#animation

1 messages · Page 77 of 1

slim sparrow
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It's not that far away actually

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5 or 10 meters

pliant plank
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Hmm, i wonder if it works like audio sources... having to always compromise on a default can be annoying at times...

slim sparrow
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Audio sources are partially enforced on the client, and partially they aren't

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For example, distance and volume limits are not enforced on the client to keep compatibility with older avatars uploaded with older SDK's

pliant plank
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As in wanting a bit more or less leverage on distance but being enforced with defaults, know what i mean?

slim sparrow
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But if you were to disable spatial blending (creating a map-wide earrape without an actual source), the volume would be forced to 0

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Yeah, the default rolloff is very punishing and also weird

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You can utterly earrape people from close by, but you can't play some soft music that's still audible on 10 meters. The limits have been set with limiting earrape to reasonable levels in mind, so earrape is the only thing that will actually get reasonable levels.

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That sentence was horrible but you get what I mean.

pliant plank
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Mhm, that's why i was wondering about distance disable now

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If the values are simply turned on just to be there and are indeed interchangeable or if they're enforced to a set "norm"

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Don't get me wrong, 5-10 meters is plenty, but now i'm wondering for even closer ranges, or even vmd animations recorded on cameras with models really far away from the viewing area

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Since they'd be seen through a camera and not be physically there, technically what you would see would be a zoomed up version to their model without walls between you and them, so the distance disable would instantly trigger and there'd be no motion, dynamic motion that is

dusky dock
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Hello! Does anyone know where to download animations for avatars except Mixhamo?

clear yew
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👓

pliant plank
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The unity store, maybe some other sites with premade animations or even, setting up animations from other programs such as vmd's

dusky dock
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why when I put vmd animation in the unit my avatar moves, and in the game dances in one place?

tall zodiac
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Anyone had the problem where switching between particle systems in Unity, even if they are standard without anything changed, it lags Unity

icy crow
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are there many particles there?

tall zodiac
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no, just default particle systems

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didnt happen before

stray helm
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Soo.. I made an animation to pull out a sword on my avatar, and it works, but when i stop the hand gesture, the sword stays in my hand, anyone know why?

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like, it will go back into the holder but it basically makes a duplicate and stays in my hand as well

icy crow
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is it on the fist gesture?

stray helm
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I think so, yeah

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Does that cause issues?

icy crow
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Yeah that one works slightly differently than the others

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You have to switch to another gesture and then go back to default gesture

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are you on desktop?

stray helm
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I am yeah, sadly don't have a vr set yet

icy crow
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yeah ok, so for desktop users you have to switch to a different gesture before going back to default if you used fist

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Not sure how it works in vr

stray helm
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Well at least I know how to not have a magical sword lol, thank you

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Also, while im in need of help, my avatar's eyes kinda disappear for no reason, even though in unity and blender the eyes are there

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Like, the color and pupil part, the white of the eye is still there

south mango
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Hi guys

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I'm trying to add a particle animation to my avatar, but it ends too quickly

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it's supposed to run for 13 seconds but cuts off after 2 seconds

wicked crane
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Ok I have a little question about animation as I am just starting out. Whenever I duplicate my avatar to begin animating and I create a new clip, the avatar goes in to an odd pose. How would I prevent this from happening so I could attempt to create animations that include walking or running?

vital musk
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@dusky dock if by that you mean that your avatar moves about in world space in the Unity editor, but stands in one spot during animations in VRchat, your avatar needs to be full IK enabled (fully working legs, hands and all fingers) to move around in-game

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Otherwise you stay in place and your head stays facing forward in-game during emotes

wicked crane
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heyyy... does anyone know how to return my avatar back to t-pose in unity?

icy crow
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did you mess up the original when trying to animate it?

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I think you'll just have to re-drag the avatar back into the scene

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and copy across any components you had on it

paper haven
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Does anyone know a solution to prevent auotrmatic blinkining during eye closed emotes? I've done this method before but it doesn't seem to want to work when I use two seperate blinking shapekeys instead of one. Maybe I just need to combine them into one.

cursive moon
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You could set the blink shape keys (be it the manual blink your model has or the automatic blink made from CATS [vrc.blink.left or something like that]) to 0 in the animation

paper haven
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@cursive moon Ah, I tried to make my own passive blink as setting things to 0 didn't seem to want to work, is it possible to have the model's Animator and a seperate Animation component for a passive blink animation? as when I tried that or tried putting it on the body as an animator they wouldn't work.

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I remove the model's blinking with CATs.

slim sparrow
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Yeah, that's how people generally do it

paper haven
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Apparently it's a method to fix this, seperating it so your model has a passive animation you can disable

slim sparrow
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You put a separate Animation component on the model so you can enable/disable the blink. However, you must have CATS blinking disabled

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So the shape keys are empty

paper haven
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Mhm, i did that

slim sparrow
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And the blink animation has to be marked as legacy

paper haven
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and it has both an Animator and Animation component

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but the blinkingisn't playing in play mode

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dunno if it will

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mhm, it is

slim sparrow
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And if you un-mark it as legacy and put it in the animator, it does play?

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In play mode

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You can drag it on a duplicate of your model and it'll automatically assign the animator correctly

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Just make sure you leave the animator controller empty when you drag it on there (you do not ever need to fill it in when you actually upload)

paper haven
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Hmm, the animation doesn't seem to play, either with or without legacy, on a copy of the model

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Also, you don't need to have the Animtor with the overrider for animations?

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I thought you needed the Controller, Custom Standing and Sitting poses with the controller

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Ah, I think I've found the problem. the blink animation was set up to work on the body, not the main avatar object

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whoops

slim sparrow
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You don't need an animator controller set in the animator

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If you want to override animations, you need to fill in the custom standing/sitting anims field in the descriptor

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And yeah, that would explain it lol

paper haven
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Ah, so I can put a passive animation on the Animator?

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and the animation overrides would still work?

slim sparrow
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Well, you can technically put whatever you want in there. It gets completely overwritten ingame.

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It only plays in the preview window

paper haven
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Ah.. so people do passive blinking via an ANimation component

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i always did them via animators on bones, but I assume that won't work for the blinking

slim sparrow
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When your avatar loads, the animator controller is replaced with the game's own. The animation set is then overridden with the custom animations you set in the "Custom standing anims" slot

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Actually, that will work if you put it on Idle

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But you won't be able to disable it of course

paper haven
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mhm..

slim sparrow
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And of course, you then need a proper idle animation

paper haven
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this is the first time in a while the eyes havehad this problem

slim sparrow
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Or pose at least

silk ember
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How do you get objects spawned from hand gestures to stay in one place, it keeps following my head so when I look around it moves, but I want to stick it in one place.

icy crow
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fixed joint

paper haven
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You mean you want it to stay absolute in one position?

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Yeah, fixed point.

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joint*

silk ember
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Either one position or not rotating, either works.

slim sparrow
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Fixed joints connected to nothing

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That will essentially keep it in the world

silk ember
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Ah okay, thanks.

icy crow
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is there a way of completely stopping the jittering of them?

slim sparrow
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Or use world mesh particles if you only need a visual object

icy crow
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even with infinite drag its still a bit jittery

slim sparrow
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@icy crow not completely, but you can set drag to Infinity

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Yeah, there's no way to do that

icy crow
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hmm

paper haven
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Does setting the blink visemes to 0 in a hand gesture prevent the passive blinking?

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if it's using CATs

slim sparrow
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No

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Only if you use a custom blink

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Because you can then disable the animation component (and probably set the blink shape keys to 0 so the blink actually stops and doesn't just pause)

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I had an issue on another avatar where gesturing at the wrong time made my face do a wacky

paper haven
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mhm.. so I should remove the passive blinking, and use my passive animation and disable it and set the blink visemes to 0 when I do the hand gesture?

