#animation

1 messages · Page 73 of 1

balmy orbit
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thank you for getting back to me though

shrewd moon
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You might have to fiddle with the mat

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Have you tried the normal particle addictive shader on it?

balmy orbit
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oh crap!

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that one works!

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..but

shrewd moon
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Big butt

balmy orbit
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yep

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uh

shrewd moon
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It's not unlit as you liked?

balmy orbit
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hold on makin gif hhhhh

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yes

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@shrewd moon

shrewd moon
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Uhhh

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It's small?

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Increase width?

balmy orbit
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nono the width is fine

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the texture is just too trasparent

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might be because of the texture settings

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also i didnt mean for it to fade like this lol

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it fades as it follows the particle, but i wanted the whole trail to fade at the same time

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i guess its fine without the fade

wary parcel
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What are you trying to do with the color over lifetime? As i see it it works in the first gif you sent. Since it changes from white (its texture color) to transparent.

gray lintel
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@shrewd moon that's what she said

shrewd moon
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Ayy

woeful seal
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hey, in blender can you copy an animation from 2 rigs which are virtually identical except the source has more bones/nodes but the bones they have in common have the same names?

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both for the same model

wary parcel
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@gray lintel What and where do you mean that @shrewd moon said the same thing as me? i asked a question for @balmy orbit since he/she actually never said what was wanted to do with the Trail, make it transparent at the same time, or have it as an white color?
If you want the Particle trail to last longer you should put the lifetime of the trail a bit higher, this way it "stays" and the color over lifetime gets dragged across the whole lifetime.

balmy orbit
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nono its fine, i left it without the fade

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i like how it looks

shrewd moon
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I'm sure he was making a peen joke

normal skiff
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firing animations from triggers... it seems to go immediately to the final state somehow without actually animating 😐

exotic pilot
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does anyone know why the Animator box is unchecked automatically by an animation?

exotic pilot
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Warning with "Animator is not playing an AnimatorController"

woeful seal
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can bones be renamed in unity?

wicked crown
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Is there away to trigger animation parameters on avatars. If not any suggestions for alternatives.

undone glade
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@woeful seal bones can be renamed if I remember right, but better to do that in Blender

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@wicked crown what problem are you having?

wicked crown
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Basicly have a deployable shield and want it to play its animation in reverse when I release the hand gesture

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but and theres a big but

clear yew
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put the reverse animation on another hand gesture

wicked crown
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the shield is triggers by 2 hand jestures soo that I dont constantly acisidently activate it

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with are limited ammount of hand gestures im geting bord of the Slight of hand

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Current setup that only activates shield is a Empty obejected turned on by 1 hand gesture. Another empty in that turned on by another

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then the last one has a 2 second timer to turn on the shield

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and easyer way would be to be able to just send animator parameters to toggle these things and allow for the revese

slim sparrow
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You can't have it play in reverse on release I think

undone glade
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I think there is a better way to set that up so it's still two animations, but requires more time and work

slim sparrow
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But what you can do, is combine gestures and have the shield un-deploy when you press fist while also holding the shield with the other hand

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Ohhh, wait

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I missed the obvious here

wicked crown
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the timer throws that out

slim sparrow
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Yeah, I think there's a solution

wicked crown
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and I also tried legacy animations and they still wont do what I want

slim sparrow
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Have two shields. One plays the deploy animation, the other plays the un-deploy animation.

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The one that un-deploys is active by default, the other is not.

wicked crown
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again thrown out by the timer

slim sparrow
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Oh, you only want the shield while holding a gesture?

wicked crown
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basicly atm I have to hold both point and fist for 2 senconds

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then my shield deploys

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wow my spelling today

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but I cant bind the other animation to the release of the 2 hand gestures or 1 of them. As if I attach it to 1 then it'll play when I simply do that 1 hand gesture and release

undone glade
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I was thinking more adding an animation to the shield, not the avatar. Making sure it plays on awake once. So all you need to do is set it up to make the object active and inactive.

wicked crown
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Already have to or what I explaed wouldent work

clear yew
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you can't play an animation in reverse without actually reversing the whole thing in another hand gesture unfortunately

wicked crown
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im going to assume you ment cant

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and ive been told cant a 100 times

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and still found away

clear yew
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yeah can't*

wicked crown
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when it comes to VRchat ive find theres extreamly rarely a case where you cant do something

slim sparrow
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Well, you can't until you prove otherwise

wicked crown
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yep! but peoples suggestions have given me some mirror idears to try some more

clear yew
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playing a animation in reverse when you let go of the hand gesture is impossible

slim sparrow
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You can actually put it in one gesture, but then it won't sync to late joiners

clear yew
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never saw anyone even get close to make it work

slim sparrow
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As in, you can use fist to cycle between deployed/undeployed

wicked crown
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well you can already do revese on 1 hand gesture

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thats easy

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just have 2 shields that activate and deactivate depending on if ur holding or not holding

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my issue is I have it on 2 gestures with a timer

undone glade
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Only way I could probably see this work is if it was a shape key, but that requires some Blender work.

wicked crown
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Did consider using a shape key but again hit a wall when it came to the 2 gesture timer part. Care to elaborate how you would do it?

slim sparrow
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You said legacy animations didn't work

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There are ways to make animations that enable or disable animator components

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But since Unity's animation editor kinda sucks hard, you'll need a specially crafted file that you edit in Notepad++ before you let Unity import it

wicked crown
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ohh that sounds like it would work soo "retracting shield" is on by default. 2 hand gestures activate the stuff for the "deployable shield" As well as turn off the legacy animation for the "retracting shield" Then when released have it turn on the retracting shield legacy back on then shield retracts back.

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will give it ago. See never say cant

slim sparrow
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Tbh your setup sounds needlessly complicated, it would be much easier to just activate a second shield that extends itself

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Not sure why you're going on about a "timer", you can put a delay in the animator of the second shield

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¯_(ツ)_/¯

wicked crown
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ohh ok lets elberate that part more

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Fist turns on "empty object A". Point turns on "empty object B that is a child of A" Empty object B has a animation that turns on the shield after 2 seconds. There for my shield will only deploy if I hold Fist and shield for 2 seconds. With touch controllers its a pain when you accidently trigger animations.
This has been me work around and it allows me to trigger animations only when I press and hold 2 hand gestures for a set amount of time.

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Basicly Hold button long enuff then animation plays. Dont hold it long enought wont acsidently play.

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also as im mixing hand gestures also allows me to have alot more animations bound to hand gestures beyond the normal setup

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soo instead of being limted to 6 hand gesture animations

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I can have 36

clear yew
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seems way too complicated

wicked crown
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Better than being limited to so little hand gestures. All my use 1 hand gesture are facials All my facials can be combied to make diffrent faces with 2 hand gestures. And I can also make the 2's trigger more.. Some of us a crazy and do the complicated

clear yew
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i have an unlimited supply of animations

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that i can toggle with only one hand gesture

wicked crown
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the issue with that methord if you doing what I think your doing. is it derps out for late joiners

clear yew
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you can just use an animation that reset/respawn it and you are done

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you can put it on an emote so it doesnt take a hand gesture spot

wicked crown
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So you are doing what I think your doing. I dont like that because I would have to explain to a late joiner why they see different. But maby thats just a preference thing. Same thing when it comes to toggle emotes.

clear yew
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dont need to explain anything since you can just reset and make it respawn immediately

slim sparrow
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Prop toggle syncs to late joiners, as long as the entry state is the same every time

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Unless you're holding the shield for a very long time and someone joins in that time

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In that case, you might have to reapply or whatever

wicked crown
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Its just seemed too unreliable from my experience soo I prefer to avoid it. Maby oneday we'll have away to just use animator parameters like with worlds.

wicked crown
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Hand writing the legacy to trigger each other worked perfectly Thanks for the suggestion Rokk.

scenic rover
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Need the help of that beautiful community again... I have this Audio Source set up on my avatar, works fine in game but the sound is really really quiet for others and they need to be like inside me or really damn close to hear it. In Unity, I've set the volume to 1 and the max distance was set to 30 (setting it up to 1500 to see if something changes right now...) in linear rolloff. But it keeps getting changed by the SDK I think to max distance 30 and vol. 0.9 with a custom rolloff. Am I missing something here? Or is the SDK hating me?

undone glade
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You can check if that OPSAudio component on the audio source is the cause. I tend to remove that out of pure instinct at this point.

