#animation

1 messages Β· Page 81 of 1

clear yew
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here

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(it's an album, so open it)

hollow perch
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Oh sweet

fierce bane
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I'll try that out tomorrow, thanks svelsien
Does that also work for mesh particles or would that have to be the shader?

clear yew
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mesh particle will lock into the world anyway

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but for the shader to work you need velocity

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so put a very low speed like 0.000001

fierce bane
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yeah, the idea with the particle and shader was move it to orient, then stop using velocity over lifetime...hopefully

opal lodge
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Oooh, nice album

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Always stalled out making something fixed to world so it'll be a good help for when I do

urban sapphire
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Does anyone know how you can enable/disable objects/particles via the emote menu?

clear yew
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so they stay after you used the emote?

urban sapphire
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yes

clear yew
urban sapphire
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Ty ty ty ty I love you ^^ this has been driving me mad trying to figure it out.

clear yew
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πŸ‘Œ

simple badger
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might as well run this by the channel

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I got the animation rips from the game, but I had to add a chest, neck, and shoulders to the rig in order to make it vrchat compatible

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the animation still works, but you can see the problem. The limbs are offset by the distance created by the new bones

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is there an easy way to fix this, or am I in for a world of pain

steel horizon
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Is there any way to remove or disable the character walking animation when you move the VR headset around?

slim sparrow
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Yeah, by unmapping a finger bone @steel horizon

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But that will remove gestures entirely

lusty grove
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Hi hi. this might be a very basic question but I can't get to figured it out. whenever I add animations to my avatar the dynamic bone meshes start to jitter around like crazy. is there any cause for this?

rough wind
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i mean , i was able to make this ''animation'' my avatar could move but he was locked at this position , no leg moving etc.

slim sparrow
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The only way would be to use emotes, or a fake model that doesn't have leg movement

rough wind
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what do u mean?

eager shadow
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as far as i now with gestures you cant move the parts of the body that a vr user could move. So you would need addition arms that are not connected to the bones and with a gesture you would toggle the active arms

slim sparrow
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Gestures can only move the fingers, everything else in the humanoid rig is ignored.

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That includes the hands, arms, legs, feet, torso, head, etc.

rough wind
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sad...

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i hope they include this in the future.

slim sparrow
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We could do this if we had our own Animator Controllers

eager shadow
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@slim sparrow but you can activate object with gestures ? as far as i undrestand he doesn't want to move the arms just point them forward

rough wind
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yep

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point the arms foward and still be able to move my legs

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while my arms are pointing

slim sparrow
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You might be able to use something like Final IK to pull that off, but that's a very expensive asset.

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Aim At IK

rough wind
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you tested it?

hollow perch
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Use a shader to make it always point at the camera lol

simple badger
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wouldn't the fake arms trick work?

rough wind
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fake bones?

simple badger
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it would be jank, and not work correctly in most situations

rough wind
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what do u mean with fake arms?

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can u show me an example?

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Rigidbodies & fixedjoints would work?

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maybe?

simple badger
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it would look jank as hell, but it's possible

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you'd create 2 sets of arm bones in each arm, the real rms that would stay down at the sides, and the fake arms you would move in the animation

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would break a lot of stuff and look weird in most situations, but it would do what you want

eager shadow
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Anyone know of good tutorial that deal with replacing Running / idle animation ? I feel like i am missing something basic to make it look okay

simple badger
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what specifically about it?

eager shadow
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well there is the part about what can i move. head movements are ignored what i get. but what else is not possible? how long can they be? What unity playback speed is equivalent to vrchat?

slim sparrow
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@eager shadow head movements aren't necessarily ignored

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But generally due to the IK system it'll basically end up that way

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Walk and run can be as long as you want

muted prairie
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It'll be a lot of testing to figure out which speed you have to use to match your animation, i don't think the speed matters in client

simple badger
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avatars of different heights tend not to have very well matching speeds anyway

undone glade
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Depends on the world if speed is set to a specific value

eager shadow
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as far as i understand you can change the material through animation. i wasn't able to find the option in the list. where exactly is it? somewhere under mesh renderer i suppose ?

fierce bane
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add those, then drag and drop the new material over onto the timeline

eager shadow
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ahhh thanks a lot

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i think i tried that one but couldn't figure out how to change it

fierce bane
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or...I believe you can also just pull up the mesh and change the material there (on the duplicate) while record mode is on (then toggle it off to lock it in)

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shader changing is done the same way but with duplicate materials that have the other shader

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just be aware that sometimes it can switch on other people when someone loads into the world (if you're using a gesture at least). The fix I found was to toggle both hands to the gesture then back to default to reset it

amber mantle
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Does some1 have the idle Animation with the Umbrella?

wild cedar
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I have some issues with Rigid Bodies.
I did an animation, but somehow my spawned objects still move with me

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Anyone knows how to fix this? Already disabled drag etc

clear yew
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you want them to be locked into the world ?

wild cedar
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Yea

clear yew
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lucky for you i made an album recently

wild cedar
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Oof

clear yew
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just open that link to see the whole process

wild cedar
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You da man

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Thank you

clear yew
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πŸ‘Œ

wild cedar
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So this will also stop it from moving with me and glitching out I guess

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Because before it was working "ok" but then I tried to lock it and all hell broke loose XD

clear yew
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yep

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it will stay where you spawn it until you let go of the gesture

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then it will reset back to the initial position relative to your avatar

wild cedar
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Sweet, and here I thought I had to restart everything from the beginning

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Aw shiet, it did it again. But it's smoother now. And I think I know what the problem is

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It's because my items have a placement lock on them aswell in their animation

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Atleast that what I think it is

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Ugh... Apparently it wasn't that

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It must be the collider I have on one of them

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@clear yew

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Can that be it? The Collider I have on one of my things messing up and crashing against the other colliders in the world?

clear yew
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no clue, never put colliders on my fixed object

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try to remove the colliders and test it without it

wild cedar
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Yea, gonna try it now

simple badger
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what's the override for the neutral hand position

clear yew
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idle ?

simple badger
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ah, that's what I figured

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wanted to be sure just in case I was overriding some idle stance

clear yew
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idle is also the normal standing pose if im not wrong

simple badger
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oh. so there's no way to fix the idle hands without also "fixing" the idle stance

slim sparrow
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Yeah, it's just like everything

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If you want a different idle hand pose you need to change the whole idle animation

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Fortunately there's a sample one

simple badger
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never found out how to modify the sample animations

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theyre set to read-only

slim sparrow
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Not the SimpleAvatarController one, but the Male_Standing things inside the AvatarControllerTemplate thingy

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Yeah, you CTRL+D them

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Then modify the duplicate however you wish

simple badger
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I do, they're still read-only after duping them

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I'm very careful with data preservation

slim sparrow
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That shouldn't be happening, you're probably not dragging the correct one in then

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Make sure you have absolutely no controller set in the Animator component when you drag in the animation

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You don't need an animator controller because it's ignored by the game

simple badger
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well, I need one to test out the animations

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I swap between them to copy numbers

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working on the metal face hands right now

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have openhand and fingerpoint done, as well as the idle hand position

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noice

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wait, why's the head like that?

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should I move it?

