#animation
1 messages · Page 83 of 1
Bypassing is against the rules, so I don't think anyone here will tell you
ahh ok np
Besides, you don't want to bypass that
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
@frozen swift
Can wrists/hand bones be animated on gesture overrides?
@rapid cypress is that manually animated?
aye
actually kinda reminds me of the animations from animal crossing
i feel like ive seen that before =w=
@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.
that is fucking awesome to know
because i often experience glitches on newly uploaded avatars which force me to restart my game entirely
anybody know how to make an effect thats like it makes the colors go black and white and the screen shakes
@clear yew Shaders
what type?
theres a shader that makes everything black and white
for the shaking
no idea
ive been searching for one myself
i saw it on a few avatars and i'd like to play it with a cool song i found but..
i legit have no idea what it is xD
@lethal sonnet technically yes, but the IK system might override it.
You can move hand bones in gestures due to the simplicity of the avatar masking
@upper parrot try binding it to emote
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.
@upper parrot you need to put it on an emote or a sub model as the person above me said
Hand gestures can only affect your hands
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?
How do i even set that up
toggle off/on in 1 emote
@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
Then armature gets the pulsegate
Also they have to share the same armature. Cats plugin can do this
because i also want it to enable other empty gameobjects when i swap bodies
oh
im not using separate actual bodies
it's the same body
just different
But two separate objects with their own skeleton?
You could achieve that with stencils if you can't get it to work any other way
@hollow perch it's just the Body mesh, except twice
Ah stencils is a solid choice too but stencils draw both objects.
cant use stencil on multi material meshes
tried it
doesnt work
it glitches out
my materials get changed to random things
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
Anyway let's see if we can get it to work with toggle props since that was the question
i just want to use toggle prop to disable/enable render meshes on 1 emote
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
no
How is it set up in your case?
Unity
Duplicated body mesh
1 armature
materials and shaders are different
it works
i just need to get it working using toggle prop on 1 emote
everything else is irrelevant
Oh you don't even need a duplicate body then. You can change material reference directly in an animation
the objective is toggle prop
nope
it doesnt work
ive tried that
my materials get changed during the animation
to the wrong ones
in the wrong spots
i just want to do a toggle prop body swap
i am not going to do a material change because it doesnt work
Ok so you don't use your main body and you put a body under a pulseOut ?
.....
toggle prop.... 1 emote... disables the orignal body object mesh.... enables the new body object mesh
Duplicate the body mesh and disable one enable the other from the pulse out animation
Stencils do work though
You don't change your materials in an animation
You just enable a box with a stencil on it
yes they work on 1 material models
They work on any number of materials
Ok fine, I guess all those stencils I made are actually fake.
¯_(ツ)_/¯
I'm not talking about material swapping
it works if i duplicate the shaders
and give each material its own shader
yea that works
im not gonna do that tho
anyways
I made an avatar a month ago that's two separate meshes merged into one. 4 materials total
I toggle a box with stencils on it to switch between the two
toggle prop.... 1 emote... disables the orignal body object mesh.... enables the new body object mesh
i dont want any alternative methods
I don't think this is possible with toggle props
i just want that 1
Alternative methods are all you have
Ok can you explain which object had the pulse gate animation when you used toggle props to swap materials
Toggle props requires you to freeze the animator of the mesh's parent object
Since that is your avatar itself, you can't do that
Stencils are the best option
No it's the body mesh
so gestures are the only option then
And you don't need the avatar body to be directly under avatar
@hollow perch the parent of your mesh isn't body
Yes
But we don't
Unfortunately
Stencils work perfectly well for what you want to accomplish
Avatar -> pulsegate -> pulseout -> body
I've done it so many times
however i need it for conditional based animations as well
Just because the prefab has no pulse gate doesn't mean you have to leave it like that
What's wrong with my proposed setup
And you duplicate body so one is the on object and one is the off
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 ?
So it also is able to loop on it's own otherwise it looks wierd, like it starts and stops
@gaunt fractal go to Curves
Then set all tangents to linear
Just right-click the keyframes in there
You'll see that the line is smoothed out until you set it to linear, then it should be perfectly straight
I don't know if you can put meshes that far down into objects @hollow perch
But now that I think about it, it makes sense. It will break the prefab instance, though.
