#animation

1 messages · Page 83 of 1

frozen swift
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i see people with small avatars, how do i bipass this?

regal hollow
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Bypassing is against the rules, so I don't think anyone here will tell you

frozen swift
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ahh ok np

slim sparrow
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Besides, you don't want to bypass that

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If you get smaller than that, the clipping plane of the camera is so close by that you cannot see your menu and you won't be able to switch out

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@frozen swift

lethal sonnet
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Can wrists/hand bones be animated on gesture overrides?

rapid cypress
obsidian vigil
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@rapid cypress is that manually animated?

rapid cypress
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aye

obsidian vigil
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holy shit

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nice job!

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it looks very realistic

rapid cypress
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Thank you! it's been a lot of work

obsidian vigil
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actually kinda reminds me of the animations from animal crossing

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i feel like ive seen that before =w=

rapid cypress
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hehehe

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i practiced a lot in the mirror with it

fierce bane
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@slim sparrow Just a note: "will be unable to switch out" isn't actually true, you can press Control+\ to switch into a default robo-avatar locally (no one else sees it) and it will stay that way until you go into the menu to change it.
The old hotkey was apparently Ctrl+A instead, but was changed at some point (probably because it's really easy to accidentally hit that if you're moving and miss the shift key)
They really need to update their docs though, it's not listed under controls anywhere.

obsidian vigil
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that is fucking awesome to know

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because i often experience glitches on newly uploaded avatars which force me to restart my game entirely

clear yew
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anybody know how to make an effect thats like it makes the colors go black and white and the screen shakes

obsidian vigil
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@clear yew Shaders

clear yew
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what type?

obsidian vigil
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theres a shader that makes everything black and white

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for the shaking

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no idea

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ive been searching for one myself

clear yew
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i saw it on a few avatars and i'd like to play it with a cool song i found but..

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i legit have no idea what it is xD

slim sparrow
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@lethal sonnet technically yes, but the IK system might override it.

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You can move hand bones in gestures due to the simplicity of the avatar masking

clear yew
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@upper parrot try binding it to emote

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Or make a second avatar ,drag animation into it and make it inactive. Then hide ur main avatar and unhide the second avatar when you trigger a gesture.

slim sparrow
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@upper parrot you need to put it on an emote or a sub model as the person above me said

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Hand gestures can only affect your hands

clear yew
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Am I able to put my main Body into a toggleprop? So that I can toggle off my main body and replace it with my secondary body?

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How do i even set that up

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toggle off/on in 1 emote

hollow perch
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@clear yew yes I've done it before. You don't need the body to be directly inside the avatar. If you also want the same animation to control bones you can put Body inside Armature/Hips

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Then armature gets the pulsegate

clear yew
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ive done it with a gesture

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but i wanna do it with a toggle prop

hollow perch
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Also they have to share the same armature. Cats plugin can do this

clear yew
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because i also want it to enable other empty gameobjects when i swap bodies

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oh

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im not using separate actual bodies

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it's the same body

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just different

hollow perch
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But two separate objects with their own skeleton?

slim sparrow
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You could achieve that with stencils if you can't get it to work any other way

clear yew
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1 armature

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all you do is disable/enable the body mesh render

slim sparrow
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@hollow perch it's just the Body mesh, except twice

hollow perch
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Ah stencils is a solid choice too but stencils draw both objects.

clear yew
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cant use stencil on multi material meshes

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tried it

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doesnt work

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it glitches out

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my materials get changed to random things

hollow perch
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You can. I've done it. But you have to be very careful about render order. I may have actually put each material into its own render queue by duplicating the shader a ton

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Anyway let's see if we can get it to work with toggle props since that was the question

clear yew
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i just want to use toggle prop to disable/enable render meshes on 1 emote

hollow perch
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So to start with you want your avatar to have Bosy and Body.001. This is what you will get if you use cats to marge armatures and you separate into two meshes

clear yew
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no

hollow perch
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How is it set up in your case?

clear yew
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Unity

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Duplicated body mesh

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1 armature

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materials and shaders are different

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it works

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i just need to get it working using toggle prop on 1 emote

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everything else is irrelevant

hollow perch
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Oh you don't even need a duplicate body then. You can change material reference directly in an animation

clear yew
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the objective is toggle prop

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nope

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it doesnt work

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ive tried that

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my materials get changed during the animation

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to the wrong ones

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in the wrong spots

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i just want to do a toggle prop body swap

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i am not going to do a material change because it doesnt work

hollow perch
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Ok so you don't use your main body and you put a body under a pulseOut ?

clear yew
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.....

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toggle prop.... 1 emote... disables the orignal body object mesh.... enables the new body object mesh

hollow perch
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Duplicate the body mesh and disable one enable the other from the pulse out animation

slim sparrow
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Stencils do work though

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You don't change your materials in an animation

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You just enable a box with a stencil on it

clear yew
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yes they work on 1 material models

slim sparrow
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They work on any number of materials

clear yew
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no it doesnt

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ive tried it

slim sparrow
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Ok fine, I guess all those stencils I made are actually fake.

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¯_(ツ)_/¯

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I'm not talking about material swapping

clear yew
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it works if i duplicate the shaders

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and give each material its own shader

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yea that works

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im not gonna do that tho

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anyways

slim sparrow
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I made an avatar a month ago that's two separate meshes merged into one. 4 materials total

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I toggle a box with stencils on it to switch between the two

clear yew
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toggle prop.... 1 emote... disables the orignal body object mesh.... enables the new body object mesh

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i dont want any alternative methods

slim sparrow
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I don't think this is possible with toggle props

clear yew
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i just want that 1

slim sparrow
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Alternative methods are all you have

hollow perch
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Ok can you explain which object had the pulse gate animation when you used toggle props to swap materials

slim sparrow
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Toggle props requires you to freeze the animator of the mesh's parent object

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Since that is your avatar itself, you can't do that

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Stencils are the best option

hollow perch
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No it's the body mesh

clear yew
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so gestures are the only option then

hollow perch
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And you don't need the avatar body to be directly under avatar

slim sparrow
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@hollow perch the parent of your mesh isn't body

clear yew
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i can do it with 1 gesture

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why cant i do it with 1 emote

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?

slim sparrow
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Because that requires pulse gates

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You could do it if we had our own animators

hollow perch
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Yes

slim sparrow
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But we don't

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Unfortunately

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Stencils work perfectly well for what you want to accomplish

hollow perch
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Avatar -> pulsegate -> pulseout -> body

slim sparrow
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I've done it so many times

clear yew
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however i need it for conditional based animations as well

hollow perch
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Just because the prefab has no pulse gate doesn't mean you have to leave it like that

clear yew
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so i have to freeze a empty game object on

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with the emote

hollow perch
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What's wrong with my proposed setup

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And you duplicate body so one is the on object and one is the off

gaunt fractal
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hey, I'm making a rotating animation, but at the start it like speeds up and at the end slows down. As a windup and windown. How would i make the speed consistant ?

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So it also is able to loop on it's own otherwise it looks wierd, like it starts and stops

slim sparrow
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@gaunt fractal go to Curves

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Then set all tangents to linear

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Just right-click the keyframes in there

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You'll see that the line is smoothed out until you set it to linear, then it should be perfectly straight

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I don't know if you can put meshes that far down into objects @hollow perch

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But now that I think about it, it makes sense. It will break the prefab instance, though.