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I'mma move it

paper haven
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Does anyone know how to stop bones randomly rotating along all axis? I've trying to make a handle on a music box rotate on the Y Axis only, so it spins around, but it's spinning in all directions when I try to make a passive animation.

slim sparrow
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Yeah, I legit hate that lol

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@paper haven I think you have to rotate the bone in edit mode

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Or move the tip of the bone at least

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So it can spin perfectly along one axis

paper haven
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Hm? I'm making the animation in Unity

slim sparrow
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Or you need to somehow change the rotation smoothing

paper haven
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on Blender

slim sparrow
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Yeah I know

paper haven
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Oh

slim sparrow
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I had a slot machine that was like

paper haven
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you mean take it back to blender

slim sparrow
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Yes

paper haven
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and change the position of the bone?

slim sparrow
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I had a slot machine where the middle slots were fine, but the outer ones were messed up. I'll post pictures to show you what I did.

paper haven
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Alright, thanks. I'll tr yto center the bone better

slim sparrow
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So, I had a slot machine where the bones were like this

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The outer ones were messed up because it couldn't rotate around just one axis neatly.

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I moved the tips of the bones inward, and this was the result:

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Worked perfectly after that

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What you could do, is select the root of the bone, and do Snap Cursor to Selected

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Then select the tip of the bone in edit mode, and do Snap Selected to Cursor

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Then you can move the tip of the bone outward, off to the side or up or anything

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So that you can rotate it around just one axis and have it spin around fine.

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I could force the rotation in Unity by setting the rotation mode to Global rather than Local, but the smoothing was all wrong in Unity until I fixed the bones

paper haven
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Alright

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Thanks for the help, I'll give it a try

simple badger
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isn't the reason why the bones move all 3 axis unexpectedly because of gimbal lock?

slim sparrow
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I have absolutely no clue what that is

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I think it's just because the interpolation between frames is wrong because of the rotation mode

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It tries to do them all separately

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The result is fine but the journey is all over the place

spring nova
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Uhhh gimbal lock is like a real world term, doesn't really apply here

olive lynx
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Hello everyone. I am currently trying to use skinned mesh render for a particle effect so the particles will cover my body. However when I select the models body mesh, the particles just start blinking everywhere. I am guessing something is wrong with the body mesh but I don't know what. Can someone help?

lunar snow
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Nope nothing wrong

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Mesh makes the verts or selected setup emit the billboards or particles

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But the time your animation runs and the max number of particles allowed in the system along with the emission rate mean you will never reach every very populated

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Say your animation allows 1000 particles and you let the runtime go for 5 seconds at a emission rate of 5 that's 5/sec for 5sec

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When it hits 5 seconds it loops the emission points

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And you never get 1:1 vert to particle

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Does that make sense?

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At most you would have 1000 out of 20,000*3 verts

olive lynx
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I'm completely lost lmao, sorry. The best way that I explain how I want to make my particles look., is by saying that it should look like the aura that Goku has when he goes Ultra Instinct. However, when I apply the bodies mesh to do that,m the program acts like I scaled the mesh to oblivion and the particles are huge as hell. It would be alot better if I could post a picture of what i see in the chat but I can't lol.

lunar snow
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Then you need to resize them simple as that

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The system or the start size or both

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That will fix that

olive lynx
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I'll give it a try haha. Thank you.

spice urchin
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is there a way to fix sitting animations

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bc they are mapped 2 ignore chest rotation and they are also foot-based so leg animations look awkward

raw kayak
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does anyone have an avatarsitting down kicking their feet animation

spice urchin
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look in mixamo theres one

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but it won't work bc of the stupid foot being always root bug

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aka its gonna keep moving u up and down bc it bases root position off of foot

hollow perch
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Even when sitting?

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One of the sitting anims had legs crossed and they must have been off the ground

simple badger
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gimbal lock exists in simulation space as well

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it's why sometimes 3d models will not rotate cleanly in a direction

spice urchin
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yes but u don't understand

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they always use the root based off of foot thing for sit animations even if u set it off

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its annoying

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at least for the sitting anim

clear yew
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does anyone got the drunk idle animation?

spice urchin
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use mixamo...

silk needle
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Could anyone point me in the direction to a good Generic avatar tutorial? I'm attempting to get animation overrides and gesture overrides to work and just end up with a looping mess

simple badger
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gestures shuld only ever be 2 frames

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that's your problem

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no more. no less

spice urchin
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u cant use gestures on generic avatars

clear yew
clear yew
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Anyone know how to fix the hips not moving when I convert an mmd dance to an animation? It looks fine on the preview in unity but in game the hips don’t move

spice urchin
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bc ur supposed to

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parent the spine to the hips

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so u can use humanoid animation set

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and u also sometimes have to turn off inherits rotation

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bc most animations dont use the 'hips' properly

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and do animations on the leg hip and upper body hip

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but if u do that it should fix it

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also recommend exporting one in tpose

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that way u can copy the avatar for all other motion exports and use the model later on for importing anims

olive lynx
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By chance, does anyone know how to make particle effects "outline" your model?

hollow perch
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I think that’s what setting a skinned mesh under particle system shape does

olive lynx
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Thank you πŸ˜„

fierce bane
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skinned mesh sets the particles to come out from the normals of said mesh, not in a set dispersal of any kind, so you'd need a LOT to maybe get it to outline you.

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shaders are probably what you want to use for an outline instead

slim sparrow
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If you want to fake an emission-like effect on your avatar using particles, that won't work

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The shape module is just to set the shape of the emission, as Himeki said

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If you want a particle shaped like yourself you would need a shader of some sort

clear yew
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how would i fix my mmd dance animation from starting off to the left? i want it centered

olive lynx
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Ah pudding

wind torrent
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Someone know how (if its possible) to make a material/texture become unlit with a hand gesture

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?

fierce bane
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you could have it toggle the material to one with a different shader and/or disable "recieve shadows" with the animation

wind torrent
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is that done in an animation?

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hmm let me test a quick thing

fierce bane
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both are, yes

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"skinned mesh render" -> material reference

wind torrent
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ah

grave estuary
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Does anyone know how people make emote animations persist? For example enable/disable brush, light or other objects.

hollow perch
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Search this discord for prop toggle

grave estuary
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Thanks. Found what i needed~

timid prawn
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sometime i would like to rotate the thumb because its not well placed with the animator. But if I use transform, after that I set a value its reset position. why ?

slim sparrow
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@timid prawn you cannot move bones directly

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You need to use the animator values

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Like thumb 1 stretch

shut tusk
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does anyone remember the glowsticks in most worlds that leave trails? does someone know how to recreate something like this? (for a sword slash thing)

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or is it like a thought it is. just with a particle on 0 speed and a trail?

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πŸ€”

fierce bane
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use a trail renderer component instead of a particle

shut tusk
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πŸ€”

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i don't really know how to set this up πŸ‘€

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cause if it takes the entire sword for the real it'd look weird too

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oh i can pick materials that leave a trail?

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that's neat.