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to completely remove buginess

slim sparrow
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Yeah

paper haven
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Mkay

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and the passive blinking would just be on an Animation component, underneath the model's Animator component

twilit forge
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(first of all im a noob at Blender) Soo i tried to make myself a 4 legged model. So far so good i have rigging done. After that i made an animation in Blender (like 5 different Poses in 120 Frames) . Problem is... How do i save it and how do i apply that animation as Walking animation?

slim sparrow
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There's a bit of an issue with that

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From what I've heard, you cannot actually animate any bones in your walk animation that are outside of the humanoid rig definition. You could try, though

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Is your model intended to be used as Humanoid? @twilit forge

twilit forge
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I guess so yeah. Especially since i would have to animate everything else if i wont do that

tepid flower
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hi i have mmd and im done all steps but i have a proplem an Animation eyes didn't move

silk ember
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Alright I know I need a fixed joint to place objects in the world disconnected from avatar, but how do I attach it to the avatar, but make it not rotate depending on where I look.

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So when I move it moves with me, but it won't rotate around me when I look around.

wary parcel
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You dont :p

silk ember
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It's impossible?

wary parcel
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Its actually the real answer.

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You dont attach it

silk ember
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Yeah but then it won't move with me.

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I did the fixed joint and it places in the world, but when I do the gesture again it places in the first place and not where I want it to.

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I want it to be in front of me every time I do it.

wary parcel
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You will need to do some witchcraft to get that working

silk ember
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I guess the best way is to attach it to the hand and keep the hand still :/

wary parcel
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Best way i think i know (not tried it) is to reset the transforms with an emote or something

silk ember
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I'll try that, if it does not work I guess I'll have to live with it or attach to hand.

wary parcel
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You could just use 1 mesh and material to use an particle system to spawn it

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Just keep the particle system active at all times and change the emission for it to spawn

silk ember
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I could, but it's 19 different objects and I have no idea how to do that.

winged gazelle
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Would anyone might know why in Unity I can't do anything with my VR Chat SKD? I was making an animation and when i finished my only option under the VR Chat SDK tab was "Clear Cache and PlayerPrefs"

wicked crane
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I would try to reimport the SDK

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I have a question too. I made this animation that puts a sword in my avatars hand. It works in the sense of spawning the sword, but my avatar gets thrown into the air everytime I use it. Anyone know any potential causes for it?

spring nova
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that would be because of colliders

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If you have any, you'll need to set them to istrigger so that they don't physically collide with your ingame bounding box collider

wicked crane
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I havent used any colliders in unity besides a couple for dynamic bones but I dont use dynamic bones with this avatar. I think it was because my animation had a property for the position of my avatar. I may have accidentally introduced it when recording. Im going to try it again

spring nova
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dynamic bone colliders are different, and wouldn't cause the same problem. I'm not sure an animation would either, but that is something you should fix anyway

wicked crane
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Thanks for the help. It was the position thing. The animation now works in game however when i stop making the gesture, my avatars hands are stuck and I cant cancel it part way through. I set the wrap mode to once. Should I change it?

spring nova
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Where are you changing that? I've never messed with it, so just default

wicked crane
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alright

lucid heart
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is it possible to make loops with dynamic bones? You would need to constrain the tip of the bone chain somehow, but no idea how this could work, if it's even possible.

spring nova
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Well you can use inverse colliders to lock dynamic bones to a position, only problem is when you do that it affects the entire chain. You might be able to mess with the radius of the colliders on the bones and the distribution curve

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Hm that's unfortunate... Using distribution you can get the collider to only affect the bone at the very end, but then you run into other weird problems since it doesn't properly affect the rest of the chain to make a "loop" through the whole chain, just the last bone is always pointing in the direction of the collider

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Since it doesn't work through dynamic bones, you'll have to make it with unity cloth, in which case you won't be able to do a solid object like a chain, but it would work much better if you're looking for a loop of cloth anyway

clear yew
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So I need some help in dms

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With animation of course

icy crow
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better off asking here

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more chance of getting help

clear yew
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Im doing a huge project though

clear yew
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I’m trying to make some super of super sayian model

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I don’t know how to get the aura effects or sounds though

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I want the avatar model (base forum) to transform into the super sayian model with these new effects

hexed fern
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so i have an animation that gives me this when i check the import messages

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and when i test teh animation it looks fine until they step down

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then one of the toes goes way to far up

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yet the clip its reffering to isint even there

wicked crane
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This is a pretty general question but I cant find how to make animations like walking or running because my model always goes in to that odd pose when I start to make an animation. Am I missing something?

south mango
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Does anyone here use the Particle Ingredients Pack for unity?

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If so, could you help me with something

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How do I change the ring animation so it goes inward instead of outward?

spring nova
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In the size over lifetime tab, change the curve from upwards to downwards

south mango
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Awesome, thank you!

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Sorry for asking again, but do you know how to change the axis of the ring? from horizontal to vertical?

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i tried rotating it, but it doesn't do anything

spring nova
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That's because it's a billboard, which means it'll always be facing the camera. You'll need to change it to a horizontal billboard first so it's fixed rotation, then you can manually rotate it

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You can do that in the renderer tab

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and while you're there, change the max size to 10 so it's always the same size regardless of camera distance

south mango
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I just checked, but it was already set to horizontal billboard.

spring nova
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Does it rotate to always face the camera?

south mango
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It stays the same, no matter which position I view it from

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here are the settings for it currently

spring nova
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Is it being subemitted by something?

south mango
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I don't think so

spring nova
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Ah, found it. Change it back to regular billboard and then change billboard alignment to local

south mango
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You're a legend. Thanks again 😀

tepid grove
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Quick Q, how do you add the animation tab to unity? I can only add animator which isn't the same thing :/

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oh im just blind nvm xD

south mango
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When you make an animation for a spawned object, do you have to make another duplicate on top of the second duplicate character?

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I want to be able to spawn(equip) a sword and have it do nothing until I trigger another animation on the spawned sword with a different gesture

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is it possible?

spring nova
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For one, if you want to animate something inside your character the best way to do that is drag it outside, click create animation, then drag it back inside. If you do it while it's inside it'll try to animate the whole character and that's what causes the crouching stuck in the ground thing

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And two, if you want to use a gesture and then have something stay that way afterwards, you'll need toggle props. Search toggle props in the #development-advanced channel, and read through the readme for instructions

south mango
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Okay thanks, I'll try that. Although i'm still a little confused on the first part. Do you mean dragging the object(sword) out of the character and then make an animation on it?

spring nova
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yeah so that it's not inside the hierarchy of your model

south mango
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okay

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Do I need 2 duplicate swords (one plain sword and other with particle animations) within the duplicate character?

spring nova
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I don't think so, but it depends what you're going for

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If you just want a sword and then that sword has particle effects, you only need one

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The duplicate is not any kind of special thing that replaces your real avatar either btw, it doesn't even get uploaded. You simply use it to create a file that is then played out on your avatar. So in order for that to work, the two need to be identical hierarchy wise so that the file accurately points to the right thing on both models

sweet zealot
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i cant figure out why my blend shape is not showing up for one model in unity yet it shows up for blender?

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losing my mind - cant get any blendshape to show up in unity for one model

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and i cant figure out why

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the other models blendshapes work

spring nova
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Just checking, when you export an updated version from blender, are you pointing to the assets folder unity is now using? Or are you pointing to where you originally saved the file before bringing it into unity

sweet zealot
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its in the assets folder

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if i make an adjustment tot he model then update it, it does show up in unity

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i just cant get it to see the blendshape i made to the model

spring nova
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Are you activating the blendshape by setting it to 100 in the mesh renderer?

