#animation

1 messages ยท Page 76 of 1

lime cove
#

any prop toggling gurus around

dusty plume
#

Rokks pretty good at that

#

@slim sparrow ๐Ÿค”

lime cove
#

I don't like pinging ;d;

slim sparrow
#

There's a prop toggle tutorial on Youtube

lime cove
#

it's more of a yes or no quesition

#

basically, anything inside the toggle animation will stop after .10, but what about activating a dummy object with it's own sound animation

#

I mean, dummy object w anim > anim = sound_holder isactive

#

ok lemme rephrase that junk, is there any way to bypass the .10 limit by activating other objects with their own animations?

slim sparrow
#

I'm not sure what you mean

#

The toggled object can contain any number of objects of its own

#

Including an audio source

lime cove
#

yeah, but the audio source is longer than the duration of the animation

#

and I kind of want it to start at the beginning, not at 0.10

slim sparrow
#

Duration of which animation? You mean the animation that toggles the prop?

#

Just put the audio on the object you're toggling

dusty plume
#

Audio sources aren't reliant on frames. You can trigger a 2 minute sound with a 0.10 second anim if you really wanted.

#

As long as the sound object is still on, it will play the audio

slim sparrow
#

Yep

dusty plume
#

Yo Rokk, talking about sound, that animation in a game object hasnt worked. ๐Ÿ˜–

lime cove
#

hadn't tried with audio sources yet, just emptygameobjects

#

reeee

#

thanks bois

dusty plume
#

When it tries to play, it will glitch out and attempt to finish the not playing animation.

#

which it does, and then other gestures resume working

slim sparrow
#

Tbh I have never tried putting audio on them, sorry

#

You're on your own for that one

dusty plume
#

I've tried this method with a normal animation too (no sounds), didn't work that time either ๐Ÿ˜–

#

Have you tried it with bone animation, or only blendshape or object animations?

short maple
#

So I managed to create 2 animations with 2 frames. The first frame being no light and the second having light (and vice versa). If I delete my duplicate model will my light still be part of the animation? That's my main concern of making this light gesture lol

dusty plume
#

No, but also, you dont need to delete the dup when you upload

#

And with the guesture

#

you want both frames to be ON not one off and one on

short maple
#

so two frames in one animation with the light ON and the other animation the same but off?

dusty plume
#

Nope

#

When you let go of the gesture, the values are reset

short maple
#

oh

#

so I don't need to have the off animation? O_o

dusty plume
#

Nope

#

That why I said that the Toggle Version of a torch would be way complicated ๐Ÿ˜–

short maple
#

ye

#

well in my on animation I currently have it where the light is off in the first frame but in the second it's turned on. Would I need to change the first frame and make that on instead of off, too?

#

lemme grab a screeny to make it easier lol

dusty plume
#

You will need just one animation where both frames are the light ON

short maple
#

ah

dusty plume
#

when you upload, make sure the light is off. So that the animation is actually changing something

short maple
#

yeah

#

Would I need to add the light to my main model too or just leave it on the duplicate?

dusty plume
#

When you stop using the Gesture, IE switch to another gesture on Keyboard n Mouse, the Animation will stop and the values it changed will return to normal

#

You need the light in the exact same spot on the Avatar you are uploading

short maple
#

aye

#

now it makes sense

dusty plume
#

the animation will fail to find the Property if the path isn't exactly the same

short maple
#

yeah

#

Alrighty it looks to be set up (hopefully) so I'll start uploading it and give it a spin lol. For now I've copied the point light onto the main model but hidden it so that it activates with the gesture. The animation is also linked to Victory in my custom overrides so hopefully it plays when I use the Shift+F5 Gesture key

dusty plume
#

๐Ÿ‘

short maple
#

Yis it works! ๐Ÿ˜„ (a few weird shadow issues probably because my light is inside the character but other than that it looks good) https://imgur.com/jih2Vvu

#

Might need to adjust the brightness too as it could be too bright ๐Ÿค”

dusty plume
#

The light will not react to you and will not cast shadows ๐Ÿ˜ƒ

short maple
#

ah

#

well I had hard shadows turned on in Unity so idk lol

dusty plume
#

No, its just a limitation

#

To avoid lag ๐Ÿ˜‰

short maple
#

ah

#

what would be the best place to put the light? Over the head or under?

#

ยฏ_(ใƒ„)_/ยฏ

#

over might do actually

#

@dusty plume turning off hard shadows worked

#

I don't see any more shadow bugs after some confirmation from a guy in a world lol

lime cove
#

grats ' u '

sage bane
#

Hey guys im making an animation where my avatar is in a car, i created a game object and did all the things that were needed but im having problems with the viewposition

#

Its not appearing

waxen hound
#

is it possable to make pose in blender and just import them into unity instead of making them in unity?

#

or as a shape key?

slim sparrow
#

CATS has a "pose to shape key" button

#

But yes, you can make a pose in Blender and save it as animation

#

It'll get imported along with the model if you do Bake Animation

sage bane
#

Hey so, i have created 2 other versions of my avatar for an animation. 1. Avatar with a sign above his head 2. My avatar in a car with a particle system. What do I have to animate now and how do I animate it so my first avatar appears for six seconds ( the one with the sign ) and then the car one appears?

#

I dont know what to do

mossy pilot
#

Having a weird bug with some of the custom animations I made for an avatar. When I try to use them in game, the first animation (regardless which one it is) plays perfectly, but when I switch to a different gesture (for example, the default "handopen" animation), it bugs out and locks me into and repeats the previous animation. If anyone has any ideas on a fix, tag me please. Any help is appreciated

slim sparrow
#

Make sure all of your gestures are exactly two frames long

#

One at 0:00 and one at 0:01

clear yew
#

make sure there is nothing at the 1 minute mark either

slim sparrow
#

Gestures "bleed" into each other for a split second, this is because the animator controller in this game is dumb

mossy pilot
#

They can't be longer?

clear yew
#

nope

#

again

#

because it's fucking dumb

mossy pilot
#

Okay, I'll trim things up. Thanks for the help!

sage bane
#

guys can someone help me? posted a question earlier...

hard eagle
#

language svelsien.

trim copper
#

how do you add music to a dance?

sleek anvil
#

Anyone know how to make a permanent effect with a emote? Example. Lets say i have a Item that spawns with the Avatar. After i have run the emote the item is gone and do not reset even if the animation is over.

clear yew
#

particle or 3d object?

#

otherwise look into world particle, you can spawn something that stays put until it's lifetime is over

sleek anvil
#

I was thinking about a 3d object, i will look into toggle props, thanks for response

clear yew
orchid trench
#

I have a long animation on a toggled game object dupe of my mesh. I want to animate the fingers while the model is playing. Since the armature is outside the game object how would i animate them? Would i need to have them under another object and toggle 2 animations at once or is there a better way I'm not thinking of.

#

I have a feeling I'm overcomplicating things but i can't figure it out

#

I've tried rigid bodies but they don't work right when toggled on/off

dusty plume
upbeat basin
#

If someone could help answer some questions with animations I will love you long time!

muted prairie
#

I have an animation for seating that i'm also using for movement animations, when i move, my character stays in the animation but sinks into the ground. Thoughts ?

azure prairie
#

I have been messing with particle systems, and was wondering how you attach it to a hand, I made a small fireball to have in my hand, but when using the hand gesture, it stays in place where the hand would be if i was not moving it (on my side). I also found out that it works perfectly fine in mirrors for whatever reason. thanks

muted prairie
#

drag the particle system under the hand bone in your armature if you haven't already, also might need to be local

spring nova
azure prairie
#

ah ok yea world space was the problem, thanks @spring nova and @muted prairie

clear yew
#

anyone know how to make only 1 object appear and 1 hide? do i need any specific scripts?

high summit
#

are there any tutorials on particle colliders/collision in general? I've seen a ton of people shoot a beam or orb, anything of the sort, and then when it touches a wall or something it explodes but I can't find any videos on how to do it

odd sphinx
#

is there anyway to add colliders on a particles? for example I want to shoot a particle a VRC_pickup with colliders on it

#

And I want it to fall down or move

woeful epoch
#

how to make animations/dances longer? loop func does not seem to work for me

icy crow
#

Only way to make it longer is to edit the animation

#

if you just want it to repeat, copy the keyframes

clear yew
#

When starting out with gesture animations, we're always told to keep it at one frame long. If i want to make an animation with like a weapon that has a short effect when you first activate i, say 3 seconds long, Am i safe to lengthen the gesture animation? Also, to make it hold the last frame, would i just need to make the animation long so it doesn't loop too soon?
Thanks

torn pawn
#

u can have 1 second animation, but recovery is 5x the length of your gesture

#

it's best to keep max at 10 frams or so

#

which is below 1 second to go to default

#

u can have a decent bone animation for gun with 6-7 frames, which takes 1/2 second to recover, but u can't spam single-shot then

clear yew
#

Ok, thanks.