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wait no

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that's different

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πŸ˜†

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@fierce bane ye idk how to set that up

fierce bane
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click "add component" and type "trail"

shut tusk
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ye i found that one

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i mean the setting in this thing

fierce bane
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if you need it to be off a specific point, use an empty game object, or an invisible mesh for the sizing as you want

shut tusk
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the trail looks weird πŸ‘€

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ah

shut tusk
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@fierce bane hmmm. the trail works well but it doesn't really look good... πŸ‘€

fierce bane
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I don't know what to tell you, it takes adjusting to make it work the way you want. Textures/shaders can be applied to them through the selected material

shut tusk
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πŸ€”

spice urchin
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lol i made the ss viseme stick out my characters tongue

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also proportional editing is bae for visemes/other blend shapes

timid prawn
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Can i change material/texture in an animation?

hollow perch
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Yes it’s called Material Reference[0] etc in Skinned Mesh Renderer

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You can change the whole material but you can also change values like numbers color etc. don’t know about texture but you can duplicate the material and make a new one with diff texture

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If you want to smoothly fade between two textures you would need a shader which has two textures and a blending param. It is not hard to modify a shader to work this way.

somber flint
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Can anyoen help me i pretty much good i think other than i litterrally cabnnnot for the life of me make the shapekeys for blinking

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ive been tryign for hours and im just at the point of i want to bash my head off a brick walll heh

buoyant dove
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you use cat plugin

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for blend

somber flint
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i get the idea of hwo you do it i just cant make it look naturel at all

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yes

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but that dosent help when no shape key for blinkign excists

buoyant dove
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ok so go to eye tracking

somber flint
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yeah

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and click the driop dfown box on blinking

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Theres nothing

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other than the hsape keys ive made which dont have any animation to them so to speak as ive nto managed to make it work

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the onyl shapekleys there are the ones i added

buoyant dove
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show screenshot

somber flint
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which dotn have anyth shape deformation added to them cause i coudl make it naturel

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damnit i cant post screenshots in here

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@buoyant dove i cant send you it in a pm either it would seem

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didnt htink abotu imgur

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i haven slept been workign on thsi for hours

buoyant dove
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OK see that wired

somber flint
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not really its not an mmd model

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that soemoens allready doen that shit on

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its an xnalara import

buoyant dove
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can't do that xnalara

somber flint
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yes you can

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youve jsut got to make the shape key

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which si the issue im havign

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i no hwo to make the hsape key

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i jsut can make it look naturel

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at all

buoyant dove
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only mmd do have shape key

somber flint
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you can make shape keys on any models

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shape keys are litterally just movign the mesh aroudn and it takign were thje mesh belogns at tis basic poiont

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and where it ends up

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you have basic shapekey thats mesh in its normal base form

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them you make anothe shape key

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which is hte key you move the mesh of the model to where youd liek ti to end up

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then it can take a value from 0-100

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0 been basic

buoyant dove
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i can't make shapekey

timid prawn
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Are you drunk or something

somber flint
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100 been that shape key at its full morphing point

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Sleep deprived

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and disabled

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well not fully disabled

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but i have issues with fine motor control

timid prawn
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Type slower

somber flint
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that dosent make a difference when you have a condistion similar to parkinsons

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but anyway thats got of topic

timid prawn
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Shape key are easy. Learn the basic and it should be good. To have a realistic result its mosly try and error. But dont bother to much about perfection. People dont give a dam

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Broken avatar are funny to

timid merlin
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Anyone else having problems uploading emotes with audio in them recently?

slim sparrow
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Nope. No issues whatsoever.

clear yew
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can i have some help with an override animation, when i activate it it repeats for like 3 or 4 times even when i switch to another animation

slim sparrow
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The animation loops, you can't prevent that.

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Make sure the animation has only two keyframes

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One at 0:00 and one at 0:01. No frame at 1:00.

clear yew
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oh alright

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thanks

paper haven
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Does anyone have the motion file for Bubbletop? Since the download was taken down

fickle rune
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how to make a flying avatar

spice urchin
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box collider

paper haven
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Ah, well the only Bubbletop animation I could find that was the full 52 seconds has broken thumbs (and won't let me edit them back into position), does anyone have the original download?

stable cosmos
clear yew
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you mean the yellow stuff ?

stable cosmos
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yep T_T

clear yew
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the path is wrong

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hierarchy*

spring nova
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you put the animation that's looking for your armature on a thing that does not have your armature in it

clear yew
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press F2 to fix it

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you'll have to it for all of them

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or use the correct tname and hierarchy to what the animation is looking for

stable cosmos
simple badger
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svelsien and phase already explained it

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the animation can't find the parts it's looking for because it's looking for the wrong parts

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it doesn't seem like you have the avatar selected in that frame at all

wary parcel
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Is F2 a shortcut for editing the path for an animation root you have selected?

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@clear yew

spring nova
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yes, basically renaming the animation path

wary parcel
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If so thats very helpfull shortcut

spring nova
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you can also slow double click it, like you're renaming something

wary parcel
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I know that one

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:p

slim sparrow
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I did not know you could use F2

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For some reason the path editing is incredibly limited though

spring nova
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how so?

slim sparrow
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For example, if you have an animation referencing the "Blink" shape key, you cannot F2 it to refer to "Wink" instead.

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Which is extremely irritating

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It's even more irritating because you can manually fix it in Notepad

wary parcel
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The slow click is annoying an not consistent, and if you want to rename. A non existent path then you got a problem with clicking

spring nova
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oh yeah, you can change the path but not the action

clear yew
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F2 is a life saver

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the amount of time i used that to fix small bullshit

wary parcel
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Ye i will remember that

slim sparrow
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I should remember that too, then.

hardy hornet
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Hello, is it possible to rotate the arms through animation in Unity? I kind of tried it but the model just breaks and doesn't show any changes despite changing its keyframe in the timeline

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(Using transform rotation though, not sure if it's the right one (?))

wary parcel
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With the IK tracking you get when using VR you lock them out and overlap any changes made to the Arm, so you would have to deactivate the Weight the Layer gives them witch i think is not possible right now, but the fingers is not affected with this overlap because there is an override animation nodes you can link them with. Would have to have an override option to the arms to then.

simple badger
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also hand gestures are limited to two keyframes

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just in case thats what ypu're doing

hardy hornet
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Oh I see, that makes sense, thank you. I was kind of planning to make an emote(gesture) by rotating the arms so I was surprised it isn't working because making an animation in blender kind of breaks the model last time I tried it

simple badger
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if they're more than two keyframes then there's a problem with exiting the gestures

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so while it's still technically possible, you'll run into numerous technical problems if you do

hardy hornet
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Ah, I was trying to make something similar to the wave emote they have in game. My bad for calling it a gesture (since it's a wave gesture "orz) and confusing it with the hand gestures

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Ah, nevermind. I found out you just need to use the Animator one instead of Transform. Thanks anyway!

wary parcel
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you can use the avatar on Generic to make animation for it, and unhide that Model and attach an Animator that does the animation for you on that Generic avatar.

clear yew
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When importing a mmd dance how do I get the animation to be centered and not far left?

slim sparrow
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Try messing with the root transform settings

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Bake into pose, set Based On to original

clear yew
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yup i have those settings

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everything is bake into pose and original

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yeah it still goes off to the side

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offset just makes it rotate

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and go into the ground

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@slim sparrow

slim sparrow
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Β―_(ツ)_/Β―

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I only ever did two animations and they worked fine

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You can manually adjust the root transform yourself, but good luck with that

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Since it'll change a lot

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No way to just translate it all without an addon of some sort

amber mantle
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I got all the Animations from Soulworker πŸ˜ƒ

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The Bad part is, that they are a .anim file, but dont display as one in Unity

slim sparrow
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Then they might not be valid unity animations

amber mantle
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sadly not

shut tusk
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i never tried out the IK_Follower vrc script. so is it really set simulation space of particle to world and add the follower script component and it'll act like a world particle?

