#animation

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slim sparrow
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Doesn't sync properly to late joiners though, so be aware

indigo jolt
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Found it, thank you.

fickle slate
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how do i make a particle plays audio where it lands and not plays it in my body

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like for example

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it hits the ground and the audio plays where it landed it and not on my body

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no one?... ouff ;-;

spice urchin
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how to make that pulsing effect on song beat

clear yew
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@fickle slate cant do that

fickle slate
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But I saw some prefabs that can do that.. I forgot which one..

clear yew
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they use scripts most likely

spring nova
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I heard you might be able to with physsound

short drift
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I have a question - I have a world with a few scrolling textures. In Unity, when I hit "play" the script works fine. When I test the world, the scripts don't seem to do anything. What might I be doing wrong?

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using System.Collections.Generic;
using UnityEngine;

public class ScrollTex : MonoBehaviour {
    
    public float ScrollX = 0.0f;
    public float ScrollY = 0.5f;

    void Update () {
        float OffsetX = Time.time * ScrollX;
        float OffsetY = Time.time * ScrollY;
        GetComponent<Renderer>().material.mainTextureOffset = new Vector2 (OffsetX, OffsetY);
    }
}
violet moss
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Can I play 6 animations on loop, no matter my avatar state

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Sequentially

spring nova
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Yep, put them all on one avatar controller and add transitions between

spice urchin
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how do u import vmd to a fixed rig bc i cant use default mmd rigs, the hips are not connected to spine like usual and when i try 2 parent it will say the spine has 0 length

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ive tried using the parent bone to spine but sometimes its not rotated with the root so ur legs end up not rotating

eager vault
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Ummm, I don't think that's how legs work

dusty canyon
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Blender Chan says rip leg trackers.

eager vault
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Just the one

slim sparrow
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@short drift can't use custom scripts

short drift
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@slim sparrow thanks for the clarification! I ended up fixing it by going with a custom shader.

slim sparrow
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Yeah, that seems like a better solution

spice urchin
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is it 1 min before tracking and crap comes back for emotes

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i was playing a like 3 min long emote and after like half of it it came back so idk

slim sparrow
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Check that the avatar descriptor actually has the overrides set

spice urchin
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nvm just wasnt working in mirror for some reason

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when i looked down it was working

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does anybody know why it wont work in cameras or mirrors

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basically it changes the emission level

slim sparrow
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Yeah, that's why it doesn't work

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Changing emission rates in mirrors doesn't show up

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Just ignore mirrors

spice urchin
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?

slim sparrow
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You should ask if other people can see it first

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Mirrors can lie a lot

spice urchin
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o

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how ppl make those anims where they can move while playing an animation

spring nova
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Gestures only have a single frame, but you can use that to turn on/off a secondary animation that has as much as you want

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And done in that way it won't restrict anything

spice urchin
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and how u do dat

torpid wadi
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Is there a way to bind an object you spawn with gestures to stay in the same position/rotation without resorting to mesh particles

spring nova
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You'll wanna watch the whole thing though

silver charm
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i have a question: i've got a gun set up to fire with a particle system. I have the simulation space set to World instead of Local, but the particle stream still moves with the gun: the bullets already in flight move with the gun, instead of staying on their actual trajectory

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am i doing something wrong? i thought setting it to world would fix that

icy crow
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You need to use IKFollower or the fixed joint/rigidbody fix

silver charm
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hmm, will have to try and find a tutorial

slim sparrow
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@icy crow his problem sounds different though

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It sounds like his simulation space is still wrong for whatever reason

cyan chasm
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It just lost tracking since my bed was covering my foot

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But I've moved to a larger area so that will no longer be an issue

eager vault
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Your bed caused a very nightmare-ish animation vrpill

icy crow
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๐Ÿค”

cyan chasm
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I was able to spin without breaking my legs

slim sparrow
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@clear yew you can't anymore, avatar seats were removed

void roost
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Sadness. D=

cyan chasm
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They'll come back

slim sparrow
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Eventually

wide warren
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Hmmm, I ran into an issue while animating an emote. Basically when you activate the emote the avatar is supposed to take out a gun, fire 18 shots, then put it away. It does that, but the problem is that with each shot the gun moves randomly around to different positions all over the avatar. It is random too, no two tries have had the same pattern of where the gun ends up after each shot. Any ideas on how to fix this? The gun is parented to the right hand. Edit: forgot to mention, the animation looks perfectly fine in Unity, but messes up in game. It was also working fine in game before.

spice urchin
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u dont need avatar seats 4 that

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unless those are ppl who sat there

slim sparrow
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Yeah, they were people

spice urchin
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ye

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was exploit but will be added

slim sparrow
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Was more of an oversight

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They accidentally added them early

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No exploits needed

spice urchin
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ya but it was kinda a bug that became feature kinda thing

slim sparrow
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Although you had to set it up in a peculiar way to prevent it from breaking the mic

spice urchin
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until was patched

forest dove
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Im syncing stuff with music

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or at least trying to

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In playmode

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It doesnt seem to follow the timeframe at all

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For example I have a musical flutter at 12second

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and i have stuff that turns on at 12 seconds

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Is it different in game than it is in play mode

slim sparrow
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In play mode, try disabling and enabling the object again

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Sometimes audio can take a very short time to load and actually start, the first time

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But it's always fine ingame

forest dove
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Turns out

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Its just because my samples were too high

slim sparrow
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Stupid question maybe, but I have a pose for a rigged non-humanoid object in Blender. How do I export this as an animation?

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I tried adding keyframes and then exporting, and it seems to export an animation but it doesn't do anything in Unity

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To add the keyframe, I selected all bones, pressed I, then clicked LocRotScale (the pose involves all three of these)

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Oh nvm, it works if I export the object while in "Pose position". Any way to get around that?

normal skiff
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We can pin an object to world space, but is there a sensible way to have something like a rope between that object and a point on an avatar? ๐Ÿค”

slim sparrow
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You would need to have a weird setup. Suppose this rope has a chain of bones

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You put the end in world space but not the beginning

normal skiff
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Hmm. Yeah, I was considering using a shader to fake the actual bending of it actually, but I wonder if dynamic bone would be easier

slim sparrow
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Final IK is an option if you have it

normal skiff
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I do indeed w

slim sparrow
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I've made good looking ropes with that

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Well then you're in luck

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I think you should use CCDIK or FABRIK

normal skiff
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The catch is that I want the length of it to change over time too

slim sparrow
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Should still work if you scale the bones correctly

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But it's late boi hours so I gotta go

normal skiff
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o/

sweet zealot
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My avatars visemes are working opposite: they open when you dont speak and close when you do speak. How do i fix this?

clear yew
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Having an issue with audio source playing on load rather than on trigger. customoverride seems to be set correctly. Any dieas?

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@sweet zealot sounds like your shapekeys are backwards. IE 0 = open mouth and 100 = closed. Check in blender

sweet zealot
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Everything is set to 0

clear yew
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but are the mouths open when they are at 0

sweet zealot
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Nope

clear yew
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also you're not using a mirror to check this because mirrors are inaccurate

sweet zealot
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No im looking at my testers who are wearing them

clear yew
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did you use cats to create

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also are they cute? XD

sweet zealot
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I dont do cute visemes, just basic mouth movements. (My opinion) i hate kawaii emotes. Im just trying to make the mouths work. I made them from scratch. @clear yew no CATS.

spice urchin
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if ur importing vmd then cute visemes r ur friend

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well i mean theyre still annoying 2 make but they work well with anim

forest dove
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So I'm trying to do a custom animation that plays with a gesture

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It turns on and off particle systems and stuff

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How do I accomplish that

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I heard needing to make an invisible avatar that activates and plays

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But I want to pure sure I can act with my acts during the gesture for the effect

slim sparrow
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@sweet zealot is the jaw unmapped?

