#animation

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twin carbon
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Wait wat

obsidian vigil
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So, you have an empty object that has 1 minute of keyframes on there right

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you toggle that object off

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and in the gesture override you toggle the object on

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causing your 1 minute animation to play

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basically

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but youre not directly making a gesture 1 minute long

twin carbon
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Wait you mean when i press the gesture it toggles it? I already have it like that

obsidian vigil
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i know

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just wanted to point it out again ๐Ÿ˜„

clear yew
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i remember i set it to 1 frame yesterday

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what happened?

twin carbon
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Idk

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@spring nova that fixed it thx vrclike

tough cargo
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right, i am fully confused.

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i am attempting to edit a custom model with custom hand animations

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the normal hand animations work in game, however when i attempt to load the animations in unity, it doesnt work

clear yew
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?

mint prism
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hello i have an animation that has the problem that root q and root t are not working ingame
every other animation works fine with root q and root t but not this one
does someone know how to fix it?
if someone would be interested i can send the animation in dm^^

slim sparrow
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@mint prism Root T and Root Q do not work in idle animations

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In any case, you need to click on the animation in your assets

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Tick all the "Bake into pose" options, all three

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And for all three, set "based on" to "Original"

mint prism
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thank you gonna try

dull zenith
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hey um....Im trying to make a character that show his heart using the RockNroll hand gesture, but the heart doesn't appear in the character's hand even thought is says is suppose to be active in the animation

slim sparrow
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Are both frames of animation the same in Unity? If you move the red line from 0:00 to 0:01, they need to be identical

dull zenith
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they are

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also im on desktop, so to test the hand gesture, i had to do the Shift+F6

eager shadow
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is the heart just invisible in mirrors or for others as well ? what is the mesh of the heart called ?

dull zenith
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well...heart

eager shadow
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there is a similar problem when you add a new mesh with the name body in the hirachie but that doesn't seem to be the case here.

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are you experienced with making gestures ?

dull zenith
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no, is my first time,

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but i've looked at some tutorials

eager shadow
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okay then the usal stuff: is your model humanoid and has all finger bones ? did you draged the right animation override onto the vrc descriptor ?

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is your animation 1 frame long ?

dull zenith
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yes, yes, AND yes

eager shadow
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poop those were the easy fixes

dull zenith
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...I think I found the problem

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the heart model was the same name as one of the bones

eager shadow
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that could be the problem unity is picky when it comes to names

dull zenith
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NOPE

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didn't work

eager shadow
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does the animation other stuff ? with that you could test if the animation even gets triggerd

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to pinpoint where exactly the problem lies

dull zenith
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yeah, is also shrink down the heart on his chest (becaus ethe one on his hand is a seperate model)

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also I don't undertsand "does the animation DO other stuff"?

eager shadow
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basically i wanted to know if anything happens at all when you press shift f6 in game

dull zenith
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it does the hand gesture, the heart on the chest shrink but the heart on the hand dosen't show up

eager shadow
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the animation sets Game Object.Is Active to 1 right ?

dull zenith
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yes

eager shadow
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i have in a similar animation the line Mesh Renderer.Enabled 1 as well

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not sure if that is still necessary but you could try it

dull zenith
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AH! is working1 thank you!

eager shadow
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no problem. i am happy i could help you in the end

tough cargo
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ok, so if i wanted to make a revolver spin on a characters finger, how would i do that?

slim sparrow
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Place the revolver in the desired spot in the armature. I would advise the wrist.

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Put an Animator on the revolver, make sure it spins when the revolver is activated.

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Then activate the revolver in a gesture

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Optionally, make another gesture where a non-spinning revolver is enabled instead.

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@tough cargo

tough cargo
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mhmmm...

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ok, so revolver has separate animation from the main animation, attach revolver animation to main.

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got it

tough cargo
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ok, i have the two animations, both should play at propper times, but how do i make it so when i play animation X, it plays Y at same time?

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(i.e x = the pose for character, y = the spinning revolver)

hollow perch
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Is Y an animation component on the object

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You can keep y unchecked and then from X you can add Animation -> Enabled set to 1. I assume X is a gesture?

slim sparrow
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@tough cargo make an object that plays the animation when it "wakes up"

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This is default if there's an animator on it

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Then just uh, enable that object.

tough cargo
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alright

trim zinc
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what's a good way to reset a fixed joint gameobject so that if I activate it a 2nd time it doesn't get placed where I activated it the first time again

clear yew
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with an animation that loops it's position and orientation to 0,0,0

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check the pins for my album

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i explain how to do that

trim zinc
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that's a weird solution but I guess it should work, thanks for that

slim sparrow
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Everything is a weird solution

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Having the parent reset the child position a lot isn't what I consider weird

night crescent
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any way to fix visemes getting stuck

wicked mica
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Has anyone h ere managed to get world particles attached to props working correctly?

spring nova
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Yeah, you have to attach them with rigid bodies and fixed joint

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Rigid body on hand bone, turn off gravity turn on is kinematic. Bring prop outside of armature, still inside of model though. Add fixed joint, point it to rigidbody on hand bone

wicked mica
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ty

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gonna try it out rn

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@spring nova you, my sir, are officially better than 20 minutes of tutorials

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โค

night crescent
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Can I change my hair's shader/material with an animation?

spring nova
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Yep, sure can. Just turn on record mode with the red circle and change the material yourself

night crescent
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that was p easy. cool. will it change back to the other one when the animation is done?

spring nova
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Yeah, unity's animation system will try it's best to reset back to default after

night crescent
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Lol so that's a no then ๐Ÿ˜‰ thank you man

spring nova
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No it's a yes, it does change back

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Did you want it to stay? There are methods for that too

night crescent
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i was just joking bc i dont love unity

abstract grail
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how do you make custom animations without mixamo? I have certain .anim files I want to turn into animations but they aren't from Mixamo, they're their own files

abstract grail
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nevermind I got it, I just didnt give it enough time to update before I logged in again lol

uneven acorn
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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?

torn island
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Im trying to make a non-player avatar dance with a player avatar, I select the dance and an avatar controller but it stays in A-Pose in game when I do the Emote, what do I need to add/change to get it to work
Here is the screenshot of the settings I have for the non-player avatar
https://gyazo.com/c6c07b5d2727ff407b02071878d34c3f

โ€‹

slim sparrow
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The problem is probably that you're using a legacy animation

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Just give the child model an Animator that plays the animation when it "wakes up"

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You have a controller in there, but it's a wrong one entirely

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And also no Avatar definition which you'd expect in a humanoid model

torn island
sand crater
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I remember asking about this and someone told me that it's impossible to fix the waist not following an MMD dance, is that true?

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because the waist just remains fixed in the front position

polar loom
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how do i remove the (read only) thingy in the animator for the idle animation that makes me unable to add stuff to it?

devout igloo
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How does one animate a shape key animation after saving and exiting the animation window?

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It's all greyed out and I can't add any new properties. I can remove them and modify current values, but any way to add more?

polar loom
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same problem i have with the greyed out add property button

devout igloo
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uhh

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nevermind

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@polar loom Just open the animation window without selecting any animations, then use the dropdown built-into the animation window

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And you'll be able to select and modify them ๐Ÿค”

polar loom
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thanks

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uwu

devout igloo
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Just learned it myself lol

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your pfp doesn't fit uwu very well

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horrifying

sand crater
polar loom
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lmao

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used to be a bird

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me and my girlfriend always have matching pfp's and she wanted to change them to this xd

clear yew
little cedar
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everytime I try to freeze some constraints on a game object using the rigidbody, it starts to freaks out. Is there a way to fix that?

obsidian vigil
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@little cedar are you freezing them on the fixed joint object or the one with only the rigidbody

little cedar
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@obsidian vigil the one with fixed joint

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if I don't freeze anything, everything is fine. But as soon as I freeze one axis, it freaks out

obsidian vigil
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thats wrong

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you freeze the ones on the rigidbody object

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unless you want the other thing to stick exactly where it is

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/ itll glitch

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i use that technique for freezing objects in world space

little cedar
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hmmm, I don't think I get it

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for example my game object is attached to my head

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the rigid body on the head has all the axis freezed

obsidian vigil
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wait what

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what are u trying to attach

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a separate particle system

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or just an object

little cedar
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not a particle

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but it's a separated mesh

obsidian vigil
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just drag it onto the head and itll stay there =w=

little cedar
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and I want this mesh to move using Y axis

obsidian vigil
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give it an animator

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or am i getting sth wrong

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so..

