#animation

1 messages · Page 75 of 1

dense pond
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Hi, does anyone know how to animate a texture? I want to make a simple blinking texture to an avatar that doesn't have a lot of meshes and google isn't helping.

icy crow
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what do you mean by blinking? I'm sure theres a shader out there that you're looking for

slim sparrow
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I don't think you can do it like that

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You need to make a shape key that moves a bit of the model with a "closed eyes" texture slightly forward so it becomes visible

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You can also swap out materials in an animation

dense pond
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So I have a face texture that looks like this (below) and I'm able to rotate it. on the model. What I'm looking to do is just temporarily flash the closed eye portion of the texture for a second, say every 5 seconds, that allows it to look like it's blinking. I had a buddy that did it once and I can't get in touch with him

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oh I can't attach images 🤔

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hold on

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this is the face texture

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and I just want to make the closed eye part flash

slim sparrow
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I have a Guzma model which does that

dense pond
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Yeah this is one of the Skull Grunt MMD models

slim sparrow
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You sure the model doesn't already have a blink/wink shape key?

dense pond
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I don't think so? I'm very new to messing with the animations so I'm a little lost and tutorials are not helping

slim sparrow
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Open the model in Blender and see if it has blinking shape keys.

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Or in Unity, click on the Body mesh and expand "blend shapes", set the blink/wink ones to 100

dense pond
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I'm checking give me a moment

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this is what I see, does wink work too?

clear yew
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Wink and Wink 2 are for seperate eyes probably

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So just set them both to 100 and you'll have a blink

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er- wait..'

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Maybe Wink and Wink right

slim sparrow
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You need to check what does what in the shape keys

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If you use CATs you can create eye tracking automatically

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Wink 2 is usually the actual blink, wink is for a "happy" expression

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But CATS expects wink, although there's a blink shape key there

dense pond
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Lemme try it

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So creating eye tracking, using Wink 2 actually just makes the character's chest move when I test it

weary oak
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it's always wink and wink 2 right

clear yew
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I need some help with my Particle System

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when I use my emote it shows up but the particles are very very small and they're going the incorrect way

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I'm trying to make them come out of my hand but they like go out to the right

dense pond
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That's what I used

weary oak
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you need to rotate the particle system you alway ssimulate it in unity to see where they come out from

clear yew
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Ohhhh

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yeah because they came out corectly when I

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yeah ok

dense pond
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Okay so I have everything set properly in the plugin and it just moves other parts of my body

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not my eyes

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but my face is just a flat mesh, and one whole mesh, which is why I was trying to animate the texture

clear yew
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No matter what I make the start size they're so tiny though

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Nevermind, solved!

jade kraken
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if i wanted to make an animation over-ride / controller

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to make my guy walk a different way then the usual VRC humanoid

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what would i use, the same overrides used for emotes?

icy crow
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the same override controller, ye

jade kraken
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k

jade kraken
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what i wonder though: with that toggle on/off prefab, is it possible to toggle another model / armature entirely? like if i had some kind of mech i drop in from the sky via animation

weary oak
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it is possible a slogn as you add the model to your main model

slim sparrow
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Yeah you could do that

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You cannot actually switch out armature though

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You'd have to joint the other armature to your real one

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Closest I've gotten to a model swap is Toko Fukawa from Danganronpa. I found a Genocide Jack model with identical armature, so you can literally just switch meshes or materials

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But your armature is the one thing you cannot swap out

weary oak
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what you can do is filling the extra model into your modle you click to open the hierachy of your main model and drop the extra models on the list so it is as high ranked as the Body mesh

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and then you just simply activate them through hand getsure /emote

clear yew
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I'm having trouble with lip syncing and avatar animations on my avatar

rocky elm
clear yew
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You sadly need longer than that man

rocky elm
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How much this is stupid

clear yew
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3 days + I think

rocky elm
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Fuck sake VRChat

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When did they add this bullshit

clear yew
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They'll send you a message when you're allowed to do upload on VRChat

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@everyone

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Is there someone who can help with my animations?

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just started out on my first model convert....I know how to use gestures to trigger an animation. The only thing I havent figured out is if you can link or chain more than one animation tied to one gesture

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cant get a clear answer on this anywhere i look

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all tutorials are for the same old basic overrides

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hoping someone sees this and knows the answer

valid estuary
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so i have a breakdancing animation and some just break of them

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because you cant move sideways in an emote whyever?

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like iam supposed to spin but it just gets stuck

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doesnt do it in unity there it works perfectly fine

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anyone got an idea for fix?

vagrant heron
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Does anyone have the muscle editor unity asset?

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Nvm I got it

clear yew
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So I added a custom override to my avatar

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and I detached the blueprint ID and reuploaded as a seperate avatar

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but now it's red and I can't select it.

mortal patrol
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so if i want to animate something getting bigger, how do i make it so that change is there until i stop the hand animation? just leave that after empty or?

valid estuary
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so i have a breakdance which works perfectly fine in unity but breaks ingame

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the animation also puts my character higher than it should ingame

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which doesnt happen in unity

placid wigeon
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Emote has a limit on how many sec the animation is

woeful seal
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maybe deactivating the armature/skeleton is unnecessary, i haven't tried it without that yet

placid wigeon
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when i do an Emote with an Audio source they just automatically stop once the animation is finished

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well if its an audio source in Gesture you will have to change to a different Gesture to stop the first one

valid estuary
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what is the emoute limit?

woeful seal
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you mean how many or duration?

valid estuary
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duration

woeful seal
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i don't think there is a limit

valid estuary
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Hmm

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Then the question is why does my animation break ingame in unity it works perfectly fine

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Its breakdancing for 1 minute

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But some parts of it stop spinning and it actually starts too high

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I cant realy troubleshoot it since it works perfectly in unity

fallen flax
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45s limit till it breaks @valid estuary

valid estuary
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how does it "break"

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it just glitches out at that point?

clear yew
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aye

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Yeah this crashes the game

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wtf

valid estuary
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is it exactly 45 seconds?

fallen flax
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It should be, yeah, but even if your animation is longer the first 45 seconds should not glitch out.

valid estuary
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oh but it did

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like it stopped rotating in 2 of the like 6 different dances

valid estuary
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its still being broken ingame and unity it being fine

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it also stops before 45 seconds

weary oak
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solved my issue on the invisible animation i won't hide body mesh anymore but apply new materials to every single material all of them being infused with the firewing shader and set the transperecy all the way to the left so everything get's transparent

weary oak
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ok the single issue is the eyes won't get invisible

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they stay visible no matter how many times i try to apply the shader on them

torn pawn
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disable your mesh renderer

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not your body

weary oak
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hm someone told me yesterday the opposite but i guess i can try it

weary oak
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didn't work it's the same issue i have with when hideing the body mesh

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with the way how i do it it makes everything invisible and back to visible only the eyes remain visible

icy crow
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what was the issue when you disabled your body?

weary oak
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i will be invisible for others when i start the animation but once activated i stay invisible even if i cancel the gesture

icy crow
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hmm

weary oak
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so what i did was trying to work around with firewing shader to apply transparent materials on all materials while i use the animation

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it worked good but the eyes remain visible

icy crow
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yeah some materials don't like going invisible when you change them like that

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I had the same issue when some semi transparent materials, so I ended up just disabling the body

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worked fine, not sure why yours doesn't

weary oak
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idk either

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i'm useing only mmd files converted to fbx

icy crow
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what materials are on your body at the moment?