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Just make a toggle props setup then, that should actually work

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Since the mesh has the root bone as reference object

hollow perch
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To avoid breaking prefab just uncheck the original body and duplicate it

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Make sure to edit the avatar descriptor viseme reference

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If you want visemes and eye tracking to work for both they should share a single face mesh and you use material reference instead. A lot of mmd avatars have same TDA face but different eyes. I put the colored part of the eyeballs together with the avatars actually because those rotate using bones not shape keys

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So i can change eye color but not lose eye tracking or visemes

gaunt fractal
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ah ok ty

slim sparrow
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I don't know if you can still have eye tracking with a disabled Body mesh

hollow perch
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Ya in my case I leave body to be only the face or you can make it actually a blank mesh with just the vrc eyelid blink stuff but enabled

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And Body.001 has the real avatar and 002 etc if you want different meshes

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Because the eye tracking itself it done with bones. And you can make your own animation for blinking. The game is just stupid with checking you have a Body to move eyes

slim sparrow
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Yeah

hollow perch
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For visemes to work on all meshes they have to all be a single mesh but I think it can be anywhere in your tree if you set up the avatar descriptor correctly

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Then you swap materials or use a shape key to morph the face into the correct shape for each toggled avatar

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The same problems exist with stencils btw unless they share one face

clear yew
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I just wanna eat particles

hollow perch
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Ha, sounds fun. Let us know what they taste like

slim sparrow
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I made mine share a mesh

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I had two separate meshes each atlased individually, I joined them and applied stencils to them

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So only one material is visible at a time

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I'm sure it would look like an abomination if you shine a polygon flashlight on it in Avatar Testing.

hollow perch
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Ah I see then you have everything from one bosy mesh

slim sparrow
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Yeah

little cedar
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How do you use the IK follower script for the world particles?

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nvm I figured it out

royal summit
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Probably be better to use the rigid body set up instead and of that

red rampart
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Is there a way to make an emote that replaces the avatar with an image?

silk portal
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Something I’m rather curious about. Would it be possible to add in a fight with two characters? One being the user’s avatar and the other a non-controllable non-dynamic animated character.

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Just with being able to toggle a gun’s visibility and then activate a firing animation, I was curious if this would be possible with another character model.

hollow perch
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You just activate another unchecked model inside your avatar. You can use fixed joints in a certain way to lock it to world space (search this discord how to do this) if you don't want it to turn and move with you. Also you can put your an animator into it to follow an animation you create

silk portal
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Interesting. Does the non-controllable character need to follow the same standards as a player avatar?

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Wondering if it needs to be rigged similarly.

hollow perch
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For rigging if you want to use humanoid animations like muscles and stuff then yes for rigging. But unlike the player you are allowed to make and use your own animator controller

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Rather than needing to make an override controller and set emotes

silk portal
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@hollow perch Would animating in Blender or Unity be more practical?

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In Blender you have higher control with the characters, but in Unity, it's documented a bit better.

wise rover
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(republished just in case original was in wrong channel) so I made a rough draft of a particle effect for my avatar in which all origins are attached to the head bone through another game object. when I uploaded the avatar and tried the animation, the particles that were set to a world simulation space only went in one direction vertically regardless of the angle of my head and crouching down, the emitters stay in the air instead of following my head. what's stranger is that mirrors correctly display the particles. my locally simulated particles are just fine however. I go back into unity completely deleting the animation and I try to attach the particle systems to the head bone without the game objects being in the middle and now the particles completely disappear. I've done this with other models and sometimes this doesn't happen. how do I prevent the particles from going invisible or will the game correctly display the particles anyway?

slim sparrow
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@wise rover use fixed joints, google rigid bodies VRchat world particles

hollow perch
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Don't cross post @wise rover people do see the messages and I already replied in the other channel. Fixed joints are a good idea too yes

gloomy plume
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im having an issue, whenever i try to animate my model, if i rotate or move a bone, then rotate or move another one, the first one completely resets

slim sparrow
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@gloomy plume use the humanoid animator properties

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Don't directly move the bones

gloomy plume
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humanoid animator properties?

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sorry, im still very new to this custom animation thing

icy crow
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when you have an animator component on a humanoid avatar, you'll be able to access properties like: "Animator:Head" or something like that

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instead of just moving the bones directly

gloomy plume
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ohh i think i get it now

icy crow
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the dance animations, etc that you see on a lot of avatars use the animator properties, meaning they can be used on any humanoid avatar

slender mango
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hey guys when adding an audio source I find that the volume is very quiet on vrchat. I changed the volume in the audio source on unity and still quiet. How do i make it like a decent volume for listening?

muted prairie
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How high is your volume ?

slender mango
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i tried 0.3 and 0.9 and they are both quiet

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i put 1 and seems even quieter

muted prairie
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I've got mine using logarithmic roll-of

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Maybe you've tried it already ?

slender mango
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no i havnt

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do you have a screenshot of your settings?

muted prairie
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the only thing i changed on mine was the volume

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set to 0.1

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per Cynhann suggestion

slender mango
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and at 0.1 itll be loud enough?

muted prairie
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Yeah, it's loud enough

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You can try to reset the components and see when it works

slender mango
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this good enough for logarithmic rolloff?

muted prairie
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as soon as my build is published, i'll look at my settings

spring nova
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When you upload it forces it to logarithmic, and if you set the minimum to 0 on logarithmic, it falls off way too fast. Volume setting is directly proportional to actual volume, and setting it to 0.1 will be pretty quiet. But it's the falloff that is really messing with your volume as you have it. Try increasing the minimum

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I usually use minimum 1 and maximum 5

calm pendant
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I do not have VR and I want to activate the animations there is another way without VR?

clear yew
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shift + f1, f2, etc

dusk yacht
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Ive tried adding a thing to my avatar where there would be a toggled mask that comes in front of my face and blocks my view but not nobody elses. I have the toggle props downloaded and with a help of a friend I was able to somewhat set it up. The only problem is when its attached to head, it disappears automatically. So we tried attaching to somewhere else on the body and linking it with rigidbodies and fixed joints to the head. According to him and his friends it should work but the mask either doesnt show up at all or it floats off into space or its inside the head and changes position everytime I toggle the animation

hollow perch
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Unfortunately the scale of the neck and head is 0 for you which multiplies all coordinates by 0 of everything attached to the head. That's why the first thing did not work. You could do it but you need some sort of shader to fix the coordinates. The second idea is creative. The issue you are running into here is the fixed joints preserve the distance and angle to the other object but only when they are running

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So basically it keeps its last position from when it was turned off and when you turn it on again it now tries to lock to that new position. The problem here is disabling the object with the fixed joint on it. I think the solution involves finding a way to keep the fixed joint object always enabled. Maybe put the mask as a child object, or disable the mesh renderer instead of the whole object

dusk yacht
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Weve tried with doing the mask renderer too on the mask. Might just be easier having the mask on its on (which I got working to appear and staying on my face but it doesnt actually block the view) and then do a sphere around the head with a shader that blocks it for me but not for anyone else

hollow perch
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I think the fixed joint could work but you have to just make sure the rigid bodies and fixed joints are always enabled. Put the mask inside and activate it instead

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What you do is make the mask 100000 distance away or something and attach it to head. Then this should position it in front of your face. If you want it to also show up for other people you can make another mask with a normal shader on it

obsidian vigil
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@dusk yacht i dont get the problem here

dusk yacht
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@obsidian vigil so im trying to have a mask that is on toggle animation and it blocks my view as it turns on. But I havent been able to do that in any way. Ill give that shader a go tho!

obsidian vigil
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well

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so

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its see thru when its on your face

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correct?