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you want that mesh to just stick

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, permanently move up and down

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or sth else

little cedar
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yeah only up and down

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actually left n right but, u get the idea

obsidian vigil
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then you

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make the head straight

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add the thing

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put an animator on the ting

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make your animation

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set it to legacy

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and that shouldve been it #w#

little cedar
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but I don't think the "thing" will follow my Y head movements only

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thing is driving me crazy...

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this*

obsidian vigil
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wait what

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i dont exactly get whatcha mean

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so you only want it to move on certain axis?

little cedar
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I'm sry abt my english, I try to be as clear as possible

obsidian vigil
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its alright ๐Ÿ˜›

little cedar
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I want this object to follow my head movement but only the Y axis

obsidian vigil
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you could still try the fixed join thing

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put the fixed joint on there

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dont assign a body

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and freeze axis x and z

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never done that before but it might work

little cedar
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and parent the object to the head I suppose?

obsidian vigil
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yuppers

little cedar
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alright gonna check real quick

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nope, ain't working

obsidian vigil
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hmm

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whats it doing @little cedar

little cedar
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still freaks out

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and if i remove the fixed joint and keep only the rigid body, it just follows the head movements without freezing Z X

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I actually saw an avatar in a public world with the kind of thing I'm trying to do

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and it works just fine, I wonder how they did that

obsidian vigil
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maybe using a configurable joint

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but that thing is scary

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i mean

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only the component looks like this

little cedar
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oh...

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hmm I try not to touch anything except the X Y Z motions

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and I guess it replaced the fixed joint

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replaces

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Too complicated... oh well

echo dagger
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hay is there a download for that Roy Purdy dance ive seen a few people with it and it looks the same for all so there must be one that people can get.
thanks

winter sundial
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This particle thing is harder than I thought. How do I make it change direction?

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Relatively to itself. For example, circle around me

dull zenith
slim sparrow
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Emotes and gestures don't work on generic rigs

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You need a fake humanoid armature with the generic rig underneath @dull zenith

dull zenith
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like...use the tutoral avatar rig and put the generic avatar under it?

slim sparrow
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Basically yeah

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Just take the tutorial avatar, delete the meshes

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Then put the generic avatar next to the armature and animate it as desired

dull zenith
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but I already animated it XD

slim sparrow
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Yeah, but you might need to retarget them

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Since VRChat only accesses the "root" avatar's animator and not the one that belongs to the generi rig underneath

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So you might have to retarget all the animations

dull zenith
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retarget?

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idk what you mean by that

dull zenith
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?

muted prairie
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Unity applies an animation to an armature while trying to maintain the best animation compression (loss of quality)

dull zenith
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well, I've added the generic avatar under the tutorial avatar, but idk what to do after that ( im a real noob I know...)

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you say retarget the animations, but idk how to do that

muted prairie
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Do you have an .anim file ?

dull zenith
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yes

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13 of them in fact

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each coresponding to an action or emotion made by the character

gusty atlas
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does someone have a hugging animation? xD

naive maple
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can you connect particle systems to emotes? not gestures

devout igloo
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So when I apply some new animations to gestures in the animation override, it replaces that gesture. How do I make it so your hands still make the original gesture, but the new animation is also played?

eager shadow
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there is no automatic way to do that. you need to manually animate the model to point ( or the gesture you override)

icy crow
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can you change the rolloff of an audio source in an animation?

clear yew
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i tried changing the min distance

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it sort of worked

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but distorted the music

dull zenith
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hey, sorry if im being annoying, but you guys still didn't resolve me problem ^^"

spring nova
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So you have the animations that are meant for the generic rig, and instead you need to put them on the humanoid rig. When you do this, all the animations will show as yellow and (missing). You need to retarget them so they're pointing at the right thing. What that means is going into every animation and selecting the name of each property and hitting F2. When you do that, it will show where it's trying to point to, let's say armature/hips/left leg/etc. All you need to do is add nameofmodel/armature/hips/left leg/etc so that it knows to go into your model first to find the armature in there. If you did this right, it'll turn black and get rid of missing

dull zenith
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aaaaaaah, alright thanks

steel juniper
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So i have a sniper animation on my HandGun anim, but i want to know how to make it shoot with sound and a muzzle flash and put that on a seperate gesture so when i make thumbs up it shoots, how do i do that?

clear yew
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put a sound component on the gun and disable that component, so when you do the thumbsup gesture activate the same gun but also enable the sound component
as for the shooting and muzzle flash you'll need to create those using particle system

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you can either make your own or try to download some already made prefabs in the unity store

dull zenith
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hey again....so I 've re centered all the animations, but now when I upload it, the character just stay still, whith no animation what so ever, did I do something wrong?

clear yew
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did you give him a animator override ?

dull zenith
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yes

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you mean the "custom overrid empty?"

clear yew
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yes

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did you rig your model as a humanoid too ?

dull zenith
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is a generic model, I hade to use a fake humanoid rig

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so that I could use the emotes corectly

clear yew
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the humanoid rig is probably moving correctly

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but since your main models doesnt have any animation

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then it's going to be completely still

dull zenith
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how do I fix it then?

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?

muted prairie
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It's both the anim controller and custom standing anims

dull zenith
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so....i would have to make a duplicate of the same animation, but with diffrent paths for each of them?

muted prairie
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nope, assign the same animation to all movement animation for example in the override controller

dull zenith
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eh???

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wouldn't that just make the avatar stay in his standing anymation all the time?

muted prairie
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Use idle for idle and walk/run for walking and running animations slots

dull zenith
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I did

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but since the main model/generic model is part of the humanoid's armature, is just staying still

muted prairie
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If it's set as humanoid in the configuration and you used the override controller in both the Animator's controller and the custom standing/sitting anims, it should work

dull zenith
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but it dosen't though....

muted prairie
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Post a few screenshots of your components and override then, i'd like to see it

muted prairie
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What does your humanoid skeleton looks like ?

dull zenith
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is the tutorial avatar's skeleton

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i've erased the mesh

muted prairie
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And you're using an humanoid configuration for what ?

dull zenith
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so that I can use emotes and hands gestures to be able to make this dog have diffrent expressions

muted prairie
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Does it play in unity when you drop the avatar onto the anim file ?

dull zenith
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what?

muted prairie
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Click on your anim file, it's going to open a window in the bottom right corner, drag your avatar file in it

frank tulip
dull zenith
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wow

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so....im guessing you cant help me with this since is so complicated?

uneven acorn
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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?

eager lynx
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I made a blink anim for an avatar but when I apply it as a component it wont work, any help?

dull zenith
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me, I put an animation component on the avatar, then I go in the debug option of the blink animation a set it to legacy + mark the loop option, after that you put the blink animation in the animation component and it will supposedly work

eager lynx
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debug options?

eager lynx
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oh, ok...

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now what

dull zenith
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if your on debug mode, click on you animation, it should be in your assets

eager lynx
dull zenith
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ywa

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yes

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then select legacy

eager lynx
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ok

dull zenith
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and put warp mode to "loop" just to be sure the character always blink

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after that, go to normal mode, and put your blinking animation in your characters's animation component

dull zenith
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yes

eager lynx
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it works! thank you

dull zenith
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no problem ^^

eager lynx
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oh and good luck with your model, I recognize the character.

dull zenith
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ah?

