#animation

1 messages ยท Page 78 of 1

cyan chasm
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Hopefully I'll be able to make some and convert them for use in vrchat

spring nova
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You can put animations on any gameobject you want

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Just drag it outside the model, click create, then bring it back in

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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

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Animation one > animation two > mesh

sweet zealot
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Since you cant animate dynamic bones, is there some trick to switching dynamic bones off on the same gesture to animate those bones?

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They are frozen, cant animate them unless i turn dynamics off

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Strange, thats what ive done, yet the tail stays limp. Its supposed to sway.

spring nova
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You can animate dynamic bones just fine. However if you're looking in a mirror, animations like that won't show

sweet zealot
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That might be it

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that moment when you remember that you can never trust mirrors

spring nova
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I think it's just animations activate by gesture, I'm not sure

sweet zealot
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Ive been pulled away from my computer, i will test it later

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I think he has a point, idle animations play no matter what

opaque patio
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You can do the same thing with the hand gesture animated items??

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Like rotating floating heart in your hand if you thumbs up or ok gesture

spring nova
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Yeah definitely

opaque patio
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What do i do if i want the heart to be animated the rainbow patern??

spring nova
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shaders could do that alone, but animations could modify the material directly too

opaque patio
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๐Ÿค” i'mma look in to that

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Unity is it?

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What is the application name again??

spring nova
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yeah, make sure you get unity 5.6.3p1, not the latest

opaque patio
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It's free or purchasable

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?

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Blender for making the avatar then unity is for animation??
Just asking for my future custom avatar.. XD

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Got it my friend ^.^

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Mmmmkay

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To see it to my custom avatar menu rightttt

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I literally avatar hoppin' to other worlds..XD

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Not knowing you could use unity to make your own XD

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Ok thanks a lot ... animation stuffs here and if i want to talk about avatars i go there .. got it senpai XD

clear yew
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can someone help me with my avatar isnt showing on vrchat

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alright

opaque patio
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Gtg need to sleep XD

clear yew
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@ashen sedge i need help i uploaded my avatar but it doesnt show in game ive uploaded twice i even restarted game multiple times

ashen sedge
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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

clear yew
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sorry i was told to at a mod

ashen sedge
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Just make sure you're using unity 5.6.3p1 and you're logged into your VRchat account ingame

weak dawn
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Need help!
When I make my animation, it ends shorter than its supposed to be

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  • in VRchat
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I checked the keyframes, nothing is yellow

fallow rose
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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.

cyan chasm
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I've successfully converted my mocap into a usable mmd motion

open scroll
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Why not just combine the two idle animations into 1 idle animation

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Find the default fist animation that comes with the sdk and copy the hand values from the animation tab into your animation

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Type fist in the search bar and it will give you the animation

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.

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What did you do wrong now

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Don't drag the animation

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Open the animation tab and copy only the hand values

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So all 3 stretch values and the spread values for every finger on each hand

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Then copy paste into your animatoon

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Click the animation once then click the animation tab

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All the default animations have the idle animation values in them as well

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Just the hands are changed

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If your sdk doesn't have the values then download an older sdk

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You could also just make the fist animation yourself

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I usually do that since most of the default animations don't look the best

echo wraith
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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.

spice urchin
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you can do something like

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parent it but idk how to keyframe that

echo wraith
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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.

spice urchin
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rigidbodies probably

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either that or mesh particles

echo wraith
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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.

icy crow
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they are probably mesh world particles, did you activate them with a gesture or an emote?

echo wraith
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Gesture

spice urchin
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u can try making a no gravity world mesh particle

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with colliders

echo wraith
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It'd pull out a picaxe and spawn a node. Upon leaving the gesture the picaxe would leave but the node stayed.

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Hmm, I think I'll try messing with that

spice urchin
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u should probably also

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use hand colliders

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or finger colliders whatever

icy crow
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have the particle system always enabled, but the emission disabled. then enable the emission when you want to spawn one

spice urchin
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so u can push it around

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^

icy crow
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then set the lifetime to however long you want them to stay

spice urchin
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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

echo wraith
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Oh man, I think Moons nailed it. That sounds so right

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But Imma use that idea for sure so I can move it. That'd be sick.

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Thanks guys

spice urchin
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i think what u will end up doing is

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u disable emission for the gesture

echo wraith
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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

spice urchin
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and enable emission before it

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that way it doesnt spawn until after ur gesture thing

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but u would also need to make it emit only 1 particle

echo wraith
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Oh yeah, for sure

spice urchin
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but idk do whatever

echo wraith
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1 Particle sounds good, not looking to be annoying. lol Thanks again

spice urchin
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1 particle every time emission turns on

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not 1 particle in total

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but ye u could i guess

icy crow
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you might want burst emission instead of over time emission

spice urchin
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is there a way to use emitters to emit a projectile with a special trail behind it

echo wraith
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Not sure exactly what I'll be doing yet, just need to think up some ideas

spice urchin
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anyone

echo wraith
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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.

