#animation

1 messages · Page 80 of 1

cerulean lintel
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Yep, problem is still there.

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Im convinced it some sort of bug, i'll make a video later and post it so I can get other peoples opinions

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Anyways, its getting rather late here, so im gonna go get some sleep.

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Thanks for the help

zealous needle
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Okay. So, I have an animation that changes the default values of my model's shaders to a rainbow rotation.

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For some reason, so long as this animation is in any controller on the model, the shader locks to black values for all colors for said material

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Throwing the animation onto the model doesn't activate the animation for some reason

tidal niche
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When doing the handgestures, do you do one animation/pose for each hand, or both hands in one pose/animation?

zealous needle
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solved my above: for some reason having an avatar set in the animator was breaking things.

spring nova
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@tidal niche both hands in one pose. Vrchat will mask out the rest

spice urchin
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bth

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there is no override for each hand if u checked :\

tidal niche
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So which are the gestures? as far as I know, there's Shift F1-F8, but on the list I can only make out FINGERPOINT FIST HANDGUN HANDOPEN THUMBSUP

shut dragon
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Is there any easy way to use a 2-frame animation to trigger a longer animation, so the hands won't stuck when doing it?

spice urchin
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dont set anything to fist

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its bugged in-game so that u cant un-set it unless u use a gesture other than none

tidal niche
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What are the other three hand gestures I'm missing?

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my guesses are VICTORY and ROCKNROLL but I'm not sure

pliant plank
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F2 fist 
F3 open hand 
F4 point
F5 victory
F6 finger gun 
F7 rock n roll
F8 thumbs up
tidal niche
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I'm guessing F1 is IDLE, then?

pliant plank
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Eyup

tidal niche
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So I've got a sitting animation, where do I even put it?

pliant plank
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Essentially you use another animation override, you can have one for sitting and one for standing, there's 2 slots on the descriptor for such

tidal niche
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I can see that, yes

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anything I change the controller to, it just gives something without a sitting

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unless I'm supposed to just take the regular one and replace IDLE with the sitting animation

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I swear if that's the way to do it

pliant plank
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It is

tidal niche
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fucking

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aight

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fine

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sure

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would have been fantastic to know yesterday but whatever

red mortar
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Is this.... uh. Normal when trying to make new animations?

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the skirt I mean..

lunar snow
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I'm gonna guess that either A and the most likely, your weighting is wrong or B you somehow deleted the bones for the skirt in unity, or ofc C you're using something I'm unfamiliar with for skirt animation

shut dragon
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Is there any easy way to use a 2-frame animation to trigger a longer animation, so the hands won't stuck when doing it? 🤔

red mortar
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yup.

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I accidentally forgot to place the root bone for my skirt under hips.

lunar snow
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@shut dragon yes

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Second let me type it

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You have to have a game object with the animator on it with an animation controller in it with an animation as the main animation (yellow)

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Use the hand gesture animation to enable that game object and it will run the animation when it's enabled

shut dragon
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Because I want the briefcase to always be on, but to be animated by a trigger

lunar snow
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No if you want to animate a specific object you can attach the animator there

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Ah

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So then

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You have a second briefcase you turn on and shut that one off

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The second has the animator

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Also keep in mind you can get crazy with what you do after that within the animator

crimson epoch
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so i made an mmd animation. it looks exactly how i want it in mmd and when i import it to blender it looks fine too, but when i watch it in unity the hand positions are off from where they should be. Any ideas what would cause this?

lunar snow
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I've had 0 luck doing mmd to anims

fallow spire
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can someone explain me how to make the shader effect with a camera so that every player inside the shader will see the effect

wary parcel
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I do not understand why animator variables are cut off from avatars still

silk needle
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Is it at all possible to have a part of a model animate, like an additive animation?

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I've been fussing with Unity for about an hour now and can't figure it out. Plus whenever I try to apply an animation it refuses to work unless I have the Animation Type set to "Legacy"

pliant plank
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Yep

silk needle
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👀

pliant plank
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As long as it's not an actual part of the main rig, like head, arms, hips and so on

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And it does need to be legacy

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Set on a loop as it's additive

silk needle
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The fins have a subtle swimming animation I'm trying to get working

spice urchin
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no u can

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u can use a legacy animation and make a copy of ur rig prefab

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in legacy mode 2 import it

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then u just add an animation and play it

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u can also give urself an animation controller (not on the character itself but on a bone or something) and play it there

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u would probably need to use generic animations for that tho

chilly vapor
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if you absolutely had to get the fish to be a seperate model, having the shader cull at point blank range would prevent it from being in the view port

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but the legacy method should be the easiest way if done right

silk needle
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Forgive my ignorance since I'm still pretty oblivious to most of Unity's functions, but how would I go about importing the animations as legacy, but keep the primary fbx as humanoid? The animations are being imported from the same fbx

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I tried following a brief tutorial on making blinking animations thinking the same logic would apply with imported animations

ashen sedge
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Couldn't you just make the fish itself a separate object and simply parent it to the humanoid body's headbone?

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Then you could animate the fish however you want without it interfering with the body at all

silk needle
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That crossed my mind, but I want to give it face posing after getting the tough stuff squared away, and I worry that'd potentially prevent that. If it wouldn't then heck I can give that a go

wary parcel
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Nono, as long as you have the fish with its own bodymesh you can choose that bodymesh as an Vismes origin and you get everything you want for it except eye tracking i think

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But you could just have an idlepose legacy animation with loop on the fish and then change over to a different object to use for any other animations, or animators. This way you can have everything attached and keep it customizable

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If you are having trouble then make the head its own material and give it transparent shader with a pixel that is alpha transparent and use standard cutout and it is totally gone until someone uses a shader to project onto the invisible mesh.

slim sparrow
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Yeah, a separate object for the fish head seems like a good idea.

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You can still use gestures and visemes

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Although you will probably need a custom blink animation

silk needle
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Oooohhh, okay o: I didn't think something like that would work to be honest. I'll give it a shot when I'm available to do so, thank ya guys for your input and help! c:

valid spire
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Hi, I've got a question concerning the walking animation override. I have a generic avatar but want some features that are only supported on humanoids. So I made a fake rig that's not connected to the mesh. Now when i try to override any walking animation my avatar is offset into the air quite a bit (by about half the height of the home world mirror). If i use the walking animation as an emote, it stays on the ground. Can anyone help me with this?

ashen sedge
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Try adding Root.T property to your walking animation to move the avatar world-up when walking

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You probably have to go by eye and few attempts to make it just right

valid spire
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Thanks, I'll try

ashen sedge
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I think it should be under "armature"

valid spire
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i found it under "Animator", but unfortunately playing around with its values doesn't seem to have an effect on the animation in the game

cerulean lintel
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Good afternoon VRChat Discord. Im having some issues with a new model im making. I want this animation to play Audio clip 1 for 6 seconds, then stop and play clip 2 for 2 seconds and a final audio clip for around 15 seconds. Currently, this is the animation I've made. The audio clips wont play, but everything else works the best.

spring nova
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Is this supposed to be a gesture?

cerulean lintel
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I want to trigger it using a gesture, yes

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Basicly what it does in a nutshell is create an A-10 Warhog, yell 'Suppressing Fire' then start blasting away

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The planes appear just fine, the audio wont play for some reason

spring nova
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Gestures can only be a single frame, if you want more than that you need the gesture to trigger a second, longer animation

cerulean lintel
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So create a second animation thats just one frame that triggered this animation, then apply that to the gesture?

spring nova
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Yeah

cerulean lintel
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Alright, i'll give it a try

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So how do I get an animation to trigger another animation, is it under 'Add Property?'

lunar snow
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No

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The way I usually do it is an animator and toggle the game object on

cerulean lintel
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How do i do that?

lunar snow
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The gesture turns on the object with the animator and the animation inside plays

cerulean lintel
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So

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I put a compent on the avartar, an Animator, set the Controller to...whatever the animation controller is for the animation I want to play

lunar snow
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What are you animating?

cerulean lintel
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Currently im attempting to play some audio clips at certain time points

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Ex: Audio clip 1 for 2 seconds, Clip 2 for 6, then clip 3 for 15

lunar snow
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So make a game object on the character then set the audio clips as it's children then add the animator to the game object

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Add the long animation to the game object and set it up as you want to

cerulean lintel
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Ok, I think i got that

lunar snow
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Make the gesture turn on the game object

cerulean lintel
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Game object, meaning something like...?