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Or does it just not show up in that list at all

sweet zealot
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its not showing up in the list

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in unity

spring nova
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Have you tried bringing in a new model from the assets list

sweet zealot
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i tried making a new blendshape and it too wont show up int he unity animation list thing

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k i imported an entirely new model and still it doesnt see the blendshapes

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oh

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it had a mirror on it

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......iknewthat...

cerulean frost
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hi, i've made a looping tailwag and ears animation on my avatar and everything was working fine, until i added facial expressions. now the tailwag won't play anymore. any solutions?

icy crow
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is it in an animation component or in your override controller?

cerulean frost
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the tailwag itself was an animation component

icy crow
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And its a legacy animation?

cerulean frost
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yep

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it used to work until i added facial expressions with the override

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it also shows the tailwag in the avatar selection, but not, when i switch to that avatar

cerulean frost
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so no one got a solution? :C

regal hollow
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Are you just looking in a mirror

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or have you asked if other people can see your animation?

cerulean frost
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others can't see it either

icy crow
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Strange that it shows it properly in the avatar selection screen though

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So are the facial expressions gesture overrides? Or are they idle animations or something in the override?

paper haven
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Well, I got the passive blink animation working on an Animation component in play mode but it doesn't seem to work in-game

paper haven
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It's set to Legacy and with Loop play mode

icy crow
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Do you have other shape keys that might be interfering with it?

south mango
paper haven
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Uh, the model still has the old eye shape keys but they're blank

slim sparrow
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I have a single floating orb particle. It has zero speed, and simulation space is local. I give the particle system idle movement using animations. I need the particle to leave a trail, but I also need the trail to be local to my avatar. I want the movement from the animation to leave a trail, but I don't want it to spam trails when I move throughout the world.

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Is this even possible?

lyric yacht
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Is there a way to go about making an animation play once, but have it disappear instantly? Instead of it taking time for the gesture to end when you swap the hand gestures? Because I know if the first keyframe and the last keyframe are the same the animation will disappear instantly, but the point of this is to have it loop like a basic sword animation

paper glade
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If anyone knows how to port an SMD animation to FBX, can someone tell me? I've been wondering so I can use a running animation for my trainer.

neat bone
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Hey. I'd like to stream audio with animation override, but it does not work.
What kind of procedure should I do? Please tell me :)

cursive needle
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what is the problem

neat bone
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I do not understand the procedure.

cursive needle
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ok so do you have an audio sorce

neat bone
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yes

cursive needle
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do yo have the animator open

neat bone
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it is open.

cursive needle
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now click add property go into armture and go to where you put the music click the drop down and click is active's +

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also make sure the music is hidden

neat bone
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I probably did it

cursive needle
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if you did all right all you need to do is add it to a gesture

neat bone
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Plase tell me how to add a gesture?

cursive needle
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you have the sdk right

neat bone
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VRChat SDK?

cursive needle
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yeah

neat bone
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yes.i have sdk.

cursive needle
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ok theres a thing for gestures with in the sdk file

neat bone
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CustomOverrideEmpty?

cursive needle
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yes

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thats where you put the animotion

neat bone
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ok.
I added it to avatar.

paper glade
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I need to learn how to properly use the Animator window myself. I only use the Animation tab.

cursive needle
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now its done

cerulean frost
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@icy crow Yes, the facial expressions are gesture overrides, the tailwag is an animation component

neat bone
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I do not know how to make animation with audio files.

cursive needle
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didnt i just tell you

paper glade
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@cursive needle You mind if I take it from here?

cursive needle
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sure

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im in school anyway

paper glade
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Okay. @neat bone You created an Audio Source object attached to the avatar, correct? If not, do so. Once you've done that, set a property in your animation that sets that audio source to be active. What you want to do then is set the Audio Source to be inactive on the Avatar in the scene. When you play your animation override, the audio SHOULD play since the object of the Audio Source is now active.

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Tell me of you have any trouble understanding that.

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And if it works, let me know as well. Basically either way just ping me

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Just realized external emotes such as Twitch Sub emotes don't work here. Oof

paper glade
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Is everything alright? I saw the ...is typing...

neat bone
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I made an animator, but it does not work.

paper glade
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You... did create a duplicate model, right?

neat bone
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yes.

paper glade
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Controller for the animation? Or animator controller? Did you start the animation yet?

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I'm having trouble understanding the exact position you're at.

main grail
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My particles only move one way even though its set to world

paper glade
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Rigid bodies, Nars

neat bone
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I probably made .anim from the sound and put it in FIST.

paper glade
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Well if you want the sound to play when the weapon is summoned, just apply that property to the same animation. The property where you summon the weapon, that is. Or actually, what ARE you doing exactly? Just curious.

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Also I wouldn't advise applying the animation to fist.

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Or at least, I wouldn't.

neat bone
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I want to play only the sound at an arbitrary timing.

paper glade
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...oh. I don't know how well that's work since VRChat loops hand animations

paper haven
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You turn on the audio source with a hand gesture then

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oh.

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You trim the audio clip

paper glade
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Oh right that IS a thing you can do

main grail
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I’ve been using rigid bodies

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And fixed joints or just rigid bodies

paper haven
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Does anyone know why my blinking passive animtion is working in-Unity on an Animation Component but it isn't working in-game?

slim sparrow
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Which shape keys are you using for the blink? @paper haven

paper haven
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One I made, a new blink shape key

slim sparrow
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It must not be part of the first four shape keys, and it must also not be part of any visemes or whatever

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Ah

paper haven
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which was a combination of two eye close keyframes

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It's used for some hand gestures

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but nah, no visemes and I don't think it's first four

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nah, the first four visemes are

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are visemes*

neat bone
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Sorry. Time is approaching. Thank you very much for the people who cooperated.

paper glade
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No problem

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I look forward to seeing you in-game @neat bone

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Also what's your username if you don't mind me asking?

neat bone
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I use it with various names, so I can not answer ... sorry

main grail
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@paper glade have any idea still?

paper glade
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Well, your VRChat name, User

paper haven
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Could it be cause the blinking animation is used for hand gestures?

neat bone
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Name is WR555 I can not talk because I do not have a microphone so please understand.

paper glade
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@main grail Sorry to say this, but I've never actually worked with World Particles, all I know is they use rigid bodies

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Oh don't worry, I know a few people who don't talk as well... And one who can't. Like literally.

slim sparrow
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@paper haven if you're using the same shape key inside your gestures, it might not work

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Try removing those properties from the gesture animations altogether

paper haven
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Ah, okay

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it was annoying cause it works in Unity but not VRChat

neat bone
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@paper glade Thank you very much. bye

paper glade
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No problem

main grail
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Ahh thank you anyway

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The models still nice

vagrant roost
slim sparrow
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It looks like you need to increase the lifetime of the particle perhaps

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If it's already a world mesh particle, it should stay in place

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Use burst emission (emit 1 burst of 1 at 0:01)

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So you only ever spawn 1 on every activation

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Are you the creator of that Harpy world?

vagrant roost
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Yeah thats it

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thanks ❤

icy crow
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do particle subemitters have to be on burst emission to actually work?

spring nova
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only if the parent is dying on collision

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Because the child is only active for the single frame between the parent hitting the surface, subemitting, and dying

spice urchin
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how do people make rapid fire / single fire guns on gesture

spice urchin
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do u just not use 1 frame long gesture

regal hollow
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they probably trigger particles and audio files

dusty plume
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Yes, You can simply enable a particle effect (or the emission node from a particle) And enable a sound.

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Particles and Sounds "animate" when enabled. So a single frame is perfectly fine when it loops like in VRChat

spice urchin
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yes but people have gestures that have like rapid fire guns

regal hollow
#

you can fire multiple particles

dusty plume
#

You can loop the sound effect, or use a much more complicated system if you need

spring nova
#

The single frame simply turns on the particle system, it doesn't tell it to fire one shot or anything. So once it's on, that particle system has it's own firerate and properties

dusty plume
#

Anyone here know about forcing a Scripts value to be a Keyframe? Need it for Final-IK

knotty wedge
#

How does one add a sound to a hand gesture?

zinc chasm
#

Ok so I made an animation, the particles in it were made from scratch. They look great in unity but when it's in VRchat, some of the particle systems dont show.