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iirc thats because objects that are on the head bone will be render seethrough for the user

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you could try doing an outline via cubeds

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and see if that is able to force it to render

dusk yacht
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If its attached to the head yes its see through. But if I do the thing with rigidbodies and fixed joints, it works and I can see it in front of me but the rigid bodies make it wobble around

obsidian vigil
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well

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on the rigidbody

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have you frozen the axis

dusk yacht
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And also using rigidbodies makes it almost impossible to have it on toggle

obsidian vigil
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/ tried setting it to kinematic?

dusk yacht
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ive set it to kinematic and thats what seems to have it move with my head

obsidian vigil
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hmm

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maybe set drag to 0

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grav off

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just mess around with it

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but i still dont get why you want it to block your view

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🤔

dusk yacht
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Its just to get a certain effect. Its hard to explain 😛 And yeah gravity is off, both drags are off. The other drag was set to like 0.1 or something by default and that caused problems earlier but theres still some drag

obsidian vigil
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you could maybe try and mess with a configurable joint

devout igloo
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Is it possible to convert a model that has bones to animate a mouth into shapekeys?

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Like a VRChat-specific tool that will automatically search for mouth bones of a certain name and animate them around and make shapekeys out of them? 🤔

dusk yacht
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@hollow perch I was able to get the shader working but is it local? I wanna make sure im not blinding anyone else

devout igloo
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oh nvm you can apply as shape keys in the armature modifier tab

hollow perch
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@dusk yacht what you see in unity and what you see in the mirrors should be how it looks to other people. If it was bad you should already see a big mask blocking your unity editor view.

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But can't say for certain. You can ask some friends to help you test.

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Mirrors are notorious for showing the wrong thing too so don't trust them completely either. In vr I use the holoport 3d setting to get a 3rd person view of my avatar, or you can walk past a fence in vr and your avatar will stop moving with you

balmy crest
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need help applying an animation+audio source to a shift+f key

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been trying to figure it out for the past couple days

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someone come save me from staying up to 2am

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just to make myself do an animation XD

obsidian vigil
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Well... create your animation on a duplicate of your model, make sure it has only 2 frames. In the animation have the audiosource enabled, put in on an override, put the override on an avatar, done.

balmy crest
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tried that

limber aspen
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Max how

clear yew
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what the f*ck is happening with him legs? D:

limber aspen
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Is that with the headset on?

clear yew
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is a cowboy dante

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no

limber aspen
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Change standing animation then

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Use a default one

clear yew
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ok, i'll try that ty

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Thanks you so much

slim sparrow
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Seems to be the IK

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In the unity rigging tab, make sure his legs are straight

limber aspen
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Okay yeah a little bit better, what about the Vrc dot

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Is itinfront of the eyes

clear yew
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Oh ok, i'll try that too

slim sparrow
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Good point

limber aspen
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Rokk you're the one who helped me yesterday?

slim sparrow
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I think so

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I don't know

obsidian vigil
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@limber aspen i always put the view point at a z of 0.05

slim sparrow
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I help a lot of people

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I put my viewpoint at Z 0.02, the height is between the eyes

obsidian vigil
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interesting 🤔

limber aspen
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0.18 here

obsidian vigil
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i tried 0.02

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but i had issues with hair being rendered

limber aspen
slim sparrow
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That's still fine-ish, but I would recommend putting it further inside.

limber aspen
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but @slim sparrow It was really nice of you, and it did help but too bad I coulden't reuse my old unity projects because of the sdk

slim sparrow
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Ah, yeah

clear yew
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i usually put 0.07 on the Z axis for the viewpoint

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usually it's right between the eyes inside the head

limber aspen
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what

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why

clear yew
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and i can get real close to stuff before they disappear

limber aspen
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Oh did you turn off personal space?

clear yew
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yes

slim sparrow
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Basically everyone has personal space off

limber aspen
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Ok then I know what you mean

slim sparrow
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Or they should, at least

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There is another thing that hides close-by objects, which is the world's camera clipping planes

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By default, everything closer than 0.1 meters is not visible

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That's why you can't be a ridiculously tiny avatar

limber aspen
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What if I want to be the ultimate loli

slim sparrow
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You gotta be at least 20cm tall (shoulder height)

limber aspen
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How do you know?

slim sparrow
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That's what the SDK says.

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If your shoulders are under 20cm off the floor, you won't be allowed to upload the avatar. Personal safety and all.

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Otherwise you might not be able to switch out of the avatar at all

limber aspen
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I usually make my avatars 2 meters tall

slim sparrow
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That's pretty big by VRC standards

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I work with MMD's and always keep the original scale, since they're almost all Touhou characters they're like 1.5 meters

limber aspen
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I find it pretty good, I can show you my current ones in game I think you'll agree with me

slim sparrow
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Yeah, big avatars are fine

limber aspen
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I mean it doesn't look too big near "regular" sized avatars

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@clear yew Well?

clear yew
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Is not working :(

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I think its the idle animation

limber aspen
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Walking animation is fine?

clear yew
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Yep, all animations is fine but idle animation is a cowboy XD

limber aspen
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Did you change that?

clear yew
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No, is default a animations

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maybe if i try with the default controller

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one moment

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Oh @slim sparrow was right its the IK hello darkness my old friend

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I dont know how to fix the rig

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I will investigate

slim sparrow
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Just manually rotate the leg bones @clear yew

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Any change you make in that window will stick ingame

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Just straighten out the legs

clear yew
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Oh, thanks Rokk, I love you

limber aspen
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Awesome

gloomy plume
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i have a question based on animation, is there a way to make a standard animation into one VRChat can use without having to re-create it or anything like that?

slim sparrow
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What?

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@gloomy plume

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You mean gestures?

gloomy plume
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i mean like using an animation ripped from a game where the bones are moved to be used as an emote, if that makes sense

slim sparrow
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Oh

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Yes

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If the animation is imported with the model, the animation will be converted to a standard Humanoid animation as soon as you configure the model as Humanoid rig. @gloomy plume

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You can then expand the model and CTRL+D duplicate the animation, giving you a generic humanoid animation usable anywhere.

gloomy plume
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alright, thank you very much

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one more thing, which emote number is for the "Dancing" one?

slim sparrow
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You would have to check ingame

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They're 1-4 for the first row, 5-8 for the second

gloomy plume
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now i have another animation related question, but its a bit difficult to explain so im gonna attach a gif to help
that gold box on the back of the character is supposed to fly into the air and land in his hand, but since i made the model the animation was on use the humanoid rig, no props, such as the gold box or his pockets do the animations they originally did
https://i.imgur.com/rIMkiB1.gifv

crystal pike
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anyone know how to do the double animation override where you can only activate one animation if another is already activated?

hollow perch
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@crystal pike depends a bit on what the animation is supposed to do

crystal pike
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lets say its a gun

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instead of having 2 gesture overrides, one aiming and the other firing, how do you make it so the trigger fires but only when the gun anim is out

hollow perch
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If it's for making props appear you can make one object inside another and activate the outer one and the inner one in two separate gestures

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That also lets you attach a different gun to each gesture

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Ah I see the same approach may work with a particle system and sound

crystal pike
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so if the inner one is set to peace sign, and i activated peace sign, nothing would happen unless i have the other gun animation on?

hollow perch
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So the gun is therr but you can only activate the flash and sound if anothet gesture is active

crystal pike
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yea

hollow perch
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Gun -> aimed empty game object -> particle system etc

crystal pike
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mhm

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thanks

hollow perch
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So the animation that does aiming also turns on the aimed empty object

crystal pike
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that was my theory but i didnt know if it would work

gloomy plume
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nevermind about my question/problem, i solved it

stuck pendant
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for some reason the blendshapes/shapekeys on a character I'm working on are not translating properly into unity
they're there but not acting in the way I set them up, both for visemes and other face expressions, using existing bones on the model I made them from scratch, fbx export, no extra modifiers, attempted standard and CATs export settings
am I missing something?