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@scenic rover

scenic rover
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Do you mean the ONSP thingy?

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@undone glade

undone glade
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Yes

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That may be the cause, but no guarantee

scenic rover
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Had some issues with it yourself?

undone glade
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Awhile back, but like I said I remove it out of instinct at this point whenever I deal with audio sources.

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either that or the audio you're using is not loud in general perhaps.

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I can't judge that though since I don't know what you're trying to use.

scenic rover
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Yeah, thought about that too, but the audio seems fine

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It's just a music from Youtube, "Doom Theme remix"

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But I'll check this ONSP thing, I don't even know what it does so I guess removing it won't really do any harm

undone glade
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You shouldn't get any errors I believe, but I hope that helps out.

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by SayMaxWell?

scenic rover
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Yes, that's the one

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Uploading it rn, we'll see...

chrome elbow
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how come when i edit the postion in animation nothing happens

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when i change it to 1 it automaticly get set back to 0

scenic rover
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Okay it seems to have worked, thanks DaemonGrave, you deserve a medal

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Still gets the SDK switching settings back down tho, but at least it can be heard now

gray lintel
exotic pilot
slim sparrow
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My custom walk animation freezes as soon as I start running, any idea why?

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Like, once I press sprint, it just no longer animates

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Even if I then release run again

exotic pilot
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the animation plays when im sitting but not standing

dense granite
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How do I fix, that my avatar doesnt have a weird stand in vrchat

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I tried weight painting, and moving the leg in blender verticall but with no succes

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Tagg me if you like

royal summit
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Nice 👍. Maybe rotate the legs more inward in the unity rigging scene?

dense granite
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Fixed it. I changed the AvatarControllerTemplate

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Rotating the legs didnt do anything, because vrchat avatartemplate had an issue or something on this avatar

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So I changed the numbers of the legs in the animation

royal summit
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👌

fickle rune
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dont you use fixed joints to keep objects in place?

royal summit
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Yes

fickle rune
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there is an issue

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i have it appear, and disappear

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in unity, when i move the character while it is appeared, then hide it, and make it reappear, its still in the same place and not where my avatar is

royal summit
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Yeah it will do that based on avatars location when it is hidden. There’s a method using legacy animators which makes the props coordinates reset when the prop is hidden. I haven’t used the method myself so I can’t explain it but there’s a few people here who know it so hopefully they may explain it.

fickle rune
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so who do i ask

royal summit
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A couple people who I believe know it ain’t online at the mo. Not sure if it’s been discussed recently but it was talked about a couple of times in this chat

fickle rune
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figured it out

royal summit
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👌

fickle rune
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nvm

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it now only follows me ingame

crystal pike
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does anyone know anything on using uasset or unreal animations in unity?

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to be more specific, im trying to put fortnite dances on my avatar

shy peak
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how can i get an animation to trigger a dynamic bone?

shy peak
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So there isn't a way of maybe having an animation change a value inside of the dynamic bone? like having an animation change an applied force for example?

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@upper parrot

clear yew
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you wont be able to change component settings

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i think playmaker lets you do this

reef mason
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If I already placed a different material/shader towards a avatar in a animation state. Do I still have to activate them in the animation set list?

icy crow
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@fickle rune make an animation that constantly sets the objects position to 0,0,0 or wherever you want it to start. Then disable that animation when you actually spawn the object

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Yeah as long as the particle systems are set to play on awake @upper parrot

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I don't know what that tutorial is, but if it's using fixed joint/rigidbodies, then yes

slim sparrow
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Animators will start from the beginning every time the object wakes up

clear yew
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Yo Rokk do you know of a shader that dissolves a weapon when you spawn it, so it slowly dissolves into the weapon if i'm explaining that correctly

normal skiff
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like a dissolve shader but in reverse I guess

icy crow
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were you wondering about the local/world particles being attached to each other? @normal skiff

normal skiff
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yeah

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only because if that worked without having to use a fixed joint or IK follower it would be useful

icy crow
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For me the world PS attached to the local one worked, but it wasn't attached to any bone, just my parent avatar

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so I'm not sure about bones

normal skiff
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makes sense, so same result as just using a world space one by itself

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IK follower will eventually solve all these things anyway, it's just a bit buggy still

icy crow
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yeah I've only used it when attaching particles to the head bone which is apparently one of the buggier places to put it

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fixed joint/rigidbody works fine though

icy crow
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So you want it facing forward, shooting forward?

surreal garden
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Easy fix, empty body, rotation to 90

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That, then it makes it easier to use world physics later

slim sparrow
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@upper parrot do you have collision on it?

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If so, it's probably colliding with yourself

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Setup your collision layers

valid estuary
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Can i make particles that get followed by 4 trails that arc towards the endpoint of the particle?

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So they arc outward on fire and on end back inward?

spark drift
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Is there a way to allow movement during animations?

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Something with a custom animation override or something?

chrome elbow
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how do i get backup dancers

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@spark drift make it a hand gesture

spark drift
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oooh

royal summit
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Have other humanoid models attached to your main avatar, put an animator on all of em, drag the emote or dance u want into each of the models, hide em and reactive em in an emote or hand gesture

spark drift
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I had them as emote, but put them to hand gesture now

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but I'm playing on keyboard and somehow I cannot get out of one of the animations

slim sparrow
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@spark drift you need to switch to another hand gesture before going back to neutral

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Especially if you put it on Fist

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It's an issue that keyboard users get, animations don't cancel correctly

spark drift
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yeah, just swapped it away from fist

icy crow
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is fist shift + F2 ?

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I've noticed that on that key, objects enabled with a gesture don't disappear when using an emote

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Unlike all the other gesture buttons

slim sparrow
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Yeah

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It's because Fist is analog

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The only thing that works properly on Fist is hand movements

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I usually leave it empty, but I might turn my right hand fist into an open hand instead. The open hand slot is already in use for a lot of my avatars

icy crow
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Is there a way switch between animation overrides? Or idle animations?

slim sparrow
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I don't think so unfortunately, it's been suggested before

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Other than different avatars

icy crow
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For example be standing by default and then when you activate an emote or something, you switch to a floating movement

slim sparrow
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That's possible, but then you'd have to activate a copy of your model that won't respond to your movements in VR

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It'll work fine on desktop though

icy crow
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Yeah I don't have vr so thats fine

slim sparrow
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You might be able to use fixed joints to make something work

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Ah

icy crow
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Will the bones still move properly?

slim sparrow
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Well, then you can just switch to a copy of your model that plays the new "idle" animation.

icy crow
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Like head turning

slim sparrow
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It'll basically be detached from your armature

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You could joint it to your hips though

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Or joint his head to your head

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I dunno

icy crow
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Could you attach each bone to the respective bone on the main model?

slim sparrow
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Yes

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With fixed joints

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But since you probably want a different pose on your "fake" model than your real one, the bone rotations will be off

cinder cipher
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oof

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how do i connect the texture

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it really destroys the illusion

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its a sphere and thats where the ends of the picture meet

slim sparrow
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Wouldn't a cubemap work better for this purpose?

cinder cipher
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ive tried several variations with it

graceful turtle
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Hey is it possible someone can help me create an easy animation with audio?