#

If you want to have long animations on gestures then add an animator component to whatever you want animated, create your animation on that, and then with the gesture you just activate that object over the one frame

#

That way you can have animations of like 10mins long without having recovery timer

#

You should never really have a gesture that's over 2 keyframes

torn pawn
#

^ that is not true

#

going up to 6-7 frames is fine

#

recovery is 6x5 = 30 frames

#

whichis 0.5 second you'll be locked out of the same gesture

#

which is not bad

clear yew
#

There's no point if you can easily not be locked out

torn pawn
#

why have 2 guns when u can have 1

#

and u dont need to spam on some guns

#

so it's completely fine then

clear yew
#

You don't need 2 guns just disable the animator component

torn pawn
#

and not always for guns

clear yew
#

Re enable with gesture

woeful epoch
#

hey another question: What are ideal Audio Source Settings? mine always seem very silent meanwhile others are blasting dico like any idea?

torn pawn
#

remove onsp, amplify in audacity, use 0.9 if u want loud

celest pewter
#

is there a way to make a sprite sheet always start from the beginning when activated cause it always plays in the background

torn pawn
#

use negative

#

nvm

#

you need to use either particle or custom spritesheet shader

#

particle will always start from beginning

celest pewter
#

o

#

I c ty

orchid trench
#

I imported a .vmd on my avatar and the animatlooks fine in unity but in VRchat it seems like theres certain parts that are missing frames. My avatar will jsut freeze in position but it will still rotate properly. Is that just a limitation of vrchat?

slim sparrow
#

@orchid trench tick "Bake Root Transform" on all of the root transform and root rotation options

#

Based on original

orchid trench
#

Thanks @slim sparrow I'll give it a try.

dusky junco
#

I'm trying to create a custom animation for this model, but for whatever reason Unity seems to want to keep the ears locked in place. I can't figure out what I'm doing wrong here.
https://puu.sh/AFZ6q/f69299fa3f.mp4

Edit: It's a gesture override, basically the easrs go down with the fist gesture. If that helps.

orchid trench
#

It didn't seem to work. Now he just stays frozen at the first frame that it did it before.

#

If I cancel and restart the animation the avatar is still in the frozen pose from the beginning now

icy crow
#

do they have dynamic bones on them? @dusky junco

frank vigil
#

Hallo does anyone here know how to get the muslce animation editor
for unity

icy crow
#

asset store?

dusky junco
#

I just tried it without the bones, but there's still no movement. Only one works while the other doe snot.

slim sparrow
#

It's 15 or 20 on the asset store

#

It's worth

icy crow
#

I find that having dynamic bones on bones that you're trying to animate sometimes causes them to get stuck like that

#

only when trying to animate them though

dusky junco
#

Should I try just dragging the FBX back in and doing the animations on the blank puppet?

#

Same issue. One works, but the other is completely locked in place.

icy crow
#

are they exactly the same?

dusky junco
icy crow
#

hmm, could there be a dynamic bone somewhere else in your armature set up for that ear?

dusky junco
#

Whole thing is clear. I dragged in the FBX to make another object

icy crow
#

strange. Have you tried restarting Unity?

dusky junco
#

Ja. Still nothing.

orchid trench
#

I guess other people can see my animation but it only freezes on my screen

#

weird

muted prairie
#

Does Unity always destroy animations if it we don't agree with it as to what the body in that animation should be ?

muted prairie
#

Or is there a way to tell Unity to not try retargeting my anims ?

slim sparrow
#

I think you can lower the max error or fiddle with the compression

muted prairie
#

which step of the generic -> humanoid does that take place in ?

slim sparrow
#

The animation import settings I believe

#

If you can change those before you set the rig to Humanoid, I'd do it then

#

Otherwise it's no big deal if you do it afterwards since Unity does not destroy the original animation

muted prairie
#

No clue what that is since i've always imported my anims with my models, switched the model to humanoid and so did the animation

slim sparrow
#

What is the issue exactly? The muscle settings don't allow your animation to rotate body parts far enough?

muted prairie
#

I have a quadruped animation with a perfect humanoid armature in the front

#

REALLY want to use it

muted prairie
#

@slim sparrow Ok that's almost perfect with a much lower error rate, what do you suggest i do to make it better ? Not sure what compression will do

slim sparrow
#

I wouldn't know. The retargeting usually works fine for me.

#

Compression reduces keyframes by allowing the retargeted animation to deviate from the original one a bit

muted prairie
#

Gotcha, thanks !

muted prairie
#

Wait, so my anim works in Unity, in humanoid, but doesn'tmove the backlegs in app

mint prism
#

hello^^

#

I try to change the colour of only one material in an animation. Can someone please tell me how i can do it?
When i change the colour the other materials colour changes too

spring nova
#

You probably have multiple meshes using the same material. Change that material, change everything. So you need to duplicate that material and apply just that duplicate to the one thing you want to change

#

@mint prism

spark coral
#

So with the oculus, when you rest your fingers on the buttons it plays a resting hand animation. What does that correspond to in the standing animation overrides?

#

My thumb is a little screwy, and I want to make my own pose to fix it, but I don't know which slot that animation is supposed to go.

spring nova
#

That would be idle

spark coral
#

Awesome thanks

spring nova
#

You might run into problems replacing the entire idle animation, as it controls other stuff like the pose of your legs

mint prism
#

thank you i try

spark coral
#

Is there a default file I could download so I can just change the hands?

spring nova
#

You'd probably be better off fixing the thumb itself than the pose controlling it. You can do so in the rigging tab

#

You can dig into the vrcsdk and find it in there somewhere

spark coral
#

Oh oki

meager crescent
#

does anyone know why my generic avatar's animations aren't working in-game? they are set to loop like they should, and they ARE set in the avatar descriptor. The only possible issue is that's I'm using multiple fbx files with each animation and using the 'from other avatar' rig setting

charred oar
#

Can anyone help, is there a way to reset the gif on the flipbook shader when u reset the animation and how do u set it up so when the animation plays, it starts at the first frame? Cheers if anyone can help

torn pawn
#

@charred oar u edit the shader to do it, or u use particle system (always starts from first frame)

charred oar
#

what would i edit in the flipbook shader to reset the gif after resetting the animation and do I use a texture sheet animation to use it for a particle system? cheers for the help

mint haven
#

my custom emotes are looping when I only want them to play only once. and it's not set to loop.

slim sparrow
#

Is your rig generic? @mint haven

mint haven
#

@slim sparrow yes

slim sparrow
#

Then that's the issue

#

You can't have emotes on generic rigs

#

Try making a fake humanoid rig and attach the generic rig under it instead

clear yew
#

gdi

#

where is the activate animations on object wake module/component

#

i cant find it

slim sparrow
#

Wot?