#

On the animation, one of the particles have a delay, when they're supposed to show but don't, I get a small lag. It's like they're there but invis. I checked and everything seems fine.

south mango
#

What am I doing wrong?

zinc chasm
#

Am having pretty much the same issue. sigh

#

Ill let you know if Im able to fix mine.

south mango
#

Yeah it's super annoying, hopefully someone more knowledgeable can chime in

#

okay thanks, will do the same.

olive solar
#

Anyone get a proneidle animation working? I have seen it on an avatar in a orld before but for me on any model I have tried, they go under the floor when i lay down unless I add raising their position to the animation. However raising them in the animation for some reason makes all dynamic bones spaz out unless they are doing the animation.

jade sparrow
#

Hey this is probably a very simple issue. I am trying to delay when a prefab is activated. It is a moving prefab and I am just unsure of how to delay it to start when I want it to. (Yes I have tried to use the delay area in the particle systems)

(hopefully when I wake up someone is able to help me, seems too late for people to be online at the moment)

rancid valley
#

How can i remove the particle scaling ? i want them to stay the same size, not increase in size if i walk away from them

icy crow
#

You can play with the max/min particle size in the renderer section

south mango
obsidian vigil
#

@south mango nothing special...

#

but which one do you exactly refer to

#

the blue balls?

#

flying towards him?

south mango
#

The blue one

obsidian vigil
#

which one tho

#

i mean, if you wanna know about the textures, no idea, they might be done by himself

#

if you mean how he has particles flying towards him

#

they are emitted on volume /shell

#

and have a negative speed value

south mango
#

Okay, I thought maybe there was a particle pack for it. Gotcha, thanks.

icy crow
#

a shader

lean patrol
#

These are shaders yes. It's the chromatic aberration shader and a screenshake

opal lodge
#

Please don't add that so that other people get this effect ..

icy crow
#

have a look into grabpass if you want these kinds of effects @clear yew

#

I don't think people want to share things like that anyway

rancid valley
#

So i still have a little problem with my particle animation, im quite new.
So i created a particle system that shoots out billboards "Stream-like" and i want it to be on my hand and following my movement.
Everytime i put it on my hand tho it starts shooting out stuff where my hip bones are so it isnt even on my hands even if i positioned everything correctly...

#

I created that particlesystem in a new scene at locations 0,0,0 and made it a prefab, but then again putting it on an avatar in a different scene messes up the location

obsidian vigil
#

well, adjust the position of the system

icy crow
#

Are they world particles?

rancid valley
#

It doesnt work, it keeps fireing at my crotch

#

yes they are

icy crow
#

Are you using IKFollower or fixed joint/rigidbody?

rancid valley
#

im freaking getting upset i cant seem to make it shoot out the position i want to, its just steadily shooting at my crotch from where the floor is

#

I'm not in this current version, i had one but i probably did the wrong setup

#

I simply slapped on the third time a new particle to my hand , positioned it, rotated it and changed everything in the system to how i want it to be

#

but its not even positioned correctly in vrchat, only in the mirror it looks like its working

icy crow
#

For world particles to follow correctly you need either fixed joint+rigidbody or IKFollower

rancid valley
#

So Rigid body on the particle with no constraints? and fixed on hand with all constraint?

icy crow
#

I can't remember which one is which, there are a couple YT tuts for that

#

Make sure the fixed joint object is always active

obsidian vigil
#

that explains a lot...

#

;- ;

#

i always do Empty Object -> Empty Object -> P-System and put the joint on the 2nd object which i then proceed to turn off

rancid valley
#

So empty object into the hand, create empty object of emptyobject add particlesystem and disable 2 empty object to enable it in the animation?

#

So one tutorial tells me to have one empty then the particle and disableing the particle not the empty while having it on the avatar but not in the hand hierarchy and using rigid bodies on the hand and fixed joint on the empty one with the particle in it

#

so many ways, so confusing ._.

icy crow
#

The particle should be on an empty game object parallel with the hierarchy, not on your hand

#

Watch Jawzhar's vid

obsidian vigil
#

does a double fixed joint break it?

#

like empty object inside empty object

rancid valley
#

no idea

obsidian vigil
#

both with a f j

icy crow
#

why do you need 2?

obsidian vigil
#

i did that to make sure xD

#

no idea if i actually need it

#

thats why im asking

icy crow
#

You just need empty object -> particle

obsidian vigil
#

and then disable the particle?

icy crow
#

And then make sure empty object is always active

#

yeah

#

just enable it in the anim

obsidian vigil
#

ok

icy crow
#

or depending on how you want your particle to behave, have the emission disabled and then enable that in the anim

obsidian vigil
#

cuz thats how i have it for my ganondorf but the particles spawn in random places relative to the wrist and then move with my hands

#

they dont stick to my wrist

rancid valley
#

Alright i redid exactly what jawzhar said, lets see if it works

#

its actually working thanks both of you

icy crow
#

ayy 👍🏻

obsidian vigil
#

👌🏻

jade sparrow
#

Hey this is probably a very simple issue. I am trying to delay when a prefab is activated. It is a moving prefab and I am just unsure of how to delay it to start when I want it to. (Yes I have tried to use the delay area in the particle systems)

violet kraken
#

@jade sparrow did you slap the delay on all the particle systems of the prefab ?

jade sparrow
#

@violet kraken yah that's not the issue I'm having, I figured out what the main issue was. The movement was being controlled by a script and I am currently trying to figure out how to add a "delay" to it. Not sure what the coding is, no coding history here haha.

icy crow
#

If its for an avatar you can't have scripts anyway

floral tinsel
#

Question

#

Can anyone lead me through putting animations on a GoldSRC model which I'll use as an avatar?

cursive needle
#

hm

floral tinsel
#

Please?

cursive needle
#

what

icy crow
#

for emotes or gestures?

floral tinsel
#

Well

#

in general for the character model

#

And for emotes maybe too

icy crow
#

Oh so ones that are always running

floral tinsel
#

It's not gonna be a VR avatar, I think

#

ye

icy crow
#

ok well you can do that with either a legacy animation in an animation component, or an idle/walking animation, etc in your override controller

#

do you know anything about making the animations?

floral tinsel
#

I'd be using the Sven coop V5 playermodel animations

#

They'd be integrated in the model

icy crow
#

So you already have the animation .anim files?

floral tinsel
#

Again, they'd probably be integrated in the .fbx

icy crow
#

oh ok. I think with those you can drag them straight into an animation component or your override controller

floral tinsel
#

Alright

icy crow
#

if you are putting them in an animation component, they need to be legacy animations

#

you'll need to open the debug menu to set them to legacy

floral tinsel
#

Alright

#

Actually lemme check

jade sparrow
#

Anyone with Particle System knowledge able to help me figure out how to make a moving particle in an arc?

cursive needle
#

i think i know but im not at my main pc rn so i cant help

jade sparrow
#

That's fine

#

Thanks anyways

#

Ill be pulling my hairs out until then, unfortunately all of the tutorials I'm finding online are using scripts which we cannot use

clear yew
#

I think you could play around with the velocity over lifetime module of the particle emitter; I've made particles move in circles before with that

#

You'd want to use sine waves for the curves I think

zinc chasm
#

Anyone know how to fix an issue to where a particle system works in unity, but when it's in game it doesn't show?

#

I made teh animation right, so it's not that. Even other systems show up on the animation. I just can't figure out why some particles systems wont show.

icy crow
#

can we see your animation/particle system settings

zinc chasm
#

Umm, well Ill screen what I guess is important... one sec.

#

Heh, I cant post screens. Another way I can show you?

icy crow
#

you can dm to me if you want

#

or upload to imgur or something and post the link

zinc chasm
#

Ill do an imgure thing. One sec

#

Let me know if that works for ya @icy crow

#

Thats one of the animations, and it's settings.

icy crow
#

and what does the animation do, just enable the particle system(s)?

zinc chasm
#

Yep.

icy crow
#

for a gesture or emote?

zinc chasm
#

Gesture.

icy crow
#

and the anim is only 1 frame long?

zinc chasm
#

Like when you create the animation? Ya.

icy crow
#

hmm

zinc chasm
#

Not sure if this helps, but when you go into play mode, on Game it wont show either, but it shows on Scene in playmode

modern mortar
#

this is abit of a long shot, but has anyone been able to get vertex animation from maya to work in unity? I have found Mega-fiers on the asset store but im not exactly willing to pay $150 just so i can have part of my models mesh shoot out.

copper whale
#

I'm stuck on a BIIIG problemo, trying to get particles to follow my sword kinda like the nightsticks you can find in most of the clubs, can anyone help?