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anyway, my character seem to be now able to make the right expresions on Vrchat, but is still looks like my character is hopping in place

eager lynx
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the red nine tailed fox featured in an animated music video by MysteryBen27 you wanna link?

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you might have an animation in the idle slot

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idk much else

dull zenith
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I do have one, but since is linked to a humanoid rig, is messing up the animations

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also, in the animation, this fox has 7 tails, not 9

eager lynx
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ok, new problem. the expression animations I set don't do everything they're supposed to, is this a similar problem to the blinking animation?

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I have expresion animations that are supposed to change the avatars color, but when placed in the override or on the other avatar the color stays the same

dull zenith
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oh well, idk I never made expresions on human avatars

eager lynx
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I think I fixed it...

dull zenith
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great!

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and im still figuring my problem out...

eager lynx
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nope made it worse

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ok found out I had it right the first time and VRchat mirrors are lying to me

dull zenith
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yeah, they do

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changes does not apear in the mirrors

eager lynx
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I have done myself a learn

dull zenith
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indeed

eager lynx
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now I need to undo whatever I just did to finalize things

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wish me luck

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oh crap what's the redo button?

dull zenith
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Crtl+Z

eager lynx
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no the redo button not the undo button

dull zenith
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crtl+Y

eager lynx
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oh no its worse

dull zenith
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oh no

dull zenith
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good news, the dog can now make the diffrent expressions whitout problems, but it still looks like he is hopping in place in his idle animation

dawn shale
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Hey guys, I have a model ripped out from the game but I can't seem to get the animations to work with them. I have everything for idle, running, etc. I was told to use generic and use a controller, which I am, but the animations aren't looping and seem sort of fucked. Anyone know what to do?

eager lynx
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WOO, saved by the save!

dull zenith
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also now, including the "character hopping in place glitch" after some times, the dog start vibrating and slowly change direction

night crescent
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i can't move parts of my armature once in play mode, can't figure out why

ashen sedge
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Most likely you have an animator applied

night crescent
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An animation controller?

ashen sedge
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Yes, that's what I meant to say ๐Ÿ˜‹

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Clear it and it should work

night crescent
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says there isn't one :(

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its specifically the hips and some other parts past the hips

ashen sedge
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Then there is a possibility the armature isn't properly weighted to the mesh?

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Unless you can move everything when the scene is not playing

night crescent
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yep

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it's only in play mode that i have a problem

ashen sedge
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I can only imagine an animation controller being an issue, or the avatar being animated some other way

naive maple
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can someone solve my audio issue? whenever i turn the play button off my emote then looses the audiorolloff settings i had, then, when i get in game they are silent

night crescent
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it might be animated somehow, i just don't have any clue how that would be possible

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i really cant think of anything else to check :(

mental dew
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So I am trying to make poi balls where I can flow with them in a 360 radius while moving my hands, but I can't seem to get it to that point unless I apply a lot of effort as in swinging my controllers frantically. I am using dynamic bones to make this happen

spring nova
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dynamic bones won't be what you want, you'll need unity joints. Hing joint might be enough, but if it doesn't have enough options try configurable joint

mental dew
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@spring nova Thanks!

karmic meadow
dull zenith
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me for the lips syncs, I usually use blender's MMD tool to make them, aapparently they will only accept visemes with those names :

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vrc.v_aa
vrc.v_ch
vrc.v_dd
vrc.v_ee
vrc.v_ff
vrc.v_ih
vrc.v_kk
vrc.v_nn
vrc.v_oh
vrc.v_ou
vrc.v_pp
vrc.v_rr
vrc.v_sil
vrc.v_ss
vrc.v_th

wary parcel
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It was working before without that naming setup, but last time i tested that was a long time ago

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The thing i think was that the system usually auto setup the visemes but that part broke and never got fixed

gusty atlas
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Hey guys, I downloaded an .anim file for unity, is there any tutorial I can follow to use that animation on vrchat? thanks!

ashen kraken
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how do i stop my model from resetting into animation pose when moving body parts

half moth
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Does anyone have a copy of the default anims for an animation override controller?

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So that I can add onto eg Victory without manually re-positioning the fingers

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nvm found them in VRCSDK/Sample Assets/Animation

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no I lied, those aren't them

hollow perch
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I also had trouble finding them... if anyone knows

naive maple
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why are my particle effects dissapearing after i attach them to my character

clear yew
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check the scale

naive maple
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oh- thank you

upper sapphire
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why are my fingers resetting back to their original position after I move them? they just completely reset and the position i set doesnt exist anymore in either of the frames ๐Ÿ˜ก

hollow perch
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How are you setting them? Is this in a gesture in animation override?

upper sapphire
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@hollow perch im trying to wrap them around a harp that im spawning into existence

clear yew
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are you moving the bone directly?

upper sapphire
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the animation is, spawn harp, and wrapping my fingers around the harp

hollow perch
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Fingers have to be through animation proprties like ones with root.t and such muscles. You can't animate finger bones directly

clear yew
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yeah that wont work buddy

upper sapphire
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this is how i remember doing it back then with my swords

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did they change it

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๐Ÿ˜

clear yew
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you could never do it like that

upper sapphire
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i remember though it was typing the numbers in

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and not w.e the hell im doing

clear yew
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i'm telling you

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it's impossible

hollow perch
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Ya that's the stuff under Animator

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The muscles

clear yew
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since it's not how unity make fingers move

upper sapphire
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yeeeeeeeeeeeeees

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thats what i did back then

clear yew
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yup

upper sapphire
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why thee heck cant i find it

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hold on

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yeah im stumped

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did i open some different animation shit

hollow perch
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Way at the top of the menu. It's like thr first called Animator. Open it

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Scroll all the way up and screenshot again

upper sapphire
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OH WAIT

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yeeeeeeeeeeeeeeeeeeeeeeee

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jesus

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ty

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was losing my mind

#

last time i did this was back in january

karmic meadow
#

hey so ive imported dynamic bones into unity but when i go add component and type dynamic nothing comes up

true basin
#

import it again

karmic meadow
#

i have like a gazillion times

royal summit
#

Pretty sure thereโ€™s a unity package in it that needs importing. If itโ€™s already imported u could try dragging the dynamic bone script from its folder into the components tab

lunar snow
#

Yeah dynamic bones is a standalone and needs to be installed to every project

frail nexus
#

what's the time limit of emote
1min? 2min?
and how i could finished my long dancing animation without being cut by the limit

clear yew
#

no limit

#

i normally just set my animation 15 seconds longer

#

add a key behind it

#

hey guys you probably get thus question a lot, but Ive got my custom animation, but Im not sure how to add it to my unity model

#

you mean triggering it by emote?

#

well I have the asset in unity, but yea I need to replace the default emote

#

go to your vrcsdk/examples/sample assets/Animation folder

#

copy CustomOverrideEmpty to your asset folder (or just move it)

#

then just drag your animation to one of the emote

#

after that drag the customoverride to your avatar's controller,standing /sitting animation

#

Ok I moved the custom animation to the asset folder

#

So I just take the custom emote now and?

#

ignore the animation edit part

#

Alright, thanks brother

#

np

#

@clear yew I got it to work!

#

gratz!

next shard
#

someone know how to lift skirt up with hands? iris

#

like i saw avatar where you can do that umu umu

#

i think it has something to do with dynamic collider but i can't find how ๐Ÿค”

valid spire
#

Dynamic bones?

next shard
#

yes

#

like it glues the skirt to your hand

clear yew
#

inverted colliders most likely

next shard
#

inverted colliders?