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it would be a static animation

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ill send a pic of what it looks like

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no special movement, i just dont know how to turn it into an animation with audio

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this is the audio

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IF SOMEONE COULD PLEASE ANIMATE THIS TO A STATIC ONE SO I CAN MAKE THIS AN ANIMATION 😃 😃 😃

icy crow
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You want a t-pose animation?

graceful turtle
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yes

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with the wall

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or just have it point down

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tpose is funnier

icy crow
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well you can get a t-pose animation from mixamo if you really can't make your own

graceful turtle
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alright, then how do i work the cube into the animation

icy crow
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have the cube already on your avatar, just have it disabled

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Then re-enable it and move your character in the animation

graceful turtle
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hmm, it wont load into mixamo

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is it possible i can just do the animation into unity

clear yew
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there is a t-pose animation file in the vrc sdk folder

graceful turtle
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thx, but how do i edit this animation and add in my cube?

clear yew
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you know how to do animation at all in unity for vrchat ?

graceful turtle
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no i havent really needed to use animation, sorry 😦

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but it is not like i cant learn 😃

clear yew
graceful turtle
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well, apparently i do not have a animation tab next to project and console

clear yew
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ctrl + 6

lofty crypt
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So

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Everyone else can see my particles

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Except me

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Is there a way to fix this

clear yew
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wut ?

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where did you put the particles ?

lofty crypt
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On my chest

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They worked before

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All I did was add subemitters and colliders

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I can't even hear the sounds from the particles

clear yew
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maybe they just collide instantly inside of you ? so they never spawn for you

lofty crypt
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Someone said it's that my cutout render on the particles isn't high enough value

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And that by default on mesh particles you cant see them from behind

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In order to protect your eyes from spam

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Anyone know how to do that

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Ik how to do it on lights

icy crow
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What material/shader are your particles using?

violet kraken
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mesh particles dont move

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they are always fixed in the same rotation

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you need a specific shader for that to fix

graceful turtle
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so my animation is working but one problem, my wall wont show up

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it just shows pooh man

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and it says everything else is active except the cube

lofty crypt
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@icy crow default unity

graceful turtle
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hold on tho

icy crow
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Have you enabled the cube in the animation?

graceful turtle
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i got the animation now

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but i think i figured out how to add it. i hope

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think is stressed completely

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guess not

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my avatar is good but the emote, not showing up

karmic sparrow
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Is there a way to restrict an object from following specified transformations of its parent object? For example I would like to have an object that follows the rotation of the hand, but does not follow the hand position and keeps a fixed location on my avatar. Can that be done?

icy crow
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Possibly with fixed joint/rigidbody. You can constrain rotation/position on the rigidbody. Not exactly sure how it all works though

karmic sparrow
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That's okay, this gives me an idea what to start looking into 😃

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Thanks

graceful turtle
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I think i got it, hopefully

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Fingers crossed

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Hmm... SO the animation is there but it wont load

icy crow
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won't load?

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what, in game or in unity?

hard eagle
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yo moons

clear yew
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Is there a way to edit an emote so a specific object appears while you use it?

karmic sparrow
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yes, just enable the object in your animation file

clear yew
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But what if the animation file isn't connected to a model? How do I connect it?

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when you download mixamo animations, is there a way to change the bones from mixamo to the normal mmd bones

karmic sparrow
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@clear yew Simply drag and drop the animation on a duplicate of your model, and you can access it in your animations window. Always use a duplicate for animation editing since it messes up your avatar's pose. Once done, the animation will work fine on the undamaged original as well

clear yew
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Oh I see! Thank you.

karmic sparrow
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To continue about my own issue, I looked into rigidbody and joint components and while it offers the possibility of locking a position, the rotation in my case is still done from the wrist. What I'm actually looking for is a way to follow wrist rotation, but using its own gameobject parent as a pivot point for those rotations. Would that be possible somehow?

fathom plank
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does somebody know how to fix holes and wierd stripes in your model?

clear yew
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you do that in blender usually

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you need to select the vertices

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and merge them

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with alt+m

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or fill the holes with "F"

white herald
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or start over and decimate properly without the holes

covert girder
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@clear yew if you change animation type from generic to humanoid in Unity, you'll able to use this animation for every humanoid model
also you can open the animation in Blender and select all bones in Pose mode and in Dope sheet editor type you'll find all local position keys on a time line for each bones

violet kraken
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i have a reload animation on my gun about 2 seconds long and i just activate it while having the gun active but it keeps messing about my other animations and doesnt really work ingame

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some way to fix this

clear yew
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how do you go about doing sound and particle for gun flash on a weapon?

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mine technically works but

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its very rough and odd

karmic sparrow
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Is there a way to set a gesture override to toggle a component on/off rather than having to hold the trigger to keep it on?

jade sparrow
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Would anyone be available to help me figure out how to convert ".vmd" files in blender into a ".fbx" so I can use it in unity?

karmic sparrow
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@jade sparrow You can import them in MMD tools. I remember finding a tutorial on youtube about this when I tried it a while ago, just search for "vrchat vmd" and you should find something

jade sparrow
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ok will do

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the tutorial I am looking at has me going into blender and basically making the model an fbx with the animation, then strip the animation from the model and paste it into another

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seems like the only way to do it

karmic sparrow
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Yes, that is correct

jade sparrow
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made my first avatar today so I am happy with my current progression in learning 😛

karmic sparrow
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Diving into animations on day 1 already? 😄 Anyway this is the tutorial that helped me. It's in Chinese but it has English subtitles and she shows it all quite clearly:

jade sparrow
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I need to learn fast before I get annoyed at myself

clear yew
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anyone able to help me quick with particles (my problem is that they dont want to stay attached to the item in game) but in unity it looks nice. (also using the IK Follower)

jade kraken
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okie so, i need help figuring out how to make this animation for a custom emote

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very very simple i think

round crater
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does anyone have a video on how to understand mesh filters?

slim steeple
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Any idea why jaw flap blendshapes only work after I switch to a viseme proper model (I.E Niklei) and then back to the model that uses it?

clear yew
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@clear yew the particle object is a child of the sword right?

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yes i figured it out thanks tho @clear yew

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added a ridged body

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nice c:

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looks neat

heavy plank
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Hello, I am using a world particle (via the fixed joint method) and it looks fine on my end. However, other people are saying that the rotation of it is wrong for them. I am trying to do a bullet trail, and I am using a cone shape emitter to spawn bullet trails. I have no idea how to fix it so others see the trail in the right orientation...

gloomy plume
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i need some help, every time i try to make an animation, Unity just decides "Nah, you're not doing that" and puts the value back to the default no matter what i do
i cant really have Mario walking around all the time with his mouth open

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it does that for position and rotation but not scale it seems

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yep, scale is the only one that saves

slim sparrow
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@gloomy plume you can't directly alter bones like that if they're assigned to the humanoid rig

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Unmap the jaw bone

gloomy plume
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but then how do people animate hand poses? or are those handled separately?

slim sparrow
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You can alter humanoid rig values

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The animator properties

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But they only work on the hands in gestures

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Either way, unmap the jaw bone. Always.

alpine fox
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So, I have a model, where i move the ears. It looks fine in unity, but it shows up completely wrong in game.

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It should be pointing up and in

dark ether
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Anyone know how to do screenshake? for the purpose of a bass drop?

lofty crypt
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shader

dark ether
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I know people are tight knit about this so if you're willing to share i can trade something for it

slim sparrow
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I put an Animator on my tail's root bone so it would idly rotate back and forth. How do I raise my tail in a gesture?

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It doesn't seem to work in play mode or ingame, seems like the tail's idle animation is overriding my gesture's movement.

