement and such

vocal zinc
#

where do we report people ?

spice meteor
vocal zinc
#

ty

ashen sedge
#

Alternatively email "moderation@vrchat.com" if you need to submit your output log for any number of reasons

errant hinge
#

is it possible to have an animation where an object appears, but is treated like say, a world particle? So that I'm able to walk away/around it without it following me?

icy crow
#

Add a fixed joint to it

#

Then give infinite drag to the rigidbody that comes with it, so that the object doesn't jitter

errant hinge
#

thanks Moons I'll try that. Do I still need to attach it to a rigidbody on my avatar?

karmic sparrow
#

I've made a full body animation file that I can successfully use as an emote. However I've seen people who managed to link such animations to an override trigger. Since overrides can only do a hand/face gesture or turn on/off components or certain settings, I thought it'd be as easy as adding the animation into an Animation component and turning that on with a gesture override, but that doesn't work. Does anyone know how this is done?

icy crow
#

not to your avatar no, adding a fixed joint will automatically add a rigidbody. Also, if you are enabling it with a gesture, etc., you need to stand wherever you enabled it before you disable it, otherwise the position will be messed up when you try to spawn it again @errant hinge

errant hinge
#

Ok awesome, I shall give that a go. Thanks again!

icy crow
#

They probably have another mesh with the animation built in thats hidden by default and then they enable it with the gesture and hide their main mesh. Not sure though, I've not tried it @karmic sparrow

karmic sparrow
#

hmmm I really hope there's another (simpler and more optimized) way. I mean it's easy to turn on an audio component with a gesture. Besides the animation is made by moving bones so I'd need a second armature as well, sounds like a hassle 😃

torn pawn
#

easiest is to have a 2nd avatar with an animator on it that has the animation play on entry

#

idk if u can do it other way around

errant hinge
#

My object still follows me even with the rigidbody/fixed joint set up onto it. 😦

icy crow
#

Are you enabling the object with a gesture?

errant hinge
#

Yeah. I'm about to try it with a game object as its parent, with the gameobject having position/rotation constraints on it. As my object that I want to spawn in does move around a tiny area so I didn't want to constrain it directly.

icy crow
#

Yeah I was just going to suggest having an empty game object

errant hinge
#

I just wish my upload speeds were better, wouldn't take me 10minutes to test each little change haha. Thanks for the help though. Hopefully I can get it to work this time.

icy crow
#

Is future proofing turned on?

#

if you're just testing you might want to turn it off

errant hinge
#

Yeah it is. How exactly do I change that? just in the VRchatsdk settings?

icy crow
#

Yeah its a check box

errant hinge
#

found it. awesome thanks.

#

rip. still stayed with me haha.

#

got one more thing to try which I should've done to start with due to how fixedjoints for world stuff usually work.

#

which is just have the empty object always on, with its child object hidden instead. if anyone was wondering.

#

and it still isn't working. I'll come back to this later I guess. spent enough on it today.

icy crow
#

Hmm it worked for me. I have an empty game object with the fixed joint/rigidbody. Then the object is a child of that

errant hinge
#

maybe i messed something up. mind sending me pics of the fj/rigid settings? otherwise ill try it from scratch later on incase i messed up or made a conflict somewhere.

icy crow
#

I'm not at my computer right now, I'll send it later if you still need help

errant hinge
#

no rush. 😃

balmy orbit
#

when using multiple models in one avatar, and you activate one with a hand gesture, do you need to add an avatar descriptor for it the hidden model to move aswell?

i tried doing it in unity, and everything worked in the animator, but when i published and activated the hand gesture, it would place the hidden model in the squat-in-the-ground position

so i thought it might be because i didn’t put an animator on the hidden model, is that right?

slim sparrow
#

Nah, you just need to actually animate the second model

#

Give it a proper animation, a full one

#

Like, a whole pose/animation, not just finger movements

chrome elbow
#

how do i animate object in my avatar {kinda like backup dancer}

royal summit
#

Put the object in a empty object and put an animator in the empty

slim steeple
#

Is there a way to keep a bone from moving with the armature?