spice urchin
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idk how to emit objects only mesh

echo wraith
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I know you can add trails to particles, but I don't know if that's what you're talking about

spice urchin
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ya

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im trying to add a particle to it

icy crow
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the tv/audio would have to have a fixed joint to keep them from moving with you @echo wraith

echo wraith
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Ah, thanks =)

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I know for trails I just check the box for trails under the particle system

spice urchin
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no i dont just want trails

echo wraith
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Ah, my b

spice urchin
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i want the particle itself to have particles 0.o

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ill try to make it easier to see

icy crow
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so a particle with particles attached to it?

echo wraith
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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.

icy crow
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not sure if you can just attach particle systems together

spice urchin
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do u know how i can get a similar effect or something

icy crow
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i'd probably just have the 2 particle systems enabled at the same time and then make the trail system look like its attached

spice urchin
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and to make it go away when it hits colliders

icy crow
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by making sure it moves the same speed, etc

spice urchin
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oh

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the other parts easier to make

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i think ima make it first

icy crow
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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

spice urchin
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i have them bound to gestures so when the anim controller thing is hopefully added

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makes it much more interesting

clear yew
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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

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shouldnt take long im just missing something

icy crow
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can you show your animation timeline

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with the keyframes, etc

clear yew
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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

icy crow
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ok, I won't be on mic tho

clear yew
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okay thats fine

spice urchin
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it wont let me turn emission on/off lol

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guess ill just use rate over time

brazen crater
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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

lunar pasture
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don't think so, i think it's just bugged

main lotus
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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?

lunar pasture
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how much do you already know?

main lotus
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I know enough to do it, but when I do the weapon remains holstered

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I can't seam to find a way to get the holstered weapon to dissappear

lunar pasture
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Well have it has two objects, use animation to turn one off and one on

main lotus
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Ah, and that works? Do you have a tutorial vid or can you give me a hand if I share my screen?

lunar pasture
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well are you useing a gesture to turn the weapon on and off?

main lotus
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FingerPoint

lunar pasture
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ok, have you made a holstering animation?

main lotus
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hmm nope

lunar pasture
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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.

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you could probably look into using conditions to break the process down into phases.

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I have more experience of using that in world development though

brazen crater
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thanks pushedbutton, I was concerned that they removed the feature, would also understand why, I think

main lotus
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I got a new issue, my avatar's arms aren't following mine in VR.

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They move but weirdly, like my arms are too short for it

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oh nvm, my viewpoint was wacky

spring reef
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What's the frame limit on custom emotes?

deft mountain
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Can anyone tell me why some of my model's coordinates snap back to their original values when I try to animate them?

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I'm trying to move/rotate arms and legs, but they go back to the original position whenever I click something else.

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There must be something very basic I'm missing.

slim sparrow
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@deft mountain don't move the bones directly

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Use the animator properties like forearm stretch and arms up/down

deft mountain
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ty

quaint spindle
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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

slim sparrow
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You need to add an Animation component to your avatar

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And then put the blink animation in there

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You can enable/disable the component at will

quaint spindle
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Oh ok, thank you! ๐Ÿ˜„

cyan chasm
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A day of tweaking and I've got the hand foot rotations correctly importing

red summit
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for some reason, I can't change the scale of an object during an animation... is there any reason for this?

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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.

cyan chasm
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Video test for the hands and foot rotations

clear yew
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how to make custom standing animation

spice urchin
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use blender or unity

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easiest way is to import an idle animation or a tpose one then just make ur own

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unitys curve graphs are a bit easier to work with

clear yew
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ok thanks

spice urchin
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if u want to change out animations

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use the animation override, example asset is in the examples part of the SDK

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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

ocean knot
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@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.

frosty spade
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anyone know a good place to get particle images since i've just been using google images and deviant art

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you can put a camera on any model you want

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i doubt you'll find the same exact camera model but you could make something similar

ocean knot
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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

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like if it has a screen or something for example, others wont see that if you arent friended

clear yew
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how to make that guns in your hands be all the time except sitting and make that guns in idle be diffrent position

main lotus
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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

frosty spade
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its the same as making a normal weapon animation

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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

somber veldt
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Hey does anyone know how to have an object play an animation on summon. I wanna have a breakdancing guy above my model

frosty spade
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should be an option to make it play automatically when its activated

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pretty sure its defaulted that way too

somber veldt
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my settings

torn pawn
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@somber veldt create animator, drag animation in it, then put animator on the dude

somber veldt
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uhh i have an animator and an animation in the animator the animator has a controller

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@torn pawn do i need to set the animation to default or do i need to put it on legacy

obsidian vigil
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quick question, if i put an object under an empty one with a fixed joint, will it stick to where it spawns?

slim sparrow
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Animation properties always need to be legacy

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@obsidian vigil yes

obsidian vigil
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then... im doing sth wrong

slim sparrow
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Is the fixed joint connected to nothing?

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Where does it spawn?

obsidian vigil
slim sparrow
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The fixed joint object has to be disabled by default

obsidian vigil
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it spawns but it stays on me

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oh...