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When I remove the X rotation property from the idle animation, the tail's rotation gets set to 0 instead for whatever reason.

dark ether
#

@slim sparrow You an use dynamic bones to have like animated tail movement

regal hollow
#

Pretty sure he wants to use dynamic bones and an animator

#

for the best look possible

slim sparrow
#

Yeah, I already have both an Animator and Dynamic Bones

#

The dynamic bones just smooth out the movement a whole lot

#

You can't have an idle tail swoosh with just dynamic bones

dark ether
#

I do

#

How can i make this just 1 line of particles at the same speed?

icy crow
#

Change the shape

#

if you choose edge and set the radius as small as possible they'll spawn from a single point

dark ether
#

I figured it out it's fine ty tho

torn pawn
#

lifetime

icy crow
#

reduce the lifetime

torn pawn
#

and speed

jade sparrow
#

Hey does anyone know how to add an object appear then disappearing in a animation? I'm making a gesture since I'm pretty sure if matters.

covert girder
#

@jade sparrow

https://youtu.be/eT5_nyb0T1g

jade sparrow
#

that's not what I meant

#

I am trying to have the object spawn at a certain part of a song, so I am wondering if I could add a delay on when it spawns into the scene

covert girder
#

@jade sparrow just isActive object twice not at the first frame of animation

jade sparrow
#

alright, ill look into it, i'm dealing with unity being a big baby

#

thanks 😃

vivid wraith
#

how could i make pokemon models on my own?

clear yew
#

There are lots of tools to rip the models, textures, and animations as long as you have the source files.

arctic roost
#

anyone knows how to get open hand animation to look natural? like what are the numbers used

restive oar
#

how do i make an object spawned by an animation not turn with my view,so i can actually look at the object from more than one angle

gloomy plume
#

if its from a particle system, in the main options, under "Simulation Space" set it to "World"

restive oar
#

its not a particle system,just a mesh object

#

but thats good 2 know too 😃

gloomy plume
#

i dont know then, im sorry
im pretty new to custom animations

restive oar
#

Thanks tho ^^

icy crow
#

you want it fixed in the world where you spawn it? @restive oar

restive oar
#

yes^^

icy crow
#

put the object under an empty game object, then put a fixed joint onto the empty game object

restive oar
#

Thats it?

icy crow
#

yeah, it'll automatically make a rigidbody too, which you might want to set the drag to "infinity" so that the object doesn't jitter when you move around

#

also make sure the game object with the fixed joint is always enabled, so only have your spawning object disabled by default, then re-enable it in the animation

restive oar
#

Wow. Thank you so much 🙏 😄

icy crow
#

alternatively you could just use a world particle with a mesh of whatever object you want

restive oar
#

so for infinity i just change it from 0 to sth like 999999 right?

gloomy plume
#

how do i make bones in Unity?
i set up a rig and just found out its missing required bones and i dont want to go through all the hassle of re-setting up the rig after modifying it in another program if i dont have to

jade sparrow
#

Anyone know how to speed up an animation in unity? I already have the fbx loaded in, but I want to learn how to change the speed of the animation. Can't find correct information anywhere

icy crow
#

no you can actually use "infinity" as the value @restive oar

restive oar
#

oh

icy crow
#

I think you'd have to manually drag all the keyframes closer together @jade sparrow

restive oar
#

okay 😅 ^

jade sparrow
#

@icy crow figured it out, I had to increase the sample rate in the animation tab

icy crow
#

ooh, well I didn't know that was a thing

raw robin
#

:v

chrome elbow
#

which animation override is to for walking left or right

wary parcel
#

Strafe

grizzled snow
#

how do I keep a gesture active?

icy crow
#

you can't unless you just have the button held down

grizzled snow
#

what even if i wanted to have glasses on the character as a gesture?

icy crow
#

yeah you'd have to just hold the button down. You can toggle props in an emote so they stay on

#

but I don't know if that syncs to new people that join

slim sparrow
#

It doesn't sync

#

Gestures can be kept active on desktop though

#

Why do you want the glasses on a gesture? Is it because of the poly limit?

grizzled snow
#

No to remove and wear it

#

that and also it's a shape key

slim sparrow
#

You can set shape keys to 100 by default in Unity

#

Just open the Body mesh and go to blend shapes

#

I've used that to add a little bit of blush permanently

grizzled snow
#

Oh ye I know that, but I want to have the option to change between having them on and off

chrome elbow
#

how do i set it up animation for walking and running do i it like how do handgesture or does it have delay like emote

icy crow
#

what do you mean delay?

#

pretty sure you just make it like a normal emote

icy crow
#

uh I guess however you want your walk animation to look, for example, if you want fast or slow steps

icy crow
#

then how do you even animate it's legs?

#

oh

chrome elbow
#

its a gif

#

i said

#

it goes through them two frames

icy crow
#

then space it out depending on how quickly you want the animation to switch between those 2 images

chrome elbow
#

it doesnt switch its gif

#

so its just one image

icy crow
#

2 frames then

chrome elbow
#

i do that on meterial

#

and i set speed to 20

icy crow
#

wait so why are you even making an animation then

#

if it walks by itself

chrome elbow
#

im asking how do it up bc i never do walk animation before i was asking do i have it so its 0.00 and 0.01 with it active or do i have delay and at end it disables like a emote

#

so is this setup right

slim sparrow
#

Only gestures have to be two frames

#

My walking animation is 30 seconds and it works fine

chrome elbow
#

is this correct

#

@slim sparrow

slim sparrow
#

¯_(ツ)_/¯

chrome elbow
#

ok

wary parcel
#

Strafe(L) for Left

#

Strafe(R) For Right

#

T135 would be 135 Degrees from forward position if im not mistaken

#

it actually tells itself.

icy crow
#

except there's no strafe left on it's own

#

but apparently it's just a mirrored version of strafe right

wary parcel
#

mhm

#

I do not understand that, since the all Left versions could be the mirrored of Right versions...

icy crow
#

and also I don't know if run back actually does anything on desktop

#

it just seems to be whatever walk back is, just a bit faster

wary parcel
#

ye there is a tiny difference but not much

mint prism
#

Hello

#

I got a question about making a walking animation... Is it possible to move bones that are not included in the animator during the animation?

#

as example a bone group that is connected to the hips called "tail1,2,3,4..."

novel sable
#

When it comes to head tracking, do I leave the head unanimated and link the head to the head of the human rig system?

torpid wadi
#

does anyone have any idea how to fix this idle animation

#

modifying the feet IKs doesnt seem to fix it

white herald
#

change real height in system settings?

torpid wadi
#

no effect for non vr
also its not a height issue since the regular idle animation doesn't have this bending problem

gloomy plume
#

how would i make it so the head of my avatar only rotates on a single axis and thats it?
my avatar is a robot and it looks weird when i look down or up and my head is clipping into the rest of me

#

i tried making it so the muscles only allow for 1 axis of rotation but that didnt do anything for outside of emotes

shrewd moon
#

You might be able to do that with rigid bodies

#

You can freeze the zyx rotation axis

gloomy plume
#

would the be any way to do that on the bone itself? the mesh is all one

shrewd moon
#

Yea

#

Try placing the rigid body component on the head bone

gloomy plume
#

alright, i did that and im gonna test it now

#

it didnt work

torpid wadi
#

so uh anyone

#

i tried tweaking with legs chest and neck and there's no proper result that won't make it look weird

clear yew
#

my goal is to have a gun that actually has animations. not just a 2 frame animation, but longer....

icy crow
#

don't think so no @upper parrot

#

what are you trying to do?

#

its a world particle i'm guessing ^

#

hmm

#

subemitters?

shrewd moon
#

Submitters can move with a particle

icy crow
#

you could have them spawn on birth

shrewd moon
#

Turn on loop

#

But you gotta fiddle with the child particle

icy crow
#

what are the particles you want to follow?

#

like a trail or something?

