#animation

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slim sparrow
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The point is that you do it in the current scene

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You can disable your avatar object temporarily

rain reef
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kk

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Thanks a lot !

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So once ive set the layers up i can reuse this scene whenever i need to disable player collision?

slim sparrow
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Yes

rain reef
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tyvm

slim sparrow
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Or the whole project

rain reef
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Thank you so much it works exactly as i wanted it

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โค

frosty jacinth
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hey guys, quick question, i'm currently trying to make my model use multiple face meshes as shape keys, so far the only way i'm seeing to do this is to shrink the meshes to 0 and resize them to each shape key. only problem is that the shape key is animating the whole transition of one shrinking to the other upscaling. is there anyway to make the shape key play only frame 0 and frame 1 or first and last only instead of a transition between the 2? or maybe an easier way to do this? lol

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this is in blender btw sorry

spring nova
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Are you doing this on gestures or as it's own animation inside your model?

pliant dust
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I don't suppose anyone has any tips or tutorials on making a good Idle pose, do they? I mean, the IK system appears to be forcefully adjusting my idle pose (especially the legs and knees) like the Kool-Aid Man adjusts walls.

slim sparrow
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Yep

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There is no way to do that right now unless you unmap a finger bone

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If you're OK with losing hand gestures @pliant dust

pliant dust
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Well drat.

slim sparrow
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The game's IK plants your feet onto the floor

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Floating in particular is hard

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So is just about any idle that affects legs

pliant dust
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I guess I just have to be happy with the "somewhat okay" result I have right now then.

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Thanks for the answer, Rokk.

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I'm trying to do the finishing touches on a floating avatar at the moment, (well, adjusting it anyway) and ran into this. After trying five times and not seeing any results, I decided I should probably stop ramming my head against a brick wall and try asking.

slim sparrow
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Well, there is another thing though

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If it's a floating avatar, you can make the legs just touch the ground nearly

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You can use an empty game object to raise the avatar up @pliant dust

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If you put the avatar descriptor on an empty game object, you can put the floating model inside it and raise the model up in Unity.

pliant dust
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I did it by adjusting the origin point in Blender. Carefully. Very carefully.

slim sparrow
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This will make it float at a fixed height

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I guess that might also work

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But the game object method is easier generally

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You can then put an animator on the parent object and set the "avatar" field to the avatar belonging to the child model

pliant dust
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(If you do it wrong in Blender, bad things happen once it lands in Unity :< )

slim sparrow
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And it'll just work

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Yeah

pliant dust
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It turned out pretty good. The real problem is that once I stop moving, my posture becomes a bit strange for a second or two.

slim sparrow
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Yeah, that too. I forgot why that was

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It has to do with IK being re-initialized when you stop moving

pliant dust
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(shakes fist towards the heavens) IK! I take it a lot of these leg issues go away (or get replaced with new issues) with hip and foot trackers?

craggy sage
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is there a way to only animate the elbow? and not the rest of the body?

slim sparrow
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@pliant dust if you have full body tracking, your entire idle animation is nonexistent basically

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Your whole body is just controlled by the trackers

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Can float with a playspace mover

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A really easy tool that you can install in 5 seconds and use ingame seamlessly

pliant dust
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Ah I see. Thank you again for the explantions!

slim sparrow
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When you walk, your IK is temporarily replaced with a solver that does only your head and hands though

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But that'll probably be made more seamless soon

craggy sage
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like would i have to animate the upper arm and have it ignore IK?

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if there even is a way to do so

pliant dust
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@craggy sage Easiest way I can think of instantly at the moment is to make an Emote?

craggy sage
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@pliant dust well i have VR so i need it to a gesture

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im trying to make the IK more fluid, atm its very rough around the edges having the elbows not match IRL

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or stabbing into me

slim sparrow
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You can't do that unfortunately

craggy sage
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so i cant animate a single bone?

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the IK would over ride it?

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or no?

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so the IK wont over ride it?

slim sparrow
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The IK will override it

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It is not possible

craggy sage
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would seem if i animated the upper arm, the ro. . . oh

slim sparrow
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The IK ignores your animations entirely for the upper body

craggy sage
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why tho?

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seems not useful

slim sparrow
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Because this way we can have several types of idle animations without breaking the model for VR users. Final IK isn't made to alter settings by using animations

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You're meant to alter the IK settings itself, which we cannot do

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And have no hope of ever doing now that they took Final IK off the avatar whitelist

craggy sage
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guess i will just have to wait for actual full body tracking

slim sparrow
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Or at least the responsible component, VR IK

clear yew
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huh

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you can use a animator component

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for an idle animation

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except for arms/legs if you have vr/fbt

devout igloo
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Does the female animation set differ very much from the male's?

clear yew
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any tips for making a pointing laser?

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trying with particles but all i can get is a flickering light and i ran out of ideas

clear yew
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@devout igloo just the sitting animation

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@clear yew You need to get a shader for that

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most of them are private tho

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what's the shader called?

fierce bane
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@clear yew you'd probably want a transparent shader used on a simple cylinder mesh. I think cubed shaders had one

you...might be able to get away with a stretched standard particle too...
0 start speed, local simulation, 1 particle max, 3d start size using...z (?) as the stretched line

clear yew
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thing is i dont want the laser visible

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only the red dot

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i'm trying with particles collision but it dosent work well

clear yew
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will the VRIK script be back ? ๐Ÿ˜ฆ

slim sparrow
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@clear yew no

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It was an exploit

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Instead, upvote the "custom animator controllers for humanoid avatars" canny

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People are casually talking about the VR IK triggers as if they were super normal things to use

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๐Ÿ˜‚

clear yew
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oh was it .

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never thought of that

slim sparrow
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Yeah, most people didn't think of it which is why they spread it around so casually

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I'm amazed that this was in circulation for months without any abuse

clear yew
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how did people even abuse it though

slim sparrow
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I'm not gonna explain how, but you could basically do anything you can do in worlds

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Use any component in the game, whitelisted or not

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Use your own VRC_Triggers

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I've seen people spawn web panels with them, I really hope that isn't what prompted the devs to remove the panels

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The triggers are basically as close to custom scripting as you can get in this game, so you can see why this would be extremely bad

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And on avatars, too

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If a world pulled that stuff they just wouldn't get approved

clear yew
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@slim sparrow ive seen people spawn visible lamps that anyone can grab

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They lag the world out

slim sparrow
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Yes, that is one thing you could do with the IK triggers, but I think the lamps you refer to are done with modified clients.

clear yew
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@clear yew if you want the good laser thing you need to get the good shader

slim sparrow
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Laser pointers can be done with spotlights

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I think

clear yew
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The good lasers tho

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Those need the shader

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The legit red lasers

slim sparrow
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I found a red laser shader, but it didn't show up on white surfaces until I inverted the colors

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So now it's a cyan laser

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No pun intended, CyanLaser.

clear yew
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You need to get the good stuff

slim sparrow
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I already have the good stuff my dude

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I'm telling you this one didn't show up on white surfaces

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Unless you have a different one that you are willing to send

clear yew
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Nope

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Lol

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well what "good stuff" are you talking about?

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imma test these out because ive never actually used 1 of these

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managed to make one with particles

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but i would pref something that dosent hit performance as much as particles

slim sparrow
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Yeah, I thought of using particles too

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But particles aren't laggy @clear yew

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Not too laggy at least

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Depends how many you're emitting and how high quality the collision is

clear yew
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you need alot of particles to make it work

slim sparrow
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Your entire avatar is probably far laggier than that one particle system will ever be

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Particles are almost zero cost if they're not rendering

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You're using a subemitter right?

clear yew
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yea

slim sparrow
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That one subemitter is the only thing being rendered

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The particles themselves aren't laggy

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What's the max amount of particles?

clear yew
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on sub? 50

slim sparrow
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And how fast are you emitting them? Emission over time etc

clear yew
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and on sub i use this settings

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oh

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u just wanted a dot

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nvm then

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lol

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yea

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is there a better way to make it?