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And what does the sil shape key look like?

foggy cloud
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is there any way that my avatar has the the same pose like the animation in unity?
i put the Idle animation in the override and assigned it to the avatar descriptor.
everything works except ingame only the arms move around and not the chest + shoulders
i already tried with "bake into pose" but didn't really do anything
https://imgur.com/a/SIEIL1m

void roost
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Has anyone had any luck converting Mixamo dance animations for VRChat? I tried to convert one following a tutorial, but unfortunately, it seems like the dance animation doesn't have the same hierarchy as the usual rig we use.

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Particularly, I'm trying to convert the "Bellydancing" animation.

slim sparrow
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Yes

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When you import the Mixamo model with the animation, you need to rig the imported model as Humanoid

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So just select humanoid as rig type and maybe configure it to leave the upper chest blank

pliant plank
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Mixamo animations should work regardless, just rig the humanoid as you would any other, make sure the Chest slot has the bone that's the parent of both the arms and the neck

slim sparrow
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Then you can CTRL+D the animation

void roost
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Hm. It keeps throwing errors about the hierarchies not matching, though. I wonder.

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But basically, it seems to be saying something strange about "Hips" missing, and after the conversion, the animation is removed from the .fbx.

slim sparrow
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Don't copy the avatar definition from another model

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Just import it as a completely separate model, you could even do it in a separate project

void roost
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Ah, so maybe that is the difference. The tutorial I was following was wanting me to copy it from the existing avatar. I will try that.

slim sparrow
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Yeah, you don't want to do that. You just need a "throwaway" model to extract the animation from

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Especially since Mixamo rigs and typical VRChat rigs will be slightly different

ruby egret
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Hey guys. I've been playing around with animator controller and still don't get whether it works or not. I'm using AvatarControllerTemplate from VRCSDK examples. Created a new controller layer and added short tail wagging animation. Set its weight as 1 and blending as override. In Unity everything seems to be working just fine but not in the game. Any suggestions what I might be doing wrong?

void roost
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That certainly did it. Thanks again for your help, @slim sparrow. And you, as well, @pliant plank

pliant plank
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Glad it worked out

slim sparrow
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@ruby egret you cannot use your own animator controllers on Humanoid models.

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If you want a tail wag animation, you should add an Animator component to your tail, then animate the tail from there.

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You can use your own animators just about anywhere, except on your "main" model

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Alternatively, you can override the Idle animation with an idle animation that incorporates the tail wag. But I prefer putting an Animator on the tail.

indigo jolt
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I heard someone mention you can activate a seperate animation from an animation? Is that just enabling an animation component on an avatar or something?

slim sparrow
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Yes

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Or activate an object that plays the animation when it is enabled

indigo jolt
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Ah I see

slim sparrow
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Animation components can only play legacy animations though. There's almost always a way to do what you need

indigo jolt
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If I assign an animation to an emote that is only a single keyframe, will it only lock my character up for that single keyframe?

slim sparrow
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Yes

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But the animation will also immediately stop once you stop emoting

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The only way to have something persist outside of an emote is pulse gates, look up the prop toggling tutorial on Youtube

lucid heart
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I'm currently trying out particle systems, but somehow it won't work. I made a particle system with its game object and parented it to the head of my avatar. Then I took the animation clip where it should go in and added IsActive property from the game object and put the checkmark in (it's in a gesture override animation). When I do the geswture now in game the particle system doesn't get triggered, the face blend shape and the finger pose is all there, just the particles are nowhere to be seen. What am I doing wrong?

clear yew
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you parented it to the head, so i'm guessing it's rendered invisible for you

lucid heart
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how do I check that?

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or how can I change that?

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but I couldn't even see it in the mirror

pliant plank
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Try to make an empty prefab or a 3d object and parent the particle to it instead, parent the prefab/object to the head and disable/enable the prefab/object instead, i have a feeling it'll work better that way

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This is viewed infront of a mirror by the way

lucid heart
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I think I made it that way

narrow stump
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test

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anyone here?

narrow stump
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how to do u guys do a perfect timing for particles and music? i want to synchronize it

spice urchin
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u can use particle delay and u can also use animation to trigger

lucid heart
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do I need to set play on awake?

sweet zealot
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@slim sparrow there is no jaw bone, the sil shapekey is "ih4"

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The thing that confuses me is its a recycled face from an old avatar and its never done this before

pliant plank
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@lucid heart You didn't do it that way, you parented the particle directly onto the head instead of an object that's parented to the head, but anyway, play on awake does need to be enabled

lucid heart
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ok, then I will try it that way

slim sparrow
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@sweet zealot uh, what is "ih4"?

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The sil shape key represents your face when you're not talking

sweet zealot
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OH

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i never knew that

slim sparrow
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It's a stupid abbreviation of "silence"

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That would explain your issue

sweet zealot
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ih4 is the name of the shapekil for he pronunciation of "sil"

spice urchin
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what

sweet zealot
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thats strange though, cause ALL of my other avatars have a pronunciation key on sil

spice urchin
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that shouldnt happen lol

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did u not see the articles on what is mapped to where

slim sparrow
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Then you're probably mistaken or your other avatars also look like that

spice urchin
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also u can just make ur own visemes

slim sparrow
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Shape keys frequently get stuck in mirrors

sweet zealot
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i do make them

spice urchin
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if u use CATS u can use the AA OH and CH to make the others

sweet zealot
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i dont use cats, i make them myself

spice urchin
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and u wont need 2 individually make all 12

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bc they are combined 2 produce other sounds

sweet zealot
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ive made over 84 avatars and ive never encountered this error before, the only difference between this avatar and my others is a different bone layout

spice urchin
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well idk and if u want less of a headache u can use the CATS tool 2 make making visemes and eye tracking/blinking super easy

slim sparrow
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Cats looks worse than doing it manually

spice urchin
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not rlly

sweet zealot
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^

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I prefer to do them myself

pliant plank
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That is quite odd then, but Sil is definitively the area for the Silent shapekey, essentially the shape used when one does not speak at all

spice urchin
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if u set up the correct shapes then they look really good

sweet zealot
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OH "sil" means SILENT OH!

slim sparrow
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Cats generates all visemes using three shape keys as a basis. Doing it manually will look better.

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@sweet zealot yeah

spice urchin
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u just need 2 make sure AA is definitely not OH and is definitely not CH

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they need 2 be very different and have the correct mouth shapes

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if they are 2 similar or 2 plain they will not make good visemes

sweet zealot
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yeah i usually only make about 4 types of shapekeys, A/O/ih/E

spice urchin
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but if they are correctly shaped and have the mouth curves then yes it should look ok when using CATS

sweet zealot
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k so the sil was the issue. Thank you guys!

lucid heart
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I got the particle system to work now, thanks for the help^^

sweet zealot
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last question - unity gives the option of what distance you want your dynamic bones to deactivate, however even though i set it to be a bit far so my naga's tail wont snap back stiffly, the distance option doesnt seem to do anything. Does it actually work or do i need to set the numbers a LOT higher?

slim sparrow
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Yeah, those options are overridden ingame

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All the distant disable stuff

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It's forced on, and on a certain distance too AFAIK

sweet zealot
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bummer

lucid grove
slim sparrow
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Oh god

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Is that The Noid with that one Fortnite animation?

lucid grove
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yes

slim sparrow
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It's beautiful

lucid grove
hollow salmon
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It's beautiful

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x2

brisk rain
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so, I'm making a sword, and i want it to emit particles that stay in the world for a few seconds, but when i set the simulation space to global, the particles come from my hip for some reason.
Anyone got a solution for how i can fix this?

slim sparrow
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Yeah, put the IK follower component on the particle system

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Or use a fixed joint setup

brisk rain
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Arigato, or whatever the weebs say

lucid heart
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ok, my particles are making problems anyway, didn't notice it at first. Although the particle system is parented to the head, it moves in relation to the spine. When I crouch down, the source stays where the head would be when standing, and I can't move the beam up and down, just sideways. Strangely, everything looks fine in a mirror.