#

That should work

shrewd moon
#

You can't

#

Yea scripts

icy crow
#

Unity's not trash, just not made for vrchat

slim sparrow
#

GIMP isn't that unintuitive

#

Trying to explain Blender to newer people was harder

#

Unity's pretty good for this kind of stuff, it's just that the SDK limits you a lot

shrewd moon
#

Blender on first sight is sensory overload

slim sparrow
#

It's also not very intuitive that you need to press A to deselect stuff

#

You'll get used to it, but still

slim sparrow
#

That's not really intuitive tbh

pine root
#

Any idea if the last SDK removed the animators for bones? Because I am trying to make some new animations but can't the animators for the joints anymore.

pine root
#

Yeah.
I found the problem.
I forgot to rig the fbx to humanoid like an amateur.

#

lol

#

I forgot because I had just copied the fbx for another folder in the project and didn't think to check if it was still configed.

gloomy plume
#

i still cant find how to make a bone not rotate on certain axis
its pretty odd when you see a robot and his head is in his body like this because he's looking downwardshttps://i.imgur.com/1WfDyo7.png

#

bonus points to anyone who knows the name of the robot in the picture

pine root
#

Don't remember his name but I do know where he is from.

gloomy plume
#

the icon on his shoulder is part of his name

pine root
#

Yeah, I just can't remember the rest of it.

royal summit
#

Omega? I think that was it? Not sure if the constraints on rigid bodies could help u

gloomy plume
#

yes, it was E-123 Omega

gloomy plume
#

also, i tried constraints on rigid bodies but it didnt work

slim sparrow
#

Probably not possible without scripts.

#

I think rigid body constraints only prevent the rigid body from moving along certain axes. That is, the rigid body cannot actually move the bone on those axes

#

But the bone can still be moved through scripts or animators

gloomy plume
#

well, thats unfortunate if true

gloomy plume
#

i think thats the only way

gloomy plume
#

which basically means its not possible because of no custom scripts

slim sparrow
#

Yep

#

Besides, you'd get issues with the IK system anyway

#

Are you on desktop or on VR?

gloomy plume
#

i use both, but mainly VR

slim sparrow
#

On desktop, you could probably change your walk animations so it doesn't sway your hands as much

#

But in VR, the IK system simply cannot be overridden this way

#

Unless you meddle with fake bones, but I don't think that's possible for your situation.

#

And even then, you wouldn't be able to constrain their rotation on one axis, you'd make them unable to rotate at all

grizzled snow
#

How do I have the sound trigger by Gesture and not by default?

slim sparrow
#

Disable the audio source

#

And enable it in your animation

grizzled snow
#

Mind showing me what it's ment to look like?

#

or guiding me to a video on how it's done?

#

Because I am not intelligent and i need to be shown how to do it

#

oof, I cannot figure it out for the life of me

#

I'm searching everywhere for a tutorial and NOTHING

#

What do you mean by disable the audio source

#

can I please get an explaination?

torn pawn
#

just like you disable an object and enable it with a gesture

#

you do the same with audio

slim sparrow
#

There are plenty of tutorials on how to make gesture overrides

grizzled snow
#

Ye, but nothing on sound

#

There's adding sound to emotes, and making gesture overrides, but neither show how to add sound to gestures

slim sparrow
#

Adding sound to emotes should work the same way

#

You add a property in the gesture override animation that enables the audio source

gloomy plume
#
On desktop, you could probably change your walk animations so it doesn't sway your hands as much```
i *would* rip Omega's animations from Forces, but the issue there is he only appeared once in a non-pre-rendered cutscene
on the other hand i could rip 06 Omega and *his* animations, but his materials and model would look nowhere near as good
#

so i might just settle on what i have until i can update him with the proper things

mint prism
#

Hello
I got a question about making a walking animation... Is it possible to move bones that are not included in the animator during the animation?
as example a bone group that is connected to the hips called "tail1,2,3,4..."

#

would be nice if someone has an solution

icy crow
#

I think you can animate any bone in an animation

slim sparrow
#

You can't actually animate those in walking

#

You can animate them yes, but not in your walking overrides for whatever reason.

#

VRC only takes a select few humanoid bones into account and discards the rest

mint prism
#

sigh

#

thats stupid... but thank you for that information

chilly vapor
#

@gloomy plume using a face head and rigid bodys, you could probably get the head to only mimic the left right rotation. Downside is that the head would be in your viewspace at all times. As for that specular you posted before, that looks to be a standard multi channel one. You would just need to split it up in photoshop to be something unity can use if you are using the standard shader

#

depending on the rig though, you might be able to put some of 06's animations on the forces model

gloomy plume
#

im actually using a custom shader i made in shader forge that can use either PBR speculars or roughness and metallic maps

#

also thanks for the tip, ill try that out when i get the time later

#

also, the animations would likely not fit for multiple reasons
for one, 06's models are huge in scale, in addition, differences in models, because of 06's more realistic look and proportions, may cause clipping issues

dull wedge
#

A lot of my animations do a full 360 when I change the rotation of a model. How do I fix this?

wheat scroll
#

Is there a way in blender to make a shape key that hides certain faces?

gloomy plume
#

@chilly vapor what do you mean by a "face head"?

tardy abyss
#

So I'm trying to figure out the names of all the Hand Gestures (of their corresponding keys).

#

So far I got Shift+F4 as Fingerpoint, F6 is Thumbsup, F7 is Handgun, and F8 is Fist.
What are the others? I need to know, to set the animation to the right key.

icy crow
#

Shift + F1: Idle
Shift + F2: Fist
Shift + F3: Open hand
Shift + F4: Finger point
Shift + F5: Victory
Shift + F6: Rock n roll
Shift + F7: Finger gun
Shift + F8: Thumbs up

tardy abyss
#

Thanks so much.

chilly vapor
#

@gloomy plume meant fake head 😛

#

not sure how i managed to swap a c and a k

gloomy plume
#

ah, that makes more sense

jade sparrow
#

Does anyone know how to make an animation loop a specified amount of times

spring nova
#

You could have a secondary animation that keeps it playing a specified amount of time. Or you could just copy the keyfranes a bunch of times

slim sparrow
#

If it's an animation on a game object, that's easy

#

You can just change the animation controller

spring nova
#

Oh yeah, just copy the animation tile a few times

#

That's much cleaner than dealing with duplicate keyframes

slim sparrow
#

Not even that

#

You can just make X states that exit into each other, and have them point to the same animation file

#

Oh whoops, that's what you said. Thought you said animation file

spring nova
#

Ah state, that's the word I was looking for. Didn't know what they were called

chrome gorge
#

Kind of a shot in the dark, but does anyone know where I can find the default animations?

west panther
#

I've got a gesture that moves an exclamation point via bone out of my head as well as make it spin atop my head. The problem is that when I let go the bone doesn't reset and just continues on. how could I go about making it reset, preferably at the end of the gesture and not just putting a bone reset on a different gesture

wary parcel
#

Make it its own animator and attach that animation to it

#

Create an gesture to activate that game object with the animator, remember to keep gestures at 1/60 of a second to not let it get stuck in animation pose for to long.

weary oak
#

when you work with particles there is usually the option for simulation space (set to world) so they won't move when you move but how do i handle that if i put 2 extra models in the animation which gets active when i trigger the animation?

west panther
#

ty shelf, im not exactly sure how but from your comment I derived that what I was doing wrong was putting the bone's position and scale on the bone's animator instead of the gesture!

exotic pilot
#

One of my gestures, when played, causes all my other gestures to do the same gesture. Does anyone know how to fix this?

sand wigeon
#

^ bump

lilac cave
#

Gestures should ONLY be one frame long

#

Use what the previous person did to extend to length

#

Well its 2 frames lg

#

You have a start at 0 and the end at 1

#

Think of gestures as an on/off switch

#

You only need to make the on though

#

When you dont have the gesture on ingame it would be considered off

exotic pilot
#

so i cant do like an animation as a gesture?