#

The only problem is that I have a sword animation done already, but I'd like another animation with the same sword to be made.

#

I just wanna have it in a different gesture.

spice urchin
#

how do people make those gestures where it does multiple things, i.e. firing 3D physical projectiles, playing an animation, effect with timings

wary parcel
#

@copper whale research trail particles those "follow" the sword

#

Its not an easy way of creating it, better to do some personal research and then come back later when you get a bit of the basics and tried maybe some prefabs out there.

noble turret
#

@copper whale if u already know how to make the particle system u want on it and just wanna have 2 different on your sword. Create a empty game object on your sword. and place the particle system beneath that. so u can trigger the empty game object in the other animation.

copper whale
#

@noble turret I wish I knew what an empty game object were, I only know about pairing it to the wrist, that's all. QWQ

noble turret
#

@copper whale right click on your sword then create -> empty game object

copper whale
#

@noble turret Arigato, my comrade!

noble turret
#

make sure u hide the game object so it will only trigger with the animation

night crescent
#

If i want a gesture that just toggles music, how do i accomplish this? When i have 2 frames of the object being enabled that the music plays from, music doesn't play. do i just need to add some other kind of frame or waht?

#

yeah it seems that adding some other animation that's two frames (0 and 1 frame) long helps. Pro tip i guess haha

copper whale
#

I have another big question.

#

I got a good looking particle, but its' trail looks very odd.

#

I'll see if I can screen cap the trail.

#

Got it, mind if I DM you the picture, @noble turret ?

noble turret
#

sure u can @copper whale

wary parcel
#

Is Kinematic, and reduce the Mass to as low as you can

south mango
#

How does he create the light effect @ 4:36? is it a particle system?

obsidian vigil
#

im guessing a point light

#

and animating intensity

#

/ size

south mango
#

Do you have to make 3 separate point lights to create the different colours?

#

or is it possible with one point light?

obsidian vigil
#

you should be able to change the color in the animation as well @south mango

south mango
#

Okay, thanks. Is he also using a halo?

south mango
#

How do you get the fade in effect for the lights?

regal hollow
#

I imagine it's an animation that slowly ups the intensity

obsidian vigil
#

empty object -> point light, animate the light like you want it. Inside of the main animation -> activate empty object. Done

icy crow
#

Set the drag to Infinity @clear yew

regal hollow
#

A fixed jointed object will always shake a little

#

But drag may help some

obsidian vigil
#

Is there any way to synchronize audio to a particle yet? Besides animating everything by hand?

clear yew
#

nope

#

still need to animate by hand

obsidian vigil
#

Oof

icy crow
#

Are you trying to place it down and have it stay there? @clear yew

#

are you enabling the object with a gesture?

#

Try only enabling it with a gesture

#

I've never tried it when its always enabled

#

hmm

#

Is that what you want?

#

You can do it with toggle props in an emote

#

Not sure about gestures

covert girder
#

you can keep object stay in place with Mesh particle* modifier

icy crow
#

I think they mean world mesh particles

#

but you are very limited with what you can do with that

#

the mesh can only have 1 material, etc

slim sparrow
#

Yeah, what's the issue?

#

That's world objects with fixed joints right?

#

You mean it jitters?

#

Set drag to infinity

obsidian vigil
#

@slim sparrow if i had a cube which is fixed to a point in world space and i also place an ik follower on there, which is linked to my wrist, would it always face my wrist with the same side or would it move alongside my wrist?

#

and locked the position axis

#

only rotation

slim sparrow
#

No idea tbh

obsidian vigil
#

alright 😛

slim sparrow
#

No, just that

obsidian vigil
#

@slim sparrow is 10000000 infinity yet?

#

or would you need to go higher 😄

slim sparrow
#

No, just set it to Infinity

#

That's an actual number

obsidian vigil
#

wait wot

#

like for real?

#

"*Infinity is a number*"

#

Mind blown

covert girder
#

yes, but NaN is not @obsidian vigil :d

obsidian vigil
#

thats weird

#

i feel betrayed

vital musk
#

Apologies if this is the wrong place

#

I've got a working avatar in VRchat, with no custom animations, and have no experience creating animations myself (downloaded them from Mixamo before)

#

I've found the animation tab in Unity but it won't let me change things for humanoid rigs (my character), how do I go about making an animation for it?

covert girder
#

is that shows any errors?

vital musk
#

Keyframing for humanoid rig is not supported!

#

The only thing I can get working is using the Animator instead of positioning the bones themselves, but pretty much all these options changes another property

slim sparrow
#

@vital musk you need to use the animator properties rather than directly moving the bones

#

If you want to create an animation by hand in Unity (good luck...), you need to duplicate your avatar in the scene, select duplicate, go to animation, and create new animation

#

Then use the animator values such as Leg Stretch to animate

#

You can also make an animation beforehand in Blender or import them from Mixamo

#

Unity can convert animations on imported models to humanoid rig animations

vital musk
#

Hmm I'll have to have a look at blender then, thanks @slim sparrow

obsidian vigil
#

@slim sparrow any method to set the avatars' y position though?

slim sparrow
#

In what?

covert girder
#

blender? 🤔

slim sparrow
#

You mean in an animation?

obsidian vigil
#

yeah

slim sparrow
#

That's Root Transform

vital musk
#

I'm trying to get Parappa's animation so a lot of the ones from Mixamo don't work well for what is essentially a 2D character

slim sparrow
#

Root T.Y property

obsidian vigil
#

oh alright

#

cuz mine kept glitching into the ground 😛

slim sparrow
#

Yeah, that happens without Root T

#

Your hips will be at Y 0

rancid valley
#

Does someone know why the particle that should have a mesh is invisible while using it but billboards or cubes work?

icy crow
#

Probably has more than 1 material

#

meshes for particles can only have 1 material

rancid valley
#

Oh so i'd have to atlas it in blender

slim sparrow
#

Yep

#

But you can maybe automatically atlas it

#

Mesh particles don't always have to be super detailed

#

And in some cases, you can literally just combine the materials manually if they share textures

modern mortar
#

Okay so i am using a generic rig model. I have made custom walk animations however, the idle animation does not loop. I have Loop Time and Loop Pose checked on.

random dragon
#

hey.. I'm making an animation specifically for a contest. Is there a way to have the audio play at a safe level but evenly across a large area with no falloff?

icy crow
#

there's limits to the range of audio and I think with falloff as well

random dragon
#

those limits are likely server side?

icy crow
#

actually they are client side

#

they are applied during the build, before it uploads

random dragon
#

gotcha.. I don't want to ear-rape anyone but its a large stage and a fairly wide animation.. I'd like everyone to be able to hear it clearly

icy crow
#

you can override those limits in an animation though

random dragon
#

have the animation control the limits?

icy crow
#

yeah change the properties that you want

#

range, etc

random dragon
#

oof.. I never thought of that

#

I might play around with that and test

random dragon
#

yup.. that works perfectly

#

thanks @icy crow

icy crow
#

np

pale crescent
#

Is it possible to use gesture overrides on a generic avatar?

covert girder
#

i think you can @pale crescent

pale crescent
#

i tried, but they aren't activating in-game

covert girder
#

a, i think you can't, coz gestures is a humanoid think for hands :noway_emote:

pale crescent
#

oof

#

i would switch my rig to humanoid, but then i'd have to redo all of the animations

toxic hinge
#

Does anyone know if itd be possible to have dynamic dice animation

#

an animation to drop it and it colides and lands on a random side

frosty spade
#

is there any way for me to keep an object in place even when my avatar moves

#

like if I were to place a c4 charge or shoot a rocket, how would i keep it still instead of moving in relation to my player

spring nova
#

For a rocket, just a particle set to world space. You'll need some other tweaks to make it come from the right place though, look up vrchat world particles. For a c4 charge, you could also do a world particle very easily but then it wouldn't have sound. If you wanted sound, it's a little more involved and you'd want something called a world object

frosty spade
#

so for the rocket i have the smoke stream set to world but how would i do that with the actual rocket itself