#

I'm specifically talking about doing it for a sitting animation

slim sparrow
#

Yeah, just unweight it

#

Easiest way would be to rename the bones slightly in Blender

#

Or maybe you can duplicate the bones and assign those in the humanoid rig instead. That way you can still pose the "real" bones

slim steeple
#

Oh, I think it can be done a bit easier, the bone I'm trying to fix is a none rig bone, it's an extra bone that isn't used for anything but extra stuff if you want it

#

Not that I know if it can be done a bit easier, but I think if the bone isn't actually a crucial one there'd be less problems with it

#

I'd prefer not to reimport the model through blender because it's rig is a bit of a problem that'd probably cause more problems if I'd try to mess around with it

#

are those the only ways?

slim sparrow
#

You can put it as a separate object. Not sure what you need tbh

#

You want a bone to not move with the rest of the armature, which means it has to be completely unparented from the armature to begin with

valid estuary
#

Can i make my particles collide with objects and other players?

slim sparrow
#

Yes

#

By default, it already does if you enable the "collision" module

valid estuary
#

Oh okay so i can make it explode too then probably

#

Does it colide with your own character?

chrome elbow
unborn needle
#

Anyone got the Bubbletop dance they wanna send/share with me? please ❤ :3

visual summit
#

I got it from an animation pack

sage bane
#

aye guys can anyone share the orange justice emote with me? Ive tried to exctract it myself but its not working, only the skins are working for me

valid estuary
#

You can get the orange justice emote to work in vrchat?

#

Wat

gray lintel
#

Seen it a few times on Thanos, yeah

valid estuary
#

I need that

#

Should be a normal humanoid emote right

#

Should work on everything

spice eagle
#

Anyone know how i can make a gameobject remain stationary on a hand gesture?

#

like i activate the thing on for example A then i move to B and the gameobject is still on A

icy crow
#

Do you mean so that the object stays where it is in the world when you move away from it?

#

if so then you can use a fixed joint

spice eagle
#

(and whats that)

clear yew
#

a component that allows you to attach something to a rigid body

#

but by not connecting it to a rigid body it will be locked into the world position where you spawn it

icy crow
#

it will be jittery though when you move around, so set the drag on the rigidbody to "Infinity"

#

And when you want to deactivate the object, you have to go over to the position where you activated it and then deactivate it

#

Otherwise it'll spawn in a weird position each time

spice eagle
#

i get it

#

so

#

i just add the fixed joint component to the thing?

clear yew
#

@icy crow you can create an animation that reset the position constantly until your spawn the object

icy crow
#

ooh

#

So just have an animation component that sets it to 0,0,0 ?

#

Yeah just add a fixed joint to it, the rigidbody will be added automatically @spice eagle

clear yew
#

@icy crow you need 2 game objects for that

#

one object that will always be in the same position and it's where you want your object to spawn

#

parent the object with the fixed joint to it

#

and parent whatever object need to be bound to the 2nd game object
then just animate the first game object to reset the position and orientation to 0,0,0 of the 2nd game object

icy crow
#

ah ok thanks

spice eagle
#

and that one are gonna be triggered by another thing?

#

like another hand gesture?

clear yew
#

and then with the hand gesture, you spawn your object (the cube for me in this example) and disable the animation component so it doesnt get reset

spice eagle
#

Like this?

icy crow
#

Set the 'teleport' object to active

spice eagle
#

ikr

#

its the last frame

icy crow
#

Assuming thats the object that you want to activate

#

You don't want it deactivated in the animation

spice eagle
#

ikrr

#

so

#

in the first frame i set the animation to disabled

#

and in the last one i set it to enabled?

icy crow
#

no, first frame disable animation and enable object. Then copy everything from frame 1 to frame 2

#

or 0.01 in the timeline

#

Because the animation will be looping

spice eagle
#

but thats what i did

icy crow
#

In that pic, the object is disabled

#

you want it enabled all the time in the animation

spice eagle
#

Facepalm

#

forget it

icy crow
#

🤔

gray jay
#

Reiterating what a dude asked earlier, anybody know where to get the orange justice emote? or any other fortnite emotes?

remote blaze
#

@slim sparrow hey, so I got an update on the six-legged avatar thing and its custom walk animation

#

putting a legacy anim in an animation component, then enabling/disabling that component doesn't work

#

it causes the avatar to go into a default anim pose

#

so what I'm gonna try to do is

#

make a shapekey to move some legs forward and some backward

#

and have it turn on and off

#

hopefully if that works it would give a walking motion, albeit very, very crude

warm salmon
#

hey yo guys

#

i have a question on the viseme shape keys thing

#

so im making uncanny valley levels of accurate shape keys for each sound

#

But the one sound that is maybe the most noticeable when you dont have it, is L. which shape key would the L or (luh) shape fall under?