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i dont want people to see where it's coming from

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why not

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what's the point in being a sniper if they see you?

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What are you shooting them with?

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I hope you're not shooting people with things that'll get you that #1month

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nah

slim sparrow
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That's cool

clear yew
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need the laser to help with aim since scope is not very accurate over very long distance

clear yew
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you can use a spotlight with a small radius

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and unlimited range

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is that custom made Kuro ?

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i made the crown version of the texture

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because i saw a lot of people with that crown

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this one is different

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i have the psd file for this

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or you mean the shader?

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my shader is different from every1 elses because mine actually renders black properly

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and it has a high render q

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it's just a capsule mesh

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its the same as the armband every1 uses

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that default capsule mesh

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you just throw any texture on it

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I don't think many people would be walking around with this version of my texture

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only a handful of people have access to this psd file

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lol

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i was thinking of the crown mesh

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i saw it a lot of time

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exactly the same appearance

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its not a mesh

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its a texture on a capsule mesh

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lol

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it's not a crown mesh

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XD

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crown Object if you prefer, doesnt matter.

ashen kraken
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how can i move my avatar up so its not in the ground in a emote

slim sparrow
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Raise root transform up @ashen kraken

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In the animation

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And make sure all Root transform/rotation options are ticked to "Bake into pose"

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With orientation set to "original"

ashen kraken
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is there any video explaining this ?

slim sparrow
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Try a basic animation tutorial perhaps

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You need to set the Root T.Y property (or Root Transform Y in Muscle Animation Editor)

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Set it to 1

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This property determines where your hips are

timid prawn
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I know we can toggle props with a emote but can we hide/unhide mesh too ?

fierce bane
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same thing, it's just enabling/disabling a visual component (mesh renderer)

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@ashen kraken I know it's a bit late, but make sure you make a duplicate of your avatar to make animations on, and not make them on the actual one.

severe moss
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Would anyone happen to have a greyscale sharder they could let me use?

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SHADER*

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I am trying to make and emote look sadish. if that makes any sense'

timid prawn
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Not as a gesture but an emote

old mesa
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can somone explain to me how i can get glowing lights like red and blue ones for a police avatar?

muted prairie
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Particle with emission, color over time probably

old mesa
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there a certain pack i should use?

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i cant really find one that seems to fit

muted prairie
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You can create it yourself, it's very easy and simple in this case

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It's also better to make it yourself to learn how it works, then you can make more complex systems after that

old mesa
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ive just never done this before so im very confused on what to do

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and yt isnt helping much sadly

muted prairie
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Look up particle systems Unity in google

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their website has a ton of documentation

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then look at the particle system in the inspector

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there's color over lifetime and emission

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those are the two main ones you'll use

spring nova
muted prairie
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And it's only 10 minutes long ๐Ÿ˜ฎ

old mesa
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ah ok ty

timid prawn
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You need to learn step by step. Event if see something online you cant apply that right away

bright sparrow
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uhm, does anyone have like a pose/anim for crouching idle and crouch idle walk fwd or how to make one?

spring nova
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If you're in desktop, your arms will be in a really exaggerated combat pose, but VR won't use the arms

tulip crest
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Can anyone tell me how can i make a left hand triggered only animation in my avatar?

wild cedar
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Yo boys and gals, anyone know what the bass effect is called that people use?

clear yew
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so onlythe left hand can make animations ? currently not possible

wild cedar
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And also, I have an issue with my audio on my animation

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It wont play at all, spawned a gameobject with the song in it together with my particle effects, nope

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Put the song on my avatar and activated the song together with the Game Object spawn

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Nope

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I have no idea what's going on, so strange

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It works in Unity, I can hear my audio. But in VRchat it seems to only play my particles

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I am le confuzzled

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Tried like 2 hours to get it to work, but so far nothing has worked ๐Ÿค”

undone glade
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Did you just drag the music or did you make an audio source?

tulip crest
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yes, i want press left hand palm to show something, and right hand palm to show another thing, but i can not figure it out, i've tried to override avatarcontrollertemplate with a custom animation in LeftHand layer, nothing changed, it seems like the template is just a sample, vrchat is using an program inside template to do the real thing

wild cedar
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@undone glade I dragged and made an audio source

undone glade
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Well if your audio is on the audio source it should be able to play. Such as playing the scene and having the camera near.

wild cedar
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Yea I tried that ;(

main geyser
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How do I get music and particles to play only when Iโ€™m using an animation?

royal summit
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Have em disabled and have them reenabled in the animation that u want them to activate in

serene hornet
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Hello everyone ^^ I found a sick nuke for unity with scripts and everything. Some Avatars are using it already. I want to add it to an Avatar too but i dont know how. Can anyone explain it to me in detail please? I know how to add weapons and gestures and stuff, but this is something else.

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thats the unity pack for it

slim sparrow
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Scripts don't work on avatars

royal summit
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^^^ u wanna dump the prefab on your avatar, remove all scripts inside the prefab, Disable it and re enable it in a gesture/emote animation. U may wana test if it will work correctly without the scripts too.

clear yew
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if it's the prefab nuke that i think about

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then you will also lag people around you

slim sparrow
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Yes

royal summit
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Probably a good move to remove some of the sub emitters, lights or particle lights in it

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Or not use it

slim sparrow
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Just remove the lights in general

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That will make it lag less

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Or perhaps not at all

lunar snow
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how do you toggle gameobjects with emotes so they stay on after the emote

slim sparrow
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Toggle props

lunar snow
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and thats done how

regal hollow
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there is a prefab for prop toggling on this discord I think

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Just search and you should find it

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you basically use an emote to toggle the state of an object on or off

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it has some sync issues as late joiners will have it off by default if you toggled it on before you join

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so if you try turning it off it will turn on for them

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You can fix this by editing the animator to allow 2 emotes to be used

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one for always on and one for always off

clear yew
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there is even a video explaining it

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and a link to the toggle prop package

surreal iron
pliant dust
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If you're making your own, yes. I suggest making your own full suite so that none of the default "tweens" assert themselves in odd ways.

surreal iron
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aight ๐Ÿ‘€

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thanks a bunch alaylle

pliant dust
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Ha ha... good luck! (It's so much freaking work.)

surreal iron
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ikr ๐Ÿ‘€

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didnt work

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oh... forgot to replace the crouch animations as well

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@pliant dust do you know the diff between "sprint forward" and "run forward" ??? they seem to be the same to be

slim sparrow
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Sprint is used in very fast worlds

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It's based on your forward speed

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There's walk and run in normal worlds, easiest to see on desktop

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Sprint is in faster maps, maybe Hotel Mirai

surreal iron
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oh

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strangely enough my walk back animation is working fine with the walk animation, but looks bad when i move forward after adding the run cycle

pliant dust
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Yeah. Sprint only has one direction too.

surreal iron
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soooooo... > walk back and run back are somewhat linked together so maybe walk and run forward are linked as well... > for testing purposes i put my walk back animation as my walk forward one, and the run back as my run forward one, strangely enough, when walking backwards, my avatar does a mix of the walk and run animations.... same for the walk and run forward ones... while the running cycle looks fine, the walk ones looks messed up.... any way to fix it?

pliant dust
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Might have to speed your walk up a touch. VRChat avatars move dreadfully fast, even when walking.

surreal iron
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nonono

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as soon as i add the run cycle to the avatar, it looks bad, glitched, wobbly

pliant dust
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Are you sure you're assigning your animations right? Also, how long are they?

surreal iron
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walk cycle has 28 frames, the run cycle has 18 so it can go faster

pliant dust
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You're using the same two animations, huh.

surreal iron
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ye for testing purposes

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because idk which default animations might affect my custom ones

pliant dust
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That's not really testing when the output is the same for multiple events.

surreal iron
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as i said

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as soon as i remove the run cycle from the run forward box

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and add a walk one

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it works wonders

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if i leave it empty or add anything in there, it will interfere with my walk cycle

pliant dust
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Tweener's probably getting confused somewhere. Sorry, don't really have a suggestion here.

slim sparrow
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I'm off VR and can give my input now @surreal iron

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The game does not switch between walk, run and sprint. It blends between them.

