#animation
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You can put animations on any gameobject you want
Just drag it outside the model, click create, then bring it back in
if you want to have two different animations affect the same single object, like your mesh, just nest that mesh inside two gameobjects so both have access to it
Animation one > animation two > mesh
Since you cant animate dynamic bones, is there some trick to switching dynamic bones off on the same gesture to animate those bones?
They are frozen, cant animate them unless i turn dynamics off
Strange, thats what ive done, yet the tail stays limp. Its supposed to sway.
You can animate dynamic bones just fine. However if you're looking in a mirror, animations like that won't show
I think it's just animations activate by gesture, I'm not sure
Ive been pulled away from my computer, i will test it later
I think he has a point, idle animations play no matter what
You can do the same thing with the hand gesture animated items??
Like rotating floating heart in your hand if you thumbs up or ok gesture
Yeah definitely
What do i do if i want the heart to be animated the rainbow patern??
shaders could do that alone, but animations could modify the material directly too
yeah, make sure you get unity 5.6.3p1, not the latest
It's free or purchasable
?
Blender for making the avatar then unity is for animation??
Just asking for my future custom avatar.. XD
Got it my friend ^.^
Mmmmkay
To see it to my custom avatar menu rightttt
I literally avatar hoppin' to other worlds..XD
Not knowing you could use unity to make your own XD
Ok thanks a lot ... animation stuffs here and if i want to talk about avatars i go there .. got it senpai XD
Gtg need to sleep XD
@ashen sedge i need help i uploaded my avatar but it doesnt show in game ive uploaded twice i even restarted game multiple times
This isn't an #animation issue and please don't ping me or other mods for issues like that. We're not tech support, even though some do help out sometimes
sorry i was told to at a mod
Just make sure you're using unity 5.6.3p1 and you're logged into your VRchat account ingame
Need help!
When I make my animation, it ends shorter than its supposed to be
- in VRchat
I checked the keyframes, nothing is yellow
Any chance I can get some help with making my animations appear when I use a gesture? I've made separate animations on different models of the same avatar (for example, one is for a sword and the other is for music and some effects). I've set the animations for the avatar gesture controller and set the custom standing/sitting animations to those gestures. The extra models are hidden and the main avatar isn't hidden. When uploaded and tested I'm just getting the open hand animation. The timer is set to 0 - 1 and there's no errors in the animation.
Did I forget to mention that my mocap could be used in MMD? Yes I will now be able to produce mmd animations with the motion capture setup! It took a while t...
I've successfully converted my mocap into a usable mmd motion
Why not just combine the two idle animations into 1 idle animation
Find the default fist animation that comes with the sdk and copy the hand values from the animation tab into your animation
Type fist in the search bar and it will give you the animation
.
What did you do wrong now
Don't drag the animation
Open the animation tab and copy only the hand values
So all 3 stretch values and the spread values for every finger on each hand
Then copy paste into your animatoon
Click the animation once then click the animation tab
All the default animations have the idle animation values in them as well
Just the hands are changed
If your sdk doesn't have the values then download an older sdk
You could also just make the fist animation yourself
I usually do that since most of the default animations don't look the best
Anyone know how to make an animation that stays after a hand gesture? Like, spawning a picture I could hang on a wall and just leaving it there for a while.
I used a model yesterday that could spawn in Warcraft mines, and they'd just sit there even when I wasn't playing. Was pretty cool.
That's the main problem for me, I know how to use both, but not how to make something really stay once I leave the hand gesture behind.
they are probably mesh world particles, did you activate them with a gesture or an emote?
Gesture
It'd pull out a picaxe and spawn a node. Upon leaving the gesture the picaxe would leave but the node stayed.
Hmm, I think I'll try messing with that
have the particle system always enabled, but the emission disabled. then enable the emission when you want to spawn one
then set the lifetime to however long you want them to stay
and ya u still probably want finger/hand colliders bc then u can grab it and move it around in 3d space after you spawn it
Oh man, I think Moons nailed it. That sounds so right
But Imma use that idea for sure so I can move it. That'd be sick.
Thanks guys
I never felt compelled to animate until VRChat, so you should always keep trying and asking for help until things work for you, Azii. lol
and enable emission before it
that way it doesnt spawn until after ur gesture thing
but u would also need to make it emit only 1 particle
Oh yeah, for sure
but idk do whatever
1 Particle sounds good, not looking to be annoying. lol Thanks again
1 particle every time emission turns on
not 1 particle in total
but ye u could i guess
you might want burst emission instead of over time emission
is there a way to use emitters to emit a projectile with a special trail behind it
Not sure exactly what I'll be doing yet, just need to think up some ideas
anyone
One more question, can you make a "world" sound like you do with a particle? For example, I place a TV, and the audio source is the TV.
idk how to emit objects only mesh
I know you can add trails to particles, but I don't know if that's what you're talking about
the tv/audio would have to have a fixed joint to keep them from moving with you @echo wraith
Ah, thanks =)
I know for trails I just check the box for trails under the particle system
no i dont just want trails
Ah, my b
i want the particle itself to have particles 0.o
ill try to make it easier to see
so a particle with particles attached to it?