chrome elbow
#

how do i make it so when a emote is finish a item will stay on the ground

#

like animation will place c4 and when emote done a c4 will be on the ground

chrome elbow
#

@here

warm salmon
#

is the L shape key for visemes under D?

remote blaze
#

@chrome elbow you shouldn't use @ here, it does't work but even if it did that;s a dick move to ping thousands of people

chrome elbow
#

kk

warm salmon
#

@here

#

lol

chrome elbow
#

lol

warm salmon
#

but in all seriousness

remote blaze
#

...It doesn't work

warm salmon
#

i really do need help with the l key

#

I am making uncanny valley levels of accurate visemes, and L is giving me the most trouble rn

remote blaze
#

just figure out what sound is closest to an L with your mouth

warm salmon
#

idk if its N, D, or which key

remote blaze
#

make the sounds yourself and compare

warm salmon
#

but yea, sidenote, they are freakishly accurate

#

literally D and N are different slightly

#

N has tongue up against top teeth laying on roof of mouth with it a little more closed

#

and D is tongue up quicker into the roof of the mouth not touching back of top teeth

#

its that distinct

#

i wanna die cause im ocd about lmao

remote blaze
#

go for D

warm salmon
#

i pretty much did

#

it could work for D or L

remote blaze
#

👌

warm salmon
#

you wanna see how crazy i am? lol

clear yew
#

I'm just happy ingot my bow working. Has fully working string with spring physics and also has working velocity so I can shoot GameObjects.
To add, it has a seperate firing system that lets me shoots particles that I can control in motion

remote blaze
#

that's awesome 👌

fleet stump
#

anyone know what the right wrist is called in Animator? Doesn't appear to be under "Right Wrist"

chrome elbow
#

how do i make it so when a emote is finish a item will stay on the ground
like animation will place c4 and when emote done a c4 will be on the ground

icy crow
#

probably just right hand @fleet stump

fleet stump
#

Q or T?

icy crow
#

actually I don't know the difference between those

fleet stump
#

me neither

#

there's also down-up and in-out

icy crow
#

is there any way to get mixamo animations into actual .anim files rather than an fbx with an animation built in?

fleet stump
#

nvm, figured it out

icy crow
#

ah, what's the difference between them?

fleet stump
#

I'm assuming the way it bends

spark drift
#

Does anybody know how I can stop the animation view from going into record mode whenever I try to change something?

#

or do anything?

slim sparrow
#

@spark drift why do you want to stop it from going into record mode? That's just how it works

spark drift
#

And because I want to be able to play the animation without it being set back to 4 due to going into recording mode whenever I press the play button

wide heron
#

um does anyone have a wolf/dog running/idle animation that i could have?

jade rain
#

i assume this is the right place to talk about particles systems with a sound

#

so i am wondering if i could get some assistance with the settings for the audio source

#

yes i dont have an sound in yet but what settings should i appropriately use

#

what i am trying to do is shoot lightning out of my hand

#

so within an empty game object of the got the lighting particle system

#

and this audio source as well

#

my aim is to just have the particle system running when i hold down the gesture and the same with the sound

wide heron
#

what will the sound be because 15 is big

jade rain
#

its literally lightning sound

#

i assume u are referring to the curve thing

#

i assumed the 15 is referring to meters

wide heron
#

k, i would probably turn it down abit

#

unless ur doing for a map

jade rain
#

nah animation override

wide heron
#

otherwise half of the map could hear it unless u want your avatar like that

jade rain
#

literally just shoot lightning out of my hand

#

isnt the 15 referring to meters

#

or do i have the wrong rolloff

wide heron
#

let me check something

#

nah log is usually fine

jade rain
#

the curve is reall wierd

wide heron
#

this was a map i was working on

jade rain
#

wait

#

THATS 15

wide heron
#

yes

#

tone it down to a 5 or 6

jade rain
#

damn

#

whats that distance

#

like where it says Min distance or max

wide heron
#

^ 5-6 are usually enough for gun shots

jade rain
#

what unit is it in?

