#animation

1 messages · Page 74 of 1

orchid trench
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You have to go in the Animator tab on the viewfinder and right click "entry", make transition to the animation.

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so that it plays on entry

slender latch
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@orchid trench

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I went to get food but uh, I have no idea where that is

orchid trench
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if you have the Animator on your object it should show up next to the Asset Store tab

slender latch
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doesn't say entry, only exit

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am i dumb

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🤔

orchid trench
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weird, mine shows Any State, Entry and Exit

slender latch
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🤔

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i done goofed somewhere then?

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Cause the animation plays perfectly fine.

clear yew
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I need help with unity, my avatar has a few audio sounds and they’re all together. Meaning that I have them on only one gesture but it’s colliding with the others, so it sounds like everything is playing all at once.

clear yew
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Try copying the first frame of the idle animation into your new animation and use that as a starting point

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Yes, there should be a file with some animations in it

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Or at least one frame of the animations; it's all you need

clear yew
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It's possible with generic rigs but I'm not sure about humanoid rigs

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I wonder if an animation can activate an animator on something completely different and cause a chain reaction that way

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As in:
Palm sets [something].Animator.Enabled to 1
Fist sets [something].Animator.Enabled to 0 again

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It could probably still work in emotes as well; just activating the Animator at some point during the animation. I'm not sure if it'll stay active when the animation ends though

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Alternatively, you could merge the two animations together.

slow estuary
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How can I keep my animated object from following me when I do the animation

valid estuary
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Render it in world space

slim sparrow
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Isn't that a project setting?

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There's a setting that serializes stuff as YAML instead.

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No idea how to change it back

exotic pilot
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is there a way to put audio on a world particle

regal hollow
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Not really

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You could try timing an audio source to trigger at the same time as your particle

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But you can't make it follow the particle

exotic pilot
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ah, its more like i want the audio to come from the same position in world space

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its a non-moving particle

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ah i got it

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rigidbody on the world particle and fixed joint the audio

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lmao

torn pawn
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@exotic pilot does it work?

exotic pilot
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yea

torn pawn
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i mean like in game work work

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cuz what u see in unity doesn't always translate to game

exotic pilot
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yea

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its a bit buggy though

clear yew
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I need help with unity, my avatar has a few audio sounds and they’re all together. Meaning that I have them on only one gesture but it’s colliding with the others, so it sounds like everything is playing all at once.

regal hollow
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You must be triggering them all with the gesture

clear yew
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i have a few audio files on my character and when i goto use it the audio from the on just overlaps the other one

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how would i optimize it to a single gesture?

regal hollow
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You want to trigger them all with one gesture?

torn pawn
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u put them all under a parent, have all disabled, then use combo gesture to trigger different ones

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lets say u activate clip 1 2 3 with your finger, victory and thumbsup

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put them all under object that u activate with openhands

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ull be able to trigger sound only when your openhands is active

clear yew
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no not with one gesture, why dont people read what i post? jesus...

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i want sound to be separated for the gesture

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it didnt work

regal hollow
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If you want people to understand you, write legibly and don't be so pissy.

clear yew
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How can i be anymore clear on what i want, dont be a jackass

regal hollow
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All you had to say was that you wanted to play your audio sources in sequence

clear yew
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im pretty sure thats what i said

regal hollow
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It isn't though sweetheart.

clear yew
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i said my audio is overlapping from one gesture to another

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and it shouldnt

regal hollow
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And you got your answer from very cool dude

clear yew
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i dont understand what he said because ive never done this before

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plus everytime i go and mess around with something it wants to instantly record everything

regal hollow
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You can click the red button on the animation window to disable recording

clear yew
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yeah but it comes back on even if i click on my model

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like it never turns off

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Well since no one wants to help me out i guess this project is just a waste of time that i could be using to be on vrchat. Thanks a alot everyone....

regal hollow
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No problem dude! Let us know if you need more help.

woeful seal
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anyone know of a unity anim for giving the middle finger i can download?

undone glade
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If you want to do just a middle finger I can just walk you through it if you like.

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Do you have the animation tab by chance?

slim sparrow
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Muscle animation editor makes this a lot easier

undone glade
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Definitely

slim sparrow
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But basically, you'll want to set all stretch values to -1. Set all stretch values of the middle finger to +1. You might have to tone down the stretch a slight bit if you want the finger to be straight

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Optionally, you can spread and stretch the thumb

undone glade
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Eh, I usually do about a .8, .8, .9. but that's simply preference.

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But that's the summary of it

woeful seal
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are you guys talking about the muscle editor? is it an asset?

slim sparrow
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Yes

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It costs money though

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But it's really good

woeful seal
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k, thanks peeps

woeful seal
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anyway to mirror it to extra hands?

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i guess i could re-rig the other arms and make multiple animations

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but then i can't use anim controller for overrides and then i'd have to do that weird round about way of making another instance of the avatar a child of the main and have another anim which makes both instances visible/hidden

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i don't think re-rigging will help anyway

slim sparrow
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Fixed joints

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Joint the fake fingers to the real ones

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It basically always works, even in VR, and without having to do weird animation stuff

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Sometimes it makes stuff stretch though, no idea why.

compact obsidian
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yo

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how do people make this cameras as overlays

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where they can see their own avatar in front of them

woeful seal
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@slim sparrow if i add fixed joints to my main avatar instance does that mean any anim will apply to the connected joints?

slim sparrow
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Yeah

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The connected arms will copy the rotations of your real ones

regal hollow
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@compact obsidian What streamers do is use the stream cam ingame with the greenscreen background, which they can add as a video source for their stream in obs etc.

dusky junco
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I think this is the right place to put this.
For whatever unknown reason, some of the shape keys on this model randomly "twitch."
The current version you see here has no animation overrides and is using the default set provided by the SDK.
I have no other information or clue as to why this is happening, so apologies on that.

https://puu.sh/AyYTs/1ab7b513d4.mp4

woeful seal
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@slim sparrow i wouldn't want them always active, i tried seeing if i could do something l like adding break force as a anim property but it doesn't get added

slim sparrow
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@dusky junco blink

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Your avatar has eye tracking, but the first four blend shapes in Unity are not blinking and lower eyelid related.

dusky junco
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So it's just connected to the wrong shapes?

slim sparrow
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Unmap the eyes or give them working shape keys. If you don't want blinking, have CATS generate the eye tracking without blinking, or make four "dummy" shape keys in Blender that move one vertice a tiny bit

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Yeah

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You can't configure eye tracking yourself

woeful seal
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@slim sparrow is there a way to to have fixed joints disabled and enabled by anims?

slim sparrow
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Yes, but it'll be bad

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The extra arms won't snap to your real ones, they'll kinda stay in place if disabled, and start copying again when enabled again

woeful seal
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what will be bad?

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i don't understand

regal hollow
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Your arms will follow the real ones when the fixed joint is activated

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When the joint is dissabled they will stop following

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and remain fixed

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so when you activate the fixed joint again that will start following but they wont be in right place

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in relation to your real arms

woeful seal
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i see

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maybe i should stick to manually animating it rather than using muscle editor

regal hollow
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Muscle animator is a life saver

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It saves so much time

woeful seal
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i understand but i would like to animate more than 2 arms without having to have the extra arms always following the main 2

slim sparrow
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What would be the easiest way to have another model follow me, including walking animations etc?