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I see I just asked the same question as the one some posts above me, lol

slim sparrow
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Particle systems will stay where they are when your model is in T-pose if they're in world space

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Unless you put an IK follower on it, or a fixed joint

lucid heart
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just tried it with fixed joint, but then it won't move at all

slim sparrow
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Yeah, you need the setup described in the video

lucid heart
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and I don't have IK

slim sparrow
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A fixed joint connected to nothing will essentially turn it into a static object parented to the world

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What do you mean you don't have IK?

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The IK follower should be there if your SDK is reasonably up to date

lucid heart
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it is connected to the head

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oh, ok, thought that was part of the IK-package you can buy

slim sparrow
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No

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That's Final IK

lucid heart
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yeah, I confused them somehow

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I think I found my mistake, I had the rigidbody for the fixed joint locked in space

ruby egret
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@slim sparrow Ah, got it. Thanks a lot

forest dove
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How do I make a particle animation for an avatar while I'm still able to act during it

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I've got a small sequence I'm trying to do, but it involves me being able to move in vr

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Like so

lucid heart
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so I tried to add a second particle system to the first one that only gives off invisible particles with light sources. In Unity everything looks great, but ingame it simply doesn't work. Is this prevented by VRChat or something because of lag?

spring nova
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@forest dove use a gesture to activate a gameobject that has that animation and all the effects inside it

forest dove
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How would I get the stuff to follow my hand then if I need stuff following two different bones @spring nova

spring nova
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Activate two different animations at the same time

forest dove
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Can I have the game object I activate just activate the particles in sequence? or do I have to make a game object for each individual piece @spring nova

spring nova
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Yeah, that animated gameobject can have as many frames and as much complexity as you want

forest dove
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So I can really just copy over my keyframes

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and keep everything the same

spring nova
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You'll need to rename them so they're pointing at the right hierarchy. So right now they're probably armature/hips/spine/etc/hand/effects/firsteffect whatever it is. You just need to rename them so they're instead pointing at just effects/firsteffect

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And that would be right above the "add property" button, where all the names are, just slow double click as if you were to rename something

forest dove
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@spring nova how do I make the animation activate on the object as its turned on

spring nova
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It should do that on it's own

forest dove
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when I activate it in play mode it does not

spring nova
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Is it an animator or animation?

forest dove
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animation on an empty game object

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Fuck I did it wrong didnt i

spring nova
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Animation is legacy, use animator

forest dove
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hold on I think I put the animation for it as the ovveride rather than one that just activates the object

spring nova
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You'll have to make a controller, then just drop the animation clip inside it

forest dove
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Create new controller or copy one from the vrcsdk

spring nova
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New controller altogether, totally empty

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Then you can open it up in the animator window at the top and drag your clip inside

forest dove
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then do I drag the animator onto the dummy object?

spring nova
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Create an animator component and drag the controller into it

forest dove
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Like so?

spring nova
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Yep

forest dove
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In play mode it seems to try and go through the animation

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But doesnt actually activates anything

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Has a progress bar and stuff

spring nova
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Well you don't have anything inside it do you?

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Animations only control things inside them

forest dove
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fuck

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So this isnt going to work

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Sorry if you already said it, but if I have to move everything inside how will I be able to activate stuff that needs to follow the movements of my arms

spring nova
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By having multiple animation objects

forest dove
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Wouldn't those need to be underneath the main animation object to work?

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So activate them since I'm trying to do it as a gesture

spring nova
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No they can be wherever you want, it's the gesture that activates them

forest dove
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So I would need to cut up the clip and add delays to all the particles

spring nova
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Yes, cut up the clip, no need for delays though that's what the animation objects are for

forest dove
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I feel like I'm confusing myself

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Each individual piece needs to have its own animation controller

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I can play the piece that has that under the hierarchy of the bone that it needs to follow

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The gesture activates the animation controller and it goes through in the parts it animated for

spice urchin
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how do u enable animators

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cuz i tried enabling one in animation but it didnt let me

forest dove
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So all of them activate at the same time

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But theyre all doing their own thing until their frames

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Thats what I need to do right Phase?

spice urchin
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trying to make part of my character play an anim while moving

forest dove
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So gesture frame one activates: Controller 1, Controller 2, Controller 3, and Sound

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@spring nova

spring nova
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Gesture activates all the animators, animators activate effects

forest dove
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Alright

spice urchin
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i tired that but

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how do u make it so that

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the animators can be enabled

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bc i want to animate something on the characters body

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how do i activate this on gesture

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do i have to parent them to an empty gameobject

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then enable that

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idk if that will work cuz the wings use dynamic bones

ruby egret
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Hey guys. I have another question. How do I play animation only when character is sitting? I donโ€™t want to alter sitting animation. Is there any state in animator I can use or create or maybe somehow add a trigger to avatar so that it runs an animation that enables/disables another animation or animator.

spice urchin
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u can use sit emotes

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idk how to get this working

spring nova
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You can animate dynamic bones, it changes where the bones are trying to go to instead of where they're at directly

spice urchin
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wat u mean

spring nova
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So they'll sort of follow loosely, depending on your dynamic bone settings

spice urchin
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do u mean with force

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i dont want 2 use force

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i want 2 rotate the wings

spring nova
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No, just animation

spice urchin
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like

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currently i have a chest bone then wing bones and etc

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and what i tried was an animator in chest

ruby egret
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@spice urchin sit emote alters whole sit animation. I want it to stay default but just add a another small animation on top of it

spice urchin
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but u cant enable/disable that

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and idk if disabling bone will break things

spring nova
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In your case it'll be a little different, you'll need the toggle props package to enable/disable the animator directly

spice urchin
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but then wont it be out of sync

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if someone joins while its playing

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then they will see it play when i stop

spring nova
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How in sync do you need it to be?

spice urchin
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i just want it to be enabled when im using the gesture

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and disabled when im not

spring nova
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Syncing shouldn't be a problem

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It pauses the animation when you turn it off and resets back to the beginning when you turn it back on

spice urchin
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how and where 2 use

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and wouldnt it be out of sync if im using it and someoen else joins

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bc to them it would be toggled off no?

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i dont want 2 look like im flying when im not flying

spring nova
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No you're not toggling, that's just the name of the package becayse they used the method of pausing an animation to toggle props on and off. But at it's core, all it does is pause and reset an animation

spice urchin
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kk so how 2 use

spring nova
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I'm at work so I can't give you a detailed rundown, but try to read the readme and figure it out

hollow perch
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Is this prop toggling the PulseGate and PulseOut system?

spring nova
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yeah

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it basically gives you the ability to add pulsegate keys, which you then rename to point to the animation you want to enable/disable

hollow perch
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Because I have the same question as wunder about staying in sync

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Like a toggle will have two states, and remember which it was in last time the animator was enabled... and it shows this way in unity if you open the animator controller while in play mode.

spring nova
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It doesn't necessarily toggle like you would think. The way it works is you hold to turn it on, tap to turn it off, or vice versa. So whenever someone joins, the next time you do either one they'll get synced up

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it doesn't remember the last state the animator was in, when you re-enable it, it will always completely restart from the beginning

hollow perch
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Do you have a link to the system you are using

spring nova
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it's an editor script that adds the "add pulsegate keys" button to the little gear icon in the inspector when selecting an animation clip

hollow perch
#

Ok so that is the same one Iโ€™m using. The thing I donโ€™t get is the idea of holding to reset. I only currently have one emote for everything.

#

I think Disabling the game object should reset it so I might try that if I get stuck

spring nova
#

you set it up so that the first keyframe is the thing being off, then a second later the thing being on. You play the animation and if you let it go on for a second, it enables the gameobject. You then let go of the gesture, which will pause the animation and keep the gameobject on.