#

Animators play their animations by default once the object is activated

clear yew
#

when i activate the avatars they just stand there

#

but if i press play in the animation window they move

slim sparrow
#

You need to give them an animator controller of some kind

clear yew
#

but there is no play animation button ingame

#

i did

#

they play when i press play inthe animator

slim sparrow
#

So if you press play in Unity and manually enable the extra objects, they play their animations?

clear yew
#

but if i just toggle them they just stand there

#

they stand there if i activate them

#

instead of playing

#

but if i press play in the animator window

#

they dance

#

where is the module that has a play button

slim sparrow
#

???

clear yew
#

how do i add that

slim sparrow
#

You can't trigger animator states yourself ingame

clear yew
#

omfg

slim sparrow
#

I don't get what you mean

clear yew
#

im trying to the dance toggle animation

#

taht every1 has

slim sparrow
#

What happens when you go into Play Mode in Unity?

#

And enable the models?

clear yew
#

where you disable your mesh render

#

and have avatar spawns

#

and they dance

#

they just stand there

#

instead of doing their dance animation

#

they just stand there

#

even tho

#

they have the cdontroller

#

everything is perfectly set up

#

i just need

#

the activate on wake

slim sparrow
#

You're ignoring my questions

clear yew
#

play mode in unity

#

they just stand there

#

when activated

slim sparrow
#

Well

#

Then your animator controller isn't set up correctly.

#

You need to have a transition from Entry straight into the dance animation

#

With no exit times and no other transitions

#

So no transition to "exit" either

clear yew
slim sparrow
#

Hmm, try unticking write defaults

#

Do you have a screenshot of the whole animator window?

#

The state machine

clear yew
slim sparrow
#

Well

#

I don't know why it's called Blend Tree but that should not matter

#

The animator is enabled, yes?

#

On the object

clear yew
#

write defaults doesnt work

#

they still stand there

slim sparrow
#

That all looks good

#

And when you open the Animation window and hit play, the animations play correctly?

clear yew
#

yeah

slim sparrow
#

Hmm

#

That is odd.

clear yew
#

when i open the window

slim sparrow
#

Alright

#

Go back into your animator, and delete the "Blend tree" state

#

Right-click and create a new empty state

#

Assign the Orange Justice animation into this new state

#

Then make a transition from entry into this state

#

And try again

clear yew
#

doesnt work

slim sparrow
#

Then I'm stumped.

#

It's weird, it looks like everything is set up fine

#

Unless you're looking in the wrong animator controller but I doubt it

clear yew
#

its the correct 1

#

i have no others

slim sparrow
#

When you click on the controller property in the scene, it highlights the one you need

#

Yeah

clear yew
#

yeah

#

its all correct

#

i just need that play on wake

#

i cant find it

slim sparrow
#

It should be default

#

That's the issue

#

Play on awake is governed entirely by whether or not the Animator component is active

clear yew
#

its active

#

but does nothing

dusty plume
clear yew
#

the extension ?

dusty plume
#

Yep

clear yew
#

do the same thing you are doing in the gif but in animation mode

dusty plume
#

?

clear yew
#

?

dusty plume
#

What do you mean by animation mode?

clear yew
#

you never animated before ?

dusty plume
#

I have, I don't know what you mean by animation mode? How will that make the guesture toggle states in app?

clear yew
#

you want it to be toggle? so no need to hold the gesture anymore ?

dusty plume
#

Yep

clear yew
#

oof

#

you'll need the toggle prop package

dusty plume
#

I have it, tried using that onoff state thing, but it didnt exactly work

#

I dont really know how to use it though ๐Ÿ˜–

#

The main thing with it is the fact that theres a sound with it

clear yew
#

you can create an empty game object and parent the staff and sound to it and animate that game object instead.
At the last frame you can have the staff fully extended and the sound stopped.
Set the animation file to clamped forever so it freeze at that last frame

#

then you just put it on the toggle prop objects prefabs*

dusty plume
#

Wait.... I have an idea that might do better in general. How would I play an animation for blinking without it being in the idle animation slot ๐Ÿ˜„

keen gazelle
#

There's a video for that

#

lemme dig it up

dusty plume
#

I have bones that control the eyelids but the animation in app isn't playing

keen gazelle
#

The eyelid bones aren't controlled by the humanoid rig so you can animate them normally I think.

dusty plume
#

Is it done by making an animation component on the avatars prefab?

keen gazelle
#

Yes

#

But with one extra thing in that you need to set whatever animation you create for the component to point to has to be set to legacy

dusty plume
#

OOooooh

#

that might be why

keen gazelle
#

That's on my wrapper prefab

#

The legacy flag for your actual .anim file is only accessible if you switch the inspector to debug mode

#

Which you can turn on by right clicking the inspector tab and switching from normal to debug

#

You want that Legacy box ticked

dusty plume
#

I got it ๐Ÿ˜‰

steady reef
#

@dusty plume I love you avatar, it looks like the Police from Mirror's Edge^^

dusty plume
#

Thats exactly it ๐Ÿ˜„

#

@keen gazelle Sooo uuuhhhh, making that a legacy animation actually broke everything to do with animations on my avatar

keen gazelle
#

define "broke everything"

dusty plume
#

The animation like walking n such stopped

#

Even though there are only keyframes for the bones

keen gazelle
#

Hmmm

#

Are the eye bones parented to the rest of the armature?

dusty plume
#

This has happened to another model of mine, but it was a robot so I thought the animations were just corrupted

#

The EYE, yes, but the face bones are parentted to the Face bone, which is a child of the Head

keen gazelle
#

I wonder if having a legacy animation on a child bone is jacking the whole armature

#

I mean on the plus side removing the animator component should unbreak the model at least

dusty plume
#

Maybe ๐Ÿค”

#

Animator?

keen gazelle
#

SSorry

#

Animation

dusty plume
#

Yeah. Im doing that now, I'm trying an Idle animation approach, but that wont work in every situation

keen gazelle
#

How comfortale are you with Blender?

dusty plume
#

Ye

keen gazelle
#

The easiest way to do a blink is to have it not interact with the armature at all. Keep it simple

#

Make your own blink Blendshapes and use them in an animation component.

slim sparrow
#

You sure you didn't accidentally set the rig type back to generic if it's T-posing?

dusty plume
#

Blend shapes huh

#

Yeah that may not entirely work, but I'll try it out atleast

#

Just not now

#

Its not T-posing

#

Just the animations are being overruled

keen gazelle
#

Making eyes close shouldn't take more than 10 minutes with some quick mesh jiggery

dusty plume
#

Well I'll take that approach later ๐Ÿ˜‰

#

RN I got another thing to test vrclike

keen gazelle
#

A good rule of thumb I've learned @dusty plume If you can do it without touching the main armature, don't touch the main armature.

dusty plume
#

turns out that wasnt the case Maybe it was because the weapon was still a prefab? Or there was an animator on the armature bone that I forgot about ๐Ÿค”

languid gull
#

So if I want a gun that appears and then fires, I just make two animations of the gun's idle and firing states and override two gestures?

slim sparrow
#

Yeah

#

I mean, that depends on two things

#

If you want the gun to animate itself while firing, you need two gestures

#

One for the gun, and one for the firing gun

#

If you just want to add particles and sounds when you want to fire, you only need one gun but you still need two gestures, one other gesture to activate the gun

#

For the first approach, you essentially duplicate the gun and give it an animator

languid gull
#

I seen a tutorial that puts the flash and sound in a empty game object

#

But that was for a gun that's always on

slim sparrow
#

You can still do that

#

You put that object as child of the gun

#

You just need to use both hands to fire the gun then

#

One hand to spawn the gun and the other to fire it

#

I always put my firing gestures on Fist

languid gull
#

I was thinking rock'n'roll for idle and phone for firing, since it's just pulling the trigger

wide heron
#

theres a phone gesture?

languid gull
slim sparrow
#

Ah, that's cool

languid gull
#

I think? maybe it's obsolete with current controllers

slim sparrow
#

I don't think there's a "phone" gesture

#

Maybe you mean fingergun/handgun

#

I usually spawn my gun(s) with rock 'n roll, and fire with fist

#

Maybe a little gun twirl on fingerpoint because it looks cool

wide heron
#

ah lol k

languid gull
#

Knuckle controllers need to get here sooner

#

Shame there's no way to cancel emotes, else I'd put the anthem on there

#

I was going to attempt lipsync and other welsh things popping up

#

(Nia's dub voice has an proud accent, so riding that meme)

mint prism
#

Heyo,
I try to change the colour of an material in a animation but for some reason it changes the colour of the whole mesh.
How can I change only one materials colour?