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before you go invisible

vapid elbow
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bois, I've added 2 animations on my character, first one with marker and second with particles, they both work well but after I'm using with particles my marker can't be toggled anymore, how do I fix that?

weary oak
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i'll send a screenshot of the materials

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@icy crow

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self illumin is only on the eyes and i also switched back to flat lit toon to see if that is causing the issue but eyes remain visible even on flat lit toon

valid estuary
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anyone here who knows shit about animations

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cause i literally cant fix my breakdancing

woeful seal
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Hey, I have humanoid model with extra arms, I'd like the other arms to mirror what the main 2 arms are doing so i got a suggestion of using fixed joints to do it. To test it out I put all rigid body components on the main left arm's bones (all way down to fingers) and then added fixed joint components on all the bones of the second left arm. It seems to work for the most part but sometimes the fingers go wild like this https://imgur.com/a/Lx8Virt

slim sparrow
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Lmao

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What are the settings on the rigid bodies of the main arms, and the ones on the extras?

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Perhaps post a screenshot of both

woeful seal
slim sparrow
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On the main arm: You need to set angular drag to 0, and freeze all the positions and rotations

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On the second arm: set angular drag to 0. Don't freeze anything.

woeful seal
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thanks i'll try it now 😃

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still getting kruger fingers 😛

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there is slight difference in each bone hierarchy, the other arm has extra intermediate bone nodes that didn't get merged/removed when I applied cat pluggin fix up

slim sparrow
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I think if you just don't joint those bones, all is fine

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Don't joint the extra bones to anything, just leave them as they are. Don't give them fixed joints or rigid bodies

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Or make sure the bone hierarchy is the same

woeful seal
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yeah did try that at first but parts of the arm mesh wasn't moving

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i'm thinking of merging those bones in blender but i don't think this is the reason for the fingers getting extruded

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actually it's not that parts of the mesh doesn't move but getting stretched

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in any case i've tried removing them and the fingers still do the same thing

lucid heart
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you need to freeze the position of the fixed joint or else it won't rotate around the right axis. in the "connected body" tab you have to put the rigidbody from which the movement should be copied

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I tested a little bit with animations on my avatar and now the eyetracking and blinking is broken, it doesn't work anymore at all, even if I remove the custom animations.

woeful seal
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@lucid heart so fix all pos/rots on source rigids and just positions on fixed joints?

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i mean freeze sry

lucid heart
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yeah, that way the bones just copy the rotation

woeful seal
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but only on the fingers?

lucid heart
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or else they would move depending where the axis of the original bone is

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I put it everywhere

woeful seal
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kk thanks for the tips

lucid heart
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ok, renaming the eye bones worked (were named EyeL and EyeR instead of LeftEye and RightEye)

weary thunder
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Anyone willing to share the Orange Justice animation file?

bold loom
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Hey anyone have any ideas on how I'd lift my shirt up for tummy rubs with an animation, would I just set it to record the manually move the bones up?

ashen gulch
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anyone got any tips on making visemes look good? all im good at is making it look like a puppet mouth

ashen sedge
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@lucid heart Eyes might sometimes look crosseyed in mirrors, however assuming you set them up properly everyone else will see them just fine

lucid heart
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@bold loom you could do it with a shape key
@ashen gulch look in a mirror and move your mouth like you wanted to make the particular sound (ah, e, n etc) and try to shape the lips accordingly

ashen gulch
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could do

bold loom
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@lucid heart would the method I suggested work as well, shape keys are one thing I haven't quite figured out yet

lucid heart
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look it up, it's easy to learn

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bones would be possible, but annoying to make

bold loom
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Okay then, I'll give it the good old fashioned college try, because I want to be cute af

stray sinew
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Does someone have a proper value or setup for having flittering confetti as particles?

woeful seal
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@slim sparrow @lucid heart those fixed joints worked so well, much better than i expected thanks!

swift shoal
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I was wondering if anyone could help me with muscle animator? This is probably a simple fix but I can't seem to figure it out. I want to use muscle animator but it won't allow me to click on anything and says "you should back up your clip files before using this tool!". I'm not sure how to back up my clip files or what it really means so it won't allow me to do anything

queen pewter
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uhh

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you gotta hit the record button first before doing muscle animation or else slider will stay grey

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:3

swift shoal
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Thanks!

weary thunder
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so i am having a bit of trouble correctly assigning an animation to a ShiftF8 key, any help/advice?

high goblet
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Getting this error in the SDK Build Control.. I've used SnailMarker before... Not sure why this is popping vrpill up.

"The Following component types are found on the Avatar and will be removed by the client: SnailmarkerAnimationCreator"

dense granite
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Anyone knows why, when I add gestures and upload the avatar.
The animations are super slow

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Tag me when you know the answer plz

clear yew
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@dense granite I know the answer

queen pewter
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I am looking for person who has good knowledge of riged body.. please help :[

clear yew
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just ask your question and if somebody know he will answer

queen pewter
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I have a a arm-like gear attatched to my arm with rigidbody both arm / elbow. It works perfectly in vr however whenever I do some crazy dance emotes, the gear part gets dislocated for somreason. It's still working but initial rotation is off

slim sparrow
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@high goblet you need to actually click the creation script

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That will make a new prefab and you can delete the old one

dusty plume
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Anyone know how to randomize an animaiton that can be played (or an audio file)

slim sparrow
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@dusty plume there's a method that's random enough for it to work, since it's influenced by whenever you activate it

dusty plume
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That sounds rad, whats the method?

slim sparrow
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But it requires you to suspend an animator which is pretty difficult

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Check the toggle props package, it has an animation file included which can disable Animator components. When you disable an animator component, the animation state it's currently in will stay there

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So you need an object with, for example, three sub-objects. Every sub object has another object below it, with an audio source or whatever you want to play

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The object should cycle between the sub objects. On a gesture, you stop the cycle and activate all child audio sources at once. Since only one object will have been enabled by the animator, you only hear that specific one. If they cycle every second or every few seconds, that's random enough to work

dusty plume
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That sounds perfect 😍

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Going to be running a radio, and gun effects on an avatar

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Whats the toggle props package though? @slim sparrow

slim sparrow
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¯_(ツ)_/¯

slim sparrow
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The gist of it is that you can use emotes to toggle objects on/off

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But it doesn't sync very well to late joiners unless you change the way it's set up

clear yew
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basically it's trash if you dont put a reset emote on it

slim sparrow
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Friend of mine has a Fallout radio that he can toggle on, it's cool

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@clear yew or if you set it up in such a way that you have one for off, one for on

dusty plume
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Reset emote?

clear yew
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Reset emote.

dusty plume
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How would that work? just an emote that animates a value to 0?

clear yew
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basically yeah

icy crow
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I tried that method you said with the animation that resets the fixed joint object to 0,0,0 when its not being used, but it doesn't work for me @clear yew

clear yew
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REEEE

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i dont know

icy crow
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:<

clear yew
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y'all trash what can i say

icy crow
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tru but

clear yew
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half the people i gave that shitty prefab

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it's fine

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works perfectly

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half of them it's bugged out

icy crow
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what prefab?

clear yew
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the prefab i did for the fixed object in world

slim sparrow
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Yeah, I think one of your explanations back then wasn't entirely correct

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A friend of mine did it the way you explained at the time and it just got reset to world 0

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He did it slightly differently and it worked

icy crow
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how does one fix

clear yew
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@slim sparrow u w0t m8 ?