#

Thats a nice map btw i like it

wide heron
#

thnx

#

im not to sure what unit it was in but i wouldnt go for 15

jade rain
#

ok cheers

#

and if i want the sound to loop whilst holding the gesture

wide heron
#

also, log makes things louder then the other one so drag volume down to like 0.7 or 0.8

#

just turn loop on

jade rain
#

alright

#

if i put the min distance on 1 theres a small inner field so if someone is in that

#

they wont hear that right?

wide heron
#

yeah usually just leave it on 1

jade rain
#

any chance you would know where to get more things i can use for the trail material in the renderer of particle systems?

sullen hill
#

is it possible to have more than 1 animation playing on an avatar? I'm trying to have a custom blinking animation as well as an animation for tail wagging, but i can only get one of them to play at once

glacial thicket
#

hmm

jade rain
#

so ive got within an empty game object

#

a particle system and a audio source

#

so for the empty game object in the animation do i have them both ticked on the keyframe

tardy abyss
#

Anyone know where there's a full facepalm animation (for free)?

remote blaze
#

@sullen hill merge them in the unity animation tab

clear yew
#

@jade rain yes

#

except if they are turned on by default

#

but disabled because the parent is disabled

#

then you just turn on the parent and they will be enabled too

placid wigeon
#

does anyone have a Sword combo animation one handed and/or two handed animations?

dark ether
#

Does anyone know how to make an area or the screen of other players a different color, I'm not sure if it's a banable thing to use screenspace stuff but if anyone can show me how it's done if allowed i'd appriciate it very much c:

slim sparrow
#

It's not bannable, just don't use it to grief public instances

#

You would need a shader for that. I don't know enough about shaders to tell you exactly how to do it

dark ether
#

Oh no i don't i just want to make a very horror type avatar

#

If anyone is kind enough to show me the shader i'm happy to learn the rest on my own

slim sparrow
#

Well, that one site that we can't mention by name has some shaders for that

#

Black and white shaders for example

warm salmon
#

@slim sparrow I have a question pertaining to animations

#

especially if my hypothesis is correct

#

Basically, is it possible to use a gesture, or an emote, to then trigger something like an event animation or another animation etc, and have that animation show a menu in front of you, and then when a collision between colliders on buttons happen, have more animations happen such as pulling out weapons?

covert hawk
#

Why is vrchat not letting me upload an avatar that has an animation that(Script) rotates an object?

#

it tells me it will remove the rotating script :/

icy crow
#

you can't have scripts on avatars

covert hawk
#

and how will i rotate an object then ?

icy crow
#

you'll have to manually animate it

covert hawk
#

great>.>

#

also they are 5 of them

clear yew
#

you'll have to manually make them spin

#

and good luck making them be smooth

icy crow
#

is there any way to take the mixamo animations and use them as animations in the override?

chrome elbow
#

do you guys have any ideas for any stupid emotes i can make

slim sparrow
#

@clear yew smooth rotation is easy

#

You just need to make it rotate from 0 to 360, and then edit the curves to be linear.

#

Perfectly looping rotation

clear yew
#

spin in place yeah

#

make it spin artound another object is way harder

slim sparrow
#

Oh, that

#

It's the same principle, as long as you make sure the start and end points are exactly the same

#

I've seen a friend of mine do it smoothly

clear yew
#

i did it too

#

but it's really annoying to get it right

#

did it once, probably never again

tardy abyss
#

Anyone know where there's a full facepalm animation (for free)?

icy crow
#

probably one on mixamo

tardy abyss
#

Ah yes, there is. It isn't just called facepalm (but it will definitely work).

#

Second request. Any good video with an easy to follow explanation on how to add (and sync) sound to an animation?

icy crow
#

you just need an audio source disabled on your avatar, then enable it in the animation

slim sparrow
#

As for the alignment part, I do it by eye lol

#

I do use a media player with precise timings so I can see where the sound is

#

I mostly do that for syncing particles to animations though

tardy abyss
#

I see.

tardy abyss
#

But you guys never told me how to actually add it to the animation.