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The only object I really have here is the avartar, and I dont want to touch that in the animation, least I mess up the pose

lunar snow
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If you're only turning on audio you can create an empty on the base of the avatar

spice urchin
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u can only use 1 frame for a gesture

lunar snow
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Modifying an animator on an object not rigged with a humanoid avatar won't break the avatar

spice urchin
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u have 2 enable another animation

cerulean lintel
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Alright, let me try it. I think I got it

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Gonna upload, then mess about with it

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Heres hoping, ye?

lunar snow
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Its fairly simple

cerulean lintel
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Honestly with all the stuff you guys are teaching me I could probably make and sell my own game.

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'Oh, where'd you learn how to do unity stuff?'

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'Vrchat.'

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One of my avartars that I made is kinda a forbidden avartar now. I cant edit it because I deleted everything in the project and saved it on accident, RIP.

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Lesson learned 😛

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Alright, its uploaded, lets do it

lunar snow
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Just empty game object with the animator on it, an animation controller in it, an animation inside the controller and that game object the parent of the audio source, the game object turned off by default and the gesture for the avatar set to enable the game object.

cerulean lintel
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Wait, an Animator?

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I did an animation, fml

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one moment

lunar snow
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Lol

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Someone with unity in front of them should sc this setup for him lol

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I'm out of the office till the morning

cerulean lintel
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Alright, i think I have it set up now.

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Uploading...again.

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Hm

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Well

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I want the animation to activate some items parented to the bones of the avatar

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Is there a way I can put the object under the Game Object and still have them parented to a bone

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So i can wave them around?

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Or whatever I'll be doing with them

spring nova
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You can parent the animation to a bone and the objects to the animation

cerulean lintel
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Hm

spring nova
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But whatever they are, they need to be children of the animation and you need to update it to point them to the new place under the animation instead of under the bone

cerulean lintel
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Alright, i'll mess about with it

cerulean lintel
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Mission complete guys

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It took me hours and hours of hopping to discords and reddit posts

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but mission

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com

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plete

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Im going to bed before my eyes start to bleed

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I love you all

lunar snow
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Lol

lime ingot
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How would I go about looping an animation back from a certain point?

spring nova
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How do you want to determine that certain point?

lime ingot
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No clue

spring nova
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I'm not sure what you want then, could you elaborate?

lime ingot
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Yea I'm really tired sorry

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My animation is 60 frames long, and I want to play the animation normally first, but when it has ended it loops back to, say, the 45th frame

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And then keeps looping from there

spring nova
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Separate it into two animation clips and have both, one after the other, in the animation controller

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It'll get done with the first then follow the transition line into the second, and when there are no other transitions it'll just stay there and loop

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Do you know how to get to the animator controller page?

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With all the boxes and lines

lime ingot
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the animator?

spring nova
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Is this gonna be on a gesture or an emote?

lime ingot
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Gesture

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Sorry for the lack of response time, I'm testing avatars

spring nova
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Do you already have it looping by enabling an object with the animation in it? And are you aware gestures on their own can only be one frame?

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I'm just trying to get a baseline of where to start

civic kettle
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I don't know if this is the right channel, but I'm looking into making two areas of my avatar light-up as a voice visualizer type of thing. Anybody know resources for that?

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What category would that fall under?

sharp lance
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hey does anyone know where i can get my hands on a bible book mesh?

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like a open bible book rather, not a closed one. making a priest avatar

copper whale
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Hey guys, I made some pretty cool electricity effects the other day, but my problem is that I can clearly see the particles follow my hand in the mirror, meanwhile, if I'm not in front of a mirror, my effect stays in one spot.

spring nova
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you need to put world particles on an ikfollower or fixed joint and rigidbody

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Look up vrchat world particles, there are a few videos about it

copper whale
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So, I added an Ikfollower on a rigidbody.

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Now the particles are a couple feet away from where I originally put them, they also still aren't visible in the mirror.

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@spring nova Any other possible problems?

spring nova
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either or, not both

copper whale
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Oh.

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I already have a rigidbody.

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Well, had.

lime cove
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Working on a rigidbody = should be on at all times, should be outside your armature

copper whale
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Ah, I see.

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I already had it on.

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Just adding the Ikfollower to it was a bad move, o o f

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I put the particles outside and it seems they don't even appear in game now.

slim sparrow
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@sharp lance not sure about bibles in particular, but there's a Patchouli Knowledge model made by Arlvit that has an open and closed book

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You might need to change the cover texture manually since the cover has a hexagram on it

slim sparrow
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@lime ingot use animator state machines

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Have the object's animator start at the "beginning" state, then transition into an infinitely looping "loop" state.

vital laurel
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Hey, just a quick question that I’m almost certain is impossible, but I want to confirm

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So I have an animation state machine that makes transitions based on the value of an animation parameter

slim sparrow
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Avatar or world?

vital laurel
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But from what I can tell, I CANNOT update that parameter value with a VRChat avatar

slim sparrow
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Can't set parameters on avatars yeah

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Shame

vital laurel
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Disappointment, but thank you for confirming that for me

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I suppose any state-based animation overrides will have to wait until something changes

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I was going to have my avatar’s pen be able to cycle colors by using a different gesture 😭

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I can easily make some color changes but it’ll be way less cool than my original idea, but these animations can’t save any changes at all on your avatar as far as I can tell. I was just hoping for animation parameters to be my saving grace on that front

vital laurel
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... except now I’ve heard about VRC_ToggleProps. Perhaps I spoke too soon

regal hollow
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Toggleprops is useful but has it's own limitations

vital laurel
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Wait, does it toggle by disabling the object?

regal hollow
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Or moves between states when use a specific emote

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The main issue with it is syncing with late joiners

vital laurel
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I’m sure it has limitations but if it can activate/deactivate an object by toggle then I can use it

regal hollow
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Then you can use it

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But it won't sync with late joiners, if that's a concern

vital laurel
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But if it’s just making the object invisible using mesh render, then that’s not useful

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That’s not an issue

regal hollow
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It toggles the object on and off

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Not the mesh renderer

vital laurel
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So totally active/inactive object. That’s perfect then

regal hollow
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The prefab comes with documentation that explains it pretty well

vital laurel
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I’ll definitely read up on that. Thank you!

regal hollow
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Np

nimble pumice
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can anyone help me? I'm confused why my hands arent animate like the rest of me in vr with a model I'm trying to import

regal hollow
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Do your hands have bones

nimble pumice
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yeah

regal hollow
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What exactly is the issue

nimble pumice
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the issue is when I use my vr controlers the fingers on the hands dont move

main lotus
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Is there a way to edit a particale effect to spawn each new particle at a random rotation?

spice urchin
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ye

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just use rotation and random rotation between 2 constants

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:\

main lotus
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thx trying now

rancid valley
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What were the requirements again to set a mesh as a particle renderer? I've literally copied my little armband and replaced the mesh with something i want to work the same as that armband but it doesnt show up at all its just invisible

slim sparrow
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Mesh has to be just one material

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Mesh particles can be really small sometimes @rancid valley

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You can set the particle bigger

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Much bigger

rancid valley
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My mesh is one material tho :/

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I'm gonna try to scale it up

slim sparrow
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Need to change start size and not just the scale

rancid valley
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Oh my god x)

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yeah had to scale it 100 times more

slim sparrow
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Yep

rancid valley
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that means its working so i can now change start size

slim sparrow
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You can also change the import scale in your assets, in case you need collision

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That way you'll scale up the mesh itself

rancid valley
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i need collision yeah

slim sparrow
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Otherwise you won't be able to get the collision bounds small enough

rancid valley
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wait wait wait, where do i change the import scale exactly?

slim sparrow
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In the import settings for the mesh @rancid valley

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Assuming it's a custom mesh though

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If it's like a default Unity cylinder then you can't

main lotus
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is there a way to play my sound-game object through unity so I can sync my animations?

fallen flax
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How do I fix an animation that works fine when enabling "Activates Feet IK Preview" in the preview window in Unity? Without it, the legs go everywhere.

spice urchin
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how would avatar morphing work

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main question i have is animation

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bc I'm trying 2 set it up so that it toggles from bipedal 2 quadraped

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and back on gesture

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do i just combine both animations

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and rigs

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confused

trim zinc
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I have a problem with animating changes to the emission color, basically the animation should increase the emission to the maximum while being completely dark without it, in unity it looked fine but for whatever reason it doesn't seem to work ingame, have I forrgotten something?

spring nova
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Oof that's a tough one @spice urchin you'll need to have both rigs active at all times, but only one mesh on at a time. Then grab all the walking animations from the humanoid and add on all the quadripedal animations so both are playing at the same time

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Have you done gestures before @trim zinc

trim zinc
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yea, I mean changing the material on mesh copies did work but just changing the emission doesn't for some reason

slim sparrow
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If it's a legacy animation it won't work

trim zinc
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how do I know if it's a legacy animation, I just made it using the animation window

spring nova
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That would be if you put the animation on a component. If you're plugging it into the gesture system that's not the problem

trim zinc
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yea I just put in my override

spring nova
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Could you take a pic of the animation?

trim zinc
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like the animation window?

spring nova
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Yeah

trim zinc
slim sparrow
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Stupid question maybe, but the second frame is also set correctly, right?