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it does?

slim sparrow
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And it has to be connected to nothing

obsidian vigil
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oooh

slim sparrow
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So unset the connected body

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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

obsidian vigil
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so i dont place it under armature but under the top most object, right?

slim sparrow
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Yes

obsidian vigil
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alright, gimme 5 mins ill try that

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thx ^^

slim sparrow
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I mean you could place it under Armature, but you probably shouldn't

obsidian vigil
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@slim sparrow what do i use for the rigidbody?

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the armature

slim sparrow
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You mean the connected body?

spice urchin
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the bone

slim sparrow
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He wants to spawn a world object so it should not be connected to anything

spice urchin
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oh ok

slim sparrow
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The rigid body itself should probably have all constraints frozen

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No gravity and drag

obsidian vigil
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yeah but do i put it on the armature

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or the topmost thing

spice urchin
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armature is for bones and props on bones

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so probably not

slim sparrow
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The topmost object

obsidian vigil
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its still glues to my movement

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i turn, it turns

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@slim sparrow

slim sparrow
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You need to leave the "connected body" empty like I said

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Set it to none

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And freeze all the constraints on the rigid body itself

obsidian vigil
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oh...

slim sparrow
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You can remove the rigid body on your main object

main lotus
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@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)

slim sparrow
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Move the red line over to the second frame

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See if the objects are still set correctly

obsidian vigil
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eh, it still sticks to me...

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have it like that now

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and it still sticks to my avatar

slim sparrow
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Are you sure it updated correctly? Probably gotta switch avatar, expand avatar list, then switch back

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I'll check how mine is set up

obsidian vigil
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i did

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at least i think so

slim sparrow
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@obsidian vigil oh my bad, try unfreezing the constraints.

main lotus
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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?

slim sparrow
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@main lotus yeah, just set it to not be active

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I already responded to you

main lotus
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k, it didn't work

slim sparrow
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Did you drag the red line over to the second frame?

main lotus
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checking

slim sparrow
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And did you make sure it was the same?

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@obsidian vigil my fixed joint object is disabled by default. I enable it on a gesture and nothing else

spice urchin
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it will reset values to their original after the animation is completed

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so you can just make the entire animation hiding the hat

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and it will come back when its done

slim sparrow
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Oof

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You make another good point

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Look at the timeline on @main lotus 's animation

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There's a keyframe at 1:00

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He needs to remove that

spice urchin
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if its a gesture

slim sparrow
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The hat is only being disabled for one frame if it's a gesture

spice urchin
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just make both start and end off

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it will appear when u stop gesturing

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bc again of animation thing

red lodge
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Hey how do I make the effect that the screen color changes?

spice urchin
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use a filter

red lodge
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like the kanna with mad world

spice urchin
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u can use shaders and then apply them

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usually people will spawn like a gigantic bubble with the shader

red lodge
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is it like noenoe?

spice urchin
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which is why its usually ranged

main lotus
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@slim sparrow Ya, I saw that. The part where her hat dissappears is like 5 minutes in... lol, fixed, works fine now. thanks

spice urchin
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derp

main lotus
frosty spade
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did you duplicate it before animating

spice urchin
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u should oftenly make a clone of the avatar when animating

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^^^

main lotus
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k

spice urchin
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also to get out of animation menu next time click something that isnt animated then change to a different toolabr

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bc the animation editing tab will keep trying to edit animations until u select something that doesnt have any

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(shows the orange play button etc)

main lotus
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hmm

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how to

spice urchin
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u can 'fix' it by trying to edit a t-pose animation on them i guess

frosty spade
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if you dont have an unbroken avatar you'll need to reimport it

spice urchin
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the same way it happened

frosty spade
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usually doing that makes it bad too

spice urchin
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unity doesnt have a copy all components which is annoying

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and when u copy components with references to the objects items they wont automatically change to references of the pasted objects items

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so u need to manually reassign jiggles etc

main lotus
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uhg wtf, I can't get her to stand upright again

frosty spade
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yeah thats why you duplicate before animating

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have one main model and then one copy thats meant for making animations

spice urchin
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every time u update avatar u update main 1 tho

main lotus
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ARG

spice urchin
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and also another tip is u can drag it from there into the folder and it will create a backup

frosty spade
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the only problems i've had with posting avatars broken from animating is that their feet stick in the ground sometimes

spice urchin
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i havent had any but its just annoying and makes the thumbnail look stupid bc theyre in fetal position

frosty spade
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its not that bad but if you want it to look good you should redo the model

main lotus
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I'll have to start from scratch? what crap is that

spice urchin
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no

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u just reimport and copy over components

frosty spade
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you just put the model in again from the projects tab and then copy and paste all the components

spice urchin
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i still kinda wish vrchat would let me use my animation controller on humanoid rigs

main lotus
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that's what I mean, I have to redo all the dynamic bones and animations.