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Using a blend tree

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So both animations are actually playing at once, with different weights on them.

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We could fix this with custom animators on humanoid avatars however, make sure to upvote it on the Canny

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You could change the blend tree so it instantly switches between walk and run, rather than trying to blend the two.

surreal iron
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ohhh i knew the walk/run animations were connected somehow

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so how do i change the blend tree? how do i even access it? vrpill

slim sparrow
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You can't.

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That's the problem

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We cannot change our animator, we can only override the existing animations.

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That is why a lot of people have been asking for custom animators lately.

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Right now, your only option is putting walk or run in both slots or dealing with the jank

surreal iron
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ohhhhh

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rip me i guess

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aaaand upvoted the canny

slim sparrow
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If we had access to our own animators like generics have, we could change this

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Thanks

surreal iron
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sooo... does the emotes part also have issues with custom ones?

slim sparrow
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No, why?

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@surreal iron

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There's just a rather specific thing you need to do in order to get emotes working

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You need to click the animation in your assets, and tick "Bake into pose" for all Root Transform/Rotation options

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And set all "based on" options to "Original"

surreal iron
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good, guess ill do an emote then while we wait for the animator changes

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thanks a lot rokk and alaylle for the help so far

pliant dust
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Huh... they blend the walks, runs, and sprint together?! You learn something new everyday.

surreal iron
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so... youre pretty much screwed if you want custom humanoid animations

slim sparrow
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Yes

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Unless you somehow manage to make an animation set that works with theirs

upbeat willow
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im trying to have two gesture overrides on the same avatar and the second one wont do anything and my fingers will just spaz out

regal hollow
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Make sure your override is only 2 frames long

stuck spade
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heya, any of you know where i get that animaton where the model bends a bit the legs down and walks like drunk but dance? Idk the name and explaining isnt my thing uhh.

slim sparrow
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Do you have an example anywhere?

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I don't think anyone really knows what you mean

muted prairie
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Check mixamo, i believe there is a drunk walk anim

slim sparrow
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Yep

icy crow
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do you mean the bernie walk?

devout igloo
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I would like to add an animation of bones on my avatar that aren't technically "supported" by VRChat, but when I navigate to the model's animator in the animation window, the extra bones aren't listed as options.

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Do I have to do something special to get them to show up?

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Is it because they have a different bone group than the rest of the body?

stray sinew
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How do I go on with converting a .VPD(MMD pose) into an idle animation for Unity?

covert girder
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@stray sinew you need to export model with this applied animation as fbx, after changing this model to humanoid or generic(not-humanoid) in unity you will able to use this included anim as idle

stray sinew
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๐Ÿคฆ I'm getting the same answer others are giving. vpd is a pose and not an animation vmd is the animation. I know how to convert a vmd into Unity. I don't know how to get a vpd into an animation as the setup is not the same as vmd unless I am completely missing something.

covert girder
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@stray sinew import vpd pose, select armature, change to Pose mode, select all bones by hitting A, press I and choose LocRot, that will create an animation with local rotation of bones

devout igloo
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Does anybody here have a hand gesture for grabbing glasses with your thumb and forefinger?

covert girder
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@devout igloo you can use shape keyses for this
copy glasses mesh and pose them to the hand, apply Hand weight(to copy) and delete Head weight(from copy), than resize this copied glasses to 0.0001 scale
create a shape key, scale main glasses to 0.0001 and resize copied ones to 10000
than you are able to use this shape key in unity for gesture

    • -or - - -
      have glasses as another object in unity, put it inside head bone inside of armature of model, shift+d them to get a copy, and pose them inside hand bone, and with animation for gesture Disable main and Enable copy
stray sinew
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Have you tested to be working in Unity? I'm not getting a model to work with it ๐Ÿค”

bronze peak
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ok, if you have an answer please ping cuz my normal notifications wont save for some reason RN, anyway i can not figure out why my particles or not working correctly, i am making a simple single shot blast, and it looks fine in unity, i have parented this particle to a gun in unity, i have it worlds so after it shots they can not control. looks fine in play mode i move gun particle shoots out of barrel still, i upload to game, and it shoot to the right and is attached to where my head is turned, like it will always shoot out almost out of your peripheral view?

round yacht
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Does anyone know how to make an army march emote?

stray sinew
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@bronze peak try rigidbody/fixedjoint combo

sand crater
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I've got a more technical question which is more understanding of how VRChat and animations work and not asking how to do something

Alright, so the MMD dance worlds, I was wondering if it is possible through the use of Unity to maintain the eye position (the source where players view out of) to follow the model itself while it does the dance?

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or is that simply impossible due to the lack of support from either Unity or VRChat SDK?

pliant dust
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Can't be done currently.

sand crater
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Alright, thanks

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asked out of curiosity

pliant dust
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Well, if there is a way, it would be through the chair/vehicle stuff in worlds. Because sitting animation while keeping field of view updated. That's out of my field of expertise, though!

sand crater
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Yeah, I'm also out of this field, which is why I came here to ask

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the MMD magic blows my mind

devout igloo
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So I have a bone structure that's not part of the usual bones you use for your character, meant to allow animation of a large glove that goes around my hands. The bones are parented to my hands and look/wok fine in blender (in post mode they all move fine and work as intended) but they don't show up in the "animator" tab when I try to add them in the animation window.

pliant dust
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Those are some huge glove fingers. Have you tried rotating them while making your animation with the "record" button on?

devout igloo
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hm, no I haven't

pliant dust
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Give that a shot then.

devout igloo
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Okay so that works, but I want their animator settings, not necessarily their position/rotation if that makes sense

pliant dust
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It's how I made my skirt move nicely when I made my floating walking animations, anyway.

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What exactly do you mean?

devout igloo
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like you have to navigate to the "animator" to get those "left shoulder down-up" parts and stuff

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but rotating them just animates their transform settings..

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Is there a way to get the animator settings like the normal gestures use?

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So it would be Animator.Right Glove.Middle.1 Stretched instead of the transform settings it's adding

pliant dust
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Oh that. I've no idea there.

devout igloo
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Thanks for letting me know about the transform settings tho. Something tells me that'll work, I'll just have to do different values.

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I was hoping I could just grab all the glove finger bones' animator settings then copy/paste the animator settings from the original finger bones into the glove bones'

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I'm doing Garnet's gloves

pliant dust
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I take it you're doing it that way rather than weight painting the gloves to the fingers because you want a rocket punch or something.

devout igloo
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...Rocket punch? ๐Ÿค”

pliant dust
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What? This is #animation! People weight paint all sorts of different stuff onto bones just to make fun emotes.

sand crater
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So if a model doesn't have certain emotions such as blush or starry eyes, is there a guide on how to give a model custom BlendShapes?

covert girder
#

@sand crater blend shapes - just a changing positions of vertexes, you just need to add this parts to your model, create new shape key, and change their (scale/position) when this blend shape was selected
so in Basis for example you can scale this to 0.0001 scale, and on shape key rescale to 10000

sand crater
#

Alright, I'll try that

#

Thanks

west nacelle
#

Someone who kno really well the particle issues and some bugs about that can PM me ? i have one bug i never see in 8/9m of doing ava. vrpill

ripe torrent
#

hey does anyone know how to make animations that dont rotate with your body?

slim sparrow
#

What?

#

You mean spawn objects that stay in the world?