#

I got the sound added to the avatar (and disabled it).

icy crow
#

in the animation tab, click add property, find the audio source, and enable it

#

then drag the keyframe to wherever you want the sound to be

tardy abyss
#

The Add Property button is grayed out.

icy crow
#

are you using an animation that you downloaded from somewhere?

tardy abyss
#

Yes.

icy crow
#

so you need to copy everything in that animation and paste it into a new animation

#

then you'll be able to add property

#

make sure you duplicate your avatar before animating

tardy abyss
#

So basically, dupe the animation?

icy crow
#

you have to copy everything inside the animation, so all of the keyframes and paste them into a new one

#

can't just duplicate it

#

i don't think anyway

tardy abyss
#

All there is, is the animation.

icy crow
#

click in the timeline and hit Ctrl + A to select all the keyframes

#

then copy/paste elsewhere

tardy abyss
#

I.. don't think you understand me. Can I DM you (and share my screen)? That might help better.

icy crow
#

sure

tardy abyss
#

Alright, could someone else please help? I got taught how to add the audio source to the animation tab, but the animation I want to add isn't playing.

snow rover
#

Guys,someone could help me ?

#

I can't add keyframe in a humanoid rig

clear yew
steep kestrel
#

does anyone know how to have an animation spawn and stay in place

#

an orb for example

icy crow
#

the object stay in place when you move away?

steep kestrel
#

yes @icy crow

icy crow
#

well an orb you could just do with a particle system, but for objects you can use a fixed joint

steep kestrel
#

so if i just add a fixed join and have it under my hierarchy i should be fine?

icy crow
#

I think you need to parent the object to an empty game object, with the fixed joint on the empty game object

steep kestrel
#

oh okay

#

i'll give it a shot, thanks

icy crow
#

the object will jitter a bit when you move around, so set the drag on the rigidbody to Infinity

tardy abyss
#

Alright, could someone please help? I got taught how to add an audio source to the animation tab, but the animation I want to add isn't playing.

scenic rover
#

Quick question : How to add an audio on a hand gesture? Like say... An OGG file when I do the RockNRoll Gesture?

icy crow
#

add an audio source to your avatar and have it disabled by default, then just enable it in the gesture

tardy abyss
#

I did that. Though I had to make a dupe of the avatar to do it. I got it in the animation tab. The sound plays ingame, but it all stops within 4 seconds.

icy crow
#

does the animation actually play in game?

tardy abyss
#

No.

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The original plays, but this version doesn't.

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It doesn't even play in Unity.

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Also, Moons. Didn't you already try to help me (and you couldn't)?

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Because you couldn't figure out why it wouldn't play.

icy crow
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yeah I'm not sure why it didn't play, you could see the animation was there

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¯_(ツ)_/¯

tardy abyss
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Yeah. But I still don't get how this is supposed to work. All I did was put the sound into the animator... how is that putting the animation in the animator?

icy crow
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you added the sound to play during the animation, that's all you need to do

tardy abyss
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Yeah, but... how does it know this is the animation I want to use? Because I didn't do a thing with the animation itself.

icy crow
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you're supposed to put it into the override controller, which then goes onto your avatar. But with your situation, we didn't get to that part because the animation itself was't playing

tardy abyss
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You told me to put the one that included the animations with the avatar (that doesn't include the 'Get Down' animation), as the animation to choose in the emote slot I want (which includes the sound).

icy crow
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Sorry I'm not understanding, you copied the animation so that you can edit it, then you add the sound and put it in the override controller, which then goes onto the avatar

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but when you were testing the new animation in Unity, it didn't play properly, I don't know why

tardy abyss
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I copied all of the animation of the avatar. It didn't include the 'Get Down' animation.

ivory lagoon
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something odd's happening with my model... it's acting like the animations aren't working in game but they're fine in unity

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i just redid him cause his eye tracking was all off, put everything in unity and it was great but nothing's working in game

icy crow
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you copied the keyframes of the original animation and made a new animation with them, basically the exact same animation

scenic rover
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"add an audio source to your avatar and have it disabled by default, then just enable it in the gesture"
Yes, but how to enable it in the gesture?

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I'm kinda newbie in this, and it doesn't seem there is a lot of forums or videos explaining how to just keep the basic gesture while adding an ogg file on top of it

icy crow
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in the animation, click add property, find the audio source on your avatar, find the property "enabled" and check the box

scenic rover
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That's what I did before if I understand well, I made a duplicate of the rocknroll gesture, added the music property to it, put it in my custom override file, and once in game I have neither the rocknroll gesture or any kind of music

icy crow
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was the override controller actual attached to your avatar

scenic rover
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Did I put it in the "Standing and sit animations" box thingy? Yeah..