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such a pain.

spice urchin
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u dont have to redo animations

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its a humanoid rig

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all humanoid rigs map bones to muscles

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and in the animation it just changes muscle values

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so it should work for any other humanoid rig

main lotus
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ya don't get it, don't worry. I'll just redo it.

spice urchin
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i wanted to use left and right handgun gestures to fire weapons but it doesnt work bc vrchat is vrchat

frosty spade
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redoing dynamic bones wouldnt be too bad

spice urchin
frosty spade
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just right click on the broken models dynamic bone and do copy component

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then make a new dynamic bone on the new model and right click then paste component as values

spice urchin
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u can just use

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paste component as new

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but u still have to reassign bones

icy crow
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@main lotus follow this to get your pose back

main lotus
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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

clear yew
icy crow
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oof

spice urchin
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lol

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y

clear yew
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lool

frosty spade
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did you crash people?

clear yew
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no

frosty spade
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then howd you get the ban

clear yew
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idk

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hmm

icy crow
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start up the game, see what the reason says

clear yew
spice urchin
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y banned

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u cheeat enginedd

slim sparrow
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I mean, it tells you that you were banned and why

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Don't use modified clients

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And especially don't fall for those "anti crash clients"

clear yew
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aaaaa

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anti crash

spice urchin
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??

clear yew
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i haw that

slim sparrow
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Well there's your issue

clear yew
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but is not working

slim sparrow
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You willingly modified your client and these are the consequences obviously

icy crow
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clearly

spice urchin
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anticrash < antiban

slim sparrow
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You don't even need an anti crash client with the new particle limiter anyway.

clear yew
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hmm ok im going uninstall that shit

slim sparrow
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You're still banned for a month though

clear yew
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but im going to uninstall anyway

spice urchin
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xd

frosty spade
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dunno if i should go on a crasher witch hunt

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i see tons of them in presentation room

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but presentation room has always been one of the most cancer filled worlds

icy crow
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what are you gonna do when you see them ๐Ÿค”

frosty spade
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get them to crash me and file a beanboozle

spice urchin
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lul

icy crow
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I like to disable avatars and watch them wonder why their thing doesn't work

spice urchin
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drinking games in vrchat

frosty spade
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funny thing is you can usually tell who a crasher is before they even try anythin

icy crow
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yup

slim sparrow
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How so?

clear yew
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god demet ๐Ÿ˜ฆ

frosty spade
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they always act edgy

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people just leave the world when they see them too

spice urchin
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y in animations

slim sparrow
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I usually block crashers immediately once I know they're crashers

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Easy enough

frosty spade
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this is animation

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doesnt fix the problem long run though

spice urchin
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no u

frosty spade
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btw are any of y'all good with making particles in photoshop

spice urchin
frosty spade
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;/

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what if i say its for an animation tho

clear yew
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in the bright side i can make avatars ๐Ÿ˜„

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what?

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if you think that i'm making crashing avatars you totally wrong because i even know simple things in unity ๐Ÿ˜„

spice urchin
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??

clear yew
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nvm

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???

main lotus
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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

frosty spade
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did you check the 2nd keyframe

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make sure you duplicated it too

main lotus
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duplicated my model?

frosty spade
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yes

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so you can animate it without screwing up again

main lotus
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ya i did, lol

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what am I looking for in the 2nd key frame?

frosty spade
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if its the same values

#

the hat in your hand should be enabled and the hat on top should be disabled

main lotus
#

yes

#

oh wait

#

hmm

#

one is checked, the other isn't

#

"hat" is on her head, "thehat" is in her hand

frosty spade
#

then it should be the other way around

spice urchin
#

yeeeee

#

u hide what u dont want

main lotus
#

okay, unchecking the hat on her head doesn't make it dissappear

frosty spade
#

it should be the same in the 1st keyframe too

main lotus
#

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?

frosty spade
#

yes

main lotus
#

k

#

testing

#

still doesn't work, the hat on her head remains

frosty spade
#

what do you have the animator set as

main lotus
#

checking

#

it's name megumin3, which is the model it's using

#

or do u mean something else

frosty spade
#

that seems fine

#

and you separated the hat mesh from the rest of the body mesh right?

#

in blender

main lotus
#

dunno, does it have to be seperated? they share a bone join

frosty spade
#

disabling the bones wont do anything

#

since it wont disable the mesh

main lotus
#

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.

frosty spade
#

yea

main lotus
#

hmm

#

will it follow my head if I move it?