#

If the objects need to be full-on objects for animations, sound or particles, use a fixed joint attached to nothing. If you only need an object, try a world mesh particle

#

@west nacelle probably nobody is gonna PM you

#

Just post the issue here

#

Much more chance of getting it fixed

#

I know a bit about particles (especially mesh particles) but I don't do any support for non-friends through DM

ripe torrent
#

fixed joint

lone bronze
#

Hi ! I want to make a drawing finger kinda thing. I have a trail renderer set on an object. I want to use the basic handgun animation to trigger the drawing. Is there anyway I can get the file ?

hollow perch
#

You can google for vrchat gesture set. It's really handy to have. Someone said it was in the sdk at one point but I never was able to find it.

lone bronze
#

Yeah that's what I'm looking for

#

I have found the animation override template, along with some idle animations and stuff

#

But no trace of the hand gestures

surreal iron
#

question, for animating action stuff like sword slashes and stuff, do i need to animate them in blender alongside the body movements or i can animate the sword movements separately?

fervent plaza
#

How do I get my avatar to undo the animation pose? I accidentally had the wrong model selected.

slim sparrow
#

@fervent plaza alt-click your armature to expand everything

#

Select all bones, but only the bones

#

In the transform component hit the gear icon and do revert to prefab

clear yew
#

Nope. Doesn't seem to work. The cammera is right at the position the fixed object is (was) but I can hear no sound despite it being active.

#

The bloody thing still moves around

timber valve
#

hey does anyone know where I could get the default female animations for movement like walking and running? I'm trying to make an animation that will play a sound effect when the avatar moves but I don't want to replace the normal running animation

spring nova
#

I believe vrchat got it's animations from mixamo, you can try there. They have several free animation packs on the asset store

timber valve
#

ok I guess a response question would be, is there any good tools that can convert mixamo animations to work with MMD bone structure?

slim sparrow
#

Unity itself

#

You can convert Mixamo animations to Humanoid ones that work on any humanoid model within Unity.

#

Just download the animation + model, rig the model as humanoid. Then you can CTRL+D duplicate the animation out of the imported model

#

For best results, rig the downloaded Mixamo model the same way you rig an MMD for VRC. Unmap upper chest, put what was originally there in the Chest slot

#

Unmap toes probably

timber valve
#

ah okay thank you, I'll try that now

#

yes that worked perfectly

#

thank you @slim sparrow

slim sparrow
#

Cool, np

heavy stirrup
#

Any way to get the "Create New Clip" at the top, and not bottom of an animator's list of clips?

tulip crest
#

How can i make my avatar's animation object not move with my avatar?

#

I use an animation to active some object under my avatar, and when i move, it moves with me, is there any method to detach it with my body?

hollow perch
#

Check the pinned message by Svelsien in this channel

tulip crest
#

ok~

tulip crest
#

I think it is done, @hollow perch thanks a lot!

clear yew
#

Another question - I have object A as an avatar that has subobjects and the entire thing is animated. Now I want to add object B and have It be my avatar with object A being a child. Is there any way to re-map the animation without having to do it all over again (since it will look for A.right_gun as a animation property bu now it will be B.A.right_gun)

icy crow
#

press f2 on the animation property (A.right_gun) to edit the path of it

tulip crest
#

@clear yew I don't the legend way, but i know the AnimationHierarchyEditor can help you refactor your animation properties quickly

tulip crest
#

why i can only hear the audio source when i get close to it like 0.1 mm? even with max distance 10m?

#

it'a all ok in unity, but not working correctly in vrchat.

slim sparrow
#

@tulip crest set the max distance to 30

#

And min to 2

#

The SDK applies a weird custom rolloff

tulip crest
#

ok, i'll try, thank you๐Ÿ‘Œ

lone bronze
#

Hi ! My character has a tail, and although it has dynamic bones I'd like it to not just stay still when I'm standing up, so my goal is to edit the Idle animation. It is readonly so I copied the keys and pasted them onto a new animation.
But when I want to edit the rotation of the tail, it seems to lock in place and I can't edit the values of the keys. Any ideas ?

slim sparrow
#

@lone bronze it's a better idea to put an Animator component on the first bone of the tail instead.

#

Then you can animate the tail and not have to deal with a custom idle

#

Also, the readonly idle animation is a sample one that's best not used ingame without some larger edits

#

But if you just put an Animator on the tail, you can animate the tail separately and keep your regular idle animation, which will probably look better.

lone bronze
#

Alright gonna try that

#

First time I've ever heard of the animator component tho

#

So do I need an animation controller for that special component ?

slim sparrow
#

You need a controller, but Unity generates one automatically when you make an animation @lone bronze

#

The Animator component is how you animate stuff primarily

#

Your main model has an animator too, but you can't change the controller on it.

#

You can put controllers on everything else though, just not your main model

#

Just put an animator on the tail's "root" and make a new animation for it

#

That animation should then play automatically in play mode

#

Dynamic bone should make it look pretty good even if the animation is super simple

lone bronze
#

Okay, just added an animator to the bone, called ButtTail1. I can't edit the keys, just like last time.

slim sparrow
#

So you press record, rotate the bones, but nothing happens?

lone bronze
#

Yep

slim sparrow
#

That's weird, it should be adding new properties and keyframes. Can you post a screenshot of your Unity window, including the animation dopesheet and the ButtTail1 itself in the hierarchy and inspector?

lone bronze
#

And if I edit the key value manually, once I press enter it just goes back to the original value

slim sparrow
#

Hmm, you don't have the tail accidentally mapped in the rig configuration right? I know that your problem can happen if you try to animate the leg bone for example, but it should work on something like the tail.

lone bronze
#

I don't think so, cause while testing I could only move the tail by turning around

#

And thus making it wiggle with dynamic bones

slim sparrow
#

Okay, one more thing that crossed my mind

#

In your main model, make sure the animator controller is empty

#

It should remain T-posing in play mode

#

Or A-posing, or whatever the default pose is

#

So you can actually add the rotation property on the tail, but the values reset themselves?

lone bronze
#

rather A posing

slim sparrow
#

Because if you tried to mess around with the idle earlier, you could still have an animator controller on your model itself that's messing it up

lone bronze
#

I'm using a duplicate for the animations

slim sparrow
#

Yeah, that should be fine

lone bronze
#

Okay

#

It has an animator component

#

And the controller for that is called "Kanna (1)"

#

(cause it's a duplicate)

#

So what should I do ?

slim sparrow
#

Unset the controller on all of your models first

#

You don't need it ingame anyway

#

Then try animating the tail again

lone bronze
#

really ?

slim sparrow
#

Yes

#

It's overwritten ingame

lone bronze
#

You don't need the controller ? How's that ?

#

Oh okay

slim sparrow
#

You can't have your own controllers

#

And I'm sure that if you could, they would let you put one in at the avatar descriptor, since so many people have the wrong animator set in the Animator component right now

lone bronze
#

Okay

#

so for the animator component of the tail

#

Should I remove the controller as well ?

slim sparrow
#

No, only on your main model

#

You can have controllers on objects within your avatar

lone bronze
#

Okay

#

Well not working either

#

What can I do ?

slim sparrow
#

I don't know, unfortunately

#

You're making a new animation, right? Not trying to copy an existing one?

lone bronze
#

No no, new one

icy crow
#

try deleting the dynamic bones while you animate, I've had a similar problem in the past

slim sparrow
#

Oh, that could be something. Weird, though.

#

I usually add my dynamic bones after the fact

#

Actually, that could explain why one of my models can raise the tail in a gesture and the other can't.

#

You might just be a hero @icy crow

icy crow
#

yeah I find that sometimes the bone will jitter and try to stay where it is when you're trying to animate it

slim sparrow
#

That's interesting, but I can see why.

#

I thought that would only happen in play mode

lone bronze
#

Didn't delete anything, but suddenly worked

#

Can't edit the bones with record

#

Cause the animation can't find them

#

I have to add the property manually and use a drag cursor

#

I made an animation that's kinda goofy

#

does it look that way in the game ?

slim sparrow
#

You can hit play mode and that's how it will look

clear yew
#

could anybody show me how to make an name tag turn around?

#

in unity

#

like is there a script for it

regal hollow
#

turn around?

clear yew
#

no since you can't use custom script in vrc

#

yeah

#

either use a billboard particle or a billboard shader

#

but i see so many people whit name tags that turn around and shit

regal hollow
#

What do you mean by name tags?