Just make a toggle props setup then, that should actually work
Since the mesh has the root bone as reference object
To avoid breaking prefab just uncheck the original body and duplicate it
Make sure to edit the avatar descriptor viseme reference
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
So i can change eye color but not lose eye tracking or visemes
ah ok ty
I don't know if you can still have eye tracking with a disabled Body mesh
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
And Body.001 has the real avatar and 002 etc if you want different meshes
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
Yeah
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
Then you swap materials or use a shape key to morph the face into the correct shape for each toggled avatar
The same problems exist with stencils btw unless they share one face
I just wanna eat particles
Ha, sounds fun. Let us know what they taste like
I made mine share a mesh
I had two separate meshes each atlased individually, I joined them and applied stencils to them
So only one material is visible at a time
I'm sure it would look like an abomination if you shine a polygon flashlight on it in Avatar Testing.
Ah I see then you have everything from one bosy mesh
Yeah
How do you use the IK follower script for the world particles?
nvm I figured it out
Probably be better to use the rigid body set up instead and of that
Is there a way to make an emote that replaces the avatar with an image?
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.
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.
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
Interesting. Does the non-controllable character need to follow the same standards as a player avatar?
Wondering if it needs to be rigged similarly.
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
Rather than needing to make an override controller and set emotes
@hollow perch Would animating in Blender or Unity be more practical?
In Blender you have higher control with the characters, but in Unity, it's documented a bit better.
(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?
@wise rover use fixed joints, google rigid bodies VRchat world particles
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
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
humanoid animator properties?
sorry, im still very new to this custom animation thing
when you have an animator component on a humanoid avatar, you'll be able to access properties like: "Animator:Head" or something like that
instead of just moving the bones directly
ohh i think i get it now
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
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?
How high is your volume ?
the only thing i changed on mine was the volume
set to 0.1
per Cynhann suggestion
and at 0.1 itll be loud enough?
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
I usually use minimum 1 and maximum 5
I do not have VR and I want to activate the animations there is another way without VR?
shift + f1, f2, etc
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
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
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
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
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
You might be able to use this for the face mask. Someone posted it to avatars discord earlier today
https://vrcat.club/threads/errors-hud-shader.2210/
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
@dusk yacht i dont get the problem here
@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!
well
so
its see thru when its on your face
correct?
iirc thats because objects that are on the head bone will be render seethrough for the user
you could try doing an outline via cubeds
and see if that is able to force it to render
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
And also using rigidbodies makes it almost impossible to have it on toggle
/ tried setting it to kinematic?
ive set it to kinematic and thats what seems to have it move with my head
hmm
maybe set drag to 0
grav off
just mess around with it
but i still dont get why you want it to block your view
🤔
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
you could maybe try and mess with a configurable joint
Is it possible to convert a model that has bones to animate a mouth into shapekeys?
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? 🤔
@hollow perch I was able to get the shader working but is it local? I wanna make sure im not blinding anyone else
oh nvm you can apply as shape keys in the armature modifier tab
@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.
But can't say for certain. You can ask some friends to help you test.
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
need help applying an animation+audio source to a shift+f key
been trying to figure it out for the past couple days
someone come save me from staying up to 2am
just to make myself do an animation XD
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.
tried that
Max how
what the f*ck is happening with him legs? D:
Is that with the headset on?
ok, i'll try that ty
I love you @limber aspen
That's better than before, but it's still cowboy dante
https://cdn.discordapp.com/attachments/218562501732859904/478903008735002625/3eb6e1079556b68755583ef55709c9f9.png
Thanks you so much
Oh ok, i'll try that too
Good point
Rokk you're the one who helped me yesterday?
@limber aspen i always put the view point at a z of 0.05
I help a lot of people
I put my viewpoint at Z 0.02, the height is between the eyes
interesting 🤔
0.18 here
That's still fine-ish, but I would recommend putting it further inside.
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
Ah, yeah
i usually put 0.07 on the Z axis for the viewpoint
usually it's right between the eyes inside the head
and i can get real close to stuff before they disappear
Oh did you turn off personal space?
yes
Basically everyone has personal space off
Ok then I know what you mean
Or they should, at least
There is another thing that hides close-by objects, which is the world's camera clipping planes
By default, everything closer than 0.1 meters is not visible
That's why you can't be a ridiculously tiny avatar
What if I want to be the ultimate loli
You gotta be at least 20cm tall (shoulder height)
How do you know?