#

mhhh

clear yew
#

yes

next shard
#

can you do that in an animation

clear yew
#

do what ?

next shard
#

like activate the inverted colliders

#

on animation

clear yew
#

yes, that's how you are supposed to do it

next shard
#

ohh

#

so it is not dynamic bone colliders?

clear yew
#

yes it is

next shard
#

or if you mean the outside bound for dynamic bone collider, i already tried that

clear yew
#

but inverted

next shard
#

i mean the inside bound

#

i can't activate a dynamic bone on animation, i tried

#

xD

#

if the skirt isn't inside the dynamic bone, it just goes toward it weirdly

clear yew
#

put it on a empty game object and activate the empty game object instead

next shard
#

ohhh

#

i havent thought of that

valid spire
#

I've got a question regarding lip sync. I heard that jaw flap bone doesn't really work well so i tried jaw flap blend shape, but it barely moves when i speak and i have to be quite loud to move it just a bit. Any ideas what i do wrong?

next shard
#

did you lip sync in blender first?

#

with cat plugin

#

and then in unity you use viseme

#

also the dynamic bone thing is still activated even if i desactivate the gameobject eh

valid spire
#

its not a real mouth, so i just need a open and close for my lip sync. Shouldn't jaw flap blend shape suffice for that?

next shard
#

ahh well i only just use mmd avatars so idk if it is original work xD

valid spire
#

do you know if bones affect blend shapes?

night crescent
#

So if you're doing colliders + dynamic bone colliders, you can't put the dynamic bone colliders on anything lower in the heirarchy with dynamic bones right? because it freezes anything below it in play mode

split laurel
#

Is it possible to set up 2 different animations for the same gesture on each hand?

clear yew
#

nope

stark galleon
#

Yes you can

#

i did it myself on one hand i hold a guitar pick and on the other i putted the hand in a position to touch the notes on a guitar

#

there are both on rock and roll gesture

spring nova
#

yes but can you do only the guitar without the pick? Or only the pick but without the guitar?

#

There is sort of a way to do it with particles but it's really janky. It's using particle triggers in the same way as my first video, just putting the collider on a finger so it curls in to touch the particle

wraith owl
#

I'm using muscle animation editor plugin, how would I rotate a joint (a finger in my case) with the plugin? Would I have to do that the conventional way or is there a feature I'm not seeing?

clear yew
#

you need to be in record mode

wraith owl
#

(Nevermind, figured it out. pressed on the visible joint farthest away from the tip of the finger and increase/decrease spread) Oh, I realize my wording could be confused with that problem. I can stretch a joint with the sliders just fine. It's only that i'd like to rotate it sideways, because some of the fingers are misaligned for the animation i'm intending (the 'ok hand').

wraith owl
#

Ran into another problem. When I switch to a different hand gesture after using my custom ones, it takes ~3 seconds to get there! It goes into slow motion, basically. I've had this with other gestures such as a marker. What is the reason behind this and how would I fix it?

icy crow
#

are your animations only on frames 0:00 and 0:01?

wraith owl
#

I actually don't know, let me check.

icy crow
#

for gestures they should be

#

both of those frames should be identical

wraith owl
#

It's only on frame 0:00, should I clone everything to 0:01?

icy crow
#

yeah

wraith owl
#

Thanks for the help, should hopefully work now iris

worldly sable
#

Can someone help me with animations? Im tyring to make my character charge up a kamehameha and turn SSB with aura, if anyone knows how to do this please help

dawn cypress
#

yo im in unity and i swere there used to be a sitting emote in the animation controll overide but where is it

#

/ what is it called if you know Pm me it personaly thanks

slim sparrow
#

It has never been there

#

You need a separate override controller for the sitting

dawn cypress
#

Thats a shame

slim sparrow
#

Override the idle slot

#

They don't give us any animations except a somewhat working idle pose

dawn cypress
#

o wait YA THATS RIGHT

#

its in Avatar descripter

#

Derr

#

hahaha i was looking for it cause i swere i used to change it al lthe time

slim sparrow
#

Yeah, you can change the idle sit

dawn cypress
#

Rokk if your still there where is the base animation located for sitting

clear yew
#

idle ?

dawn cypress
#

Realy?

#

it dosent to anythign when i select that for preview

slim sparrow
#

There is no example/sample animation for anything in the SDK

#

Only for standing idle, and even that isn't the same one, it has a weird value for rotations

#

All the ingame animations are licensed

#

You have to make your own sitting animation from scratch or by grabbing one from Mixamo

#

I've had a lot of success grabbing one from Mixamo

fierce bane
#

@worldly sable basically you want an empty game object that is disabled by default, and an animation that enables it for the 0:00 and 0:01 frames.
Under the empty game object place your particle systems. The easiest way to time them is using start delays.

#

the animation being set in one of your gesture overrides of course

worldly sable
#

oh ok thank you

worldly sable
#

I got an animation problem, the first picture is how it looks in game and the second one will be how it should look like

worldly sable
fierce bane
#

did you delete those after linking them? can't open original because they no longer exist apparently

worldly sable
#

my brother went and did it as a troll hold up

#

why isn't the first one appearing? copied the direct link

fierce bane
#

if you post two links in one message it picks one to embed into the discord message, the link still works fine

worldly sable
#

oh ok

fierce bane
#

I'd check the setup for the particle effect, what you currently have selected is just the aura's texture itself in image 2. If you downloaded this from somewhere, check the instructions or comments for anything special you may have to do

worldly sable
#

everything there came in with the file

#

when i imported the model

#

and what should i be looking for in the particles?

fierce bane
#

it looks like the texture you have selected isn't being applied to the effect. It could be it's not applied to the material, or the particle isn't using the right material and is just colored blue

fluid lion
#

Hey guys. just a quick question if anybody can help me out with it. if i have a walking animtaion is there a way to make it so that it's only active when i have a gesture on like fist. i tried adding the animation to the override then to the avatar but it's not playing it

worldly sable
#

I looked and one particle has bilinear and the other doesn't have a filter could that be the reason why?

#

theres the picture of the aura material

#

so what should i do?

silk portal
#

Hey, hoping to get some advice on preventing a character's feet from clipping through the floor.

#

The Floor constraint is a bit of a mystery for me, and last time I tried it, it seemed to work inconsistently.

#

Not sure if I was using it correctly.

fluid lion
#

toggle

frozen swift
#

im using a gesture override, but i only want it to work for 1 hand, any idea's?

slim sparrow
#

Not possible unless the gesture override is only a finger pose @frozen swift

frozen swift
#

even a custom finger pose?

slim sparrow
#

You can have separate finger poses per hand, just pose both hands in the animation the way you want them

#

I have world mesh particles that disappear when looked at from certain angles. What could be the cause?

#

They're subemitters but that should not matter

hollow perch
#

Is it a one sided mesh? Have you tried it with a double sided shader

#

If you use a mesh it won't billbord by default (face the camera automatically)

sharp pebble
#

If I'm using Legacy Animations to control additional effects on my avatar, do I need to create an animation for the "default" state to revert to? The Unity preview doesn't revert when toggling the component. (Specifically I'm doing this in an inventory system, not normal gestures.)

slim sparrow
#

No, it'll revert once the animation is turned off

sharp pebble
#

Thank you!

fossil verge
#

does anyone know how to enable foot ik for anims?

#

i've been looking but i cant find any answers

clear yew
#

protip : use empty gameobject with an animator with your props inside if you are a good boy/girl and are at 20k polys

karmic meadow
#

im not sure why i have this

obsidian vigil
#

@karmic meadow you may have imported something with script errors

#

/ something broke another import

karmic meadow
#

this error seems to happen when i import dynamic bones

#

anyone else had this or know how to solve it?

#

nm i managed to get it working

ashen sedge
fossil verge
#

my bad

ashen sedge
#

No worries

fossil verge
#

still stupid that they did that garbage. what a waste

ashen sedge
#

In my personal opinion it was for the better. Forces people to optimize their MMD models instead. โ˜บ

fossil verge
#

true

#

it was more for the animation part, i have no problem using blender

#

when i baked the animation into the model, it already had jiggle physics for the dress

#

but oh well. i'll just take a detour

ashen sedge
#

Good luck

fiery lark
#

so im trying to fix my tpose but it wont stay

fossil verge
#

@fiery lark on what?

fiery lark
#

nvm i got it to fix

sterile vigil
#

Hi, I'm trying to add a facial expression to my avatar. I've already done a gesture override for Fist and that would summon a sword to my hand. As such I have a separate duplicate of the Avatar in the same Unity file, but hidden.