#

Like 3d text above someones head?

clear yew
#

yeah

regal hollow
#

Thats just an animation that rotates the model 360 degrees I imagine

clear yew
#

how to make that?

regal hollow
#

Have whatever you want to spin on your model

#

duplicate the model for animating

clear yew
#

so i need to goto animations

#

put 1 time line normal

#

other 360 degrees

#

like for 5 seconds of animating

#

like that?

regal hollow
#

sure

#

You just want a simple animation that makes it spin 360

clear yew
#

u 100% sure?

#

yeah

#

do i need to parent it to the head?

#

@regal hollow

regal hollow
#

If you want it to move with the head then yes

clear yew
#

could u teach me im little confused on how to animate doe

timid prawn
#

can we prevent animation on gesture to restart when some one join the map

slim sparrow
#

Next update that is fixed

tulip crest
#

what is the possible reason that i cannot hear some of my audio sources? I just place the right setting just like the normal one, and active the audio source in the animation, but still not working

#

with min distance to 2 and max distance to 30

magic river
#

Hey, is there a way to make a sword loop it's animation instead of having to make a controller and replacing all things with the animation?

spring nova
#

Looping should be default behavior. Are you putting the controller on the object itself, or are you animating the avatar/gesture?

magic river
#

Well before my sword wasn't performing the animation when I tried adding an "animation" component, and plugging in the animation

#

buit it DOES work when I create an override controller, and plug that into the "Animator" component

spring nova
#

Make an animator, not animation, and put it on the sword itself

#

Then add your animation. To the animator

magic river
#

there is only a slot for a "controller" in the animator tho

#

so i can't just add the animation to the "animator"

#

Or do you mean that I should create a controller, and then add...... oooooh i see if i don't make a copy of the override then the controller i have is just a loop

#

got it

#

Man....

#

This unity stuff is SOoooo easy when you have an idea of what you're doing. otherwise there's tons of long ways to do everything

magic river
#

hnnng. Sorry. Another problem. I'm trying to make an animation to make a weapon appear in my hand. However in the animation tab, i can't add any properties / bones to adjust

#

when I try going through the "add property" menu, all the way to the weapon, then click the + sign next to it, nothing happens

hollow perch
#

You need to have an animator controller on a copy of your avatar and put the animation you want to edit into the controller for it to show up properly as a dropdown to select your animation

#

Be careful to make a duplicate copy of your avatar. Don't put a controller on your main avatar because it will sink into the ground.

magic river
#

Yeah, that's what I was trying to do

#

but for some reason it wouldn't let me make a new animation of the weapon appearing

spring nova
#

@magic river sorry for dropping off on you, I'll give a more complete description. If you want to summon a sword and have it animate into existence, then you cannot use a gesture. Gestures should only be used for turning things on and off, since they only work properly when they are a single frame (one keyframe at 0:00 and one at 0:01). So if you want to have something animate for more than just that single frame, you need to add an animation to the object itself, not inside the gesture. You do this by adding an animator to it and then putting animation clips inside it. To put animation clips in, you need to go to the animator tab (not the same as animation tab), which you can find at the top next to scene, game, and the asset store.

In this view you can arrange animation clips and set up transitions between them. If you want to, lets say, animate it when it first spawns then once it's in have it continously loop another animation (without constantly re-appearing), you would have two animations; one is the appearance animation, and you can drop this into the controller and if it's not already, right click it to set it as the default state that the animator first goes to when it becomes active, then drop in a second animation that does the looping you want. Then right click the first to make a transition to the second. Make sure the second is set to looping on the animation settings

magic river
#

Gotcha, thanks phase!

spring nova
#

oh and just to be clear, you do use a gesture (with the duplicate of your model and everything) but all it does is activate the sword, nothing else. Once it's activated, then the sword's animations will play out.

magic river
#

Hmm...

#

And it's "Animator" not "Animation" right?

spring nova
#

the animator is what you put on the object, and you put animations inside the animator

#

You can also put animations directly on the object using a legacy animation component, but that has significantly reduced capability and it's more annoying to work with

magic river
#

And the "animations" are all inside a controller which is a copy of the premade over ride controller?

spring nova
#

In the case of your sword, no, this is a brand new fresh animator, nothing to do with the override controller for gestures

magic river
#

Ok... so instead it's just a "Controller" which would string together some sceries of animaions... like "Spawn" then "bob up and down loop" ?

spring nova
#

yeah

magic river
#

Ok

#

So if I don't need a fancy spawn animation, i just want the blade to bob up and down while it's out

#

and i already have the animation from blender

#

I just make a controller pointing to that one animation?

spring nova
#

yeah

magic river
#

Okies~ I'll give it a shot!

#

Ok... in my controller, how do I link it to "any state' instead of just "entry"?

#

nvm .... right clicking...duh haha

spring nova
#

You don't want to use any state though, that's for more complicated logic. Unfortunately, avatars can't really do any of that at the moment

#

Entry is what will play when the object is first turned on

magic river
#

Oh ok, fantastic

magic river
#

So in the tutorial that I am following, when you are in "animation mode" or recording mode or whatever, the guy is able to click his weapon and then turn it on in the inspector. However when I try to do that it leaves recording mode

#

so the action isn't saved in the animation

spring nova
#

that's probably because the object you're trying to turn on has an animator, so when you click on it it goes to that animator instead of staying on the one that's in record mode

magic river
#

Yes, that's exactly right

#

should i add the animator AFTER then?

spring nova
#

You can also click the add property button to add stuff

magic river
#

W hen I try to to go through the property menu, and click on it, it doesn't seem to work for whatever reeason

#

i click the + sign next to the weapon and it doesnt add anything

spring nova
#

the plus next to "is active"?

magic river
#

yeah

#

and now my animation tab seems to be locked up. even when i try to add property, or adjust the transformation of one of the bones, or a new bone, nothing is added or changed

spring nova
#

maybe you're clicking the wrong plus button? Scroll to the right to see them all

magic river
#

i can now only adjust the fingers whose animations i've already done

spring nova
#

weird, might have to restart unity

#

you're in the right place though

magic river
#

i tried making a whole new file and this is where i got stuck last time as well

spring nova
#

could we screenshare real quick?

magic river
#

Sure

#

just let me know how xD

spring nova
#

call me on discord, then add your screen to the call

magic river
#

haha so phase, i know it seemed like it would take a long time to rename all that, but i finally found a use for a macro keybaord. f2 > left arrow, delete button 21 times hahahahha

#

Works liek a charm now. You're the best!

spring nova
#

Nice

magic river
#

Alright... the bad news is that now the names dont coorespond with the rig lol

spring nova
#

ooh yeah you might need to change it in blender

magic river
#

It's actually really weird, but when I try to import the FBX into blender, only one bone pops up and zero mesh

magic river
#

Oh well. seems like i won't be able to spawn weapons on exports from WoW unless i can figure out how to open the FBX and change the armature names. but i'm done trying heh. Anyone have a tutorial on how to spawn C4? that's my next thing ;D

spring nova
#

yeah just a world particle

#

Probably set to collide with just default and the environment, then turn bounce off and damping up in the collision module

#

you'll need to do something a little special in order to use world particles though, do you know about that?

magic river
#

Not a clue ๐Ÿ˜„

#

I've heard a little bit about how they do it

#

and i've got a particle system up now, spewing white balls of light

#

not sure how they change the balls to a 3D object. but then if i understand correctly, they turn the life of it up to max

spring nova
#

alright, well it's pretty simple, just add a rigidbody component to your hand bone, then make a new gameobject right under your model's root, but in the same position as your hand. Just make the gameobject inside your hand then drag it outside to your root to do that. Then add a fixed joint component to the new gameobject (this will also add a rigidbody too), and point it to the hand. Now just set the rigidbody on the hand bone to iskinematic, and turn the mass of the rigidbody on the new gameobject down to 0.