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was using the fixed joint method before but i guess this one's more convenient now πŸ‘€

slim sparrow
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Yes, but apparently it doesn't always work

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Just keep that in mind

shut tusk
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hmmm okay

paper haven
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Anyone able to identify this motion file?

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Since the ones in the description are two seperate dances.. It's confusing

solar relic
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whats the duration for emotes?

cinder cipher
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trying to cast several transmutation circles and even though i would move they'd stay in the world

#

is rigidbodies my answer?

slim sparrow
#

@cinder cipher no, use world particles

oak meteor
#

some one?

#

Audio source found Avatar they will be adjusted to safe limit

#

How to fix?

slim sparrow
#

It's not an issue

cinder cipher
#

It's not an issue

#

Oh

slim sparrow
#

That just means the audio source will be made less loud

#

Lol

cinder cipher
#

And rokk, how about objects in the world

#

That's what I was mostly looking for :p

icy crow
#

fixed joint?

cinder cipher
#

Let's say you want to place a radio or a gramophone on the world

#

I tried fixed joint but it just keeps shaking

icy crow
#

yeah a fixed joint on the object connected to nothing

slim sparrow
#

Set drag to infinity on the rigidbody

#

The shaking is mostly local

cinder cipher
#

So just I see it?

slim sparrow
#

Others will see it but far less so

cinder cipher
#

πŸ‘Œ

icy crow
#

apparently if you go too far away from the object, it will disappear for other players

slim sparrow
#

Probably animation culling or something

cinder cipher
sand crater
#

Okay I baked an animation onto a model in Blender, but since there is also eye and mouth syncing to the animation music, even the frame 0 of the animation has the eyes closed. How do I make it so that the eyes are open again on the first frame of the animation?

slim sparrow
#

Manually edit the animation

#

CTRL+D it in Unity

sand crater
#

Alright 1 more question, how do I remove the animation entirely and reset everything back? I select everything, press spacebar, and remove animation, but it does not reset her eyes

#

^ within Blender

cinder cipher
#

I've never actually tried blender animation

#

i wonder if it's more enjoyable

slim sparrow
#

It's better than making them in Unity since you can more freely adjust the bones

#

But the interface for animations is pretty unintuitive to say the least

#

You also need to export the model in pose position in order for the animation to even work, otherwise it's just empty. Baffling.

cinder cipher
#

well the thing is, the ui doesn't look very welcoming

solar relic
cinder cipher
#

the eyeballs btw

#

but looks very fluid

stark galleon
#

I need help with sound range on my avatar. When you are near the avatar the sound is perfect but it will drops very fast if you move away from audio source. i used linear rolloff with min 1 max 30 and i increased the sphere around the avatar in unity but it does not apply my setup in the game

clear yew
#

yep

#

vrchat will force a new rolloff

#

try to use an animation to modify it

stark galleon
#

ok

#

i duplicated my avatar for an animation and i putted the same settings for the audio source on the animation but i get the same results when i start the emote

slim sparrow
#

Set the min distance to 2 meters

#

And make the file itself louder

tall river
#

Does anyone have a good video regarding how to add/make emotes, please?

edgy eagle
#

Im wondering how i can make a animation for the bullet ejection for my assult rifle which im going to have in VRchat

clear yew
#

Anyone got a sitting animation?

fickle rune
#

is there a way to set facial expressions through emotes instead of hand gestures

oblique hawk
#

hi there people please don't laugh because maybe even a grandma can do that. well...here's what i want to ask. how to set two avatars location possition to dance facing each other. because i try'd to press E button for rotation but that's not help me at all.

hollow perch
#

You mean like play an animation that causes two avatars to appear and start dancing?

#

Or you want to dance and you want another avatar to mirror whatever dancing you do?

oblique hawk
#

that first

hollow perch
#

Ok so basically make two copies of your avatar inside your avatar. Make them disabled

oblique hawk
#

you see...i put deferent animation for each avatar and when i press play they not dancing facing each other even if i set them to face each other trough E button rotation

hollow perch
#

Then have a gesture that turns off your main mesh renderer and activate the two objects

#

Ah I understand. Make two new empty game objects and put one of the dancers in each one

#

Then rotate the empty object

oblique hawk
#

i'm not planing to use them as playable avatar's i set them as a npc avatar

hollow perch
#

The animation is probably rotating itself to some absolute angle

oblique hawk
#

oh

#

so like is there a way to change possiton of those animations?

hollow perch
#

The objects are relative to the parent. So making a game object to be the parent of the avatar lets you change their position/rotation without editing the animation

#

You could probably also fix this by editing the animation and changing the rotation it sets

oblique hawk
#

ok thanks a lot i will try that

#

it works thanks again

devout igloo
clear yew
#

is that going on a hand gesture ?

devout igloo
#

We'll see. First time trying. Does it look like it'd break?

#

That was the idea, though.

clear yew
#

yes it will

#

since you are using more than frame 0.00 and 0.01

devout igloo
#

Oh so is it designed for only those two frames?

clear yew
#

yes

devout igloo
#

I was hoping that using more frames would just slow down the animation speed

clear yew
#

nah

devout igloo
#

rip

spring nova
#

You can get away with a couple more but it's not what you want

devout igloo
#

alrighty

#

thanks for the heads up

clear yew
#

pretty sure if you use more than 2 frames

devout igloo
#

What exactly happens if I were to upload this as is? Would it lag uncontrollably or just explode my face?

clear yew
#

they will jsut start to blend into each other or not play properly

devout igloo
#

I'm kinda curious to see what happens

spring nova
#

it makes it take longer to turn off the gesture

#

so when you do other gestures it can't switch to them properly

devout igloo
#

ohh because it has to rewind the gesture at the same pace it played at?

#

So a 3 second gesture needs 3 seconds of empty face to revert correctly?

clear yew
#

no, because vrchat is garbage

devout igloo
#

lol that was a given

spring nova
#

It's designed to take 5 frames to blend between gestures, so when gestures are 1 frame, it takes 5 times playing through the animation to blend. But when the gestures are 1 second, it takes 5 seconds to blend

slim sparrow
#

Yep

#

The transition time between gestures is based on the animation length

#

It's a fairly easy fix but we haven't gotten a fix yet

#

Just give it a fixed transition time of 0.13s

devout igloo
#

oh

slim sparrow
#

Maybe slightly less I dunno

#

But that's not possible for us to do.

devout igloo
#

so making a 2.5 second animation

#

will take 12.5 seconds to animate

#

oof

slim sparrow
#

Yeah, there are ways to work around it though

#

But not always

spring nova
#

nah, if you want more than that you have your gesture animation activate a secondary animation

slim sparrow
#

If you need to animate an object then just enable an animated version of that object

devout igloo
#

time to revert then lool

clear yew
#

why is it asking me to remove a component when I go to upload?

spring nova
#

You probably have a script or component that isn't allowed in vrchat

devout igloo
#

oof

#

So my animation is playing in a loop

#

Where do I disable the looping for the animation?

clear yew
#

I see.