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I already have a full animation set for the second model, but I'm wondering how I would apply it

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So that it walks when I walk

regal hollow
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You could try putting all the keyframes into one anim file

clear yew
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either rigid body or custom run animation

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and you animate both models

slim sparrow
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Urgh

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Was kinda hoping I could just pass the animator state to the child somehow

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I know you can do some weird fuckery if you have an object with the animator component's Avatar slot set to a child object's avatar

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But that would make my own avatar T-posed

midnight moss
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Hey, does someone know how to make a gif an animation ?

west panther
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@upper parrot i think u could hide 2 extra body mesh that when the gesture is played, 10 seconds of audio go with the 10 seconds of 2nd body's blank animator, then making armor do its thing, then switching to the 3rd body mesh which activates with the armor. Its convoluted but not impossible to implement

median phoenix
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can i override idle/prone idle/ walk/run FW and BW animations?

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it seems like not working some reason assume i can override them for humanoid avatar.

violet kraken
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yup it works

median phoenix
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well then

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i make animation from blender, and imported into unity

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extracted those files by duplicating from legacy setting

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and put them into assigned tabs in override controller

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then put the override controller into Descriptor section

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but some reason, avatar cannot able to read the animation and do nothing in game.

muted prairie
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Is there something special about the idle animation on an override controller ? Do i have to check a box somewhere ?

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Nevermind, i'm a goof.

slim sparrow
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Lol

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Is there a way to have two Animators on an object by any chance? I think this would break a ton of stuff, but I tried doing it by serializing the scene as YAML and editing the scene file directly. Didn't work obviously

median phoenix
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if i'm getting this kind of message, then is it saying this animation wont work for idle or other stuffs?

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if some1 knows how to get around this problem, plz help me

lean patrol
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does somebody know how to fix this bug whenever you look up the mesh particle will dissapear

icy crow
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isn't that to do with the material used on it?

lean patrol
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i changed the material a bunch of times even the normal material

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its not appearing when straight looking at it. its weird

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i googled it, people say but it on world instead of local. but thats not working either

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still not appearing xd

icy crow
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have you tried a double sided shader or one that doesn't cull any faces

lean patrol
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still not working

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even with the normal material + cubed double sided

exotic pilot
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why do some parts of my run animation work as an emote but not as my actual run

median phoenix
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any1 ever created idle animation from blender and import into unity custom override?

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I need help to apply animations that i made from blender that some how not properly working on unity custom override for humanoid avatar

clear yew
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Making all of my gestures for my avatar for when generic rigs finally get the ability to use them

visual blaze
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Anyone know where to get the orange justice animation?

neat path
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I have a gesture that enables a game object that gets stuck. The game object is a fire breath, and the gesture is only animated with the 0:00 and 0:01 frames. I took off the looping and made the duration one .1 to see if that would help, but I still get stuck on the gesture if I use it and it super slowly transitions to the next one I'm trying to use, any solutions?

slim sparrow
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@neat path is it on fist?

neat path
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No it's on handgun

slim sparrow
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It needs to be 1 frame long at any rate, and if it's on fist, you need to do another gesture to cancel it

neat path
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It's one frame long and it's not on fist

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I can stop gesturing and it will stop the particle system

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But if I try to use another gesture it will use it again

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And I have to wait it out while my hands very slowly transition to the next gesture I'm trying to use

slim sparrow
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If your hands transition slowly, one of your gesture animations are too long.

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Double check that there aren't any keyframes at 1 second

neat path
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Okay, thanks.

signal elm
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Can you put an animation on each hand?

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Like I am currently animating genji's Dragonblade and Wakizashi

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And I want to only be able to pull out his dragonblade with right hand and his Wakizashi with left hand is that possible to bind it like that?

clear yew
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U can override for example handgun for dragomblade and roknroll for wakizashi.
But even if u set dragonblade on right hand handgun the left hand handgun also will trigger it

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(If u even understand what i said, sorry)

lilac cave
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Gestures are not separated into left hand and right hand yet

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The best you can do is have a gesture to activate weapon a, and have another to activate gesture b

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*weapon

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Hands are treated as separate ingame though, so you can have left hand activate weapon a, and have right hand activate weapon b

signal elm
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Ah so I can't currently just set rocknroll to pull out the weapon on a certain hand

lilac cave
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Just remember that l hand and r hand will both be able to activate weapon a and b

signal elm
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But I can bind two different gestures

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And makes sure I know which hand I'm using it on lol

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Also I don't think this is the exact area for this

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But everything except my weapons like shrink in game

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My entire model except swords become smaller ingame

lilac cave
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When you move a bone, it happens seemingly randomly, or it spawns smaller then it should be?

signal elm
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It spawn and is shown in selection shorter than it should be

lilac cave
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Did you scale the mesh "Body" by scaling the mesh, not the the armature at any point?

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In unity.

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Also, ensure the mesh is sized correctly in unity in general

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Have both the weapons and mesh active and compare sizes

signal elm
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So my friend told me as a beginner it was fine to do this but I split the model into meshes instead of using body

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Also I should probably try to scale in unity

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Is there any references to help scale?

lilac cave
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You'll have issues if the head isn't called Body firstly

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There is the default model in the sdk

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I'll give you the location in a sec

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VRCSDK/Examples/Sample Assets/TutorialAvatar

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It should be there

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Make sure you're scaling the armature, not the meshes

slim sparrow
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Oh yeah, and you should definitely not split your meshes

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At least, the final product in Unity should be one mesh for your main model

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Having the weapon as a separate mesh is fine

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Someone told me that you can use your own animation controllers with Final IK, but is this true? I doubt how well this would work

median phoenix
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So

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Everyone knows that when you making animation, we have to make a duplication first in order to make one

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when we apply the animation, avatar do weird shape right?

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if that weird position kept carries on to when i apply animation into custom override, what is the problem?

lilac cave
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You dont want to upload with the weird position

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Thats all

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I think that would mean you want it to be t or a pose before you upload, even if you have a custom idle

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It is fine to have the weird pose with hand gestures but for others its a no no

median phoenix
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hum

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so i found out it is because mainly i'm using animation for "generic clip" for "humanoid" avatar

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Is there anyway i can convert them around?