#

This can even be used to make a cycling inventory system where you hold to cycle between a bunch of different options

hollow perch
#

Right. That makes so much sense

#

Ok clearly I have to play with this some more

spice urchin
#

oh ok

#

figured it out

#

instead of doing that i can just import rig as legacy rig and then use animation

spring nova
#

For your specific case, you're right, a legacy animation would totally work. The whole toggle props thing is only if you want it to pause at a specific spot, but if you don't care about that a legacy animation is exactly what you want

void roost
#

Is there still an emote duration limit?

slim sparrow
#

Yes

void roost
#

Ah. Is it still 10 seconds?

#

I think my emote animation may have gone past it, as it cuts out relatively early. I'd like to find a way around it, but I may have to settle for shortening the dance.

#

Also, it seems like the emote animation behaves a bit oddly in VRChat, compared to in Unity.

slim sparrow
#

I think emotes can last longer than 10 seconds

#

The "behaving oddly" issue can probably be fixed by changing the animation settings

void roost
#

Essentially, the avatar crouches, at one point, and lowers properly in Unity, but it floats in VRChat.

slim sparrow
#

Tick all "Bake root transform" or root rotation options

#

Yep

void roost
#

Ah

slim sparrow
#

And in all the "based on" dropdowns, select "Original"

#

If you don't tick those, the game will try to physically move your avatar up/down when it jumps or crouches, but that doesn't work

void roost
#

That'd explain it. As usual, you're always full of helpful information, and I appreciate it.

#

The animation is 25 seconds long, and it does cut out, but I'll see if that persists after reuploading it with the correct settings.

pliant plank
#

Animations on emotes break roughly at the 1 minute mark, in the sense that the camera locks back into standard, always following the users pov, in which most of the IK kick into play and the animation goes haywire

#

Think hardcap is 5 minutes

void roost
#

Hm. It definitely shouldn't be getting that far, then. This animation only goes to 25:00.

#

It seems to stop abruptly somewhere in the middle, though. I'll see if it persists after the new upload.

clear yew
slim sparrow
#

@clear yew that's a custom idle right?

clear yew
#

yep

slim sparrow
#

You need to set the Root Transform Y property to 1

#

Root T.Y in the animator

#

Your hips are in the ground right now

#

If you already did that, tick "Bake root transform" in the animation properties

clear yew
#

Where can i found this?

untold prism
#

Question! Is there a good tutorial video for using the Muscle Editor? Each time I try to use it, the hand animation just becomes a limp grip rather than what I set it to.

slim sparrow
#

@untold prism you mean it turns into the default hand pose that you do when your model is crouching down into the ground?

untold prism
#

Ye

slim sparrow
#

If you used muscle animation editor to pose the fingers, I'm not sure why that would be happening.

#

Did you mirror it to the other hand?

untold prism
#

No, do I need to?

slim sparrow
#

If you want the gesture to look good on that particular hand, then yes.

#

If you're overriding fingerpoint, for example.

#

If you trigger a gesture like pulling out a gun with your left hand, then the left hand needs to have a finger pose in the "pull out gun" animation.

#

If it doesn't, it'll do that weird pose

untold prism
#

Ah, okay! I'll see how that goes when my world is done doing its half an hour of light baking and I'll get back to you on that.

hollow salmon
#

Dangit.

hard eagle
#

doo you know how to animate 2 avatars in same animation

#

it will just be in animation tho

forest dove
#

load a seperate body that is unloaded

#

create an animation controller

#

make an emote that enables the animation and the other avatar

tidal niche
#

So what are the animations that we absolutely need?

#

I can think of idle, sitting, and probably walking

slim sparrow
#

A lot of animations are provided for you already

#

Basically an entire animation set

#

For humanoid that is

tidal niche
#

yeah I'm not using humanoid lel

slim sparrow
#

There's a CustomOverridesEmpty

#

Oh

#

In that case, it's mostly up to you. You can make your own animator controllers

#

Are you on desktop or VR?

#

I guess it doesn't matter for generic

tidal niche
#

desktop, but trying to make for VR since my buddy has a setup

slim sparrow
#

In that case, you should reconsider your choice to make it a generic rig

#

Generics have no hand or head tracking

#

Generic rigs need an idle animation, and should have at least one walk animation

#

You can also make left/right and backward if you want

tidal niche
#

I see

#

so only humanoid rigs work with the tracking stuff?

#

like head/hands/eyes?

slim sparrow
#

Yes

tidal niche
#

dang

#

so then none of my characters would work with a headset ๐Ÿ˜‚๐Ÿ”ซ

tidal niche
#

So for idle/walking/running/etc. animations, they general eye location should stay the same, right?

#

since I've seen a handful of models where the camera was inside of the head and such, with bits of the mesh blocking the view

#

aaaaaaa this walking/stalking animation would have been so much easier to deal with if I didn't have to alter the spine to get eye tracking shit done

#

http://puu.sh/AVAlv.jpg My original rig had a main pelvis bone pivoting at the pelvis, parenting a hiproll bone pivoting at the abdomen/ribcage, and a torso bone parenting from the pelvis, pivoting at the abdomen/ribcage

#

made it really handy for things like hip sways and such

silver charm
#

I have a question that I think is pretty simple -- I want to put a watermark on my model that is a rotating 2D image above their head. I know how to make a plane with no motion, but no idea how to make it spin.

hollow perch
#

If itโ€™s a separate object, you should be able to put an animation either a legacy animation or your own animation controller

#

You can also do this type of effect using a shader if you make a custom material, but that requires some programming

#

Question about emote animations. I want to make an emote that does something without changing the pose of my avatar (e.g. i can continue to control it while the animation plays). Iโ€™m also ok making it freeze pose during the animation. Is it possible to do either of these things?

#

Hey @silver charm i just found an animation controller in the vrcsdk caller Rotator and they also have a Rotate Legacy animation so take a look at those

silver charm
#

hmm, i might look into that

clear yew
#

I have a problem, in unity there are section that are greyed out as they were imported from a unity package, any tips? I'd prefer if anyone can help it is in dm though so this chat doesn't get disturbed

chrome canopy
#

is it possible to convert Generic Animation to Humanoid animation?

slim sparrow
#

Yes

#

If it came with an imported model, rig the imported model as a humanoid

chrome canopy
#

oh...

#

thanks ^^

vocal isle
#

This may sound like a silly question by now, but can anyone tell me how you can make an emote animation that persists while you are allowed to move your body? Kinda like the ones people do at showcases.
Iโ€™ve tried to, but my avatars keep getting stuck in the ground like the default animation pose wants it to, despite having animated it on a separate avatar then putting the animation to the overrides on the original.
Thanks

hollow perch
#

I believe you can at least to some extent

#

It depends a bit on what exactly you want to do

#

A lot of the showcase things arenโ€™t animations on the avatar itself but rather a set of game objects that get enabled while it is running. Often these game objects will have their own animator controller and a set of particle system effects

#

Iโ€™m working on a system to use the PulseGate approach to customize the avatar using the Armature and Hips objects but when you do this you shouldnโ€™t have your animation move bones because it will conflict with IK. it is a more controlled way to do the same thing with enabling game objects

echo wraith
#

Anyone know how or if it's possible to spawn a sound source that doesn't move with my avatar? I tried parenting it to a world particle, tried parenting the sound source to the rigid body my world particle is attached to, and even ticked the "Static" option, I can't stop my sound from moving with me.

slim sparrow
#

You need to put it on an object with a fixed joint that isn't attached to anything.

#

Then enable that object on a gesture or something @echo wraith

echo wraith
#

But it'll be attached to my own armature, right?

slim sparrow
#

It will stay where it is

#

Fixed joints have a Connected Body that you need to leave blank

#

I'm not talking about where it's parented

echo wraith
#

Oh!