If I wanted to add a facial expression, do I need to make yet another duplicate model? Or can I continue to use the one for equipping the sword?

spring nova
sterile vigil
#

Im still kinda new to this, but thank you

#

Can I please DM you if I have more questions?

spring nova
#

Here is fine, and maybe you have a question I can't ask, someone else can help

sterile vigil
#

Thanks, the drop down menu worked. Time to figure out what blend shapes do what

#

If I just add the blend shapes to wink to this Animation file (I guess you would call it that), would I still be able to make a peace sign?

#

Or nah it overrides it and I'd need to add finger stretch animators to the wink and smile things too

slim sparrow
#

I usually make a new duplicate but that's preference

#

@sterile vigil nope, you also need to add the finger stretch

#

Muscle Animation Editor makes this a lot easier

sterile vigil
#

Can I duplicate the peace sign gesture does that exist somewhere

#

can I be lazy

slim sparrow
#

I don't think it exists anywhere.

#

You can make it once and then keep local copies.

spring nova
#

yeah, you can. Put the override animator on your duplicate, then in that same dropdown you'll see all the default animations. You can then copy the keyframes, put your duplicate animator back on, and paste the keyframes

slim sparrow
#

Muscle Animation Editor turns it into a 10 second job. Just set stretch and spread to -1 on all fingers, but set index finger and middle finger to stretch out almost entirely

#

Oh, are you sure the default gestures are supplied in the SDK?

#

Because none of the other animations are

spring nova
#

yep

sterile vigil
#

Guess it updated?

slim sparrow
#

You can also go to VRCSDK/Example Assets/Animation

#

And then expand one of the things there, might be male standing

sterile vigil
#

I'll try and find it now, thanks

#

I assume it's called "victory", right?

spring nova
#

that's peace sign yeah

sterile vigil
#

oh god why's there other stuff

#

Whats all this

slim sparrow
#

Yeah, that's exactly what I mean

sterile vigil
#

Why is it necessary

slim sparrow
#

The animations in the SDK are not usable

#

I mean those

spring nova
#

uhh yes they are

slim sparrow
#

You might have the wrong ones

spring nova
#

copy the entire thing

slim sparrow
#

Whoops

#

You sure the fingers are posed correctly?

sterile vigil
#

Copy all the keyframes?

slim sparrow
#

You can probably delete the properties you don't need

#

VRChat gives you placeholders for all the ingame animations so you can fill the override controller

spring nova
#

if you click the node at the very very top, it selects the entire column

slim sparrow
#

I spoke too soon lol

#

My bad

sterile vigil
#

And make a new animation using those right?

spring nova
#

copy both columns, paste in new animation

sterile vigil
#

I add the animation to the hidden duplicate though, right??

spring nova
#

yes

slim sparrow
#

I wouldn't hide the duplicate, just hide the original temporarily

#

While you're working on it

spring nova
#

yeah if you have to pose fingers and stuff

slim sparrow
#

The default finger pose for victory looks weird to me

#

It usually has this weird gap next to the index finger

sterile vigil
#

uuuuuhhh

#

It just kinda makes you stand up straight, but the hand isnt posed at all what

slim sparrow
#

Yeah, that's a placeholder animation. They're all like that.

#

I'm not sure which one Phasedragon is referring to, but the ones in "Male Stand" are not usable

#

Maybe there are others

sterile vigil
#

maybe someone would be kind enough to supply us with a google drive of usable hand animations

slim sparrow
#

@spring nova can you triple check? I'm 99% sure that none of the animations in the example SDK are usable, other than the sample idle/walk in SimpleAvatarController, which is standard unity anyway.

#

They're all weirdly posed idle sample animations, looking slightly off to the side

#

I don't have any usable hand animations because I make them on the fly, it always differs per model

spring nova
#

I've done it before, let me check

slim sparrow
#

You mean the ones that Unity gives you in CustomOverridesEmpty, right?

spring nova
#

should be

slim sparrow
#

I'm looking at those right now

#

None of them are hand posed in any way

#

I think you are misremembering

#

Or maybe you got another package from a site like the one we can't mention here

sterile vigil
#

oh that one

#

the-site-that-shall-not-be-named

spring nova
#

I don't get anything from there, but give me a min to look where it was, because it was definitely in the sdk

slim sparrow
#

Yeah, that one site has a few, just no handopen

sterile vigil
#

Thank's for helping me along guys

brisk rain
#

So, i vant to make a crossbow that shoots a bolt, and i vant to bolt to stay.
i know how to do that.

But i vant to be abel to shoot at another place, and have another bolt fly in that direction, while the first is still active.

How do i make the particle emmiter activate only when i do an animation?

slim sparrow
#

@brisk rain have the particle system always active. Enable the emission module in a gesture.

#

Unfortunately, it will be quite difficult to make sure it can only fire once.

#

What I found out recently

#

You can make a particle that spawns a subemitter on birth. Have this subemitter be your crossbow bolt particle system, with Burst emission at 0:00, so it fires one bolt on every activation.

#

Let's call the parent particle the "Trigger particle", and the subemitter the "Real particle"

#

Now, once the subemitter is set up, unparent the Real particle from the Trigger particle.

#

Make sure the Trigger particle has 0 speed, shape and renderer modules disabled. Short lifetime is also a good idea

#

Disable the Emission module on the Real Particle, but make sure it still has a burst configured.

#

Have the Trigger particle be disabled by default.

#

Now every time you activate the Trigger particle system, it will spawn one particle from the Real particle system.

#

No matter how long you hold it

#

I should prefab this

sterile vigil
#

mm dats some good ancient texts right there

#

I understand all those words separately

slim sparrow
#

These texts are exactly one day old since I found it out yesterday

#

And yeah, I need to prefab this so people can understand better.

#

And maybe record it in action.

spring nova
#

you can do some pretty cool stuff with moving subemitters to a different parent

slim sparrow
#

What else could you do with that?

#

I was thinking of improving my knives system a little using the knowledge I learned

spring nova
#

mostly categorization, but also animations that are able to affect things outside their hierarchy

slim sparrow
#

Hmm

#

Animations outside of their own hierarchy sounds interesting

#

But isn't that just to emit particles and stuff?

spring nova
#

Yeah, but once you have a particle you can do stuff with it

sterile vigil
#

Oh!

#

I found a link to template gestures!

spring nova
#

have it local simulation and no speed, now you can use it as a platform for launching other particles

sterile vigil
#

Hallelujah!

#

please work please work

#

eh lets do it tomorrow, my head hurts now

clear yew
#

Hey, forgive me if I'm in the wrong section but I want to learn how to make animations like floppiii and stuff. Would anyone know where I should go to learn ?

spring nova
clear yew
#

Thank you !

#

:)

#

Also, so let's say I have a sword. Can I make the sword emit a fire effect ?

torpid light
#

change the shape to mesh instead of cone or whatever the default is

clear yew
#

Ty

fierce bane
#

side note, if you want particles to come out from something you can also use a long thin cone shape with angle set to 0 (making it a cylinder) and have it "emit from volume" instead of from base.
Emit from volume is exactly what it sounds like, they spawn anywhere within the volume.

#

Useful in the case of a single material sword if you only want the emission to be from the blade, or hilt or whatever.
Spherize direction can also be used to make it flow in more than a single direction

snow rover
#

Uhm..Guys, does anyone know how to give a shaking screen effect to others during an animation ?

spring nova
#

You don't

devout igloo
#

Is there a place I can get the default hand animations so I can add my shapekey animations to the already existing ones and keep the finger gestures alongside the facial animations?

slim sparrow
#

No

devout igloo
#

Really? Gotta make it myself ๐Ÿค”

slim sparrow
#

Yes. Muscle Animation Editor makes this a 10 second job.