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wonder why the avatar wasn't moving hands, legs, and etc even i try to run on duplicate model, and that was the reason i guess

lilac cave
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If its an imported animation (built into the fbx) you want to set that avatar to humaniod

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Oh thought that was a question

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Well gj anyway!

median phoenix
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yes, it is an imported animation that i made from blender

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i already set my avatar into humanoid

lilac cave
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Both need to be humanoid, and masking needs to be applied if you have any bones that aren't part of the humanoid bone structure

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Eg a cape

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Other then that there shouldn't be any issues

median phoenix
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oh well

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i think you give me the way

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i think i extract the animation file while fbx files was set into generic

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i will try it to extract them after when i change into humanoid

lilac cave
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Humanoid, apply masking, duplicate animation, add duplicate to controller

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Easy if you know how

median phoenix
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so what apply masking is

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just simply drag my avatar into the right down cornor of video?

lilac cave
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No

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It's within the settings

median phoenix
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hum

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where can i find that thing?

median phoenix
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good

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is there anything i have to set?

lilac cave
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Ignore settings, it should be below

median phoenix
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like that original and body orientation

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you mean the tap call "mask" ?

lilac cave
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You may need to use them but I doubt you'd need loop pose

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Yes

median phoenix
lilac cave
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You want to make it be custom and check everything

median phoenix
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umm

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when i click that "none"

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it only gives me three choices

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create from this model, copy from other avatar, none

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do not see any check box nor custom

lilac cave
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Create from this model

median phoenix
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so

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sorry for saying this late

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but i made avatar bone and animation from Blender and import them together

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isnt that meaning masking is already set into the avatar that comes with?

lilac cave
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Blender isn't unity

median phoenix
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lol

lilac cave
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Unity has this feature for game devs

median phoenix
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hum

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so should i go down to "transform" and check all the boxes?

lilac cave
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So they can reduce animations

median phoenix
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even for the parts that is not humanoid?

lilac cave
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If you animated them, tick em

median phoenix
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aye aye

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check them all

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then i can extract them right?

lilac cave
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Yes is duplicate it will be fine

median phoenix
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thanks, i will let you know how it went

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: D

lilac cave
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You can open the window animator in unity, chose the avatar you want the anim to be assigned to and then drag

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No copy and paste!

median phoenix
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aye

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so far so good, i just try to put one animation into duplicate avatar, there was no distortion in pose nor location. everything worked fine!

lilac cave
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👍

median phoenix
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so when i put them into override controller

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are they automatically become looped?

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or should i set look option at the animation file?

lilac cave
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I dont remember, but I think it defaults to loop

median phoenix
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: D

lilac cave
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As long and you aren't doing gestures with more then two frames and your walking etc. Animations have rotation to be facing the right direction, but there is no movement, only rotation you should be good!

median phoenix
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my walking is 50 frames

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idle is quit longer tho

lilac cave
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I dont know if there is a cut off for the time, but as long as they loop id think they're good

slim sparrow
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Gestures are looped even if the animation itself is not, I think

median phoenix
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i see

slim sparrow
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Or it at least stays active, so if the two frames are identical it doesn't matter if it's looping or not

median phoenix
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humm

slim sparrow
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I accidentally put a 30 second blink animation on my fingerpoint once, could not figure out wtf was going on

lilac cave
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I had maya happy crying once

median phoenix
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alright i set all the animation

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and try to see how it look in game

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give me a min

lilac cave
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And it was longer then 2 frames

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So it went on forever

median phoenix
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xD

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well

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they are not looping

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xD

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and seems like everything is to working some reason

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model position got fixed tho

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i think, i have to manually go into debug setting and put animation file into legacy

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then put them into loop

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i think...

lilac cave
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If you have a custom blink, yes

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For gestures no

median phoenix
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it's idle motion

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so it suppose to be the same i guess..?

lilac cave
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Walks etc is a no iirc

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As long as it loops it should be fine

median phoenix
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well

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it is not looping xD

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and half of surface animation is not working

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gotta find why tho..

lilac cave
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When you go to upload you can see in the normal view if idle is working

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Make sure you have the vrchat avatar overrides in use

lilac cave
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And the other one?

median phoenix
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oh

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i have to do for normal animation too?

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i mean

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"animaotr'?

slim sparrow
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No

lilac cave
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Not sitting

slim sparrow
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Animator can be left empty

lilac cave
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I've heard people have issues with it blank

median phoenix
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what do u mean for other one then?

slim sparrow
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Just make sure the avatar is in there (which it is by default)

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Literally all my avatars have no animation controller assigned in the Animator

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All it does is change which animation your avatar plays in the preview screen

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In your avatar menu

median phoenix
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well

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still gotta find the missing animations and loop issue

slim sparrow
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Walk animations are weird

lilac cave
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That could be used to determine if its looping though

median phoenix
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on unity it looks same tho

lilac cave
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Ingame, does it loop or nah

median phoenix
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i mean same in terms of original animation

slim sparrow
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Walking animations sometimes fail to loop if you're also trying to run in-between

median phoenix
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so here is my animation how it looks, think about heart beat that something pumping

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i have those pumping effect animation on the surface of my avatar

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at least there are 4 of them

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but some reason those animation are not working

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and not looping

slim sparrow
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Wait, you're animating bones in your walking animation?

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Ones that aren't part of the humanoid rig?

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Could you post the properties you're using in your animation here? Just a simple screenshot of your dopesheet

median phoenix
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so

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you mean, i shouldn't mask the bones that makes that pumping animation

lilac cave
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No, that means they won't show

slim sparrow
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VRChat's humanoid rig animation controller has an avatar mask applied to the walking animation

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Which makes it only affect specific bones

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If you try to animate other bones, it won't work. I haven't tested enabling/disabling objects though, although I heard shape keys can actually work.

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Maybe try turning the pump stuff into shape keys rather than bones

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It's similar to how gestures can only move your fingers (although regular non-humanoid bones are not excluded from gestures). And how they only move the fingers on the hand you use the gesture on.

median phoenix
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so basically as conclusion, in idle or walking animation , other than normal humanoid bones wont work. correct?

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i wanted this pumping animation as default setting for my avatar that is why i choose use Idle animation, but seems like that was not a good idea.

lilac cave
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Oh if you want it to play when you walk, idle etc, just set it as you would with a custom blink

median phoenix
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but those animations are bound together with walk and idle

lilac cave
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So you only wanted it on idle?

median phoenix
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is that a problem? should i make separate animation for them?

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no, actually not xD

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want them to be on all the time

slim sparrow
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Is it the same animation for forward and backward?

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Oh yeah, it is

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You might be able to put it on a legacy animation and toggle the animation component instead

median phoenix
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yes, that is same animation

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should i make them separate too?

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walk fWD Back

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even tho they are basically the same animations

slim sparrow
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I don't think so

lilac cave
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Well if you need to be facing backwards when you walk make two

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But if not only do one

median phoenix
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so

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for my idle animation

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that animation has large motion that involve head movement

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it basically swings the head front and back

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but seems like because head bone is bound to my vision (aka mouse pointing direction) only neck is moving, not head xD

lilac cave
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It'd think that'd work normally, but it might be best that you dont have it anyway

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Your view point doesn't seem to follow head so you'll have issues seeing

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Since you'll be seeing a neck and or head swinging back and forth 24/7

median phoenix
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wait

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you saying my view position also will follow with it?

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lol

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wait

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it wont

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well, here it is not a big problem, i check and it wont block my view position.

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the problem is, this thing is not working xD

lilac cave
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There isn't really any non painful way to fix that so id probably drop the idle

median phoenix
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xD

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trying to solve issues here

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i'm trying to un-mask everything that is not part of humanoid bone

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try it our to see whether head and rest of body is moving properly

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and convert pumping animation into way people set their avatar as blinking animation.

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dunno why my idle is not looping...