#

I tried removing it for a moment but it still was saying the same error.

#

odd

#

and it's an avatar ive uploaded before

spring nova
#

Playing in a loop is another reason why you need just two frames, and they need to be identical

devout igloo
#

Ohh you set them both to 100 okay

#

"Loop Time"

spring nova
#

You can, but that causes other issues

clear yew
#

MysticLight Fade isn't allowed?

devout igloo
#

alright

#

Thanks

spring nova
#

if you want to do basically anything fancy with an animation like not looping or more than two frames, you can't do it on the gesture, the gesture has to enable a secondary animation

devout igloo
#

alright

slim sparrow
#

@devout igloo gestures always loop

#

Disabling looping won't actually give you any issues

#

The gestures are set up so you can transition from any state into a gesture state. However, they can also transition into themselves.

#

So even if the animation doesn't loop, the transition will make sure it does.

#

Once again a limitation we could fix with custom animators

spring nova
#

It would be sooo easy to split gestures into two handed if we could use our own animators

slim sparrow
#

Yep

#

Stupidly easy, in fact.

spring nova
#

It's so stupid, they have the logic for splitting, they just use clips that include both hands

slim sparrow
#

Yeah

#

Their system was originally intended for hand poses, and their system works perfectly well if you only do that

#

Since it already splits those using avatar masks

#

So that explains why it's set up that way

#

Custom animators would give us a load of freedom

spring nova
#

apparently somebody got split gestures working though, so they got around it somehow

slim sparrow
#

The only tricky part is integrating the emote menu with custom animators properly

#

Because the emote menu generally expects there to actually be an emotes set somewhere. I think it's a blend tree or sub state machine or something

#

Although tbh I think losing emotes would be a worthy tradeoff for getting our own custom animators

#

Or maybe if emotes were changed to be those "trigger" thingies instead that you can use in your animators

#

Then you could interpret those triggers any way you wanted

#

Or just an even simpler solution: make sure your animator matches the SDK animator controller structure/layers if you want emotes and gestures

#

Β―_(ツ)_/Β―

fallow pier
#

My avatar has a gun and im trying to rig it so that it shows animation with sound

#

But it doesn't actually play the animation when in game but works fine in Unity

#

Plz help out a rookie

#

How do I fix this?

sweet zealot
#

is there a quick easy way to duplicate shapekeys in blender?

spring nova
#

yeah, turn the shapekey all the way up and then hit the plus button and create from mix or blend or whatever it is

sweet zealot
#

did not work

#

bummer

#

has that method worked for you?

spring nova
#

yeah that's what it does

#

Oh it's not plus, it's the dropdown

#

and new shape from mix

sweet zealot
#

AH! thank you!

solar relic
#

is there anyone experience on animation using Umotion? I want to know the proper way of animating.

solar relic
#

currently I just do a simple point 1 and point 3 then 2 as the filler animation. n then adjust it or add more filler to make look smoother

slim sparrow
#

I can confirm the fix for blinking getting stuck

#

When you make custom blink and disable the blink animation at the wrong time, your eyes will be stuck in that part of the blink. You can fix this by putting another legacy animation on the Body mesh itself, which forces the blink shape key(s) to 0 once activated.

#

You cannot do this directly in the gesture because that breaks blinking entirely.

#

Now I gotta go back to so many of my models and apply the fix...

#

Because otherwise it just looks stupid

simple badger
#

Dunnoy why it did that

#

it's still in the origin position, if I try to zoom into him he gets frustom culled out of existence

spice urchin
#

unity crashes when i try to remap the shapes of the mdd in animation

shut tusk
#

cause the eyes still seemed to move

#

or is it a unity thing hm.

#

just an idle animation?

daring mica
#

Hey guys/Girls, I am currently trying to refresh myself with animations. It's been awhile, I'm stuck on one part due to me forgetting to put it in my notes. When you put an avatar into blender to attach an animation to, what is the scale you use when attaching the animation to the model? https://gyazo.com/b3c5246bc7f73eb56fa827ea26e476c5

​

#

Never mind, I have figured it out.

obtuse tiger
#

Hello, I was hoping to create an animation that hid a certain material. To accomplish this, will I have to deactivate the main body and activate a new one? Or perhaps just have a separate model that only has the mesh associated with that material tied to an identical armature that is only active on the animation? Or am I making this entirely too complicated? It has humanoid rigging. https://imgur.com/Gv5pBNr

jade sparrow
#

Hey, does anyone know how to spawn an object and make it stay in it's place using Rigid Bodies? (Not particles)

hollow perch
jade sparrow
#

Ok ill try that now πŸ˜ƒ

hollow perch
#

@obtuse tiger You can hide a material. Create a text file Hidden.shader and put the following line in it:

    Shader "Hidden" { Properties {} SubShader { Pass { ZWrite Off ColorMask Off } } }

Then make a new material and select Hidden as the shader.
And finally for the animation, you can change Material Reference[0] or 1 or whichever material you don't want visible to be Hidden

Another option aside from separate model is Blend shapes. Basically in blender make a new shape, select all vertices with the material you don't want, and resize them to be small/hidden. The advantage of this is the animation will morph those vertices away and it won't look like a sudden change.

obtuse tiger
#

@hollow perch Thank you so much! I'll give it a try.

jade sparrow
#

@hollow perch THANK YOU SO MUCH! I WANA HUG YOU RIGHT NOW!

hollow perch
#

πŸ€—

obsidian vigil
#

@hollow perch cant you create a material with fade and transparency set to zero as well? πŸ€”

paper haven
#

Is it possible to make a mesh particle inhereit the rotation of the emitter?

obsidian vigil
#

@paper haven theres a shader which does that

paper haven
#

Arrow Travel?

#

I tried it, it seemed to make the bomb-shaped mesh into a long thin line that was transparent and came out at some random point

obsidian vigil
#

not sure which one, i have a link to it somewhere in my dms

spring nova
#

@paper haven you need to make sure you enable custom vertex data and add center and velocity

paper haven
#

mhm, I did both, it seemed to help slightly but I have the model on a plane, emitter aimed at the plane and they were rending beneath the plane, to the side and fading away in the wrong direction

#

it was.. ood

spring nova
#

could you send a picture?

simple badger
#

gonna post this again because it's still a problem

#

fucken what

#

why's he over there now

slim sparrow
#

Is that 0,0,0?

#

When animating duplicates I usually disable the original rather than moving the duplicate

karmic meadow
#

hey just wondering how easy is it to take an animation from mixamo and put it in one of the emote slots on unity?

slim sparrow
#

Easy enough

#

Download model + embedded animation from Mixamo, import into Unity, configure as humanoid rig. Then you can expand the imported model, CTRL+D duplicate the animation, and you're done.