#

What i have in mind is that the colour changes over time in the animation

mint prism
#

or is there a shader that can fade from one texture to another over time?

torpid light
#

You can make one yourself pretty easily. It's called a lerp

#

Shader forge is free now so you could give it a try

mint prism
#

sounds nice but i heard if you dont do the shader right it could cause issues

frosty mesa
#

anybody know how to make player's camera shake or some other effects

regal hollow
#

It's usually a sphere with a distortion shader

covert hawk
#

why my tail animation works in unity but not in vrchat?

icy crow
#

where have you put the animation?

covert hawk
#

animator

#

animator controller

icy crow
#

do you want the animation to be playing all the time?

covert hawk
#

is a tail animation it just wobbles from left to right

icy crow
#

put an animation component in and include your animation in there

#

you'll have to change the animation to legacy though

covert hawk
#

and how do i change it to legacy ? also i made the animation in unity by doing some bone manipulation

icy crow
#

then click debug and check the legacy box

covert hawk
#

k il see

icy crow
#

then click the 3 lines again and go back to normal mode

#

then set the animation to loop

covert hawk
#

yep that did the trick,it works now,ty

icy crow
#

np

lucid heart
#

I noticed that you can put regular colliders on your avatar. If two players have colliders on their avatars, maybe in the hands and dynamic bones, could they interact with eachother or wouldn't that work?

icy crow
#

doesn't work at the moment, you can only collide with yourself

valid estuary
#

collissions should realy be fixed even particle systems dont collide correctly

icy crow
#

what do you mean?

valid estuary
#

colliding with other avatars etc

#

even some floors on some worlds

icy crow
#

well they do but locally

clear yew
#

to prevent lag

#

before you complain

icy crow
#

thats why particle crashers don't crash themselves

valid estuary
#

they dont even localy they only collide with your own avatar

pure summit
#

is there some way to either:

  1. enable movement during emote

or 2. increase the time of a gesture bigger than .1 (any longer causes bugs for my other gestures)

icy crow
#

enable a game object that plays the anim

clear yew
#

@pure summit for the 2nd, you can animate an empty game object and enable it instead iwth a hand gesture

pure summit
#

well i added a game object to the game and tied the existing animation to it, but it could not detect the parent objects or the objects beside it. the animation I have affects the Body mesh.

icy crow
#

does it have an animator on it?

pure summit
#

indeed.

#

it declares the objects as missing because it is unable to find any objects beside it in the hierarchy

icy crow
#

its not attached to your avatar is it?

pure summit
#

if it isnt attached to the avatar, will it even export?

icy crow
#

nope

#

from the pic I can see that it isn't attached

pure summit
#

GameObject?

#

it is attached

#

ah wait

#

my bad

#

im so dumb

#

ahh well it's attached now, same error though.

icy crow
#

did you create the animation on that object?

pure summit
#

no, just copied it over to it. but the problem is the "Body" "Sphere" or "PlasmaExplosionEffect" isnt even under the "Add Property" dropdown.

icy crow
#

because you are animating the object, so you'll only be able to animate it's own or it's children objects

#

I've not tried this before so I don't know how you would do it

pure summit
#

ah..

#

i may have figured something out. hold on.

#

is there some sort of guide that tells me which part of my vive controller is which emote

#

a image would be nice LOL

pure summit
#

you're beautiful

clear yew
#

I know i am cutie ๐Ÿ˜‰

slim sparrow
#

IMO a tail wag animation is better done with an Animator on the tail bone

#

Although you can't disable it that way

#

Easier to make, edit, and get working

#

And allows custom blink

#

Speaking of custom blink, can't you just put a legacy anim on the Body mesh?

#

Would save yet another slot that could be used for anything else

obsidian vigil
clear yew
#

probably some bone placement problem ?

obsidian vigil
#

there are no bones

#

its just the mesh

#

i cut it out and separated it from the main part

clear yew
#

probably need a bone then

opal lodge
#

i have a simple animation for a tail wiggle, it shows playing in unity & in my avatar selection ingame but once i have my avatar equipped it doesn't play the animation
Does anyone know what i'm doing wrong

lucid heart
#

@icy crow that's not true. you can collide with other things than yourself. I could bump around the snacks in the bowling alley

icy crow
#

yeah I meant with other players

spring nova
#

@opal lodge are you checking in a mirror? Because it probably wouldn't work. But if you can find a way to look at it directly or ask someone else, it should show up

opal lodge
#

I tried mirror, cameras that can show animations like weapons and also a friend looking at my butt

spring nova
#

are you activating with a gesture or is it always active?

opal lodge
#

It's a looped legacy animation

#

Put on my model with the animation component

spring nova
#

try a non-legacy animation controller

opal lodge
#

That one didn't even play in unity

spring nova
#

and put it on the tail itself, not the main model

opal lodge
#

Like the tail bone you mean?

spring nova
#

yeah

opal lodge
#

I was just about to go to sleep. I'll try it tomorrow after work. Thanks for the tip!

sick spindle
#

Anyone know of any VRChat animation override videos? I uploaded my avatar to Mixamo, downloaded some animations of it, and have them all in a folder, but idk where to go from there

#

Nvm, found one!

floral lion
#

Im having an issue where after I activate an animation via gesture, after playing it doing any other gesture (Mainly Open hand) causes it to play as well

#

anyone else have this issue?

#

its like it gets perminately bound to every gesture

clear yew
#

are you using more than frame 0.00 and 0.01 ?

floral lion
#

Ah yeah

#

thatd be the issue

slim steeple
#

Is it possible to use an animator to play a run forward animation along with your main avatar run forward rather than directly animating the parts in the main armature when it's two different armatures on a main armature?

slim sparrow
#

@slim steeple heh, I tried doing something like that

#

Unfortunately it can't be done

#

You need to merge your walking animations with the child model's

#

Unfortunately

#

It's partially because we don't have our own animator controllers

#

Otherwise you could add a new layer for the child model, read out your movement speed, and apply some animations to the child model

#

Worst comes to worst, you would have to use a retargeting tool in order to retarget a walking animation to the child model. Not the end of the world.

runic sorrel
#

I have a little problem. Hoping someone could help me. I have modeled a custom component for my avatar along with an animation and gave it the fingure point gesture. How ever it seems when you cancel that gesture but play it again the animation continues from where it was first stopped. Is it possible to completetly reset the animation everytime you do that gesture?

slim sparrow
#

@runic sorrel nope. You need to switch to another gesture before activating it again

#

Actually

#

What slot is the gesture on? Is it Fist?

runic sorrel
#

Point

slim sparrow
#

Then you'll have to get into the habit of pressing fist before going back to neutral

runic sorrel
#

hmm ok. Also does the animation need to be looped if it is a gesture?

torn pawn
#

@obsidian vigil u need origin point to be int he middle of it, or maybe global axis might do the trick when recording

split vine
#

So, when making the animation for VR Avatars when it is holding an item, how do I make the holstered item on their body dissapear when it is picked up? I have only gotten it to work once.

brittle shoal
#

@split vine It's just hiding the holstered object, and unhiding the object in your hand in the animation.

split vine
#

okay, thanks. I thought that that was what I was doing, but maybe not. So in my animated avatar, the holstered object is hidden (Unchecked) and the held object is no hidden (checked)

brittle shoal
#

Yes. Then you have to attach the animation to a gesture in the AnimationOverride (It's called something like that), then the Override to the VRC Avatar Descriptor.

fierce sail
#

hello i need some help with some animations. when i try to use it ingame it starts twitching out. can someone help me?

torn pawn
#

delete frame 1, copy frame 0 and paste to frame 1

#

so they are identical

fierce sail
#

ok thx

clear yew
#

When making a long animation activated by a hand gesture, is it better to make the animation on its own file, then just have the hand gestures activate that animation file rather than trying to do the long animation in the hand gesture override file? So the hand gesture is still only one frame?

icy crow
#

yeah

clear yew
#

Ok, cool. I was trying to do it all in the gesture file and it wasn't working well

west panther
dusty plume
#

Is there a way to reset an animator when you turn it off, rather than suspend it? (Or should I just use an animation component?)