That's what the SDK says.
If your shoulders are under 20cm off the floor, you won't be allowed to upload the avatar. Personal safety and all.
Otherwise you might not be able to switch out of the avatar at all
I usually make my avatars 2 meters tall
That's pretty big by VRC standards
I work with MMD's and always keep the original scale, since they're almost all Touhou characters they're like 1.5 meters
I find it pretty good, I can show you my current ones in game I think you'll agree with me
Yeah, big avatars are fine
Walking animation is fine?
Yep, all animations is fine but idle animation is a cowboy XD
Did you change that?
No, is default a animations
maybe if i try with the default controller
one moment
Oh @slim sparrow was right its the IK hello darkness my old friend
I dont know how to fix the rig
I will investigate
Just manually rotate the leg bones @clear yew
Any change you make in that window will stick ingame
Just straighten out the legs
Oh, thanks Rokk, I love you
Awesome
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?
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
Oh
Yes
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
You can then expand the model and CTRL+D duplicate the animation, giving you a generic humanoid animation usable anywhere.
alright, thank you very much
one more thing, which emote number is for the "Dancing" one?
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
anyone know how to do the double animation override where you can only activate one animation if another is already activated?
@crystal pike depends a bit on what the animation is supposed to do
lets say its a gun
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
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
That also lets you attach a different gun to each gesture
Ah I see the same approach may work with a particle system and sound
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?
So the gun is therr but you can only activate the flash and sound if anothet gesture is active
yea
Gun -> aimed empty game object -> particle system etc
So the animation that does aiming also turns on the aimed empty object
that was my theory but i didnt know if it would work
nevermind about my question/problem, i solved it
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?
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
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
I've seen people do it though, im trying to do a super saiyain animation to the sound
just build an animation, put it on a game object, and just spawn in the game object with your hand gesture
i thought that could only be one frame though
No, the gesture animation can only be one frame
the one to spawn it can only be 1
Whatever objects activated by this gesture can do whatever they want
You put the animation on the object, so the object animates itself
yeah the one on the object can be as long as you wish
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
so like i could put it on my avatars body
yeah, best just to parent it to ur armature
because i just need to toggle the particle effects on at different times of the animation
yeah so just make the anim that toggles the effects as you need them and do the steps i set above
thank you!
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
Are you importing them as humanoid?
yes
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
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
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?
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?
they are screenspace shaders, most people will block you if you use them
im using it for a spaceship crashing
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
Try dynamic bone colliders with bounds set to Inside @mint prism
i set the colliders on the fingers to inside?
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
ty!
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
That's 100 pounds of a week of stress down the drain
yeah, these should be in the SDK with a big bow around it
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
I stumbled on them when adding markers, I've used them for every gesture anim since
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
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
yes most MMDs come with a bunch of blendshapes ideal for facial expressions
oh
you mean in blender right
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
yeah it has face keyframes
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
limp fingies
What he just provided is the base hand animations so you can modify them and add the shape key animations to that
do you do that in unity
oh alright
Animating a face is way simple
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
@clear yew You okay with me distributing that all over the place?
yaaay
scuff my fingers like some new nikes
Hi everyone. Does anyone know where I can find the Ruby Roses Cresent Rose transformation animation?
I found a Crescent Rose model on Deviantart a while ago
It had a VMD of the transformation
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
i am getting super triggered :^)
@olive lynx how did you import the model?
still trying to make my walk animation to work in vrchat
You need to use MMD tools to import the crescent rose, then when you import the VMD, it will work.
@slim sparrow by using cats
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
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
How would I go about reversing it so it becomes a scythe when I take it out?
rokk, please be my saviour
Sorry with all the questions lol
https://gyazo.com/5d6df5751ea168c7a4d77626bd033322 https://gyazo.com/a290f8a22b0a627e75748bc513adeede
my walk animation, looks bad inside the game, nothing like it does in unity
Ohh
Set all the "Based Upon" options to "Original" @surreal iron
That is a nice walk
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

For a first attempt that's crazy good
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?
https://gyazo.com/c403c08ec443aa37296a523d63813ffc can the feet staying below the ground like this affect the walk cycle?
Would be better to see what it looks like in app
looks bad, just tested
It might affect the IK

ill make a gif showing how it looks like in game
https://gyazo.com/229a2935f88a050cf5932f40985f55c1 in game it looks like im a robot, not an android... 
gonna upload again, with the avatar just a tad above where it was before...