#

since whenever i move my rocket launcher the rocket itself moves with it

#

and theres nothing i could find online about having the parent of an object move independently without affecting the child

spring nova
#

Same thing, set it to world

frosty spade
#

didnt see any option for that

#

where would it be

spring nova
#

Nice, thanks

frosty spade
#

not the particles im having a problem with but the object itself

spring nova
#

Wait the rocket is an object, not a particle?

frosty spade
#

yeah

#

its a model

spring nova
#

Oh you'll want to make it a particle then

frosty spade
#

that would only work for images though

#

i can try and get a video to show you

spring nova
#

You can have meshes on particles

#

In the renderer tab

#

You'll need a special shader to align it to the right direction though

frosty spade
#

but how would it have depth and etc

spring nova
#

By being a mesh

#

Mesh = 3d object

frosty spade
#

so how would i convert it

spring nova
#

Just change billboard to mesh I'm the renderer tab

frosty spade
#

but there is no renderer tab since its an object

tropic root
#

what kind of shader is it? I've been looking for it for quite some time now

spring nova
#

Yeah you'll have to make a new particle

spring nova
#

I'm on mobile so I can't send the one I have, but I know some people who do

frosty spade
#

i cant put an actual model onto the alpha of a material

#

same with particle texture

spring nova
#

What that's not what I'm saying

#

Make a new particle system

#

Change it to mesh

frosty spade
#

this is what it looks like now

spring nova
#

Yes, now apply the texture to it

#

Should be exact same material even

frosty spade
#

got the texture on but how am i supposed to make it go in a constantly line every time

#

tried making to cone radius so small but it starts sparing the particle outside of it

spring nova
#

Uncheck the shape tab

frosty spade
#

and it goes backwards too

spring nova
#

Yeah that's where the shader will come in

frosty spade
#

which shader

#

setting the particle's simulation space to world makes it go sideways too

spring nova
#

@torn pawn would you mind sending him the particle alignment shader?

#

I'm out on nobile

#

Wait no I can get it from your PM's when you sent it to me

#

Nvm got it

frosty spade
#

particle system messed it up

slim kestrel
#

Would anyone be willing to help me with a super saiyan animation? :))

real owl
#

can anyone help me on making custom walking animation?

glacial briar
#

anyon have a link or any help to getting music to play while doing a dance emote??

clear yew
#

@glacial briar you can insert the active audio source aand volume when you edit the dance emote.

#

@real owl what kind of help do you need specificaally for the walking animation?

#

@slim kestrel With particle effects? Animation for the yellow aura?

glass idol
#

or like, not as it follows it in Unity

#

is fixed joint broken ? Edit: Nvm probably my own fault, trying out different settings

real owl
#

@clear yew i want to make a flying animation and was wondering if i should make a looped one where my avatar just goes up and down, or do i have to do more work than that?

clear yew
#

the floating up and down animation should just be the basic aanimation. So, yes you should just loop a basic float @real owl

#

now if you wanna make it more detailed then add more frames to the floating animation and maake more movement and particle effects

#

but thats later down the line. just focus on making the float animation.

real owl
#

thank you, imma do that when i have more knoledge of this 😄

clear yew
#

yeah

#

for sure dude

#

if you have more questions or need more specific help just ask

subtle heron
#

How can I make facial expressions for models without without fingers?
I mapped animation overrides to each hand gesture, but they aren't working in game.

median ridge
#

Make dummy finger bones in blender so that you can have them in unity

#

You can’t use gestures unless you have fingers

subtle heron
#

Alright

slim sparrow
#

@frosty spade if you apply that shader, you also need to set custom vertex streams

icy crow
#

What are you trying to do?

#

So you want your materials constantly changing in the animation?

obsidian vigil
#

iirc Matsix made a gif tutorial

#

@clear yew

#

true 😄

#

thats why i gave up on gifs

#

but i think ill try your method

#

isnt it like super performance killing though

#

because it has that many materials?

slim sparrow
#

If you want to change texture, try some other shader that supports it

icy crow
#

so you want like a spritesheet gif?

#

Ah ok

#

Does that not work then in your animation?

#

I don't know, its not a common animation that you're trying to do

#

How many different jpgs are you planning on using?

#

...

#

and they are similar images to create a gif effect?

#

Because I think you'd be better off with a gif shader

#

Not right now no

#

You can add me if you want to show later

fallow spire
#

can anyone tell me how to make independently animations, like a object spawn and it will not follow my movement

slim sparrow
#

Fixed joint connected to nothing

fallow spire
#

@slim sparrow dont work, can you explain a bit in more detail?

icy crow
#

literally just put a fixed joint onto the object

fallow spire
#

works now, made a mistake befor, thx

icy crow
#

You'll find that the position will become increasingly messed up when you enable/disable the object

#

Also set the drag of the rigidbody to Infinity

#

that'll reduce the jittering of the object when you move around

fallow spire
#

you mean 0?

icy crow
#

The opposite

#

Infinity is a value you can use

fallow spire
#

yea but how?

icy crow
#

Type Infinity into the box

fallow spire
#

ok, but i also tested it befor.. my object is very big, so it make not so much difference

icy crow
#

If you want to enable/disable it frequently with a gesture, I suggest you make an animation that resets the object back to its starting position when you aren't using it

fallow spire
#

reload of the avatar would be also reset it or?

icy crow
#

Yeah

#

But that'll get annoying

fallow spire
#

hm but i dont know how to make the reset animation

icy crow
#

if want it, I can show you later, I'm at work rn

glacial briar
#

@clear yew right click the emote and add or? I tried the way that involves adding an audio clip, and duplicateding the model etc but when I drag the animation over to the animations tab, it doesnt do anything. Wont show any points etc

icy crow
#

Avoid posting links to that site in this server

mint prism
#

Hello, when i try to change a value in one material it changes in another one as well

#

when i for example turn the value for texture lerp to 0 in NanoH it also changes in NanoExp to 0

#

Can someone please explain how to work around that stuff?

icy crow
#

Did you duplicate it?

#

Before editing I mean

mint prism
#

duplicate?

icy crow
#

did you duplicate the material to create a copy of it?

#

or did you manually select the shader on the second material

mint prism
#

i didnt duplicate the material NanoH to make NanoExp

slim sparrow
#

Try editing the material directly, not inside the mesh

icy crow
#

Because I find that if you do that, the properties will keep copying over

slim sparrow
#

Just manually go to the assigned material

mint prism
#

when i go there the value is at zero

slim sparrow
#

Are you sure you're looking at the right material then?

mint prism
#

yep its the right one

#

i dont have another NanoExp material with the same shader

icy crow
#

Wait, the values are red, doesn't that mean you are recording an animation?

slim sparrow
#

Ah, good catch lol

mint prism
#

yep

slim sparrow
#

I don't know if that works

icy crow
#

are you trying to transition between the 2 textures in an animation then?

mint prism
#

jep

slim sparrow
#

They seem to be two separate materials at least

mint prism
#

basically i want to change the hair colour over a longer time then the eye color

slim sparrow
#

They are separate, right?

mint prism
#

separate materials

slim sparrow
#

Like, they refer to a completely different material within the Materials folder

#

Alright

mint prism
#

the only thing they have in common is the shader

slim sparrow
#

Well, stupid solution maybe, but

#

You could try duplicating the shader and editing its name in Notepad

#

So that they're two separate but identical shaders

#

Then assign the second material the duplicate of the shader instead

#

I have never tried to change material properties within animations, only whole materials.

mint prism
#

oof broke the shader

lunar cargo
#

anyone know of a nice well featured avatar on *** (male / female) that is vanilla regarding gestures (custom emotes are ok)? it can have dynamic bones, I actually bought a license for it to be 'correct' ^^

clear yew
#

psst kiddo, not allowed to talk about that website around these part.

slim sparrow
#

That website is pretty bad anyway, you won't find much like what you described on there

#

You should follow Tupper's megatutorial on porting an MMD model to VRChat.