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which part is false ?

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i did it recently again for a new avatar and it worked

slim sparrow
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Well I dunno, I did it as you said and it's just at world pos 0

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I even showed you screenshots of the setup way back then

clear yew
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what did he do differently ?

slim sparrow
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I don't know yet

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Or at least, he told me but I forgot

clear yew
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:(

slim sparrow
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Yeah, I'm absolutely sure I did this correctly. Just for reference again:

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Parent object: this is under my avatar, next to Body and Armature. It has a legacy animation on it.

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Child object: under the parent. This has a fixed joint connected to nothing. Position and rotation are both reset to 0,0,0 by the parent's legacy animation.

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This object is enabled by default, as is the parent

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And then under the child object, there's a cube.

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And yet it still doesn't work

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On a gesture, I enable the cube and disable the legacy animation

clear yew
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yep

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that's all i have

regal hollow
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I'm the friend that did it differently

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for me when I toggle the cube on and off everything just stays at world position 0,0,0

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I have to toggle the fixed joint on and off for it to work correctly

chrome elbow
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what are keybinds for hand gestures

slim sparrow
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Hold left or right shift, then press F1-F8

covert hawk
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does anyone know a good raibow shader that has the transparent or the cut out option?i need a texture with writing to work as a rainbow/colorswap

slim sparrow
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I got an animation file but it's 12 times too slow.

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Any way to speed up the animation file itself?

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If I put it in an animator controller and set the controller to play it at 12 speed, it looks good.

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If I change the sample rate to 360 instead of 30, it becomes very shaky.

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Dragging the keyframes to match the correct end time also makes it shaky

clear yew
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https://imgur.com/a/X0FJDhv

So what I'm wanting to do is animate a loop with these drones ( Moby and remy). How do i do that?

Also , Is this the right spot for a weapon/item/etc to go in? I mean they aren't going to be on her hands tho.

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if it's related to naimations then yeah

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it's here

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what do you want them to do ?

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I want the drones to like float up and down forever loop

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parent them to an empty game object

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and animate it to make them move

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oh thank you

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feel free to ask for the next step

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after you are done with the animation

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Yea im a beginner at Unity lol

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yea

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easy enough, you just move the y axis

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for the parenting , i dont parent anything right? for the drones?

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and ty

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you just parent the drone to an empty game object

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so you can animate that game object and make it loop permanently on your model

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Alrighty

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i sound stupid but , whats a empty game object (sorry jakshdkas)

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exactly what it is

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empty object

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not a single component

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or anything

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top left

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gameObject - > create empty

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Thank you very much!

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Game object doesnt have to be parented to anything right?

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not until you finish the animation

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then you parent it to your model

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spine bone i would guess

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yes

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oh good

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you should probably renamde the body and armature to something else

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can get fucky with mirrors if your have 2 meshes named body

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ty

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i add the animation component on the moby and remy or the game one?

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game one

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ok ty

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want some more screenshot ?

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yes pls !!

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alright

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this is my hierarchy

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at the 10 seconds mark you put the default value so it goes back into original position

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tysm!

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you talking about your model ?

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yea when i select it

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yeah don't worry about it

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oh phew

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also remove that light that you have in the hierarchy

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it's useless

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ty!

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did you parent the game object to your model ?

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yep

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since there are supposed to be in the same spot

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alright

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i think you can also parent it directly under your model

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same sport as armature and body

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but it should work perfectly fine like that

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also don't forget to rename the body and armature of your 2 robots

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thank you!

sweet zealot
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particle question - how do i make a particle stick to a surface without bouncing once it collides with something? I cant get it to not bounce

clear yew
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You should be able to set its bounce value to 0 in the collision section

cedar root
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If anyone can help, I've been looking for the mmd dance for "Deep Blue Song" but so far the original website doesn't have the file any more, and I haven't had luck so far trying to find it reuploaded somewhere else, so if anyone has the file or knows where I can find it please let me know, it would be highly appreciated

sweet zealot
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the bounce is set to 0 but it still slides for some reason

slim sparrow
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@sweet zealot if you want particles to stick, set Bounce to 0

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And damping to 1

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The thing that makes it stop completely when it hits a surface

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Otherwise it'll keep its velocity and slide off

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Are you using that "align particle with velocity" shader by any chance?

sweet zealot
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strangly enough i already have it set to that and the particle slides right off the test cube

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no special shader, its standard cutout

slim sparrow
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Alright

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Well, it shouldn't be sliding off if the damping or velocity loss is 1

sweet zealot
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it IS using stretch billbord, if that would cause the issue?

slim sparrow
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I don't think that's the issue

sweet zealot
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do you mind if i send you a quick screenshot of it?

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cause imgr is being a butt right now

slim sparrow
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Sure, but I won't be able to respond for some time

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Gotta take a test for our Unity class lol

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Ez

sweet zealot
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no worries, im so braindead right now i have no juice left for tech support tonight

dusty plume
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Has anyone here done good gun sound effects before, trying to figure out how to randomly trigger 3 sets of different sounds every 0.12 seconds

rapid steeple
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I can't find animation override in my sdk. I watched Tupper's video, went in the search bar and typed in override. No results

slim sparrow
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Did you import the SDK correctly?

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And did you import it yourself?

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No premade projects or anything

rapid steeple
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Nothing premade and I'm sure i did

slim sparrow
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Should be in VRCSDK/Examples/Sample Assets/Animation

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CustomOverridesEmpty

rapid steeple
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Yeah I didn't see that

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If i were to remove sdk and all, import it all again, would I be able to keep all my stuff like projects and such?

glossy rose
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i just ported an animation but its too slow how do i make it faster? lenght 100

vital musk
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I got an avatar rigged and using custom emotes, which worked fine, but at the time it didn't have proper finger bones so I added them manually

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That works, but some emotes I added (from Mixamo using the same model) just make my avatar disappear when I use them in-game

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They're added to the custom standing animation overrides in Unity, and preview fine there too

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No fancy sounds or particles, just some dances

icy crow
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@slim sparrow I still can't get this reset animation to work properly, I don't know what i'm doing wrong

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I have:

  • fixed point with reset animation
    -- fixed joint
    --- objects
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the fixed joint is disabled by default and then I enable that in the animation as well as disabling the reset animation

regal hollow
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What about it isnt working properly?

icy crow
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the object doesn't get reset to its original position when not in use

slim sparrow
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Fixed point has legacy animation that's enabled by default right?

icy crow
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yeah

slim sparrow
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Animation component, animation is set to legacy, wrap mode set to loop

icy crow
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yup

slim sparrow
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Animation has the typical 0:00 and 0:01 keyframes etc

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Hmm

icy crow
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when I'm making the reset animation, do I click on the fixed point and then click create animation?

slim sparrow
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Yes

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This will temporarily add an Animator component to the fixed point

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You need to delete that afterwards

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That's needed to make the animation file

icy crow
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it doesn't make an animator component

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and when I go to add property in the animation, it shows all the same things as my parent avatar would show

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should it do that?

slim sparrow
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Err, no it should not

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Ohh, I get it.

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Try manually adding an animator to the fixed point object, then creating an animation on it.