#

it sounds like a lot of work.

frosty spade
#

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

main lotus
#

oh ok, and then when I import the model it brings the hat with it

frosty spade
#

yes

main lotus
#

gotchya, I'll try that.

frosty spade
#

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

main lotus
#

ok, that sounds easier

main lotus
#

That worked, bingo

#

thanks a bunch. This has been eating away at me for so long now.

brazen crater
#

@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

red summit
#

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

spice urchin
#

it does

frosty spade
#

have to do it through add property and then find the object, hit transform and then scale

spice urchin
#

just change it of the bone instead or something

#

yes

red summit
#

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

red lodge
#

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

slim sparrow
#

If it's on an avatar, spritesheets are basically the only way

#

Could just have been an optimized spritesheet

red lodge
#

it was 2 minutes long and in hd with minimum 30fps xD

#

if you can do that with spritesheet pls teach me senpai ๐Ÿ˜„

slim sparrow
#

The only other option is a modified client

red lodge
#

you mean a hack?

slim sparrow
#

Yes

red lodge
#

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?

icy crow
#

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

last ember
#

How do i add a animation on a avatar?

wind torrent
#

Anyone know how to trigger a dance emote with a hand gesture?

frosty spade
#

@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

last ember
#

can i dm you?

frosty spade
#

just say what you need here

last ember
#

So im trying to add .anim to a avatar

#

how do i do that?

spice urchin
#

u import it

#

and use in anim override

celest trout
#

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

sweet zealot
#

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

wind torrent
#

@frosty spade still didnt work, only the audio for the animation plays

#

unless its because im in vr

frosty spade
#

vr shouldnt affect it

#

using an emote might work better but i've had alot of problems with getting emotes to work

wind torrent
#

it works as an emote no prob, just wondered if i could have it loop while i walk around

frosty spade
#

so as a walking animation?

wind torrent
#

kinda but only triggers with a gesture

frosty spade
#

not with run foward run back etc?

wind torrent
#

its like tf2 taunts where some allow you to move while taunting

#

its kinda what im aiming for

frosty spade
#

might conflict with run animations if you try and move mid animation

wind torrent
#

ive seen some avatars that are able to do it

frosty spade
#

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

wind torrent
#

ok, well thxs for the help anyways ๐Ÿ˜ƒ

#

this was what i was trying to have as a gesture btw

frosty spade
#

if you set that as the idle animation and all the run/crouch animations it should work

wind torrent
#

maybe ill make a duplicate of the model for that

frosty spade
#

dunno if that would constantly restart the animation every time you go from idle to walking to running though

wind torrent
#

i could just make it the idle animation aswell

#

but lets see

clear yew
#

yo can someone with animation experiance call and help me with something real quick

lyric plaza
#

Yo how can I make a custom emote

gleaming tusk
#

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

ocean knot
#

do you have any more keyframes to the right of 0:01?

gleaming tusk
#

nope

ocean knot
#

hmm mind sharing a screenshot of what the animation looks like?

red lodge
#

can someone tell me the shader/effect from the kanna mad world animation? where all turns grey

icy crow
#

search greyscale shader, I'm pretty sure you'll find it

red lodge
#

@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

icy crow
#

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

brazen plinth
#

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?

red lodge
#

@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?

icy crow
#

show me?

clear yew
#

oh yeah

#

i have that shader

#

it's just broken as fuck

icy crow
#

yeah you can change the colour, but its not as easier as just picking a colour

clear yew
#

no matter the size of the pshere everything will turn grey

icy crow
#

is that a grabpass shader?

brazen plinth
#

Someone can help me with my problem? Thanks

clear yew
#

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

icy crow
#

looks like you want a different shader @red lodge

clear yew
#

and only turn grey what's behind them

red lodge
#

I understand

clear yew
#

so if you put it in a sphere everything turn grey

red lodge
#

if I want to change the color can I write the color in the shader or is it really that complicated?

icy crow
#

depends what colour, if you want a negative/inverted colours effect, you just need to subtract the final colour from 1

red lodge
#

red for example

torpid light
#

multiply the greyscale output by float4(1,0,0,1);

cinder cipher
#

i'm trying to create audio waves to the rhytm of my song

#

grabpass?

red lodge
#

@cinder cipher thats want I want to do xD

cinder cipher
#

yeah

icy crow
#

is it for an avatar or a world animation? @brazen plinth

brazen plinth
#

Avatar

icy crow
#

so you want like a dancing avatar to appear or something?

brazen plinth
#

Yes, it's something like that

icy crow
#

oh and if you're trying to use scripts, they won't work

brazen plinth
#

But the control panel does not tell me anything about that script.

icy crow
#

is it a javascript/c# script?

brazen plinth
#

It's just a script that calls a trigger from another animator.

#

C#

icy crow
#

yeah they won't work

#

I don't know why it doesn't warn you about it

brazen plinth
#

Because it is a script that is inside the animator.