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It's like an empty gesture spot now, it just does nothing when trying to rockNroll

icy crow
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when you say you duplicated the rocknroll gesture, what do you mean?

slim sparrow
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Yeah, that's a good point. There isn't a standard one

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Animations without finger movements will work, it just won't look very great in VR

scenic rover
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I took the RockNRoll gesture in the VRCSDK/examples/samples/animations and made a duplicate

slim sparrow
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You probably don't want to do that

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Just make your own, the sample animations are basically empty/useless

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They're not even good for your own idle poses since they're weirdly set up

ivory lagoon
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could someone help me out real quick? im not sure why this is messing up the way it is, i double checked everything

slim sparrow
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Depends on what "this" is

scenic rover
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So I should make a whole animation just for the sound to work?

ivory lagoon
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i have everything set up on both the animation and regular models -- a textured shapekey, particles, lights, etc, but when i upload it to vrchat the shakekey isn't textured and the particles/lights/music doesn't even work

icy crow
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do you want the default rocknroll gesture, just with sound added to it? @scenic rover

scenic rover
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Yup

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Nothing else for now

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Just add a song when I do the RockNRoll

slim sparrow
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You'll have to recreate the finger poses yourself

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But start with an animation where you enable an audio source

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Plenty of tutorials on how to do that

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The finger poses can be recreated by adding all the animator properties to your animation one by one, then fiddling with the values. Naturally, Muscle Animation Editor will make this process take 10 seconds, rather than 10 minutes.

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You'll want to set index and pinky stretch to 1 and the rest to -1

ivory lagoon
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is there any reason why it won't work in game but it works in unity? i have the correct animations in the controller and everything

scenic rover
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I'll check that and see. Thanks guys

slim sparrow
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@ivory lagoon you're activating this on a gesture right?

ivory lagoon
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yeah, the rocknroll gesture

slim sparrow
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You could duplicate your avatar, disable the original one temporarily

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When you drag the gesture's animation file onto your model in the scene, it will be set up to play the animation automatically when you hit play mode. Enter play mode in Unity and see if it still works.

ivory lagoon
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it's not showing up in unity either... i'm super confused

slim sparrow
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Then you did something wrong in your setup

ivory lagoon
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i just did what you suggested and nothing's showing up like it does in game

slim sparrow
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Not enabling the right objects for example

ivory lagoon
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what could i have done wrong? everything's enabled D:

slim sparrow
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What are you enabling exactly? Mind showing a screenshot of your animation dopesheet?

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Including properties

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Oh, and also make sure that frame 0 and 1 are identical. Move the red line to the second frame. It could be that they're actually disabled there.

ivory lagoon
slim sparrow
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If you want to edit a frame, the red line needs to be on there. It doesn't matter which blue diamond icons you have selected

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Click on 0:01 in the timeline and the red line will move

ivory lagoon
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oooh i see... the numbers aren't the same on the fingers but the particles and lights are checked

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does the audio source have to be a property too?

slim sparrow
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Well, the two frames need to be identical

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You don't need to add it as property if it's already enabled by default

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But in this case, if they're both checked, it should be fine. Even if the fingers are different.

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Try moving the red line back to frame 0, deleting the second frame, then re-adding it.

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It should copy the values from the first frame

ivory lagoon
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did that, everything's not showing up still

slim sparrow
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While in play mode, expand your model's hierarchy and check if the objects are actually enabled.

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Maybe there's objects or components further within that you forgot to enable

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You can fiddle with anything you want in play mode, it'll jump back to original values once you exit it

ivory lagoon
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they're disabled on the main model but when i enable it in play mode it works (except for the missing texture on the shapekey which is there outside of play mode, just not in it)

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i just want the particles/music/lights to be activated on the gesture but nothing happens on the gesture

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they're enabled on the animation model

slim sparrow
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Yeah, but

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What happens if you set a duplicate of your model to play the gesture animation in play mode

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And then check the hierarchy?

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Some stuff might be disabled still

ivory lagoon
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lemme try that real quick

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OHH okay that got the particles/light/music to work

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the shapekey still isn't textured though

slim sparrow
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That's a different issue altogether

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What kind of thing is it anyway?