#

I get it, thanks! I'll try that.

slim sparrow
#

Should probably be outside of your armature though, but inside your model

echo wraith
#

Alright ๐Ÿ‘Œ

vocal isle
#

Thanks, @hollow perch. Not sure why my first thank you isnโ€™t there anymore, but here it is again๐Ÿ˜Š

echo wraith
slim sparrow
#

Yes

#

it should work, but there is one more thing you might have to do

echo wraith
#

Alright, it's only disabled so I can enable with an animation.

slim sparrow
#

You need to put that object inside an empty game object

#

And that empty game object needs a legacy animation on it that constantly resets GameObjectMusic to position and rotation 0

#

You deactivate that animation when you enable the object, in the same gesture

echo wraith
#

Yeah, that's the empty game object which isn't empty anymore since I put the sound source in it.

slim sparrow
#

Basically, the fixed joint setups will drift further away every time you use it

#

So you need to have an animation play that resets it back to you once you deactivate it

echo wraith
#

Oh, alright

hard eagle
#

rokk why did you block me

regal hollow
#

Rokk is brutal

hard eagle
#

i still search the way how to do 2 avatar's animation seperately in 1 anim

slim sparrow
#

I probably blocked him because of DM spam

unreal socket
#

I'm having a problem with pulling out items and such using gesture overrides. For example I made an animation where I pull money out of my avatar using the rock n roll gesture but disabling the money by using another gesture is very hit and miss

slim sparrow
#

Huh?

unreal socket
#

And it seems to get stuck on

slim sparrow
#

You only need one gesture to pull out the item

#

You don't need a gesture to disable it

unreal socket
#

Yeah it is only 1

slim sparrow
#

You can just stop doing the gesture

#

Oh

unreal socket
#

It just gets stuck after I stop

#

And I have to like move around to get it off again

#

I'm not sure what I'm doing wrong

clear yew
#

How would I get footprints on my model that generate everytime I walk and stay on the ground for a few seconds then disappear?

slim sparrow
#

Are you on Vive? @unreal socket

unreal socket
#

Yeah @slim sparrow

slim sparrow
#

@clear yew walking animation with particle emitters

#

Try enabling advanced vive movement controls in options then

#

Or disabling it

#

Vive has a weird way of handling gestures

#

You need to switch to another gesture to get rid of it

unreal socket
#

Yeah even changing gestures doesn't always work

#

I'll try your suggestion though see if that helps

clear yew
#

@slim sparrow Do you know of a tutorial that could help?

slim sparrow
#

Nope, this is unexplored territory because it's hard to get working.

clear yew
#

Fml

echo wraith
#

I tried it finally and got it to where music now spawns and doesn't move with me, but it seems I have no real direction over where the song spawns. Was hoping to have a gun that shot a static object into the distance that had the sound attached to it, but it seems a fixed joint is literally a fixed joint and wont let me manipulate it. Gonna keep playing around with it though, thanks for all the help, Rokk. vrclike

distant magnet
slim sparrow
#

You can make it yourself pretty easily.

#

Muscle Animation Editor makes this a breeze

hollow perch
#

@unreal socket I think the way the hand gestures are done is by using an avatar mask and anything not affecting bones or muscles could then be added together from both hands. Is it possible you were doing the gesture in both hands by mistake?

distant magnet
#

but i really suck at making them ๐Ÿ˜†

#

and i know this one is somewhere out there

spice urchin
#

how do u add more than 1 animation on gesture

#

it only lets me put 1 animation on the rig

hollow perch
#

What do you mean? You can do multiple things at the same time in an animation

spice urchin
#

on gesture

hollow perch
#

Not sure I understand. Your gesture enables the animation and that LegacyFlap can be a long animation that does everything you want

spice urchin
#

who cares

#

i want to play mutiple animations on multiple gestures

#

how do u add more than 1 animation on gesture it only lets me put 1 animation on the rig

hollow perch
#

Ah I see. I assumed you were enabling a game object with animation on it. Then you can make more copies of that game object with different animations

#

If you want it on your main rig then I also have no idea. Iโ€™d love to know if such a thing is possible

spice urchin
#

no i want t he animation on my character itself

#

i have a wing flapping one but i want to add more

hollow perch
#

One trick I am using is to make one animation on armature, and one on hips. You can edit the .anim file in a text editor and find replace all the keys to remove Armature/ or Armature/Hips/

spice urchin
#

okie

#

thx

hollow perch
#

You can in my experience stick everything in my avatar inside hips and it still works fine

#

But I bet there are some consequences

spice urchin
#

ima put one in armature

#

the other anim was on the model itself

#

what i think ive seen epople do

#

is copy and paste their avatar and disable/enable

hollow perch
#

Yes I think thatโ€™s the normal way but my understanding is you want to allow it to follow ik and other motion during that animation

spice urchin
#

when i open the anim in text its a bunch of symbols

#

so idk where i replace

#

do i just use regexp replacing

hollow perch
#

Yes the lines all say Path:

spice urchin
#

i dont see any

hollow perch
#

If itโ€™s a small number of keys you can also do it in unity just click once on each row, wait a second and it will let you edit

spice urchin
#

ill just do regexp replace from Armature/Hips to Hips

#

also

#

how will this work with humanoid animations

#

it wont

#

bc im trying 2 import an animation

hollow perch
#

I think using legacy animation isnโ€™t going to work for humanoid anyway . But I donโ€™t have enough experience to know

spice urchin
#

no but like

#

ill probably just use an animator or smtg idrk

#

nvm u cant disable that in animation

#

then idk

hollow perch
#

If it touches the muscles like Root Q and stuff this approach wonโ€™t work

#

But I think it will break your control of the avatar so then why not disable your mesh and use a new copy of your avatar

#

With a full animator controller

spice urchin
#

bc dynamic bones

hollow perch
#

You can copy the same dynamic bones on the other mesh

spice urchin
#

and i wont be able to use other gestures

#

i can do 2 things at a time

#

but if i do that i cant

hollow perch
#

If you mess with humanoid animations my guess is the gestures are not going to work right anyway

spice urchin
#

im importing mmd animations so i cant just import them on my rig and export

hollow perch
#

I havenโ€™t found a way to have everything and I still havenโ€™t learned how to get mmd animations in. Maybe someone else here has more suggestions.

spice urchin
#

u have 2 use an mmd rig and fix the spine so its parented to hips and etc

hollow perch
#

Oh but then you are using bone not muscles so a legacy animation should work

#

The downside of putting the Body mesh into armature or hips is it breaks all the mmd animations unless you customize them. But if leave the Body mesh on the top level of the rig then your second animation canโ€™t touch the face blend shapes the way I proposed to do it

clear yew
#

anyone know if i can recover avatars from in game if I no longer have the original files

graceful turtle
#

Is there I can Make a sphere that is filled? I want to make it so you cant see inside a sphere
in unity btw it is a game object

#

Technichally a solid sphere

#

like all who get enveloped only see white

#

btw its not a troll avatar its a thanos avatar

lunar pasture
#

@graceful turtle I'm assuming the sphere isn't part of your model, in which case it should have a shader that is probably transparent and can be changed to opaque.

graceful turtle
#

ok in the proccess of editing a finger snap sound to have an echo

slim sparrow
#

Sounds pretty easy if you just set ZTest to always but only while inside

#

Good luck with that I'd say

#

Don't want it to render across the map

#

Particle subemitters maybe, check for PlayerLocal collision

tidal niche
#

I think the way to make it look solid on the inside, is to just flip the normals

slim sparrow
#

Yeah, but that also makes it visible from outside

graceful turtle
#

yeah when i say it it sounds easy, just make a sphere tha is very bright get bigger but somehow its complicated for me

lunar pasture
#

but what might actually look better is childing another sphere and giving that one it's own shader.

slim sparrow
#

Or you can use a shader that has front culling instead of backface

tidal niche
#

then duplicate the sphere and then make the inside with the inverted normals

slim sparrow
#

You could also use stencils, that's a good one

#

An outer sphere and an inner sphere

#

The outer sphere hides the inner one using stencils

graceful turtle
#

actually Rn i got the sphere already very bright

#

i just need it "filled"

slim sparrow
#

The outer one is one-sided and can only be seen from outside

lunar pasture
#

Anyone know anything about GPU particle systems? which one are all the cool kids using?

tidal niche
#

also, technically

slim sparrow
#

The inner one is also one-sided, only visible from inside due to the outer sphere hiding it

#

@lunar pasture you can't have real compute shaders

#

They need scripts

#

Your best bet is a geometry shader

#

On an object with a lot of verts but not many tris

tidal niche
#

if you do have the inverted sphere, you'll still see the sphere, you're just seeing the inside rather than the outside

graceful turtle
#

so should i just do 2 Spheres?