Ah, I get ya. For something like that I would use 2 particle systems, but that's the route I took so I didn't have to learn stuff.
not sure if you can just attach particle systems together
do u know how i can get a similar effect or something
i'd probably just have the 2 particle systems enabled at the same time and then make the trail system look like its attached
and to make it go away when it hits colliders
by making sure it moves the same speed, etc
to make it die when it collides you can set the collision damping to 1, then set it so that if the particle is moving at 0 speed, it dies
i have them bound to gestures so when the anim controller thing is hopefully added
makes it much more interesting
can someone help me with this animation im having trouble getting it to work i got it uploaded but can seem to get it to work on any of the keys msg me if you can get in a call and help
shouldnt take long im just missing something
its a 1 keyframe thing someone showed me how to do it in a call yesterday but i know im forgetting things i just need to get in a call for a few if you could help i can screenshare so itll be easier
ok, I won't be on mic tho
okay thats fine
ehhm sorry to disturb, but does anyone know if particle/mesh rotation in the particle system has been disabled? Haven't been on in a while so I don't really know
don't think so, i think it's just bugged
Is there a tutorial where I can learn to edit my avatar so it has a weapon holstered then brings it out with a hand gesture?
how much do you already know?
I know enough to do it, but when I do the weapon remains holstered
I can't seam to find a way to get the holstered weapon to dissappear
Well have it has two objects, use animation to turn one off and one on
Ah, and that works? Do you have a tutorial vid or can you give me a hand if I share my screen?
well are you useing a gesture to turn the weapon on and off?
FingerPoint
ok, have you made a holstering animation?
hmm nope
ok, well that'll keep you busy for a while, while you're making it consider that you want to have two versions of the weapon to switch between, as long as your animation is in record mode it will record the on or off status of game objects. It would be simplest to have a holstered gun that you can replace with an empty holster, put the in the same place, turn one off and one on while your handheld weapon is masking the change.
you could probably look into using conditions to break the process down into phases.
I have more experience of using that in world development though
thanks pushedbutton, I was concerned that they removed the feature, would also understand why, I think
I got a new issue, my avatar's arms aren't following mine in VR.
They move but weirdly, like my arms are too short for it
oh nvm, my viewpoint was wacky
What's the frame limit on custom emotes?
Can anyone tell me why some of my model's coordinates snap back to their original values when I try to animate them?
I'm trying to move/rotate arms and legs, but they go back to the original position whenever I click something else.
There must be something very basic I'm missing.
@deft mountain don't move the bones directly
Use the animator properties like forearm stretch and arms up/down
ty
Hi there! So, I want to cancel my blink animation for a gesture, and I know I have to do that with the option called Animation, which should show up between Animator and Pipeline Manager (Script). How do I get that option to show up?
https://i.imgur.com/IbHPXe7.png
You need to add an Animation component to your avatar
And then put the blink animation in there
You can enable/disable the component at will
Oh ok, thank you! ๐
for some reason, I can't change the scale of an object during an animation... is there any reason for this?
it won't let me scroll the scale value up or down. if I change the scale value on the model while the animation is recording, it appears to work but the scalings all reset to 1 once the animation is opened again.
Another test of my motion capture setup that ended up longer than expected. I was originally just testing out if the hand rotations were working but then the...
Video test for the hands and foot rotations
how to make custom standing animation
use blender or unity
easiest way is to import an idle animation or a tpose one then just make ur own
unitys curve graphs are a bit easier to work with
ok thanks
if u want to change out animations
use the animation override, example asset is in the examples part of the SDK
and then u place the override animation in the overridden animations spot and make sure to place it in 'custom standing animations' of the avatar descriptor
@brazen crater if you are talking about worldspace particle systems configured to emit meshes, those meshes will not respect start rotation settings. it's some sort of engine limitation, although details are very scarce. it is a difficult problem to solve - you either keep your mesh particles in local space, or perhaps use some kind of (very) fancy shader to accomplish what you are trying to do.
anyone know a good place to get particle images since i've just been using google images and deviant art
@clear yew https://www.youtube.com/watch?v=cL3-Rtxksi4
Hello there, this video will show you how to add a camera to your vrchat character. Everyone will be able to see the screen and the frozen picture. If you st...
you can put a camera on any model you want
i doubt you'll find the same exact camera model but you could make something similar
just a heads up btw that other people can only see stuff that you do with custom cameras if they are on your friends list
like if it has a screen or something for example, others wont see that if you arent friended
how to make that guns in your hands be all the time except sitting and make that guns in idle be diffrent position
Hey, need some help with a simple animation. I want my character to hold their hat in their hand, anyone know of a youtube guide for that? I assume its the same kind that deals with holding a holstered weapon
its the same as making a normal weapon animation
you'd just duplicate the hat and position it in your hand then make an animation to disable the hat on your head and enable the one on your hand
Hey does anyone know how to have an object play an animation on summon. I wanna have a breakdancing guy above my model
should be an option to make it play automatically when its activated
pretty sure its defaulted that way too
http://prntscr.com/k1o92r he kinda just does this
my settings
http://prntscr.com/k1o9x5 changed to this?
@somber veldt create animator, drag animation in it, then put animator on the dude
uhh i have an animator and an animation in the animator the animator has a controller
@torn pawn do i need to set the animation to default or do i need to put it on legacy
quick question, if i put an object under an empty one with a fixed joint, will it stick to where it spawns?
then... im doing sth wrong
The fixed joint object has to be disabled by default
And it has to be connected to nothing
oooh
So unset the connected body
If it's enabled by default and connected to nothing, it'll always spawn at world position 0. If it's disabled by default, it sticks to where it originally spawns
so i dont place it under armature but under the top most object, right?