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If it works fine in Blender, it could be a material or UV map issue. Check that you have only one UV map

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Maybe you need to set your material(s) rendering mode to Cutout

ivory lagoon
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OH it keeps unmapping the texture by itself in unity?? that's weird

slim sparrow
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What?

ivory lagoon
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it looks like it's working now though!! let me try it in vrchat real quick

slim sparrow
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Probably just a material reimport if you changed anything

ivory lagoon
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i keep putting the texture back on but every time i upload it the texture changes

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it works now!! thank you rokk!

slim sparrow
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Cool

dull wedge
#

How can I make an object stay in it's world spawn position? It's for a sword that drops from the sky.

white herald
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rigidbody with freeze rotation/location

scenic rover
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Welp thanks Rokk, you're a god

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Problem was solved

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But I still have like a little time after I made the gesture where it would go back to the audio gesture no matter what other gesture I wanna do

remote blaze
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Rokk should be more than a god

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He should be made a mod at this point

nova rose
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Both working on halo stuff lol

rocky copper
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so i fucked up bad,

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i need a shapekey for an object

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but i ended up deleting it somehow because im stupid a while back

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fortunately i still have the original object with the shapekey i need

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but how do i transfer it from that object to my current one?

woeful seal
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anyone know about the transform masks in unity?

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are the checkboxes that are checked applied to children of a node?

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or just the node that's been checked?

woeful seal
#

so if i understood correctly if i want to apply animations to characters that have extra limbs i shouldn't make have them as humanoid rigs in unity?

toxic sage
#

So if I sound dumb and there's a video out there on it forgive me, but is there a way to have a hand gesture run an animation until said gesture is changed. What i'm doing is putting instruments on my avatar, but because I'm a desktop user I can't move my arms, so I plan on using the hand gestures to pull the instrument and put it into the "playing" position

compact obsidian
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how do i make droppable objects?

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so they stay on the floor instead of following me

toxic sage
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I think it's called a world anchor. At least that's what one of my buddies called it for his dj booth

icy crow
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Fixed joint

compact obsidian
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it says world anchor will be automaticly removed#

icy crow
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Put a fixed joint on an empty game object then the object will be a child of that

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Or you might be able to put the fixed joint directly onto the object

compact obsidian
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do i need to tick any boxes or change anything?=

lofty crypt
#

how do i get my subemitters to show on collission?

slim sparrow
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Add a subemitter and have it trigger on collision?

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The subemitters menu really speaks for itself in your particle system setup

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Just keep in mind that the subemitter has to be a child of the main particle system. It will not trigger automatically as long as it's a subemitter, so no need to disable it by default or anything.

compact obsidian
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@icy crow thanks worked

lofty crypt
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well the issue is

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i have collissions on for the main

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and i have subemitter to be played on collision

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and im not seeing any of the subemitters play on collision

slim sparrow
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And the child systems are all set to play on awake?

lofty crypt
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yes

toxic sage
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Hey, can anyone help me figure out how to run an animation with a hand gesture? I'm trying to get an instrument (pulled in via gesture) to appear like it's being played. But if I put it as one of the emote list items it just removes the gesture.

torn pawn
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animate your instrument, have animator on it that plays that animation on entry

toxic sage
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so instead of having the animation on another gesture from the avatar, put an animation controller on the instrument itself?

torn pawn
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and when u enable the object it will play that animation

toxic sage
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do I need to do anything fancy to get it to auto run?

torn pawn
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no, if it's on entry animation then it'll play when the object is enabled

toxic sage
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ok, will it still work if the instrument is in two parts (i have my bow as one and the viola as the other)

torn pawn
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u can put it under empty gaem object and have animator run on the game object as it's parent for both of them

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you can use either animator or animation component, the latter needs animation to be legacy

toxic sage
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will that bother my current animation or should they still reposition correctly?

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and is the animation something that needs to be added to both the "animate" model and the regular one?

toxic sage
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@torn pawn I'm sorry for being dumb, but I still can't get the animation to load automatically. I added the (legacy) animation to the animation comp, ticked the box that says play automatically (on both animation avatar and reg) and it isn't loading the animation....

torn pawn
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prob the path is wrong

toxic sage
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path?

violet kraken
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@lofty crypt im pretty sure only burst emission works for collision

lofty crypt
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No idea what that means

clear yew
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exactly what he said

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you need to use burst emissions

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and not emission over lifetime or distance

toxic sage
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Is anyone available to help me with an on load animation. I have an instrument that I have triggered via R&R hand gestures. I want an animation to take over on load (of the instruments) to give the appearance of the instrument being played. I want it on the gesture so I can toggle it on and off. Yuumi was giving me suggestions earlier but none of them have worked so far.