#

Not in the gameobject

#

Maybe vrchat ignores the script? Or ignore the personalized tags?

icy crow
#

I don't think you're allowed scripts at all

brazen plinth
#

How bad, very limited the game. Thank you anyway.

icy crow
#

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?

brazen plinth
#

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".

icy crow
#

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

grave estuary
coarse veldt
#

@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.

clear yew
#

can you make an emote toggle somthing on or off by turning off looping and have the last frame leave it on?

rocky copper
#

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

slim sparrow
#

@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

rocky copper
#

oh christ

#

well this is gonna be annoying

#

i'll just make a duplicate

#

and set its rig to generic

slim sparrow
#

Yeah, that's what you could do

#

I personally use Muscle Animation Editor to make my preview poses

frosty spade
#

0:47 - 0:52

hollow loom
#

You still working on that Megunin thing

frosty spade
#

ye

#

looks great but still need to make the explosion and the charge up

#

got the runes and everything else done

hollow loom
#

Oof my dude

deep kindle
#

I just want to ask for 100% conformation that you cant have hand tracking with a custom walk animation?

cyan chasm
spice urchin
#

u should sell mocap animations lol

deft mountain
#

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?

cinder cipher
#

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

frosty spade
#

anyone know how to contain particles cause i tried using a transparent collider but it just phases right through it

unreal latch
#

I'd also like to know about the vrc_ikfollower. I can never get it to work. I still just use rigid bodies

spring nova
#

Rigidbodies are better anyway. Ikfollower has several issues

obsidian vigil
#

@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

frosty spade
#

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

obsidian vigil
#

oooh

#

play with the lifetime

#

and speed

#

maybe emit from shell

#

and negative speed

#

never tried what youre trying to do before

frosty spade
#

the speed is 0 to -0.5 and its still really fast

obsidian vigil
#

try -0.0005

#

or 2 0

#

just play with it

frosty spade
#

think i found the problem

#

the noise was set at 20 strength

unreal creek
#

Does anyone know how to make clothing disappear using an emote and still have control over your avatar?

cyan chasm
#

@spice urchin I'm hoping to make them for gestures and stuff once I've got everything working correctly

icy crow
#

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?

unreal creek
#

Emote

#

So it is just one click of an emote and they stay off until you switch avatars

icy crow
#

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

unreal creek
#

Where is the toggle props feature, never seen it in unity

icy crow
#

its a unity package you can find online

#

1 sec, i'll try find it

unreal creek
#

cheers

torn pawn
#

using toggle props is prob worse than not using it, considering example animator logic vrpill also animation states are different for people that are culled while activating, so you either make better logic or make your own

sweet zealot
#

Is there a way to activate a particle to play for 2 seconds for a gesture?

obsidian vigil
#

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

regal hollow
#

couldn't you just set the particle system to not loop and last 2 seconds?

obsidian vigil
#

or that

#

xD

#

i guess i was overthinking @regal hollow

#

i overread thats its a particle system

#

woopsie

regal hollow
#

i was wondering why you went straight to 11

obsidian vigil
#

๐Ÿ˜‚

brazen plinth
#

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.

clear yew
#

you trying to get left and right hands separated ?

brazen plinth
#

Something like that.

#

I want to change the animations without replacing them in the customoverride

#

It's as if VRChat ignore this animator.

spice urchin
#

u can only use those with generic avatars

#

and it will also not support gesture params (atm)

brazen plinth
#

I will give an example of what I want to do.

slim sparrow
#

VRChat ignores the custom animator controller you put in

#

Unless it's a generic rig

spice urchin
#

u can only use those with generic avatars
and it will also not support gesture params (atm) [2]

brazen plinth
#

For example, I added a new animation called "Idle", which runs with the same condition as "Point"

spice urchin
#

pls read

brazen plinth
#

I know I know...

#

So why does the "CustomOverriderController" need this animator (AvatarControllerTemplate)?

#

Just to show the animations that can be replaced?

spice urchin
#

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

brazen plinth
#

You mean this?

red lodge
#

just saw an music visualizer on an avatar, anyone knows how to do that?

icy crow
#

Was it an accurate visualiser or just moving boxes?

red lodge
#

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

icy crow
#

Its probably a stolen avatar from a world

#

was it the little girl with the blue boxes?

red lodge
#

yes it was

red lodge
#

too bad vrc not allowing scripts xD have an working visualizer xD

upper bone
#

does anyone have a good screenshake shader for me? xo

red lodge
#

how do I change the color on an greysurface shader?

icy crow
#

multiply the output colour by a float4

#

so, e.g. output * float4(1, 0, 0, 1) for red

icy crow
#

i'm making one rn, I'm testing how it looks if you want it @upper bone

upper bone
#

@icy crow yes pls ! owo

red lodge
#

@icy crow I can't get it to work :/

icy crow
#

can you show me your shader

#

also if you're wanting a colour filter, doesn't that defeat the point of the greyscale?

red lodge
#

I have a color filter but it has a negativ color effect too and the models are transparent

midnight garden
#

i am trying to do a animashen to put my sword in the ground then be able to walk awy from it

icy crow
#

put a fixed joint on the sword

midnight garden
#

and thats it?

icy crow
#

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"

clear yew
#

Any way to make an emote toggle a game object so it stays on after the animation finishes

icy crow
#

toggle props, but it won't sync up with other players

clear yew
#

toggle props?

icy crow
#

so if you use the emote and the object gets enabled, when someone joins, they won't see it

red lodge
#

@icy crow i have sent you the shader

clear yew
#

ah i get that but how would i construct the ani whould i leave the object on at both sides

icy crow
#

look up vrchat toggle props, there's a vid explaining how to use it. It's not the best thing to use though

clear yew
#

what would be better?

icy crow
#

I don't know, I haven't messed around with that stuff

#

but it has its obvious flaws

clear yew
#

alright well thank you!

copper whale
#

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!

icy crow
#

delay the particles appearing, or delaying when the audio starts?

spice urchin
#

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

clear yew
#

is it possible to test in unity animations besides walk

clear yew
#

can somebody help?