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: *

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some reason, walking animation working pretty well

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but idle is only the problem

clear yew
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I have a running animation but some reason model clips through floor any reason why?

slim sparrow
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Try ticking "Bake root transform Y" on the animation @clear yew

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And make sure it's not sinking lower when played in Unity, otherwise you'll need to add/fix root transform yourself

median phoenix
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@slim sparrow i'm just decide to use regular idle and walking animation

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but when my avatar decide to move from idle to walk (any direction) some reason its floating

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how can i solve this?

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all my avatar is set at origin tho.. 0,0,0

halcyon bramble
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I did an override animation to add a weapon. Pulling out the weapon works fine but when i try change hand gestures it goes in slow motion. Is there any reason for that or is it just a bug?

slim sparrow
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@halcyon bramble your animation is too long

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You forgot to remove the keyframe at 1 second

halcyon bramble
#

What really??? I thought that was normal??

slim sparrow
#

No, gestures need to be exactly 1 frame long

#

One at 0:00 and one at 0:01 @halcyon bramble

#

You have a keyframe at 1:00 too

#

I can see that because the rest of the timeline in your screenshot is not greyed out

halcyon bramble
#

OHH. I see it now. Thanks!

muted prairie
#

Is there a way to manually enable retargetting on an animation file ?

#

Or if anyone's willing to help me edit an animation, i'd be grateful.

clever onyx
#

how do i create an objekt in an animation that moves but stand on there spwan location?

dim fern
#

If you're looking to edit the .asset file directly, you can enable "Force Text" under Asset Serialization in the Editor Settings. The YAML is alot easier to read.

icy crow
#

Put a fixed joint on the object @clever onyx

clever onyx
#

nice. thats all xD ? ty

icy crow
#

The position/rotation will get messed up which you'll see

chilly vapor
#

i love it

blazing bluff
#

How do I toggle the mesh renderer through an animation? What drop down menu is it under? This is probably a question better suited for channel.

icy crow
#

whatever your body mesh is called

#

it's the skinned mesh renderer

#

or I think you can just turn off the mesh game object if you're trying to go invisible

blazing bluff
#

Wow didnt realize it was that simple.

#

Also do you know how I would make like a sphere of darkness where people cant see anything but you?

crystal vigil
#

could someone please help guide me through making a fog effect on my avatar?

icy crow
#

with particles? @crystal vigil

orchid trench
#

I have an object in hand connected to an object in wrist with rigid body / fixed joint. Every time I toggle the animation on the hand object is in a different xyz location like its drifting each time I turn on the anim. I can't parent it to the wrist in my situation, is there some way to fix this?

icy crow
#

I think the fixed joint object has to be always enabled

orchid trench
#

Oh. I'll give that a try. Thanks

#

Actually that won't work because I need to toggle the parent object to trigger the animation but they also need to be under that object so that I can animate them. 😦

woeful flame
#

Did I do something wrong or you can't animate hip bone movements?

halcyon bramble
#

Is there a particle limit? I tried finding notes about it in the SDK patch notes but couldn't find anything. I've heard about it though

spring nova
#

They did have one for a little bit but got rid of it

exotic pilot
#

is there a way to use alpha transparency on shaders

#

ah, cutout rendering

muted prairie
#

Is there really no simple way to slow down animations in unity ?

clear yew
#

If it's in an animation controller you can set its speed value either in its state or in its blendtree node if it uses one

#

I think you can also slow down the sample rate of the animation and that could also slow it down, but I'm not sure if that has other consequences with it

muted prairie
#

Sample rate didn't seem to have an effect

clear yew
#

I'll look a little deeper

#

You can select all of the keyframes and drag the right edge of the selection to scale it up

#

Note that it still rounds all of the keyframes to the nearest frame though

muted prairie
#

Ok, that worked, thank you very much ! Now i have to understand why the animations are so sped up in client though

#

the engineers are asleep so i can't bother them 😄

clear yew
#

I wish you good luck :P

muted prairie
#

Actually, is there a way to scale the keyframes in a way that doesn't break the animation as much or is it just luck/animation dependant ?

#

I guess that's maybe too much to ask for complex animations 🤔

clear yew
#

I think it probably depends on the animation, sadly

#

The legacy animation component is weird

wide egret
#

Keeps sticking out...

thin mortar
#

How do you make it so the hair changes color every so often

wide egret
#

Shader, next.

fiery lark
#

yo can some one help me with an issue

#

i want to test somthing on my main model to see if i got the animation working

#

but now it wont go back to defult t pose

torn pawn
#

u test it on duplicate not main model

fiery lark
#

how would i fix it

#

or do i have to restart the model?

slim sparrow
#

You always have to animate on a duplicate

#

If you messed it up, I think you need to manually animate it back into T-pose, or drag in a new model into your scene and copy over the avatar descriptor and dynamic bone components

#

Then you can delete the old one

#

@fiery lark

fiery lark
#

yeah thats what i did

royal summit
#

Why should I animate on a duplicate? I’ve never really do It and don’t run into issues much.

woeful flame
#

Did anyone ever make a walk cycle animation from scratch? I'm trying rn but when I animate the hips (to make the body rotate) then in game it doesnt move at all

slim sparrow
#

@woeful flame tick Bake Root Transform and root rotation in the animation file itself

#

In Unity

woeful flame
slim sparrow
#

Yeah, that one

#

Probably do root transform positions too (based on original for XZ)

woeful flame
#

They dont move in the preview

#

And now the ghost bones are not animated anymore even tho in blender they work

#

I'm definitely missing something

lilac cave
#

you if they wernt animationg before you need to do some masking

#

animating*

#

make sure that the rig is humaniod, correct bones assigned etc.

#

rotation needs to be done to the model for walks but you dont need to move the avatar in the anim

#

masking is near where you found the transform settings

#

create from this model, tick everything

#

duplicate the animation, open animator and drag the dup into that screen when you have the charater you want to do the action selected (in scene) drag the anim in

#

when i say "rotation needs to be done to the model for walks but you dont need to move the avatar in the anim" i dont mean setting wise, i mean animation wise

#

the game moves the model for you but does not rotate the avatar iirc

woeful flame
#

@lilac cave about moving the avatar you mean in space?

#

I mean, I know I make him move in place

#

http://prntscr.com/jrd4lk

This is the model, since he has a wheel instead of feet I wanted to make a walk anim in which he rotates a bit forward (like to keep balance) But that movement doesnt translate at all

Lightshot

Captured with Lightshot

woeful flame
#

Oh wait @lilac cave I was wrong, I was not talking about the ghost bones. I'm talking about the bones that are not part of the humanoid rig, these bones are not animating anymore

#

Like the wheel and the shoulder flaps

chilly topaz
#

is there a limit as to how long running animations can be?

slim sparrow
#

I don't think so, I have a very long one

#

@woeful flame I think the IK system prevents you from doing something like that, especially in VR

woeful flame
#

So i figured out what the problem is for the wheel and the flaps

#

But I'm not in vr tho

#

That's why it's so weird, maybe I've got an idea. I'll keep you guys posted

slim sparrow
#

Hmm

#

Well, if the animation itself has working root rotation, then it should work in Unity as well if you tick the right properties

#

Hold on, I'll try to find the ones I used for a flying animation

#

Head won't rotate in the animation though, even on desktop

chilly topaz
#

alright thanks

nimble mason
#

Hey guys, does anyone know how I can prevent the shaking/looping of an animation? I am attempting to animate the bolt of a firearm to move backwards and forwards upon being fired, however, the animation continues to loop and gives it a “shaking” look.

icy crow
#

Have you unchecked "loop time" on the animation?

nimble mason
#

Yeah, I still have the same issue

#

The shake effect isn’t as bad, yet it still moves

nimble mason
#

This is what it looks like ^

clear yew
#

It looks like it's just playing for too long; try reducing the transition time in its animation controller if it has one

nimble mason
#

I’ll try that

chilly topaz
#

i'm stuck making the head rotate with the body in flying animations

#

i'm not sure how to fix it

waxen hound
#

in unity is there a limit to the rotatoin of the hands? because in RL the finger can bender farther and i can't get a nice close fist for the hand. even wanting it to clip a bit.