Yes
I mean you could place it under Armature, but you probably shouldn't
You mean the connected body?
the bone
He wants to spawn a world object so it should not be connected to anything
oh ok
The rigid body itself should probably have all constraints frozen
No gravity and drag
The topmost object
You need to leave the "connected body" empty like I said
Set it to none
And freeze all the constraints on the rigid body itself
You can remove the rigid body on your main object
@frosty spade I tested, she can bring out the hat, but the hat hat on her head doesn't disappear. am I setting this animation correct? https://i.imgur.com/04cesdC.png
I'm trying to make the character take it's hat off with a gesture (fingerpoint)
Move the red line over to the second frame
See if the objects are still set correctly
eh, it still sticks to me...
have it like that now
and it still sticks to my avatar
Are you sure it updated correctly? Probably gotta switch avatar, expand avatar list, then switch back
I'll check how mine is set up
@obsidian vigil oh my bad, try unfreezing the constraints.
If I make an animation to equip an object by making it "Object.Is Active", is there a similar animation to make an object not active, so I can hide my hat during the animation?
k, it didn't work
Did you drag the red line over to the second frame?
checking
And did you make sure it was the same?
@obsidian vigil my fixed joint object is disabled by default. I enable it on a gesture and nothing else
it will reset values to their original after the animation is completed
so you can just make the entire animation hiding the hat
and it will come back when its done
Oof
You make another good point
Look at the timeline on @main lotus 's animation
There's a keyframe at 1:00
He needs to remove that
if its a gesture
The hat is only being disabled for one frame if it's a gesture
just make both start and end off
it will appear when u stop gesturing
bc again of animation thing
Hey how do I make the effect that the screen color changes?
use a filter
like the kanna with mad world
u can use shaders and then apply them
usually people will spawn like a gigantic bubble with the shader
is it like noenoe?
which is why its usually ranged
@slim sparrow Ya, I saw that. The part where her hat dissappears is like 5 minutes in... lol, fixed, works fine now. thanks
derp
uhg, now she is standing in this weird situation https://i.imgur.com/TLhJ390.png, how do I get her back to the normal pose?
did you duplicate it before animating
k
also to get out of animation menu next time click something that isnt animated then change to a different toolabr
bc the animation editing tab will keep trying to edit animations until u select something that doesnt have any
(shows the orange play button etc)
u can 'fix' it by trying to edit a t-pose animation on them i guess
if you dont have an unbroken avatar you'll need to reimport it
the same way it happened
usually doing that makes it bad too
unity doesnt have a copy all components which is annoying
and when u copy components with references to the objects items they wont automatically change to references of the pasted objects items
so u need to manually reassign jiggles etc
uhg wtf, I can't get her to stand upright again
yeah thats why you duplicate before animating
have one main model and then one copy thats meant for making animations
every time u update avatar u update main 1 tho
ARG
and also another tip is u can drag it from there into the folder and it will create a backup
the only problems i've had with posting avatars broken from animating is that their feet stick in the ground sometimes
i havent had any but its just annoying and makes the thumbnail look stupid bc theyre in fetal position
its not that bad but if you want it to look good you should redo the model
I'll have to start from scratch? what crap is that
you just put the model in again from the projects tab and then copy and paste all the components
i still kinda wish vrchat would let me use my animation controller on humanoid rigs
that's what I mean, I have to redo all the dynamic bones and animations.
such a pain.
u dont have to redo animations
its a humanoid rig
all humanoid rigs map bones to muscles
and in the animation it just changes muscle values
so it should work for any other humanoid rig
ya don't get it, don't worry. I'll just redo it.
i wanted to use left and right handgun gestures to fire weapons but it doesnt work bc vrchat is vrchat
redoing dynamic bones wouldnt be too bad
https://i.gyazo.com/2d853cf0167d2a6fb6c8a26ccda999d0.mp4
wouldve been nice though
just right click on the broken models dynamic bone and do copy component
then make a new dynamic bone on the new model and right click then paste component as values
ok ty, I've already begun the process and I am halfway done. There's just a lot of dynamic bones in my hat and cape is all
oof
lool
did you crash people?
no
then howd you get the ban
start up the game, see what the reason says
I mean, it tells you that you were banned and why
Don't use modified clients
And especially don't fall for those "anti crash clients"
??
i haw that
Well there's your issue
but is not working
You willingly modified your client and these are the consequences obviously
clearly
anticrash < antiban
You don't even need an anti crash client with the new particle limiter anyway.
hmm ok im going uninstall that shit
You're still banned for a month though
but im going to uninstall anyway
xd
dunno if i should go on a crasher witch hunt
i see tons of them in presentation room
but presentation room has always been one of the most cancer filled worlds
what are you gonna do when you see them ๐ค
get them to crash me and file a beanboozle
lul
I like to disable avatars and watch them wonder why their thing doesn't work
drinking games in vrchat
funny thing is you can usually tell who a crasher is before they even try anythin
yup
How so?
god demet ๐ฆ
y in animations
no u
btw are any of y'all good with making particles in photoshop
in the bright side i can make avatars ๐
what?
if you think that i'm making crashing avatars you totally wrong because i even know simple things in unity ๐
??