#

im trying to override the animation of my avatar

#

but the property thing becomes greyed out

spice urchin
#

?

icy crow
#

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

jade sparrow
#

Does anyone know how to use ".smd" files in unity. I'm trying to figure out the process to convert them into working files

spice urchin
#

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

jade sparrow
#

I have done that

#

it's not a model

#

it's an animation

#

same process?

spice urchin
#

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

night crescent
#

cant find any good orange justice emotes

#

theyre all too slow or glitch when looping

icy crow
#

you can try increasing the frame rate of them

night crescent
#

Oh wow i didnt even know you could do that! Thanks :)

icy crow
#

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

chrome elbow
#

how do i setup fix joint so when i reactivate it goes back to its original position

slim sparrow
#

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

icy crow
lethal sonnet
#

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

upper bone
#

does anyone know any cool dance animations?

icy crow
#

are you looking for any in particular?

upper bone
#

like some meme dances or anything like that?

icy crow
#

hmm

#

fortnite dances?

upper bone
#

would be cool

hasty wind
#

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?

slim sparrow
#

@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

lethal sonnet
#

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.

copper whale
#

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.

spring nova
#

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

lethal sonnet
#

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

spring nova
#

Ugh sitting idles are the worst

#

Did you start with the default sit and modify it, or did you start from scratch?

lethal sonnet
#

Started from scratch.

spring nova
#

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

lethal sonnet
#

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?

spring nova
#

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

mystic relic
#

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.

spring nova
#

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

mystic relic
#

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.

spring nova
#

Could you try uploading to imgur?

#

You can post links here

slim sparrow
#

@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".

cinder cipher
upper bone
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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

regal hollow
#

is the gesture more than 2 frames long?

obsidian vigil
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@upper bone Make an empty object

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animate the empty object to turn on

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put all your stuff under the empty

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put an animator on the empty

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start animating

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now, when you turn the empty on your animation will play

upper bone
#

so i animated the game object like this

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and then made another animation where i activate it

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right?

obsidian vigil
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yup @upper bone in the other animation you just activate the object for 1 frame

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then when you hold it the thing you took a picture of will play in full length

upper bone
#

hmm it still continues playing when i stop the gesture tho :/

slim sparrow
#

That happens when you put it on Fist

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Try any other gesture slot except fist

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Or switch to another gesture like handopen before you go back to neutral

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I always leave fist empty since it's super buggy if you put anything on there that isn't hand movements

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I only use it for combination gestures

obsidian vigil
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I have 1 avatar with sth on fist

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Hes punching stuff

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Other than that, none

upper bone
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i have it on rock n roll tho

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the animation works fine but when i take my hand away or try to do any other gestures it just does that animation

jade sparrow
#

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.

icy crow
#

I've seen 1 guy with a particle he could control with his hands, apparently it doesn't sync up with everyone though

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because of collision, etc

jade sparrow
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@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

chrome elbow
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i dont get what you mean @jade sparrow sorry

frosty spade
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Set the particles simulation space to world

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Dunno how to make it track your hand though

jade kraken
#

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

slim sparrow
#

Rigid bodies with all constraints frozen on the real arms

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Fixed joints on the fake arm bones

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Connect them to the corresponding bones but don't freeze anything on the fixed joint's rigidbody (added automatically)

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In both cases, disable drag and gravity

jade kraken
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somethin like this?

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(usin it for legs, but same deal id assume)

slim sparrow
#

Yes

cinder cipher
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yes

clear yew
#

how do i make my animation stay still when i move around i want it to stay still locked to the world

icy crow
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fixed joint

clear yew
#

how does one do that

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i have a car i want to spawn and just stay still how do i do that

icy crow
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add a fixed joint component onto the car

clear yew
#

hey moons whats up and idk how to do it

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oh found it

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is that all i gotta do?

icy crow
#

also set the drag on the rigid body to "Infinity"

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it'll reduce the jitter on the object when you move

clear yew
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okay is that it?

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okay i get your avatar is humanoid but its feet arent specified

slim sparrow
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Well then you need to fix that

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Is your avatar half stuck in the ground due to an animation?

clear yew
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but its not a avatar and no i made a duplicate to prevent that

icy crow
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not an avatar?

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๐Ÿค”

clear yew
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no i fixed it had to make it a genaric model not none

glacial fog
#

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.

slim sparrow
#

@glacial fog yes, just put it in your visemes

lunar snow
#

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

thorny fox
#

hii

fathom atlas
#

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 :/

mystic relic
#

@spring nova thank you for the reply. I just duplicated the origional file.

fallow spire
#

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?

frosty spade
#

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

void roost
#

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.

cyan chasm
chrome elbow
#

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

mystic relic
#

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?

hard eagle
#

do you have any motion trail effects?

slim sparrow
#

@mystic relic depends on what you want to animate

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Are you trying to animate bones that are already defined in the Humanoid rig?