#

i would like to move around during my animation

#

but i assume i cant?

#

@lilac cave

#

if i dont want it to break

west panther
#

its been mentioned here several time but what you can do is hide your body and spawn in one with an animator with the emote you want

lilac cave
#

Check previous post

#

Not by me

west panther
#

i read through about a month of posts before asking, i prolly saw it like, 3 or 4 times

lilac cave
#

Mayos solve may have issues with visimes

west panther
#

true, i presumed he just wanted to do a little dance

exotic pilot
#

hm, well mine is more that

#

i have a pet that i want to push forward and slowly bring out particles with a song

#

~50 seconds long

#

and new particle enabled every 10 seconds

lilac cave
#

If that involves bone movement you need to use what mayo mentioned

#

Iirc

exotic pilot
#

no bones, only moving the position and enabling particles

#

on the same topic,if a particle is in world space and the particle system for it is disabled, does it still stay in the world?

lilac cave
#

I'd just use the empty object and anim combo

exotic pilot
#

whats that?

#

enable an animation from an empty object and make yourself invisible?

lilac cave
#

You'll have to check with the particles but I think they will die once you deactive gesture

#

Pretty sure there was a work around though

west panther
#

instead of disabling the particle system just change its emission to 0

lilac cave
#

Whoop there it is

#

Also you make an empty object as a child of the armature and make that have a dup of your avatar

#

And make the empty the controller for the anim

exotic pilot
#

@west panther in that method, do you keep the particles always on, and when you enable you increase the emission?

#

i see

west panther
#

im not too sure I've never used a particle 😂

#

thats just what the smart people around me do

#

that i can comprehend

lilac cave
#

It'll stop making particles but it'll keep the ones already spawned

exotic pilot
#

thanks for the help

#

ill try and see how it goes

west panther
#

So what Ive gathered as I tried to expand upon my experiment is that you cant toggle an animator with an animation. its like that want me to make a separate mesh X|

weary oak
#

does anyone know how to make particles not follow the avatar when i move around? and can i apply that aswell on extra models which are active through a animation?

exotic pilot
#

make the particles world space

weary oak
#

what about the extra models? can i do that to them too?

west panther
#

i think for that you attach a fixed joint to it so when it spawn it stays still, setting drag to infinite or something

weary oak
#

the fixed joint worked thats all good but the particles are still following me

#

i'll try fixed joint on them aswell who knows maybe it works

west panther
#

i think you can put the particles on an empty object and do the same with the fixed joint? not sure

weary oak
#

i intend to do that if it won't work now

#

haven't uploaded yet (with fix joint on particles)

west panther
#

gl! i believe in youuuuuu

weary oak
#

aight it worked!

west panther
#

nice

clear yew
#

@weary oak lol

#

Just ask me bruh

#

Also hi @west panther

weary oak
#

well i didn't knew if you were online xD @clear yew

clear yew
#

No worries just msg me

#

And if i respond i respond

west panther
#

howdy do egg

valid estuary
#

hey anyone got an idea how to easely sync animation to music?

#

i tried animation on the parent game object then using audacity for timestamps which i convert to frames which i then use in unity but thats realy complicated and it doesnt actually work it starts fine untill 30 seconds then goes offbeat for some reason

violet kraken
#

takes time

#

and feeling

valid estuary
#

Yeah found another method which stays onbeat it just takes forever since you cant like hear the song in the animation at the right point i literally have to start and listen up to that point if it works

icy crow
#

so I've animated a weapon to spawn in my right hand on the hand gun gesture, but on desktop, if you use the left shift gesture button, the weapon appears but the right hand doesn't animate. Is there a way to make it so the weapon doesn't spawn if the left button is used. Or alternatively, is there a way to make the left button make the right hand animate?

valid estuary
#

somehow if you go into the override script or something

icy crow
#

I don't want to mess it up for vr users though. It's just a bit awkward having to activate the gesture with the right shift, otherwise you'll have a weapon appear but no fingers are animated to hold it properly

clear yew
#

dissolve shader

torn pawn
#

^

#

activate weapon that has an animator on it that does all of it

#

slides dissolve bar from max to 0

#

then either change to different material or change to different sword with the material u want (if material change doesn't work)

mint prism
#

thank you~

torn pawn
#

if using 2 weapons then they need to be under game object, but just 1 should work

#

for whatever reason I couldn't do material reference change so i had to use 2 weapons instead and swap them on the last frame 🤷

rough eagle
#

So Im having trouble. I have a character that already has a .dae and bones but I dont know anything about rigging and wondering if I can just upload as is since it already has a .dae

slim sparrow
#

If it already has bones, you don't have to rig it yourself, just import it into Unity

#

You might have to fix it up in Blender though, but you'll see

rough eagle
#

Is it ok if Unity is saying it doesnt have a chest in rigging?

slim sparrow
#

You need Hips, Spine and Chest

#

You can subdivide the spine in Blender if it doesn't have a chest

#

But it might have a chest, just not auto assigned

rough eagle
#

marker didnt show up tho >_>

#

oh yes it did, just have to click on it

#

Ok so, the marker... Is what Unity is saying the Spine is

slim sparrow
#

You need hips, spine and chest

#

If unity maps it wrong, you can reassign it yourself

#

If you only have hips, spine and neck, you need to subdivide the spine

rough eagle
#

oh snap, I forgot I could totally upload warframe models too

rough eagle
#

someone REALLY needs to make an easy to animate program

#

Click on the bone, move it to where you want it, click next slide in the animation.

#

Then it'd be as simple as doing stop motion animation

slim sparrow
#

Blender?

#

Heck, even Unity can do it like that

rough eagle
#

I just dont know how to get to that point 😛

#

I messed up somewhere

clear yew
#

Is it the animation that does that or does the model just appear like that on its own?

#

I just used a generic rig for my eevee avatar.

rough eagle
#

this evee has a skeleton that came with it, when I go to make say an idle animation... it did thatr

#

ah.

#

So how do I get it to NOT do that?

#

if say... I just wanna make an idle animation where her tail wags

#

I do have a .smd and a .dae for her

#

dunno what the smd is for

icy crow
#

if you want the tail wagging all the time, make an animation where you make the tail wag, then add it to an animation component on the avatar

#

i think that'll work for generic avatars

rough eagle
#

What about eye blinking and making a triggerable animation for emotions?

icy crow
#

I don't think emotes work well for non-humanoid avatars

rough eagle
#

I do have the textures for different emotes :<

jade sparrow
#

Hey what is the override for the idle standing animation

#

is that possible to override

clear yew
#

so i have a model i want to add a 3 min song as a gesture and i have the audio sorce up and the soung on said sorce but when i disable it so it wont always be playing and make a gesture to play said song it dosnt do it. also i have play on awake on still

jade sparrow
#

can you re-state what you are trying to do. Not super clear

#

@clear yew did you use the Override?

#

and make the animation correctly

clear yew
#

override?

jade sparrow
#

exactly

#

1 moment

clear yew
#

all i did was make a audio sorce

jade sparrow
#

yah you can't do that

#

it has to be activated by something

clear yew
#

I WAS TRYING TO FIND THAT VID

#

thank youy

jade sparrow
#

np

clear yew
#

i made a sound anim once

#

but couldnt remember what to do

jade sparrow
#

I litirerally typed VRChat animation in google

clear yew
#

now i remeber using that vid

jade sparrow
#

it's a good one

#

good luck

#

dm me if you need any more help

#

or if you need to test it out on someone

clear yew
#

k thank you

jade sparrow
#

Np

pliant plank
#

Would anybody perhaps have a list of which function keys apply to which gesture?

slim sparrow
#

It's in a change log somewhere

#

F2 fist
F3 open hand
F4 point
F5 victory
F6 finger gun
F7 rock n roll
F8 thumbs up

pliant plank
#

Thanks for the list

clear yew
#

so im stumped
i make the audio sorce
and turn it off while leaving on play while awake
and then i add a gesture to turn on the audio sorce
then i add it to my custom overides as a gesture
and it dosnt play the song
am very frustrated
i have now even added the audio sorce to a game onject and then done it rhough that but it still dosnt work
the worst part is i have mad a audio gesture before
but i cant remeber how i did it nor can i go back and see how i did to

#

sigh

#

i even watched that vid

#

dont know hat im doing wron

pliant plank
#

Did you remake the animation after changing the audio sources location?