Okay I finally made it back to where I was, I got the animation looking like this again: https://i.imgur.com/AqNyTK2.png
I tested it, the hat appears in her hand, but the hat on her head remains there
duplicated my model?
if its the same values
the hat in your hand should be enabled and the hat on top should be disabled
yes
oh wait
hmm
so it looks like this: https://i.imgur.com/toiwwoz.png
one is checked, the other isn't
"hat" is on her head, "thehat" is in her hand
then it should be the other way around
okay, unchecking the hat on her head doesn't make it dissappear
it should be the same in the 1st keyframe too
so both keyframe 1 and 2 are the same? I want them to be uncheck head-hat for both, and check hand-hat for both?
yes
what do you have the animator set as
checking
it's name megumin3, which is the model it's using
or do u mean something else
that seems fine
and you separated the hat mesh from the rest of the body mesh right?
in blender
dunno, does it have to be seperated? they share a bone join
ah ok, so I need to seperate the mesh in blender for this to work, and import the hat on her head at all times.
yea
you dont have to move anything around just make sure its all one mesh then select all the vertices for the hat in blender and then p then click "by selection"
it will seperate the mesh from the head but it will still act the same
oh ok, and then when I import the model it brings the hat with it
yes
gotchya, I'll try that.
i'd import just the hat so you don't have to redo all the dynamic bones
if you dont move the hat at all you wouldnt have to manually position it on the head and all you'd have to do would be putting it in the head hierarchy
ok, that sounds easier
@ocean knot thanks I already know the problem you're talking about, but what I meant was to activate rotation speed by using a different animation. This does not seem to work anymore, I'll do some research, still thanks
is it impossible to change the scale of an object through a gesture animation, or am I just doing it wrong?
it won't let me change the scale values in the animation window, if i change them on the model while the animation is recording then they snap back to 1, 1, 1 when I re-play the anim
come to think of it, it won't let me change position or rotation either
it does
have to do it through add property and then find the object, hit transform and then scale
I was doing it through add property, it wasn't working
I'm trying to scale part of the original avatar and I think it's getting pissy for me rescaling something that's attached to a rig or something
hey I just saw a guy with a big cylinder with an video on it high quality 30fps and sound 360 degree, how did he do that? dont think it was a spritesheet
If it's on an avatar, spritesheets are basically the only way
Could just have been an optimized spritesheet
it was 2 minutes long and in hd with minimum 30fps xD
if you can do that with spritesheet pls teach me senpai ๐
The only other option is a modified client
you mean a hack?
Yes
thats lame xD
let us say I want to put an musicvideo in a plane would it be possible that its look good? because i converted an yt vid to single images (only every fourth frame 20 seconds low quality) its nearly 50mb 437 images ,how would I do an spritesheet out of it?
I don't think its a hack, a friend of mine had a video on his avatar, not sure how he did it though
The avatar did take forever to load though for a short video
How do i add a animation on a avatar?
Anyone know how to trigger a dance emote with a hand gesture?
@last ember what do you want to animate
and limited just make a dance animation then duplicate the custom overide empty (in the vrcsdk folder) and put the animation on any of the gestures
you have to set custom override empty for the model's animator too
can i dm you?
just say what you need here
I'm having trouble with material animations. After setting an transition, it seems like Element 2 and Element 4 get defaulted to another material and don't change
trying to animate a walkcycle and i cant seem to correct the height of my armature, its stuck int he ground
it wont let me correct it in animation
@frosty spade still didnt work, only the audio for the animation plays
unless its because im in vr
vr shouldnt affect it
using an emote might work better but i've had alot of problems with getting emotes to work
it works as an emote no prob, just wondered if i could have it loop while i walk around
so as a walking animation?
kinda but only triggers with a gesture
not with run foward run back etc?
its like tf2 taunts where some allow you to move while taunting
its kinda what im aiming for
might conflict with run animations if you try and move mid animation
ive seen some avatars that are able to do it
not too well versed with those kind of animations so you'd need to find someone else to help
there might be tutorials online too
ok, well thxs for the help anyways ๐
this was what i was trying to have as a gesture btw
if you set that as the idle animation and all the run/crouch animations it should work
maybe ill make a duplicate of the model for that
dunno if that would constantly restart the animation every time you go from idle to walking to running though
yo can someone with animation experiance call and help me with something real quick
Yo how can I make a custom emote
Why even tho I made sure to put the exact same frames on 0 and 0:01 the weapon animation still lasts 5 seconds?
@lyric plaza Check mixamo
do you have any more keyframes to the right of 0:01?
nope
hmm mind sharing a screenshot of what the animation looks like?
https://gyazo.com/bf5de4b791690d30d1538a8bc04369eb
https://gyazo.com/ce0191f9a484e2b482aa8a2c75b07953
https://gyazo.com/44547b8540f2d8a9674b20a8cda7ab6b
https://gyazo.com/0d6156fcdf1ac6d60ce243575c5000c6
can someone tell me the shader/effect from the kanna mad world animation? where all turns grey
search greyscale shader, I'm pretty sure you'll find it
@icy crow found it , but how do I apply it to an sphere that only the phere is grey? it is over the hole screen no matter the size
hm? Whatever size the sphere is, thats the range that the effect will be
Obviously if you're inside the sphere, the whole screen will be affected
and if you're looking at the sphere from a distance, whatever is behind the sphere will be seen as greyscale by you
Hello, I have an animation that activates an animation of another object using a trigger, it works in Unity correctly but in VRChat it does not. Is it possible that this function is disabled in VRChat?
@icy crow nah the hole screen is grey even if the sphere is size of a finger
and is it possible to change the color?
show me?
yeah you can change the colour, but its not as easier as just picking a colour
no matter the size of the pshere everything will turn grey
is that a grabpass shader?