clear yew
#

hey, is there anyway to make it so i can animate something longer than the 1 frame they normally give you
i know there is but i dont know how

slim sparrow
#

No

#

You can, however, animate an object

#

And then activate that object

#

The object activation is only 2 frames, but the object will play the animation on its own if you put an animator on it

clear yew
#

I've seen people do it though, im trying to do a super saiyain animation to the sound

cedar root
#

just build an animation, put it on a game object, and just spawn in the game object with your hand gesture

clear yew
#

i thought that could only be one frame though

slim sparrow
#

No, the gesture animation can only be one frame

cedar root
#

the one to spawn it can only be 1

slim sparrow
#

Whatever objects activated by this gesture can do whatever they want

#

You put the animation on the object, so the object animates itself

cedar root
#

yeah the one on the object can be as long as you wish

clear yew
#

oh

#

ty I'll try that

cedar root
#

basically just make an anim as you normally would, then drop it onto the game object, which obviously has to be somewhere in your models armature . then make a normal hand gesture to turn the game object on and off

#

you will have to hold the gesture the whole time the anim is playing

#

or you could try setting up toggle props but that still doesnt work well

clear yew
#

so like i could put it on my avatars body

cedar root
#

yeah, best just to parent it to ur armature

clear yew
#

because i just need to toggle the particle effects on at different times of the animation

cedar root
#

yeah so just make the anim that toggles the effects as you need them and do the steps i set above

clear yew
#

thank you!

cedar root
#

Glad to help :)

#

no for a question of my own lol

#

ive converted a few mmd dances to unity with varying levels of sucess and it works mostly fine but sometimes in a dance ,instead of the model turning around. it will awkwardly spin around at what seems to be the spine but only the top half of the model will rotate while facing forward if u get what i mean

is there some export setting im missing cuz it looks fine in blender? or is that just a thing that would have to be fixed manually

hollow perch
#

Are you importing them as humanoid?

cedar root
#

yes

slim sparrow
#

Ah

#

Have you tried ticking the bake into pose options for root transforms and stuff?

#

I can't remember if you did that already

#

On the animation files

#

Other than that, hips are broken with MMD Tools import

#

Not sure if you can fix that

cedar root
#

yeah i baked into pose

#

like the rest of the dance looks fine its just occasionally it does the rotate at the spine instead of turning the model

clear yew
#

hey @cedar root , what animation do i have to place as the gesture to activate the animation in my arc?

#

i added a very tiny cube to my armiture, if i were to activate it via gestures would it play an animation I applied to that block?

ripe torrent
#

ive got a question, some avatars have animations that makes the screen shake or move and i was wondering on how to do that. Can someone help?

icy crow
#

they are screenspace shaders, most people will block you if you use them

ripe torrent
#

im using it for a spaceship crashing

mint prism
#

hai, i wanna make a finger gesture that raises the apron from the dress of my avatar by using my fingers to move it.
How can i do it?
I had fixed joints in mind but it doesn't reset the position of the apron after i switch finger gesture

slim sparrow
#

Try dynamic bone colliders with bounds set to Inside @mint prism

mint prism
#

i set the colliders on the fingers to inside?

clear yew
#

hey guys, im really struggling to make a gesture that activates an animation longer than .01 seconds

#

does anyone know how to do that?

#

create an ewmpty game object

#

animate it

#

parent it to your model

#

disable it

#

and enable it through a simple gesture

#

thats what im trying, can i use a box and make it tiny with no shaders and stuff and animate the box?

#

yes ?

#

most people use an empty game object

#

because it's literally nothing

clear yew
#

ty!

devout igloo
#

Does anybody have any base gesture animations they're willing to give me so I can make gesture animations without sacrificing the hand gestures themselves?

#

Because I'm in the process of trying to make them and it's so hard to tell if I'm doing it well or not xD

clear yew
#

that's the base anims, ready to add stuff to

devout igloo
#

@clear yew Have My children

#

Thank you SO much man

clear yew
#

wow, buy me dinner first ❤

#

enjoy!

devout igloo
#

That's 100 pounds of a week of stress down the drain

clear yew
#

yeah, these should be in the SDK with a big bow around it

devout igloo
#

I've been putting this off more than a week becuase I knew it would be insanely difficult. I tried doing a fist earlier today and it looked horrible

clear yew
#

I stumbled on them when adding markers, I've used them for every gesture anim since

devout igloo
#

I asked if they were in the SDK a while ago and somebody told me they're not

#

So something tells me most people don't know they exist

clear yew
#

ive been wondering how you tie animations into facial anim things.

#

@clear yew you add keyframes to the gesture anims that animate parts of the face

devout igloo
#

Using shape keys

#

Add that to the end of his sentence ^ lol

clear yew
#

yes most MMDs come with a bunch of blendshapes ideal for facial expressions

#

oh

#

you mean in blender right

devout igloo
#

Depending on where you got them, your models will usually have "shape keys" built into them that allow you to animate certain parts of the face at a ratio of 0% - 100%, and you customize those in Unity

clear yew
#

yeah it has face keyframes

devout igloo
#

So a facial animation is just an animation of 1-10 different shape keys, setting each value to whatever you want to make them make a face

#

First of all if you're gonna tackle this, download what 1001 posted earlier

#

because assigning a facial animation to a gesture will override the gesture so your fingers just hang limply in front of you

clear yew
#

limp fingies

devout igloo
#

What he just provided is the base hand animations so you can modify them and add the shape key animations to that

clear yew
#

do you do that in unity

devout igloo
#

So you'll still do the hand animation but also the face you're doing

#

yeah

clear yew
#

oh alright

devout igloo
#

Animating a face is way simple

clear yew
#

yeah because i just finished an mmd model a few days ago and i only made lip sync visemes without eye tracking to do anim stuff

devout igloo
#

@clear yew You okay with me distributing that all over the place?

clear yew
#

totally

#

no more scuffed fingers

devout igloo
#

yaaay

clear yew
#

scuff my fingers like some new nikes

olive lynx
#

Hi everyone. Does anyone know where I can find the Ruby Roses Cresent Rose transformation animation?

slim sparrow
#

I found a Crescent Rose model on Deviantart a while ago

#

It had a VMD of the transformation

olive lynx
#

I think I found the same thing. When I tried the VMD in blender, it was broken to all hell lol

#

and I don't know the first thing to fixing it

surreal iron
#

i am getting super triggered :^)

slim sparrow
#

@olive lynx how did you import the model?

surreal iron
#

still trying to make my walk animation to work in vrchat

slim sparrow
#

You need to use MMD tools to import the crescent rose, then when you import the VMD, it will work.

olive lynx
#

@slim sparrow by using cats

slim sparrow
#

The problem is that Cats Blender Tool imports at 0.08 scale

#

So all the animations are completely off

#

Import it with MMD tools instead

#

It comes included with Cats

olive lynx
#

Ok

#

I'll try that

#

\Thank yo u

slim sparrow
#

Np

#

In my opinion the animation should also be sped up 2x in Unity through the Animator, but that's personal taste

#

It's kinda slow

olive lynx
#

How would I go about reversing it so it becomes a scythe when I take it out?

surreal iron
#

rokk, please be my saviour

olive lynx
#

Sorry with all the questions lol

surreal iron
#

my walk animation, looks bad inside the game, nothing like it does in unity

slim sparrow
#

Ohh

#

Set all the "Based Upon" options to "Original" @surreal iron

#

That is a nice walk

surreal iron
#

it was my first attempt at making a walk cycle

#

i still need to tweak the hands to make it look smoother

#

but i want to first be able to use it properly inside the game

slim sparrow
#

For a first attempt that's crazy good

surreal iron
#

yeah... watching a fuckton of videos on youtube, a lot of all nighters learning stuff

#

lets see... uploading the new settings to see if its gonna work...