If it is any help, I put the animation on my menu emotes and it just forced me into the ground for about half a second and returned me to normal.

topaz tusk
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I tried uploading my model last night and all the textures on the entire model are flashing like red/blue/black/white super rapidly. I tried changing all the textures group by group until all were different, moving the view ball, refixing using cats, fully atlasing, and I cannot find out what is wrong with the model that it is making it do that. Anyone have any ideas as to what it might be?

tardy abyss
#

Is it possible to import an animation into Mixamo (to edit it)?

#

Say I didn't like how it took so long until the animation happened, and I have very little knowledge on animations.

toxic sage
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Does anyone know why the inspector shows an animation correctly but the same animation on the emote list puts me in the ground and then back?

solar iron
#

I'm trying to have my avatar sit in a chair, but I would like to still be able to use my VR controllers to move my arms and hands.

slim sparrow
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Well, if we still had actual chairs on our avatars, that would be possible vrpill

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But instead, you'll need to make sure that the legs and hips are not weighted to anything @solar iron

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Then you can make your model sit in a chair

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Or make fake leg bones maybe

toxic sage
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So I tested an avatar's animation, after the animation ended, the model is still inside the pose.... is there any way to go back and enforce the tpose?

slim sparrow
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Not exactly

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This is why you always animate on a duplicate

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You can drag a new model into your scene and copy the old components over

toxic sage
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ahh

slim sparrow
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Avatar descriptor, dynamic bones

toxic sage
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damn

slim sparrow
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It's easy enough, you can literally copy and paste components

toxic sage
#

well i mean, my main model is now stuck in a performance pose XD

slim sparrow
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But you'll also have to redo the objects etc. It might be better to just deal with it or find a T-pose animation

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There's a way to do that

toxic sage
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lol I managed to backtrack to a different scene. Thankfully unity saves scenes differently than assets

cosmic apex
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need some help D: is it a way to make the particle system to sync with the music in animation owo also got another question that i dunno how to type :3

icy crow
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I don't think theres a way to do that, you'll just have to judge it

cosmic apex
#

well then it is gonna be hard for me xD well thx for answer

icy crow
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what was your other question?

cosmic apex
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i forgot lel

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but now it won't let me upload

#

says: something didn't exist and in the log it says red on Dispatch Get auth/user disablecache: True (i am just lost is it beacuse of my animation?

icy crow
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does it say "Avatar not found" anywhere?

slender latch
#

How do I make it so my animations effect only affects one person?

#

For example, my animation is supposed to turn the world in black and white and make in rain blood.

#

but I want it to happen when I stab someone with my sword

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it doesn't block their vision, it just changes the world for that one person

icy crow
#

I think you'd have to use particle collision to only affect players locally

slender latch
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how do i do that

icy crow
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put a particle on the end of your sword and turn the collision property on

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but I don't think that'll help exactly what you want to do

clear yew
#

(Generic avatar) My animation that should play when walking backward freaks out and tries playing my sideways walking animations for one frame at a time; anyone else had this issue?

clear yew
#

Nevermind, it was an issue in my blend tree; I must've had a couple of points too close together and it wasn't calculating some values right because of it

solar iron
#

@slim sparrow How would I make sure that the legs aren't weighed to anything? Or if it's easier to make fake bones, how would I go about that?

slim sparrow
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@solar iron extrude new leg bones from the hips and assign those in Unity instead

balmy orbit
#

so um, i cant get this trail to have color overlifetime work properly...

#

heres the texture without size over lifetime

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the textures settings

#

material settings

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it could have something to do with the shader...

gloomy plume
#

i have a question/need some help
im trying to make a Mario avatar that shoots fireballs that disappear after a while, how would i make it so an animation override makes a particle system emit some particles but they dont disappear when the animation is ended?

shrewd moon
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Create a animation ticking the emissions tab

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Leave the particle system active but untick the emissions on the main model

balmy orbit
#

@shrewd moon i dont wanna bother, but do you know anything about my problem?

gloomy plume
#

thank you very much, Lucy

shrewd moon
#

@balmy orbit sorry haven't experimented enough with trails

balmy orbit
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right, thats fine