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When you move the red line to 0:01

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It should stay the same

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I never tried changing emission color in an animation. You might want to swap out the entire material instead. Just make a duplicate of the material and give it emission.

trim zinc
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it's the same in both frames

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yea I figured I'd need to do this if nothing else works

eager shadow
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wait you can swap out materials through animation ?

spring nova
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Should be able to change emission directly, but yeah the shader might be weird and not like that or something

trim zinc
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well it's just lit toonshader

spring nova
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Yeah just go into record mode and drop in another material

trim zinc
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at least switching to material flips fixed my problem now, thanks for helping tho

dense granite
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Does anyone have a up to date guide on how to export animations, and import it in vrchat

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Feel free to tag me

spice urchin
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theres many types of animations so

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theres motion animations theres smd animations theres fbx animations theres mixamo animations

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they all have different ways u can import

hollow perch
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@spice urchin for your morphed avatar do you want to be able to continue controlling it as a humanoid when in quadraped form or you are ok using generic animations? Also are you intending this for VR? Or are you planning only static walking/idle/run etc animations

spice urchin
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i want it to have movement anims also

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and 2 be able 2 sit

hollow perch
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But static animations or like follow your head and hands in vr

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Sorry I mean static like as in you have all motion defined by anim files not like you aren’t moving

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What I would suggest is to put your wolf inside your avatar (with its own Armature etc). Then start with a complete humanoid/muscle animation set for the human (ideally there’s a way to copy all the original vrchat ones). Then in each animation like run,walk, copy and paste in the generic animations for that state of the wolf anim set but changing the path to have Wolf/Armature/Hips etc instead of Armature/Hips etc

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I’m inexperienced but what I do is open the anim file in notepad++ or something and find replace Armature/Hips to Wolf/Armature/Hips

spice urchin
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i tried doing that before

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but it made the animation unusable

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when i changed the paths

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it couldnt read it so it acted like unreadable file

hollow perch
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What program did you use to edit it

spice urchin
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notepad++

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i used find and replace to change Armature/Hips to just Hips bc i parented it to the hips

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but it bugged

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i also need 2 find some quadraped animations

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bc u can also set it up so that quadrapeds have humanoid rigs

copper whale
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What does an Ikfollower do? I'm trying to add particles to a character, this is my first time adding particles, so I'm a complete noob.\

spice urchin
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i only have walking/run for forward i dont have any strafe animations

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y use ik follower if ur using particles

hollow perch
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Ya finding an animation set is a challenge.

lunar snow
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@copper whale it's for adding particles to a characters armature

spice urchin
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is it so it can follow vrhands and not just hands or smtg

lunar snow
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Usage isn't documented the best but it is as follows, gameobject on the bone you want the particles to follow, child of that is the particle system

spice urchin
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?

copper whale
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Okay, now If I wanted to add a prefab particle to my character, I simply make a game object, add particle { + Sound }, and add Ikfollower to Game Object?

lunar snow
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No

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Gameobject with ikfollower is on the character, particle system game object under that as it's child

copper whale
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Ohh, so the Gameobject gets Ikfollower added as a component?

lunar snow
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Yes then you create the particle system on that as another game object

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Either way it's just a fix for rigidbody and fixed joints not behaving in some cases

main lotus
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I've added a custom animation to my avatar's HandGun gesture, but every single gesture except IDLE is playing it. Has anyone had this problem before?

copper whale
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So, this is what I've done.

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I made the gameobject with Ikfollower.

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I then added the particle UNDER game object + Ikfollower

hollow perch
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@main lotus when you animate any property in any state, the animation controller will try its hardest to reset whatever you animate to it’s default factory state in every other animation

copper whale
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Once added, I duplicated the original model and added the animation to the new guy.\

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And in the animation, the gameobject + ikfollower is active, is this right?

main lotus
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LYuma, what does that even mean. I think what I got is a bug.

hollow perch
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It’s not a bug but it’s a feature of Mechanim animations. Once you touch something in one state, every state will do the opposite. And doing the opposite might also do something depending on what your animation is changing exactly

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What exactly is the animation changing? enabling a game object? Also did you modify idle at all?

main lotus
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fixed it, it was a bug.

spring nova
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I think the problem is with ikfollowers. They have all kind of wonky issues, and I think what you're running into is that if you put anything other than world particles inside an ikfollower, they won't behave properly.

Instead you should use a fixed joint and rigidbody, which allows you to put anything you want inside it

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@copper whale

copper whale
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I used a rigid body, but the world wasn't showing my particles. I seriously wish I had a 1 to 1 convo with someone good with particles. lol

lunar snow
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World's with combat systems break rigidbodies

spring nova
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@copper whale how were you using the rigidbody? It's a bit more complex than just throwing it on there like the ikfollower

lunar snow
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The setup for rigidbody particles (or anything for that matter) should be gameobject with a rigidbody on it on the bone to influence the object with the offset you want, game object at the root of the character(in the hierarchy where armature and body are located) with a fixed joint(or other joint for different effects you want to create) linked to the rigidbody on the bone, rigidbody on the bone fully constrained and gravity off on both, I also found that is kineimatic on the bone rigidbody helps in some instances

waxen summit
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Does VRChat not support light source particles? I created a gun firing animation where it's supposed to briefly flash and light up surroundings, but only the particle appears and not the light source.

lunar snow
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I've seen lit particles before in game

hollow perch
#

I’m experimenting with using an empty toggleable object to enable and disable a joint between two other fixed position objects. Basically as long as I have a gesture active my arms will control my character’s wings and when not active the joints are disabled so wings act like normal. One trick I found is to make the empty object basically have joints in both directions: a fixed joint and a configurable joint with Swap Bodies checked. Has anyone played with such a system before?

hollow perch
#

I’m turning the gesture on and off every 2 seconds in the video.

royal summit
#

That’s really cool. If u rotated the legs left or right would the wings do that as well? Or do they only rotate upwards and downwards?

hollow perch
#

Yes because I have all 3 freeze positions checked and all 3 freeze rotations unchecked. The physics system goes out of control if you have some axes checked and not others

#

There’s also something weird about it keeping angular rotation from the last frame before the system is disabled. I could see that being a problem if I activate a gesture then turn it off and my wings will start spinning. Even if it is slow but nonzero it might look messed up after some minutes

lime ingot
#

@slim sparrow I've never used animator state machines, can you link me to some kind of tutorial i could use?

royal summit
#

Wish there was a way to allow joints to only work on certain axis, I’ve been using them in toggleable props but they can look quite stupid, especially when I emote

lime ingot
#

It's the same kind of thing I use to move my guardian scout's head

#

only on the y axis

#

I control it by turning my hand

#

Oof that's poor quality, but it doesn't matter, you get the idea

spring nova
#

nice

royal summit
#

Wow so it only rotates left and right? If so I need test this on my dragon and sentry gun props

lime ingot
#

Yea, only rotates left and right

#

But it breaks sometimes, and I've managed to fix it a bit, although never fully fixed it

royal summit
#

What happens if it breaks? Does it just start rotating on all axises

lime ingot
#

I've fixed its position on the x and z axis, so it just spins on the y axis

#

But I can't stop it spinning

#

But that's usually when I move it too fast

hollow perch
#

Really cool

lime ingot
#

I've also added particle effects to it to simulate the laser

royal summit
#

Nice!

lime ingot
#

What can i use to record gifs of my screen?

spring nova
#

shareX

#

it's super handy

lime ingot
#

When I use my animation in game, then try to use another gesture, it just overrides it. Is there a way to fix this?

clear yew
#

did you make the whole animation on a hand gesture or did you animate a game object ?

main lotus
#

Is there a way to change my character's hair color through an animation?

hollow perch
#

Yes if you use a grayscale texture and apply a color in the shader you can modify the _Diffuse property of the mesh materials in an animation

lime ingot
#

Damn, I used a hand gesture

trim zinc
#

Wouldn't just swapping the material be enough tho?