#

A worthy investment, IMO.

#

The alternative is making each hand gesture yourself, by hand with the animator properties. Then once you've made it, you can save it somewhere for later.

#

And just copy it every time.

#

I'm having an issue with my particle systems

#

I'm spawning mesh particles into the world

#

But when the particle system on my hand is out of view, the particles disappear too.

#

Any way to fix that?

#

Tbh I have never had that happen before

calm pendant
#

Hi I have avatar with animations but I do not know how to do them where clicked?

floral mist
night crescent
#

there's a quick way to fix the model's tpose thing getting messed up with the animator right? forgot how to do that

spring nova
#

Ohh I just remembered what model I copied the hand gesture for, I'll take a look at it when I get off work

slim sparrow
#

@night crescent alt+click to expand the whole armature

#

Select all bones

#

Go to the transform component in the inspector, click the gear icon, and revert to prefab

#

Make sure you avoid selecting any objects or stuff outside the armature

calm pendant
#

Hi I have avatar with animations but I do not know how to do them where clicked?

clear yew
#

@calm pendant Your animations are triggered either by doing a certain hand gesture in VR (or Shift+F1, Shift+F2, etc.) or you start them in the "emote" menu, accessed from the main menu

#

Hey can someone confirm the Snail Marker extension still works with the latest SDK and VRChat version ?

slim sparrow
#

@clear yew it works

#

I actually used it today

clear yew
#

Very nice. Thanks Rokk

calm pendant
#

not work ๐Ÿ˜ฆ

clear yew
#

Hey guys, I'm trying to make a Pokemon trainer that throws a pokeball which later turns into something funny

#

I'm completely new tbh and I'm lost :(

calm pendant
#

But I do not have VR and I do not have this thing in my hands

jaunty fox
#

is there a way to make a animation texture center off from a shape?

#

would post a pic but cant here..

worldly sable
#

Learn from me @jaunty fox and use imgur, because I didnโ€™t either until Himeki told me

#

Just a future reference

paper haven
#

Does anyone know why the eyebrows clip with the face sometimes when I use 'A Laugh' shapekey for a happy expression?
I usually change the shapekey or bring the eybrows slightly forward on the mesh, but that can cause other problems

raven oyster
#

How can I copy paste an animation from a avatar to another avatar?

obsidian vigil
#

@raven oyster if they are exactly identical just copy the keys / drag the animation onto the model

raven oyster
#

ait

karmic meadow
#

anyone know if facial animations need to be on legacy loop or nah?

#

also anyone have any suggestions for best settings for dynamic bones short hair

obsidian vigil
#

@karmic meadow what do you mean by facial animations?

#

๐Ÿค”

karmic meadow
#

like emotions, smiling, shocked etc

obsidian vigil
#

on a gesture?

karmic meadow
#

yeah

obsidian vigil
#

lul no you do frame 0 and frame 1

#

thats it

#

no legacy

karmic meadow
#

oh ok

obsidian vigil
#

i only use legacy for stuff like idles

karmic meadow
#

ah

#

i use it on blinks

obsidian vigil
#

^^

karmic meadow
#

k thanks that clears a lot

obsidian vigil
#

np :3

karmic meadow
#

how come the animator drop down menu doesnt come up?

slim sparrow
#

@karmic meadow you might accidentally still have the model rigged as a Generic.

tall river
#

I'm looking for the animation tab but it's not there unlike the picture above ^

slim sparrow
#

Go to window and add it

tall river
#

Alright, thanks

tall river
#

I got the animations working but people can't seem to see them

worldly sable
#

can someone help me to get to option?

#

because i dont know how to

#

to make it look like this

olive lynx
#

@worldly sable Nice! You are doing a SSJ Aura! I have one that I made. It isn't exactly like that.......but a lot of people seem to like it haha. :p If you want, I can private message you my settings. ๐Ÿ˜ƒ I am currently working on a SSJ4 model. ๐Ÿ˜„

worldly sable
#

oh shit id like to see your model

frozen swift
#

can i use a trigger, to trigger an animation to play for 1/10 of it time?
(trying to make a collectable system, where a crystal grows each time)

spring nova
#

Do you mean a vrc trigger, like for worlds? Or a gesture for avatars

frozen swift
#

worlds*

spring nova
#

I would probably go with 10 separate animations, have an integer and they only transition to the next one if the integer is greater than a certain value. And have the trigger just add to that integer

slim sparrow
#

Yeah, that would be best

spring nova
#

It's a bit messy, but it's the easiest way to do it right now. If we were able to add to floats, we could do a blend shape, but unfortunately we can't and blend shapes don't work with ints

slim sparrow
#

I don't think you can stack animations

polar flare
#

is anybody willing to fix my avatar's animations: the audio for the animations are not working in game and i looked for guides on youtube and that didn't help me

normal skiff
#

I thought you could change animator properties from an animation too, which could essentially cause a state change

#

it isn't something I'm using yet though

#

I think some people use it for fire-once animation loops - at the end of the animation set the thing which triggered it back to 0 and the state machine resets for you

#

I saw a demo somewhere where when you enable a game object it disables itself again, which was probably the same trick

#

I was trying to trigger animation stuff from a video player finishing the video but found that syncing the animation state and the video's syncing were fighting too much to make it reliable

worldly drum
hollow perch
#

@normal skiff the thing you can do is pause and resume an animation. The editor for some reason doesn't let you so what you do is set Enabled on the Animation instead and then you can edit the .anim file by hand and change Animation to Behavior (that is what unity calls Animator internally I guess). There is an editor script and prefab to do this whole thing for you. Search this discord for toggle props and you will find it.

#

Changing animator properties from legacy I have never gotten to work. The whole thing seems quite glitchy. You can change properties from inside the same animator but I haven't found any use for this extra state

#

A note about the behavior enabled; this pauses the animation not resets it. That's how this works. You pause in the middle of an animation that shows a prop for example and it stays showing. The state is not synced well over the network because it is all based on time (pause vs resume) and may be wrong due to lag etc. I think the trick for this to combine this with turning off is active on the whole system regularly to reset the animator and resync.

normal skiff
#

it seems like the state machine should work, in that if you animate a property to some value and the state machine says that condition means it moves to a different state, it should move to that state.

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but hmm, toggle props .. I do that in some other way entirely

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I do use a script though, it's just one I wrote

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now that I think about it, it seems like it should be possible to do toggling of props using just an animator as well, but it might be hard

spring nova
#

I don't believe you can change parameters of an animator on an avatar.

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If you could, it would open up TONS of options

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If I'm wrong and anyone knows for a fact you can though, that'd be awesome

obtuse gale
#

How can I make a character turn invisible through animation?

icy crow
#

turn off your body mesh

quasi hinge
#

keep in mind you need an active mesh (Can have an invisible shader) in order for others to see gestures n stuff

obtuse gale
#

Like the plan was to have a bird and put a crysis hexagon effect for invisibility

wary parcel
#

Was it not said not to talk about that site here in this discord?

obtuse gale
#

sorreh'

karmic meadow
#

if i have a snippet of a song and want to play from my avatar with an animation what settings should i use?

slim sparrow
#

Remove the ONSP audio source script, set volume to 0.9. Open the 3D sound settings, set minimum distance to 2, max distance to 30.