#

1 normal 1 inverted

tidal niche
#

will they look any different?

graceful turtle
#

no

#

same look pure white

tidal niche
#

then you might as well just do the inverted sphere

graceful turtle
#

how do i invert the sphere

tidal niche
#

you make a sphere and then you flip the normals

slim sparrow
#

You also need stencils on the outer sphere and inner sphere

graceful turtle
#

i think i should just leave the inside of the sphere transparent for now so people dont freak out, and then later ill come back and try to make it solid

#

i basically have the animation i want, i just need to add my finger snap and ear ring

#

*ringing

graceful turtle
#

What kind of format does an audio file need to be in to play in unity
my files play normally but when i put them in unity and play them in the right hand corner no sound is heard

spice urchin
#

.ogg

#

at least in vrchat

olive lynx
#

Hello everyone, I am looking to do an animation but my avatar duplicate goes halfway through the ground as soon as I create a key frame. Is there anyway to get the model standing normally again?

spice urchin
#

u need 2 import a tpose or standing animation

#

then edit that

olive lynx
#

Oh snap you are a genius ๐Ÿ˜„

spice urchin
#

or at least thats the easiest way i guess

slim sparrow
#

@olive lynx you need to animate on a duplicate of your model for that reason.

spice urchin
#

and ya u use copy of ur model 2 animate

slim sparrow
#

Don't import a T-pose or empty idle animation

#

If you're making a gesture, it should be halfway into the ground.

spice urchin
#

ya but if ur making an emote

slim sparrow
#

This is an indicator that your animation will only have finger and object-related properties

#

That's a different story

olive lynx
#

No i am animating thje duplicate of the model lmao.

slim sparrow
#

But if you're making a full emote, you probably know how to properly animate already

#

In which case, you would either use Blender, or you would know to set the Root Transform properties of the model in such a way that the hips are at Y 1, not in the floor.

#

Unless you're a beginner, in which case you should refer to the above tips

#

Muscle Animation Editor will make animating inside Unity a lot easier.

olive lynx
#

Heck I'm going to try everything haha.

slim sparrow
#

What are you trying to make? A custom hand gesture, or a full-on emote, walk cycle, or idle animation?

olive lynx
#

I do have that program and it is awesome!

#

full on emote

slim sparrow
#

Ah, that's cool

#

I would still recommend using a 3D program to animate that, to be honest. Sounds cool, though.

#

Sorry if I came off as condescending earlier

olive lynx
#

lol no man it's all good ๐Ÿ˜„

slim sparrow
#

I did a full emote in Unity once. It's definitely possible, but a little more difficult.

#

If you want to get your model out of the ground, you need to set the Root Transform Y property to 1 in Muscle Animation Editor

#

That's a good starting point

spice urchin
#

or u can start with a tpose or idle

slim sparrow
#

You also need to animate the legs and arms so they're back to normal again

spice urchin
#

that way its already set up

slim sparrow
#

Yeah, the SDK has a sample idle animation that you can duplicate and use.

spice urchin
#

then u can change the muscle settings

olive lynx
#

Yea I am not very smart when it comes to blender either. One of my friends mentioned that there was a button added to CATS that weight paints for ya and I have yet to find it lmao xD

slim sparrow
#

It's in VRCSDK/Examples/Sample Assets/Animation somewhere.

spice urchin
#

another thing u can do is

#

u can create an animation and copy over the muscle settings

#

this will create a generic animation so u can do things like activate props, move bones, and etc

olive lynx
#

Thanks Wunder, I will give it a try ๐Ÿ˜ƒ

spice urchin
#

why is this happening

graceful turtle
#

hey can i get some opinions on my animation Idea?

next pilot
#

so i made a 3sec animation and placed it on my hand emotes but now its bugging out 2 of them when i just want the one and there is no other keyframe after the 3sec mark

pliant plank
#

Gestures can only be 1 frame long, between 0 and 0.1 specifically

spring nova
#

That's just setting the render queue of the object above other things. Be careful with it though, it can be obnoxious

tidal niche
#

I just had a thought

#

for the sitting animation, will there be some way to change the camera location?

torpid light
#

it's not render queue it's the ZTest

tidal niche
#

http://puu.sh/AW7sZ.jpg had the idea where her paws hang off the edge, but the problem is I have no idea of the scale of things

spring nova
#

It's pretty much trial and error

#

And every seat is different too

tidal niche
#

oh boy

#

How about changing the camera position when seated?

vagrant heron
#

So anyone know the fix to the issue where visemes don't work (well or at all) after adding animations?

hollow perch
#

What are you animating? And where did you attach the animations

vagrant heron
#

All I did was add animations to the custom animation override sheet.
If the model has none, the vicemes work perfect, after adding it they don't work well

hollow perch
#

The mechanim animation system in unity is very confusing to understand completely. One important thing to know about it is anything you animate will be deliberately set to the default value while that animation is not running

vagrant heron
#

Like finger gestures

hollow perch
#

So if you create an animation that moves visemes, the game will always try to reset your visemes to default while you are not in that gesture

vagrant heron
#

Hmmmm.....

hollow perch
#

There are a number of ways around this type of thing but all have complications. The simplest thing to do is dont use the vrc_ shape keys in your own custom animations

vagrant heron
#

So as long as the blend shapes I use in the animations don't use the visemes shapes it should be fine?

hollow perch
#

Like if it is mmd there will be a ใ‚ (ah) shape that is separate from the vrc_aa one

vagrant heron
#

No this model's blend shapes were hand made for me.

hollow perch
#

I believe so yes. But fine is one way to put it. I have found that there are consequences to every decision you make in animations. In the case the consequence of this is you will potentially stack shapes, so if your animation says ah and you say ah into the mic it will double open the mouth and they add

#

So your mouth looks messed up

#

One other way to handle things is to have the face as a separate mesh and disable / enable the norma face and enable / disable the alternate face. Then you can freely animate visemes on the alternate

#

But if you want to be able to talk during the animation you wont see any normal visemes during the animation but at least afterwards you will be normal again

#

Another trick is using legacy animation (an unchecked animation object on your avatar) you can enable it from the emote animation and the legacy one wont mess with you while its not running

#

The downside is they limit it to one legacy animation per objevt. I use tricks like putting one directly on the body mesh and one in the armature and hips to get around this limit but that complicates many things

#

Also my experience is limited with visemes so i cant say for sure if this would work with this approach

abstract lagoon
#

Is anyone willing to help me learn to do animation overrides if so pm me

muted prairie
#

@abstract lagoon You can find multiple tutorials for this on youtube specifically for vrchat

spring bough
#

How complex is the animation you want? like just something appear and disappear, I can help if its small like that, otherwise just youtube it ๐Ÿ˜ƒ (Oh that was 4 hours ago)

olive lynx
#

Hey does anyone know why my viewpoint won't follow me when I sit down, but it will follow me when I crouch and stuff?

graceful turtle
#

anyone able to help me figure out how to delete an existing skeleton on an fbx file then save that fbx file so i can Remake a skeleton useable in VRChat? I need help ASAP ive been losing my mind trying to do this for the past 2 hours!!!