#

Make sure you edit the animation to remove the jaw movement though.

karmic meadow
#

hmm ok thanks ill see if i can get that to work

slim sparrow
#

So, does anyone know why editing Root T or Root Q in animations never seems to work correctly?

#

If you type in 1, it shifts to a value slightly higher or lower

#

This makes it almost impossible to add new keyframes because all the damn Root T and Q values will be wrong

untold surge
#

can I animate in blender and import the animations into my model in unity?

wicked crypt
#

can someone explain me how to spawn an empty game object and let it stay where it is despite me moving around ?

icy crow
#

put a fixed joint on the object, set the drag on the rigid body to infinity

#

you'll also need a reset animation, otherwise the orientation/position will progressively get more messed up when you keep enabling/disabling it

wicked crypt
#

its like a stage show, so ill probably just spawn it once

icy crow
#

theres an imgur album with how to set up everything, just need someone to post it here

#

you could probably just use world particles for that maybe

#

as long as the whole thing is a single mesh

wicked crypt
#

ah, its more then just some particle systems πŸ˜…

icy crow
#

no I mean you could use a mesh particle in world space

#

the stage being the mesh

simple badger
#

@slim sparrow I didn't move the duplicate, he's still at 0,0,0 he's just over there for some incomprehensible reason

#

if I try to zoom into him he gets culled

wicked crypt
#

hmm maybe if i cant come anny further with the one i have atm

icy crow
#

but if you want to use fixed joint, i can dm you my set up

wicked crypt
#

would be nice

slim sparrow
#

@untold surge yes

#

@simple badger that's odd, something is wrong with his root T

simple badger
#

I'll look into it

#

I just hope it won't be a lot of work

hollow perch
wicked crypt
#

Thank you @hollow perch

clear yew
#

people already sharing my little album, Huh?

hollow perch
#

@clear yew seems to have saved the day a few times already. You should see if you can get it pinned

clear yew
#

πŸ‘Œ ty

wicked crypt
#

can someone tell me if its normal that an Animation is running faster in VRC than in unity

#

or if i did some mistake

muted prairie
#

That is due to the animation controller, you can edit that

slim sparrow
#

Depends on what the controller is on

#

You can't do that if it's on your own avatar

#

Only on a game object of some sort

clear yew
#

Does anyone have the okay finger gesture?

lunar snow
#

Make it yourself? It's not hard to repose fingers

clear yew
#

idk how ;-;

pliant plank
#

@simple badger a bit late but, once the camera loses sight of the bounds box (the outline box on your gif) meshes turn invisible, if it's still in view, then you'll be able to see the model

simple badger
#

How do I put it back in the bounds box

pliant plank
#

I find it odd that it's that far away from it honestly...

#

Was it always like that?

dawn shale
#

Hey guys, I have this animation file that belongs to this character I have, and the animation is basically moving the body and doing some sort of pose, while moving the face and what have you.. But, the animation only affects the characters face, it doesn't move anything else. Anyone know what to do? http://puu.sh/B62qA/87dc556c7b.png

uneven acorn
#

Does anyone know about snail markers?

#

For some reason my trailrenderer time file in my eraseall file is missing even though it actually isnt

limber heron
#

Somtimes if you've changed the place in the hierarchy where you attached it to originally it will mark as missing. One easier solution is just to manually add the Set time to 0 yourself.

dawn shale
#

@limber heron who was that to

limber heron
#

Kyo

#

I use Snail for all my avatars

gray rune
#

Hi I'm having a bitt of a problem where in unity after adding a animation and trying to upload ( before the making of the animation it works ) i cant get past the control panel it just pips and nothing. Copied the override, made the animation, added it to the override and added it to the original.

karmic meadow
#

yo is there a way so that i can animate my knife to flip out when i activate it but not loop and constantly be flipping out?

spring nova
#

Yeah, add an animator to your knife, set the animation to not looping. When activated, default behavior is to just automatically play

#

In order to animate it separately from your character, drag the knife outside your model, click create animation, then you can drag it back in

karmic meadow
#

oooh

#

ok thanks ill try that

opal lodge
#

Can i add 2 different animations on the same model? I can't put 2 components there but when i make the one animation component 2 long and add both one doesn't play

hollow perch
#

I'm not sure I dully understand what you are asking. You want both to play at the same time? Or activate them independently? Legacy or humanoid? Activated from gesture or emote or something else?

#

On a single game object, You can only put one legacy and one non legacy animator. On your avatar itself the non legacy animator controller is built into vrchat and shouldn't be overridden

opal lodge
#

I have 2 seperate animations. One makes the wings flap and i have one that will make the eyes blink

#

but i have them both seperate so i want them both to play as a animation on my model

clear yew
#

So, is there any way to assign more complex animations to hand gestures?

hollow perch
#

You want to control them separately so you can turn them on or off? Or you just want them always running. Something like eyes blinking can be done with an extra legacy animation object on the Body mesh always running. You can set enabled or not enabled on the animation from a gesture

#

For wings flapping find a place in your armature that is above one or both wings and put an animation there. One thing to keep in mind is you can't reuse existing animations easily because you are inside something else so the path from the animation to the wing or mesh is shorter. Like you will remove Armature/Hips from each one

opal lodge
#

I planned on having them being on non stop

#

I can't just re-map my animation to look for the object but a level down in the hierarchy right?

south eagle
#

Is there a way I can make a prop/item appear after a certain amount of time? I have a particle effect, something happens at 3s, something happens at 6s, and then I wanna have a prop appear at the 9s mark, but if I do it in a normal override, it'll bug out.

hollow perch
#

If you want it from a gesture, You can use a legacy animation for this. Have the legacy animation turn on stuff at various times. Uncheck the animation component. Then have the gesture enable the animation component which will do everything in order. Otherwise, it should also be possible to use a normal animation override for an emote. What is bugging out?

#

@opal lodge remapping a level down is what I was suggesting. If you want all of the animations running all the time, just copy and paste all the wings and eyes and everything into a single combined animation and put it in the Animation component in your actual avatar. No complication in this case

south eagle
#

@hollow perch The normal override, if not 2 frames, makes your hands glitch when trying to switch gestures, the the prop needs to spawn at 9s.

#

Never heard of legacy animations, I'll have a look

hollow perch
#

For gesture do what I said. Add an Animation component and uncheck it, and your gesture has both frames that say set animation enabled to 1

fierce bane
#

@south eagle for legacy animations:

  • Make animation on a part below the animator it will be on (for ease of setup)
  • Select animation
  • In the Inspector, top right corner click the button with three horizontal lines and select "debug"
  • Check "Legacy"
uneven acorn
#

@limber heron set time to zero on the animation tab on the copy of my avatar?

#

I just tried that and it doesn't work either ;-;

paper haven
#

Is there a way to trim MMD Motion files in blender/unity?

#

as I need to remove the first 500~ frames

#

Unity almost crashes most of the time when trying to copy/paste or edit keyframes on the dances, or copy them to a new animation

#

Will changing the playback range in Blender and then saving over it fix it?