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All the other settings will be correctly configured automatically. @karmic meadow

karmic meadow
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cheers

ivory laurel
#

Hi guys, recently i have realised, that even desktop users can use some emotes, not those like ,,Wave/Dance/Backflip'', but those like changing your face expression etc. I haven't played Vrchat for half a year so i have no idea what happened to unity options for vrchat and my question here is: how do i do that? I can handle the face changes in blender by myself, but how do i make it work in unity? (Video tutorial would be great, but if it's easy then I would be grateful for any answer :D)

slim sparrow
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Shift+F2-F8

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@ivory laurel

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They're hand gestures, added a few updates ago

ivory laurel
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;-;

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My God, so it's that easy ;-;

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Thanks anyway :D

slim sparrow
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Left shift for left hand, right shift for right hand

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Np

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Although which hand you do it with won't matter much for desktop users, since you usually can't see your hands very well anyway

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And the other animation properties are shared between left/right

ivory laurel
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That's good enough, better than nothing :D

tardy abyss
slim sparrow
#

Maybe it's eye tracking messing stuff up

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Make sure you don't have any blink or lower eyelid shape keys

tardy abyss
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Would that also explain why the jaw isn't opening? In the animation, I'm using the Humanoid animator (as it says I have to). But it's like as soon as it tries to narrow the eyes, the animation stops.

slim sparrow
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To be honest, I would suggest leaving the jaw bone unmapped in Unity

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Because gestures can't affect the "Jaw" property of the animator

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Only the fingers

tardy abyss
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But the jaw is needed for the Jawflap animation.

slim sparrow
#

If the jaw bone becomes a generic movable bone, you can move it inside gestures again

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Jaw flap looks bad

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Make a blend shape and use "Jaw Blend Shape" instead

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You can pose the jaw in Blender to be open, then use Cats "Pose to shape key"

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Then use that one shape key for the "Jaw Blend Shape" option

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It's either jaw flap, or jaw blend shape and being able to open your jaw in gestures

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The latter looks and functions better

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Same lipsync effect

tardy abyss
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Is there a non-Blender option? Because this model doesn't react well after being exported.

slim sparrow
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The non-Blender option is leaving the jaw bone unmapped and going without lipsync

tardy abyss
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Well, is there a way to (at least) disable eye blinking through the animator?

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Hello?

slim sparrow
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Be patient

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You cannot disable the builtin eye blink

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You need to make empty blend shapes for the blink, then make your own blink animation that you can disable.

limpid plover
#

Anyone have any recommended settings for dynamic tails/tendrils?

paper lantern
#

Can anyone tell me why I'm getting this error? I can't animate my things :(

slim sparrow
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@paper lantern the error message is fairly descriptive already.

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What this means is that the "Wing3_3_R" bone is already mapped somewhere in your rig configuration. Unmap it.

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Humanoid rigs need to use the humanoid animator properties for all of their movements. Such as leg stretch rather than directly rotating the leg bones.

uneven acorn
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I put my avatar into vrchat after adding some gestures and the body is bouncing side to side, how do I fix this

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I have all the axis on unity at 0 so I dont know what is causing this

paper lantern
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As it turns out, it was because I had dynamic bones on the bones. @slim sparrow . Removing them first,animating them then readding dynamic bones fixed them

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ยฏ_(ใƒ„)_/ยฏ

frozen swift
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animators affect my character in editor, but not ingame? any idea's?

hollow perch
#

the way you phrase your question makes me wonder if you tried changing the animator on your main character (the one with the vrc avatar controller on it). Vrchat overwrites it with their own controller ingame (the same one included in the SDK). This is why you have to use an Override Controller to override the gestures and emotes, and you are limited to the set of gestures provided by vrchat

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so basically the options are: do what you are trying to do as a standalone animation (like hand gesture) in the Override Controller; do what you want as a Legacy "Animation" (not Animator, big difference) - this works for looping stuff like wiggling ears, and only if the bones aren't part of your Humanoid Rig / IK setup; or if it's a sub-object, you can add your own Animator or Animations to the sub object and it will control that object only

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@frozen swift in reference to your question

clear yew
#

can som,eone explain me please how i can hide my name ingame with a cube or sphere

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pls

nimble ridge
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This is kinda the wrong channel

slim sparrow
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@frozen swift you can't use your own animators ingame, only on generic rigs

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And even those are very limited

next shard
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so how do i make a particle system have a good trail system for a lightsaber?

next shard
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no one knows? xD

reef mason
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If I wanted a animation file from another avatar, say one is a Blend file and the other is imported as a FBX, Is there a way where I can still use the animation files where the character/avatar won't break on me? Because I'm using a SimpleAvatarController for a Idle animation and then will use it for the CustomOverride.

tepid mango
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the cut in the animation is just the video restarting, the animation itself doesn't do that

reef mason
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That is underneath a Blend file with all it's animation files placed in the generic avatar. I want it to work with the avatar that I rigged in Blender Which is the FBX file, but for some reason, it just tends to break the model and places it in the ground like a CustomOverride animation, which I don't want the character/avatar to do when using this idle animation.

stark galleon
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Does someone knows how to break the animation time limit for mmd dance the maximum on an emote i can get seems to be 1m20seconds at best and i need 2 minutes

clear yew
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How do you get effects like muzzle flashes and sparks?

hollow perch
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@stark galleon you can use a gesture instead of an emote to hide your mesh renderer and show a new object with a long animation in the same place. This object will stay there as long as you hold the gesture

clear yew
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@hollow perch do you know how effects like mussle flashes or sparks?

hollow perch
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I've never done it, but for flashes or sparks you can use a particle system and set emission to 0 and turn emission on from the animation that fires it.

clear yew
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Can this all happen in Unity

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@hollow perch

balmy crest
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im trying to make it so when i press shift+f4 it equips my gun but idk how to someone pls help ๐Ÿ˜„

karmic meadow
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is there a way to make dynamic bones follow gravity like a piece of cloth or no?

spring nova
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yeah, just use force instead of gravity

karmic meadow
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anyone know how to join two animations from mixamo because when i do the avatar just goes crazy

karmic meadow
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is the max emote duration 20seconds?

slim sparrow
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Nope

clear yew
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no

zinc robin
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Is it possible and what is the best way to use visemes and custom animations, like smiling and blinking, at the same time? Because my visemes suddenly became invisible, when i talk.

slim sparrow
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You can't touch any of the visemes in animations @zinc robin

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Otherwise they will no longer work

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You can stop your blinking animation by generating eye tracking without blinking in Cats Blender Tool, then making a custom blink animation.

zinc robin
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i created a blinking animation and smile animation based on the visemes and that simple action just broke all of them? also i was playing with them to know how they work.

slim sparrow
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If you touch any of the vrc.v_ viseme shape keys in an animation, they break even if you're not using the animation at that moment.

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Same for blinking. You need to make a custom blink if you want to enable/disable it at will.

viral yarrow
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Hello, I need some help with custom animation with humanoids. I animate most of my generic avatars in unity, however, I would like for once to make a custom animation for my humanoid avatar, as the default one doesn't really look good with my avatar. The problem is, whenever I try to make an anim with the avatar, it gets in a weird position (see below) and a message says that [bone that I included in the animation] is already used for the humanoid animations https://cdn.discordapp.com/attachments/478221475959013406/478242131299926028/unknown.png

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help?

karmic meadow
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I think that's normal

viral yarrow
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it's not actually

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even when I exit the animator, my character stays in this pose

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which is annoying, because then I have to manually put it back in T pose

slim sparrow
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@viral yarrow that is why you should animate on a duplicate.

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You can fix it by alt-clicking the armature to expand everything, selecting all the bones

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And in the transform component, go to the gear icon and press Revert to Prefab

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You are generally expected to create animations on a duplicate of your avatar, you throw away the duplicate once the animation is done.

viral yarrow
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oh okay, didn't know that.

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Anyways, is there a solution for this?

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my only idea would be to make the duplicate a generic avatar, as the problem only seems to occur with a humanoid object

slim sparrow
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Ohh, I missed your second problem

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The thing is, when rigged as humanoid, you cannot move the bones directly like with generics @viral yarrow

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Instead of moving the legs, you need to use the Animator properties like Lower Leg Stretch, etc.