Someone can help me with my problem? Thanks
yes, it's a grab pass
the moment you have the sphere in your view your screen will turn grey
it's supposed to go on quads
looks like you want a different shader @red lodge
and only turn grey what's behind them
I understand
so if you put it in a sphere everything turn grey
if I want to change the color can I write the color in the shader or is it really that complicated?
depends what colour, if you want a negative/inverted colours effect, you just need to subtract the final colour from 1
red for example
multiply the greyscale output by float4(1,0,0,1);
@cinder cipher thats want I want to do xD
yeah
is it for an avatar or a world animation? @brazen plinth
Avatar
so you want like a dancing avatar to appear or something?
Yes, it's something like that
oh and if you're trying to use scripts, they won't work
But the control panel does not tell me anything about that script.
is it a javascript/c# script?
Because it is a script that is inside the animator.
Not in the gameobject
Maybe vrchat ignores the script? Or ignore the personalized tags?
I don't think you're allowed scripts at all
How bad, very limited the game. Thank you anyway.
I guess to stop abuse
look at what people do at the moment without scripts
is there a way to disable blinking in an animation?
I understand, I'm remaking the animations.
For the blinking: You erase the blinking shape keys or make an animation so that those shape keys are constantly "0".
hmm, setting the shape keys to 0 in the animation isn't working
my character is always blinking without animations if that makes any difference
Made blinking animation and ear twitch, put it on legacy loop. It works fine in unity, but once i upload avatar it's just not there. Any help? >_<
https://cdn.discordapp.com/attachments/463656897783005185/463781270766354442/Capture.png
@grave estuary Try asking a friend if they can see the animation.
Sometimes, the animation doesn't play from the local perspective, but plays for everyone else.
I don't know how to fix this though.
can you make an emote toggle somthing on or off by turning off looping and have the last frame leave it on?
hi guys, im trying to pose a model for a screenshot in unity, but when i try to rotate or move a body part
it doesnt do anything
in the inspector the position and rotation dont change it all, so it's not that it's not attatched to the body part, it's literally just not moving
scaling it still works too
it's weird because some parts do move, and the value changes
but when i try to move an elbow compared to the whole arm, it will not rotate
@rocky copper that's because it's a humanoid rig
You cannot alter the bones directly, you need to make an idle pose using animations
And using the animator properties
You can make a pose during play mode but it'll be gone the next time
oh christ
well this is gonna be annoying
i'll just make a duplicate
and set its rig to generic
Yeah, that's what you could do
I personally use Muscle Animation Editor to make my preview poses
anyone know how to make it look like particles are being drawn into something
https://www.youtube.com/watch?v=ZMnU3Ejuxm4
0:47 - 0:52
You still working on that Megunin thing
ye
looks great but still need to make the explosion and the charge up
got the runes and everything else done
Oof my dude
I just want to ask for 100% conformation that you cant have hand tracking with a custom walk animation?
Every step of progress I make seems to bring me one step backwards. https://www.youtube.com/watch?v=vdoMM3vB9SM&feature=youtu.be
Finally managed to get some more trackers for the elbows. Every step I take brings me two steps backwards as new problems arise. But they won't keep me down,...
u should sell mocap animations lol
Kind of an odd question, but whenever I make a custom emote animation and put it on an avatar, that avatar will bug out whenever I click anything in the game menu, It's fine any other time, but does anyone know what causes this?
Hey could someone quickly brief me what the IK components are
VRC_IKFollower
this for example
i heard that they replace rigidbodies but i dont know how
anyone know how to contain particles cause i tried using a transparent collider but it just phases right through it
I'd also like to know about the vrc_ikfollower. I can never get it to work. I still just use rigid bodies
Rigidbodies are better anyway. Ikfollower has several issues
@frosty spade what do you mean?
like make particles collide with stuff?
set them to world
activate collision in particle system
set collision space to world as well
then they should collide with stuff
what they should collide with can be configured further using layers past that point
its still outside of it
its electricity and i made it so that it should stay inside the invisible sphere
im looking at it in 0.1 playback and its defintely spawning inside the orb but it just zooms out
oooh
play with the lifetime
and speed
maybe emit from shell
and negative speed
never tried what youre trying to do before
the speed is 0 to -0.5 and its still really fast
Does anyone know how to make clothing disappear using an emote and still have control over your avatar?
@spice urchin I'm hoping to make them for gestures and stuff once I've got everything working correctly
If the clothing is part of the model in Blender, you'd have to make a shape key for it @unreal creek
and do you mean emote or gesture?
Emote
So it is just one click of an emote and they stay off until you switch avatars
You can use toggle props for that, but it won't be synced up with other people
so if you remove the clothing then somebody new joins, they will still see your clothes
Where is the toggle props feature, never seen it in unity
its a unity package you can find online
1 sec, i'll try find it
https://youtu.be/5m8RZQd4JAw here, the dl is in the description
This is just a quick tutorial on how to set up prop toggling in VRChat to enable yourself to permanently toggle a prop on using emotes instead of gestures. I...
cheers
using toggle props is prob worse than not using it, considering example animator logic
also animation states are different for people that are culled while activating, so you either make better logic or make your own
Is there a way to activate a particle to play for 2 seconds for a gesture?
yes @sweet zealot
so...
you create an empty object
under there
create another
on the 2nd empty object place an animator
animate the 2 seconds
and animate the single frame on the topmost one
basically you activate an object for 1 frame which activates the animation on another object
couldn't you just set the particle system to not loop and last 2 seconds?
or that
xD
i guess i was overthinking @regal hollow
i overread thats its a particle system
woopsie
i was wondering why you went straight to 11
๐
https://drive.google.com/open?id=1sKrH7504WIAH9wRTxpFEk-vW4_90CTz-
Hi guys, does this work for something?