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Then use that in the animation component

icy crow
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ah ok this looks better

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doesn't show all the other properties

warm token
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im new to animations how would you start a "spider rain" animation? can i somehowe make particles look like spiders?

slim sparrow
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Yeah

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@warm token billboards will be the most efficient for this. Find a 2d texture/image of a spider.

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Then make a circle-shaped particle system above your head that emits spiders, and enable gravity and collision on them

icy crow
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now the objects don't spawn at all 🤔

warm token
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how can i make a billboard?

icy crow
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particles are billboard by default

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oh I'm stupid nevermind

warm token
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i think i got it now i just need to get the particles transparent

icy crow
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hmm, so the reset works now but the object ends up getting lower and lower into the ground everytime 🤔 @slim sparrow

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use one of the particle shaders @warm token

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with a spider png

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ok wait nevermind again, my object has an animation where it hovers up and down, so when if I disable it when it's at it's lowest point, that's where it spawns next time

slim sparrow
#

Yep

icy crow
#

is there a way around that?

slim sparrow
#

You can prevent that by putting the animation one layer lower

#

So the fixed joint object is unmoving

#

And the object below that is moved instead

icy crow
#

so instead of resetting the position of the fixed joint, I reset the object instead?

slim sparrow
#

No

#

You apply the up/down motion to the child object instead

#

Just make sure it all stays within that little hierarchy

icy crow
#

what's the child object?

#

my hierarchy:

  • fixed point
    -- fixed joint
    --- world object parent (empty)
    ---- clone of my avatar (with the floating animation)
slim sparrow
#

If the floating animation is just on the clone then it should be fine

icy crow
#

yeah it is

#

well, it's on an animation override that I use for my actual avatar

#

I just put that into the clone's animator slot

slim sparrow
#

It should be fine, but maybe you should give it a proper animation controller instead

#

Like one that just plays the animation and nothing else

native glen
#

I have this vegeta model and I would like to add mouth movement/animation I've looked up videos but I'm still very confused, and I'm also a noob at dis kind of stuff

#

plus when I try to add a shape key there is none there

visual marlin
#

cant quite figure out how to make my magic circle start at base of feet and expand

vital musk
#

@native glen I'm a noob but if you're using Blender, the shape key menu only appears in Object mode I think

#

if you're in edit mode or inside an object I don't think it shows up

dull plaza
#

Can someone pls, fill me in on the secrets of a few animations? Like toggling objects with emotes, and the “i don’t feel so good” meme animations that people keep doing

muted prairie
#

How do i get my model out of the ground after adding an animation to it ? I think it has to do with checkboxes in the anim panel, but which ones 🤔

dull plaza
#

What kind of animation are you applying to it?

muted prairie
#

Horse-ish anim onto a horse-ish armature

dull plaza
#

Hmm..I’m not quite sure its possible. From what I know about animations (albeit very little) the model should be above ground in the animation itself? Unless you applied the animation to the original model and not a duplicate to make it, then im not quite sure how to help

#

Every video ive seen on the subject makes “applying an animation” seem like a very one-way process when it comes to the model

muted prairie
#

Original animation was above ground though, i'm basically applying it again to the fixed armature in the same model

#

Ok, the solution is to set the Root Transform Position (Y) and give it a negative offset

dull plaza
#

Aah sorry I wasn’t able to be of much help xD still kinda new to this stuff

mint prism
#

following problem. I try to change a material in an animation but every time i restart the recording it resets the material to the original.

#

It worked fine before and for some reason it doesn't makes it anymore. This makes no sense for me

#
  • it works for every other material but not for this one
native glen
#

@vital musk I tried dat and it won’t show for some reason I guess it’s cuz they’re not animations for dat

waxen hound
#

do custome walk animation work? I falling in the floor. Do i set it up the same as i do for normal gesture animation and attachment animation item?

chilly topaz
#

has anybody been able to disable head tracking during certain animations like flying for models with full body ik enabled? i've only been able to make it work without full body ik

muted prairie
#

Any idea why idle has my animation playing in the ground, but the same animation for walk/run/strafe is above ground ? is there something specific to do for idle ?

ashen sedge
#

Not sure why that is happening but if you add the "Root.T" property to your idle animation clip then you'll be able to adjust the height manually atleast. I do that with my smaller avatars for their sitting animations to make them be seated at proper height.

muted prairie
#

You mean the root transform position Y ?

#

If not, i have no idea how to add a property to an animation

#

Oh you mean the clip itself

ashen sedge
#

Yeah, inside the animation view itself

#

Might take a couple of attempts eyeballing to get the height perfect

muted prairie
#

So that would be using the hips transform and "position" ?

ashen sedge
#

Well, does your view port go down aswell when idle? Or do you just see your avatar sink below the ground?

muted prairie
#

Just see the model sink

ashen sedge
#

Ok, then you probably want to use the hip bone position instead.

#

Root.T would move your viewport aswell, moving your armature does not

muted prairie
#

And do i just add the transform for position for all keyframes ?

ashen sedge
#

Yup, that should be the case

muted prairie
#

If i guess correctly i should also disable the root transform Y too ?

ashen sedge
#

Think so yeah.

mint prism
#

i have this problem with unity

#

everytime i hit the red bottom it resets element 4

#

if someone has an solution for this i would be really glad

muted prairie
#

I definitely missed a step Zarni, now all my anims play in the ground, not even on hips level

spring nova
#

@mint prism that's because when you hit the red button it's displaying what the elements values are in the animation, which is different from what their default non-animated state. You can just change them when in recording mode to be what you want, or if you don't want to change them away from default state at all you can just remove the keyframes that are doing that

mint prism
#

oh no i know that

#

i mean 1) i hit record change the element 2) hit record again to stop recording and see that everything is default again 3) hit record again and only element 4 is staying in default

#

the other elements change but not only element stays as default

spring nova
#

Try restarting unity

mint prism
#

thats what i also did ToT

wary parcel
#

you must have forgotten to add it as a 2 node animation with the same between both, just remember if it is pulled out over a specific time you need to check the curve that will change it back to default.

mint prism
#

2 node animation?

wary parcel
#

nodes, the animation nodes.

#

you doing loop right?

#

you sure its not wrong on the first?

#

cant see anything on that gif

mint prism
#

im doing a longer animation

wary parcel
#

you sure you got the same Material on first and second node?

lyric edge
#

Im still having trouble with talking animations. I need help please

clear yew
#

just tell your problem

#

it's useless to just say "i need help"

lyric edge
#

I want to have my eyes light up and off when i talk

#

I have two separate eye meshes already. One with lights off. One with lights on.

clear yew
#

only way i can see this

#

is having 2 pairs of eyes

#

with 2 differents materials

#

one that is normal and one that glow

lyric edge
#

Ok

clear yew
#

and you just need to move the one that glows forward and the normal one backward when you talk

#

you can use CATS for this and customize the 3 shapekeys used to create the visemes

mint prism
#

@wary parcel im pretty sure

lyric edge
#

Ok

mint prism
#

i made it a 2 noded now for testing reason but still it always goes back to default

clear yew
#

what is that picture supposed to show ? that you changed the element 4 ?

mint prism
#

basically i try to switch the material of the elements... it works for every except 4 that always goes back to the default material

clear yew
#

the fuck

mint prism
#

it doesnt change in the timeline but when i uplad the avatar it is the default material

#

when i add a new keyframe it shows the default one

wary parcel
#

must be a name problem

#

what i think

mint prism
#

name problem?

wary parcel
#

Oh wait

#

mark both nodes then rightclick in the animation window

#

select Auto Clamped

#

try now.