#

is there a way to set up pose animatoin in blender then just import into unity instead of having to set it up in unity?

icy crow
#

the bones can rotate as much as you want them to

slim sparrow
#

@waxen hound you can change the muscle settings in the rigging window

#

Including the minimum and maximum stretch

waxen hound
#

ok thanks

#

i will try that

waxen hound
#

happy it worked 😃

#

is it possible to animate a custome bone like I insert a extra bone just free floating between the thumb and the pointer finger to be able to control the fat skin area that strteches to much sometime so i can control it better when moving those other bone. Is that possible to use? i can pose reference.

#

or would that be a twist bone i need to use to have the skin not deform?

#

sorry for all the questoins XD

lyric edge
#

I need help with animations 😣

icy crow
#

specifics?

lyric edge
#

I want to make the eyes blink when talking (i have robot eyes)

clear yew
#

you'll probably need to do lip sync visemes f orthat

#

and you do that in blender

lyric edge
#

Oh

#

I just want my eyes to light up when talking

slim sparrow
#

Might be easiest to use Jaw Blend Shape

#

That requires one shape key that activates and deactivates itself as you talk.

#

You'll probably need to make a duplicate of your eyes in Blender and move them slightly behind your real eyes. Make the duplicate light up

#

Then in a shape key, swap the two eyes.

lyric edge
#

Ok. I have made two separate eye meshes. One is lit up, the other is off.

#

I'm sorry. I don't understand what you mean by shape key and swapping the two eyes

hexed fern
#

not really sure whats going on but this walking animation seems to not work right, his left arm is in a different position then it should be, and one of his feet is raised off the ground and bends wierd upon a certian part of the animation

#

at a certian part that foot does this

mint prism
#

Hello

#

im looking for a way to activate a particle effect that only activates when two different gestures are active

clear yew
#

Parent it to two empties; have one gesture activate one and have the other gesture activate the other. The particle will only activate when both empties are active

mint prism
#

and the particles should be checked or unchecked?

royal summit
#

Should be checked as u won’t be able to activate it via hand gesture cuz u need each hand to active both empires

jade kraken
#

how would i turn on a particle emitter in animation? for example, my character breaths in, then spits out a horizontal column of fire

clear yew
#

Have it disabled to start with, then in the record mode acivate it on the frame you want it to enable

jade kraken
#

so...disabled as in like...hidden? like how u hide models in the Unity Scene via that checkmark box? (sowwy im still somewhat new to terminology)

white herald
#

yes

west panther
#

But put it on an empty and turn the empty on btw

queen pewter
#

mm anyone has good idea on how to animate the rig that is attatched to armature with ridged body?

#

it just won't work.

west panther
#

Ive answered that question 3 times in here alone

queen pewter
#

woof..

#

are you the god and lord savior..?

queen pewter
#

wait.. how did.. yo..wah

west panther
#

This is how its set up for extra arms and people always figure it out from this much but ive never personally done it

queen pewter
#

i'v made it work but its gun-arm

#

so I wanted to put animation but .. o-o whenever I make duplicated -animation and apply on main model it just wont apply unlike everything else

west panther
#

That doesnt need rigidbodies

queen pewter
#

hmm?

#

if you don't mind, could you give me a quick tutorial in video chat

#

o-o

west panther
#

I think Just duplicate the entire mesh in blender, in unity hide second mesh, give second mesh animator with the dance

#

And i dont think theres a tutoral

#

And in a gesture turn off your main mesh and turn on the second one

#

I think thats how it goes but.not sure. Someone else has answered it better before

queen pewter
#

woa but thanks mayo.. such kindness

west panther
#

Lowkey not thay kind just bored

jade kraken
#

wait
i made a new animation and drug it onto the dude
it has the frames / animation from my last emote
do i need to make another model dupe to do another?

west panther
#

Emote or gesture

#

Oh wait

#

My bad didmt understand the question, on the keyframe window at the left tou shohld see the animations name somewhere

jade kraken
#

oh ye

#

i see that now

#

thx

west panther
#

Should be a drop down minue with any anomarion youve drsgged o to it

#

Np i learned tjst yesterday XD

queen pewter
#

urg mayo could you look at my screen o-o

west panther
#

Bo can do I'm at work

#

No*

queen pewter
#

awm... phewp.

jade kraken
#

so i got the thing to un-hide itself

#

but doesnt seem to you know...blow fire

#

like i have to manually click the Simulate button to make it do so

#

like the "Is_Active" keyframe seems to only un-hide the emitter itself, not simulate the particles

#

i confuzled #-#

mint prism
#

"Parent it to two empties; have one gesture activate one and have the other gesture activate the other. The particle will only activate when both empties are active"

Me again it seems it didnt worked

jade kraken
#

um..wot

mint prism
#

Basically i want to activate a particle effect with 2 finger gestures

#

so it only activates when both are active

#

but it doesnt work for me

jade kraken
#

o

#

i thought u were helping me x3

mint prism
#

sorry about that :/

jade kraken
#

a better look at what i mean, which would help diagnose perhaps

spring nova
#

By parent it to two empties, did you copy the same particle into two separate empties? Because those empties need to be one inside the other, like empty > empty > particles

jade kraken
#

mine is attached to the bone / armature the fire system is located by

#

dunno if that fucks it up or not

spring nova
#

It might, are you using world space particles?

jade kraken
#

nien

spring nova
#

Then it shouldn't

jade kraken
#

or atleast i think not

#

yeah no it local sim

spring nova
#

You should have hips > spine > whatever > hand > empty > empty > particles

jade kraken
#

but as you can see by the gif, its clearly unhiding / "turning on"

#

but not like...turning on

hexed current
#

Hey guys, does anyone know a good starting point to learning particles for vrchat? 😮

spring nova
#

Also both of those empties should be off on default, and the gesture turns them on

mint prism
#

for me its hip > empty > empty > particle, particle, light

#

both emptys are unchecked only particle, particle, light is checked

jade kraken
#

considering whenever i un-hide / enable it (not in the animation window), a lil box pops up with buttons for Stop and Simulate, id say im missing a step to turn it on somehow

spring nova
#

No the simulate is just in the editor

#

Go to play mode and then try

mint prism
#

i have two animation one where the "parent empty" is getting activated and one that activates the "child object"

jade kraken
#

did

#

still didnt show up

spring nova
#

I can't tell what's going on there, show the whole unity windoe

jade kraken
#

when its "snout" flexes is when the fire is supposed to turn on / come out

spring nova
#

Looks like the fire is turned off

jade kraken
#

well then perhaps i did fuck up in animation. i have it hidden, then in the animation, flip on that "Is_active" thing