Once you have that, you just put your particles inside the new gameobject and set their simulation space to world

clear yew
#

why do you set it to kinematic ?

spring nova
#

So that it doesn't go anywhere

clear yew
#

i never ticked that and enever had an issue

#

is that for something specific ?

spring nova
#

It's being controlled by the IK, you don't want it also being affected by physics

#

Doesn't really break anything if you don't, I suppose

clear yew
#

i was just curious if it changed anything in the end

spring nova
#

But it might be weird at low framerates

clear yew
#

so i can go back and fix it if needed

spring nova
#

Idk, just cleaner to do it that way

#

oh and also turn gravity off for both

magic river
#

So this method will allow me to place down objects?

#

and that object will emit particles?

spring nova
#

it allows you to use world particles, which means once the particle is sent out it doesn't stay stuck to you, it flies through the world naturally

magic river
#

that's really curous

#

i'd like to learn more about it. but it's really late

#

I know rigidbodies are for physics so i'm curious why you'd need it

#

unless it's just what you NEED to be able to use the fixed joint

#

in which case, what exactly is the fixed joint doing?

spring nova
#

it's because a fixed joint is a physics thing, which needs to attach to a rigidbody

#

And I can't say exactly why it breaks or how a fixed joint fixes it, but for some reason the way vrchat or unity controls the bones of your body to match you in VR, world particles break and will shoot out from the position of where you would be if you were tposed, instead of where your actual body is

magic river
#

that.... that actually makes sense

#

so this is definitely how people get their crazy bullets and loud brap brap emoji face stuff

#

i've seen someone drop a dog house before

#

would it work similarly how you said before? after collission they stop?

spring nova
#

Anything that moves independently from the avatar

#

Well, anything that's attached to a bone. If it's directly on your root and you don't need it on your hand or something you don't need to do this

#

Especially relevant for desktop users

#

Yeah, a dog house would probably be the same idea. Except you don't want the dog house to fly through the air, so they probably had an invisible particle and when it collides with something, then it subemits the actual doghouse particle

magic river
#

So essentially, shoot a bullet at the floor, on collision it shoots a doghouse with zero velocity ?

spring nova
#

yeah

magic river
#

How do you stack particles ontop of particles?

#

i'm looking at the particle effect editor now but i'm not seeing anything like that

spring nova
#

like spawning particles out of another?

#

That's the subemitter module

magic river
#

ooooo nice

spring nova
#

you'll use that for the explosion of the c4

magic river
#

Do you mind if i keep asking dumb questions? xD

spring nova
#

I'd rather dumb, easy questions than complicated, way-in-over-your-head questions ๐Ÿ˜›

magic river
#

haha sweet!

spring nova
magic river
#

Ok well i JUST found the part where i can put a material on the particle. So that's simple enough. Oh god thank you that's what i needed

#

alright htis video gives me everything i need

#

which means i can go to bed!

#

Thanks again Phase ! If you ever need a mechancial engineer let me know!

spring nova
#

Seeya around ๐Ÿ˜ƒ

magic river
#

^^ Cya

lone bronze
#

Hi ! I want my character to be able to show a sprite with two different animations. I plan to use one to activate the object, and the other one to activate the mesh renderer.
I would like to use the victory gesture and the open hand gesture for this.
Problem is : I don't have the default openhand gesture. All I could find was either a gesture where all fingers are straight, or a gesture that looks like the default idle hand animation.
Where can I find the open hand gesture that my character would use if I didn't use any overrides ?

slim sparrow
#

The default animations are not available

#

You have to make your own

#

Muscle Animation Editor makes this a lot easier @lone bronze

#

I would suggest starting with the open hand gesture itself, then saving it somewhere for later use

lone bronze
#

Okay I'll check that out

#

You da man, Rokk

lone bronze
#

And just downloaded a shader that you made. Amazing.

clear yew
#

does anyone know how to add idle animations?

muted prairie
clear yew
#

does it work whit idle

#

does it show me

#

how to use

#

idle anim

finite rock
#

Does anyone can help me with my audio source?

clear yew
#

parent

#

it to your hand

#

add a audio file

#

and bam

#

lol

#

i think thats how i do it anyway

finite rock
#

hmm but can u hear it? or just your friends/ppl near u

clear yew
#

near you

finite rock
#

Yeah, i want to be able to hear it too

clear yew
#

yeah you and the people near you

muted prairie
#

Yes, if you click the link it explains you how to change idle

clear yew
#

@muted prairie

#

do you have any dance animations

muted prairie
#

Nope, you'll have to find those on the internet

#

or on mixamo

clear yew
#

but

#

maximo no worko

muted prairie
#

Why not ?

clear yew
#

idk

#

doesnt let me inยจ

muted prairie
#

make an account first ?

magic river
#

G'afternoon errybody~

clear yew
#

Trying to import a vmd into vrchat and the hips are kinda fucked?

#

The hip rotation/movement doesn't happen at all

#

It's fine when the fbx to generic, but when I make it humanoid it breaks

lunar snow
#

so make a generic ghost

#

then when you do the VMD hide the humanoid avatar and unhide the generic

clear yew
#

There has to be a way to fix this method though, I've seen plenty dances with fine hips that's humanoid

hardy bone
#

Hey, ive got a gun firing animation Gesture replacement on a character. Problem is, is that at the end of the firing animation everything animated moves to its original spot -but very slowly.

#

For example: If I fire the gun, then let go of the gun. My fingers open slowly, then the gun goes away.(goes away as intended, but slow)

slim sparrow
#

@hardy bone gestures can only be 0:00 and 0:01

#

It's a limitation with the current animator. It can be worked around though

#

Have two gun objects in the same place. Have an animated firing one, and an unanimated non-firing one

#

Instead of animating the gun directly inside the gesture, just enable the firing gun and disable the other one

hardy bone
#

Soo
Gesture anim: 0.00 0.01
^enable firing gun anim ^disable firing gun anim

#

er

#

hm, cut off that last bit.. Just enable firing gun anim at 0.00, and it will disable itself when I stop the gesture. Right?

slim sparrow
#

Yeah

#

Well, no

#

Both keyframes should be identical

#

An animation will reset to default once you stop doing it

#

So pull out a gun on one gesture

#

Have it fire on another

#

Or rather, pull out a gun on another gesture, and this gun then fires itself

hardy bone
#

Oh, well if I read that right. Thats exactly what I already have. If you look at the image, in my Hierarchy I have a Shaggy-PullGun thing.

#

My Gestures
Victory: Shaggy-PullGun
RockNRoll: Shaggy-FireGun

slim sparrow
#

Yeah, but the problem is

#

You're firing the gun directly inside the animation

#

You need to animate the gun firing itself instead

#

Then have a duplicate of the gun that plays the animation when activated

#

Gestures can only be 1 frame long

hardy bone
#

So, the gun itself has an "at all times" animation of it just firing. And the gesture just turns on the gun, allowing me to see it do its "constant firing" anim. Correct?

slim sparrow
#

Yeah, or an animation that makes it fire once

#

The idea is that you have a gun that isn't animated, and one that is

#

And you just switch between the two objects. It should be seamless if it's the same gun.

hardy bone
#

I got it, only one thing left. When the "constant firing" gun gets enabled, will its animation get reset so I can watch it fire from the start -everytime?

slim sparrow
#

Yes

#

The animator should play it from the start every time

hardy bone
#

ok, cool. Ima set that up

hardy bone
#

@slim sparrow works, thanks

#

though I somehow messed up the normal gun, so that it flickers constantly

slim sparrow
#

Yeah, both keyframes have to be identical @hardy bone

#

Make sure the normal gun is enabled on 0:00 and on 0:01

hardy bone
#

yeah, its weird that it broke tho. i never touched the normal gun gesture keyframes.

#

got the flicker to stop

#

I deleted and replaced the Enable keyframes, then deleted an accidently made anim controller for the normal gun

hardy bone
#

Alright, now im trying to get a reload gesture to work right.

#

When I make a fist, I want a mag to drop from my gun.

#

Though when the mag is Enabled through the animator and falls(as intended, with rigid body), it stays fallen the next time I activate the gesture. Instead of popping back up to the gun and start the falling over again -like I want. It stays in the abyss below me.