#

At least that's how I did it, as changing the emission didn't work out for me

lime ingot
#

@clear yew I put the animation on a hand gesture

main lotus
#

I wanna make an effect that glows around my avatar, as if she is standing in a circle of light

trim zinc
#

@main lotus look up "particle ingredient" on the asset store, has multiple effects including magic circles

clear yew
#

@lime ingot and it's more than frame 0.00 and 0.01 ?

obsidian vigil
#

well... ive got a question.

#

im working on a spell gesture using multiple particle systems

#

i want them to always face in the direction im holding the wand in

#

but when i hold it to my right they sort of flatten

#

i have them set to mesh particles

#

they look fine from the front

slim sparrow
#

Hmm, that's pretty cool

obsidian vigil
#

but if i rotate it sideways

slim sparrow
#

@obsidian vigil since they're mesh particles... are they in world space?

#

Ah yes

#

They must be in world space then

obsidian vigil
#

oooh

#

1 sec

slim sparrow
#

Is that a Harry Potter model from those old games?

#

You can set the simulation space to local, or use that one shader that aligns mesh particles to their velocity

obsidian vigil
#

yeah xD

slim sparrow
#

If the mesh is a quad or plane, you might be better off with world-aligned billboards instead

#

Lol, that's cool

obsidian vigil
#

and well i set them to world but they still look like that

slim sparrow
#

You need to set them to local

#

Simulation space local

#

Make sure the shape module has them aligned to direction too

#

Otherwise I dunno

obsidian vigil
#

umm

#

help

#

@slim sparrow that fixed it but now it apparently wants to wobble

#

and i cant get it back into a round shape :/

lime ingot
#

@clear yew No

#

8 seconds long

clear yew
#

it wont work then

#

you need to animate a empty game object with the effect

#

and use a hand gesture to activate the game object instead

#

hand gesture can't be longer than thr 2 first frames

lime ingot
#

Yea I've done that

crystal vigil
#

can you use an animation to change what shader an avatar uses?

slim sparrow
#

Yeah, you can swap out materials

fierce bane
#

what was that about a shader that orients mesh particles to velocity?
That sounds like exactly what I need if it'll work on world sim mesh particles to let me orient them based on local space

#

I didn't think that was possible without scripting or a newer version of unity

slim sparrow
#

Yes, that works

#

I have one of those

#

@fierce bane

#

Use it quite a bit

fierce bane
#

is it a vertex shift or what exactly?

slim sparrow
#

I have no idea how it works internally.

unreal socket
#

Not sure if this is exactly the right section, but I need advice. I'm working on making a 'forcefield' type object for an Avatar that stays in place when I walk away using rigid body and fixed joint. The first problem I'm having is that it works fine to place it initially, but if I move out of it, stop the gesture to turn it off, then use it again it spawns relative to where it was when I left it and the position doesn't reset, any idea how to fix this?

slim sparrow
#

If you shine a projector onto them it'll still look like it's pointing the same direction

#

@unreal socket the parent object of the forcefield needs a legacy animation on it

#

Which resets the child's position and rotation back to 0 while not in use

#

So when you enable the forcefield on a gesture, you disable the animation component

unreal socket
#

I see, not sure how to add that but I'll mess around and try to figure it out

fierce bane
#

I was actually using rigidbody/fixed joint to try to get around my issue...works fine in unity scene/play but is locked to character in vrc
had the same issue while it was working, tried using an animation gesture to reset position but that didn't work

unreal socket
#

how do I add a legacy animation?

slim sparrow
#

Enter debug mode in Unity and you can mark the animation as legacy

#

You can then use it in Animation components

unreal socket
#

this might be a bit beyond my ability I guess

slim sparrow
#

If you just want to summon a forcefield then you might want to use world mesh particles instead

#

Will be less jittery too

unreal socket
#

yeah I was trying to figure that out

slim sparrow
#

Unless you need it to be an object for audio or something

unreal socket
#

its also got audio

slim sparrow
#

Then you will need actual world objects unfortunately

unreal socket
#

so Im looking at the animation in legacy

#

is this a new animation Im making for the parent object or part of the animation to create it?

slim sparrow
#

I have no idea what you mean

#

You make a new parent object and put it inside it

#

You add an animation to the parent

#

Then after creating, you mark it as legacy

unreal socket
#

yeah its already a child of a gameobject with a rigid body and fixed joint

slim sparrow
#

What

#

No, you need to set it up differently

#

The parent of the object with the fixed joint has to have the animation on it

#

So the fixed joint object gets reset back to you

unreal socket
#

yeah I think this is probably beyond my understanding right now

#

Ill probably just leave it be and revisit when I know what Im doing a bit more haha

forest slate
#

so i am trying to do a simple prop in the hand, like i have done a million times before, but for some reason, no matter how many times i click the checkbox on the is active property in the animation tab, absolutely nothing happens. i have no idea what to do

fierce bane
#

make sure time is set to the one you're trying to edit and that your duplicate has the right heirarchy...if all else fails, restart unity...may just be acting weird

forest slate
#

already tried restarting unity. i also just noticed that it doenst go into animation pose, it just stays in t-pose

fierce bane
#

do you have the record button pressed?

forest slate
#

yeah

fierce bane
#

@forest slate and you did either create the animation directly on the duplicate, or create then drag it onto the duplicate right? I can't think of what would be interfering

forest slate
#

i made the duplicate and then clicked create animation on the dupe.
it seems to work when i just drag a new model from the asset tray, so i probably messed something up somewhere

#

i just need to copy paste all of the dynamic bones and props

#

ah i found the problem.
so VRchat has this problem where if you put a dynamic bone on the hips, when you sit down the viewpoint stays at your standing height. i usually get around this by reparenting the skirt to a gameobject attached to the hip and put the dynamic bone on that.
but for some reason reparenting the skirt, breaks the entire model.

regal hollow
#

Hm

dawn leaf
#

so when creating a gesture, I come across the problem of the animation contantly resuming if I do any other gesture, how do I fix that

clear yew
#

How long is the gesture animation? About how many frames?

dawn leaf
#

its 20 seconds

regal hollow
#

@dawn leaf is the Animation on another object

clear yew
#

Thats probably the issue. If you make the gesture animation longer than 2 frames, it sticks. It's best to make the animation on a seperate object, then activate it with the gesture

dawn leaf
#

ohhhhhhhh

#

I feel dumb xd

clear yew
#

Nah, i did the same thing too lol

regal hollow
#

It's all just learning with time

alpine fox
#

Does anyone know if there is a way to make it so a gesture override snaps in to place, rather that move smoothly to it?

lilac cave
#

id think that changing the fps from 60 to a much higher level would do it, if you are talking about keyshapes

reef chasm
#

Is there anybody how to make facial expression not crushed by each others? like, right hand's facial expression have initiative?

slim sparrow
#

@alpine fox not possible unfortunately

#

That's just the way the animator works

#

Transition time is 0.13 seconds if the gesture is two frames

main lotus
#

yo @slim sparrow

#

After I finish running my gesture animation (HandGun), it then overrides all my other gestures with it's animation (like OpenHands), first time I've seen this happen

slim sparrow
#

You probably don't have to ping people directly

#

I'm sure if I waited 5 minutes, there would be at least two people jumping in with the answer.

#

The answer is that your handgun gesture is probably longer than two frames.

#

One frame at 0:00 and one at 0:01

#

Nothing at 1:00 for example

main lotus
#

ah, thx. I'll rework it

eager shadow
#

does someone know of the bet how to change the scale of the value (up_down) in the animation view ?

#

in curves mode

#

a faster way then mouse wheel it is at 20000 and i need to down to 1

cerulean lintel
#

Ladies and Gentlemen of the VRChat discord, I cannot thank each of you enough for your help. Your invaluable advice has finally allowed me to fix my broken Combine avartar, and the sound files now work flawlessly! At last, I can drop glasses on the floor of the pug and bully the desktop users into picking them up! Or something along those lines.