#

ah.. no, it doesn't seem to

#

Ah, fixed it - Had to go into the .fbx's animations tab and set a new start frame

frozen rose
#

how do people make spawned animations, such as a table, stay in place as they walk around? Like is there certain setting somewhere? sorry if this isnt the place to put it lol idk where to ask this question at.

clear yew
#

add fixed joint to the table

twin carbon
#

could someone make me an ice animation? like how shoto or esdeath makes ice

karmic meadow
#

hey so i have a problem:
i have a weapon on my characters leg, and one in his hand. ive have it set up so when i do an emote the one in the leg disappears and the one in the hand appears, (so it looks like i grabbed it from my leg) but i miscounted and the character's poly count plus the one on the leg are too high.

#

so is there a way to make the leg one invis until im in game?

#

if its too hard or whatever ill just remove the leg one

clear yew
#

hide it , make animation to make it active

karmic meadow
#

thats what im confused about

#

how do i trigger that animation?

clear yew
#

i haven't tried before ( i mean making it active 24/7 in the game), but my guess is putting it in your idle animation

#

the usual way of triggering an animation using shift is the customer override controller, but i don't think that is what you want.

#

custom override*

karmic meadow
#

yeah

clear yew
#

try including it in your idle animation

karmic meadow
#

honestly no clue how to do that, is it hard?

clear yew
#

i can only try it once i get home, or maybe wait for some experienced creator, but if my guess is right, it shouldn't be hard

karmic meadow
#

ok well thnx

#

ill try

twin carbon
#

hey

#

you dont know how to trigger it?

#

just put it as a gesture

clear yew
#

that is not what he want

#

lol

twin carbon
#

oh

#

oof

karmic meadow
#

its how to make a item inactive so it can pass the poly count, but then activate it once ingame (only like 2k poly over)

twin carbon
#

all ive wanted was a ice animation like when shoto makes a glacier

#

but smaller

#

any expert unity people

clear yew
#

hard to imagine what you want, haven't watch the anime, can't watch it in company 😦

twin carbon
#

like that

clear yew
#

wtf...

twin carbon
#

lol

#

i dont want it that big

#

like a super small version

clear yew
#

i have seen some mmd stage with this kind of ice

#

maybe i can separate it from the stage, then make it part of the animation

twin carbon
#

if you could that would be awesome

clear yew
#

then make the scale small

#

at the beggining of the animation

#

at the end of the animation set the scale to 1

twin carbon
#

if you look up when todoroki plays vrchat

#

and watch for a bit

#

there is an animation like that

clear yew
#

that will make the ice grow bigger during the animation duration

#

that is one way of doing it

south mango
#

Hi guys, I'm trying to make a spinning animation for my planet but I have an issue where the planet spins slowly at the beginning and speeds up during the middle and slows down again towards the end. How do I make it so it spins at a constant speed?

twin carbon
#

there should be an option for constant speed

#

if theres like 2 slots for it then its doing it between those 2 numbers

south mango
#

Where do I find the option for constant speed?

twin carbon
#

not sure

#

i just saw the option on particly system

clear yew
#

i bet it isn't a particle

#

but an object

south mango
#

Yeah It's an object. It's okay, I just ended up making a script to rotate it

#

I used: transform.Rotate (0, 0.3f, 0);

twin carbon
#

im not unity savy]

#

XD

icy crow
#

in the animation tab, go to curve view instead of dopesheet view and flatten out the line for constant rotation speed

twin carbon
#

trying to make ice animation for a gesture is so frustrating

#

F ML

#

No idea what im doing

clear yew
#

ever consider buying unity asset?

#

quite a few ice particles flowing around

twin carbon
#

i bought an asset for like a dollar but i have no idea how to make it into a gesture

clear yew
#

have u managed to get the particle simulated?

twin carbon
#

its werid cause everything is seprated. i thought it would just be an animation but its so confusin to me

clear yew
#

try to find out which one is the main particle system

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then drag it out to break the prefab

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that is what i usually do

twin carbon
#

i found something called "Ice Trail" which does the thing i want

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its a prefab

clear yew
#

then drag it out of the prefab

twin carbon
#

like drag it to where my character is?

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as i said i have no idea what im doing

clear yew
#

the left side of the unity

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drag it out to form another "file"

twin carbon
#

thats what i did

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now what

clear yew
#

did it break the instance?

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like working outside of the prefab

twin carbon
#

i can see it if i press play

clear yew
#

put that into your character

twin carbon
#

k

#

now what

clear yew
twin carbon
#

idk im still confused

clear yew
#

basically go to the example folder in vrcsdk

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find a file call customActionOverride ( or something)

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copy one of it and move it to your asset folder (not required but it make things easy)

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then get a sample animation, make a copy of it, delete all the keys, add property to set your particle active, then drag that animation in your customoverride

twin carbon
#

the video doesnt help with this.

clear yew
#

shift f1~f8

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quite hard to explain without a video

twin carbon
#

the animation ingame literally throws my character

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no ice

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just throws my character

clear yew
#

wait

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you know how to override gesture right?

twin carbon
#

yes

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you put the anim where the gesture is basically

clear yew
#

k

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then do you know how to edit an animation?

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make a copy of avatar, drag the animation in etc

twin carbon
#

i know how to get to the animation but the animation isnt what i want

clear yew
#

yes

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so

twin carbon
#

its just a thing off of the prefab

clear yew
#

go into the edit

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delete all the keys

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no

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thats not what i mean

#

the thing off the prefab is not an animation

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we call it a particle system

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there is a sample animation file in vrcsdk folder

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rotate or coin flip, either one

twin carbon
#

mhm

clear yew
#

copy one of those into your asset folder

twin carbon
#

mhm

clear yew
#

make a copy of your avatar (ctrl+d)

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animation set to none

twin carbon
#

animator or animation

clear yew
#

animatoer

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animator

twin carbon
#

k

clear yew
#

then drag the animation you want to edit into it

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in this case

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rotate animation

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not the particle system

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drag it into your copy avatar

twin carbon
#

waitwait

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is it called roatater? because thats the only thing that will go into animator

clear yew
#

rotator?

twin carbon
#

idk

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you said go to animator

clear yew
#

did you copy the animation file from the vrcsdk folder?

twin carbon
#

into assets yes

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the rotate animation

clear yew
#

yep

#

that file

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drag it to your copy avatar after you set the animator to none

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not dragging it to the animator

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it is at the left side of your unity

twin carbon
#

ok

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im in the animator tab and it says exit now

clear yew
#

did you see alot of "keys"?

twin carbon
#

no

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you told me to set it to none

clear yew
#

i have no idea where are you at

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possible to post a screenshot?

twin carbon
#

i think it created a new thing for the animator

clear yew
#

yes

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then

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go to edit->animation

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or click add tab

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and add an animation tab

twin carbon
#

lost again XD

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il try to watch vid

clear yew
#

yeah

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or go to window->animation

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forgot the exact location

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i relied too much on my muscle memory

twin carbon
#

Ok im to where he started creating the flip animation

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Now, how do i add the ice trail animation to this

clear yew
#

first

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delete all of the keys in the original animation

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i mean

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properties

twin carbon
#

K

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empty animation

clear yew
#

k

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now set your particle inactive

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both in your original avatar and your copy avatar

twin carbon
#

umm

clear yew
#

you have dragged the ice trail particle to your avatar before you made a copy right?