#

In the animator I tried: 0.00 0.01
^Set Mag to hands caordinates ^Use gravity

#

clearly that doesnt work

#

am I supposed to use something unrelated to animations to get this to work?

plain dew
#

Is there any guide on how to modify the walking animation? Like, what I need to look out for etc

#

Can't find anything

pliant dust
#

The biggest thing you need to be careful about the walking animation is that it blends walk, run, and sprint all together when you're doing something as simple as walking forward.

plain dew
#

So I need to change all 3 of them to make it look not totally stupid?

#

And prob strafing too etc

pliant dust
#

Yes. And they all must somewhat coexist peacefully while playing simultaneously. It's basically (these %s aren't official, but just to give you an idea of how daunting your task is), a walk forward is blended together of 100% of your walk animation, 10% of your running animtaion, and 5% of your sprinting animation.

#

Yes, strafing as well.

plain dew
#

Dang... this is gonna take a while then

pliant dust
#

Making it look good is very difficult. To say the least.

#

It's also the reason why default animations feel ever so slightly off.

plain dew
#

Yeah, I reckoned... do you know any resources, which I can use as a base of some sort?

pliant dust
#

Sure. Look in your VRCSDK folder in Unity. They're under Examples > Sample Assets > Animation.

plain dew
#

Ah, I see

pliant dust
#

Of which, Idle's Idle-Sample, Walk's Walk, WalkLeft, and WalkRight are there.

#

They aren't very helpful though. Good luck!

plain dew
#

The animation ends at 1min, is that the length I should go for too?

pliant dust
#

Yes.

plain dew
#

Or can it be shorter/longer?

#

Ah okay

#

Thank you c:

pliant dust
#

And those aren't minutes. Those are seconds.

plain dew
#

Oh shoot

pliant dust
#

You're welcome! Just... well, don't expect this to be easy.

plain dew
#

Yeah... Proper animations can take ages =.=

#

Speaking of, every time I animate one of the dummys I create, the character goes into a weird pose, I guess I have to take that into account or can I just reset the positions?

clear yew
#

you are supposed to animate a duplicate

#

because it will basically break the model

plain dew
#

Yeah I know, that's what I mean with dummy

#

But if I'm gonna do something like the walking animation, do I have to "work" with the broken model, like adjust the legs as if they were not broken?

clear yew
#

it's probably easier to make it have a normal pose to make the animations

plain dew
#

Ah so I can do that?

#

That's good c:

clear yew
#

check the pins for my album

#

to make your model have a T-pose again

#

it will also help you understand how that works

plain dew
#

Alright, thank you ๐Ÿ˜„ Very appreciated!

tulip crest
#

em... now i'am facing a very strange problem, after add a gesture animation, my avatar sink into the ground in the game, and the target audio source not playing at all

#

and the most strange part is, i am not playing the animation...

clear yew
#

you are supposed to make your animation on a duplicate

#

not the main model

#

or it will break

tulip crest
#

avatar problem is because of bones, i just figure it out

#

now only have the problem of not playing musics

#

the game preview is fine, but not working in the game

#

i mean the vrchat, not unity editor

velvet heart
#

yo i made a world animation on my avatar but it takes like 30 seconds to switch too another emote

spring nova
#

your gestures need to be a single frame, one keyframe at 0:00 and another at 0:01

#

If you want longer, you can get around this by having the gesture activate a gameobject which has a longer animation on it

velvet heart
#

it is a gameobject tho

spring nova
#

great, you're already halfway there. Now make sure the gesture is only at 0:00 and 0:01

velvet heart
#

oh wait

plain dew
#

I had the same thing few days ago

velvet heart
#

so i put the animation on the game object and activate it with 0:00 - 0:01

plain dew
#

There's a keyframe at 1:00 and you can't see it until you zoom out a little

spring nova
#

the animation on the gameobject can be whatever you want. The animation that runs on your avatar that you plug into the gesture override needs to be at 0:00 and 0:01

velvet heart
#

easy enough

#

i just realized how easy it was

#

Lmao

plain dew
#

Question: How can I get my avatar to lay on the ground? I've been fiddling a round with the Root Q values a little, but it just doesn't look right... And 2nd one, what does the Q and the T stand for?

#

I think T is transform but I'm not sure

#

Oh! Quaternion

#

So yeah... I think I gotta convert my euler angles to quaternion values...

clear yew
#

So I have learned how to get a vmd and how to attach it to an avatar as an emote, as well as how to add sound to it...

#

However I would like to learn how to do the sort of gesture override within the f keys that spawn other models to do the dance instead.

#

Would anyone be able to give me a brief run-down of how this works? For reference, I am talking about the stuff you'd see the user Toga's avatars do..

plain dew
#

I don't really know how to do that, though I'd assume you create duplicates, create animations for them, attach them to the main avatar (but deactivated), then create another dupe of the main where you activate the dupes attached

#

But this is just my theory

#

No idea if that works

clear yew
#

A theory worth testing i'd say.

plain dew
#

Yea

clear yew
#

I'll look into it unless you'd rather do it sooner.

#

you create a duplicate

#

give it the animation

#

disable it

#

parent it to your model

#

hips or spine usually

#

and with a hand gesture you enable the duplicate

#

and disable the skinned mesh rendered of your main model

#

so it's invisible

#

ahhh i get it. Okay that's really helpful

#

Thank you

#

both.

plain dew
#

Ayy I got something half right xD

plain dew
#

Ah... So Unity doesn't let me change the quaternion to what I want it to be

#

Rip

#

Wanna change it to {'w': 0.5253219888177297, 'x': -0.8509035245341184, 'y': 0.0, 'z': 0.0}, but it always resets so I guess I'll go with the value Unity sets for me

tulip crest
#

@spring nova actually, it suddenly works, even with noting changed, i don't know if it is a kind of game bug or something else

stable basin
#

Guys, is there a maximum time a anim can play ?

#

I had a dance, where somewhere around 50% it resets the avatar, but animation is still playing.

#

And looks really bugged afterwards.

#

Is there some kind of time-limit until the avatar gets resetted ?

regal hollow
#

Are you talking about an emote?

#

or gesture?

#

either way a gesture can only be 2 frames long. and an emote has a limit of about 1.5 mins

stable basin
#

Animation

#

Emote

#

When you start the emote, it plays just fine for a while

#

But then it feels like the avatar resets to idle position.

#

But the body is like still moving.

#

And you cannot move until the animation ends.

#

And eventually it looks like it's possessed or something xD

#

In unity it looks fine.

#

Either vrchat has a time-limit a animation can play, or there is a bug.

#

@regal hollow Sigh, overread what you said.

#

Sorry, it's early here, still waking up

#

1.5 minutes, I see.

#

Thanks ๐Ÿ˜ƒ

regal hollow
#

no problemo

stable basin
#

Mmm @regal hollow You have any idea how I can shorten easy a animation file ?

#

Is there perhaps a simple way of editting a anim file.

#

Nevermind, I'll try editting the VMD manually.

#

And then convert it.

stable basin
#

Worked with mmd, guess that's solved ๐Ÿ˜‰

amber mantle
#

I want the Howard the Alien Emote plz

#

It can fit so much Love in it

pale nimbus
#

Hopefully this is the right channel for this question. I'm trying to make an effect appear at the end of a prop, with the use of 2 gestures. One to activate the prop in my hand, the other the activate the effect. The effect itself is a sphere with a specific material attached. It works fine in-game, but there is a small problem I was hoping to fix related to the animations used to create the prop and apply the effect.

The problem is the gesture override to activate the effect. I can no longer make a fist as a side effect of having the activating animation. I found a public avatar that manages to do a very similar effect, but without disabling the user's ability to make a fist. How can you make something active without overriding the gesture used to do it?

slim sparrow
#

@pale nimbus you still have to override the whole gesture

#

They just re-make the finger movements

#

Fist is easy, you set all stretch and spreads to -1

#

It's a tedious 10 minute job, with Muscle Animation Editor that becomes 10 seconds

pale nimbus
#

Thank you!

errant oar
#

How come my audio doesnt play? I can hear it for a split second when im moving some sliders around, but thats it

#

Can send a vid if need be

clear yew
#

what are you trying to do doe

#

?

errant oar
#

Make a sound play

#

I plan to animate it, but right now I can't even hear it in play mode when it's on

#

I'm using the audio source property

clear yew
#

wait

#

is it in the avatar

#

?