#

And is the animation exactly 0.1 seconds long, with the source enabled on both start and end frames?

#

@clear yew

clear yew
#

yes

#

and i think i know what i did wrong

#

hang on

#

nvm deleting the ONSP audio source did not fix it

#

Just make it linear and drag the bar so its flat on the top line

#

Lmao

#

U wont lag people with 100 particles per second

#

Add collision and bounce with burst particles and subemitters with 50000+ particles and trails and noise if you wanna do that

#

Point light doesnt do much

slim sparrow
#

Realtime lights is laggy unless you disable shadow casting

#

The bigger the light, the more laggy it will be

#

Any light is realtime on avatars

#

The other kind of light is baked, which only applies when you're making your own worlds.

#

Realtime light is light that is calculated at runtime rather than baked into the map

#

Anyway, a stroby effect usually means that the light isn't constant enough. Isn't that kinda what you want on flame particles though?

#

If you want a constant light, try an actual light object

#

It could also be the case that not every particle emits light

#

You can still put it in a prefab if the parent object contains both the light and the particle system

#

Or you can literally put the light component on the particle system object

#

You can also change the distribution of lights on the particles so it's random

#

Rather than sequential

#

It's the "random distribution" checkbox on the Lights module

#

Make sure to set a sensible maximum too

#

If it's a fire particle, it shouldn't need too many lights

clear yew
#

You can set lights to be on one every x particles if you want; there's a ratio option inside the light section I believe

#

The light section of the particle system*

jade kraken
#

anyone know if someones made an avatar override for robots? like robot walking, no arm movement when walking

#

etc

mortal patrol
#

for particle systems, whats the general hierarchy for the system? i know not to put the particle system on and not jsut activate it w/ an animation

#

like is it (empty) --> empty w/ rigid --> then empty w/ particle system, or?

mortal patrol
#

difference?

#

@upper parrot i have it set as world

#

i've got the effect i want, just curious what the difference was though

clear yew
#

When you found a model you like but it didn't have any animations and needs a generic rig emoji

mortal patrol
#

FeelsT-PoseMan

grizzled snow
#

Where on the heirachy do I place something that's ment to be in front of the character and not have move with a bone

#

In armature?

#

Also I am seeking on how I can have like a rainbow after image effect of a character

#

how would i go about doing that

clear yew
#

Probably put it as early in the armature as you can; so probably parented to the armature itself and not anything inside it. It'll follow the character but not any specific bone

#

I'm not sure about the afterimage effect though that's definitely something shader related

grizzled snow
#

I want something like that

#

because I'm working on a god asriel

#

as well as regular asriel

#

and I dunno where I can find a rainbow shader

fickle slate
#

guys

#

do anyone know how to animate an object?

icy crow
#

Can't you add more animations into the animation component? Change the size to 2 and drag it in there

#

And if that doesn't work then you'll probably have to merge the 2 animations into 1

grizzled snow
#

How do I make a sword appear in one hand of a gesture but not the other

#

Say if i wanted to make a sword appear in one hand when triggering the gesture for that hand

#

but have it not trigger with the other hand

clear yew
#

so only the right hand could trigger the sword ?

#

can't do that

grizzled snow
#

Oof

#

that's unfortunate

#

Oh well, both swords it is

dark ether
#

@grizzled snow you can trigger 2 different animations at the same time with both controllers

#

So say i have a sword in my right hand ill do the victory gesture and bring it out but then I’ll do hand gun gesture on my left hand to bring out a sword on my left

grizzled snow
#

I'm saving a gesture slot for Asriel's blaster

#

But for the life of me, I cannot the model of said blaster, named Chaos Buster

dark ether
#

This?

grizzled snow
#

YES

#

THANK YOU

dark ether
#

There is an updated version
V2"

#

But the person who made it isn't releasing it

grizzled snow
#

@dark ether Dammit the first one is just a mesh

#

It's a really good model, but it's just a mesh

dark ether
#

yup

grizzled snow
#

And I dunno how to add bones to a mesh

dark ether
#

Why do you want to add bones to it?

grizzled snow
#

to attach it??

#

unless you don't need to?

dark ether
#

Baka

#

Forehead chop

#

No you don't

grizzled snow
#

REEEEEEE
Omae wa mou shindeiru

#

okay

#

I never knew thank you uwu

fervent bone
#

how come when I play my ^ ^ the eyes open slightly when i look up? I don't think it's the weights, since the problem doesn't occur in blender when I turn on the shapekey, and move the head/bones in that area in the same way D:

#

also, is there a way to just disable lower lid movement altogether? even when i put in an animation for the lowerlid movement that only moves a single vertex very slightly where it wouldn't be seen, lower lid movement still seems to happen. which messes with the expressions :<

grizzled snow
#

okay so exporting the model as FBX doesn't have it's shape keys

#

So ye, I'm pretty sure it needs a bone to have it work

grizzled snow
#

That didn't work either oof

clear yew
#

Hey question how i make a background Sphere where you can see like the stars or something like that cant find any youtube vid to that XD and i tryd so many thing"s

icy crow
#

just put a material on a sphere

#

one that doesn't cull the inside faces

clear yew
#

so i can use normal sphere ( scrip ) in VR ?

#

because some one told me to use only prefabs on Avatar / animations

icy crow
#

its not a script?

#

its just a sphere prefab

clear yew
#

yehr thats what im looking for

#

still dont find it XD

#

@icy crow

icy crow
#

go to create -> sphere

clear yew
#

ok

icy crow
#

or in the hierarchy, right click -> 3d object -> sphere

clear yew
#

yehr have that now what ? make a material over it then how to animate it ? to make it bigger that player can stand in it and see like the stars ?

icy crow
#

make it however big you want it, then disable it. Then in the animation, re-enable it

clear yew
#

so it pop up then when i start the animation ?

icy crow
#

yeah

clear yew
#

and how to delay it ?XD

#

i mean they is no loop button or something like that

icy crow
#

for a delay, move the keyframe further along in the animation

clear yew
#

ok let me write privi with you

covert hawk
#

so im trying to do an uv mapping of a tattoo .but for some reason when i select it it doubles the image the bigger i make the selection "box"

dark ether
jade sparrow
#

Anyone here know how to use PanophereV2 for moving textures?

clear yew
#

You dont

#

You either use noe or rainbow2

jade sparrow
#

alright

#

Actually PanosphereV2 worked just fine. Just does not show it moving in unity.

icy crow
#

have you enabled animated materials?

rancid charm
#

Hey anyone around to help me with something?

slim sparrow
west panther
#

I've seen people say they got a dynamic bone to toggle in a gesture but I can't get it to work, I dupe model, record the 2 frames like i need to but it just doesnt work. same goes for changing the values of a dynamic bone with a gesture

normal skiff
#

I'm doing some toggling from an emote at the moment

#

I'm guessing it's not a stable thing to mess with because if you look at the code in Snail's inventory thing, you see him turning the "play automatically" off and on 6 times over a second lol

exotic vigil
#

Can you place a copy of your model with the bones you want and enable it with an animation?

languid elm
#

Question, is there a memory cap on audio files with gestures?

clear yew
#

I've seen some rediculously long music tracks played through gestures so I'm not sure; larger files will take longer to upload though

#

I do have a question myself; what's the standard run speed in an animation controller? I have a faint alarm sound I want to activate when I'm going much faster than normal (worlds that have raised run speed) but the alarm always seems to activate at normal run speeds or not at all

languid elm
#

Well... The issue I am having is my song is short (1:49 mins) and has three different particle effects (very small) and the audio is literally sounding like it's running out of batteries...

clear yew
#

I actually have that exact same issue but my audio is only a second or so long

#

So I don't think it's related to length

languid elm
#

Glad to see that I'm not the only one 😋

#

Well, someone told me it could be a memory cap, but I don't think that's the issue.

clear yew
#

@clear yew you mean the normal run speed in vrchat ? without modifier ?