#

And then follow a tutorial on how to add gesture overrides

lunar cargo
#

it isnt? ow sorry 😒

celest trout
#

Does anyone know how to make material changes in legacy animations? I want to do it in an idle animation and be able to pause it with a hand gesture.

#

Or the other way around. Does anyone know if you can make a regular animation into an idle animation to be placed in the Animation component so it can be turned off easily?

icy crow
#

if its going into an animation component, I think it has to be legacy

#

and that can be turned off by just disabling that animation component with a gesture or something

slim sparrow
#

I think material changes should work in legacy animation components

celest trout
#

I just noticed on the documentation. Is there a way to turn off an animation state of the modern Animation Controller component?

slim sparrow
#

Just gotta mark the animation as legacy after you finish making it

#

@celest trout nope

#

Not without script access

#

Worlds can do animator stuff, avatars cannot

#

The best avatars can do, is pulse gates

celest trout
haughty needle
celest trout
#

@slim sparrow try testing material changes in an legacy animation. It doesn't change since the material keyframes don't work the same in Unity 4.x You can set the material once but you can't animate another change back.

clear yew
slim sparrow
#

Press CTRL+D @clear yew

#

If it doesn't work, you have to rename the animation first

#

@celest trout oh, is that why that happens? That explains a lot.

clear yew
#

i can't rename animation

slim sparrow
#

In import

#

Select the model itself, go to animations, change animation name, apply

median ridge
#

Is there a way to change a model animator controller through an animation of say, a parent of the model?

clear yew
#

thanks @slim sparrow

glacial briar
#

Maybe some one may have a lead.. Anyone know if theres any site or something that has the overwatch dance emotes that can be downloaded or something? I really want Moira's anniversary dance for my avatar but i reeeeeelly dont feel like making it piece by piece on mmd...

celest trout
#

@slim sparrow I found a easy workaround to disable some componants in my idle animation. I just set the componant to 0 in my override and it overrides the idle animation just fine

quaint marsh
#

@haughty needle are those bullet's mesh particles?

haughty needle
#

yes

torn pawn
#

i sent him shader

quaint marsh
#

yeah so that is just a problem with unity particles and there is no way to fix this without scripting.....
because world mesh particles starting rotation will always be the world rotation you gave them in the particles system

torn pawn
#

yes there is a way to fix it

#

there is a shader for it

quaint marsh
#

they don't care about the emitters rotation

slim sparrow
#

It's still not true rotation, but it at least aligns them to their velocity

#

You probably have to point the mesh down in Blender

quaint marsh
#

sounds like a plausible work around but it will only work for moving particles not stationary ones right? because it uses the velocity and not the emmiters rotation to determen the particle rotation.

torn pawn
#

you can have 0.00001 velocity, should fix it

slim sparrow
#

It works for stationary if you either make the particle super slow, or make the simulation speed of the system really slow.

quaint marsh
#

if the particle stops after a certain amount of time will the particle's rotation reset?

slim sparrow
#

It has to stay moving so it won't work

#

It'll disappear outright

#

Just make it not stop

#

Are you using limit velocity over lifetime?

quaint marsh
#

well I would if that works

#

but I geuss I'll have them move at 0.00000001 or something

slim sparrow
#

Yeah

spring nova
#

If you want it to collide and stick into something, just subemit on death a particle with no collision that inherits velocity really low

slim sparrow
#

That doesn't work

spring nova
#

Why not

slim sparrow
#

Subemitter triggers after collision

#

If the particle has bounce, the subemitter will be facing the "bounced" way. If the particle has damping, the particle will first slide off the surface and then emit, giving it the wrong rotation

spring nova
#

So set bounce to 0 and damping to 1

slim sparrow
#

See above

#

Lol

#

You can make it work with a super convoluted system of two subemitters and some bounce.

#

That's the only way

#

I broke my head over this for a few hours and decided that it was impossible, due to a variety of factors. A friend of mine found a solution involving the bounce I talked about earlier. You'll need to give the particle bounce, it needs to die right after bouncing, and spawn a subemitter with -1 speed so it goes the other way and bounces again. After this bounce, it then emits the final particle with -0.00001 speed

#

And this final particle has no collision at all

spring nova
#

That's a really clever workaround

slim sparrow
#

Yeah, he's a clever guy

#

Shame that we need these kinds of workarounds, but at least it works

spring nova
#

Instead of using inherit velocity, you could use force over lifetime plus limit velocity just at the very start of it's life. It'll align it to the rotation of your hand, not the projectile, but depending on usage that should be more than enough.

#

if it's like a really slow projectile that you want to wave around, it would get misaligned, but fast moving projectiles or even ones that follow your hand with velocity over lifetime will be accurate

placid copper
#

do any of you know how to add animation overrides to avatars in worlds?

spring nova
#

Like on a pedestal?

placid copper
#

i want to use mixamo animation that looks like you're hanging from something

#

SendRPC

#

something like that

spring nova
#

Wait are you wanting to create a new avatar and put it in a world or modify one that's already in someone else's world

placid copper
#

no

#

i'm trying to create a world where if you click on the seat, it forces them into a certain pose

#

like that dancing world

spring nova
#

Ohh ok

placid copper
#

or void club when it had those custom animation overrides while they say on the bed

spring nova
#

I think this channel is mostly for avatars, I can't help you out myself but someone else might be able to. If nobody does, you could probably try again in #world-development

placid copper
#

no prob

lunar pasture
#

Can anyone help me with dynamic bones?

clear yew
#

wut u need

lunar pasture
#

I wanna distribute the floofiness in the hair, make it stay still at the top and more dynamic towards the bottom

#

at the moment it's moving off her head too much

#

just trying to figure out how to set the distribution curves up

clear yew
#

more inert if it's moving too much off the head

lunar pasture
#

So if I set the inert distrib to be initially high then taper off on the graph that would fix it?

clear yew
#

that depend

#

i guess the root bone is the head

lunar pasture
#

yeah

clear yew
#

with chains bones going out of it

#

and you want more movement at the first bones ?

lunar pasture
#

yeah, the hair has a separate parent, a few children under it

clear yew
#

the distrib needs to be low at first then

#

and going gradually up

#

so the end bones move less

lunar pasture
#

I want the top hardly moving then the bottom more swishy

clear yew
#

find a good general setting first

#

and then play with the distribs

lunar pasture
#

OK, I think I cracked it, thanks for helping me to talk it out 😃

lunar pasture
#

lol not saying talking to a potato would have been just as productive, but thanks for being there 😄

spice urchin
#

what do the strafe stuff map to in animation override

#

theres strafelt45 and stuff and idk which direction this stuff is

icy crow
#

Yes

frosty jacinth
#

Hey Guys Sorry to bother, But i'm trying to Use a custom idle animation and it seems to just stay in place and breaks the avatar. is there something special i need to do with idle animations? btw my animation is fine in unity.

clear yew
split lark
#

switch avatars. if thats you being stuck in the animation

clear yew
#

the animation is not working correctly

split lark
#

eh, im not to good with fixing animations so i can't be much more help

icy crow
#

Is your viewpoint in the right place?

clear yew
#

yee

#

the animation work coreecly but abaut 1m it just starting doing this

#

in unyti the animation woks coreecly but in VRChat not working coreecly and i can walk when the animation is on

split lark
#

i know whats happening.