#

Curve problem :p that would make sense if it is stuck at 0 and not at 1 then it would be the default material

mint prism
#

ah

wary parcel
#

you can check the curve editor also

mint prism
#

it shows now on the second (1) the default mat

#

the curve doesnt say anything

wary parcel
#

you have to select the object you want to see

#

you are now watching the game object active stuff

wary parcel
#

hmm seems mesh render does not show up there

#

worked on a big animation ingame, but never had any difficulty with that

mint prism
#

is there a swich to turn it on?

wary parcel
#

no

#

you just drag the material to the slot when you have the record on

#

that should be it

#

you are changing texture in the slot?

#

not Materials?

mint prism
#

no the materials

#

since i change shaders

wary parcel
#

mine looks like an ball

#

damn it.

#

hate this link image stuff

mint prism
#

oh cause its the dissolve shader

#

yeah me too^^

wary parcel
#

it works on most channels anyway why have it

#

ugh

#

you are not using an Material?

#

Shaders is whatever.

#

You just have to move the Material to the slot.

#

if you want to edit one you have to have more

#

if its not just editing some values on one of the materials

mint prism
#

yep im moving the material inside the element slot

wary parcel
#

no editing?

mint prism
#

no

wary parcel
#

works with other shaders?

#

Materials

#

this seems like you have missed an step somewhere

mint prism
#

okay thats even more fucked up D=

#

the material i put in element 4 switched to element 2 and element 4 reverted back

wary parcel
#

you got some material fuckup there, back to Blender with the model

#

check there

#

check naming of the materials that it is different

#

or not

#

whatever is your prefference

mint prism
#

the names are different

wary parcel
#

but they may be linked in a way Unity does not understad

#

your on your own for now. im out! 😄

mint prism
#

okay thank you for your time^^

slim sparrow
#

@mint prism you cannot change every material within an animation

#

Unity won't let you for some reason

#

You need to keep at least one material as it is

mint prism
#

oh really so it choses the material by itself?

#

because in the animation i made i had one material on default

clear yew
#

@slim sparrow wait wtf

#

why

slim sparrow
#

I dunno

clear yew
#

and is the material chosen randomly ?

slim sparrow
#

I was never able to swap all materials, one always stayed behind and the inspector would glitch out and not allow me to add the last property manually

violet kraken
#

im pretty sure i did that before

#

need to try that out

slim sparrow
#

That model had another issue though

#

When I disabled my mesh or mesh renderer, it wouldn't re-enable for other people

mint prism
#

okey even when i change only 4/7 it stays default

#

is there a way to change the element order?

languid gull
#

Bit of a noob question but how does animation priority work (If that's the right word for it)

#

I find that head tracking and sometimes hand tracking is still active during emotes

slim sparrow
#

@languid gull that's caused by not having finger bones

#

You need at least one thumb, index and middle finger bone on each hand, even if they're fake bones.

#

That's the "full-body IK will be disabled" warning from the SDK

languid gull
#

Ah

#

I noticed it with a character that had no fingers but I did get a similar error message with others because of the pelvis angle

slim sparrow
#

Pelvis angle is another issue

languid gull
#

Should I worry about it? Don't want to leave an avatar with an error in it

slim sparrow
#

No

#

You can fix it if you get issues while crouching

languid gull
#

Just worried that it'll goof up if somebody's using bodytracking.

slim sparrow
#

If it looks fine while crouching it generally looks fine while in FBT

cinder cipher
#

my animation turned out interesting

clear yew
#

2/10, doesnt spin fast enough

cinder cipher
#

i just couldnt clip it going lightspeed tbh

#

felt pretty dizzy

summer elk
#

how do i extract an animation file from an FBX

slim sparrow
#

Ctrl+d the animation @summer elk

summer elk
#

oh

upper bone
#

how to make gun twirl animation

slim sparrow
#

Gun's origin point must be around the trigger if you want it to spin around the index finger

#

Then you can just rotate the gun in an animation

upper bone
#

oh oki ty!

muted prairie
#

Still can't get my model to hover during the idle animation on idling, but all the other anims hover.

slim sparrow
#

Do you want up/down motion?

muted prairie
#

Tried every checkbox, Zarni's fix, moved my model up before export

#

Nope, just be at the same height during the anim

slim sparrow
#

Hmm

muted prairie
#

it works for all of the motion ones, but the idle is half in the ground

slim sparrow
#

Moving your model up alone isn't gonna do it, you need to change up your hierarchy a little bit. Let me start up an older project real quick

waxen hound
#

is there a way to just export animation from blender and drag it onto tha model in unity? trying to look for a tutorial. I use a tf2 animation and now trying an overwatch animatoin but the animation stays stuck to the model. if that make sens.

muted prairie
#

duplicate it

#

ctrl + D

slim sparrow
#

It's an album, not just one image

#

If you raise your model up and leave the Root game object where it is, it should work

muted prairie
#

Ah, very cool, i'll try that thanks

slim sparrow
#

If your model is actually in the ground during idle, it's possible that your idle animation has no Root Transform Y, or the Root Transform Y is too low

#

It's the Root T.Y property in the animator

#

I always set mine to 1

muted prairie
#

But why would it be at a different Y position in idle and walk ?

slim sparrow
#

Are they the same animation?

plain geode
#

i have a problem. i added a weapon to my avatar in unity, and the animation is fine but ingame my right hand where i hold my weapon just do nothing. it supposed to grab the weapon but the hand is open. My left hands works fine, i even started a new project and fixed the model again with CATs, but its the same problem again .. left hand is a fist and right hand does nothing. i dont know what i did wrong

muted prairie
#

Exact same animation, that's why it's extremely confusing

slim sparrow
#

Final IK plants your feet onto the ground in idle

#

Oh, that's weird

#

Then it should work fine

muted prairie
#

Yeah but my feet were extended so that my model was hovering

#

unity is driving me insane

slim sparrow
#

That shouldn't matter either way. I've had models raised 2 meters off the ground

#

That's weird

muted prairie
#

I tried your method and it didn't work

slim sparrow
#

Hmm, there's one more thing I can think of, gotta start Unity up again

#

I have "Apply Root Motion" ticked on the animator component of both the Root Object and the actual model

#

Is that the case with yours as well?

muted prairie
#

Wait, there's one thing that i thought about, since desktop has seated mode by default, does adding my override to custom sitting anims make a difference ?

slim sparrow
#

Custom sitting anims are only used in chairs and other VRC_Station components

#

So that should not matter

muted prairie
#

Am i supposed to keep the component on the model itself ?

slim sparrow
#

I think so yes

#

At least, I have an animator component on the model itself and it works for me

#

But I also have one on the root object

muted prairie
#

Isn't going to give me two view position ?