abstract lagoon
#

How do i get the animation tab on unity

tidal niche
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Okay so uhhh

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How do I put my animations onto this

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so far I have a standing, sitting, and a forward-walking

abstract lagoon
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Can I add particles that show up with only 1 gesture if so can someone help me and explain how

tidal niche
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I think I figured out the replaceanimation override, but now the new problem is that my animations don't loop, and the pivoting is all weird

tidal niche
crimson epoch
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Any easy way to fix the hips and knees not moving when importing a vmd to a model in blender? or do i have to actually go in and fix every key frame, because that would absolutely suck

crimson epoch
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The groove is used in the animation and is not translating into blender is the problem

tidal niche
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I think I got it working

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but now the tail doesn't want to work

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if only I could reimport the few bits and bobs I needed to fix without having to delete everything and start over

tidal niche
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How do you even change the sitting animation in the first place

dreamy osprey
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anyone has a good tutorial for idle anims and walking anim?

fluid crescent
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why sitting aniamtion doesn't work with standing idle animation?

sand crater
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Does the size of the model when baking an animation matter after bringing it to Unity?

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It seems like my animation is really broken when I drag my model into the baked animation model window

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it moves but it's like she's bent in half while doing so

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oh and she's floating

sand crater
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Aaah I'm so upset

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Can't get it to work

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both tutorials on YouTube w/ animations for vmd doesn't work for me

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I'm just stuck at the point where the animation breaks my entire character

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in Unity

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So it goes to shit after dragging my decimated model into the animation

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I really need some help

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I'm dying here

pliant plank
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Does the animation move the hips alot?

sand crater
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it feels like the hip itself is dragged to the side

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and she kinda bounces up and down like there's no gravity instead of dancing on the floor surface

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I feel like all the animations are working but the model itself is just so deformed during it

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so something is wrong with the position

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within Unity

pliant plank
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The root hip bone used in VMD animations is the groove, that in it of itself cannot be changed and to properly rig an animation to work in humanoids the actual hip (aka not the groove) must be used, and as such any hip movements just disappear entirely

sand crater
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It seems like the hand animations are working (kinda) but yeah, seems like the hip and below doesn't work

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so how do I fix this?

pliant plank
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You just... kinda don't honestly, i've yet to see anyone manage to fix that issue

sand crater
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but do you have any idea if it's my model

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or the animation file itself

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or Unity's fault

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or did I just do something wrong

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I want to figure this one out but I'm clueless and I got a total of 0 hours when working with animations so I was hoping someone here can point me in the right direction

pliant plank
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It's a combination of everything

noble mirage
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Add :Agent Eagle on steam

sand crater
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Oh that's your Steam username

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wouldn't be talking on Discord be more convenient @noble mirage

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Well it works for people who make YouTube videos and I've followed all the steps

noble mirage
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yes

sand crater
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I feel like I'm missing something

pliant plank
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The animations' due to it being essentially impossible to assign motion to another bone, unity's for not allowing a non-standard humanoid structure (can't apply groove as hip) and the models' design that has odd parentings for such

sand crater
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then how come it works for so many people

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you make it sound like doing this is impossible or something

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yet countless people out there have it working

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I want some help, not someone to shoot me down like a dog on the street

pliant plank
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Because those countless people don't actually have VMD's with hip movement

sand crater
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What?

noble mirage
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sup

pliant plank
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And i'm not shooting you down, i'm just telling you the issues here

sand crater
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Alright

pliant plank
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It's possible to have fully functional VMD's on models that are completely unedited

sand crater
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Yeah

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but you need to decimate them

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and it breaks?

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the tutorial videos don't decimate it

pliant plank
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That shouldn't break them no

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VMD's affect only the bones

sand crater
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Yeah but you need to bake it into a model and bring it into Unity

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but for some reason it doesn't work when I drag my existing model into the baked model w/ the animation

pliant plank
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And shapekeys actually

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That's because the baked model is what must be used

noble mirage
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no shooting

sand crater
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Then how come some guy in a video doesn't have to use the baked model?

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he just drags in an existing model into the baked preview w/ the animation

pliant plank
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What video?

sand crater
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Here

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he drags in the avatar and he says drag your avatar into the animation and see if it works

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he's using a baked model and drags in a non-baked model into the preview

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and proceeds to simply extract the animation onto another model

pliant plank
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4:24

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Is your baked model properly rigged like such?

sand crater
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Hmm...

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It's kind of sloped

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says "Character is not in T Pose"

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but then I remember trying to set the model back

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to T-Pose w/ the Pose dropdown

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but it doesn't work

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Oh

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resetting it works

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weird

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Guess I'll try now

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Nope

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she's still broken

pliant plank
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Can you get a gif of it with gyazo?

ocean knot
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anybody have a way to animate part of an armature with a gesture? i tried using rigidbodies/fixed joints but they seem to gradually lose their correct position

sand crater
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The T-Pose?

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gif of what?

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the broken animation?

pliant plank
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Yeah

sand crater
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What program do I use

pliant plank
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Gyazo

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It'll still try to follow movements normally but fail completely on any sort of rotation

sand crater
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Oh no

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I dont care about the hip

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I just want the hands and legs to work

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and that she's not floating around and twisting her entire upper torso like a robot

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Alright setting up a gif is too much hassle

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I think I'll just screenshare

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on Discord

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but since Discord doesn't support screensharing on servers

pliant plank
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It's just a simple ctrl+shift+g and selecting the area you want to make a gif out of .-.

sand crater
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Sorry it took a while, had to slowly download the encoder pack and then had to super slowly upload the file with my 20kb/s upload speed

eager vault
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God save the queen

sand crater
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Forget it

gleaming tusk
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Hello

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So I'm trying to animate this as a gesture

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what should I do so it doesnt bug and have to wait for the whole animation to end so I can use another gesture?

sand crater
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Question: Alright so I'm stuck on the part where decimating the model with Safe mode still breaks the animations but has eyes and mouth still working

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Anyone got any clue? (Blender)

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Alright, I cant rely on CATS anymore

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anything I do just breaks the animation.. time to do manual decimation

neon spear
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are you doing the animation in blender??

sand crater
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Yes

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I am

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and CATS breaks the animation every time I use decimation even with Safe

neon spear
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if it's for an emote or gesture you're gonna have to do the animation in Unity

sand crater
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Wait, but I'm baking a .vmd animation into a model

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Can't do anything in Unity

neon spear
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ah :/

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i'm guessing you've already tried decimating first then animating

sand crater
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Yes

neon spear
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have you messed with the tris slider?

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cats can be a bit overzealous sometimes

sand crater
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?

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19999

neon spear
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you can lower it

sand crater
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Why would I

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want to lower it even further

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when it breaks with so much

neon spear
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then you may just have to decimate by hand

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it's probably an issue with the auto decimate because it's still in it's experimental phase

fallen rampart
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hey everyone: I wanted to share a tool with you. This software allows you to do facial motion capture and export as a vmd, which you can then turn into animations

sand crater
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Alright quick question

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I slapped on an animation and it makes my character's eyes closed

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how do I make it open

sand crater
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Oh my god....

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I wanna die

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turns out even during animation eyes are fucked

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I just realized

worldly talon
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@grand mango How about here then?
I seen a few minutes of your video on https://youtu.be/7P0ljQ6hU0A?t=4991 and was wanting to know how I can bind custom keys to active custom motions with a keyboard or is that even possible?

grand mango
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Oh, that kind of question. You can use custom gestures on keyboard with shift f1-f8

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but other than that, there's no way to bind custom motions to arbitrary keys

worldly talon
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XD Thank you.

sweet zealot
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Custom walking animations, i sink into the ground - how do i fix this annoyance?

thorny fox
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can anyone show me how to do gpu particles in vrchat?