#

Not sure what else a metrocop does tbh

regal hollow
#

Pick up that can

cerulean lintel
#

^ exactly

main lotus
#

How do I make a gesture that is only 1 frame long which calls to play a longer gesture?

clear yew
#

animate an empty game object instead and activate it through the gesture

main lotus
#

okay, what do I put in the empty game object?

clear yew
#

whatever you want to animate

main lotus
#

can you animate visemes like this?

clear yew
#

no since it's directly on the root model

main lotus
#

k thought so. thanks anyways

hollow perch
#

You can if you use a legacy animation on the root object

#

I think at least. Never tried doing that but every object is allowed one legacy. Also you are allowed to move the Body mesh into a sub object like armature or hips. I suspect doing so may break viseme sync in places like mmd dance room but otherwise the vrc avatar descriptor doesn’t care where your viseme mesh is

#

Regarding the legacy animation you have it unchecked and to run it you set animation enabled in your other animation

night crescent
#

is there any way to do a randomized sound on a gesture?

hollow perch
#

Random is possible if you are ok with everyone in the world hearing a different sound. If you want them to be synchronized I think you have to settle with having a looping playlist and basically playing the next sound in the list each time. Both of these can be accomplished with the pulse gate system

#

The pulse gate system is basically an animation controller that can be paused. It initially has on and off but you can keep chaining more and more things to it and it will cycle through them one by one every time you run an emote. Making the delays way too short or wrong will basically randomize it but due to network delay everyone is different.

night crescent
#

Hmm, that sounds fine! Are there any tutorials on that? The synchronized one sounds fine to me!

hollow perch
#

search the discord for toggle props. Basically if you download the unity prefab you will get a PulseGate and PulseOut. You can edit the animation controller for PulseOut and to add more states, copy the transitions exactly with true = true and so on. https://youtu.be/5m8RZQd4JAw

This is just a quick tutorial on how to set up prop toggling in VRChat to enable yourself to permanently toggle a prop on using emotes instead of gestures. I...

▶ Play video
#

A word of warning: this system may desync for players that join late. I think disabling the game object with PulseGate might reset the animation to initial state and resync. Also I don’t know if it helps but I think it is good to set all the animator components to animate always

night crescent
#

Ok, ty!

spice urchin
#

the gesture transition stuff

#

thats based on the animation controller

#

cant be manipulated

#

unless of course not using vrchats animation controller

lofty crypt
cerulean laurel
#

so how do i get the animation tab for unity

#

Im still pretty new to unity and would like to add some sounds to my avatar

fierce bane
#

click "window" at the top of the main window and select "animation" or just press ctrl+6

cerulean laurel
#

hey thanks

#

so do i just keep adding animation things to get more then one custom animation or how would i create a new one

fierce bane
#

there's a dropdown under the record/play/etc buttons, drop down and create new.
or you can right click on the "project" pane with your other assets and create new animation, then drag and drop it over the duplicate

#

always use a duplicate to make animations with, don't use your original model, it can mess stuff up

cerulean laurel
#

thanks

worldly talon
#

How to convert VMD to FBX animation file?

clear yew
#

Plenty of tutorials about it I guess

worldly talon
#

video not helpful XD

worldly talon
#

@clear yew can you import and export vmd to fbx?

clear yew
#

@worldly talon Note that FBX itself isn't an animation format by itself I think. But from tutorials it seems it's possible to somewhat convert the vmd to a format Unity accepts.

slim sparrow
#

You need to import the motion into Blender using MMD Tools (included with Cats), then export it with the model

#

There's another way that's better but the devs don't want it discussed here.

#

I can see why

worldly talon
#

Can you discuss it to me in DM?

forest slate
#

so how do i make an always playing animation on my model? i thought it was just adding an animation component and maybe setting it to legacy, but it does not seem to animate no matter what i do

spring nova
#

Don't use legacy, just a regular animator will do it

#

And it should be by default, but if it's not, set the animation clip to loop time

forest slate
#

the animator component doesnt have a slot to put my animation in it though

lunar snow
#

That's because you use an animation controller in it

#

The animation controller holds the animations

forest slate
#

i see, i have no idea how to use this though

lunar snow
#

You make an animation controller and add it to the animator then open the animator window and drag in the animation

#

It should link with the appropriate point and be yellow

#

Whenever that object is active the animation will play

#

You can also include multiple animations in the controller and make transitions between them

lunar snow
#

Yes

#

Make sure the animation is a loop if you want it to always play or continuously play while the gameobject is active

forest slate
#

if i hit play in unity it just goes into the default animation pose, not the animation i set

lunar snow
#

Default animation pose?

forest slate
#

like if the animation was completely empty, when its just halfway in the floor with slightly bent legs and arms

lunar snow
#

Ok so the animator is on the avatar root

forest slate
#

yes

lunar snow
#

What are you trying to animate?

forest slate
#

im trying to make a fairy. so basically a small model that floats above me

lunar snow
#

It's a separate model to your own?

forest slate
#

im trying to give it a flying animation so its not just t-posing in the air

#

yeah

lunar snow
#

Ok

#

So

forest slate
#

i made the animations on the fairy

#

or well, modified existing ones to suit my needs

#

i clicked create new animation, then copy pasted all the keyframes from the other animation, and tweaked them a bit

lunar snow
#

Lsounds like you need to move the animator to a different location, like add a game object as it's parent and put the animator there then fix the unlinked parts of the animation

#

Basically sounds like you set the second character(fairy) as humanoid

#

Someone else here may be able to give more insight on this at this point as I am moving to info I'm not familiar with, I normally don't humanoid animate secondary models

forest slate
#

i see

lunar snow
#

I basically treat any secondary as a prop

forest slate
#

i think i figured it out. it took creating a bunch of new animation controllers and copypasting the keyframes into entirely new animations but it eventually worked

lunar snow
#

Ok

trim zinc
#

How do people do these armbands that either say the creators name or something else, is it just a ring like mesh with the text as material and set to rotate the whole time or is there another way I'm not thinking of?

regal hollow
#

You could do that, I'm not sure how people do it, could be a shader but what you said would work.

plain wave
#

I'm new to vrchat and this whole 3d thing and I downloaded a model from deviantart into blender then into unity and i have it but it says there's no animator and it won't animate into vrchat. Can someone explain to me what i've done wrong or what i need to do please?

spring nova
plain wave
#

alright

valid spire
#

When overriding the walk animation for humanoid avatars, I can change the rotation of my avatar transform but not its position. Is there a reason for that? And does anyone know a workaround?

slim sparrow
#

@valid spire yes, you need to tick "Bake Root Transform" on the animation in your assets.

#

Then set all the "Based On" options to "Original", too.

#

Otherwise, Unity will try to actually move your avatar. This is impossible because it's already controlled by script.

timid prawn
#

add any animation on a gesture

warm token
#

how can i make everything around my avatar darker if i use an emote?

clear yew
#

putting a shader that darken the view on a sphere

valid spire
#

@slim sparrow I can't exactly find "Bake Root Transform". Did you mean I should do it like this?

#

oh wait need to upload the pic first

slim sparrow
#

@valid spire it's when you click on the animation file in assets, in the inspector

slim sparrow
#

Yeah, those are set correctly

valid spire
#

unfortunately, it still doesn't consider the transforms position for the animation

#

it does work with rotation though

slim sparrow
#

I think walk animations might be limited to up/down

#

Due to the IK system too

#

I think if you unmap the thumb on one of the hands, it'll work again.

#

But you lose gestures

valid spire
#

i didnt map any fingers or toes, i made a bare minimum fake rig so it can be accepted as humanoid

#

but i guess position offsets are not allowed for walking animation on humanoids, i tried all directions. They do work on normal emotes at least

hard eagle
#

yo guys do you know how can i make an animation work on gesture

hollow perch
#

What type of animation? Like full dancing emote or some effect or just some part of your avatar changes while holding the gesture. Or you want a gesture but to happen slowly?

thorny flame
#

Can someone Help me making a lightsaber? i already have saber but i cant get the light/laser to work.