#

oh ok

slim sparrow
#

VRC avatar descriptor needs to be on the root object though

#

Not on the child model

#

Otherwise the method won't work and it'll just be a regular avatar model ingame

upper bone
#

btw do i do the gun rotating on the gun itself or on the avatar while the gun is active

slim sparrow
#

On the gun itself is better

#

Then you can activate a version of the gun that rotates itself

upper bone
#

so basically i'll have a version of the gun that doesnt rotate just for holding and then the version that rotates?

slim sparrow
#

Yes

upper bone
#

aye

muted prairie
#

Ok, actually the empty game object method worked, i just needed to add an extra meter to the model itself

#

But the idle anim on idling doesn't play for the lower half of the body

#

it looks like it's trying to touch the ground with its feet

#

Well, good enough regardless, thanks for the tuto Rokk

crystal iron
#

One question that should be already known to many players, except I still don't know that :v

When animating an idle but the legs are splited but the legs ingame are reloacated itself back to the center location... how do I fix that?

#

Should be something like this

slim sparrow
#

Final IK automatically plants the feet into their "normal" positions ingame

#

I don't think you can stop that from happening

#

Other than not looking down if you're in desktop

crystal iron
#

I see... so that IK really didn't has a way to avoid it

upper bone
#

@slim sparrow i animated the gun but like do i put the animation on the gun in the animation component or how does it work?

crystal iron
#

Thanks for the answer 😄

slim sparrow
#

@upper bone you have one gun with no animator component, this one is for holding

#

You have another gun with an Animator component on it. This animator has an animation controller that's set to automatically play the spinning animation

crystal iron
#

(I somehow can't upload a picture here .-.)

slim sparrow
#

This animation controller should have been created automatically when you made the spinning animation

#

Otherwise you can remake it by dragging the animation file onto the gun

#

@crystal iron yeah, you can't

#

Gotta use imgur instead

crystal iron
#

ohh

slim sparrow
#

I forgot why but they had a good reason, especially in such a large Discord

#

Has to do with automatic expand settings

crystal iron
#

Yeah, kinda understand that. Discord has to upload the image in some server anyway

#

wait, I found this, is this think work? If it works, I would also be able to fix my Battleship Water Demon Turrets (which I gave up long ago) too

slim sparrow
#

If you have Final IK then yes

#

This is more of a guide to making Final IK components work on your avatar

#

But it's a bloody expensive asset

#

And I don't think overriding the game's IK works at all

#

You can only add onto it

crystal iron
#

Oof... $90

slim sparrow
#

It's not worth it, especially because there's no guarantee this will even fix it

crystal iron
#

Yeah... I'll stick with what I currently be able to then

undone glade
#

Was snail marker updated or something or do people use something different by chance?

#

Set it up and for some reason it's not working.

#

Tried going by the video in case I missed something and results are the same. Which is strange because I just got done walking another person through it and it works fine for them.

upper bone
#

it should be working, i did it just yesterday

lyric edge
#

When ever i add a custom animation, my avatar goes into a weird crouch position

slim sparrow
#

In which slot did you put the animation? @lyric edge

#

If it's anything other than a gesture, you need to define the whole body's movement and Root T, not just the one part you want to adjust

#

This goes for emotes, walking, and idle animations

lyric edge
#

It is a gesture animation where i make a weapon appear

slim sparrow
#

Oh, you mean it goes into crouch in Unity?

#

That's normal

lyric edge
#

In the vr chat game

slim sparrow
#

Just make sure you create the animation on a duplicate of your model, not your model itself

lyric edge
#

I did. There must be something im doing wrong as when i do the gesture, the avatar gets stuck in the crouch position

dusty plume
#

Make sure that there are keyframes for all the muscles in an emote

#

For a gesture. Make sure there are no keyframes for muscles

slim sparrow
#

I don't think gestures can affect muscles, so I don't know why that is happening

#

You should only have finger movement properties

lyric edge
#

Would what the weapon be parented to be the problem?

dusty plume
#

^^^ yes if you have finger animations dont delete those mucles

#

Nooooo, wouldnt cause the model to default to muscles being 0

lyric edge
#

Yes!

slim sparrow
#

Yeah, that's the default pose when you add all muscle values but only define some of them

dusty plume
#

Yep, delete muscle keyframes that are not relevant to the animation

lyric edge
#

Ok

#

Do you mean only having relevant keyframes in the animation pane?

slim sparrow
#

No, relevant properties

#

The columns are frames, the rows are properties

dusty plume
#

Yes I guess proper terminology was needed 👌

lyric edge
#

Ok

dusty plume
#

Yo Rokk, you said there was a way to randomise a sound right?

slim sparrow
#

Sort of

lyric edge
#

I appreciate the help @slim sparrow @dusty plume

dusty plume
#

well, "randomise"

slim sparrow
#

It's difficult but yes. Not recommended for if you need to quickly cycle between sounds

#

But it would be fine for, say, playing a random song

dusty plume
#

Playing a random radio call out

slim sparrow
#

Yeah, that would work

dusty plume
#

you said something about needing an animator right?

zinc finch
#

Hello everyone, I want to make a animation that if triggered does a animation (fade out), stays like that (invisible) until I release the trigger and then does the animation backwards (fade in) - I have a shader with a scale I can keyframe from 1 (visible) to 0 (invisible), the problem is, how do you make the animation?

slender rivet
#

can anyone help in something, i am trying to put an animation on a model other than my main model
so i got the animation from mixamo and made the model humanoid and added the animation component, and slapped the animation in there, but it doesnt work
any suggestions?

icy crow
#

did you duplicate the animation from the model you downloaded?

ashen gulch
#

Hey. Um im just finishing up the finishing touches on my frank west avatar and i was working on the animations when i had a thought. i want to have one where he pulls out the camera. but if i do it the only way i know how. im not sure how i can make the camera hes wearing dissapear

#

the only way i think i could do this would be to have two seperate meshes but as far as i know i cant have two seperate meshes

wary parcel
#

just attach a material to the camera mesh, and make it invisible with a transparent material

ashen gulch
#

how do i apply a material inside of an animation?

#

i just want the camera to dissapear when i pull out the camera in my hand

wary parcel
#

Drag and drop into the material slot of the character

#

yes you will have to do it that way.

ashen gulch
#

oh that worked...

#

huh

clear yew
#

Anyone mess around with fixed joints a ton I'm trying to make a model behind me copy what i do

vapid elbow
#

what's maximum animation duration in vrchat? because I got 3 and half minutes long animation and it's getting cutted in game but in unity it plays right to the end

clear yew
#

if its an emote itll get cut but hand ani dont

#

though sometime when someone joins it restarts the ani

vapid elbow
#

it's emote and nah I've been alone in private room

clear yew
#

idk the emote time and its just like if someone loads in while u doing it

clear yew
#

Alriight, When i go play my animation back in unity it works, but as soon as i upload it to vrchat the only thing that works is the music. Why is that?

#

im working on an animation and i went to go test it on vrchat, particles doesnt show up when that time came. The only time it does show up if i enable the particle in the hierarchy and i dont want that.

wary parcel
#

you should have the animation in its own Hierarchy and add its own Animator to it. use joints to fasten it to your body and use an gesture emote to activate the gameobject with the animator/animation

warm panther
#

anyone got any recomendations for full body tracking on the rift? heard a kinect might work.

spring nova
#

I remember a post somewhere about nolo, which is a tracking setup meant for mobile devices. It's probably still pretty new and undocumented, but it would definitely be better than the kinect

#

oh, it uses driver4vr, which is the exact same thing you'd use for kinect. That's good news, means you'll be getting continuous support and likely more and more adoption over time.

slim sparrow
#

@clear yew don't trust mirrors

pure hemlock
#

Should I make my own particle effect for a rune circle under my character or just buy one off the unity store?