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tell me*

tacit parcel
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So im doing dynamic bones for the first time and want to know if i can share my somewhat shit posty 7 second clip

icy crow
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I think those can be done with compute shaders but I think those require scripts @thorny fox

thorny fox
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yea and scripts are blocked in vrchat as far as im aware

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but somehow.. people are doing it

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like those music bars that sync to music

tacit parcel
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loading scripts through pre existing scripts?

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Injection?

thorny fox
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not sure if that works..

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kinda surprised vrchat didn't whitelist the components needed for it

tacit parcel
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I'm clueless as to what it is just throughing ideas out

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how aggresive is vrchat against scripts?

thorny fox
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mm removes them when you try to upload model

tacit parcel
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Be kinda nice if private worlds could host any scripts it wanted

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And just warned users "Hey this could be bad"

tidal niche
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with the exception of the idle, kind of, but the tail/ears aren't moving and the claws are kind of in the wrong position

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and I'm unsure if the eye tracking works either

hollow perch
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What are you trying to customize?

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If it is just tail and ears, I think people animate them using a legacy animation component you put on your avatar ( you can also put it on some bone if you already use the animation slot of your avatar )

tidal niche
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it was supposed to have a custom animation set in general because the stock anims are p garbage but because it's on a humanoid rig, most of them are overwritten by the arms/legs

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How do I switch it to legacy without ruining the rest of the rig?

hollow perch
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You are using a duplicate of your avatar to edit the animation right?

tidal niche
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uhhh

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I brought it in from blender

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with the animations

hollow perch
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I mean in unity you should duplicate your avatar temporarily when working with animations. Otherwise if you mess it up your avatar will permanently go jnto some sitting pose with arms outstretched like riding a bike and in the floor

tidal niche
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I've seen that when trying to figure out animation stuff, yeah

hollow perch
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You apply the animation overrides in the main avatar you submit. The duplicate you just use to help you edit

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Anyway legacy animations are for if you donโ€™t use muscles but you want to rotate bones directly or visemes and such

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Itโ€™s easy to convert. Just go to the really tiny menu in the top right of the inspector tab and select debug. That makes a legacy checkbox appear for the anim file. After setting legacy change debug back to normal.

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Then create an animation component on the avatar and put the legacy animation into it.

tidal niche
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hmm

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so how do I just change the bones to the uh, what was it, dynamic bones?

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those are the ones that jiggle around, right?

hollow perch
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For tail I might just suggest dynamic bones. You can set dampening or elastic to 0 and they will wag. Did you install dunamoc bomes

tidal niche
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I'm guessing you have to install that beforehand?

hollow perch
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Ya they have a version in the asset store. A lot of vrchat people use that because it is one of the allowed components

tidal niche
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aaaa if only there was a way to make small changes without having to restart everything from scratch

slim sparrow
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@thorny fox music bars synced to music don't need GPU particles

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The "GPU particles" in this game are really just geometry shaders since compute shaders are inaccessible

cerulean lintel
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Good evening VRChat Discord. I have come to you with another avartar problem! So im making a combine metrocop avartar, yes? I have the baton gesture all worked out, and audio clips all inserted, but when I try to activate the clips with the gestures, they either dont play correctly, or dont play at all. Then, when I use the open hand gesture to reset the clips, it ends up playing the audio clips even though none are activated by its gesture. Recently, they dont even activate at all. The clips are on the right hand finger bone if thats any signifigance.

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Each animation is basicly where it sets a clip to 'active' to play, waits for it to play, then sets to unactive.

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If anyone can help, i'd love it. I need to tell people to pick up that can.

spring nova
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If you're doing gestures, they need to be just a single frame, which will loop continuously as long as you hold it down. When you let go, it'll return to it's original state on it's own

cerulean lintel
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Two frames will toggle, then?

spring nova
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no, just one frame, and it'll be as long as you hold it down

cerulean lintel
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Hm, i'll remove the second frame and upload, then give it a whirl.

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My entire Unity experience has been learned over a 2 night period of youtube tutorials

spice urchin
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unity animations revert object status when they are terminated

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(excluding legacy object toggling!)

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but this means that u want to keep whatever u want to enable enabled in the animation bc it will disable automatically when completed

cerulean lintel
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So if an animation turns on a clip, then off after, say, 3 seconds, then the animation is terminated, it will turn the clip back on?

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If so, I might have found my major problem

spice urchin
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what

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no

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'unity animations revert object status when they are terminated'

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so whatever u do is reverted back to original state

cerulean lintel
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Ah

spice urchin
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unless the transitioning animation has a keyframe for it (like muscles) then it just transitions

cerulean lintel
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Alright, thanks

spice urchin
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all other keyframes reverted

cerulean lintel
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Im gonna test it the avartar now, if it doesn't working then i'll sleep on it. And maybe eat on it.

spice urchin
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0.o

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sleeping/eating on an avatar sound unhealthy

cerulean lintel
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Alright

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The files play, but a bit randomly. I think thats because I haven't nailed down what section of trackpad is what gesture yet

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However, if I play a file then use the 'open hand' gesture after its done

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It plays the file again

spring nova
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what's open hand supposed to do

cerulean lintel
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nothing, currently

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i have the animations assigneed to FINGERPOINT, ROCKNROLL, THUMBSUP and VICTORY

spring nova
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can you take a screenshot of what one of your animations looks like?

cerulean lintel
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Sure, one moment

spice urchin
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disable the animation

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and enable it in the animation

cerulean lintel
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Theres my override controller and

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wait

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i didn't fit the animation

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omfg

spice urchin
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if theyre just sounds then set them to be disabled

cerulean lintel
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Heres the animation

spice urchin
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then enable them in animation for 1 frame

cerulean lintel
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Each one is basicly the same, just enables it

spice urchin
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for 1 frame not 1 second

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0:00->0:01

spring nova
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you need 1 frame, but two keyframes, one on each side

spice urchin
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bc unity animations are 100 fps

spring nova
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just duplicate it to the second slot

cerulean lintel
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Second slot?

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There are two slots?

spring nova
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0:01

cerulean lintel
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Ah

spice urchin
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for 1 frame not 1 second 0:00->0:01

cerulean lintel
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Like this?

spice urchin
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:\

spring nova
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yes, assuming you don't have any other keyframes out at 1:00, could you check?

cerulean lintel
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No other keyframes

spring nova
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then you should be good

spice urchin
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then upload now

cerulean lintel
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Alright lets give it a whirl

spice urchin
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also turn off the recording or just click something thats not animated

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to get rid of orange play buttons

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also u should probably use a copy of ur model 2 edit animations on in case it gets irreversibly posed from an animation edit

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bc sometimes when exiting animation editor the character will be stuck in a pose

cerulean lintel
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Yeah, I learned that the hard way

spice urchin
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ye

cerulean lintel
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I can create a relatively stable character with animations that make different objects appear and such

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but audio clips are beyond me tbh

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alright its uploaded

spice urchin
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audio sources in vrchat are annoying

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its glitchy, sometimes breaks locally, and it also has a small range unless u mess with it ingame

cerulean lintel
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Alright

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I think it must be a bug then

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Because i've noticed when I activate it, then use the open palm gesture, it still plays

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and I have to hold the gesture to 'clear' it persay

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And if I dont clear it, any other gesture I use plays the same audio clip

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I feel like im making a mistake somewhere here

spring nova
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That's what happens when you have more than one frame gestures, they get locked up and weird

cerulean lintel
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Anything out of the ordinary here?

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I have animator controllers for each animation, the sound files and textures...

spring nova
cerulean lintel
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Alright, i'll go modify the rest

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And you mentioned disabling the open hand gesture?

spring nova
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no, you're fine

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Doing open hand was just resetting and sort of fixing it, after the animations with more than one frame broke it

cerulean lintel
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Animations edited, uploading

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uploaded, time for testing