If I change the animations directly from here they do not work in VRChat. Any type of change that I make, change conditions, add new layers... nothing.
Is it possible that VRChat has its own "animator" ingame and only replaces the animations if they are added to the override?
Not even Unity's "idle" is the same as VRChat
These changes are for my avatar, I am making a secondary model execute animations with conditions when I make the gestures of the fingers.
you trying to get left and right hands separated ?
Something like that.
I want to change the animations without replacing them in the customoverride
It's as if VRChat ignore this animator.
u can only use those with generic avatars
and it will also not support gesture params (atm)
I will give an example of what I want to do.
u can only use those with generic avatars
and it will also not support gesture params (atm) [2]
For example, I added a new animation called "Idle", which runs with the same condition as "Point"
pls read
I know I know...
So why does the "CustomOverriderController" need this animator (AvatarControllerTemplate)?
Just to show the animations that can be replaced?
yes
and previously it needed to be filled with every animation u didnt use
but now they made it so that if its empty dont replace
just saw an music visualizer on an avatar, anyone knows how to do that?
Was it an accurate visualiser or just moving boxes?
boxes , but that many and accurate that it would take extremly long to get it that perfect, and his other avatars where all "trash" so I dont think he had worked so hard for one animation
yes it was
too bad vrc not allowing scripts xD have an working visualizer xD
does anyone have a good screenshake shader for me? xo
how do I change the color on an greysurface shader?
i'm making one rn, I'm testing how it looks if you want it @upper bone
@icy crow yes pls ! owo
@icy crow I can't get it to work :/
can you show me your shader
also if you're wanting a colour filter, doesn't that defeat the point of the greyscale?
I have a color filter but it has a negativ color effect too and the models are transparent
i am trying to do a animashen to put my sword in the ground then be able to walk awy from it
put a fixed joint on the sword
and thats it?
yeah once you enable the sword in the animation it'll stay where it is
also, it'll automatically create a rigidbody with the fixed joint. set the drag of that to "Infinity"
Any way to make an emote toggle a game object so it stays on after the animation finishes
toggle props, but it won't sync up with other players
toggle props?
so if you use the emote and the object gets enabled, when someone joins, they won't see it
@icy crow i have sent you the shader
ah i get that but how would i construct the ani whould i leave the object on at both sides
look up vrchat toggle props, there's a vid explaining how to use it. It's not the best thing to use though
what would be better?
alright well thank you!
Hey guys, So I just started using particles and found a sound file I thought was perfect, but I have absolutely no idea how to delay the animation to 2.6 seconds ( The moment the sound file starts ) and I really want to know!
delay the particles appearing, or delaying when the audio starts?
play the sound at the beginning of animation, wait 2.6 seconds, play rest of animation
u can also just use non-looped particles with a set duration and set the 'delay' to 2.6
is it possible to test in unity animations besides walk
can somebody help?
im trying to override the animation of my avatar
but the property thing becomes greyed out
?
You need to use the animator controller that created when you made that animation, otherwise you'll have to copy everything in that animation and make a new one @clear yew
Does anyone know how to use ".smd" files in unity. I'm trying to figure out the process to convert them into working files
use blender
valve source tools plugin lets u import smd
set it up in blender also cuz u dont just import and export
and u also need to export vtf to jpeg
ye
but usually
u have to
load the model or a model that uses the animation
then u import the animations
bc when u import u can play them and test and on export it will export model along with all the anims u imported
cant find any good orange justice emotes
theyre all too slow or glitch when looping
you can try increasing the frame rate of them
Oh wow i didnt even know you could do that! Thanks :)
also you can try clicking "loop pose" to make the pose loop better
that might look weird though if the final pose and the start pose of the animation are too different
how do i setup fix joint so when i reactivate it goes back to its original position
You mean stop it from breaking every time you use it twice?
The parent object of the fixed joint needs to have a legacy animation that resets the fixed joint object's position and rotation to 0. You disable this animation in the same gesture you use to activate the object. @chrome elbow
https://i.imgur.com/K9eHszz.png this is svel's explanation for it
it's in #avatars-2-general if you scroll up a bit
Is there any way for me to use a legacy animation to make a custom sitting animation? When I import/set up the animation and go in game, instead of the animation I want, I get this, even when I set the animation as legacy in the debug menu. https://i.imgur.com/DzYNOFh.png
does anyone know any cool dance animations?
are you looking for any in particular?
like some meme dances or anything like that?
would be cool
So I've managed to Add a Finger Marker to my Avatar where She'll start drawing when I point her finger and it works well but..... Whenever I start or stop writing it always draws a Line down off into the distance... How do I stop that from happening?
@lethal sonnet why do you need a legacy animation as custom sit?
That sounds like a very bad idea, and you can't do that anyway
Legacy anims cannot use muscle properties
It was an animation from a different project, and I can't really find a good/easy way of converting it to the newer system other than paying for something on the asset store.
Just gonna repost this.
" Hey guys, So I just started using particles and found a sound file I thought was perfect, but I have absolutely no idea how to delay the animation to 2.6 seconds ( The moment the sound file starts ) and I really want to know! "
I'd like to delay the animation, not the audio if possible.
By animation do you mean particles?