#

Idk what other people do and I was looking for suggestions

#

cause I want like a magic circle around my avatar while she holds a blue flame in her hand

clear yew
#

do it yourself

#

making a magic circle under you is really easy

pure hemlock
#

Mmm...

#

I don't know how to do particle effects though

#

cause I kinda want like a gentle blue flame aura around the edges of the summoning circle?

#

I already have this

#

Idk how to make it glow and have the flame aura around it, plus little embers floating around

#

because I plan to put it on my hand emote when holding a flame DX

timid prawn
#

how can I decide the side of the hand that going to trigger a certain gesture ?

left flicker
#

How easy is it to have wings moving lightly and animated to basically sprout from my back?

timid prawn
#

look at tail animation tutorial, maybe it could help you @left flicker

slim sparrow
#

Glowing is hard to pull off

#

It'll only work by default in worlds with bloom

nocturne wraith
#

so im trying to put a ring of text floating around my wrist

#

can anyone help?

jade bobcat
#

@timid prawn as far as I know picking hands is not supported. Each hand does the same gestures which means they trigger the same animation. which also means that can break animations if you do the same gesture on both hands.

#

@nocturne wraith in its simplest form you need a texture that is applied to a cutout shader on a mesh that is rotating.

slim sparrow
#

I've seen a lot of people with those

#

Is that like a prefab or something? I see them a lot

spring nova
#

Put the collider on a finger and when it curls in it activates the prop

#

@timid prawn

#

it's mostly for worlds 😦

signal elm
#

Hey guys? It seems that I have deattached my weapons from my model somehow in unity. How do I reattach them?

icy crow
#

Drag them back onto whatever bone they were on?

jade bobcat
#

@spring nova oh they finally added triggers to avatars?

spring nova
#

nope, not vrchat triggers

#

unity triggers

#

super limited, but you can make it work

signal elm
#

I mean in the preview the weapons are in hand, but when using the body rigger the weapons stay in the exact same place

zenith kelp
#

Hey I need some halp

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How do you make it look like your avatar is holding their own head in their hand?

spring nova
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you have a gesture that disables your head and enables a duplicate in your hand

jade bobcat
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@spring nova oh ive never seen the Triggers component used before. thanks for the info.

zenith kelp
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Do I have to make one or can I find one somewhere?

spring nova
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Well you can separate off the head you're already using

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And yeah, I figured the triggers thing out just the other night, it's still pretty new

zenith kelp
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Is there a website where people can upload gestures?

spring nova
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nope, you'll have to learn how to do that stuff yourself

zenith kelp
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ughhhhhh

spring nova
zenith kelp
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I've been trying for 2 hours

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Lemme explain what I tried

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so first I made a pmx of the body without the head, and one with just the head

spring nova
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Start with the basics, just add a prop to your hand with a gesture. Then once you get that, figure out how to do the head

zenith kelp
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ok I'm gonna try something

woeful seal
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hey, with dynamic bones, can you have more than one collider component on a bone?

spring nova
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Sure can, just put a gameobject under that bone then the collider in that gameobject

clear yew
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yes

spring nova
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Allows you to position it much easier too

clear yew
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but excessive colliders can cause a lot of lag so be careful with it

woeful seal
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sphere tests should be pretty cheap, it would be nice to have other volumes though

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when i test it out in untiy bones don't always respond to the colliders

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would 10 spheres be excessive?

clear yew
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yes

woeful seal
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I'm putting colliders on hip & legs for dynamic bones on a skirt

clear yew
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that wont prevent clipping if it's what you are trying to do

woeful seal
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tis what i'm trying to do

clear yew
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then it wont work

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you'll just run around being all laggy

woeful seal
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what should i do?

spring nova
woeful seal
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yassss, that's way better

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and capsules omg yes

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annoyingly I have a single texture atlas

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well it's just a bit more work i guess

slim sparrow
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I usually separate the cloth meshes before atlasing

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This almost always leaves the cloth part with only one material, saving space on the atlas

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But having the same atlas material on two meshes isn't a huge deal

normal skiff
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My cloth just crashes Unity :x

slim sparrow
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Yeah, Cloth crashes sometimes (a lot)

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Especially if the cloth component is disabled or removed

normal skiff
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Last time I had to manually delete it from the project in a text editor :/

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It’s like once it starts happening it never stops

clear yew
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same, i had to remove the fbx model from the project so the cloth component couldnt exist on it anymore

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then i added it again on the same model and it worked fine

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fuck unity i guess

woeful seal
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I forgot to say earlier, thanks guys

lucid heart
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Is there a good recipe how to map the gesture overrides in a intuitive way for rift? What expressions would fit best for which gesture?

clear yew
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that's only by preference

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a lot of people use rocknroll

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since you only need to hold the button to trigger it

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so you can't really trigger your animation by accident

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Victory is a gesture that get triggered a lot by accident, so dont use it too much for big stuff

slim sparrow
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@lucid heart that's preference as said earlier. Expressions are good because you have a lot of freedom with them

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Rock 'n roll is triggered while scrolling through your menu unless you lift your thumb though

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Avoid putting anything on fist

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Since that makes your expression stuck if you sit down, and it'll trigger if you pick something up too

lucid heart
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yeah, I was told that before

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still six slots left

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i have put just a smile expression on victory

clear yew
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finger gun is pretty hard to trigger by accident

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and it's not used like that, a lot of people replace it with something else

lucid heart
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ok, good point

slim sparrow
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I always put happy gestures on Victory as well

lucid heart
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and a flip off on rock n roll

slim sparrow
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Same

clear yew
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i often use ifnger gun for that

slim sparrow
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I put Ok hands on rock n roll as well

lucid heart
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yeah, maybe I change it in the next version

slim sparrow
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Some people prefer thumbs up but it's very unintuitive

lucid heart
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idk that to put on thumbs up

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I have a smile expression already

slim sparrow
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Is this an issue you're having or are you wondering how someone else did it?

woeful epoch
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hey im looking for some Shuffle dance or any other Rave dance emotes aka animations can someone give me some good ones?

slim sparrow
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Yep

clear yew
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Has anyone in here used Project DIVA models converted to MMD in VRChat?
To be specific I want to know how are you handling this emotion meshes.
Since it doesn't comes with a shape key to shrink it inside the head, what is your approach? Just leave it as it's own mesh and material so you animate the alpha in Unity or what's up?

https://imgur.com/a/XiMi5xT

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Yeah, that sounds like the best solution, I want to minimize materials and meshes.

green delta
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That would be the best approach yeah, but if you really don't want to you can possibly do some material trickery to achieve the same effect

lucid heart
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is there a way to change the default hand gesture when idling without fucking up the rest of the body? I tried to change just the fingers, but then I sink halfway into the ground when in idle

clear yew
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How do you get particles on items to appear? For some reason when I attach the system to an item, the particles disappear

slim sparrow
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@lucid heart yep, you need to replace the whole idle animation

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There's a sample one in the SDK

lucid heart
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I tried that before, but the pose of my avatar was really weird when using that

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like sticking the pelvis in front and bending the legs inwards

fossil verge
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does anyone know how to strip the model from this fbx file? I just want the animation so i can use it on other models.