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.
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
k, ill try that out
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.
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
time to open nier automata, record her run cycle and recreate it in blender 👀
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
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
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?
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?
Thanks a bunch @surreal iron
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.
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
@true basin Would there be a way to bake in Unity? My scene is currently modular.
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
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
anyone know a tutorial on how to use screenspace shaders?
How to use them varies per shader
it's unlikely people will give out information about screenspace shaders
Also if it's the chromatic aberration one (red/green/blue distortion), people will hate you
Or any irritating shader in general
i wanna use it to make the camera shake/move to simulate a spaceship crashing
still need help
pretty sure nobody is going to help you to make other people's screen to shake
k
so i made a gun with animations, but the sling animation keeps looping permanently, is there a way to prevent this?
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?
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
is there anyway to play an animation then pause it then continue it using hand gestures?
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.
(its orange justice from fortnite)
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.
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?
Nope
However, you can combine gestures and nest objects so you can activate stuff with certain gesture combos
Would be cool zerithax but not possible, unfortunately
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
It is possible btw, just not really supported
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.
Ah generics is it, never heard that much
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
Oh I mean different hand gestures
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
Face bones or shape keys? @devout igloo
Are you sure the hands are doing the same animation?
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)
Weirdness?
They kinda freeze in place until I hit a new animation. That wasn't happening on the base model
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
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
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?
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
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.
if i make an animation for a mesh, could i use that in unity/vrc?
It's impossible to move the main body with regular 2 frame emotes, right?
@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
Alright, thought so. Same for shapekeys?
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.
Oh, so I can make a shapekey to pose my avatars body and apply that as a gesture?
i think that may end badly
@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
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
If you're on desktop you could just have an idle animation
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
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
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?
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
So just regular particle effect?
yes
Alright, got you. Cheers once again man
@clear yew I'm not finding the rotation over lifetime part, I must be blind XD
https://imgur.com/a/5T2ZWhW This is what I get
something is very wrong with your unity
Yea, looks like I'm missing some parts
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
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?
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
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)
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
This is a great start on particles https://youtu.be/FEA1wTMJAR0
Udemy: http://bit.ly/BRACKEYSMEM Everything to know about the Particle System in Unity! ♥ Support Brackeys on Patreon: http://patreon.com/brackeys/ ● Learn m...
But don't abuse them to crash people.
@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)
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
Alrighty
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?
so i have a question;
https://gyazo.com/1bf547fef5277b48a495af63b0a5da3a
The eyes on this model are using the texture: "eyes" and i want to be able to change the texture to "eyes2" on an animation is there an easy way to do this?
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
oh sorry i not quite sure how to do that would you mind going into more detail?
have you done gestures before?
Oh, it's the red circle in the animation tab
and what just go change the material while its recording?
is the thing you're animating a child of the animator?
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
Maybe you were changing the material of the main model or something while the duplicate was recording?
Has anyone fiddle with the nuclear explosion product off of the unity store?
i changed the body eye texture of the one i am animating on but it just didnt record idk
Yeah, not the texture, the material
oh
I’m literally at a loss as to which folder to select to import the premade nuke animation over to my avatar
:/
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
sorry but how do i change the material
Duplicate your material, change the texture on that, and then select the new one in the mesh renderer component
yeah thats what im confused about how do i select it in the skinn mesh renderer part
the little circle next to the name of the material currently on it
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.
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?
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 ;~;
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
how? when I did that it made my hand disappear instead of playing the animation
and the attached sound played on all my gestures :/
so ur saying put 2 models in 1 animation. then disable my main model for the dancing one when it gets activated?
@novel narwhal because your hand gesture can't be more than frames 0.00 and 0.01
oh I see
you actually activate the model or an empty game object that got the whole animation
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?
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?
"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 ?
via the animation. once on the first frame once on the second.
both frame needs to be the same
you need a beginning and a end frame when you use those 2 frames
That's how it is with every gesture, you need 2 frames
Gotcha. and the "by default" thing meaning disable it by the checkbox?
oh okay but then it is enabled in the models animation
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
how would I go about copying what I need?
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?
just put it on an empty game object inside the duplicate
so it will play automatically when you activate the duplicate
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?
yeh I got the frame I wanted from the Dab anim I have, and ctrl+c, ctrl+v it twice beside eachother
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
pretty sure that's what I have
we will see tho
nope
sound is working fine, animation never played
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.
ok wait
what?