#

(sry for bad english)

night crescent
#

is there a way to fix broken hands when using custom sitting animations?

austere tinsel
#

Hi there fellow VRChat peeps, i was told recently that to achieve having an animation that is longer than the standard 1 frame for gestures(without the whole delay and/or inability to switch to another gesture), i need to put whatever it is im animating into a game object. Then activate said game object through an animation, the usual way. but if i do that, whatever it is in the game object wont have an animation(for ex; like a staff unfolding). It will just show the staff instead. I guess what im trying to ask is what is the process behind making the long animations, like those you would see on a weapon?

worldly talon
#

How to set up animation to trigger my weapon to appear in VRC?

thorny flame
floral island
#

Hey question for you guys. Was thinking about it today. Is it possible to play a video off of a emote? like create a panel with a video playing on it? Or would that not work due to the video storage location?

spring nova
#

You wouldn't be able to use a regular video panel like worlds use, you'd have to do like a sprite sheet or something kinda like a gif

#

But it should be possible

floral island
#

Hmm. Interesting.

clear yew
#

Hei is there a website for a more feminine animations that isn't www.mixamo.com?

gritty elbow
#

How would I create a particle that does an orbit motion?

hollow perch
#

Vrcsdk comes with a rotate animation example. You can attach it to a empty game object with your particle as child with an offset in the x or y axis and apply the rotate legacy or non legacy animation to the empty game object.

gritty elbow
#

And that works with particle systems?

hollow perch
#

You want it orbiting in world coords or as a sub emitter?

gritty elbow
#

World I think? I'm not completely sure what those mean I'm still learning particle stuff and animations

gritty elbow
#

I tried that settings and it didn't work yuumi

fierce bane
#

"World space" means it rotates based on the world itself, so if you had it rotate along the X axis in world space, then turned 90 degrees, it would still turn in the same direction it previously did.
"Local space" means it's based on whatever it is attached to instead.

gritty elbow
#

Yeah I think world is what I wanted

#

Basically it stays where I spawn it but rotates based from that point

clear yew
#

When I try to do one of my custom emotes my avatar sinks into the ground and stays there for the duration of the emote. Does anyone know the cause of this?

red moat
#

is there a way to set a hand gesture to trigger an emote? my animation does a full body animation, for example like a dance emote. But i know normal custom hand gestures do not support that. So i would like to if i do the HANDGUN gesture that it triggers EMOTE6 instead of having me going into the menu and click on the said emote. Is that somehow possible?

slim sparrow
#

@red moat yes

#

In the gesture, you need to disable your Body mesh

#

(Or just the skinned mesh renderer component)

#

And then you enable a child model with an Animator on it that automatically plays the animation

red moat
#

ah okay so basicly a second model that jumps in and plays the animation. so thats the only way for that right?

slim sparrow
#

Yes

#

Should look fine, I do it all the time

red moat
#

alright thank you a lot ^-^

hard eagle
#

@clear yew you need to set position rotation etc. the right way

clear yew
#

@hard eagle not sure what that means but i do recall something like that being mentioned... i'll look into it. thanks

#

@slim sparrow I was actually just trying to figure out how to do that... anyone mind clarifying how to disable a body mesh ina gesture?

#

ill try googling it or something meanwhile lol....

slim sparrow
#

Look up how to do gesture overrides

#

You can set the body to inactive

thorny flame
#

I have a question, i made a lightsaber, and i wanted to add a Lightsaber sound from Kylo Rens lightsaber. Ive added a Audio Source and implement it to the Animation Tab of my Dublicate, but somehow when i get my lightsaber out in VRChat it doesnt make a sound.

thorny flame
#

does somebody know why?

icy crow
#

is the range of the audio source big enough for you to hear it?

thorny flame
#

@icy crow yes.

icy crow
#

hmm, what about the falloff? can you hear it if you go to the centre of the audio source?

#

might be hard to do if you're not in vr

thorny flame
#

im in vr

#

I do have an Oculus

#

Ive made a Dubstep gun, and i made the exact sound settings, but it woundnt work.

#

for the lightsaber

worldly talon
amber mantle
#

How to remove the "Emote Time Limit" ?

#

My Emote is just a tiny bit Longer and it cuts to early

gritty elbow
#

Set it as a hand gesture @amber mantle i think that's the only other way

amber mantle
#

I got it as a hand gesture and Emote

#

some1 has the same Emote as me but his Emote lasts longer

dawn shale
#

Hey guys. I'm having issues with my model where it doesn't appear in mirrors. I attach it in unity, and it isn't a shader issue.

#

It's connected to the spine.

shut tusk
#

can there only be one active point light at a time on an avatar?

#

i have transparent horns i want to put a small point light on for a glow. but i can't see both at the same time

#

🤔

#

oh nvm

#

increasing pixel light count in quality settings fixed the issue 👀

clear yew
#

you mean the code itself ?

slim sparrow
#

Looks like a cube with a grabpass

#

Does a grab pass, then alters the colors of the resulting texture a little

clear yew
#

yep it's just a screen coloring grabpass on a cube

slim sparrow
#

Renders over everything with ZTest Always

rain reef
#

Hey, just wanted to ask if anyone knows how people animate a spinning tag above their head? it seems like im too dumb to animate it cause the rotation just doesnt happen.

slim sparrow
#

Particles or a quad with an Animator on it

#

@rain reef

rain reef
#

quad

#

preferably

slim sparrow
#

Put an animator on it

#

Rotate it in an animation

rain reef
#

I did that, it just doesnt do the rotation

#

also it seems to automatically smooth out the rotation in the preview instead of it being a constant spinning.

slim sparrow
#

Yeah, you need to edit the curves to linear to fix that, at the bottom

rain reef
#

k thats good to know

slim sparrow
#

The animator controller of the quad needs to be set correctly

#

When you hit play mode it should start spinning

#

In unity

rain reef
#

Yea let me try it again

#

Idk why it doesnt work, i did something similar before and it worked but i cant get this simple shit to work.

slim sparrow
#

Remember, you're animating from the perspective of a quad, not your main avatar. You create the animation by selecting the Quad, then making the animation

rain reef
#

Yes i know

slim sparrow
#

Alright

rain reef
#

and then i put the animation on the quad

#

make sure the animation is set to loop etc

lunar snow
#

Please tell me you're using an animator

slim sparrow
#

Yeah, you need an Animator component and not an Animation component

lunar snow
#

:3

rain reef
#

Ye i have an animator

#

it automatically creates one when you make an animation clip for a quad doesnt it?

slim sparrow
#

Yes

rain reef
#

so ye

slim sparrow
#

And also assigns the controller

#

If it works when you hit play mode in Unity, it should work ingame

spring nova
#

question, did you check it by looking in a mirror? Because mirrors won't show it to you

rain reef
#

Nope

#

I used the avatar testing camera

spring nova
#

same thing, really

rain reef
#

That thing shows animatinos

#

aswell as particles.

spring nova
#

mirrors and cameras won't show it

#

does it work in unity play mode?

rain reef
#

@slim sparrow is there an easy way to make the curve linear?

slim sparrow
#

Yes, in the curves window

#

Select every keyframe, right-click, then set smoothing to linear

#

Mirrors do show quads though

#

Unless it's not enabled by default maybe

spring nova
#

not quads, animations

slim sparrow
#

Wot

#

I have never had that issue. With particles maybe, but animations always work for me in mirrors

rain reef
#

They pushed an update a while back that made animations work with mirrors.

#

btw

spring nova
#

Oh I guess I didn't notice that

lunar snow
#

To be clear it's right click key in curves then both tangents then linear

rain reef
#

yee

#

found it

#

its similar to the after effects curves but i just didnt see a linear option because im blind.

lunar snow
#

Lol

edgy eagle
#

Guys im wondering

#

how do you make a 3d projectile which comes out (for example) a gun like a bullet or a massive rocket ?

icy crow
#

mesh particles

fierce bane
#

as moons said, the "mesh" type in the renderer section

edgy eagle
#

renderer section?

fierce bane
#

of the particle, it's the last section

#

you know, the thing you put the particle material in? it's an option near the top of that

edgy eagle
#

i see the renderer section but cant find the mesh particle

#

oh wait its in renderer mode selection right ?

#

calles just mesh

#

called*

fierce bane
#

yes

#

you're switching the render type of the particles to mesh

edgy eagle
#

is there way to get a bullet mesh into there ?

#

or a rocket i mean

fierce bane
#

make a mesh and put it in

edgy eagle
#

dont really know how but i will see

fierce bane
#

make a shape in blender, or find a mesh with the right or close shape on the asset store

#

doesn't have to be blender, any 3d modeling program would work

edgy eagle
#

well i only use blender and unity anyways

#

but thanks for the help !

fierce bane
#

you could also just use a capsule or sphere and add light trail effect to the particle system

edgy eagle
#

ye

fierce bane
#

generally bullets would be flying too quickly to need a mesh though, so a standard billboard particle with a short trail would work just fine

edgy eagle
#

yeah but

#

i want the projectile to be big

#

so thats why i went from bullet to missile

#

or a tank round

fierce bane
#

you can just increase the particle size for that

#

other than a missle, the projectiles are generally not seen when firing anyway due to the speed, but you'd see a slight trail behind them (or more for missiles), so just a larger particle is all you really need for it

edgy eagle
#

well if i were to chose the sphere what texture do i use on it

#

Nothing or just a plain color

fierce bane
#

that's up to you, personally I wouldn't use a mesh at all for a bullet, just a standard billboard particle with a trail as I said. The only real reason you'd need a mesh is if it'd be slow moving for some reason or if you plan to hold one (in which case you can just use a normal shape instead of a particle)

edgy eagle
#

but arent the standard particles 2d or ?

fierce bane
#

2d and they rotate to the camera view, so they look rounded, and with a trail they look cylindrical. But if they're moving fast you won't see much but a blur anyway so it doesn't matter if they are 2d or 3d

edgy eagle
#

kay

humble igloo
#

Hey guys so wierdest issue I have had and not had before. I made a simple animation for an audio source to play on a model. The audio does not play on a hand guesture, and the animation makes my character spaz out on an emote. I tested an always active audio source and it works just fine. I also have not changed how I have implemented it and it works fine on other avatars normally so I am not sure what the issue could be.