#

@west panther Make sure there isn't gravity on both rigid bodies. Aswell as you can make Drag and Angular drag 0 ๐Ÿ˜ƒ

#

Unless you would like drag to be an effect of course

west panther
#

Yeah, I want the stuff to stay while I move freely, but even with those settings it wont listen

dusty plume
#

What do you mean stay?

west panther
#

like for example I make a wooden log appear where I was so i can run away

dusty plume
#

Easiest way I've seen is people having world space particles that render a mesh

#

It will only be able to have one Shader on it. But you want to have a particle which practically lasts forever, and doesnt move

west panther
#

The thing is I've managed to get this working for the most part and people have apparently managed to get it to remain stationary without jittering so i wanna figure it out not give up and learn to make a particle version

dusty plume
#

I wouldnt know how to make it without a particle, if thats what you are wanting, But I'd say you want to rigidbody and fixed joint it to your armature or the like

thick olive
#

okay i have a question lol ive been struggling with this for a while with no answers and it seems so simple, so i have a particle effect that i want to trigger with a hand gesture, i already made the animation to trigger it but i want it to be attached to something that wont move like my hips because when its attached to my hand it moves all over the place? how do i attach something so it wont move but will still be triggered with a hand gesture?

dusty plume
#

So the thing with gestures is that they only discern left from right by what ever is defined in the Humanoid Rig as the fingers/hands. Anything else will animate no mater what hand it is, no matter where it is.

#

So if you want to trigger a particle to your hips, its the exact same way as you linked it to your hand

thick olive
#

i see so i just want to animate my hips but set it to trigger with a gesture

dusty plume
#

Yep

thick olive
#

is hips a good soild base or where is the best place so it doesnt move?

dusty plume
#

Make sure to make an empty object that is a child of the hips

#

Well if you want it to be world space, you'll need a different approach

thick olive
#

so i have particles that will come up through the floor and then drop back down

dusty plume
#

Sounds like it would be best to be set as world space, but not parented to anything on the armature

thick olive
#

and how would one go about that lol

dusty plume
#

Just make an empty game object on the avatars prefab. Inside the first dropdown where you see Armature and your Mesh (if you use cats, it'll be called Body)

thick olive
#

ahhh ill give that a try thanks for the help! and ill still be able to trigger it by the gesture!

dusty plume
#

Yep

#

As long as its in the prefab, it'll be able to be triggered

thick olive
#

well thank you very much!

dusty plume
#

I hope it works

#

Never actually done that but it should work

thick olive
#

i cant seem to add a game object directly into the prefab

icy crow
#

@west panther try setting drag to Infinity

slim sparrow
#

@west panther set drag to infinity

#

Whoops, got beaten to the punch lol

clear yew
#

that's pretty sad :(

torn pawn
#

nobody can read minds

icy crow
#

probably

slim sparrow
#

Well, the animator clearly appears to be disabled

#

Have you tried...enabling it?

#

You have the animator component ticked off on your main avatar object

#

Emotes don't work on generic rigs very well

ashen sedge
slim sparrow
#

Yeah, the provided set

#

But that would imply it still plays your own

#

And it usually does, but it loops infinitely

#

Not sure if generic rigs get passed the same parameters as humanoid ones, otherwise you can probably make your own animator

ashen sedge
#

You are overriding animation sets that are stated will not play

slim sparrow
#

Oh, right

fallow spire
#

how can i combine different parts in a animation? i try to make a gun with fire, sound and that the weapon self will be animated, but everytime when i click the part of the gun it shows me a new animation window so i cannot combine my activated stuff with the gun animation

slim sparrow
#

I need an object to appear when I sit down, and go away when I stand up. What would be the easiest way to do that?

#

I tried enabling it in my sitting idle and disabling it in my standing idle

#

But for some reason, that makes the object re-appear every time I start or stop walking???

#

Only happens if I have already sat down at least once

#

It might be that one bug where animations get stuck if you stand up or sit down, but I have no idea how I would go about preventing it from happening

spring nova
#

Is it on by default?

hexed copper
#

Has anyone experienced trouble with sound sources playing over eachother when switching custom animation overrides?

#

I have 5 animations with 5 different sound sources, each animation only having one sound source active, but when I switch from one to the next, it will play the last animation's sound source over the current animation's

icy crow
#

are those for gestures?

#

if so, there should only be keyframes at 0:00 and 0:01

hexed copper
#

that won't cut off my sound at all will it?

#

They are gestures, yes

clear yew
#

you can't* use more than frame 0.00 and 0.01

#

it will fuck up

#

every time

hexed copper
#

frame 0.01 doesn't exist, do you mean just the time slot or the amount of frames?

#

ive moved the frames to 0,01, testing now

clear yew
#

frame 0.01 doesnt exist ? o.o

#

wut

#

0.01 is the frame just after the very first one

hexed copper
#

I moved my 1.0 frames to 0,01 and it works great

clear yew
#

it's frame 0 if you look at the little square

steep hornet
#

Do I have to rig a new bone for my garfield if I want his tail to wag

hexed copper
#

is there a tail bone already?

steep hornet
#

@hexed copper No

#

@hexed copper And I do not know how to properly add bones

hexed copper
#

i just figured out how yesterday

steep hornet
#

oh

hexed copper
#

move your blender cursor to where you want the bone to be

#

then press shift+a

#

then press e to add another bone to that chain

#

when a bone is selected, press s to resize

steep hornet
#

What do I do if I made my character in unity

#

do I export the file

hexed copper
#

im not sure how to add bones in unity

#

i imagine you can export an fbx with unity

fallow spire
#

does 2d sound on avatar animation dont work? everytime when i upload my avatar with 2d it changes back to 3d

rocky copper
#

hi guys, i have a problem with animations im trying to put onto a gun

#

specifically the tribarrel chaingun from doom 2016

#

So it comes in the unfolded state, and i want to be able to 1. do the unfold animation. 2. have the firing animation

#

unfortunately when i try to put the animation onto the chaingun

#

it just goes "oh this transform thingy doesnt exist"

#

do i have to just put an animation controller on it or what?

icy crow
#

does it have an animator?

rocky copper
#

no,

#

it's just an armature

rocky copper
#

;/

hexed copper
#

So i tried to delete some extra bones that came with the model, and I think I broke it

#

how would I go about fixing it?

tulip fossil
#

Hey guys, how do I get animations to properly loop for walking/running/etc?
I just look at the settings for the default walking animations (Which dont even have loop time enabled) and use that as a reference but it doesn't work.

#

Also I would just redownload the model and use CATS to adjust the bones, since deleting bones messes with how the mesh is applied.

hexed copper
#

can I not easily configure a bone to a specific vertex group?

tulip fossil
#

Not easily.

hexed copper
#

I'm seeing vertex groups that are named the same as the bones, that should make it some what easy right?