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the .anim is RIGHT there, i just cant seem to Ctrl+D like other people are saying.

slim sparrow
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You need to rename the animation

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Apparently I think

fossil verge
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and then Ctrl+D?

slim sparrow
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If you expand the FBX and do CTRL+D, an error might pop up in the bottom toolbar

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Probably invalid name or whatever

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Anyway, change the name to something really simple, hit apply, then duplicate again

fossil verge
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I tried that, is that where you duplicate?

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or do you duplicate the actual file?

slim sparrow
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No

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In your assets

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Expand the FBX so you see every individual mesh, material and animation

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It's the arrow popout

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Then you ctrl+D the animation on there

fossil verge
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oH

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I see it

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you're a god

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thank you so much

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i never even thought about that

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@slim sparrow the animation doesnt work though, i wonder if you have to rig it as humanoid beforehand

slim sparrow
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You should yes

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Unity will convert the contained animation into a humanoid animation

warm panther
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anyone got any resources to get finger tracking working on a occulus touch controler for a model?

fiery star
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how do i make shape keys from blender as animations in unity?

languid robin
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quick question, is there a way to restart non looping animations without enabling disabling the gameobject

spring nova
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Yes, you'll need pulsegate keys for that which you can create with the toggle props package. Search toggle in #development-advanced

languid robin
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@spring nova

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im looking but cant seem for it

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is there a link?

warm panther
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does anyone here actually use a kinnect for tracking? if so, is it the 360 one or kinect 2.o?

clear yew
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Looking for someone to help me 1 on 1 with just a basic animation setup like just how to make a simple on and off animation

plush zenith
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Is the old way of doing rigidbody world particales still possible? Or do we have to use the ik follower?

mental lance
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I don't really know

clear yew
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i'm still using rigid body and fixed joint

plush zenith
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Gotcha, cool.

mental lance
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I like how I'm just over here with nothing but a old computer and I can't do anything to get vrchat lol

covert hawk
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Does anyone know how can i make an animation where a sound plays when i only move?

clear yew
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i guess you need to modifiy the walking and running animation

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so it activate a game object with a sound on it

covert hawk
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so,i need to use a override walking animation that has sound in it

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sounds simple enough,just need some walking animations then

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what was that site that had animations and stuff?it was something with M

clear yew
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mixamo

covert hawk
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that one,thx

covert hawk
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welp need to download fuse cc so i can actually map the character since mixamo automatic one flips out on characters that have tails and cat ears

slim sparrow
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You don't need to do that though

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You can probably delete the tail and cat ear bones and then reupload

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Or use the standard mixamo model

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You just need the animation, you'll be converting it to Humanoid anyway

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Reusable on any model

covert hawk
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k,guess il try it like that then

covert hawk
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Well,that worked Uploading the original body of the character did the trick.

dusty plume
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Does anyone know how to make longer animation link to a guesture? like atleast 2 second looping animation

slim sparrow
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Activate an object that plays the animation

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The object will then play the animation on its own

dusty plume
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Does the Animation Game Object need a direct path to the animated properties? (does it function like the Animator in terms of itself become the root?)

clear yew
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you put whatever you need to animate

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under the game object

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aniamte the game object and put the animation file in it

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animation file set to legacy too i believe

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disable that game object

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and you just need to activate it with a simple hand gesture and it will play the animation

dusty plume
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And no matter where the game object is it will always use the prefab as the root right?

slim sparrow
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The "root" of an animation is defined by where you made the animation on

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And if you use an Animation component, it has to be on the same object

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So if you're animating from the perspective of a game object, the animation has to eventually go onto the same game object

dusty plume
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Okay cool, Is there a way to test it in editor?

slim sparrow
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Hit play mode

dusty plume
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The animation isnt playing though 🤔

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wait, wait, found the issue (misspelt path)

dense granite
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Anyone knows why, when I add gestures and upload the avatar.
The animations are super slow.
But there is only 1 dot in the animation control.
Any one knows? Tagg me if you answer plz

jade bobcat
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@dense granite make it a 2 frame animation and you should be good. 100% on frame 1 and 100% on frame 2.

slim sparrow
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@dense granite keyframe on 0:00 and one on 0:01

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Make sure you don't have a keyframe on 1:00

dense granite
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It used to be that it cause issues, having a seccond on the time line xD

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I gonna try, ty

slim sparrow
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No, it causes issues to have a frame at 1:00

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You always needed a start and end frame

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On a related note, this would be less of an issue if gesture transition times had a fixed duration and not 4%...

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Seems like the guys in charge of the animator controller have no idea what they're doing

clear yew
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4% ? wut u mean ?

slim sparrow
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That's what the animator controller says

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At least, the example one in the SDK

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Gesture transition time is based on the length of the gestures

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If they made the transition time fixed instead, you could have gestures of any length at all

clear yew
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nah

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too easy

slim sparrow
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Right now, transition time scales with animation length

clear yew
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better fucking complicate every single thing

slim sparrow
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Lmao

jade bobcat
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@slim sparrow I said keyframe not time, do I have to clarify that much these days?

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I probably should have said frame instead of keyframe.

slim sparrow
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What?

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I have no idea what you're talking about or why you're pinging me

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I scrolled back a day and I don't see any of your other messages in this channel

clear yew
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he probably meant to ping dragonriders but he fucked it up

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@jade bobcat you fucked up BOI

jade bobcat
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@slim sparrow, @clear yew no I replied 4minutes before Rokk's post 8minutes ago. I was just commenting on that. dont worry about it.

slim sparrow
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I think Discord acted up because you haven't posted in this channel in a day

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Or maybe Discord is showing me the wrong stuff

jade bobcat
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oh interesting I can see my post. I cant upload images here so I cant show you.

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its fine though you gave a solution so all is good.

dusty plume
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@slim sparrow @clear yew So I've tried that method of turning the game object on with an animation inside, in-game it seems to be glitching out and attempts to finish the animation, even though the animation isnt playing properly

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This is the guesture animation triggering it

short maple
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This is somewhat an animation question, but how do you set a light to one of the finger emotes so you can turn it on and off? This is mainly so that if my friends are walking through a dark area I can use my avatar as a way of light, lol.

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The light would also be a looping animation I guess until you turn it off, so I'm not sure how you would do that.

dusty plume
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For a toggle, it will be a bit complicated, however making it just turn on from touching a gesture would be easy 😃

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and when you release the gesture, it will turn off

short maple
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ye

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there's some gestures in the F1, F2, F3 and F4 keys I think that you can use too

dusty plume
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For that method, its as easy as making a 2 frame animation of just enabling a light object.

short maple
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ive seen some people use those to animate their stuff rather than the normal emotes like dancing and pointing.

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ah

lime cove
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look up custom override tutorials on yu

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ty

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yt* kdsfjglsdkjg

short maple
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XD

dusty plume
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The Shift+F keys are gestures lol.

short maple
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yup those ones

lime cove
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and when you do get to it please make sure to make a copy of your avatar where you'll be editing the anims, otherwise it'll break!

short maple
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I have a few animations set to a custom override, just wasn't sure if implenting a light in an animation would do anything weird lol

lime cove
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seen it happen so many times, breaks my heart

short maple
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yea I watched Tupper's tutorial on that and I'd hate to do that lol 😬

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don't wanna break models lol

lime cove
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nah, you can do pretty much anything on a gesture, except it being permanent