#

waaaait...

#

could it be?

muted prairie
#

Would be better to see what it looks like in app

surreal iron
#

looks bad, just tested

slim sparrow
#

It might affect the IK

surreal iron
#

ill make a gif showing how it looks like in game

#

gonna upload again, with the avatar just a tad above where it was before...

surreal iron
#

nope, still walking like a robot

#

:^)

pliant dust
#

If you want to change the walking animation, you're gonna have to do that yourself. Good luck with that. Making a good looking walk is hard.

slim sparrow
#

He already did that

#

That's the point

#

He has a good looking walk but the game messes it up

#

@surreal iron try assigning the animation in runfwd and sprintfwd too

surreal iron
#

k, ill try that out

pliant dust
#

Looks normal to me. If you mean how your movement isn't matching your feet (aka the sliding), that's something you need to fix by adjusting your keyframes.

#

VRChat avatars move really fast, even when walking, so you have to be very cautious about that.

surreal iron
#

yo

#

i think it fucking worked

#

👀

#

it worked..... IT FUCKING WORKED

#

so... i need to make animations for the sprint forward as well so it will work properly

slim sparrow
#

Yeah

#

VRC blends between walk and run

surreal iron
#

time to open nier automata, record her run cycle and recreate it in blender 👀

frozen rose
#

does anyone have any settings for music? i dont want it super annoyingly loud but its always right on my body and not loud at all

#

i dont know where else to ask this lol so sorry if its in the wrong place

surreal iron
#

the vcr auto configs the vol if you set it to 1

#

i think it caps it to 0.9

#

so unless you use some ear rape sound sample, it should be ok

frozen rose
#

is there anyway to make the sound disperse around me better?

#

because its way too quiet unless you are right ontop of me

#

that will make it better?

surreal iron
#

these settings should work for you

silk portal
#

Hey, I'm working on a world both for the standalone Vive and VRChat.

#

I'm wondering about something: Would it be alright to add in a cloth sim in my world?

frozen rose
#

Thanks a bunch @surreal iron

silk portal
#

Hoping to get curtains blowing in the wind.

#

Kind of going for a haunted house vibe.

#

I'm just seeing what would be practical to keep and what would be best to take away.

true basin
#

animate your curtains in blender/maya using wind effects

#

find a way to make a seamless loop

#

or hand animate

#

actually, just vary your wind effects to get a seamless loop then bake

silk portal
#

@true basin Would there be a way to bake in Unity? My scene is currently modular.

frosty jacinth
#

hey guys is there any way around unity bugging your model out when making an animation? i'm trying to make an override but it is moving my model and changing where the item the model is supposed to be holding far away from it

lunar snow
#

You made a mistake then

#

I'm assuming the item is attached to the bone but if it's over translating I'll assume you have an intermediate game object that isn't in the right spot and it's pivoting on that

ripe torrent
#

anyone know a tutorial on how to use screenspace shaders?

slim sparrow
#

How to use them varies per shader

regal hollow
#

it's unlikely people will give out information about screenspace shaders

slim sparrow
#

Also if it's the chromatic aberration one (red/green/blue distortion), people will hate you

#

Or any irritating shader in general

ripe torrent
#

i wanna use it to make the camera shake/move to simulate a spaceship crashing

ripe torrent
#

still need help

clear yew
#

pretty sure nobody is going to help you to make other people's screen to shake

ripe torrent
#

k

solar bloom
#

so i made a gun with animations, but the sling animation keeps looping permanently, is there a way to prevent this?

rapid cypress
#

A bit more expressive, more natural movement

prisma trout
#

hey i made myself a custom override and placed it on my model and stuff but the replaced emotes are not showing up, they're just at default. could this be because my avatar doesnt have a humanoid rig?

main geyser
#

I have a question. How do I import an animation for my vrchat model?

#

I'm making an avatar and want a custom animation to go along with it

craggy sage
#

is there anyway to play an animation then pause it then continue it using hand gestures?

clear yew
#

Not that I know of.. all animations play through.

#

@main geyser if you have the animation made, you can drag it to the model and apply a loop to it, so the animation stays.. if that's what you're meaning I believe someone did a YouTube video for a tail wag so you could use the same application for other animations.. unless someone has a better way.

main geyser
#

(its orange justice from fortnite)

clear yew
#

If you're taking it from one file to another I'm assuming you'd have to match the bone names and everything which is probably why the vrcat bone setup makes things easier.

devout igloo
#

Can you set a different animation to be applied to each hand's gesture?

#

So instead of like 5 gesture-animations, you'd have 10, with 5 on each hand?

slim sparrow
#

Nope

#

However, you can combine gestures and nest objects so you can activate stuff with certain gesture combos

regal hollow
#

Would be cool zerithax but not possible, unfortunately

slim sparrow
#

We really need custom animator support

#

It would be so easy for the devs and for us

#

And it would be literally impossible to use maliciously

#

Or at least, it wouldn't add to any maliciousness. I'm sure people can activate crash particles with those the same way they can with any other animator

quasi hinge
#

It is possible btw, just not really supported

slim sparrow
#

Yeah, on generics

#

But I want official support on humanoids

#

They already gave us the proper controller in the SDK, we just gotta fill in the animations ourselves.

quasi hinge
#

Ah generics is it, never heard that much

slim sparrow
#

But those don't allow for gestures, probably don't allow emotes (I don't know what happens if you just alter the Base Layer), and can't track hands and head

#

Gestures is like 90% of the reason we want custom animators to begin with

quasi hinge
#

Oh I mean different hand gestures

devout igloo
#

I just made a gesture that both animates the hand into their base positions and animates the face, but the face animations aren't changing 🤔

#

The hands are doing what they're supposed to be doing, but no face changes

slim sparrow
#

Face bones or shape keys? @devout igloo

#

Are you sure the hands are doing the same animation?

devout igloo
#

shape keys

#

Yeah they are, because I can see the weirdness that happens when I try to activate them twice at a time (once on each hand)

slim sparrow
#

Weirdness?

devout igloo
#

They kinda freeze in place until I hit a new animation. That wasn't happening on the base model

slim sparrow
#

Oh, maybe your animation is too long

#

It needs to be one frame at 0:00, one at 0:01

#

You might still have a frame at 1:00

devout igloo
#

So that's obviously the new animations I've appplied glitching out. I'm okay with that glitchiness, I'm just curious as to why it's not applying the face changes too

#

oh

#

wait a sec

#

no they didn't save the blendshape animations I added

#

I copy/pasted them to a different folder then deleted the originals

#

But the new ones didn't have the blendshape animations I added

inland urchin
#

Cripe, consider me buggered. What would cause a blend shape from Blender to Unity to only ... half work? About half the vertices transform, and the other half just don't move?

devout igloo
#

Okay I think I've fixed my issues o/

#

Just re-uploading a change because I forgot to copy some basis-blendshape changes to the other ones

#

tfw talking makes your thumbs grow

inland urchin
#

I SORTA got somewhere with making Unity calculate the meshes normals on import but... seems like no matter hwat I do. It's either: Good light and garbled blendshapes, or horrendous lighting and working blendshapes. I'm outta ideas right now, someone git me when yah can.

craggy sage
#

if i make an animation for a mesh, could i use that in unity/vrc?

winter sundial
#

It's impossible to move the main body with regular 2 frame emotes, right?

lunar snow
#

im fairly certain you can only do that with emotes

#

so yes

slim sparrow
#

@winter sundial you mean gestures?