#

I don't think I need to re-select any geometry manually

#

I should be asking this in rigging

keen hornet
#

I've got a pretty dumb question (sorry!): what do each of the animations in the custom animation override controller do? Man of them are vague, like emote 1-8 where you can't tell what they do just by the animation name. I can't find any documentation on it and I couldn't find anything on google.

copper quest
#

the emotes u use in game

keen hornet
#

Yep, I just don't know how to preview them or tell what is what. Fortunately I stumbled across the info that Emote 5 is dance, so I can use that to decipher the other eight. But I'm still not sure what some of the strafe ones do. I guess I shouldn't be overriding the strafe ones anyway...

copper quest
#

i myself never really got into it but when u override say emote 5 with an animation and that name is like hatoff for animation it might just say hatoff in game

lofty iron
#

hello, im having some issues with animations, are avatars supposed to do the animations while standing still in game?

regal hollow
#

they will play the idle animation

#

when standing

tulip fossil
#

I'm still lost after talking with somebody for a bit in DMs about replacing walking animations.

#

He told me to duplicate the model and apply a new animation controller to the duplicate model that contained the new animation

#

He then told me to apply transitions to the "Entry" box in the animator tab although idk what to transition to.

#

I can't find a tutorial for this online so.

spring nova
#

The reason you duplicate it is to use that as a dummy that you can mess with without breaking anything. The reason you have it as entry (which is the default anyway) is so you can preview it. But once you use that duplicate to create the animation, then you drop it into the main model in the right place

tulip fossil
#

The problem I've found is that

#

I can't upload it.

#

Like when I put the duplicate into the main model

#

It exceeds the poly limit

spring nova
#

You don't upload the duplicate, don't put it in the main model

tulip fossil
#

Oh.

spring nova
#

Just the animation files

tulip fossil
#

..

#

I'm not sure where to put this new controller.

#

The one I used on the duplicate.

spring nova
#

You don't use that controller, it's just like a mindless container for your animation files

#

The controller you use you can find in the SDK, under examples and animations

tulip fossil
#

Well here's the problem.

#

When I put the animation into the custom override controller as a new running animation for example.

#

It doesn't play an animation. It just plays like, the beginning keyframe.

#

The entire time I'm running.

#

It looks like I'm levitating, kinda good tbh.

#

But yeah I can only assume it's because the animation isn't looping properly?

#

Like idk.

#

The animation functions on the dummy's controller.

#

Like, the dummy does the animation in game mode.

#

But ingame, when I try running after replacing the running animation in the override controller,

#

I just get like the beginning frame of the animation.

#

And it doesn't play.

spring nova
#

Yeah idk about that part, I haven't done running animations just gestures

#

Buy if you can find the default animations, just copy all their settingd

tulip fossil
#

I did.

rocky copper
#

aghhhhh

#

i still cant get the damn chaingun to work,

#

dont know how to get the animations to work on it while it's parented to the avatar

#

Can anyone explain to me why animations work PERFECTLY fine when an object isnt parented to something else

#

but the moment it IS parented it just goes 'what the fuck is this you're trying to do'

#

and refuses to work

#

???!?!?!

#

mind that im dragging the chaingun animation onto the character instead of the gun, but why would that NOT work?? I mean the transform names aren't changing are they?

#

okay im just actually stupid

#

never mind.

neat gate
#

How would you make players screen shake? some guy with a custom avatar made all the players screen shake and i would like to know how to do that

royal summit
#

Most likely using a shader

torn pawn
#

"how to make cancer?" yeah no thank you

torn pawn
#

any1 with an idea why particles appear only in mirror?

wary parcel
#

You dont have it correctly attached as world object

#

This only shows up in mirrors, but not in 3d world

torn pawn
#

fuck im an idiot, forgot the joint

#

eventho im not sure if it's needed

#

cuz im using a trigger to spawn them

#

but ill check it later

molten elm
#

How do I uhh.. Get a simple 1 second sound to play for my gesture? I have it set up like it wants me to in the tutorials, am I missing something?

#

Ahh, nevermind it was too quiet

torn pawn
#

@wary parcel could you by any chance give any hints what could have I done wrong?currently the setup is 1 "is trigger" collider in hand, then particle in other hand, when particle is inside it dies and subemits world particles, which show up in mirror, but nowhere else

#

works in unity and in mirrors

#

tried fixed joint on subemitter

wary parcel
#

Did you assign the trigger collider with a layer?

#

Also you need a joint for the world particle system to work correct

#

Rigid bodies and so on

pastel ravine
#

need some help here

#

for some reason blender is not exporting my model with all its animations

#

do you guys know to fix this issue?

molten elm
#

Is it only possible to use one sound for a gesture per an avatar?

hexed copper
#

have you tried applying more than one sound source in your animation?

#

If the mesh isn't hiding when I deactivate a bone (via Inspector) in the armature of my character in Unity, what is it that I'm doing wrong?

#

Same goes for my animation

pastel ravine
#

my models root wont move when using custom animations
is there a way to fix that?

hexed copper
#

Do I need animator components for both the main avatar and the poser/puppet avatar?

spring nova
#

@hexed copper the bones are the bones, the mesh is the mesh. Hiding one doesn't affect the other. If you want to hide only one part of a mesh you'll have to separate it first

hexed copper
#

say I have a prop, and its attached to the hand, disabling it in the hierarchy should make the object hidden in the scene view right?

spring nova
#

depends, are you disabling the mesh or the bone

hexed copper
#

I believe its the bone

spring nova
#

you want to disable the mesh, not the bone

hexed copper
#

Not entirely sure how I can do that

spring nova
#

It would probably be easier to add the prop in unity

hexed copper
#

I was following this dude's tutorial, and you can see him toggle the parts of the armature on/off

#

When I had the prop as a seperate .obj object, it worked the way I am trying now

#

but I've since recreated the project with the prop in the character model

spring nova
#

yeah they should be separate files

hexed copper
#

Thanks, I'll see if I can fix it without redoing the project again haha

hexed copper
#

I probably shouldnt have assumed that the guy had his prop setup the way I thought

#

or that everything seen under the Armature in the hierarchy was a bone

dusky spire
#

Just a quick question for anybody that might know. Is there a way I can force a blend key to stay active?

slim sparrow
#

Yes, just set it to 100 in the mesh Blend shapes

dusky spire
#

Thank you, I don't think I have touched the mesh in unity so I didn't know that an option existed there.

#

Yep I see it, thanks for the help.

terse forum
#

I am trying to get my character to move his arm around but when I do a piece of his pinky does not keep up with the animation resulting in a over stretched animation anyone know how to fix this issue?

spring nova
hexed current
#

Ive got a quick dumb question.

#

I know how to have an emote with music

#

but how do I go about having a second emote as well?

#

Do I need 2 animation duplicates

rocky crater
#

so combining emotes?

hexed current
#

no

#

Just having 2 emotes

#

emote 1

#

emote 2

rocky crater
#

can't you just put one animation with emote 1 and another animation in emote 2?

south mango
#

Does anyone know any tutorials that show how to use Fixed Join for placeable objects?

icy crow
#

You can't

winter sundial
#

Maybe by modding the SDK, which they don't want. Log falloff is annoying to work with though, they should allow linear at least

clear yew
#

or animate the audio settings

#

you know how to create animations ?

rapid cypress
#

ADVANCED RIGGING GO

clear yew
#

Hm

#

To make swords and guns materialize do i have to turn them into mesh particles, use an animation controller and just use opacity over time? Or a proper shader

#

@clear yew change to linear and use 29 min 30 max

#

And adjust reverb

#

I think i use .1 or something

winter sundial
#

Sounds like some 3D effect is messing with it. I'm not sure if it's the doppler effect or something else

rapid cypress
steel perch
#

I want to override the sitting animation but I don't know what one it is?

ashen sedge
#

Idle, though you need to put the controller in the sitting slot.

steel perch
#

I only have Idle, but I have an custom animation stand I made for her

#

I see nothing named sit

#

or sitting

#

I see crouchidle and proneidle.

#

i'm

#

so freaking dumb

#

When you've worked on making crap for months and you still come out dumb as hell. (me)

ashen sedge
#

In your avatar descriptor, there are two slots. Standing and sitting.