#

wot

#

whenever i turn it on / test in the animation window, that box being like "Simulate Stop" pops up in the scene

#

so its def unhiding

#

i just need to find out how to actually make it go

clear yew
#

The emitter is active?

spring nova
#

This should be on by default, but if it's not, check something about activate on wake in the particle

clear yew
#

I would do it something like this too:

[something in armature]
--Empty1
----Empty2
------Particle Emitter

Have one gesture unhide Empty1, have the other unhide Empty2

jade kraken
#

yeah, the Play on Awake thing is on

clear yew
#

Particle Emitter will only work when both are active

spring nova
#

And in bloats example, the particle will always be "active" it's just the empties you manipulate, which are hidden by default and the gestures unhide them

thick cedar
#

how to spawn audio from colliding? like for example. rocket launcher. it create audio when it collides wall?

jade kraken
#

i could try somethin like that, its just the actual armature bone its attached to is actually a bone that does something / i need for the other parts of the animation

#

ech idk

#

im so bad at this x3

spring nova
#

Don't mess with the bones, if you've got a snout that does something, just put all the empties inside of it

#

So like snout 1 > snout 2 > empty > empty > particles

jade kraken
#

i dont even have empties, i just got the particle emitter thing and slapped it on snout 2

spring nova
#

Yeah, so make empties

jade kraken
#

idk if i can even do that in Unity tho

spring nova
#

Right click in herarchy > create empty

blazing bluff
jade kraken
#

k, so now its like... Snout2 > Gameobject > emitter thing

#

@blazing bluff not rlly to be a douche, but pretty sure no ones gonna help make something obnoxious like that. no one wants to have a random sphere block their vision cuz someone did it

#

or so id assume

blazing bluff
#

@jade kraken Its actually not for anything you just assumed. Its purely for the purpose of rp. Not gonna lie I hate shit like that to, but it fits with the character im doing.

jade kraken
#

idk if its the same, but in Roblox, doing somethin like that just meant turning a sphere inside out. so instead of seeing the texture on the outside / empty inside, it was empty outside / texture inside

#

so idk, maybe try like inverting a sphere object

#

@spring nova so...i make 2 empties, hide them, then unhide them via animation? does that mean i leave the particle thing unhidden?

spring nova
#

Yes

jade kraken
#

k

#

still doesnt make it work. it still pops up that box being like Simulate

spring nova
#

So put it in play mode

jade kraken
#

nope

#

idk

#

unless theres some sort of keyframe / component im missing to actually turn the particle thing on, idk

#

WAIT

#

cracked it

#

i think

#

ye it works on the new copy of the model for animation

#

guess only way to see if it REALLY works is a test port to VRC

jade sparrow
#

Would anyone know how I would animate a small model on my avatars hand using a hand gesture.

I have the animation and the gesture set up to make him appear when using a gesture. I just don't know how I would set that small guy to animate when I make him appear.

spring nova
#

Yeah, drag the object outside your model, click create animation, then bring it back in. Then you can do the animation

jade kraken
#

oh gee would you look at that

spring nova
#

The key is that you can't click create animation on anything inside your main model, otherwise it will think you want to animate the main model itself and put it into that crouch pose which you don't have want

jade kraken
#

emotes dont work ingame

#

or atleast idk how id make em work

#

cant use a humanoid controller / avatar since its 4 legged

#

and idk how to bind it to the whole Shift + F6(ex) thing

spring nova
#

Yeah gestures don't work on generic rigs

jade sparrow
#

@spring nova I have the option to create animations, but I do not know how to drag my animation into that model without freezing my game

jade kraken
#

so much for having my thing breath fire -w-

#

great, hours down the drain

jade sparrow
#

@jade kraken I can help you with that if you want

#

Those effects are pretty simple to do

jade kraken
#

no i got that down

jade sparrow
#

ight

jade kraken
#

just making it work on an avatar that doesnt have the usual Hips > legs / spine > chest > arms / neck > head ting

#

is what i need to figure

jade sparrow
#

yah I can help you with that

#

I just had to figure out that issue

#

@jade kraken You need to add a working humanoid model into the scene within your generic model and then just disable her mesh. She will basically do the animations, and you can position them wherever you want.

#

@spring nova Mind if I PM you, I really want to figure out this animation thing.

spring nova
#

I'm not sure about why it's freezing, but of you already have an animation file you should be able to add an animator component to it and then drop the file into it in the animation tab

#

And it's better to keep it here in case someone else can chime in to help

jade sparrow
#

I am not really sure what you mean. Sorry I have only been doing this for about a week

jade kraken
#

well i mean, i could do that, but i plan on making the thing animated / move

#

so idk if it would work like dat

jade sparrow
#

You can't animate something without bones

jade kraken
#

it has bones

spring nova
#

Which part do you not understand?

jade sparrow
#

wait i think I found out what I was doing

#

1 moment

sweet zealot
#

particle question - my particles are shooting straight up, and simply rotating the root cube 90 degrees does not affect it, how can i control the direction the particles are going?

spring nova
#

Is the particle system inside the cube? It should

#

Unless you're using velocity over time set to world instead of regular speed

sweet zealot
#

the particle system is in the cube yes

#

to ME it shoots straight forward (cause i rotated the cube 90degrees) but to EVERYONE else in vrchat its shooting to the side (its original angle)

spring nova
#

Is it attached with a rigidbody and fixed joint?

clear yew
#

Emotes don't work on generics properly yet

#

./late

jade kraken
#

ech

#

then perhaps its possible to animate the model when i have the human slapped on it?

clear yew
#

It's possible but you'd have to adjust all of the animations I think. I tried parenting mine to a human rig but it only ever played its idle animation

jade kraken
#

k

jade sparrow
#

So I am still having issues making that character move. I have inserted the animation file into the animation component but when I try to test it out in vr chat using a hand gesture, he just stands there T posed

clear yew
#

Can someone please help me with this problem I’m having

#

My animations I made on blender keep ending midway in vrchat

#

And when I put them in. My visemes stopped working

chilly topaz
#

i sort of figured out my flying animations not rotating my head by disabling full ik rig

violet kraken
#

@clear yew if its a longer one just go into debug mode and make the end time longer

chilly topaz
#

is there a way to use a custom animation that uses IK rigging for non-IK rig models?

mortal nymph
#

hey everyone! is there a tutorial or someone that could explain to me on how to add expressions to a character? (while using Shift + F1-F8)

clear yew
mortal nymph
#

Thanks Svelsien!

#

i take it this also works to add other props such as swords / guns and what-not

clear yew
#

more or less yeah

valid estuary
#

can i add random events to animations?