#

Nevermind I think I know what the culprit is

edgy eagle
#

@fierce bane Im also wondering about smoke coming out of gun barrel after shooting

#

any idea how to do that

fierce bane
#

another particle with burst emission instead of over time. single burst of particles in a set spread, could probably just use a cone shape with black smokey particles

#

@edgy eagle woops, failed to ping ⬆

edgy eagle
#

Smoke particles is already in unity or

#

also burst emission?

#

and i was thinking kind off smoke when the bullet and muzzle flash has already happend

#

like a smoke that just goes straight up at the tip of the barrel

fierce bane
#

eh...alright so not burst emission...probably set the initial speed to 0 and use "velocity over lifetime" with a positive Y set to "world" in the "space" dropdown.
that'll make it ignore the gun's position and instead float upwards based on the world

#

also world sim space would be a good choice.

edgy eagle
#

by initial speed you mean start speed ?

#

or

fierce bane
edgy eagle
#

But just gona ask so i dont have to look through the whole thing

#

there is smoke particles already in unity

#

rite

#

and do i need to have any shape to it ?

#

or can i just disable the shape

trim zinc
#

is there any particular reason I can't get a high speed particle working?

I want to create a laser beam but if I set it to a high speed (50 for example) the trail they create is delayed and it looks like the beam starts some distance away, and in VRChat they just don't really appear, but if I lower the speed it doesn't really look like a laser anymore as it slowly crawls forward

edgy eagle
#

try using a speed that aint too high or aint to low

#

also simulation speed

trim zinc
#

that still leaves the gap between the emitter and the trail tho :/

edgy eagle
#

i think simulation speed might help you with the issue

fierce bane
#

sim speed is actually a good suggestion for that, it accelerates all of it without adjusting speed.
Also if it's a laser you could just use an invisible particle and have the trail be the laser

trim zinc
#

that's what I'm trying (tho the particle is really tiny) but the trail is delayed and looks off

fierce bane
#

you can use a particle of any size, but set it to gradient color for the particle and give it 0 alpha to hide the particle itself.
That allows you to adjust the trail based on the size of the original without issues too

#

I'm not sure what you mean by it "looks off"

#

it just looks like the trail is in the corner of the image there, like it's already flown past the camera

trim zinc
fierce bane
#

do you have a color over lifetime on the trail set to start with low alpha, or a size over lifetime on the particle and "size affects width" on the trail?

trim zinc
#

nope am only using trails and collision besides the default stuff

fierce bane
#

can you screenshot trail settings?

trim zinc
fierce bane
#

and main particle system settings

trim zinc
edgy eagle
#

try lower the start speed even more

#

and increase the sim speed ?

fierce bane
#

that start speed is pretty low and should work just fine without issues

trim zinc
#

where is this sim speed setting?

fierce bane
#

near the bottom "Simulation speed" right under sim space

edgy eagle
#

its 3 under the red color

trim zinc
#

oh totally overlooked that

fierce bane
#

sim speed basically just accelerates the animation of the entire particle system

edgy eagle
#

but just try lower the start speed and increase the sim speed and see what happen

fierce bane
#

so if something has a lifetime of 10 it'll technically only last 5 but go the same distance with the same speed at 2.0 sim speed

trim zinc
#

I guess that could work out

#

thanks a lot tho since that might actually have solved my problem

edgy eagle
#

no problem

fierce bane
#

you may also want to try using 0.1 vertex distance instead of 0
I think there was an issue with it in some version, but I don't remember which

trim zinc
#

okay

eager shadow
#

i did some little stuff with idle animation. Am i right assuming that you cant move the head for humanoid desktop avatars ?

surreal iron
#

any reason for my rotations to reset while doing an animation?

#

trying to get that thumb into position

#

but everytime i confirm the modification, it goes back to original position

#

and original values

slim sparrow
#

@surreal iron you cannot move bones directly inside an animation

#

You need to use the humanoid rig animator values, like thumb stretch.

surreal iron
slim sparrow
#

Yeah, those are the wrong ones

#

You need to look under Animator

#

Then Thumb Stretch and stuff

#

Muscle Animation Editor makes this a lot less tedious

surreal iron
#

is it a package for unity?

slim sparrow
#

It's a paid asset on the store, yeah

surreal iron
#

i got really rusty since the last time i modified my last avatar vrpill

worldly talon
#

XD RIP

south mango
#

I have a question about gesture animations. I know how to spawn objects using gestures, but I was wondering how people combine them with other gestures e.g. spawning a gun and then using another gesture to fire the gun

spring nova
#

You just put all the firing stuff, like particles and audio inside the gun

lunar snow
#

He I think means the type where one gesture turns on the object and the other hand gestures and toggles an animated empty with everything for the fire sequence under it

spring nova
#

yeah, that's what I meant, I'm just not sure how to explain it other than that

#

you put object B inside object A. Deactivate both, then the only way object B will show is if both A and B are active. If B is active but it's parent is not, it still won't show

lunar snow
#

Gun<toggle on with right hand gesture first

Game object<toggle on with second gesture on say left hand
->particles and stuff<won't fire when gun isn't active

#

That looked better in landscape

#

Hope it's fine on desktop

#

I should honestly just start making tutorials for every question asked here and just start linking them instead lmao

fierce bane
#

For clarity in text use code blocks :P

Gun (toggled with first gesture)
  L Game Object (toggled with second gesture)
    L Particles/sound/etc
south mango
#

I see. Thanks guys. Would this work for desktop users as well or only for vr users?

fierce bane
#

nothing in that will prevent it from working for either, but a desktop user won't be able to aim it or even raise their arm without an animation that does it for them

#

assuming of course it is being attached to the hand and not, say a shoulder for example

south mango
#

Okay, thanks.

lunar snow
#

F#&$ code blocks why didn't I think of that

dawn shale
#

Does anyone know why my tentacles aren't appearing in mirrors? I have them attached to my spine and an animation to enable. No matter what I do, they just won't show themselves. They're able to appear in some camera mirrors like in low poly world, but not regular mirrors.

#

Thing is, I was fucking with one of my other tentacle models, and whatever I did, fixed them completely and they show up in mirrors now. The rest don't.

#

I have absolutely no idea how to fix this and it's kinda pissing me off now. Any help would be really appreciated, it's a bit discouraging.

lunar snow
#

Are others seeing them?

dawn shale
#

Yes

#

Perfectly fine, in mirrors aswell

#

It's a clientside issue @lunar snow

#

A clientside issue that I keep being bothered by from other people, because I own an avatar world.

lunar snow
#

Are you disabling the mesh object or the mesh renderer

dawn shale
#

I just disable the top object 'Kagune', that has the meshes and bones tied to it.

#

Which, has an animation tied to it aswell for it coming out from his back.

lunar snow
#

I'm at a loss, use to have this issue with props but I don't remember how I fixed it and the new method is just the standard so idk

dawn shale
#

blargh

#

I'm never going to be able to fix this garbage

#

fucking vrchat

crystal pike
#

i forgot to make a duplicate of an avatar to animate it and now its stuck in the crouch pose

clear yew
#

check the pins for my message, i put a imgur gallery to show you how to fix it

crystal pike
#

thanks

#

lmao its my exact problem

clear yew
#

👌

crystal pike
#

thanks

#

this one makes my mouth open and the arms are slightly higher

clear yew
#

because it's a T-pose and not an A-pose

crystal pike
#

thought it would be the default one

clear yew
#

it doesnt matter if it's A pose or T pose

crystal pike
#

is there another way to fix it?

#

and get it in the normal pose?

clear yew
#

start from scratch

crystal pike
#

ugh really?

clear yew
#

that's the issue with the T-pose ?

#

you prefer the letter A ?

crystal pike
#

no i'd prefer the default

#

and the tpose doesnt work anyways, it the right arm bent and it goes back into crouching after going into play mode

slim sparrow
#

The mouth is open because you have the jaw mapped.