#

There is avatar masking applied which makes you only able to affect your hands in gestures

#

And bones not connected to the humanoid rig, such as wings

winter sundial
#

Alright, thought so. Same for shapekeys?

slim sparrow
#

No, shape keys work

#

Literally anything works except the humanoid animator properties that aren't on your hands

#

I think you can technically move your hands in gestures, but in VR it will get overridden by the IK.

#

Not that it matters much because the freedom of movement is small

#

You can still do "emotes" on gestures though, by disabling your Body mesh and activating a child model that plays an animation.

winter sundial
#

Oh, so I can make a shapekey to pose my avatars body and apply that as a gesture?

lunar snow
#

i think that may end badly

slim sparrow
#

@winter sundial yes, but

#

That will deform in very strange ways

#

Because they will still be affected by the bones

#

If you want a pose, just enable a sub model

winter sundial
#

Aww, I will do the sub model thing then. This avatar just looks good when it poses (drossel von flugel)

#

Thank you, by the way

slim sparrow
#

If you're on desktop you could just have an idle animation

clear yew
#

if you want an animation on a gesture you have to use an animator component that contains the animation.... your gesture activation still needs to only have 1 keyframe tho

craggy sage
#

is there a way to animate the elbows of an avatar?

#

and just the elbows?

hollow perch
#

You mean rotate the elbow bones? That would have the effect of moving the rest of the arm which will cause ik tracking issues. In general anything that interferes with ik tracking or mechanim humanoid animation cannot be directly changed

#

You want to rotate the bottom part of the arm or you want to rotate at the shoulder and keep the wrist at the same place like a chicken dance

wild cedar
#

How do I make my name spin around my arm?

#

I obviously have to animate a sphere, but thing is. How do I make the name go around etc?

clear yew
#

i used a particle to do that

#

set the renderer to mesh and select a sphere

#

i only spawn 1 particle with a very long life duration

#

and use the "rotation over lifetime" part

wild cedar
#

So just regular particle effect?

clear yew
#

yes

wild cedar
#

Alright, got you. Cheers once again man

wild cedar
#

@clear yew I'm not finding the rotation over lifetime part, I must be blind XD

clear yew
wild cedar
clear yew
#

something is very wrong with your unity

wild cedar
#

Yea, looks like I'm missing some parts

turbid beacon
#

is there anyone like a pro with unity i cold really use some teaching and guidance

#

with my model

#

im going to drive myself insane

#

x.x

clear yew
#

use a capsule mesh

#

@wild cedar

clear yew
#

hey guys i created a emote for my avatar i put it in a animation overide on emote 1 how do i get it to play sound that i want just till the emote is done

#

anyone able to help please?

clear yew
#

You have to time it

#

And clip the audio

#

Or

#

If your animation is 2 pieces

#

Add the audio to the animated version

#

And have it automatically clip

#

Gesture animation and the empty object with the animator component

#

Put the audio file onto the empty object version

#

Add 1 keyframe at the start of the audio

#

Put the end keyframe at the end

#

But if it is a prefab animation file you have to change the animator reference so you can add the audio file to it

#

@clear yew

main geyser
#

dragged an animation to my model. I now have this file with the model name and it doesn't have anything

#

how do I make it have an animation

#

(apologies if that was worded poorly)

severe moss
#

Where to learn about advanced/crazy/trippy animating? Anyone have any suggestions? I've seen some crazy animations that do things like create sonic-booms in the air or mess with peoples vision and change the skybox

spring nova
strong horizon
#

But don't abuse them to crash people.

severe moss
#

@spring nova so you use particles to do those trippy animations?

#

Also I have been trying to flip normals of a sphere for a while now and can't figure it out. (unity3d)

spring nova
#

You need to do that in blender. Edit mode, select all, spacebar > flip normals

#

Actually you could do that I. Unity, just make the scale -1 on one axis

#

And yeah, 90% of animations are going to be particles. The animation just activates/deactivates certain particle systems in order. The other 10% are custom shaders

severe moss
#

Alrighty

rapid cypress
#

This took way longer than i care to admit

charred quarry
#

I got 2 questions for you modelmakers - how the hell do you make a giant humanoid (scaling things with no skeleton is easy, but doesn't work on anything with a skeleton) adn how the hell do you make a humanoid fly and generally do emotes that are fixed in place? I've seen that "you" can move around when doing those emotes like some ghost, so I assumed that it's a copy of the model that is animated with the main model being made invisible, but trying that method in Unity also doesn't work. You can't make the main model inactive and you can't really animate an attached copy the way I've seen...so how?

karmic meadow
spring nova
#

With that shader you can't change the texture directly, but you can change the entire material.

#

I don't believe you can add it with add property, but you can just hit record in the animation and change the material, it will record it

karmic meadow
#

oh sorry i not quite sure how to do that would you mind going into more detail?

spring nova
#

have you done gestures before?

karmic meadow
#

yeah

#

im just not sure about the record thing

spring nova
#

Oh, it's the red circle in the animation tab

karmic meadow
#

and what just go change the material while its recording?

spring nova
#

yep

#

then the keyframe will show up in the animation

karmic meadow
#

hmm

#

it didnt seem to work, just changed the material for all

spring nova
#

is the thing you're animating a child of the animator?

karmic meadow
#

dont know.

#

i duplicated the model and am animating an angry face on that, ive got shape keys for all the facial expressions except the eye colour and want to change the texture in this animation only

spring nova
#

Maybe you were changing the material of the main model or something while the duplicate was recording?

obtuse tendon
#

Has anyone fiddle with the nuclear explosion product off of the unity store?

karmic meadow
#

i changed the body eye texture of the one i am animating on but it just didnt record idk

spring nova
#

Yeah, not the texture, the material

karmic meadow
#

oh

obtuse tendon
#

I’m literally at a loss as to which folder to select to import the premade nuke animation over to my avatar

#

:/

spring nova
#

idk exactly which explosion you're talking about, but pretty much all of those particle effect packs in the store use scripts in some fashion or another. Usually it's gonna take some work to remove the scripts and create raw particle system equivalents. In the most extreme examples, the only usable thing is the shaders and textures themselves

obtuse tendon
#

I

#

O

karmic meadow
#

sorry but how do i change the material

spring nova
#

Duplicate your material, change the texture on that, and then select the new one in the mesh renderer component

karmic meadow
#

yeah thats what im confused about how do i select it in the skinn mesh renderer part

spring nova
#

the little circle next to the name of the material currently on it

karmic meadow
#

omg

#

thanks you so much

#

i would have never got that

#

🙌🏿

obtuse tendon
#

It’s a nuclear explosion by diamond fox, I was looking at the folders to see what files it contains

#

Prefabs, scripts, mats... pretty much everything to replicate a explosion scene.

severe moss
#

so i need help. when I am doing a gesture override how can I make me avatar to an emote when i am standting still but when I move it is like normal until I stop again?

novel narwhal
#

boys

#

how do I get my avatar to hit a Dab with gestures?