If so, theres a spot to type in delay right at the top
If you actually did mean animation, then you can just grab all the nodes and move them forward however far you need
I'm trying to do an animation where my avatar's kicking her legs when she's sitting, but instead of doing that, she does this. When I preview the animation in Unity, it seems to work okay. Is there a setting I forgot to set? https://a.safe.moe/4oV2Azo.mp4
Here's how it looks in unity, if it helps: https://a.safe.moe/KmgO5Zj.mp4
Ugh sitting idles are the worst
Did you start with the default sit and modify it, or did you start from scratch?
Started from scratch.
Yeah there are a couple things that need to be very specific, it's probably better to start from the default sit if you can bear starting over
Somebody who's done more than a singld sit idle might have better input though, idk
I don't really mind having to start over it's pretty simple anyway
Where do I find the .anim for the default sitting animation?
Idk where it is as the raw animation file but you can put the gestureoverride controller directly on an avatars animator instead of in the descriptor and everything will show up in the animation window, which you can copy the keyframes from
Do this on a duplicate though
So you don't get the crouch thing
Hey-o! I don't normally work on avatars, but today i'm working on one for someone.
I came across an issue while setting up the custom animation override. I set the weapon on the avatar's hands, but when I go to enable it in the animation menu, the weapon goes behind the avatars and isn't parented to the hand as it should be. Does anyone know why it does this when adding an object to an animation menu?
I would post images, but it seems this feature is disabled.
Make sure when you're positioning it, you're not in record mode. Delete any keyframes involving location, rotation, or scale, and then see where it is
alright thanks
It has no rotation or position on it.
On the first state, I placed it in the avatar's hands. It dispositioned it when i added it in the animaton editor.
Not sure why. There isn't a reason for it to do that.
@lethal sonnet you need some specific settings
Select the animation and tick all of the bake root transform/rotation options.
In all of the "based on" options, select "original".

hey so i tried to make like a timed animation where music starts playing and some effects activate couple seconds later. but ingame it's kinda scuffed and won't stop even when i stop doing the hand gesture
is the gesture more than 2 frames long?
@upper bone Make an empty object
animate the empty object to turn on
put all your stuff under the empty
put an animator on the empty
start animating
now, when you turn the empty on your animation will play
so i animated the game object like this
and then made another animation where i activate it
right?
yup @upper bone in the other animation you just activate the object for 1 frame
then when you hold it the thing you took a picture of will play in full length
hmm it still continues playing when i stop the gesture tho :/
That happens when you put it on Fist
Try any other gesture slot except fist
Or switch to another gesture like handopen before you go back to neutral
I always leave fist empty since it's super buggy if you put anything on there that isn't hand movements
I only use it for combination gestures
i have it on rock n roll tho
the animation works fine but when i take my hand away or try to do any other gestures it just does that animation
I am looking for someone with Particle System knowledge to maybe help me figure out how to control particles to move with my hand, smoothly. I can give more detail in time, just a bit hard to explain over text in a short manner.
I've seen 1 guy with a particle he could control with his hands, apparently it doesn't sync up with everyone though
because of collision, etc
@chrome elbow The effect I am trying to achieve is to sort of "drag" the particles around in mid air. I know how to attach particles to my hands, just not sure how to get this effect
i dont get what you mean @jade sparrow sorry
Set the particles simulation space to world
Dunno how to make it track your hand though
how would i set up those um...fixed joints I think they're called?
the thing to have another set of arms mimic the real ones
Rigid bodies with all constraints frozen on the real arms
Fixed joints on the fake arm bones
Connect them to the corresponding bones but don't freeze anything on the fixed joint's rigidbody (added automatically)
In both cases, disable drag and gravity
Yes
yes
how do i make my animation stay still when i move around i want it to stay still locked to the world
fixed joint
how does one do that
i have a car i want to spawn and just stay still how do i do that
add a fixed joint component onto the car
also set the drag on the rigid body to "Infinity"
it'll reduce the jitter on the object when you move
Well then you need to fix that
Is your avatar half stuck in the ground due to an animation?
but its not a avatar and no i made a duplicate to prevent that
no i fixed it had to make it a genaric model not none
Is it possible to make avatar changing texture when talking ? I mean, I'm working on Bill Cipher from Gravity Falls, and I'm planning to make this light that showed every time when he was talking, as a texture.
@glacial fog yes, just put it in your visemes
Best way I've seen this done is to have them all inside the head and use shapekeys to pull them out over the face mesh for each faceshape
hii
Hey is anyone able to help me add a Kamehameha Wave to my character I have the Animation for it just can't figure out how to add it :/
@spring nova thank you for the reply. I just duplicated the origional file.
i made the flying animation with the plane but when i run forward while i'm flying it pushes me backward, what can be the problem?
found out what caused my model to break ;/
if y'all wanna know what spreading ass does when your character has no ass this is what happens
y'all know what this shits supposed to be? https://cdn.discordapp.com/attachments/461711219569721347/465074718349983744/unknown.png
Anyone familiar with Configurable Joints? I want to make a series of objects emit a particle beam, and have the emitter object rotate to fire where the hands are pointing on an avatar, but only in front of the avatar.
CLICK 'SHOW MORE' FOR MORE INFO ======================================= Unlike the last test, this time I didn't knock anything over when recording it! I'm s...
idk if this possible but i there a way to make it so when i enable animation sometimes it do one thing and somethings it does another thing so its like random
My animation editor won't let me animate, it keeps resetting the positions when i make a new keyframe or when I unclick record. Do you know why this is?
do you have any motion trail effects?
@mystic relic depends on what you want to animate
Are you trying to animate bones that are already defined in the Humanoid rig?