#

instead of activating that, it activates the other instead randomly. stuff like that

waxen hound
#

i notice something stramge. when im animation the finger in unity the short sleeve move yet it not wights panted to any of the bone. ill double check. ill tske a screenshot later

clear yew
#

Anyone know how to combine an animation pack from mixamo in on fbx

#

Like I want the breakdance pack into one FBX like how it shows in the preview.

clear yew
#

It has 34 animations and when you click on it. It plays a huge animation of all the breakdances together. I want that animation. But when I download the pack. It comes in separate animation files

#

I want it for one FBX animation

#

Just like how it was shown in mixamoe

civic harbor
#

it's unfortunately not possible anymore @clear yew

#

adobe kinda gutted the site

#

you have to download 1 by 1 now

clear yew
#

@civic harbor I have the skeletons animations already

civic harbor
#

oh, sorry, i misunderstood your question

clear yew
#

Yeah when I downloaded the pack

civic harbor
#

yeah, merging animations from multiple FBXes is tricky

#

not sure how you'd do that

#

it might be possible to do it with a custom animation controller in unit

#

unity

clear yew
#

It gave me all the skeleton animations

#

Yeah but

#

If I do that

#

How do I put that as an emote

civic harbor
#

using a custom animation controller

#

same deal

#

it's definitely a complex thing though, not gonna lie

clear yew
#

Yeah but like. Vrchat uses its own animation controller

#

I can’t just change to another one. Like can I extract the animation FBX of the new animation controller

#

Also fuck Adobe for closing that shit

civic harbor
#

just do an override!

#

if you dont specify anything in this list

#

it doesn't change anything

#

just put in your new clip on whatever taunt/emote etc you wish to override

#

and i presume you'll have to somehow assemble all your dance moves in unity

#

as a new clipo

clear yew
#

You’re gonna have to guide me....when I get home.

civic harbor
#

i do believe unity has tools to modify animation clips etc

#

i can't guide you sorry

#

look up the docs

#

it ain't hard 😛

#

everything is a lot more simple than it seems, i think.

#

except eye tracking.

#

THAT stuff is wizard ritualistic shit.

clear yew
#

Yeah I just want the dance shit

#

FBX

#

So I use the override to put all the animations together and it’ll become one FBX animation

civic harbor
#

no

#

override is how you specify what clip you want to override which stock animation slot

#

the question is

#

"how are you going to merge all your 36 clips from mixamo into one" (since that's what you want to do)

#

thats the tricky question

#

and one i dont know the answer to

#

you can either try to do it in your 3d package of choice

#

blender 3ds max etc

#

or try to assemble a new animClip out of the 36 animClips directly in Unity

#

but i don't know if thats even a thing

clear yew
#

Ughh fuck Adobe for removing the site

civic harbor
#

they didnt remove the site?

#

they just gutted some of its functionality

clear yew
#

Wait.....can I use the wayback machine

civic harbor
#

...no

#

wayback is all static content

#

mixamo is the very opposite of static content

clear yew
#

Fuck abode in the ass

#

You know i don’t understand why mixamo plays all 36 that transition together

civic harbor
#

to give you a preview.

clear yew
#

And not give me an option to download that

#

When I get home I want someone to help me with this

clear yew
#

You can copy/paste animation curves I think

jade kraken
#

what would i override in the thing in Unity if i wanted stuff to be triggered by like

#

F6, F7, etc?

#

EMOTE6, EMOTE7?

civic harbor
#

whichever you think is best to replace

#

people usually replace the fingerpointing gestures

#

e.g. rockandroll

jade kraken
#

yes but i dont have finger movement as i am on desktop

clear yew
#

Shift-F1 to Shift-F6 trigger finger movement animations on desktop

#

Emotes are the ones you find in the emotes button in your main menu

#

f7 and f8 as well

#

Keyboard Gesture Overrides

  • You can now trigger gestures with keyboard!
    • Hold down Left Shift and F1-F8 for left hand gestures.
    • Hold down Right Shift and F1-F8 for right hand gestures.
    • F1=open fist (relaxed), F2=closed fist
    • F3-F8 are: LetGo, Point, Peace, RocknRoll, Gun, Thumbup
    • Your arm is not animated by default, so these are mainly useful for animation overrides.
jade kraken
#

o

clear yew
#

Also remember Generic avatars can't do this yet

#

You do need a Humanoid rig

jade kraken
#

ik

#

i do have one

civic harbor
#

how can you edit an animation clip that you've made for an override, once it's done?

#

after an editor restart, it was greyed out for me 😦

minor spoke
#

i think you can drag it to the one you were editing it with and it should let you work with it again

clear yew
#

does anyone have orange justice if yes plz send me the unity file

minor spoke
#

the animation file to the top level of the model

#

@civic harbor

civic harbor
#

i found the answer

jade kraken
#

if i wanted to make a like

#

toggle

#

like press an emote once to turn something on, press again to turn it off

#

how would i do that?

clear yew
#

use toggle prefab

jade kraken
#

um k

#

unsure on how that works

clear yew
#

there is explanation in the package

jade kraken
#

um k...? wtf is "add logic to pulseout"

#

nvm found a video

#

owait also

#

what im toggling isnt a seperate prop

#

this model has a like

#

long Yoshi-like tongue that i made a Blendshape to have it hide inside the mouth

#

and i just wanna toggle that animation on and off

#

so i dont have to hold down a button to keep the tongue hidden

#

so idk if thats any diff @clear yew

jade kraken
#

nvm figured it out

steel perch
#

Is their a way to use Mmd poses for idle animations or do you actually need to do it in unity?

#

I checked pin but I don't understand what he means lol.

wide steppe
raw hinge
#

I've seen quite a number of animal avatars like cats that have running/walking animations on them, how do people do that? I assume they're not all making it from scratch.

#

@wide steppe Dynamic bones aren't going to behave like that when you're in desktop mode.

#

also the amount of bones on that model, and having them all be dynamic. big oof for performance

#

especially when you're a desktopper that will barely be able to show them off

celest trout
#

Does anyone know if you can have a prefab object be emmited from a particle system?

wide steppe
#

@raw hinge I'm not talking about dynamic bones

#

I'm talking about the 3 balls

#

ignore the dynamic bones =_=

spring nova
#

@celest trout do you mean like actual gameobject meshes or just prefab particles?

raw hinge
#

are they set up as local particle effects or world particle effects?

spring nova
#

They're rigid bodies and joints, we talked about it already over in development advanced

wide steppe
#

You can't eject prefabs xD

#

prefabs are just like blueprints

spring nova
#

If they're gameobjects with meshes, you'll have to remake them as mesh particles and then just be a subemitter

wide steppe
#

Phase

#

He actually asked if he can project prefab

#

prefab is created when you pull thigns from scene to asset folder

#

it's basicly a blueprint for things

spring nova
#

Yeah, no need to make fun of him for it

wide steppe
#

I'm not

#

I just told him that he can;'t

spring nova
#

I'd rather correct a simple misunderstanding about prefabs than answer the 500th " I played an hour and I still can't upload"

lyric latch
#

can i get a quick rundown on how to use the ik follower

spring nova
#

Just make an empty gameobject on your hand, put the ikfollower component on it, and then put all your particles into it

torn pawn
midnight moss
#

@Yuumi, that works with avatars without bones??

clear yew
#

lol no lmao

#

you need bone if you want to animate a model

midnight moss
#

Oh

#

Didnt knew that

#

(Im new in unity as you see)

queen pewter
#

is there anyone who can help me out with making weapon? o-o this thing is confusing as ehhh

icy crow
#

making it appear in an animation?

queen pewter
#

uhh yes.

icy crow
#

have the weapon disabled by default
at 0:00 in the animation, enable it
at 0:01 in the animation, enable it

#

assuming you want this as a gesture

queen pewter
#

uh yes but like

#

how do you take out a weapon and shoot when you want?