#

Get Muscle Animation Editor to make stuff easier.

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Or make the animation in Blender beforehand and import it with the model.

viral yarrow
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Oh alright, thanks

slim sparrow
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If you do that and animate on a duplicate, everything should go fine

viral yarrow
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which one is easier in your opinion? (blender or unity?)

slim sparrow
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That's personal preference. I would say that Blender is more suited to full-on animation work.

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But for simple poses, Unity works well.

#

Unity isn't really made for making animations from scratch

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You'll run into all sorts of issues like root transform

viral yarrow
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huh, ok

hollow perch
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I'm trying to make my own blinking animation to run along my avatar so I can turn it on/off and have more control. Has anyone done this? Is there any way to randomize the timing between blinks?

slim sparrow
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Yes

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Well, I have done it plenty of times

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There is no good way to randomize the time between blinks. But you can make the blink animation as long as you want.

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For example, you could make a two-minute blinking animation with enough variation between blinks to look entirely random. @hollow perch

hollow perch
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Ah trur there is no timr limit

slim sparrow
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The one thing though, if you turn the blink off at the wrong time, it "pauses" at that point, which can look weird on your gestures. You can prevent this by making another legacy animation on your Body mesh, which turns the blink shape keys to 0 when activated.

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You cannot directly manipulate these shape keys in your gestures, because that will break blinking entirely

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I have a blinking animation of roughly 16 seconds that I reuse on all of my avatars

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It just blinks once every 4 seconds, and at the last blink, it blinks twice

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And there's a bit of shape key blending in-between the blinks so the eyelids have some idle movement to them

hollow perch
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Ah cool suggestions

grave otter
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I am trying to create a particle system that uses meshes
but only some meshes show while the mesh I want to use doesn't show
its just invisible

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and I am getting this error:
Particle system meshes will only work with exactly one (1) sub mesh
UnityEditor.DockArea:OnGUI()

slim sparrow
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@grave otter your mesh has multiple materials

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Mesh particles can only have one material.

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Open the mesh in Blender, and go see what's up. If it's two materials that share a texture, just assign them to the same material. If it's multiple different textures, texture atlas it.

grave otter
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Alright, I will try that

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thanks

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@slim sparrow sadly still invisible

slim sparrow
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With the same error?

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It might just be really, really small. Set the start size to 100. @grave otter

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Make sure the mesh really has only one material slot in Unity

grave otter
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thats the case

slim sparrow
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Expand materials

grave otter
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oh

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it was really small

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:>

slim sparrow
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Yeah

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You can fix that actually, if you really want to

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You can either export the mesh as an obj, or you can tick "!!EXPERIMENTAL!! Apply Transforms" in the FBX export settings

grave otter
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ITs fine :)

slim sparrow
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Cool

grave otter
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thanks

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just gotta fix rotation now

slim sparrow
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If you need collision it might be really big, in which case you need to set the import scale of the mesh to like 100 in your assets

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World-space mesh particles cannot rotate without a special shader.

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They are always in a fixed rotation relative to the world

grave otter
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"special shader" you say?

slim sparrow
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ArrowTravel

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Aligns mesh particles to their velocity

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Probably needs custom vertex streams such as Center and Velocity in the particle system's renderer module.

grave otter
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Aye

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I will see what I can do with that

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thanks bud

grave otter
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Hm, I have to add an alpha cutoff to the shader manually :P

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having a hard time

slim sparrow
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That's doable

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Somewhere near the end, add a clip() call based on the alpha

grave otter
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never worked with shader coding

slim sparrow
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Check out CubedParadox's Flat Lit Toon or Noenoe Toon Opaque for examples

arctic ivy
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Hey. I'm only new to Unity and stuff like that and was trying to create a model but whenever I try to add animations to use weapons the model just curls up a bit and sits in the ground. Is this normal or have I done something wrong? https://imgur.com/a/XL0vkyF

spring nova
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That's normal, it's why you create your animations on a duplicate so that you don't mess up your main model

arctic ivy
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I've done that but can't seem to not make it sit like that. Sometimes it glitches and stays there even when I cancel the animation.

spring nova
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oh you're making emotes?

arctic ivy
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Yeah

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I've learned about this much in a day and have no idea what I'm doing lol

spring nova
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If you're only adding small changes like enabling an object or changing fingers, use a gesture. If you're doing emotes, the animation has to control the whole body

arctic ivy
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oh ok I understand now. So if I wanted to add weapons would I do that in animations or what would I use?

spring nova
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You'd do it in animations, same place you're already working on. The difference is where you plug it in to the customoverride

slim sparrow
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If you're making emotes, you need to make a full body animation

#

Muscle animation editor is your friend here

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Raise the Root Transform Y so it's out of the ground, stretch the legs and move them back so you're standing

spring nova
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Emote1,2,3, etc are full body, uninterruptible animations. Gestures, like fingerpoint, rocknroll, victory, thumbsup, and fist are just for the hands and only active when you hold the button down

slim sparrow
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Pose arms as desired

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But I see you really want a gesture and not an emote if you're in VR

arctic ivy
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ok. That's alot to take in. I'll try that

spring nova
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Both of them need to be identical otherwise it will constantly flip back and forth between the two

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gesture, I mean

arctic ivy
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When I do that the character just freezes in place

spring nova
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Yeah that's emotes

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Emotes freeze you in place and play the animation

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Gestures can be done while walking around and don't stop you

arctic ivy
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Oh ok tnx

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oh I get it now. Thanks for the help guys ๐Ÿ˜ƒ

viral yarrow
#

Hello I seem to have a problem with a humanoid avatar with custom animations, I successfully impoted an fbx with animations for the idle and walk, then put them in the override and put the override in the custom standing anim, except that ingame my avatar seems to be stuck on the first frame of the animation (ex : walk cycle, my avatar stays with 1 leg in the air)

prisma trout
#

guys, is there a way to add in a video into your avatar

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like it pops up behind you and plays

hearty sorrel
#

no

slim sparrow
#

Yes, but only with spritesheets. Try the flipbook shader

frozen swift
#

i have a gun
active = point
deactivate = fist
but some reason when i de-clench my fist, the gun comes back?

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i could go through all of my animations to set the gun not active, but i dont want to do this?

spring nova
#

my best guess is your gesture animations are too long. The keyframes for them need to be at 0:00 and 0:01, nothing more nothing less

frozen swift
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just one frame ๐Ÿ˜ฆ i also have the snail tool attached, but it also re-appears when i un-clench my fist

spring nova
#

Are they set to active on your avatar on default?

clear yew
#

are you sure you uploaded with those game objects disabled?

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ye what phase said

frozen swift
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@spring nova yes

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il try that ๐Ÿ˜ƒ

clear yew
#

then you don't even need a deactivating gesture ... it will only be on when you point

frozen swift
#

ah cool!

clear yew
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just enable it on point, nothing else, have it disabled by default when you upload

frozen swift
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i thought i would of needed to de-active it, or it would always be there after it appears, il test it out thanks ๐Ÿ˜ƒ

clear yew
#

toggles are a bit more advanced

frozen swift
#

1 day il learn ^^

clear yew
#

if you just want it to show when doing a gesture, just turning it on will be enough

#

if the default state is off

frozen swift
#

iv done a toggle for a door open/close, i guess it will be similar using the animator panel?

clear yew
#

it's trickier and buggier, search this discord for toggle props

frozen swift
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ty ๐Ÿ˜ƒ

frozen swift
#

ohh, thats a toggle off/on with the same emote, i was wanting one emote on, and one emote off :/

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i wonder if you could run webcam feed on your avatars face ๐Ÿ˜›

regal hollow
#

For the webcam thing not possible atm.

#

You can have the prop toggling set to 1 gesture for on and another for off, but you would need to edit the animator yourself

frozen swift
#

how do i upload small avatars? it says its under 20cm

regal hollow
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There is a size limit

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Your model is too small