#

If you've already got a controller in standing, make a copy and use that for sitting.

rapid cypress
midnight garden
#

do any one know if i have to have 3 different ocarinas with the different audio or can i have 1 ocarina and just change the audio

clear yew
#

you can put 3 song under the ocarina and make them play only when the ocarina is out

#

you can put like the song 1 to "fingergun", song 2 to "thumbsup"

midnight garden
#

oh ok thank you

hexed current
#

I'm having a similar issue as @clear yew my emote volume is quiet and nothing I do can make it louder, and it's also resetting some of the settings. Adjusting volume slider didn't work either :(

#

Any ideas as to how to make my emote louder?

keen hornet
#

@steel perch Over in your avatar descriptor you should see two different slots, "Custom Standing Anims" and "Custom Sitting Anims". You need a second override controller for your sitting animation(s), and you'll put it in the "Custom Sitting Anims" slot.

I'm very new to animation so I could be wrong about all of that, but I think that will be what you need. I have an image below circling the "Custom Sitting Anims" slot (sorry for the terrible quality, I'm currently at work and had to screenshot a youtube video).
https://i.imgur.com/Cy2J8wx.png

#

So you'll put your custom sitting animation in the "Idle" slot on your sitting animation overrides. Hopefully that makes sense.

icy crow
#

You'll have to make the sound file louder with Audacity or something @hexed current

hexed current
#

Did they update something with the volume in the sdk>

#

-cranks volume to 5.3 DB in vegas-

#

Now were talking

#

Its jellyfish jam to the orange justice emote

slim sparrow
#

@rapid cypress that is cool as hell

rapid cypress
#

๐Ÿ’™ โ˜„

icy crow
#

No theres always been volume limits @hexed current

steep hornet
#

How would I go about making my character's scarf act like an actual scarf?

keen hornet
#

Dynamic Bones will probably be your friend, which is more of a rigging thing than an animation thing.

steep hornet
#

@keen hornet Damn. I don't have dynamic bones OR the money

keen hornet
#

I know that feeling. It took me a long time to justify buying it since I don't make avatars very often. Every once in a while they run a sale on it but it's very rare and the last sale was only like $3-$5 off.

spring nova
#

You can check out cloth physics too. It's built into unity so it's free

clear yew
#

@spring nova i tried cloth and it broke my fbx file

spring nova
#

Cloth is usually much better for things that need to collide with parts of your body, like a skirt or sleeves

#

use a .blend file

clear yew
#

Right now im using dynamic bones for my coat because i dont know how to get cloth to work

#

And dynamic bones clips

spring nova
#

yeah, dynamic bone colliders are a bit soft and stuff can still clip into them. Cloth is more solid

#

Cloth also keeps in mind the entire mesh and stays solid throughout the entire piece of cloth, whereas dynamic bones are just a series of chains

fickle coral
#

when i try to add audio to my avatar it says the following component types are found on the avatar and will be removed by the client ONSPaudiosoure anyone know why this is happening?

spring nova
#

remove the onsp component from your audio object

clear yew
#

because you are using a component that's not allowed

fickle coral
#

its under the 3d sound settings right?

spring nova
#

it's in the object that has the audio

fickle coral
#

so the head?

spring nova
#

If that's where you put it

fickle coral
#

i wne to the head but thers nothing here just the add component button

spring nova
#

well where did you put the audio

fickle coral
#

i put it under the head parent

spring nova
#

so go there

fickle coral
#

im on the head its has head end under it and audio source

spring nova
#

yes, audio source

#

on that will be the audio component with your file and settings and everything and if you scroll down there will also be onsp audio thing, remove that

fickle coral
#

i unchecked them but it still says the onsp is still there

spring nova
#

don't uncheck it, delete it

#

delete the component off the object, not the object itself

fickle coral
#

ayyy it worked! thank you!

clear yew
#

@spring nova i just click the vertices where i want it to start from the top

#

?

#

For cloth

spring nova
clear yew
#

O

rancid valley
#

Does someone know why the values i put in my Head Rotation in an Animation just reset and dont save?

clear yew
#

Can anyone help me in making a Dragonball Aura?

#

I have textures similar to FighterZ that I want to put on an avatar but the texture's are weird.

mental fjord
#

does anyone know how to make an animation where I can hold out an entity that has a working mouth rigged to it/

#

?*

rancid valley
#

Have the entity be a model that has visemes, add them to the descriptor instead of your actual model

#

Would be the easiest way

mental fjord
#

well yeah

#

but the issue is I have a mouth already rigged on my main one

#

so how do I make an animation where I lets say, grab it, and hold it out

#

how do I keep the visemes working on it

#

since I cant have more then one both rigged at once or so I believe

#

one rigged*

rancid valley
#

Pardon me, i dont know. i only used the thing i mentioned

mental fjord
#

lol well thanks for trying

steel perch
#

You would need to remove the visemse

#

On the second model

#

or first

#

I can't remember

#

but I know you'll still need to remove them I'v never seen anyone else do this.

#

I'v seen others have things talk for them but they always removed the visemes on their model.

mental fjord
#

everything goes based off of the first model so if I have visemes then make an animation even if in the animation I change the visemes I dont think it will work

steel perch
#

It's eather you have something talk for you the whole time

#

or remove the visemse.

#

then have it only on the other mouth

mental fjord
#

well idk

#

honestly dont

steel perch
#

Trial and error

#

and lots of youtube

slim kestrel
#

Does anyone know how to like, basically slap a picture on someones face? I'm pretty new to unity and have barely set animations up but I was curious if anyone here knew how to do it

river dune
#

Literally just started unity and already want's to grief...

#

Come on dude.

rancid valley
#

@slim kestrel That is a bannable thing to do, dont do that.

slim kestrel
#

Thank you i had no idea @rancid valley

#

i didnt want tio grief

rancid valley
#

All fine, its bannable the same way as Nude models, if its a friends/invite world its all fine if people are fine with it.
If you'd ever do such animation then make sure its not a Public world or you can precisely aim for one person that asked to see it

slim kestrel
#

yeah i have a friend who can spefically show one person and thats what i wanted to do so i could show my friends. Thanks for the info @rancid valley :))

rancid valley
#

you're welcome ๐Ÿ˜ƒ

fallow spire
#

do you guys have the same problem that the animations need some seconds to start? and sometimes the animation befor will show some seconds?

spring nova
#

Yep, it's a vrchat thing. Mostly because overrides are still based on replacing finger gestures instead of being their own rhing

gray fossil
#

Anyone know any good tutorials for the particle system?

spring nova
gray fossil
#

Thanks been having a hard time

terse forum
#

I need help. my avatar has one hand that works properly and the other hand that has a few verticals not working completely.

clear yew
#

Hey guys, so about this non-humanoid avatar I got the animation won't export to Unity. Any suggestions?

terse forum
#

if your putting it to vrchat it has to be humanoid

spring nova
#

what no it doesn't

#

There are plenty of non-humanoids

terse forum
#

well then I guess the internet lied to me.

clear yew
#

well its just a floating head

#

but the export paart of the aavatar is not transporting the animation for some reason and i didnt change it to humanoid

rocky crater
#

what is the animation file type?

clear yew
#

huh

#

im sorry im still new to this

rocky crater
#

alright, did you download the animation or did you make it yourself?

clear yew
#

i made it myself sir

#

or ma/am

rocky crater
#

nice, not many people actually make animation.

clear yew
#

i think its just blender taking time to process the animation time

#

although its a simple float animation

#

but it might take some time is all i think

#

i dont know really

rocky crater
#

it does, as long as you get a .anim file, it should work in unity

clear yew
#

ok cool

warm token
#

where are the default animations(like wave) in unity? i want to make some changes to them

molten elm
#

Any tutorials on Emote's with sounds?

topaz ermine
#

You enable an audiosource component that's about all

molten elm
#

ahh

topaz ermine
#

If you want to make it continue playing when you stop holding the gesture with the audio what you'll need to do is this:
Default: object enabled play on awake disabled
Frame 1: object disabled play on awake enabled
Frame 2 object enabled play on awake enabled