#

swap avatars and swap back.

clear yew
#

is doing the same thing

dusty plume
#

You are using the Override slots right? @clear yew

clear yew
#

yes

dusty plume
#

You animating any extra bones on the model apart from models humanoid bones?

clear yew
#

no

dusty plume
#

What do the animations look like in unity?

clear yew
#

the animation in unity works perfect

dusty plume
#

No, what do they look like, can you gif it or gyazo it?

clear yew
#

animation files or animation ?

dusty plume
#

the animation 😃 use the gif feature of gyazo

covert girder
#

try to check 3 boxes about Freeze x,y, etc in animation settings in unity

clear yew
#

ok i'm going to try

clear yew
#

nope same problem

pliant plank
#

After 1 minute emotes snap back into "normal" mode, essentially you can walk after the 1 minute mark and all of your IK related bones start functioning, so your head tracks and your legs/arms move

clear yew
#

exactly

pliant plank
#

The model will keep trying to play the animation but will break horribly, it will only return to normal after the animation time expires

#

There's no "fix" for it as it's intended to finish on the 1 minute mark at most, you could perhaps have a model with a blend tree animation setup and have that trigger with a gesture, replacing and hiding your model in the process, or having a single full lenght 1 motion dedicated avatar that only plays the dance, also with a blend tree setup

clear yew
#

aaamm ok

muted prairie
#

There's so huge fuckery with idle animations overrides, happened to a couple of my models too for no specific reason, head position is the same as the animation but the armature is crushed in a ball

fallow rose
#

Can anyone explain to me how applying multiple animations to your avatar works? (I know how to use the gesture override) I've made a weapon grab animation and got it working without a problem, but as soon as I went to make another animation it just wouldn't let me. Like it continues to bring up the previous animation I made despite the fact I've opened a fresh animation. (I duplicated the character 3 times, 1 st as the base avatar, 2nd for the first animation and 3rd for the last animation). Any help would be appreciated .

spice urchin
#

how do u add jumping anims and such

#

i know how to use the blend tree but idk how to add the jump and fall etc anims

#

or emotes (ones that dont loop)

#

for generic avatars

icy crow
#

Remove whatever is in the animator controller slot

#

@fallow rose

tepid mango
icy crow
#

Try disabling the dynamic bone while you're animating the tail

#

so disable it, do the animation, then re-enable t again

#

I find that they do that when im trying to animate

clear yew
#

@ me if you know the solution

echo wraith
#

Anyone know why my particle effects show up in the mirror and not in the game world? It's like the exact opposite of what used to happen. lol

spring nova
#

Are they world particles, and are they not on a fixed joint or ikfollower?

spice urchin
#

im trying to rewire the gestures to do different things in vrchat

#

bc with generic avatars they are parameters

#

so u can make ur own stuff prob

frosty spade
#

for animating fingers is there a quick way to add the bones to the animation or do you have to do them one by one

spring nova
#

You can copy over the keyframes from the default gestures or there's a paid asset called muscle editor that allows you to move fingers by dragging then with your mouse

spice urchin
#

do u guys know why this wont work in the game

drowsy cape
#

So I have a question about the whole rigid bodies/world particles stuff. I watched the tutorials that were posted all around here and none of them really seemed to work. The situation: I have a sword on which I put two world particle effects. I did all the stuff correctly with the empty object and put the effect in there and place it in my armature as well as setting the fixed joints with the right settings. Yet the particle effect doesn't even follow my sword or my hand but it just floats in front of my avatar. Am I doing something wrong? Does it even work with the world particles on an object or does it just work on the hand itself?

spice urchin
#

is it parented to the sword/sword grip bone

drowsy cape
#

What exactly?

spice urchin
#

the effects

#

they have to be parented to the sword or handle bone so that they will move with them

#

also why u using fixed joints

#

they jsut hold things there

#

and the sword would also need a rigidbody but then it would fall to the floor unless u use static settings

#

u can just parent the particle u dont need fixed joints

drowsy cape
#

Ahh, I see. How else should I parent them to the sword then? Just leave the particles in the sword armature?

#

Sorry if I'm asking too obvious questions but after watching so many videos of it I'm just confused and frustrated at this point

#

And where do I put the rigidbody instead then?

mild basalt
#

Anyone know where theres some DJ animation I can import to a model, holding headphones and jamming style?

#

I looked in the usual areas with no luck.

fallow spire
#

how does the animations work with the shader or something where every player see this like a post processing effect?

icy crow
#

Like the screen shakes, etc?

fallow spire
#

for example, or a stupid picture in front of the screen and everywhere where you going

icy crow
#

calculate screen position, project image to that position

obsidian vigil
icy crow
#

did you create the animation on the Spin lights?

echo wraith
#

@spring nova Not on a fixed joint, but I'll do that. Thanks for the help. 👌

mortal dune
#

How would I go about flipping my avatar upside down? (R6 avatar, I want to simulate rappelling)

icy crow
#

negative Y scale

#

or you mean with an animation?

mortal dune
#

animation

#

could i use

#

rotation

icy crow
#

yeah

mortal dune
#

on the armature?

#

or the root of the avatar?

icy crow
#

not on the armature just your root

mortal dune
#

alright thanks

#

you were quick

obsidian vigil
#

@icy crow i have the object spin lights selected, i click create new animation

#

if thats what you mean

icy crow
#

put an animator on spin lights, then create the animation

#

then you don't actually need the animation on the object, just the animator with the controller

obsidian vigil
#

that worked, thx @icy crow

cerulean lintel
#

Hey, not sure if this is the correct place to put this, but I would like to modify my avartar to spawn an object above my hand. Im not sure how to go about this, as the most i've done is create an avartar. The object would be small, about hand sized, and maybe make it slow rotate. I might add audio to accompany it later.

frosty spade
#

works the same with any other object

cerulean lintel
#

@frosty spade Thanks, i'll mess around with it later

nova ferry
clear yew
#

idle ?

nova ferry
#

isn't idle one with straight fingers?

clear yew
#

straight fingers ? you mean handopen ?

nova ferry
#

probably

clear yew
#

you use vive or rift ?

nova ferry
#

rift

clear yew
#

hand open is when you lift up thumbs, index finger and middle finger

#

if you just hold the controller without doing anything it's just going into the "idle" pose

nova ferry
#

this one is straight in my opinion

clear yew
#

yeah that's handsopen

nova ferry
#

oh ok i got it

#

thanks :3

quasi perch
#

Believe I may have posted this in the wrong section, so I'm going to post it here since it's animation-related.

#

So, I've created an animation with my avatar in Unity where he has a pistol in his right hand. I've positioned it correctly in Unity, and I have a picture presenting that I have it positioned correctly, however, when I pull the pistol out in-game, the pistol is out of his hand, but near it, can I get an explanation for this and a solution on how to fix it? Thanks!
Here's a screenshot showing that I've positioned the pistol and done the animation correctly.
https://i.imgur.com/tL21pPc.png

blazing bluff
#

Can anyone help me figure out how to put an offset on a texture through in anim override?

waxen echo
#

how can i put music over a taunt

#

like over the default emotes

waxen echo
#

thx bby

lunar pasture
#

Hey, can anyone tell me which EMOTE number is Dance?

spice urchin
#

its in order from left to right

#

top to bottom

#

heres in order from top to bottom

lunar pasture
#

the answer is 5, the number 5 would have been a lot easier to type

icy crow
#

so would asking Google but hey

spice urchin
#

^^^^ and this is for future reference; besides, being less ignorant would also make it easier to help

echo wraith
#

@spring nova Sorry to keep @ing you, but thanks man, attaching my animation to a fixed joint fixed my issue.

spring nova
#

np, good to hear

real owl
#

can anyone help me, my avatar just goes flying off the map whenever i open the menu. the camera is left behind but i i find it unsettling to see my avatar fly off when i try to change world or go to a friend

spring nova
#

I'm not sure why menus would trigger it, but that sounds like colliders that haven't been set to istrigger

real owl
#

it only triggers when i go to social/avatar/world and i dont think it has to do with colliders since it starts happening when i added custom animations, i dont why its doing that, also im having another problem with some wierd obstruction with my camera

frosty spade
#

some reason my toggle props isnt working across my avatars when it used to work before with one of them

#

pretty sure i've done everything right but ingame it doesnt even replace the default emote

#

instead of saying "megumin toggle staff" it still says wave, dance etc

cyan chasm
#

I completely forgot there was an animation channel

#

I've been working on a mocap setup so I can record animation