#

Yeah, I want to make sure my run animation is playing at the correct speed and such

#

i think i saw somebody say 2m/s with normal walk and 4 m/s when running

#

I hope that's the same in the animation controller. Thanks!

#

MovementZ set to 4.0 should be the same thing then I assume?

#

I'm using a generic rig which is the only reason I'm wondering

#

you'll have to test

#

i honestly have no idea

#

never messed with speed

#

i just remember that somebody asked that and a chat mod gave these numbers

#

Then I'll use them as a basis for my testing.

#

I'll put my run animation at around 4.1 and see what happens

languid elm
#

Also, can someone tell me how to listen to the audio when I'm in play mode? All I see is the animation and cannot hear any music. Can only hear it if I double click it.

clear yew
#

activate the sound in unity

#

under "scene, game"

languid elm
#

Thank you 😋

#

Didn't know it was there.

clear yew
#

it's pretty small tho
you dont really pay that much attention to that part

#

also you can activate light if you want to test it

languid elm
#

I'm still learning a lot about unity lol.

fluid crescent
#

I made a aniamtion where 2 guys fight,how do i make it so i can trigger it with hand guesture?

icy crow
#

Drag it into one of the gesture slots in the animation override

gleaming tusk
#

Hi

#

I was wondering if there's a way to find the default animation set that vrchat has

slim sparrow
#

Nope

#

It's licensed and they don't give it out

#

Which animation do you need in particular? You can find a few on Mixamo if you need them

#

You can find decent sitting animations there for example

gleaming tusk
#

Oh just gonna modify the walking animations

#

Guess I'll have to use those and work with them

slim sparrow
#

Yeah, that will be your best bet. The walking animations on Mixamo are pretty good all things considered

gleaming tusk
#

Yeah, thank you Rokk

woeful seal
#

hi, does anyone have a table of what shit+f1-f8 keys map to what CustomOverride properties?

slim sparrow
#

Has been asked a lot, there's a changelog somewhere

#

F2 Fist
F3 Open Hand
F4 Fingerpoint
F5 Victory
F6 Rock n Roll
F7 Handgun
F8 Thumbsup

gleaming tusk
#

What's the difference between those?

fringe idol
#

is there a way to change the offset of a 3d object? for exaample a sphere because i wanna time the sphere with the music

clear yew
#

@gleaming tusk the angle which you run while facing forward i guess

woeful seal
#

@slim sparrow thanks, what's F1?

clear yew
#

@woeful seal idle hand

woeful seal
#

awesome thanks

slim sparrow
#

F1 basically doesn't do anything

#

It's just whatever you're in when you're not doing a gesture

#

But there's no dedicated slot for it, either. It's just the Idle animation, which does more than just the fingers.

rancid charm
#

Can you override hand gesture animations if your avatar doesn't have a fully rigged hand?

torn pawn
#

u need at least 3 fingers in each hand, dont need to be weightpainted

rancid charm
#

Dang I'm screwed then lol

terse lark
#

Can someone help me create a water stream particle effect that's activated through a gesture?

clear yew
#

For some reason my collides on my particle system trigger immediately

regal hollow
#

If they are emitting from too close to you

#

they will collider with you

clear yew
#

@regal hollow it from the top of my finger

#

doesnt matter*

#

check the collision bound

#

@clear yew its really small

woeful seal
#

does anyone have a link to how i can use anims for an emote override using a different model

icy crow
#

I have an animation with audio set to a gesture, but if the animation doesn't end before I turn it off, the audio becomes out of sync with the rest of the animation

slim sparrow
#

Make the animation non-looping?

#

I'm not sure what the issue is

icy crow
#

also every other gesture will activate this one instead

#

idk why

slim sparrow
#

Gesture needs to be 1 frame long

#

And if you go from Gesture A to Gesture B, gesture A will play for a split second

icy crow
#

oh so I can't play an actual animation in a gesture?

#

longer than 1 frame

slim sparrow
#

Nope, you need to activate an object that plays the animation itself

icy crow
#

so i attach the animation to an animation component, then just enable it in the animation?

slim sparrow
#

¯_(ツ)_/¯

#

I have no idea what you want to do so I can't give any advice on that

#

You can activate legacy animation components in a gesture yes

clear yew
#

@slim sparrow you should be able to justt move the animation off of frame 0

woeful seal
#

can custom overrides use anim controllers?

slim sparrow
#

I don't think so

woeful seal
#

in unity can i embed one anim in another?

valid estuary
#

@icy crow you can with your override activate a gane object which has a long animation on it which plays wheen you activate the game object

twilit turret
#

Hello, so I made custom animations for my avatar and I trigger them using hand gestures. However the animation keeps looping for some reason and I disabled the loop time button. Is there anyway to fix it? Because I have googled it and found people having the same issue, however no solution was found there.

hard eagle
#

my animation just gone under ground how to fix plssss

white current
#

I was told of a script you can use in unity to make world particlwe work a lot easier does anyone know what its called?

#

Like it allows it to track a hand and everything

ocean knot
#

VRC IK_Follower

#

but it doesnt work correctly right now - i would stick with using fixed joint/rigidbody method

wide steppe
#

Open link to see all screenshots

orchid trench
#

I have an avatar with shape keys that I want to use for a long animation. I've duplicated the model and put it under a gameobject, then created a gesture animation to to hide my main skinned mesh renderer and show the duplicate model which plays the animation on entry. Except now I don't have VR IK and i'm stuck in the "muscle pose". The only way I found to keep the IK is to make the armature children of the main armature but then the bones are "outside" the animation gameobject so I can't animate things attached to his hand in the animation timeline. Is there another way around this? I tried to rigidbody every bone but it messed everything up.

white herald
#

@orchid trench you need to swap models? if possible, stick with meshes that are properly attached to the armature. You can have multiple meshes in blender exported to the fbx and enable/disable them separetely, though i'm not sure if that's what you need.

orchid trench
#

The problem is once I start animating them for longer than 2 frames they stop working properly. I was searching through the discord and read that you had to create a gesture override to trigger the animation on a duplicate model to get around that.

white herald
#

oh yes

orchid trench
#

It would be fine if it was a preanimated dance or something, but I want to keep VR tracking

white herald
#

right

#

so if you just duplicate "Body" and don't put it under a skinned mesh render, add the Animator component to that with the animation, instead of under a gameobject, i think it should work @orchid trench

#

i haven't tested in game though

#

very cool idea though, want to try this

orchid trench
#

Hmmm. I haven't thought of that. I'll give it a try.

#

Thanks @white herald

white herald
#

let me know if it works :D

slender latch
#

How do you make an animation, trigger another animation

white herald
#

@slender latch if the gesture override animation enables a hidden gameobject, and the hidden gameobject has its own Animator component

slender latch
#

It does

#

This is on the gameobject.

#

I want to trigger that animation on my own model, so I'd be able to stop and play it.

#

Does it do it automatically once the object is not hidden anymore?