#

But for emotes it's pretty straightforward

#

Just enable it at the point you need it

molten elm
#

Ahh, that's helpful, thank you

lost needle
#

I enable an audio source in an animation. Animation length is 1 frame, just a simple gesture.
I expected audio to play when the animation is active.
But in the game, i only hear 1 frame of audio, when i switch away from the animation.
Anybody knows how to solve this?

clear yew
#

show the animation file, my dude

lost needle
icy crow
#

probably a stupid question but is the audio enabled in both keyframes?

lost needle
#

yep

lost needle
#

i had avatars volume set to 0

#

๐Ÿ˜…

clear yew
ocean knot
#

is it possible to have custom idle animations work for a VR user? for example their lower body or everything except head/arms or something

slim sparrow
#

@ocean knot yes

#

Just override IDLE slot

ocean knot
#

cheers ๐Ÿ˜ƒ

#

was concerned that if they're in VR then the legs would be overridden by that - never seen any VR user with custom idle on their legs etc

chrome elbow
#

is there a way to do it so everytime i do a hand gesture it spawn 1 particle and particle will stay there

#

if i do hand gesture again it will spawn another particle and repeat

icy crow
#

have the particle system active all the time and then just enable emission whenever you want to spawn a particle

#

set the lifetime, etc to however long you want the particles to stay

chrome elbow
#

like this but i will disable emission

icy crow
#

yeah

#

set the emission over time to 1 or something

#

however many you want to spawn at once

chrome elbow
#

kk

red summit
#

I tried adding a rigidbody onto one of my props and freezing its y-position. I think it worked in the unity editor, but it didn't work in-game. Is this kind of thing supposed to normally work and I'm doing something wrong, or is it not allowed?

#

oh never mind it wasn't working in the unity editor in the first place.

neat gate
#

If i need help with a animation im boutta do can one of you guys help me

icy crow
#

depends on what you need

neat gate
#

basically just particles

clear yew
#

"just particles"

#

you can do a fucking million things with particles

#

also kinda sad that we need to use unity 5 with all the fucking limitations and bug for particles

neat gate
#

Should i keep ONSP on or off

spring nova
#

Delete the entire onsp component

fallow spire
#

is it possible to make an object independently from my movements in a animation?

muted prairie
#

Any idea why my idle animation gets crushed into a ball, but same animation is fine for movement ?

forest slate
ashen sedge
#

Only case moving the viewport (Along with entire avatar) with an animation that worked for me is animating the Root.T and Q properties.

forest slate
#

ah

ashen sedge
#

Doubt you can scale an avatar with that though, not sure

forest slate
red summit
#

I am setting up a particle system that has subemissions to trigger a different particle system on collision. It looks fine in the unity editor, but in game, the particles explode immediately in my hands instead of flying out and exploding on contact - occassionally, some particles somehow do make it through without immediately explosion, but they are emitted in the wrong direction, and at the wrong speed. Any ideas as to what could be causing any of these issues?

somber veldt
#

Can somone explain me why my Character sinks into the ground when performing a continous idle anim?

last wolf
#

anyone knows why when I use custom animations for walking back and running back both of them plays at the same time while walking back and I could see myself half walking and running but when I run back everything plays normally

icy crow
#

I don't think running back actually does anything. to me it just looks like a faster version of walking back

slim sparrow
#

@somber veldt make sure your idle animation has a Root T property so it actually raises the model up far enough

#

@last wolf the game blends between walk and run depending on your movement speed

icy crow
#

ah that explains why then

slim sparrow
#

You need tailored walk and run animations to make sure that they blend correctly

#

There's an AvatarControllerTemplate animator controller inside the sample assets. The animations contained within are all dummy idle poses, but the controller itself is legit. You can see how it works in there.

#

Like, if you replaced the animations and somehow got the controller onto an avatar, it would work exactly as the default ingame one.

icy crow
#

I have an animated moon that floats and spins next to my avatar's head. It is attached to the neck. I put a dynamic bone on the neck so the moon moves smoother when I move around. The problem is that when I go into play mode or in game, the moon isn't in the position that I want it to be in, which seems to be caused by the dynamic bone, is there any way to stop it doing this?

pliant plank
#

Try to avoid adding dynamic bones onto any of the main body bones, especially the hip bone, making a copy of the neck bone, parenting it to the neck and then parenting the moon to the copy seems like the best solution

#

Make sure the copy doesn't overlap the actual neck bone, or all sorts of hell can break loose

icy crow
#

so Neck -> neck copy -> moon

#

?

pliant plank
#

If that doesn't fix it then i'm unsure of what the problem may be

#

Neck <- Head
Neck <- Neck Copy <- Moon

icy crow
#

I've done something similar on a different model and I don't think I had the same problem

pliant plank
#

I mean, it might not be the issue, but there's no other way to know than trying unfortunately

icy crow
#

alright I'll try

#

No it still does the same thing

#

if I want the moon in the right place, i have to move its original position to account for the move

pliant plank
#

Did you animate it before or after parenting it to the neck?

icy crow
#

before

pliant plank
#

That's the issue then...

icy crow
#

should the animation matter though, because the object is being animated not the whole avatar

#

the animation itself works fine wherever the moon is attached

#

its just that it gets moved because of the dynamic bone

pliant plank
#

Then it's solely caused by the dynamic bones huh...

clear yew
#

how much does dynamic bone cost, hmmmmmmmvrpill

icy crow
#

im pretty sure, it doesn't move when I take them off

pliant plank
#

That is an odd one, at the start i thought it was simply the root location changing due to parenting, but i've never heard of them causing such an issue

#

Depends on if it's in discount or not parzival

clear yew
#

dynamic bone has some kind of lag, if i were the avatar developer i don't apply it, performance drop

slim sparrow
#

Dynamic bones can lag if used excessively. In his case though, I'm pretty sure he's only affecting like 2 objects at most.

#

Which is negligible.

icy crow
#

yeah

#

and distance disable is on as well

slim sparrow
#

Distance disable is on by default I think

#

Make sure you leave the reference object empty

pliant plank
#

It's disabled by default iirc

slim sparrow
#

If empty, the reference object is the camera. If you don't leave it empty, it will only disable if X distance away from the specified object

#

VRC overrides the setting so it's always on

#

If you put your avatar in the reference object field, it might never disable unless VRC also takes care of that

pliant plank
#

Oh neat, guess it's a new sdk thing

slim sparrow
#

So avoid that

#

Nah, it's done on runtime @pliant plank

pliant plank
#

Never noticed it :o

slim sparrow
#

Yeah, you can barely notice it. I only recently noticed it on a friend's avatar. His avatar has a chain attached to the neck which sticks straight out when dynamic bones aren't active

#

And he never messed with any distant disable stuff

#

I've also had other people in here tell me that dynamic bones disable themselves, so that's good

clear yew
#

Hey Rokk, is it worth it for me playing vrc? what can i do?

slim sparrow
#

What??

pliant plank
#

But like... client runtime or sdk runtime?

slim sparrow
#

Client runtime

pliant plank
#

Alright that makes more sense

slim sparrow
#

On avatar load, your client locally configures the dynamic bones a bit. Some values are taken from the avatar maker (most of them actually), and a few of them are applied locally

pliant plank
#

That's a really good implementation imo

slim sparrow
#

I'll give the devs that, they did think it through

#

Yeah

#

The way they set up the SDK and avatar loading thing means it's very hard to exploit

#

For example, it is physically impossible to put your own scripts on your avatars. The component must exist in the game itself and must be whitelisted. The values are taken from the script, but the script itself is loaded locally

#

So even if someone maliciously edited a whitelisted script like dynamic bone, their edits wouldn't do anything.

pliant plank
#

What's the max distance set by default by the client?
Any ideas on that?

slim sparrow
#

Technically, you could even make a blank version of dynamic bone that just has the parameters (the script itself would be a dummy script), and it would still work ingame

#

I dunno actually

pliant plank
#

For distance disable that is