#

I got it down packed with emotes but I can't get gestures to work for the life of me ;~;

clear yew
#

just create a duplicate of your model

#

and put the animation on it

#

and with a gesture just activate the duplicate and hide your main model

novel narwhal
#

how? when I did that it made my hand disappear instead of playing the animation

#

and the attached sound played on all my gestures :/

severe moss
#

so ur saying put 2 models in 1 animation. then disable my main model for the dancing one when it gets activated?

clear yew
#

@novel narwhal because your hand gesture can't be more than frames 0.00 and 0.01

novel narwhal
#

oh I see

clear yew
#

you actually activate the model or an empty game object that got the whole animation

novel narwhal
#

I was straight up just using my emote animation

#

so how come the sound played on all the gestures? just because that broke the model at the time?

severe moss
#

btw @clear yew Your pinned message wasnt too clear to me for the static objects by joints. in the animation do you just set the joints location to 0,0,0 twice? Also in the pic it shows that the FixedPoint and FixedJoint are disabled. Should they be enabled?

clear yew
#

"Basically what you will do now, is disable the "fixedJoint" by default"

#

so everything is enabled by default except the fixed joint

#

and what do you mean set to 0 twice ?

severe moss
#

via the animation. once on the first frame once on the second.

clear yew
#

both frame needs to be the same

#

you need a beginning and a end frame when you use those 2 frames

eager vault
#

That's how it is with every gesture, you need 2 frames

severe moss
#

Gotcha. and the "by default" thing meaning disable it by the checkbox?

clear yew
#

yes

#

when you upload the mode, that fixed joint need to be disabled by default

severe moss
#

oh okay but then it is enabled in the models animation

clear yew
#

you enable it in a gesture yeah

#

and disable the reset animation at the same time

novel narwhal
#

if I have an already existing animation is there anyway I can cut out just the part I want for my gesture?

#

seems like the animation's goin all weird when i try to snip it apart

clear yew
#

yes, just copy what you need

#

or delete the unused properties

novel narwhal
#

how would I go about copying what I need?

clear yew
#

select the key frame that you want

#

and press ctrl + C

novel narwhal
#

okay so I got my frame

#

if I want audio on the pose do I just load it on like I would for an emote?

clear yew
#

just put it on an empty game object inside the duplicate

#

so it will play automatically when you activate the duplicate

novel narwhal
#

okay

#

so the animation should be set up exactly like an emote except its 1 frame, sound is in a empty game object, am I missing anything or can I drop it into a gesture controller?

clear yew
#

frame 0.00 and 0.01 needs to be the same

#

then it should work

novel narwhal
#

yeh I got the frame I wanted from the Dab anim I have, and ctrl+c, ctrl+v it twice beside eachother

clear yew
#

you basically use your hand gesture to activate the duplicate and hide your own model, the duplicate should have the whole animation on it so it plays automatically when you activate it

novel narwhal
#

pretty sure that's what I have

#

we will see tho

#

nope

#

sound is working fine, animation never played

spring nova
#

you don't activate the duplicate as a replacement. You use the duplicate to create an animation file, then you play that animation on your main model. Once you have that file, the duplicate is irrelevant.

novel narwhal
#

ok wait

#

what?

#

I think that's true for emotes

#

but I'm tryina go for a gesture rn

#

gesture with sound

spring nova
#

It's true for gestures too

#

Oh I misunderstood svelsien at first, but there is a step he's missing. The problem is that you can't convert an emote directly into a gesture because while emotes are able to animate and move your whole body, gestures cannot, they can only move fingers. So instead you need to make a duplicate of your model (not the same as the duplicate you use to record animations, which I assumed he was talking about), and instead have that model play out the animation while your real model is hidden

novel narwhal
#

oh well that's what I have

#

I've got a duplicate with the animation as it's controller and a game object with the sound in it

#

then i set the animation as rocknroll gesture

#

sound played but my hand like crumpled up and no animation happened

spring nova
#

the animation that's playing should be on the model, and the actual gesture is nothing more than enabling the object

novel narwhal
spring nova
#

remove the descriptor and pipeline manager

#

Then have it off by default and make a gesture that enables it

novel narwhal
spring nova
#

the animation inside will play out automatically when it's enabled, separate from the gesture

novel narwhal
#

yeh I knew that was my goal

#

didn't know i needed to remove those scripts

#

no one told me to ;~;

#

so thank you for mentioning it xD

spring nova
#

that shouldn't necessarily have broken it. I'm not sure what happens when you put a descriptor inside a descriptor, but either it won't let you upload or it probably wouldn't affect anything

#

Is this duplicate inside your main model?

novel narwhal
#

it's in the same place as my emote overrides

spring nova
#

Could I see your hierarchy?

slim sparrow
#

I don't think you're getting it quite

novel narwhal
#

sure

slim sparrow
#

You need to have the duplicate model inside your main model

#

Next to the armature and the body

spring nova
#

yeah, it's not like an emote that animates your model. It's more like an accessory on your model that you're enabling, so it needs to be inside it and everything

#

just like a sword or something

novel narwhal
#

incase that looked weird, GestDab is my gesture duplicate tho that was probably obvious

spring nova
#

But GestDab needs to be inside the model, because it's not something you're using to record an animation, it's the accessory you want to be enabling in the first place

severe moss
#

Let me ask because I am doing the same thing. How does VRChat decide which model is you? Like do I need to remove something to make the duplicate act as a "object". I think we are doing the same thing.

slim sparrow
#

Whatever object the Avatar Descriptor component is on will get uploaded

#

Anything outside of that is ignored

#

So you need to put your stuff inside that object

spring nova
#

The duplicate you create gestures on is not uploaded, it is simply used to record animations that are played out on your model

novel narwhal
#

I see

#

so I dropeed GestDab into eboyPrefab

#

that's where it's needed eh?

severe moss
#

Oh okay so we aren't doing the same thing. I am saying having a duplicate in an animation.

spring nova
#

yes, then you create a gesture that enables GestDab

novel narwhal
#

okay

spring nova
#

and disables your mesh

novel narwhal
#

so at this point I just need to drag n drop GestDab's animation into a gesture slot right?

#

that's what you meant by create a gesture?

spring nova
#

no, GestDab's animation is it's own thing

novel narwhal
#

:I

spring nova
#

You need to make a new animation that is enabling GestDab

novel narwhal
#

I have this

#

though idk if that even says anything xD

#

that animation there is just telling GestDab what todo if I understand correctly?

#

so how would I go about creating the gesture it's self?

spring nova
#

You just need an animation that has a frame at 0:00 and a frame at 0:01, both setting GestDab's state to enabled. Then plug that into rocknroll

novel narwhal
#

okay

#

because that animation there, the one titled GestDab is a frame 0 and frame 01 animation. it is plugged into the GestDab duplicate

#

the frame it's made up of is a keyframe I ripped out of the Dab emote there

spring nova
#

Then you can plug the GestDab animation into the rocknroll slot, that's what you need, and that will enable it just fine but then the model will do nothing

#

so you need to put a dab animation into the GestDab duplicate so it does something

novel narwhal
#

this's all I understand

#

I drag n dropped the animation I want for it

#

and I'm back where I have been

#

so I am the confuse

spring nova
novel narwhal
spring nova
#

now remove both of those, and drop in the same animation you previously used as an emote

novel narwhal
#

okay

#

and that's all I needed?

spring nova
#

should be

novel narwhal
#

cool I'll upload an brb with the details

severe moss
#

How would I do so? having a duplicate of myself in a gesture. Lets have an example. one of me dancing so when I enable it I can see myself dancing

novel narwhal
#

I think you'd have todo that as an emote?

severe moss
#

ive seen people have it as gestures. I was talking to a guy about it last night

#

he had one

spring nova
#

that's what falcon is working on right now. Enable a duplicate of your model that has the emote playing automatically

severe moss
#

could it be at a fixed point?

spring nova
#

yes, but that's another thing that I don't have the time to explain at the moment

novel narwhal
#

I know what you're tryina do acid. You want that back-up dancers effect

severe moss
#

I know how to do the ficed point

#

fixed*

novel narwhal
#

ye my animation's still not workin. I think I know the problem tho

severe moss
#

All im askin is if I need to disable anything on the duplicate model. as in the descriptor or the pipeline manager components

spring nova
#

if you are putting it inside your model to use it as a prop you're activating/deactivating, yes

#

The reason you don't need to remove those things when you make a traditional gesture is because those types of duplicates are not uploaded at all, they're just used to record animations.

novel narwhal
#

with an emote you mean?

spring nova
#

you create emotes and gestures in the same way

#

the only difference is how they're activated ingame and what they're allowed to affect

novel narwhal
#

ye my anim's sill broke xD

#

you think it would have something todo with how I put the anim together?