#

o-o without pull out a gun and fake it with 2nd gesture

#

well like failsafe

icy crow
#

one gesture would be the gun, the other gesture would be the gun + the shot

queen pewter
#

how do you make 2nd animation to only work if 1st animation is enabled;

#

i know some people made this..

icy crow
#

so you only want the gun to shoot if the gun gesture has been used?

queen pewter
#

yes

#

thats wheere i am confused at

#

😮

icy crow
#

have the bullet particle system attached to a disabled empty game object, then when you enable the gun, also enable that game object

#

this way, the particle system will only activate when after the first gesture has been used

slim sparrow
#

Or just attach the particle system and sounds to the gun

valid estuary
#

problem with that is that you can make the particles only local without breaking everything

#

mostly

slim sparrow
#

IK Follower or fixed joints works

#

But yeah, fixed joint particles can't be a child of the gun then

waxen echo
#

Can anyone help me when i use my emote my animation wont play only the sound

charred oar
#

Can anyone help me, I'm trying to get a video to play in a animation but it is not working. What is the right way to add a video in a animation?

waxen echo
#

No

#

help me firsy

#

first

slim sparrow
#

@charred oar to play a video, you need a shader like the flipbook one

#

And a spritesheet

charred oar
#

ok cheers

valid estuary
#

i cant get ik follower to work

#

like at all

clear yew
#

did you put it directly in the particle system ?

valid estuary
#

yes

waxen echo
#

Can anyone help me when i use my emote my animation wont play only the sound

charred oar
#

I have the shader / the sprite sheet done, but how can i add the video mp4 to it or do i need to change the video file type or something else?

royal summit
#

If it’s apart of a avatar u need to make the mp4 into a gif then into a sprite sheet then apply it to the flipbook shader or a particle system

charred oar
#

ok i have done all of that and when i wanted to test to see if it plays, it does not 😦 sorry for asking for all this help

waxen echo
#

Can anyone help me when i use my emote my animation wont play only the sound

regal hollow
#

Your audio source might be to quiet

#

You might not be toggling it on

#

It might be disabled in a way you aren't changing

icy crow
#

Does your avatar go into the broken pose? @waxen echo

crystal vigil
#

hey, is anyone available to help someone who knows nothing about animation add a knife and sound to an avatar?

icy crow
#

put the knife and audio source onto the avatar, disabled. Then in the animation, enable them both at 0:00 and 0:01

#

and make sure there aren't any keyframes at 1:00

crystal vigil
#

could you post a pic or something? sorry, never done this before for anything

icy crow
#

not at my pc atm but youtube has some good tutorials

crystal vigil
#

I think i might have it. thanks

#

when adding the override controller do i need to put in every animation or just ones im changing?

nimble ridge
#

Now you can put only the ones you want to change

#

Really convinient

crystal vigil
clear yew
#

rip

crystal vigil
#

If i upload a gif of what i did up to this point can you guys help me see what went wrong?

clear yew
#

you didnt create your animation on a duplicate

#

that's your first problem

zinc lichen
#

Okay, so does anyone know how to add vertical motion with an animation? I've been trying to get my avatar to do a back flip and pose as two other characters drop down behind him. I first thought that this could be done with "Root T" but discovered that it's the start position or something. So now he just floats in the air with no vertical movement at all.

slim sparrow
#

@zinc lichen is this on an emote?

#

If so, you need to tick "Bake root transform Y" on the animation

zinc lichen
#

Yes

#

OH

#

So that should fix the issue with floating an lack of movement on the Y?

slim sparrow
#

Yeah

zinc lichen
#

Thanks

slim sparrow
#

Root T is actually vertical movement by the way

#

Inside the animation

#

Or rather, Root T is movement. The Y property is vertical movement

zinc lichen
#

I did wonder why it worked in unity but not vrchat

slim sparrow
#

That's simply because of those settings. Not sure why, but VRC ignores Root T unless you tick the bake option

#

Probably due to their IK system

zinc lichen
#

Again thank you

crystal vigil
#

so i tried using a duplicate and my model still buggs out like in the picture above. what am i doing wrong? it happens when i start to animate it.

slim sparrow
#

It's normal for your model to sink into the ground when animating

#

It'll look fine ingame

#

The problem is that the limbs are the wrong way around for some reason

#

Check the rigging tab and make sure it's properly T-posed

crystal vigil
#

so when adding just the knife and not the sound, it looks fine, but when i add the sound it goes to hell

#

Nevermind. i fixed it by making them 2 seperate animations

dark ether
#

@crystal vigil you activate both the knife and audio source in 0/1 seconds

crystal vigil
#

I ended up having to ditch the entire armature and give it a new one through mixamo

dark ether
#

Why

crystal vigil
#

it had so many extra bones i couldn't upload it and it made animation too difficult

fallen flax
#

@crystal vigil have you tried to use Cats plug in instead of the old method?

clear yew
#

Am I supposed to disable my duplicate before I export my actual avatar?

#

no

#

I can't export without removing it?

#

It says that it has no rig.

weary oak
#

got trouble with a invisible makeing animation it will let me become invisible but won't undo it when i cancel the hand gesture how can i fix that?

slim sparrow
#

Some models have that issue

#

I have no idea why it happens or how to fix it

#

Does your model have normal maps? @weary oak

weary oak
#

i think so? is it in the materials or ?

icy crow
#

how are you becoming invisible, just turning off your mesh?

weary oak
#

yeah i disable the body mesh i even made a animation which turns it on again but it doesn't work

icy crow
#

are you disabling the skinned mesh renderer component, or completely disabling your mesh/body object?

weary oak
#

completely

icy crow
#

hmm, that's the way I do it and it seems to work fine

#

are your animation keyframes set up properly?

weary oak
#

yes the keys are on frame 0 and frame 1

icy crow
#

I don't think the materials should have an effect on that

weary oak
#

there are 2 other things i added to the model : weapon and a crown but it shouldn't affect it because they got their own mesh

slim sparrow
#

I had similar issues

#

No idea why it did, but I stayed invisible for others

#

Looked fine to me

#

I ended up using stencils to hide myself instead

#

The only difference between that model and others, is that the problematic model had normal maps. That's the only thing I can think of

icy crow
#

would that matter though if you're completely disabling the body anyway?

slim sparrow
#

I dunno

#

It's a very specific bug that seems to be on VRC's end, and only affected that one model

#

The model in particular was an XPS model with normal maps

icy crow
#

what are the 2 best gestures to use for VR users to trigger a weapon and shoot animation?

weary oak
#

imo handgun and rock'n roll

#

these are the 2 which i don't use that often

#

and it won't get in the way if you're in your menu

icy crow
#

are the buttons roughly the same for both Vive and Oculus?

weary oak
#

vive has a (excuse me for that outburst) CANCER touchpad it depends where you shove the finger of the direction of the touchpad oculus has button combination for that