#

or is it parented to the avatar

errant oar
#

I tried both

#

I put it directly in the avatar

#

I made an empty game object and parented that to the avatar and put it in that

#

I even tried putting the game object outside of everything as its own, and disabling everything else

#

It's weird because I just tried doing the same thing in a different unity project and it works fine

clear yew
#

LOL

#

DOES IT LOOK SOMETHING LIKE THIS

#

?

errant oar
#

ermm

#

its pretty normal

#

Oh it was also working but I touched some sort of reverb graph actually

clear yew
#

HMM

errant oar
#

I just remembered that

clear yew
#

.>

#

fix it

errant oar
#

I cant lol

#

I tried everything I could think of

#

also deleting the audio source and remaking it would have reset it anyways

#

cuz it was a graph in the audio source

#

so its like touching that graph broke it completely

#

I just synched up its settings with the reverb graph to a working audio source on a different project

#

as a matter of fact, i synced everything in both debug and normal mode to the working source, with no luck

clear yew
#

can anybody help me when i press on my animation it takes like 6 presses to make it work how to fix that?

livid socket
#

Is there a way to make animations toggle/switch?

slim sparrow
#

Google prop toggling, that's the only way right now

#

You can do it

#

But it desyncs a bit for late joiners and people not looking at you

livid socket
#

I have a few animations that enable one of the props and disable the other ones. Now I want to hook them up so you can switch between them using the Emotes menu

#

I have a screen that should be able to display different things. For that purpose I have put up planes on the screen that correspond to the images I want to show

slim sparrow
#

You might be able to do that with particles too, that might be a lot easier than setting up prop toggles.

livid socket
#

now I have an animation for each one; it disables every plane except the one I want to display

#

How do I do that with particles?

slim sparrow
#

For every image, make a particle system with a mesh particle

#

This mesh particle has a plane or a quad with the image on it

#

Every particle system has a max particles of 1. Every particle system is always on, but Emission is disabled.

#

In an emote, you disable every particle system except the one you want to show. On the one you want to show, turn on the Emission Module.

#

When the emote ends, all the particle systems are back on, but the spawned image is still showing.

livid socket
#

but will the particles move when I move?

slim sparrow
#

You can set them to worldspace so they stay behind, or leave them on local and they will move with you.

livid socket
#

and if another image has been spawned; how does that get removed

slim sparrow
#

When a particle system is disabled, all the spawned particles are deleted

#

So when you do one emote, all the other images get deleted

#

The key is having the particle systems always enabled outside of the animation, but not actively having them emit.

livid socket
#

I ahve found a tutorial by a YT user named TwistedWheelbarrow

#

he uses some kind of self made(?) toggle switch

slim sparrow
#

Yeah, that's prop toggling. There's a YT tutorial on that

#

But it doesn't sync very well

#

And I still haven't figured out how to separate it in such a way that you have deterministic toggles

#

An "always turns on" trigger for example

#

Prop toggling, by default, has one emote as a toggle. This desyncs very heavily and I don't recommend it. For your purposes, particles are a lot better.

#

Always go for particles unless you need audio or animations on the object itself

fierce bane
#

I still think that was a really strange limitation for Unity, considering some very common application of the particle system (bullets, rockets, magic, etc)
not being able to place an audio emitter on collision/death is kinda strange...

slim sparrow
#

True, but it makes more sense when you consider scripts

#

And the fact that audio sources generally have to be game objects

#

A simple script or even a Playmaker action can play sound on subemit

#

Besides, games don't really use particles the same way we do.

#

@fierce bane games basically just raytrace where your bullet should land, spawn an impact particle and sound at the location.

#

They don't actually use the particles to determine where the bullet will hit

errant oar
#

Did the new SDK just like, break audio sources? I reluctantly started my project over and the sound now plays in unity, but I can't hear it in-game...

#

Also dear god the new avatar upload times

fierce bane
#

@slim sparrow that depends if you have hitscan or actual projectiles, as well as the speed of said projectiles. If the impact time would be near instant anyway, raytrace is definitely better. But not all projectiles move at such high speed. A colliding fireball for example, a grenade, or a pulsating plasma orb are good examples of collision-based projectiles that can be intercepted or dodged.
The script-based audio spawning is a good point though. It just seems an oversight to require a script for something that could have been natively implemented.

wicked kindle
#

if i wanted a crown to spin and do a 360 how would i do that

spring nova
#

Drag the crown outside your avatar so that you can go to the animation tab and click create without causing issues. Then you can drag it back in. Now just add property, rotation, and have it start at 0 than go to 360 after a few seconds or however long you want. Then go to the curve tab and right click the end points to change them to automatic so it goes a constant speed

wicked kindle
#

gotcha what if the crown has a little tilt

spring nova
#

Then make it straight, put it inside a gameobject, and tilt the gameobject instead

wicked kindle
#

ahhhhhhhh thank you so much

errant oar
#

Yeah

#

I'm becoming convinced the new SDK broke audio

#

Because now when I activate the gesture in game, I hear it play for a SPLIT second, and then it shuts off

#

As if somethings forcing it off

#

How can I go about reporting this

fierce bane
#

@wicked kindle if you want it to continuously rotate you can also use a mesh particle with "rotation over lifetime"(separate axes). no start speed/delay, local simulation, 1 max particle, and a long lifetime.

clear yew
#

any reason why i can't "add property" to an existing animation

wicked kindle
#

ill have to try it out thank you

clear yew
#

like, the "add property" button is greyed out

fierce bane
#

I've heard people using a similar system with a capsule and a texture that wraps around it instead too.

#

@clear yew, duplicate avatar, drag/drop animation onto the duplicate, then you should be able to edit just fine. The animation needs a heirarchy to be able to add properties

clear yew
#

hmm okay

clear yew
#

another question, how would you guys add sound over your animations (emote animations)

#

sorry, im new to this

pale nimbus
#

Get an audio source from GameObject -> Audio -> Audio Source

clear yew
#

kk

pale nimbus
#

Click the link, it's a gif and discord hates me

clear yew
#

lol yeah thats how i set it up, hang on

#

it worked thanks

coarse veldt
#

Say I am putting a blinking animation (legacy) on my avatar and I don't want it to interfere with my hand gesture animations (eg : closing eyes while smiling). What is the right way to do this?

Will cancelling the blink ( setting blink shapekey to 0) in the gesture animation help?

tidal niche
#

also how do you export jsut the animation from blender, without needing to export the skeleton

magic river
#

Hello~

#

I was wondering if particles could have sound files attached to them?

regal hollow
#

Nope

magic river
#

balls

regal hollow
#

Yep

magic river
#

So if I have a firework explode

#

wait... how are people giving bullets a sound then?

#

I've seen them when the bullet collides, it makes a noise

regal hollow
#

audio source that plays when the particles play

#

You haven't

#

It's just timed together

#

the collision of particles cannot trigger audio on vrchat models

magic river
#

I'm pretty sure there's even a video of someone doing it

#

let me try to find it

regal hollow
#

I'll watch it if you can find it. But there is no way to have an audio source play on a particle collision on a vrchat avatar. The closest you could do is have it seem like it does by timing the collision and the audio source individually.

magic river
#

Could it be, that a model has an invisible object at a set length away from the gun, fixed to the gun, and then on THAT is a sound clip that plays when fired?

#

so it gives the illusion of ranged audio?

regal hollow
#

yes

#

particle collisions cannot trigger audio, but there are numerous ways to make it look like they do

magic river
#

mmk

#

yeah there's just too many vids for me to try to sift through

#

On another note, how do I turn a regular an mp3 into something i can attach to an Audio Source

#

It looks like the example files are .ogg