twin carbon
#

ive told you its not a particle

clear yew
#

uhh, you mean the one you break from the prefab

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is an animation?

twin carbon
clear yew
#

try to drag the print1 out

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usually i break the prefab into multiple particles

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might be able to take a screenshot once i reach home

twin carbon
#

idk if i can do this

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too confusing for me

clear yew
#

actually pretty easy, but i am never good at explaining stuffs

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i will show you once i reach home, about 1 hour later

twin carbon
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i rather someone else make me one now

clear yew
#

.>

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then you will have to give them your unity file

twin carbon
#

my model?

clear yew
#

unitypackage

twin carbon
#

ye

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do you know anybody who knows how to do this

clear yew
#

i know how to

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and i strongly suggest you learn it too due to how easy it is

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literally a lot easier than decimation and bone rigging

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or wait

twin carbon
#

yes

clear yew
#

good

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then just tell me the name of your unity asset

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then i should be able to do it from my side

twin carbon
#

the asset im using i bought

clear yew
#

yes

twin carbon
#

you want the name of the asset for the ice right?

clear yew
#

yep

twin carbon
#

Ice Particle Systems

clear yew
#

k

twin carbon
#

btw

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the esdeath model is almost at 20k particles so cant do a lot

clear yew
#

not a problem

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you hide the particles anyway

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so it wouldn't count

twin carbon
#

you want the link for the model or you good?

clear yew
#

the sdk doesn't calculate the polygons that you hide

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i am good

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i found the model

twin carbon
#

k

clear yew
#

but it will take another 2 hours

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until i reach home+time to complete the avatar

twin carbon
#

thats completely fine, if you want to do anything to the ice stuff to make it better you can

clear yew
#

probably just use the particle you want and put it into shift

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gesture

clear yew
#

k

twin carbon
#

?

clear yew
#

i will start doing it now

trim zinc
#

I can't seem to get particles moving with a weapon right, as any movement of the weapon just places the particle into worldspace even tho I set it to local

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Could it have to do with it being a skinned mesh renderer?

clear yew
#

no idea, but applying the particle on hand seems to works fine

spring nova
#

@trim zinc if you're using a skinned mesh renderer emitter, set the simulation space to that of the gameobject with the mesh too, using custom simulation space

trim zinc
#

I thought that might be it, I'll give it a try

lunar snow
#

just use an edge emittion shape and attach it with the usual methods

spring nova
#

Skinned mesh renderer emitter has some issues. Edge emitter would be an easy option if you just want it done, but f you really need the shape, it's better to just use a regular mesh emitter and specify the mesh from the file, then position it on top of the weapon. Only use the skinned mesh renderer shape when you need to animate and deform that mesh with bones.

lunar snow
#

^

trim zinc
#

good to know

simple birch
#

Any ideas how to bypass particle disappearing after finishing using gesture?

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Or emote

clear yew
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make the particle system always active

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and activate the emission with a gesture instead of the whole system

simple birch
#

That's a good point

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I'll experiment with it later

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I want to make an emote with which I can spawn the mesh

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Like a box

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@clear yew but if it's always active, wouldn't the particle spawn in the spawn point?

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Or... Nvm sorry for bothering, gotta experiment with it

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Thanks

clear yew
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i have done the basic part of the esdeath

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still want it?

twin carbon
#

sure

clear yew
#

you might need to adjust the x y z of the particles though

twin carbon
#

k

simple birch
#

Can it work if done same way as snail writing?

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Warping a mesh from the distance to designated area

tepid mango
#

First time animating in blender btw

twin carbon
#

noice

naive maple
#

could somebody help me get audio working with anims? i got the animations on the character and they work in game just not the sound

#

nvm i did it

mint prism
#

hello i have an animation that has the problem that root q and root t are not working ingame

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every other animation works fine with root q and root t but not this one

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does someone know how to fix it?

mint prism
#

if someone would be interested i can send the animation in dm^^

naive maple
#

anyone know how to make an animation louder?

#

they sound VERY quiet compared to other emotes ive seen

clear yew
#

either animate the sound to force it to a bigger volume (since vrchat will automatically tune it down) or boost the original sound file

naive maple
#

boost the sound? alrighty

winter sundial
#

You could also make the sound area larger and center it around your head I guess

naive maple
#

@winter sundial which setting is making the sound area larger? (im new to this stuff) would it be max distance?

clear yew
#

be aware that you can't change the rolloff as far as i know

#

it will be force

#

but you can change the min and max distance within the animation

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min distance is simlpy the minimum distance that the sound will be heard at full volume, max distance is the maximum distance that the sound will be heard

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past that it will be completely muted

winter sundial
#

Minimum is the area where it's always 100%, maximum is the area where it stops playing, and between those values it slowly decreases.
But if you change the rolloff setting (or loudness to above 0.9) the SDK will just change it back

uneven acorn
#

Anyone know how to fix the snail marker erase all animation? I made a copy of my avatar to put the marker as a gesture but the erase all animation says its missing trailrenderer.time in my animation tab. Does anyone know how to fix it?

sand crater
#

I can't seem to find Closed Fist within the AnimationController

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Only Fist

tepid mango
#

That's what it is

sand crater
#

Oh, it's called Hand Open isn't it

tepid mango
#

Oh

sand crater
#

lol

tepid mango
#

B O I

winter sundial
#

Fist is the rock of rock paper scissors, it doesn't get any more closed than that

sand crater
#

Wait, HANDOPEN should be Let Go

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Open Fist & Let Go is the same thing in my mind

sand crater
#

Is there a way to disable the blinking eyes position when using face emotes?

tepid mango
#

Not really it shouldnt happen during them

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Or at least for me it doesnt

sand crater
#

Well it does for me and I was just wondering if anyone else has experienced this problem and how to fix it if possible πŸ˜›

tepid mango
#

Probabaly not possible

#

It's a constant animation that can't be stopped

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And the > < face for exemple has for most model the lower part beeing the normal brow

fallen flax
#

It's possible but only if you create the blinking animation in unity and have blank visemes for the actual eye tracking

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Then you simply disable the blinking animation via your gesture override

heavy stirrup
#

Is there any way to make an animation reference a specific line that it looks for, for a game object? For example, could i have it look for the word "UnderCard" such that it might notice and accept "Undercard (1)" as a viable target?

mental dew
#

Does anyone know how to add audio to the headset where the audio is specifically in the earphones

twin carbon
#

Question. So i put 2 animations i have into gesture slots but ingame sometimes they dont play and sometimes they both play, any idea?

spring nova
#

Are the animations longer than 1 frame?

twin carbon
#

I think so

spring nova
#

Gestures can only be one frame, with keyframes at 0:00 and 0:01, otherwise it runs into issues

#

You can have an animated object on your avatar with as many frames as you want, and your gesture activating that object, but the gesture itself needs to be only one frame

twin carbon
#

Could you show an example?

spring nova
twin carbon
#

Oh

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So it cant be longer than that

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Thats why then

#

Thx

obsidian vigil
#

@twin carbon what you can actually do though, is toggling an object in your animation that has more frames

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so you kind of cheat the system πŸ˜›