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Or change their scale etc

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Because you can't do that

lethal sonnet
fresh warren
#

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.

muted prairie
#

In what way is it not playing correctly ?

slim sparrow
#

In some worlds, the walk speed is so fast that it's blending with RunFwd

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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.

jade sparrow
#

does anyone have any idea why some of my particle effects refuse to show up in play mode?

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I have been working on this for hours now and I am unable to understand this

open tundra
#

how do you convert a vpd to an anim?

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without braking it?

slim sparrow
#

You mean vmd?

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You need a tool that the rules say we can't discuss here apparently

open tundra
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i want to convert vpd

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that is a pose animation

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vmd is motion

slim sparrow
#

Ah

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Use MMD Tools then

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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.

open tundra
#

i did but the animation breaks for some reasone

slim sparrow
#

You can use a temporary model to let Unity convert the pose into a humanoid animation

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Define "breaks"

open tundra
#

this is how it is sopposed to look like

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and this is how it looks like in unity

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i only exported the armeture

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and also set the fbx to humanoid

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this only seems to happen with vpd files

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i can convert vmd fine

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but these file break all the time

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is there a way to translate the armeture?

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im guessing thats the problem

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cuz unity gets confused in rigging

fresh warren
#

The same animation of walking in the form of emotion works.

muted prairie
#

What i would suggest first is disabling the animation compression, and locking all the transform locations

fresh warren
#

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

violet moss
#

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

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if the random part is not possible than just 6 sequentually on loop

unique night
#

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

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nevermind, found it. Its shift+F on selected object ๐Ÿ˜„

vagrant swift
#

guys

#

when making an fbx anim

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where do you make it? blender or unity?

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also, is there a tutorial on how to do so?

indigo mauve
#

I do blender

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It's quicker since I'm used to it.

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I proceed to edit the textures if I need to in unity.

vagrant swift
#

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

indigo mauve
#

oh k

vagrant swift
#

anyway, is there a tutorial video on how to get started? lol

indigo mauve
#

for what

vagrant swift
#

animation

indigo mauve
#

i know but blender or?

vagrant swift
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blender

slim sparrow
#

@open tundra did you tick "bake root transform/rotation" on all the properties of the animation?

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And did you select "Original" as the "based on" option?

glacial fog
#

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

lunar snow
#

You mean distortion

open tundra
#

is that in blender?

glacial fog
#

@open tundra In Unity

glacial fog
#

Anyway, I still can't find how to make that ball in animation, in which everything would change color .-.

indigo mauve
#

sorry for replying late

vagrant swift
#

tyyyy

open tundra
#

yup but still

open tundra
#

how does one convert a vpd to a anim file?

fickle slate
#

so im trying to do a ki blast and i want to extend the balls distance

#

do you guys know how?

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also how do i make it when it collide at anything it explodes

icy crow
#

change the lifetime to increase how long it stays in the air

fickle slate
#

is it Size over lifetime?

icy crow
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no just lifetime

fickle slate
#

oh my bad

icy crow
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the number of seconds each particle is alive for

fickle slate
#

and what about the explostion thing when it collides something?

#

this one is in sub-emitter

slim sparrow
#

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

spring nova
#

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

celest trout
#

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

icy crow
#

I don't think thats possible

wide arch
#

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.

slim sparrow
#

@wide arch you need to use the Animator values

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Like index finger stretch

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Can't move the bones directly

spice urchin
#

try cloning the ones from vrchat

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then edit clones

hollow salmon
#

But when I go into the game and try to play the animations, nothing plays.

frosty spade
#

you have to make the animator custom override empty for the model

hollow salmon
#

Empty?

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But that has all the animations on there.

frosty spade
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the animation shouldnt play by default when it's set as one of the overrides in custom override empty

hollow salmon
#

I put animations in the CustomOverrideEmpty file, replacing emote 8, and the open hand gesture.

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I also have that file in the Custom Standing Anims

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I already had this stuff set up.

rose bluff
#

hey there, anyone is an expert on animator animation here?

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ah nevermind, i just found the solution, just need to bake pose

vagrant swift
#

@indigo mauve is it ok if i pm you? got something to ask

nova pilot
#

for a gesture, do i need to animate both the hands with the muscle editor or just one?

clear yew
#

If you only animate one, the other will just use the default open hand. It's best to animate both

icy crow
#

With the muscle animator I think theres an option to mirror one hand to the other

spice urchin
#

the default movement animations in vrchat are from gmod right

#

they look rlly similar lmao

slim sparrow
#

No

#

I think some are from Mixamo

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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

indigo jolt
#

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.

slim sparrow
#

Yeah, look up prop toggling

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There's a tutorial on Youtube