Or change their scale etc
Because you can't do that
@slim sparrow did what you said, still didn't seem to work. https://a.safe.moe/ruUbzmY.mp4
So hello! Did someone have a problem with uploading a custom walk animation to the character? I download the animation in the slot "WALKFWD" and in Unity it works fine, but not in the game. The animation of walking forward changing, but does not play correctly. Other animations - poses and emotions work fine.
In what way is it not playing correctly ?
In some worlds, the walk speed is so fast that it's blending with RunFwd
In which case you need to also put it in there, but that might look weird
You should first try if a custom emote or gesture override works, so you can troubleshoot where the issue lies.
does anyone have any idea why some of my particle effects refuse to show up in play mode?
I have been working on this for hours now and I am unable to understand this
Ah
Use MMD Tools then
You need to import the model and the VPD using MMD tools, not Cats Blender Tool. You also need to not press Fix Model at any point.
i did but the animation breaks for some reasone
You can use a temporary model to let Unity convert the pose into a humanoid animation
Define "breaks"
this is how it is sopposed to look like
and this is how it looks like in unity
i only exported the armeture
and also set the fbx to humanoid
this only seems to happen with vpd files
i can convert vmd fine
but these file break all the time
is there a way to translate the armeture?
im guessing thats the problem
cuz unity gets confused in rigging
@muted prairie It's hard to explain, the character is barely moving. Can there be any restrictions on walking animation? https://a.safe.moe/HLKQcF0.mp4
The same animation of walking in the form of emotion works.
What i would suggest first is disabling the animation compression, and locking all the transform locations
I disabled animation compression and locked transform locations. The animation has really changed a little and the character has become more active, but it's still not what I see in Unity. And it's still a very distorted animation
i have about 6 animations that i want to play back to back on loop but in a random order (no repeats) is this possible
if the random part is not possible than just 6 sequentually on loop
anyone know how to get unity to follow a joint or object when previewing the animation? (Its just the perspective view which gets locked to the selected object basically, its not recorded with the animation)
I've activated it by mistake a few times and its really useful but i have no idea how to toggle it on at will
nevermind, found it. Its shift+F on selected object ๐
guys
when making an fbx anim
where do you make it? blender or unity?
also, is there a tutorial on how to do so?
I do blender
It's quicker since I'm used to it.
I proceed to edit the textures if I need to in unity.
well, i'm planning to do an animation for dota 2 and yeah, i'm using my shitty knowledge on blender/unity that i acquired to import mmd models for vrchat. needless to say, my knowledge is really REALLY low lol
oh k
anyway, is there a tutorial video on how to get started? lol
for what
animation
i know but blender or?
blender
@open tundra did you tick "bake root transform/rotation" on all the properties of the animation?
And did you select "Original" as the "based on" option?
How to change the color of the environment in the animation, and curve the image. I don't even know how to name it xd
You mean distortion
is that in blender?
@open tundra In Unity
Anyway, I still can't find how to make that ball in animation, in which everything would change color .-.
@vagrant swift https://www.youtube.com/watch?v=sCDLiRXoDS4 this is the video
A guide for the animation interface in blender Liked it? Help me make more videos! https://www.patreon.com/csharpaccent? Jump start your new game! https://go...
sorry for replying late
tyyyy
how does one convert a vpd to a anim file?
so im trying to do a ki blast and i want to extend the balls distance
do you guys know how?
also how do i make it when it collide at anything it explodes
change the lifetime to increase how long it stays in the air
is it Size over lifetime?
no just lifetime
oh my bad
the number of seconds each particle is alive for
and what about the explostion thing when it collides something?
this one is in sub-emitter
I don't think you can put prefabs as subemitters, nor can you have a subemitter be an entire particle system with its own sub systems
You can have as many subemitter layers as you want, there's nothing stopping you
Since subemitters are identical to regular particles once they're out
Im having issues again with animating material changes on my avatar. When I change specific pieces, it does not apply or switches things with other materials
I don't think thats possible
So I have the blend shapes for the facial expressions set up on my avatar, however I am trying to add hand gestures like pointing or a fist closed when they are activated. Every time I try to rotate or move a part of a finger to a new location in the animator, it resets when I go onto the next one. In game the hands default to a partially closed state but I would like them to do these gestures.
@wide arch you need to use the Animator values
Like index finger stretch
Can't move the bones directly
So I'm trying to get this animation to show whenever I play a hand gesture, or play an emote:
https://cdn.discordapp.com/attachments/410285194629611531/465668467006242834/bandicam_2018-07-08_19-59-32-548.mp4
But when I go into the game and try to play the animations, nothing plays.
you have to make the animator custom override empty for the model
the animation shouldnt play by default when it's set as one of the overrides in custom override empty
I put animations in the CustomOverrideEmpty file, replacing emote 8, and the open hand gesture.
I also have that file in the Custom Standing Anims
I already had this stuff set up.
hey there, anyone is an expert on animator animation here?
ah nevermind, i just found the solution, just need to bake pose
@indigo mauve is it ok if i pm you? got something to ask
for a gesture, do i need to animate both the hands with the muscle editor or just one?
If you only animate one, the other will just use the default open hand. It's best to animate both
With the muscle animator I think theres an option to mirror one hand to the other
the default movement animations in vrchat are from gmod right
they look rlly similar lmao
No
I think some are from Mixamo
But I'm not sure where they got them, it's not a stretch to say that they could be custom made for the game
Does anyone know how to make emotes toggle a persistent state change? For example, toggling a weapon on and off? Rather than using a finger gesture.