I think that's true for emotes
but I'm tryina go for a gesture rn
gesture with sound
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
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
the animation that's playing should be on the model, and the actual gesture is nothing more than enabling the object
http://prntscr.com/kjro2q that's the duplicate
remove the descriptor and pipeline manager
Then have it off by default and make a gesture that enables it
http://prntscr.com/kjronq like this then?
the animation inside will play out automatically when it's enabled, separate from the gesture
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
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?
it's in the same place as my emote overrides
Could I see your hierarchy?
I don't think you're getting it quite
sure
You need to have the duplicate model inside your main model
Next to the armature and the body
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
incase that looked weird, GestDab is my gesture duplicate tho that was probably obvious
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
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.
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
The duplicate you create gestures on is not uploaded, it is simply used to record animations that are played out on your model
Oh okay so we aren't doing the same thing. I am saying having a duplicate in an animation.
yes, then you create a gesture that enables GestDab
okay
and disables your mesh
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?
no, GestDab's animation is it's own thing
:I
You need to make a new animation that is enabling GestDab
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?
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
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
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
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
go to the animator tab at the top (different from animation) to this screen https://i.imgur.com/4aokf23.png
now remove both of those, and drop in the same animation you previously used as an emote
should be
cool I'll upload an brb with the details
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
I think you'd have todo that as an emote?
ive seen people have it as gestures. I was talking to a guy about it last night
he had one
that's what falcon is working on right now. Enable a duplicate of your model that has the emote playing automatically
could it be at a fixed point?
yes, but that's another thing that I don't have the time to explain at the moment
I know what you're tryina do acid. You want that back-up dancers effect
ye my animation's still not workin. I think I know the problem tho
All im askin is if I need to disable anything on the duplicate model. as in the descriptor or the pipeline manager components
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.
with an emote you mean?
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
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
probably
does the gesture work? Activating/deactivating the duplicate?
since the bone structure isnt the same i would guess
@spring nova idek what that question means my man
When you turn on the gesture, what happens
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?
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?
that's supposed to be the same thing right?
no
the one you plug into the gesture is enabling the model, the one you put in the model is doing all the movement
http://prntscr.com/kjsa8y left one is the actual animation, right one is in the model's controller
right but what do they look like in the animation tab
Sorry, unity's terminology is stupid. Animator tab is different from animation tab
that is the animator tab?
that's animator at the top, I'm talking about animation at the bottom
the animator tab is very different
it says animator at the top ;~;
yeah I mean animation
well they're not backwards, they're pretty much accurate. They're just confusing because they're so similar
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)
http://prntscr.com/kjsc5c there's more than one screen's worth so brb
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
lol thought so
now get the original dab animation and put it in the model's controller
the model being the duplicate im using for the gesture eh?
no, the duplicate that's inside your model
now make a new animation that just enables gestdab
and plug that into the rocknroll gesture
wouldn't I just plug Dab into the rocknroll gesture?
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 ;~;
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
u should just make a tutorial like the one in the pinned. Like a imgur tutorial.
yeah, then plug the new animation into your gesture slot
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
ok so go back to the animation you just created
and enable the sound
then disable your model
more specifically, disable the mesh renderer on the "Body"
actually it would be a skinned mesh renderer 😛

add property is greyed?
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
disable skinned mesh renderer on body
yes that's fine
that's only with duplicate enabled?
then you're fine
scroll to the right so you can see the plus button
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?
should be
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
after adding the mesh enabled keyframe, did you uncheck it?
nope, you're turning it off so uncheck
oh that makes sense ye
make sure you uncheck on both fraames otherwise it'll flash on and off
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.
@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
nvmd it i gave up xD
@clear yew when do i turn off the fixed point animation? at the begining of the emote or the end?
Emote? Its for hand gestures so both frames
i
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?
My understanding is all avatars have a capsule collider automatically added on them in game.
k, guess im just gonna turn down the radius scale.,
You can turn off PlayerLocal collision
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
You just use the world to preload the layer list
Yeah
So i drag a vrcworld into the scene and then i ?
You go to the upload window and click setup layers
Then you can make the particle system not collide with PlayerLocal
can i do that in a new scene and then save it as a prefab?
No