#

You should always leave the jaw bone unmapped in the Unity rig configuration.

crystal pike
#

ah ok

#

i have another copy of the same model but it was before i separated the ribbon mesh for the cloth collider so its invisible

#

can i copy the pose over?

slim sparrow
#

If you really want the default, you can delete the model from your scene and drag a new one in

#

And then copy over the old component setups

#

You can copypaste components

crystal pike
#

i know i can do that

#

is the only way to copy the components individually like ive been doing?

#

and its not that i want the default pose, its that the tpose is broken. it makes the right arm bent and then goes right back to crouch when i exit playmode

#

@slim sparrow do you know of anyway at all to easily copy compenents or hierarchys to another model?

slim sparrow
#

Nope.

crystal pike
#

that sucks

slim sparrow
#

Uh, hold on.

#

Can't you like

#

Expand the whole hierarchy by holding alt or something while expanding the armature

crystal pike
#

?

slim sparrow
#

Then select all the bones, go to the Transform component, and hit "Revert values to prefab"?

#

I think if you alt+click while expanding an object, you see all child objects

crystal pike
#

do i do this on the new model or crouching model

slim sparrow
#

The crouching one

crystal pike
#

ok

#

where is "revert values to prefab"

slim sparrow
#

Somewhere in the transform component

crystal pike
#

i dont see it at all

slim sparrow
#

It's in an expandable box

crystal pike
#

wait

slim sparrow
#

You can also right click on the rotation, position and scale texts and "revert value to prefab"

crystal pike
#

it shows it when i select any other model than the crouching one

#

thats all i see when right clicking

#

im just gonna copy all components over

slim sparrow
#

Then right-click the position, rotation and scale properties individually

#

Then press revert to prefab

livid elm
#

Gonna ask a real noob question here

#

Can someone explain rigidbodies to me?

#

Why would I want them? Are they really handy?

slim sparrow
#

That depends entirely on what you want to do with them. Within Unity, rigid bodies allow you to simulate physics.

#

In this game, rigid bodies are rarely used directly on avatars. They are often used because you need them for joints.

livid elm
#

And joints are what exactly? Why would I want to use them? Can I use rigidbodies and joints to make my animations better in some way?

slim sparrow
#

Joints can do a whole lot, but the most common use cases are putting objects in the world, and fixing world particles attached to your armature

#

No

#

I mean, technically it could, but probably not

#

I would suggest learning about rigidbodies and joints and experimenting with them

livid elm
#

I would, but I got no clue what to do with them, honestly

#

What I really would like to know though, is how I would make the world around me a different color for like, a span of 2 seconds

#

I want to make the world around me black and white for just 2 seconds, but I can't really figure out how to do that!

slim sparrow
#

You would need a shader which does that.

livid elm
#

Do you know which one?

slim sparrow
#

You could try to find one, but I wouldn't know where. Most shaders I've seen were shared among friends

#

Just try Googling Unity black and white shader for example

livid elm
#

Thanks for your help, I'll give that a shot

lone sage
#

Yo im a newbie to 3d modeling and animations, im trying to set a particle effect and sound to a hand gesture but my avatar. I have it set to rocknroll but when i try to upload it says my avatar (which is the birb) is a humanoid but its feet, upper arms and head arent specified

#

how do i change my avatar to be non humanoid

clear yew
#

non-humanoid = no hand gesture btw

lone sage
#

but i have seen non humanoid things be able to do animations based on hand gestures

clear yew
#

they have a dummy humanoid rig

lone sage
#

no idea what that is

fallow spire
#

i have a folder with fly animation like for idle, left, right, straight, up, down... but i dont realy know where to put the left, right and so on on it, can someone show me a picture of your override?

eager shadow
#

@lone sage basically they add hand bones that move to form the gestures but dont have any part of the modell attached

lone sage
#

is there a certain website to do that on or is it possible in unity

eager shadow
#

imho best way to do it is in blender

#

i dont think you can do it in unity

lone sage
#

got it thank you so much for the help

eager shadow
#

if you wnat to add handbones you only need thumb middle and index fingerbones and if nothing is attched to the bones they wont be automaticlly set when rigging in unity meaning you have to configure then manually

lone sage
#

ok

pale crescent
#

anyone know if it's possible to create copy rotation constraints in unity?

lunar snow
#

What are you talking about

fierce bane
#

basically have one bone copy the rotation of another always (blender has it for example)

spring nova
#

Yeah, connect the two with a fixed joint and lock the position

dawn shale
#

Does anyone know why my tentacles aren't appearing in mirrors? I have them attached to my spine and an animation to enable. No matter what I do, they just won't show themselves. They're able to appear in some camera mirrors like in low poly world, but not regular mirrors.
Thing is, I was fucking with one of my other tentacle models, and whatever I did, fixed them completely and they show up in mirrors now. The rest don't.
I have absolutely no idea how to fix this and it's kinda pissing me off now. Any help would be really appreciated, it's a bit discouraging.
http://puu.sh/B0Yd2/d759b51841.png
http://puu.sh/B0Y1Q/fa819a72a0.png

river folio
#

quick question: is it possible to make custom walking animations for avatars? I created an animation and put it under : WALKFWD, RUNFWD and SPRINTFWD but it doesnt seem to work at all in vrchat

spring nova
#

They need to be formatted specially. Try looking at the settings for the default ones, or copy them directly and just modify them

river folio
#

unfortunately thats not possible since they dont allow you to modify or even view them in unity. All their settings and animations tabs are all greyed out

spring nova
#

Put the override controller on an empty gameobject and then you can grab the key frames from there and paste them into your own animation

spice urchin
dawn shale
surreal torrent
cedar thicket
#

Anyone know a fix to audio lagging in an animation?

clear yew
#

For some reason when I do finger gestures they are slow to switch. How can I remove the delay?

spring nova
#

@clear yew the gestures need to be only a single frame, move your key frames over so there's just one 0:00 and a second at 0:01

clear yew
#

OHHH!! Yea I have loads of key frames from finger gestures a friend gave me

#

Thank you!!!

bronze peak
#

ok, i can't figure it out, please help if you can, i cant get a 3d object to stay where it was spawns and not move with me, ex, i want to spawn a bench, then i want to walk around the bench and make it look like i am sitting on it, but when i move it moves with me, it is on the model not the armature, and i have tried some rigid body things but there is no walk through so far everything i have tried have failed, Thank you in advanced

lunar snow
#

I've been told the way to do it like 6 times and still don't get it right so don't feel bad

bronze peak
#

oof

stable cosmos
#

anyone active here?

spice urchin
#

kinda

fierce bane
#

Haceo or fpsgamer70, if you ever figure it out please let me know too... those damn meshes misbehaving...

hollow perch
#

I think one way was to create a fixed joint and don’t attach it to anything

clear yew
#

yep, that's how you do it

hollow perch
#

with none of the position or rotation checkboxes checked (unless you want it to rotate with you)

clear yew
#

but you will need a way to reset his position

hollow perch
#

But once you activate the object it will be stuck I think

#

It should be possible to walk back and pick up the object by deactivating in the same place you activated it I think

clear yew
#

that or just reset it with an animation

hollow perch
#

Oh animation set relative position to 0,0,0?

#

I was working on an animation to enable a set of fixed joints between me and another mesh so I can kind of control my avatar and pose the other mesh (rotation only motion) separately

#

And then disable the joints

fierce bane
#

I actually tried resetting it with an animation to 0,0,0 and it refused to do so...
I've also got one currently that has no pos/rot checked, nor an anchor ...yet it stays attached to me

#

I've yet to figure out why it won't detatch from me now

hollow perch
#

You need a joint

fierce bane
#

fixed joint/rigid body included yes

hollow perch
#

And joint is set to none? Is it directly under your avatar object or deeper in the heirarchy?

fierce bane
#

it works perfectly in unity's play mode, but on uploading it's perma attached

hollow perch
#

Oh crap. I haven’t tested any of my joints in game yet because I’m stuck with only my mac for a few weeks.

fierce bane
#

It is anchored under an empty object within the root (armature)

hollow perch
#

But i heard elsewhere that this technique should work so don’t lose hope

fierce bane
#

at one point it dropped properly, then it changed and refuses to work

hollow perch
#

Maybe you have to break the joint

#

And depending on how you have it set it either breaks instantly or not

fierce bane
#

I assume it wouldn't reset to the right position if it did though right?

#

if only meshes had a "local rotation" option like every other render type >.>

hollow perch
#

Ya that might not work right. Does deactivating and reactivating the objcet not reset things?

fierce bane
#

no, when I had it working if I deactivated it, the mesh would remember the rotation around me and the distance from me and have that as the new re-activation point