#

cus I literaly copy-pasted a keyframe from the Dab emote I had downloaded

clear yew
#

probably

spring nova
#

does the gesture work? Activating/deactivating the duplicate?

clear yew
#

since the bone structure isnt the same i would guess

novel narwhal
#

@spring nova idek what that question means my man

spring nova
#

When you turn on the gesture, what happens

novel narwhal
#

looks like my hand turns into a fist and the sound plays

#

should my Duplicate's controller be the gestdab controller or the controller override?

spring nova
#

No, only your main model uses controller override. The duplicate needs to have a controller that does nothing but play the emote

#

can I see the animation that you plugged into the gesture and the animation that you put inside the duplicate's animator?

novel narwhal
#

that's supposed to be the same thing right?

spring nova
#

no

#

the one you plug into the gesture is enabling the model, the one you put in the model is doing all the movement

novel narwhal
spring nova
#

right but what do they look like in the animation tab

novel narwhal
spring nova
#

Sorry, unity's terminology is stupid. Animator tab is different from animation tab

novel narwhal
#

that is the animator tab?

clear yew
#

no

#

select the animation tab

spring nova
#

that's animator at the top, I'm talking about animation at the bottom

clear yew
#

the animator tab is very different

novel narwhal
#

it says animator at the top ;~;

spring nova
#

yeah I mean animation

novel narwhal
#

oh you guys mean the terms are backwards

#

oh

#

1 sec

spring nova
#

well they're not backwards, they're pretty much accurate. They're just confusing because they're so similar

slim sparrow
#

Unity's terminology isn't that stupid

#

The only confusing thing is the existence of the Animation component, which they should visually rename to Legacy Animation.

#

Or Animation (Legacy)

novel narwhal
spring nova
#

I'm not one to hate on unity, and I can't say all of it's terminology is stupid, it's just the difference between animator and animation, that's all

novel narwhal
#

there's more but im not gunna spam the chat

spring nova
#

Ok just delete gestdab

#

altogether

novel narwhal
#

lol thought so

spring nova
#

now get the original dab animation and put it in the model's controller

novel narwhal
#

the model being the duplicate im using for the gesture eh?

spring nova
#

no, the duplicate that's inside your model

novel narwhal
#

yeh that is what I meant :I

#

done anyways

spring nova
#

now make a new animation that just enables gestdab

#

and plug that into the rocknroll gesture

novel narwhal
#

wouldn't I just plug Dab into the rocknroll gesture?

spring nova
#

no

#

dab is animating the model

novel narwhal
#

wait im just realising idk how todo the "create an animation that just enables GestDab" that's the part I've been glossing over this whole time ;~;

spring nova
#

the entire point of making a duplicate inside your model is because you can't just put dab as a gesture since gestures can only animate your fingers

#

duplicate your main model, click create animation, add property gestdab enabled, set keyframes to 0:00 and 0:01 both enabled

severe moss
#

u should just make a tutorial like the one in the pinned. Like a imgur tutorial.

novel narwhal
#

okay

#

I'm pretty sure I got it this time

#

is that the last step btw?

spring nova
#

yeah, then plug the new animation into your gesture slot

novel narwhal
#

yeh

#

okay

#

ima try it

#

I was def missing like 5steps earlier

#

HAHA! new problem

#

so the gesture plays now, awesome

#

but now! the sound doesn't play

#

and my original model doesn't disappear

#

:I

spring nova
#

ok so go back to the animation you just created

#

and enable the sound

#

then disable your model

clear yew
#

more specifically, disable the mesh renderer on the "Body"

spring nova
#

actually it would be a skinned mesh renderer 😛

clear yew
novel narwhal
#

add property is greyed?

spring nova
#

you need to select the model that has the animation on it, not the animation itself

#

Which is why we create duplicates to create gestures

novel narwhal
#

I see

#

so how to I add property to disable base model?

spring nova
#

disable skinned mesh renderer on body

novel narwhal
#

also wait a second

#

this happened apparently?

spring nova
#

yes that's fine

novel narwhal
#

that's only with duplicate enabled?

spring nova
#

that's another reason why we do this on a duplicate

#

Unless you didn't?

novel narwhal
#

I did

spring nova
#

then you're fine

novel narwhal
#

so many options wtf?

#

do I just do center?

spring nova
#

Enabled

#

it's in there

novel narwhal
#

oh

#

clickin enabled like crazy

#

nothin's happenin

spring nova
#

scroll to the right so you can see the plus button

novel narwhal
#

ffs I promise im not normally this dense ;~;

#

okay so I got my sound, the body skin mesh thingy, all the good stuff down

#

we should be ready to rell eh?

spring nova
#

should be

novel narwhal
#

oki doki

#

I shall brb with the final report

#

I thought putting shaders on my materials was gunna be the hard part, Kudos to those of you who actually do these animations yourselves

#

ALMOST

#

my og model is still there tho

spring nova
#

after adding the mesh enabled keyframe, did you uncheck it?

novel narwhal
#

nop

#

thought it needed to be checked like the rest of em

spring nova
#

nope, you're turning it off so uncheck

novel narwhal
#

oh that makes sense ye

spring nova
#

make sure you uncheck on both fraames otherwise it'll flash on and off

severe moss
#

should this work if the kakashi (3) is acting as a prop and has an animation while under the hierarchy of my main character.

#

thats in the animation of my main gesture.

torn pawn
#

@severe moss you can just drag that animation file on the prop, be sure it's not legacy and is on loop, then that prop will have an animator with animation that plays whenever the prop is activated

severe moss
#

nvmd it i gave up xD

severe moss
#

@clear yew when do i turn off the fixed point animation? at the begining of the emote or the end?

clear yew
#

Emote? Its for hand gestures so both frames

clear yew
#

i

rain reef
#

Just a quick question, if i dont want my particles to collide with my avatar, which setting in the colliders tab do i need to turn off?

hollow perch
#

My understanding is all avatars have a capsule collider automatically added on them in game.

rain reef
#

k, guess im just gonna turn down the radius scale.,

slim sparrow
#

You can turn off PlayerLocal collision

rain reef
#

Where would i do that

#

@slim sparrow

slim sparrow
#

In the particle system's collision module

#

You need to drag a VRCWorld prefab into the scene first and set up the collision layer matrix in the upload window

#

Then remove the vrcworld again

rain reef
#

wait

#

Is this for avatars or for worlds?

hollow perch
#

You just use the world to preload the layer list

slim sparrow
#

Yeah

rain reef
#

So i drag a vrcworld into the scene and then i ?

slim sparrow
#

You go to the upload window and click setup layers

#

Then you can make the particle system not collide with PlayerLocal

rain reef
#

can i do that in a new scene and then save it as a prefab?

slim sparrow
#

No